Were-House
A monstrous fulfillment center animated by a cursed AI and stitched together with human remains and warehouse parts.
Motives & Tactics: Consume, Crush, Absorb Intruders
A monstrous fulfillment center animated by a cursed AI and stitched together with human remains and warehouse parts.
A massive warehouse, comes alive during a full moon; a Were-House. What happens when you’re trapped inside? How do you get out?
Spend 2 Fear to slam walls and shelves within the warehouse against all targets inside. Make an Attack roll against all targets contained inside. Targets the Were-House succeeds against take 3d6+3 physical damage.
Spend 1 Fear to draw a massive, suffocating breath shutting down the vents throughout the warehouse. Make an attack roll against all targets within the structure. Targets the Were-House succeeds against have their movement speed reduced to 0 until they spend an Action cough and clear their lungs (DC12 Instinct). On a success their movement returns to normal; on a failure their movement remains 0 and take 1d6 damage.
Tier 2 solo
A monstrous fulfillment center animated by a cursed AI and stitched together with human remains and warehouse parts.
Motives & Tactics: Consume, Crush, Absorb Intruders
Difficulty: 12 | Thresholds: 12/24 | HP: 10 | Stress: 5
ATK: +2 | Crush: Close | 6d6+6 Physical
Experience: Living Structure +2
HP:
STRESS:
A monstrous fulfillment center animated by a cursed AI and stitched together with human remains and warehouse parts.
Motives & Tactics: Consume, Crush, Absorb Intruders
A massive warehouse, comes alive during a full moon; a Were-House. What happens when you’re trapped inside? How do you get out?
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No subclasses available.
Answer any of the following, or create your own.
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Ask one of the following, or improvise.
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