Atlas: Eastern North America
When Blue Friday arrived, it plunged much of the East and Gulf Coast regions into the sea. Urban centers such as New York City and Washington, D.C., are now urban swamps, and the inland regions have become torn apart by the chaotic power vacuum left after the United States government was quite literally washed away. While 6 years have passed, the borders of the new North America are still hotly contested, and this is bluntly evident in the east coast.
Regions of Eastern North America
The United Atlantic States
The UAS is, as its name would imply, what remains of the Atlantic coast portion of the former United States of America. New Hampshire, Massachusetts, Connecticut, southeast New York, Pennsylvania, New Jersey, Delaware, Maryland, Virginia, and West Virginia make up this Atlantic Ocean-based country. While not exactly large compared to its former incarnation, the UAS has at least managed to stabilize itself in the time after the Blue Friday incident. Run from its new capital of Richmond, Virginia, the UAS clings defensively to what technology centers remain working and to what lands it has. Caught in a fierce border war with Appalachia, at least half of the United Atlantic Army is kept on the fringe between the western UAS and the Appalachian Territories. The following three grids and the outlier towns around them form the bulk of the UAS's settled regions.
The Richmond Grid: Formed out of Richmond, Virginia, and the rest of the non-flooded pieces of the Richmond-Petersburg Region, the Richmond Grid was chosen as the capital citadel grid of the UAS for two reasons: its nature as a coastal city after Blue Friday flooding, and the symbology of the "old times" as presented by the design of the Virginia State Capitol.
The Albany Grid: A grid formed out of the New York Capital District, but mostly clustered around Albany and Schenectady, New York. The majority of the population of the Albany Grid makes their living through (or in jobs connected to) the ship trade carried out via the expanded Mohawk River.
The Trenton Grid: While most of Trenton, New Jersey, is beneath the waves of the Blue Friday-formed Philadelphia Bay, the portions that remain above-water have formed a condensed "mini-grid" primarily utilized as a military facility.
New York City While technically not a city inhabited by the citizens of the UAS, the swamp-choked ruins of New York City is of great importance to the nation. Some submerging means little to a city with buildings mostly two stories of higher, which has allowed numerous scavengers to crawl in and reclaim old world materials for display as important UAS artifacts. Of course, many of the high rises are also home to feral ghouls and warring tribals, which makes gathering a particularly dangerous proposition if one doesn't already know who lives where.
Appalachia
Eastern Missouri, northeastern Arkansas, southern Illinois, western Tennessee, and western Kentucky have been claimed by a slightly paranoid government that have named their lands as the Appalachian Territories. Made up of both native Appalachians and refugees of the Gulf states, the people of Appalachia are mostly human, with a handful of goblins and ogres rounding out the population. Most of the land-owning population – the only individuals that can participate in presidential voting of the timocratic politics of the territory – is made up of either farmers and ranchers using specialized techniques to deal with the terrain of the Appalachians, loggers and lumber mill workers, or steel workers, all of whom help run Appalachia's military machine and industrialist resurgence. Some of the major locations in the Appalachian Territories include the following settlements, cities, ruins, and landmarks.
St. Louis, Missouri: St. Louis is the capital of the the Appalachian Territories, and with good reason. Not only is it a culturally powerful symbol and a major port on the Mississippi River, but it is also the largest still-fully functioning city close enough to Mammoth Cave and the Black Ribbon to pull double duty as a military base of operations. The Appalachian Army is trained and housed at St. Louis, with all troops eventually marching down to the line between Appalachia and the UAS at least once in their service.
Columbus, Georgia: Now a mixture of moist forested hills and marsh- and river-strewn lowlands, Columbus is still surprisingly well-populated. It has become an almost Venetian-style city on the water, and acts as a major center of farming for moist-ground crops for the territory.
Nashville, Tennessee: Straddling the infamous Black Ribbon interstate that tenuously separates Appalachia and the UAS, Nashville is a blood-stained war zone. The largest military force in the city is a UAS outpost stationed in what was once the Grand Ole Opry, and it seems like the UAS may be able to take Nashville to make up for its losses at Mammoth Cave.
New River Gorge Bridge: The third-longest arch bridge of the pre-Blue Friday world, the New River Gorge Bridge has been modified to serve as a goblin worker's town, web-like hammock structures spreading far and wide between the support beams of the structure.
Quirauk Mountain (High Gulf): At 2,145 feet in height, this Appalachian peak's Department of Defense structures and radio towers were scrapped to form a mountaintop fortress housing some of the surviving refugees of the pre-Blue Friday Gulf cities of Biloxi and Gulfport, Mississippi, New Orleans, Lafayette, and Baton Rouge, Louisiana, and Mobile, Alabama. It has been named "High Gulf" by its population, and is perhaps one of the safest locations in Appalachia. While not quite on the technological level of a UAS citadel grid, High Gulf does have electricity and basic radio systems.
The Sugarlands: These forested valleys of the Great Smoky Mountains are now a moist, boggy country infested with numerous colonies of the alligator-offshoot bioaberrants known as hodags. Due to their ill-tempered natures and prodigious strength, the presence of so many hodags in one region, combined with the overabundance of muck-strewn forests ill-suited for machinery, makes the Sugarlands undesirable for the territory's logging companies. Of course, that hasn't stopped daredevil goblin lumberjacks from staking their own claims in the region...
