Core Rulebook
An abomination is a hideous bestial humanoid covered with thickened plates of scarlet flesh. Their eyes shine with the stagnant glow of toxic waste dumps. Standing at least 7 feet (2 m) tall, abominations are drawn to movement. Always famished, they consume living prey in great tearing bites.
In a post-apocalyptic setting, abominations were bred in the toxic aftermath of the fall of society. Sometimes they’re called mutants. Other times, they’re given more colorful monikers, like “ghouls.”
Motive: Hungers for flesh
Environment: Almost anywhere, hunting alone or in pairs
Health: 22
Damage Inflicted: Moderate wound (6 points)
Armor: 2
Movement: Short
Modifications: Might defense as level 6; sees through deception as level 3
Combat: Abominations use scavenged weapons to attack prey at range, but probably switch to biting targets within immediate range. Targets damaged by a bite must also succeed on a Might defense task or descend one step on the damage track as the abomination tears off a big piece of flesh and gulps it down. Those who survive an attack must succeed on a Might defense task a day later when they come down with flu-like symptoms. Those who fail begin the process of transforming into a fresh abomination.
Abominations regain 2 points of health per round and have +5 Armor against damage inflicted by energy (radiation, X-rays, gamma rays, and so on).
Interaction: Most abominations can speak and have vague memories of the people they were before transforming. However, those memories, motivations, and hopes are usually submerged in a hunger that can never be sated.
Use: Abominations hunt ravaged wastelands and bombed-out spacecraft hulks, lurk in basements where mad scientists have conducted illicit experiments, and haunt the dreams of children who’ve gotten in over their heads.
GM Intrusion: The abomination isn’t dead; it stands up on the following round at full health.