The bunyip is a carnivorous, bipedal, reptilian creature which inhabits Oceanyka's wetlands. When standing on its hind legs, it can measure up to three meters tall. It is believed to be distantly related to the Komodo Dragon, though if the former is a formidable yet beautiful beast, the Bunyip is a visually haunting mockery of God's art, able to strike fear in men's hearts with its mere presence. Bunyip possess a number of sensory organs in their head, which allow them to detect prey under murky waters and mud, striking with venomous, bioferrite-tipped fangs, with which they can hunt prey much larger than themselves. For this task, they usually camouflage themselves beneath mud or the waterline, pouncing on their prey when the time is right. They also possess a rigid, flexible hide which perfectly mimics their native environment. These creatures are almost universally feared by human settlers in the regions they inhabit and are the object of many myths. In practically none of them are they benevolent spirits, but rather forces of death.

Special Attributes

Amphibious - Special Attributes

This creature suffers no penalties when moving or fighting inland or underwater.

Camouflaged - Special Attributes

This creature sports particularly good camouflage, effortlessly blending in with their surroundings, even on the move. Attempts to detect it using PER receive a Hard DM.

Camouflage offers no protection against alternative detection methods such as RADAR, Thermal Vision or scent.

Fireproof - Special Attributes

This creature's armour or hide is non-flammable and renders them immune to FIRE-DMG as well as Burning.

Imperious - Special Attributes

This creature will not allow lesser beings to overpower it using superior numbers and will always take a Turn after an enemy if it fights alone.

However, when this ability is being used, the creature suffers from -1 AP. For most creatures, this will render their Turns limited to 2 AP per Turn.

Monstrous - Special Attributes

This creature is deeply unsettling, immediately triggering menโ€™s primal instincts. Creatures that come within Close Range must pass a DET-based skill check, and if unsuccessful, suffer from Dread for a Long Duration.

Natural Armour - Special Attributes

This creature's uniquely strong hide or hard scales grant them a degree of natural ARM.

Natural Weapons - Special Attributes

This creature was granted natural weapons by nature in the form of claws and/or fangs. Their unarmed attacks are uniquely lethal.

Normally, this translates to a (STR)d2 attack with 0 or 1 PEN, but this may vary depending on the species.

Slippery - Special Attributes

This creature isnโ€™t easy to catch; whenever an effect, action or skill would render them Grappled or Restrained, roll 1d6. On a 4+, ignore it.

Venomous - Special Attributes

This creature possesses special venomous glands that make its attacks more lethal. Whenever it scores a hit that does any damage, it inflicts Poisoned for a Short Duration.


Vicious Bite - Special Attributes

This creature has some really nasty teeth. Whenever it scores a hit that does any damage, it inflicts Bleeding for a Short Duration. Critical Hits which might inflict Bleeding inflict Severe Bleeding instead.


Status Effects

Undetected - Status Effects

This creature has not yet been detected. It may choose to appear at any moment and anywhere on the board.

The opposing team must make a PER Contest at the start of the Engagement and then every Round.

If it is successful, they may choose any location within Average Range (AR) for the creature to appear. It always acts last, and its first Turn it suffers from a -2 APS debuff.
If it is a failure, the creature remains hidden. When emerges from the shadows, it always acts first, and its first Turn it enjoys a +2 APS buff.