The Floridian Isles
The Floridian Isles provide a stark contrast to either of its neighbors to the north, being more or less a string of self-contained city-states with no form of centralized government that could be compared to those of the Appalachian Territories or UAS. Given the sheer amount of swampland that chokes even the areas that managed to stay above the rising tides of the Blue Friday event, however, the city-states are few and far between, separated by wilderness teeming with hostile wildlife and various ne'er-do-wells. The only connection to the mainland the Floridian Isles have is a single heavily modified cruise ship known as the
Orlando Bounty.
Ocala: Combining the ornery militarism of Appalachia and the chokehold of a cult known as the Brotherhood of Star Sons, Ocala is perhaps the least visited of the Floridian Isles. Its thick concrete walls and foundation craft a citidel designed hold back both the swamp waters and the people outside of Ocala, allowing it to wallow in its isolation. The Brotherhood claims that the red stars were an omen of Blue Friday, and that a second blue star will come to bring about total disaster to the planet, sparing only those that purify themselves of the "curse of the 'Star Sons'": in other words, purging out mutant blood. This has lead to the non-human population of Ocala being subjected to painful surgical and magical experiments in an attempt to reduce the "red star genes" and transform them back to their original baseline human form.
Orlando: Orlando is a paradise of hedonists, gamblers, and those that want to get their minds away from the events of the not-so-distant past, running off of tourism, commerce, and backroom activities - indeed, some actually go so far refer to this city-state as "Blue Vegas". Most of the city's activities are carried out in its skyscrapers and bridge-towns that manage to loom above the marshland that threatens to envelop even the highest ground in the region, with the highest points being rented out to top dollar clientele. Conversely, no one wants to be caught in the lowest levels of the city, since if the high crime rate doesn't get you, the summertime flooding and its pushing in of the local wildlife just might.
Lakehaven: Actually a city-state of two pre-Blue Friday cities – Lakeland and Winter Haven – merged into one, Lakehaven is the largest island in the Floridian chain, as well as a well-fortified one. The threat of the Bladejaw Pirates is one that the governor of Lakehaven refuses to tolerate, and more and more of the island's citizens are being called upon to be enforcers of the law.
Other Locations
Washington Ruins: Formerly Washington, D.C., the majority of the Washington Ruins lie beneath a swampy bay dominated by nomad encampments utilized by deep ones making pilgrimages to the region. For those spots that manage to remain above the waterline, such as Rock Creek Park, an abundance of flesh-eating nanoshreds and gluttonous hodags means that only risk-taking explorers and thrillseekers attempt to breach the boggy forests around the ruins.
The Colony: The people of old called it Delaware (and some of eastern Maryland): to the deep ones, it is simply the Colony now. After all, what better place could the deep ones call their homeland than an entire East Coast state that went under during Blue Friday? The Colony has become the de facto "state" of the species, its sunken buildings and businesses being turned into deep one dwellings and its submerged streets into open water bazaars.
Kentucky: The state of Kentucky is part of what is known as the "contested zone", the region sandwiched between the Appalachian Territories and UAS that typically sees the conflict between the two nations. In Kentucky, to be specific, the fighting is concentrated around "the Black Ribbon": Interstate 65. The state west of I-65 is mostly dominated by Appalachian military outposts, while the Interstate itself is a heavily-defended barricade that protects the UAS lands to the east. Mammoth Caves are close enough to the interstate that the caverns are crawling with Appalachian reinforcements, ready and waiting to seemingly appear out of nowhere to aid in a battle that goes south for the Appalachian Army.
Atlanta: One of the most prominent city-states in eastern North America, Atlanta has managed to pick itself up and restart most of its power centers in a way that the nearby UAS finds quite admirable. While neither of its two noisy neighbors have decided to come calling, Atlanta is always somewhat nervous at the prospect of being forcefully conquered by the two nations of the east. The city's growing fear and seeds of dissident from Orlando crime syndicates that have made their way up from Gainesville has lead to political unrest, and thus unrest has in turn lead to strict curfews, increased police presence, and an increasing amount of paranoia from the Atlanta governor.
Gainesville: The former Floridian city of Gainesville is now the last stop on the East Coast mainland, having been converted into a ramshackle port in the years after the Blue Friday incident. Its numerous roads now run with cargo trucks and defensive armored trucks rather than pedestrian vehicles (pedestrian traffic is relegated to sidewalk treks during the city's active hours – sunup to sundown, every day of the year), heading outward to or returning from what bastions of civilization exist on the eastern side of the Mississippi, acting as the prime hub for the East Coast’s survival. Of course, with so much traffic comes unwanted elements as well. A few leaves of the infamous pre-Change “Gainesville Green” can net a hefty profit on the black market, criminals working out of Orlando have mainland ties through Gainesville, and dark supernatural elements seem to be stirring in the shadows of the sinkhole known as the Devil’s Millhouse, all of which have helped lend fuel to cries for martial law to rival Atlanta's.
Nova Scotia: Nova Scotia has become a mostly isolated island region after Blue Friday, beyond a small ferry system that runs between the ports of Wood Point and Amherst that straddle the post-Blue Friday connection of the Bay of Fundy and Northumberland Strait. The island is run from Halifax, which has become an island within an island thanks to a trickling meeting of Halifax Harbor and the Bedford Basin, and is notable for being a nation whose entire government body consists of abominables. Indeed, Nova Scotia might be considered a nation of the furry human offshoots due to their prevalence there, leading some mainlanders to refer to it as "the Abominable Isle", while the abominables themselves call their domain Vinland.
