MAD CREATION 4 (12)

The Strange Bestiary

Sometimes the fruit of a mad scientist's laboratory is sublime, other times horrifying. Usually, it's a little of both. That's when releasing such a creation into the world is most dangerous. When an artificial entity starts out benign, it's difficult to know if a hidden flaw or slowly developing hatred will tip it over the edge into homicidal fury—or if it just acts odd because it doesn't know the social cues.

Should these things be treated as people, pets, or monsters to be stamped out and destroyed? That's the eternal question, and one that's usually answered wrong in fiction. It's no mystery why mad creations encountered in recursions are usually insanely dangerous.

A mad creation called Evaran discovered a cypher that gave it the spark. Though not quickened, Evaran now travels from recursion to recursion via interface connections and the Chaosphere, looking for someone who can explain what it all means.

Motive: Defense or destruction

Environment (Weird Science): Anywhere

Health: 27

Damage Inflicted: Moderate wound (5 points)

Armor: 2

Movement: Short

Combat: A mad creation can make two different kinds of attack. The first is an electromagnetic discharge against a target within long range.

The second is a melee attack that, if successful, deals damage and requires the target to make a Might defense roll to resist an injected subtle poison. On a failure, the target falls into a comalike slumber. Each round thereafter, the target can attempt an Intellect defense roll to wake up. However, each failed roll inflicts 3 points of Intellect damage (ignores Armor). Choosing not to make an Intellect defense roll does not count as a failure. If the target chooses not to risk fighting free of the coma, only advanced medical intervention can save him from brain death.

Interaction: A mad creation is intelligent and can be swayed by reason. It might be passive, but if disturbed in a place it thought was secure against intrusion, it could grow belligerent and even murderous. Once so roused, a mad creation might still be calmed, but the difficulty of all such attempts is increased by one step.

Use: Mad creations are sometimes fashioned to serve as guards or soldiers. These beings generally protect rather than attack, unless their initial imprinting is overwritten by experience or their own flawed creation. Sometimes such a guardian goes rogue and must be tracked down and dealt with for the safety of others (or at least for the safety of its creator's reputation).

Loot: A mad creation requires many parts. Salvage from a destroyed mad creation could result in a cypher or two and another item that, with a bit of jury-rigging, works as an artifact.

GM Intrusion: The character hit by the mad creation's melee attack doesn't take normal damage. Instead, the mad creation drops onto the character. The PC is pinned until he can succeed on a difficulty 6 Might-based task to escape. While he is pinned, the creation whispers mad utterances into his ear.