I guess the election day entries past mustard if there are no statements on alterations or corrections, so lets move on then with the Dead Space Franchise and one of the more annoying enemy encounters: the Twitcher.
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Twitcher
A variant of the Slasher, these necromorphs come into being when the corps of a soldier or security personnel are equipped with Stasis Modules. Rather than slow down time to an object affected by the projected energy burst, the necromorphs instead become faster in both speed and reaction and thus become harder to hit at range due to their higher speed and reflexes, hence their name. Unlike normal slashers, the Twitcher lacks any additional limbs though this would be best explained due to the more armored individual that would make such additional limbs difficult to generate. Also, due to the original victim being more physically toned than the average civilian corpses, the Twitchers are noticeably more muscular and tougher in battle. Combined with their erratic movement and speed, Twitchers are extremely difficult opponents.
Next up, representing the Resistance franchise, is the Hardfang.
Hardfang
A specialized Chimeran strain, the Hardfang occupies the role of stormtroopers within the Chimeran Army. Engineered to maximize their aggressiveness compared to the average Hybrid, the Hardfang lose any trace of self-preservation and typically charge towards their enemies in a kind of living, snarling tsunami. To compensate for this suicidal combat trait, the Hardfang are fitted with combat armor to increase their odds of survival against any enemy, entrenched or otherwise.
+1 - Healer “Hyper-Metabolism” (No Gestures. Self-Only)
+1 - Heightened Sense (Sight)
+2 - Life Support
+1 - Psychic “Chimera Hive-Mind” (Requirement, Other Chimera)*
+4 - Quick*
+2 - Strong*
+2 - Tough
+2 - Vigorous
Level - Weakness
-3 - Bizarre Appearance “Chimeran Anatomy”
-3 - Dependency “Link to Chimeran Hivemind” (Dies)
-3 - Ineptitude “Defensive Combat”
-1 - Ineptitude “Manual Dexterity”
-3 - Ineptitude “Self-Preservation”
-3 - Ineptitude “Tactical Novelty”
-2 - Impaired Sense “Taste”
-1 - Mute
-3 - Restricted Freedom “Chimeran Army”
-3 - Servitude “Chimeran Army”
-2 - Short-Tempered (Taking Damage; Facing a Major Threat)
-3 - Vulnerability (Fire-based Attacks)
-3 - Vulnerability “Heat Stack” (Weak Point)
-1 - Unique “Volatile” (1d Check vs. DN 2 for Explosion when 0 HP or lower. Character suffers DX-2, Level 1 Area Effect Attack plus Scale Advantage)
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage.
------------------ Arc Charger
A unique directed energy weapon system of the Chimeran Army, the Arc Charger is useful in close-quarter battle when hostile units are clustered together. The nature of the Arc Charger, when fully charged, is able to deploy the electrical energy from the initial targeted individual to the next individual within the group, with the increase in destructive yield until the entire group is affected.
DX[END] - Attack
3[5] - “Electric Arc” (Affinity, Energy; Accurate; Impairing; Ranged. Elaborate Gestures, Both Hands on Weapon; Weapon)
3[10] - “Ion Burst” (Affinity, Energy; Area Effect x2; Ranged. Elaborate Gestures, Both Hands on Weapon; Weapon)
----------------- Arc Charger Energy Battery
A spare reload for the Arc Charger, it can be used to fully replenish an otherwise spent Arc Charger. As such, it can only be used once.
Level - Ability
+3 - Endurance Reserve ““Arc Charger Energy Battery””
Level - Weakness
-2 - Unique “Only Arc Charger Attacks”
Last edited by Sabersonic on Thu May 11, 2017 1:16 am, edited 3 times in total.
And rounding up this installment is the Arch-Vile of Doom 3.
Arch-Vile
One of the more unique daemons of hell that have taken corporeal form, the Arch-Vile is a humanoid creature whose chief characteristic is that it is able to summon other, low leveled daemons to its aid and will continue to do so until either it or the threat is slain. Thus, it could be considered the equivalent of a junior officer of Hell’s Armies. The Arch-Vile is also able to utilize such forces offensively in the form of a column of hellfire that either erupts from the ground beneath its target or rush towards the unfortunate victim in a kind of dust devil inferno, though it is not above utilizing its talons for attacks when the need arises. Like many Hell daemons, the Arch-Vile is able to teleport in order to ambush their targets, most often from behind.
Well I think it's enough time for the forum to review my previous submissions, so it's time for the next batch. Though I should make a notation that for nearly all of the Chimera, with the exemption of the Grimm and Leech, have a new vulnerability: the Heat Stack. Something that I complete forgotten to include.
It's those mechanical things they wear on their backs in case anyone is wondering.
Anyway, first up from the Dead Space franchise is the Exploder.
Exploder
One of the more commonly encountered Necromorph during a typical outbreak; they are best known and derive their name with one of their limbs being an inflated pustule mass that cause a lethal explosion if ruptured. In fact, this is their primary means of slaughter to cull more corpses to create more of their kind. As a result, they are notably weaker compared to other Necromorphs which is potentially useful in consideration to their rather slow speed, though they should never be underestimated due to their determination to increase the body count of any outbreak. This is especially true when said victim is distracted by other Necromorphs to deal with the Exploder until it is too late to prevent the lethal outcome.