Newfoundland: The island of Newfoundland is a place no one treads, and with good reason. While the Change and Blue Friday events affected the world over, Newfoundland had the misfortune of becoming one of the nightmarish regions known as Touchpoints. To most on the ground, the post-Change sky looks the same as it ever did - to a pilot, however, it would be easy to find the now-present translucent atmospheric film of a strange chaotic material that wreaks havoc on anything that flies into it. If the layer (found within the lower stratosphere) were static, it would be less frightful than it is, but its constant fluctuations into the troposphere have pretty much grounded all but the most danger-blind pilots of the world. A Touchpoint is where the strange material, known as the Entropic Layer by scientific circles, permanently plunges to the ground in a massive funnel. What exactly happens at a touchpoint is always destructive, but varies in each of the rare examples that exist. For Newfoundland, it manifests as an exceedingly cold region that requires extremely specialized sealed armor to even enter for a few hours, much less a lifetime. Some have reported seeing giant figures of ice through the hazy outlines of the Touchpoint funnel, but no confirmation of such stories have been made.
NPCs of Eastern North America
Jonah Herman
The current president of the United Atlantic States, Jonah Herman is a former foreign affairs diplomat that is determined to use his training to turn the UAS into a beloved and prosperous nation in the new world. President Herman has become famed for his kindness and excellent oratory, but at the same time many of the Changed fear that one of the prominent humanocentric parties of the UAS may have the new president's ear a bit too close to their poisoned tongues.
Jonah Herman, President of the UAS (Human Smart Hero 3/Charismatic Hero 3/Ambassador 5): CR 11; Medium-size Humanoid; HD 3d6+3 plus 3d6+3 plus 5d6+5; HP 51; Mas 13; Init +2; Spd 30 ft.; Defense 17, touch 17, flat-footed 15 (+2 Dex, +5 class); BAB +5; Grap +5; Atk +5 melee (1d3 nonlethal, unarmed strike); Full Atk +5 melee (1d3 nonlethal, unarmed strike); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Diplomatic immunity, information access, stipend; AL United Atlantic States; SV Fort +5, Ref +6, Will +11; AP 5; Rep +8; Str 11, Dex 14, Con 13, Int 17, Wis 15, Cha 18.
Occupation: White Collar (Diplomacy, Knowledge [Civics]).
Skills: Bluff +11, Computer Use +14, Craft (Writing) +12, Decipher Script +7, Diplomacy +19, Gather Information +9, Investigate +9, Knowledge (Arcane Lore) +11, Knowledge (Civics) +22, Knowledge (Current Events) +18, Knowledge (History) +10, Knowledge (Popular Culture) +9, Knowledge (Theology and Philosophy) +15, Perform (Act) +13, Read/Write English, Read/Write French, Read/Write German, Read/Write Hindi, Research +14, Sense Motive +7, Speak English, Speak French, Speak German, Speak Hindi.
Feats: Charismatic Plus, Defensive Martial Arts, Dodge, Educated (Knowledge [Civics], Knowledge [Current Events]), Iron Will, Oathbound (United Atlantic States), Renown, Simple Weapons Proficiency, Trustworthy.
Talents (Smart Hero): Savant (Knowledge [Civics]), Plan.
Talents (Charismatic Hero): Charm, Favor, Captivate, Coordinate.
Possessions: Formal outfit, various personal effects.
Mountain Shield
The Mountain Shields are the premiere guardspeople of the UAS, keeping tireless vigils along the contest border with the Applachian Territories come rain, sleet, snow, hail, or firestorm blowing in from the Hell Pits of Missouri. They are famed warriors, said to be able to arm-wrestle an ogre into submission and break the jaws of a full-grown bull lindwyrm...though these stories are probably hyperbole, of course.. The typical Mountain Shield wears the armor of the SWAT teams of the old United States, repainted white with red vertical striping, as well as a shoulder pauldron that ranges from sky blue for novice Mountain Shields to a veteran Shield's navy blue. Due to the lack of major supply lines to the UAS outlier zones, Shields are trained not to use their supplied shotguns unless absolutely necessary, typically going into combat with an industrial-strength sledgehammer used to break the bones of any foolhardy Appalachian raider or aberrant beast. They are a rough-and-tumble lot, battle scarred and constantly training themselves for the inevitable border skirmishes to come - as such, they tend to be a bit lax on social interactions outside of their Shield unit, and can come off as abrasive or downright unpleasant to outsiders. The stat block below reflects a typical seasoned, but not quite veteran, Mountain Shield, clad in full defensive armor.
Seasoned Mountain Shield (Human Dedicated Hero 3/Survivalist 3/Guardian 4): CR 10; Medium-size Humanoid; HD 3d6+9 plus 3d10+9 plus 4d10+12; HP 80; Mas 17; Init +0; Spd 20 ft.; Defense 25, touch 16, flat-footed 25 (+6 class, +9 equipment); BAB +9; Grap +11; Atk +12 melee (1d10+2, sledgehammer) or +8 ranged (2d10/19-20, Browning BPS); Full Atk +12/+7/+2 melee (1d10+2, sledgehammer) or +8/+4 ranged (2d10/19-20, Browning BPS); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Called shot +1d6, defender +2, tactical aid, way of the land, weapon focus (sledgehammer); AL Mountain Shields, United Atlantic States; SV Fort +9, Ref +5, Will +6; AP 5; Rep +3; Str 15, Dex 11, Con 17, Int 13, Wis 15, Cha 9.
