As before, I have let you all know that I will send new ideas for abominations when I can. Just to let everyone know, this critter has been playtested and was a success in an arena battle, how Marshall's wish to use it is up to them.
The Shimmer
Imagine winters white, fluffy snows falling during the mid season months. Then, picture the scrapped, scattered remains of a party of characters scared to death--literally Marshall. Posse's travelin' the forested regions of the Rockey Mountains, may come across an unusual abomination known as The Shimmer. An Acedemia: occult roll of an onerous 7, can identify these furry little critters. The simple TN is due to some legends of folklore. Some say these varmits are the spirits left of those who starved while lookin' for a new place to call home after the bombs dropped. Others might say it is an uncontrolled maddness that drives even timid animals crazy, and makes them want and hunger for warm, fleshy morsals to eat. Heroes are expected to roleplay through the session in order to find out about any local legends. They need to ask locals. Very few people outside these regions, know the mythical origins of these creatures. Like some animals, The Shimmer's coat changes with the seasons. There are two main pairs of colors the furs change. Also, the shaped patterns of the coats of fur are identical to those of the White Tailed Deer. Like the deer, the colors are the same for non-snow covered grounds. In the winter though, the change is complete. Expect the colors to be primarily white and hinted light greys. Since the creature is camoflaged, the characters get +4 to there TN for Cognition rolls. When the sun gleams off from water, whether it be frozen or in the form of dew, it has a sort of mystical shimmer to it. The Shimmer's eyes glow this way also. It would be most startling to see the water sparkles chasing your characters,even before the characters realized what was on their tail ends.
Because of their thick fur and the climate they live, these abominations get a thick-skinned, twice. This way, the posse can assume the critter is hit, but are shivering scared when they erupt in a group of knarling fur. The Shimmer, hunt in packs. Roll a 1d8 to see how many are in the pack. Then, figure out where the PC's are at, and surround them first, and then attack.
When it comes to doin' harm to this critter, the Marshall needs to make an onerous 7. If the TN is met, the abomination skips right out of the way of danger. Shimmer's, as well as the Jackelope, have a sixth sense. This could make the job of killin' just one, costly on ammo* at the least.
(*Just in case your heroes have to much ammo, Marshal.)
Size: 3 Corporeal: D:1d4, N:2d10, S:4d8, Q:4d10, V:1d10, Fightin'; claws: 3d10, Terror: 9 Sneak: 4d10+2
Mental: C:4d10, K:2d6, M1d12, Sm: 2d12, Sp: 3d4, Trackin':6d10, Overawe: 5d12, Ridicule, 3d12
Special Abilities: Sixth sense: On an onerous 7 roll, the shimmer can avoind any danger. Natural Camoflage: +2 to sneak.
Bite: str+1d6, Claws: Str+2--With a single claw or the entire paw worn as a charm, that charcter gets a +2 to Nimbleness rolls. The bad side is that they get a taste for blood when they engage in a fight. They get the Mean as a rattler hinderance.
Honestly, this creature is best described as something the size of a wolverine, with the same ferciness, and the thicker fur and claws of a badger. As a humorous point...Yes, I did want these to be a version of Jackelope, only bigger and meaner. I have play tested these with Capnsmitty19a and they worked well. I only hope to put them in a game and roll 13 or 15 for a pack roll...If there are any questions about The Shimmer or the Greater Gremlin, contact me at josephtalon@yahoo.com. I have had troubles with getting email from the list at hotmail, so send messages to this address. Enjoy them and send some ideas. I hope you all have many awesome games.
Fellow Marshall, Mark