Reef pirates are not so named because of where they lurk, but because their sea-changed bodies resemble reefs infested with coral, crabs, and eels. Despite the parasites that are slowly transforming them into inhuman monsters, most reef pirates cling to their old lives.
Reef pirates are not technically undead, but share many of their traits. The human bodies of reef pirates are dead and so have the bonus to Toughness and immunity to called shots that protect most undead. The primitive nerve structure of the corals and sea beasts that animate and inhabit reef pirates grant the pirates the usual undead bonus to recover from being Shaken, but the parasites are alive and so are susceptible to disease and poison.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8.
Skills: Athletics d6, Gambling d6, Fighting d8, Intimidation d6, Notice d6, Taunt d6, Shooting d6, Throwing d6.
Charisma: -4 Pace: 6 Parry: 7 Toughness: 8
Hindrances: Mean, Ugly.
Edges: Block, Dirty Fighter.
Equipment: Rusty or barnacle encrusted cutlass (Str+1d6+1), Flintlock Pistol (2d6+1, 5/10/20, 2 actions to reload, 1 in 4 chance powder is wet).
- Aquatic: While reef pirates can breathe seawater, they can only swim as well as humans.
- Bizarre Mutation: The sea life infesting reef pirates bestows bizarre mutations similar to a Mongrel’s Animal Components. Roll 1d6 to determine; 1 = Inhuman Attribute (fishy tail adds to swimming, cephalod suckers add to climbing), 2 = Inhuman Senses (hammerhead eyes, lateral lines), 3 = Long Limbs (eels for arms, tentacles), 4 = Low Light Vision (bioluminescence, echolocation), 5 = Natural Armor (dermal denticles, shell), and 6 = Natural Weapons (chelae, shark-like teeth).
- Quasi-Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage. No immunity to poison or disease.
A rot shark is the rotting carcass of a shark animated by a parasitic arthropod hiding in the shark’s belly, only its multi-jointed legs visible as they sprout from the shark’s body. The overpowering stench of a rot shark and the instinctive arachnid response provoked by the hideous gigantic arthropod legs make the rot shark a source of retching horror for most who encounter it.
Rot sharks are technically not undead, but share many of their traits. The body of the shark itself is dead and so has the bonus to Toughness and immunity to called shots that protect most undead. The primitive nerve structure of the parasite means it still receives a bonus to recovering from Shaken, but called shots to the limbs may cripple the creature. Rot shark parasites are immune to disease but poison administered directly to the parasite has normal effectivess.
These statistics cover a rot shark spawned from the corpse of a great white shark between 18 and 25 feet long. Larger specimens may well exist, as well as rot sharks spawned from smaller maneaters. Smaller rot fish likes pirhana and barracuda have been reported.
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d12.
Skills: Athletics d10, Fighting d10, Notice d6, Subterfuge d6.
Pace: 6 Parry: 7 Toughness: 14 (2*)
- Aquatic: Pace 6
- *Armor +2: The chitinous shell of the parasite protects its legs and the visible portion that protrudes from the shark’s underbelly; this armor does not apply to the rest of the rot shark.
- Fear -2: The terrifying combination of shark and spider-like legs makes most humanoids react in instinctive horror at the sight of a rot shark.
- Large: Attackers add +2 to their attack rolls when attacking a rot shark due to its size.
- Quasi-Undead: +2 Toughness; +2 to recover from being Shaken; called shots do no extra damage (except for called shots directly to the parasite).
- Size +4: Great white rot sharks can grow up to 25’ in length.
- Stench: The stink of decay that clings to a rot shark forces all breathing creatures vulnerable to disease and poison within a Large Burst Template of the shark to make a Vigor roll when they first encounter it or be Shaken.
- Wall Walker: Can walk on vertical and inverted surfaces at Pace 6.