Occupation: Military (Climb, Navigate).
Skills: Climb +1, Intimidate +7, Jump +2, Knowledge (Arcane Lore) +5, Knowledge (Tactics) +7, Listen +8, Navigate +12, Read/Write English, Sense Motive +8, Speak English, Spot +8, Survival +16, Treat Injury +5.
Feats: Archaic Weapons Proficiency, Armor Proficiency (Light, Medium, and Heavy), Cleave, Guide, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency, Track.
Talents (Dedicated Hero): Skill Emphasis (Survival), Aware.
Possessions: Browning BPS 10-gauge shotgun, 2d4 flechette rounds, sledgehammer, forced entry unit armor, floodlight flashlight, tactical map of the Appalachian-UAS border.
Boghopper
The goblins that ply the Sugarlands region like to call themselves boghoppers. Sure, most anyone else calls them crazy, but they will insist on using the term in conversation. The always adventure-thirsty goblin families of the region have made a sporting event of sorts out of their daily grind in the Sugarlands forests, wherein whoever collects their allotted amount of wood in a day the fastest wins the "Bug Bunk", a nanoshred-ridden cabin being slowly swallowed by the ground around it. While this would seem insane to the average mind, the adrenaline rush of fighting off hordes of vicious mosquitos with razor-edged proboscises and packs of angry hodags in the bogs just further staves off the dreaded boogeyman that is goblin boredom.
Boghopper (Goblin Fast Hero 3/Scav 1): CR 4; Medium-size Humanoid; HD 3d8+6 plus 1d8+2; HP 27; Mas 11; Init +3; Spd 35 ft.; Defense 18, touch 18, flat-footed 15 (+3 Dex, +5 class); BAB +2; Grap +2; Atk +5 melee (1d3 plus special, stun gun); Full Atk +5 melee (1d3 plus special, stun gun); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Darkvision 60 ft., scav scan, wall crawler; AL Excitement; SV Fort +4, Ref +6, Will -1; AP 2; Rep +1; Str 11, Dex 17, Con 14, Int 12, Wis 7, Cha 12.
Occupation: Scavenger (Disable Device, Search, Survival).
Skills: Hide +9, Jump +5, Knowledge (Technology) +3, Move Silently +9, Navigate +4, Read/Write English, Search +9, Speak English, Survival +5, Tumble +11
Feats: Acrobatic, Radiation Sense, Simple Weapons Proficiency, Track, Weapon Finesse (Stun Gun).
Talents (Fast Hero): Evasion, Increased Speed.
Possessions: Stun gun, worker's overalls, backpack containing standard binoculars and penlight flashlight.
Appalachian Cavalry
To an outsider, a cavalryman of the Appalachian Army must look amusingly unorthodox. The vision of a man wearing a reinforced football uniform with the shoulder pads on the outside of the jersey and the entire outfit painted in forest camouflage, his steed an ATV rather than a horse, and his weapon of choice an old hunting rifle, is surely not the vision one first imagines upon hearing the word "soldier". In spite of their offbeat appearance, however, Appalachian cavalrymen are dangerous foes that should not be taken lightly.
Appalachian Cavalry (Human Tough Hero 3/Road Warrior 7): CR 10; Medium-size Humanoid; HD 3d10+9 plus 7d10+21; HP 86; Mas 19; Init +2; Spd 30 ft.; Defense 19, touch 18, flatfooted 17 (+2 Dex, +6 class, +1 equipment); BAB +9; Grap +10; Atk +10 melee (1d6+1/19-20, metal baton) or +11 ranged (2d10, Remington 700); Full Atk +10/+5 melee (1d6+1/19-20, metal baton) or +11/+6/+1 ranged (2d10, Remington 700); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Boarding party, improved sideswipe, master mechanic, offensive driving, vehicular evasion; AL Appalachian Territories; SV Fort +9, Ref +7, Will +3; AP 5; Rep +4; Str 12, Dex 15, Con 16, Int 11, Wis 10, Cha 12.
Occupation: Military (Drive, Survival).
Skills: Climb +5, Drive +11, Jump +4, Read/Write English, Repair +13, Speak English, Survival +6.
Feats: Armor Proficiency (Light), Dodge, Endurance, Improved Damage Threshold, Mobility, Personal Firearms Proficiency, Point Blank Shot, Shot on the Run, Simple Weapons Proficiency, Vehicle Expert.
Talents (Tough Hero): Remain Conscious, Second Wind.
Possessions: Remington 700 hunting rifle, metal baton, football gear (stats as per padded armor), caltrops, tactical map of the Appalachian-UAS border.
Abominable Guidesman
The abominables of Vinland have an obsession with the Touchpoint of Newfoundland, believing it hides some grand secret. This has lead to more than a few adventurers calling themselves the guidesmen heading out toward the grand frost in search of its secrets.
