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Conversion: Anti-Monster

Page history last edited by harrissdg@... 7 years ago

Anti-Monster

A mystical cyborg, forged from impossibly complex alien techno-wizard cybernetics and a magically or psionically capable individual, the Anti-Monster is built to wade through supernatural combat like a Combat Cyborg wades through conventional combat.
Ironically, to fight inhuman monsters, most Anti-Monsters become inhuman monsters. Their bodies are replaced with obviously unnatural materials and parts, their spirits are bonded to these new parts with a powerful and dangerous ritual, while their empathy and personality are scarred and weakened by the transformation and life they live.

Being virtually self-sufficient, many 'Monsters wander the landscape for extended periods. They often forget about the frailties of their mortal kin, forgetting the amount of maintenance and care required for good health. Some 'Monsters embrace this inhumanity, and others fight it with company, friends, and partners.

All find themselves drawn to conflicts between the innocent and supernatural threats, with such regularity that the supernatural evil routinely engages Anti-Monsters with their most powerful and destructive magics.


Hero's Journey (Three Rolls)

'Monsters gain two rolls on any of the following tables: Close Combat Weapons, Cybernetics, Ranged Weapons, and Training.
They gain a third roll on any table except those dealing with magic, psionics, or Body Armor.

In addition to all the usual problems of being a full conversion cyborg, the Anti-Monsters have to worry about being the highest priority targets of supernaturally evil creatures.

  • Bionic Augmentation: Begin with Strength d12+4, Agility d8, and Vigor d12. These traits do not have an attribute maximum.
  • Cybernetic TW Enhancements: 'Monsters start with TW equivalents of the following cybernetics (already included in their stats): Adrenal System, Armor Plating (1), Bionic Strength Augmentation, Built-In Close Combat Weapon, Cyber-Wired Reflexes, Internal Life Support, Nano-Repair System, Reinforced Frame (1), and Synthetic Organ Replacement. The close combat weapon deals Str+d8 (Mega Damage) AP 4 and is a magical weapon.
  • High Performance Legs: Anti-Monsters begin with the Fleet-Footed edge.
  • M.D.C. Armor: 'Monsters have advanced TW armoring and reinforcement, which provides +8 M.D.C. Armor and +3 Toughness, that does not stack with worn armor, use the higher value.
  • More Machine: 'Monsters get +2 to recover from Shaken, heal one wound every hour, are immune to poisons and diseases, don't need to breathe, and don't need to eat or drink to survive. Mystical organ replacements have made the Anti-Monster as self-sufficient as possible.
  • Size +1: Big and heavy, anti-monsters gain +1 Toughness from their size.
  • Monster Slayer: Built to slay the most dangerous of supernatural foes, the Anti-Monster possesses both the Champion and Giant Killer Edges and Anti-Monsters always count as supernaturally good.
  • Mystic Bane: The Anti-Monster starts with the Arcane Resistance Edge.
  • Psychic Sense: Anti-Monsters have been built with the ability to detect arcana, usable at will. They use the Notice skill (-1) to detect the presence and location of any psychic or magic energies, beings, or items. They can also use the Tracking skill to track a specific magical or psionic entity. This sense works to detect anything psychic, magic, or supernatural, including invisible and astral beings. Psychic Sense doesn’t work inside sealed armor or vehicles.
  • Unarmed Combat: Deal Str+d6 (Mega Damage) in unarmed combat and be considered armed.


Complications:

  • Gray Matter: Anti-Monsters only start with two points (instead of the normal five) for attributes and these may only be spent on Smarts and Spirit. Points from Hindrances and Advances may be used to raise any attribute.
  • Heavy: Anti-monsters are extra-heavy making it difficult to operate Power Armor, Robot Armor, and vehicles not built for them. Power Armor must be reinforced, doubling purchase and repair costs. Operating Robot Armor or a vehicle not refitted for them is done at a −2 to all Trait checks, including firing vehicular weapons.
  • Inhuman Appearance: 'Monsters suffer −2 Charisma when dealing with most beings.
  • Loss of Dexterity: An Anti-Monster's systems are designed for combat excellence, not delicate work or common use. A 'monster suffers -2 to all Agility rolls and linked skills not directly related to combat.
  • Purpose Built: Built to confront evil and protect the innocent, 'Monsters have the Heroic Hindrance. Many of them are not remotely nice about helping, but they are compelled to do so.
  • Ritually Bound: The rituals during the conversion process augment the Anti-Monster greatly but have side effects. The 'Monster cannot be shape shifted or transformed, even if willing, and cannot be drained for PPE. This also makes them vulnerable to weapons that disrupt enchantments, taking +4 damage from Rune Weapons, crystal magic, Millennium Tree weapons, and possibly other sources. The dispel power is resisted with a Spirit roll, at -2 if the caster got a Raise, or being Shaken; this can cause a Wound.
  • Shadow of Themselves: 'Monsters don’t choose a race, but may increase an attribute one die type or take an Edge (meeting all requirements) to reflect their original race.
  • Spiritually Numb: Anti-Monsters cannot take Arcane Background.
  • Total Conversion: Becoming an Anti-Monster uses all of a character's personal Strain, ever. Additionally, the alien techno-wizard cybernetics are incompatible with conventional cybernetics. While a few alien equivalents may have been installed during the conversion process (see Hero's Journey), no further cybernetics can be installed, ever.
  • Traumatic Process: The rituals and surgical trauma make anti-monsters a little insane. Roll once on the Psyche Degradation table.


Iconic Edges

Hidden Power

Requirements: Anti-Monster, Spirit d8+, Novice

Gain a power from the following list: armor, blind, entangle, light, invisibility. Powers are activated with Spirit but each can only be used twice per day.

The character can use TW devices.

This edge can be taken multiple times but no more than once per rank.

 

Stronger Bones

Requirements: Anti-Monster, Novice

The quasi-organic components of the artificial skeleton become significantly stronger and more protective. Gain +2 Toughness. This Edge can be taken twice, but no more than once in a rank.

 

Thickened Hide

Requirements: Anti-Monster, Novice

Additional plating grows across the surface, significantly improving armor. Gain +4 Armor. This Edge can be taken a second time, but no more than once in a rank.

 

Vampire Bane

Requirements: Anti-Monster, Smarts d8+, Novice

Having learned to activate the inherent vampire resistances, gain +4 Armor vs. attacks from vampires and +4 to resist any vampiric powers.

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