Abominable Guidesman (Abominable Fast Hero 3/Survivalist 3): CR 6; Large Humanoid; HD 3d8+12 plus 3d10+12; HP 55; Mas 18; Init +1; Spd 30 ft.; Defense 16, touch 16, flat-footed 15 (-1 size, +1 Dex, +6 class); BAB +5; Grap +13; Atk +8 melee (1d8+4, claw) or +5 ranged (1d4, sling); Full Atk +8 melee (1d8+4, 2 claws) or +5 ranged (1d4, sling); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ Called shot +1d6, way of the land, heat susceptibility, pheromone repulsion, scent, thick fur coat; AL Vinland; SV Fort +7, Ref +5, Will +4; AP 3; Rep +2; Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 10.
Occupation: Adventurer (Climb, Survival).
Skills: Climb +9, Hide +5, Move Silently +7, Navigate +8, Read/Write English, Read/Write French, Speak English, Speak French, Survival +11
Feats: Archaic Weapons Proficiency, Guide, Mountain Warfare, Salvage, Simple Weapons Proficiency, Stealthy, Stubborn Ox, Track.
Talents (Fast Hero): Evasion, Opportunist.
Possessions: Sling, 2d6 lead sling bullets, standard binoculars, climbing gear, compass, oversized sleeping bag, 300 feet of rope.
Bladejaw Pirates
Naming themselves after one of the most ferocious fish in the Gulf, the Bladejaw pirates are infamous for harassing water traffic between the Floridian Isles, raiding indiscriminately as a twisted game rather than for profit. A typical Bladejaw pirate raid consists of several pirate vessels (Avanti 39 cigarette boats with the Driver-Controlled Weapon [Grapeshot Cannon] and Armored vehicle modifications) that quickly dart into close range of the target ship. Four of the eight passengers in the pirate vessel are armed with modified Coast Guard-issue line launchers that they utilize to launch thick barbed hooks into the side of the target ship, creating a bridge between themselves and their prey. Bladejaw raiders are content to grab anything not nailed down before retreating to dump the ill-gotten booty in the numerous brackish swamps that weave between the islands; if confronted or threatened, however, a Bladejaw pirate tosses road flares to blind and burn before slicing at foes with their cutlasses. Below are the statistics for both a standard Bladejaw pirate (a “thug”) and a pirate vessel captain.
Bladejaw Thug (Human Tough Ordinary 3): CR 2; Medium-size Humanoid; HD 3d10+6; HP 23; Mas 15; Init +1; Spd 30 ft.; Defense 13, touch 13, flatfooted 12 (+1 Dex, +2 class); BAB +2; Grap +4; Atk +4 melee (1d6+2/19-20, cutlass) or +3 ranged (special, Mossberg line gun); Full Atk +4 melee (1d6+2/19-20, cutlass) or +3 ranged (special, Mossberg line gun); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ none; AL Bladejaw Pirates; SV Fort +4, Ref +4, Will +2; AP 0; Rep +1; Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 8.
Occupation: Criminal (Disable Device, Move Silently).
Skills: Climb +5, Craft (Mechanical) +2, Craft (Structural) +3, Disable Device +3, Knowledge (Streetwise) +3, Move Silently +3, Read/Write English, Speak English, Spot +3.
Feats: Archaic Weapons Proficiency, Lightning Reflexes, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency.
Possessions: Cutlass, Mossberg line gun, portable ram, 2d3 road flares.
Bladejaw Captain (Human Charismatic Hero 5/Strong Hero 1/Raider 4): CR 10; Medium-size Humanoid; HD 5d6+10 plus 1d8+2 plus 4d10+8; HP 65; Mas 18; Init +1; Spd 30 ft.; Defense 18, touch 16, flat-footed 17 (+1 Dex, +5 class, +2 equipment); BAB +7; Grap +9; Atk +9 melee (1d8+2/19-20, saber) or +8 ranged (2d8, Remington Model 870) or +8 ranged* (2d8, harpoon crossbow); Full Atk +9/+4 melee (1d8+2/19-20, saber) or +8/+3 ranged (2d8, Remington Model 870) or +8/+3 ranged* (2d8, harpoon crossbow); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Bloodthirsty cry, chaps and chains +2; AL Bladejaw Pirates; SV Fort +8, Ref +6, Will +7; AP 5; Rep +5; Str 14, Dex 12, Con 15, Int 14, Wis 16, Cha 14.
*Harpoon crossbow can only be used when driving modified Avanti 39.
Occupation: Criminal (Disable Device, Move Silently).
Skills: Bluff +10, Climb +11, Craft (Structural) +5, Diplomacy +7, Disable Device +10, Disguise +7, Drive +14, Gather Information +9, Intimidate +10, Knowledge (Arcane Lore) +10, Knowledge (Current Events) +9, Knowledge (Streetwise) +10, Move Silently +7, Read/Write English, Read/Write Spanish, Speak English, Speak Spanish.
Feats: Archaic Weapons Proficiency, Combat Driving, Drive-By Attack, Improved Damage Threshold, Iron Will, Jack of All Trades, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Simple Weapons Proficiency.
Talents (Charismatic Hero): Coordinate, Fast-Talk, Dazzle.
Talents (Strong Hero): Ignore Hardness.
Possessions: Remington Model 870 pump-action shotgun, 1d10 slug penetrator shells, 3d4 road flares, modified Avanti 39 cigarette boat.
Brotherhood Cultist
To achieve salvation, one must achieve perfection. To achieve perfection, one must achieve genetic purity. Or so the Brotherhood of Star Sons claims, at least. While a member of the Brotherhood begins as a minor orator or zealous devotee, they always eventually dive into either the sciences or esoterica in their attempts to "purify" the species born of the red stars. The following sample Brotherhood cultist has just begun to probe into the esoteric mysteries in his training.
Brotherhood Cultist (Human Charismatic Hero 3/Demagogue 3/Occultist 1): CR 7; Medium-size Humanoid; HD 3d6-3 plus 3d6-3 plus 1d6-1; HP 19; Mas 9; Init +1; Spd 30 ft.; Defense 13, touch 13, flat-footed 12 (+1 Dex, +2 class); BAB +2; Grap +2; Atk +2 melee (1d3 nonlethal, unarmed strike); Full Atk +2 melee (1d3 nonlethal, unarmed strike); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Arcane skills, followers, lead followers, spell resistance; AL Brotherhood of the Star Sons; SV Fort +3, Ref +4, Will +9; AP 3; Rep +1; Str 11, Dex 13, Con 9, Int 17, Wis 15, Cha 14.
Occupation: Academic (Decipher Script, Knowledge [Arcane Lore], Research).
Skills: Bluff +6, Concentration +2, Decipher Script +12, Diplomacy +10, Disguise +6, Gather Information +13, Investigate +8, Knowledge (Arcane Lore) +15, Knowledge (Behavioral Sciences) +9, Knowledge (Earth and Life Sciences) +10, Knowledge (Theology and Philosophy) +9, Read/Write English, Research +12, Sense Motive +13, Speak English, Spellcraft +6, Use Magic Device +7
Feats: Attentive, Educated (Knowledge [Arcane Lore], Knowledge [Earth and Life Sciences]), Iron Will, Low Profile, Simple Weapons Proficiency, Studious, Trustworthy.
Talents (Charismatic Hero): Coordinate, Inspiration.
Possessions: Brotherhood robes, various scrolls and incantation diagrams.
Monsters of Eastern North America
Bladejaw (Bioaberrant)
Scientific Name: Carcharhinus erosus
Average Length: 47 feet
Habitat: Coastal waters and open ocean
Native Range: The Gulf of Mexico, Caribbean, and southern Atlantic
Diet: Large fish, sea turtles, and marine mammals
Threat to Humans: High (Aggressive, known to consume humans)
Like a leviathan straight out of the pages of prehistory, the immense bladejaw shark (not to be confused with the Bladejaw pirates) is the apex predator of warm-water oceans the world over. Its robust body can still be somewhat recognizable as an offshoot of its pre-Change ancestor, the bull shark, but its lower jaw seems to hang precariously loose. To those unfortunate enough to see it up close, the reason is clear: the flesh and cartilage of the lower jaw is retractable, revealing a hinged plate of bone that resembles a fused pair of guillotines more than anything else. It is with these namesake "blades" that the predator performs its grisly work, slicing out chunks of flesh from its prey with lightning speed (especially useful, given that the bladejaw's odd mouth means it cannot swallow so much as siphon in food through a specialized tube in its throat). Rumors exist among the rare and foolahrdy mariners of the Atlantic Ocean that there are a few open ocean bladejaws reaching the same immense sizes as the blue whales of old, but if they exist, they seem content to keep to themselves.
Species Traits
Bladed Slice (Ex): Whenever the bladejaw succeeds in a grapple check, it deals an additional 3d8+12 points of slashing damage.
Bladejaw: CR 18; Gargantuan Animal; HD 25d8+175; HP 287; Mas 25; Init +0; Spd swim 60 ft.; Defense 19, touch 6, flat-footed 19 (-4 size, +13 natural); BAB +18; Grap +42; Atk +26 melee (2d8+12, bite); Full Atk +26 melee (2d8+12, bite); FS 20 ft. by 20 ft.; Reach 15 ft.; SQ Aquatic, bladed slice, darkvision 80 ft., improved grab, low-light vision, wavesense 120 ft.; AL none; SV Fort +21, Ref +14, Will +9; AP 0; Rep +0; Str 34, Dex 11, Con 25, Int 2, Wis 13, Cha 6.
Skills: Jump +20, Listen +11, Spot +11, Swim +20.
Feats: None.
Advancement: 26-50 HD (Gargantuan); 51-75 HD (Colossal).
Hodag (Bioaberrant)
Scientific Name: Alligator silvestris
Average Length: 12 feet
Habitat: Moist forests and meadows
Native Range: Most of the central and eastern United States
Diet: Most wildlife 6 feet or less in size (including smaller hodags)
Threat to Humans: High (extremely territorial and aggressive)
If you are traveling in a wet, foggy forested region or meadow anywhere in the Mississippi Delta or the regions east of it, chances are you might encounter a hodag. These pug-faced, long-legged alligators fill in a niche akin to leopards. Unlike leopards, however, the robust hodags don't climb trees so much as smash into them, and their temperament means that their "ambushes" are often merely result of stumbling onto something in their territory that happens to be oblivious and of the right size to be consumed. It has become a popular sport amongst goblins and backwoods humans in the Appalachian region to hunt hodags with nothing but a blowgun and a machete, taking their horn-like brow scales as trophies.
Species Traits
Ferocity (Ex): The hodag is a terribly violent beast, fighting without penalty until it reaches -10 hit points, at which point it is finally killed.
Skills: Hodags gain a +4 bonus to Swim checks.
Hodag: CR 3; Large Animal; HD 6d8+30; HP 57; Mas 20; Init +0; Spd 40 ft.; Defense 13, touch 9, flat-footed 13 (-1 size, +4 natural); BAB +4; Grap +14; Atk +9 melee (1d8+6) or +9 melee (1d10+6, tail slap); Full Atk +9 melee (1d8+6) and +4 melee (1d6+3, 2 claws) or +9 melee (1d10+6, tail slap); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Ferocity, low-light vision; AL none; SV Fort +10, Ref +5, Will +1; AP 0; Rep +0; Str 22, Dex 11, Con 20, Int 2, Wis 9, Cha 2.
Skills: Listen +1, Spot +1, Swim +15.
Feats: None.
Advancement: 7-12 HD (Large).
Imp (Bioaberrant)
Scientific Name: Macaca infernanthropus
Average Height: 2 1/2 to 3 feet
Habitat: Coastal swamps
Native Range: The Floridian Isles and Caribbean
Diet: Mollusks, small fish, rodents, frogs, small lizards, various water and beachfront plants
Threat to Humans: Medium (somewhat aggressive, known to harass and injure humans)
Born from escaped lab monkeys (specifically, rhesus macaques), imps have wrinkly, raw red skin, small brow horns, tails with serrated tips, and an upright stance that looks eerily human. Imp colonies number anywhere from five to fourteen individuals and can be found throughout the islands of the Floridian chain and the remnants of the Caribbean further south. These clans typically spend their days foraging in the swamps born of the regions where rivers meet the sea and avoid the thick inland regions – while they are capable of climbing, imps are not fully arboreal and fear the hodags of the deep woods – but if they find human or human-offshoot habitation, their inquisitive nature leads them to tear open whatever they can find, take what interests them, and generally cause mayhem for the habitation unfortunate enough to have caught their attention. Through their troublesome escapades, these crafty primates have learned to craft simple tools and weapons, and they seem to be quickly learning how to use more and more advanced technology.
Species Traits
Crack Aim (Ex): Imps have an innate talent for taking small stones and utilizing them as weaponry. When throwing a stone as a weapon, the imp is treated as if it is using a sling for purposes of range and damage.
Skills: Imps gain a +4 bonus to Jump checks, as well as a +2 bonus to Climb checks.
Imp: CR 1/2; Small Monstrous Humanoid; HD 1d8+2; HP 6; Mas 14; Init +3; Spd 30 ft.; Defense 15, touch 14, flat-footed 12 (+1 size, +3 Dex, +1 natural); BAB +1; Grap +0; Atk +5 melee (1d3+3, slam) or +5 ranged (1d4, stone); Full Atk +5 melee (1d3+3, 2 slams) and +0 melee (1d4+1, bite) or +5 ranged (1d4, stone); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Crack aim, darkvision 60 ft., low-light vision, scent; AL colony; SV Fort +2, Ref +5, Will +4; AP 0; Rep +0; Str 16, Dex 17, Con 14, Int 7, Wis 14, Cha 8.
Skills: Climb +6, Hide +8, Jump +8, Survival +3.
Feats: Dodge.
Advancement: 2-3 HD (Small) or by character class.
Possessions: 2d4 throwing stones, various crude stone and wood implements.
Lindwyrm (Bioaberrant)
Scientific Name: Cryptobranchus dracoformus
Average Length: 34 feet
Habitat: Mountain forests and streams
Native Range: Appalachian Mountains
Diet: Almost anything
Threat to Humans: High (Toxic breath, known to consume humans)
In the Old World, a large salamander known as the hellbender was a waning wonder threatened by pollution and habitat destruction - in the Changed World, however, the beast that was once the hellbender has become a nightmarish toxin-spewer whose polluted body can easily kill those that dare to cross its path. This is the lindwyrm, a draconic beast that more resembles a wrinkly-skinned anaconda than the salamandrid it once was. Maneuvering through waterways with its absurdly tiny limbs that can be barely discerned from its undulating, fold-covered body, an adult lindwyrm is an indiscriminate feeder that consumes fish, animals that come to the waterside, humanoids, carrion, and even metallic refuse. Threats and prey alike are subjected to a barrage of noxious gasses that can incapacitate or even kill. Little else is known about this enigmatic creature, due to the simple fact that few seek this powerful and monstrous creature out, and even fewer do so with any intent to research it.
Species Traits
Breath Weapon (Ex): Once every 1d4 rounds, a lindwyrm can exhale a vile, powder-flecked gas from its filth-ridden lungs in a 30-foot cone. Any creature caught within the cone must make a Fortitude save (DC 16) to avoid contracting anthrax from the foul vapors.
Lindwyrm: CR 22; Gargantuan Dragon; HD 30d12+240; HP 435; Mas 29; Init -1; Spd 20 ft.; Defense 19, touch 5, flat-footed 19 (-4 size, -1 Dex, +14 natural); BAB +30; Grap +52; Atk +37 melee (2d10+10/19-20, bite); Full Atk +37 melee (2d10+10/19-20, bite); FS 20 ft. by 20 ft.; Reach 15 ft.; SQ Acid resistance 20, amphibious, breath weapon, damage reduction 15/ballistic, darkvision 60 ft., fast healing 8, spell resistance 25; AL None; SV Fort +27, Ref +16, Will +15; AP 0; Rep +0; Str 30, Dex 9, Con 26, Int 2, Wis 6, Cha 5.
Skills: Climb +15, Listen +15, Move Silently +9, Spot +15, Survival +3, Swim +26.
Feats: Alertness, Combat Reflexes, Endurance, Great Fortitude, Improved Bull Rush, Improved Critical (Bite), Improved Damage Threshold, Improved Overrun, Power Attack ,Track, Weapon Focus (Bite).
Advancement: 31-45 HD (Gargantuan), 46-60 HD (Colossal).
Nanoshred (Mechanoaberrant)
Scientific Name: Culiseta titanis
Average Length: 4 ft.
Habitat: Any moist, temperate area
Native Range: The Mississippi Delta and eastern North America
Diet: Blood and pulped tissue
Threat to Humans: High (carriers of flesh-eating nanoviruses, known to travel in swarms)
The baffling nanoshreds are one of the most common mechanoaberrants, a baffling group of Changed ones born out of flesh and metal. In this case of the nanoshred, its external appearance is that of a bloated, oversized mosquito with a disconcertingly spinning proboscis; inside, a veritable hive of flesh-ripping nanites wait to pulp up the flesh around the proboscis when it is inserted into a potential prey item. Swarms of these ruinous insectoids are common in the wetlands around the Mississippi Delta, Mississippi Bay, Appalachian forests, and the swamps of Washington Ruins.
Species Traits
Arcana Intolerance (Ex): The nanites that live symbiotically within the nanoshred are strangely reactive to magic. As such, nanoshreds have a -4 penalty to saves against any spell, and suffer an additional 1d6 points of untyped damage from pure seething magic when struck with any damage-dealing spell.
Nanite Delivery (Ex): Every round a nanoshred maintains a successful grapple against an opponent Medium-size or larger, it forcibly injects its nanites through its proboscis, forcing the target to make a Fortitude save (DC 14) or suffer 2d8 points of slashing damage as the nanovirus rips apart nearby tissue as if a bullet had went off under the victim’s skin. This damage is internal and ignores Defense and damage reduction.
Nanoshred: CR 1; Small Vermin; HD 3d8+3; HP 16; Mas -; Init +4; Spd 15 ft., fly 60 ft. (good); Defense 17, touch 15, flat-footed 13 (+1 size, +4 Dex, +2 natural); BAB +2; Grap -3; Atk +2 melee (1d4-1 plus nanite delivery, bite); Full Atk +2 melee (1d4-1 plus nanite delivery, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Arcana intolerance, darkvision 60 ft., nanite delivery; AL none; SV Fort +4, Ref +5, Will -2; AP 0; Rep +0; Str 8, Dex 18, Con 13, Int 0, Wis 5, Cha 1.
Skills: None.
Feats: None.
Advancement: 4-6 HD (Small).
Razorback (Bioaberrant)
Scientific Name: Sus horridus
Average Length: 7 feet
Habitat: Temperate and subtropical woodlands, swamps, and scrub
Native Range: Most of northern and eastern North America
Diet: Roots and tubers, above-ground fungi, berries, small animals, and carrion
Threat to Humans: High (Extremely aggressive to other species)
Prevalent, migratory, and vicious, the razorbacks are large feral pigs with leathery skin and distinctive saw-like ridges along their back, flanked on each shoulder by nests of loosely-attached barbed quills that can be violently discharged when the pig feels threatened. Large sounders (up to 70 individuals) of these porcine menaces ravage across pretty much every part of North America other than the northern tundra and the southwestern deserts, causing untold damage to tribal and nomad communities with their rooting, rampaging, and general destruction. They are seen as little more than pests where they roam, due to the fact that, in addition to their destructive tendencies, they are too ill-tempered to domesticate and their tough, bitter-tasting meat is only consumed by the most desperate wanders. Still, they do at least provide a service in eastern North America by consuming the eggs and young of the similarly fast-breeding and violent hodags. Likewise, hodags actually seem to enjoy razorback flesh, and their cast-iron stomachs can weather even the quills and ridges of the bristly hogs. Feared above all else are "kingpigs", horse-sized loner boars seen sporadically around the northernmost portions of UAS territory and southeastern Canada.
Species Traits
Ferocity (Ex): The razorback can fight without penalty until it reaches -10 hit points, at which point it is finally killed.
Quills (Ex): Once every 1d4 rounds, as an attack action, a razorback can forcibly expel 4 quills from its shoulders, having a range of 15 feet. Once the razorback has used 20 quills, it is out, and must wait for its quills to regrow in 8 days; as such, razorbacks rarely utilize all of their quills in a single encounter unless they feel extremely threatened.
Bonus Feat: Razorbacks gain Improved Damage Threshold as a bonus feat, due to their extremely hardy nature.
Razorback: CR 3; Medium-size Animal; HD 4d8+24; HP 42; Mas 25; Init -1; Spd 40 ft.; Defense 17, touch 9, flat-footed 17 (-1 Dex, +8 natural); BAB +3; Grap +6; Atk +6 melee (1d6+3, gore) or -3 ranged (1d6, quill); Full Atk +6 melee (1d6+3, gore) or -3 ranged (1d6, 4 quills); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Ferocity, low-light vision, quills, scent; AL none; SV Fort +10, Ref +3, Will +2; AP 0; Rep +0; Str 17, Dex 9, Con 22, Int 2, Wis 13, Cha 5.
Skills: Listen +6, Spot +3.
Feats: Improved Damage Threshold.
Advancement: 5-8 HD (Medium-size); 9-12 HD (Large).