Next up, for the Resistance franchise, is the Chameleon.
Cameleon
A specialized Chimeran strain, the Chameleon serve as unconventional Hunter/Killer units of the Chimeran Army. The integrated cloaking system, grafted onto their bodies and their heat stacks, that allows for invisibility-like camouflage is the cause for the Chameleon’s name. Their primary means of attack against unsuspecting foes is through its massive, razor-sharp talons upon the Chameleon’s fingertips that are able to render a human being in half.
And finally, to round out this installment and representing the Doom franchise, is the Mancabus.
Mancabus
One of the more unique daemons of hell that have taken corporeal form, the Mancubus are large and bloated creatures whose forearms are replaced with Hellfire cannons that one could compare to the support weapon gunner of Hell’s armies. Though limited in close quarters combat, the Mancubus are able to utilize their forearm cannons as a kind of blunt hammer-like instrument to bash prey that are able to get close while in between cannon charges. Like many Hell daemons, the Mancubus is able to teleport in order to ambush their targets, most often from behind.
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage
And that'll be it for the legions of hades, for now anyway.
So then, are these profiles good as they are written or does anyone like to offer suggestions?
Oh, and while we're on the subject. Mal had the idea that the Necromorphs should have the Minion Standards of both Health and Endurance to suggest their ease of slaughter wereas I concluded that they should be bullet sponges unless a PC actually and purposefully perform a dismembering attack. Verdict anyone?
I guess no one had a verdict on Mal's suggestion...
Oh well! Moving on with the Dead Space portion of this installment is the Puker.
And no, I don't mean that guy you know who always over drinks and ruins an otherwise good office party expelling said binge.
Puker
One of the more commonly encountered Necromorph during a typical outbreak; they are called so due to their primary method of attack which is to spray its acid spit at its target to dissolve the flesh and kill said victim. The transformation from corpse to Puker is notably disturbing in that both of the original host’s legs intertwine and fuse together into one while the other leg is formed from the organs and intestines. The fingers in each hand merge into three digit claws and the jaw is permanently fused with the neck to give it a blank stare that is made even more disturbing due to its lack of eyes. To slay its prey it has four tactics: To launch a ball of bile to attack a victim at a distance, to spray a continuous flow of acid upon the victim from mid-range to close, claws to render flesh at melee range and a grapple move to cover the head of the victim with its deadly acid spit. The Puker also comes in an enhanced form that is more lethal and move faster due to being formed from more necrotic i.e. decayed corpses.
Next up we have the Resistance cheat- I mean Chimeran unit, the Fury.
Fury
A specialized Chimeran strain, the Fury serves the Chimeran Army as marine infantry against the naval forces of their foes within both deep blue oceans and brown water regions. The Fury are lightly armed and armored, due to their semi-amphibious and aquatic anatomy, but are a viable threat to the unwary within flooded battlefields and urban centers.
And finally, to round out this installment, we go to the underappreciated (yet still ever annoying) foe of the Doom franchise: the Lost Soul.
Lost Soul
A head-sized daemonic Cybrid abomination that fly through the air and attack from such a vantage point against unsuspecting targets. Generally formed from the heads and skulls of unfortunate victims, the mouths are mutilated to open wider with sharp, needle-like teeth to attack their prey and fly via daemonic rocket motors. Lost Souls tend to travel in packs to overwhelm a single individual victim.
First off, we have the Stalker of the Dead Space franchise.
Stalker
Arguably the most intelligent and most opportune of Necromorphs, Stalkers hunt in small packs akin to wolves to attack their prey in flanking and similar group tactics in order to kill their victims effectively. While on their own, their dismemberment-invulnerable reinforced skulls and talons are not any better instruments of slaughter as comparable necromoprhs, but it is their intelligent ability to out maneuver and out flank their targets to expose their more vulnerable areas that makes the Stalkers so deadly, especially in their use of diversions to allow others of their number to take advantage this momentary lapse of judgment. The Stalker also comes in an enhanced form that are more resilient to damage, lethality and speed due to being formed from more necrotic i.e. decayed corpses.
Next up, for the Resistance Franchise, is the Steelhead.
Steelhead
A very durable strain compared to the Hybrid, the Steelhead serve as frontline NCOs of the Chimeran Army. Noticeably larger than Hybrids, the Steelheads are named due to the metallic headgear which enhance their sensory and awareness to aid in their capacity as combat leaders. Steelheads are also equipped with heavy armor to increase their combat effectiveness.
+1 - Healer “Hyper-Metabolism” (No Gestures. Self-Only)
+2 - Heightened Sense (Sight)
+2 - Knowledge “Military Leadership”
+2 - Life Support
+2 - Perceptive
+1 - Psychic “Chimera Hive-Mind” (Requirement, Other Chimera)*
+1 - Quick*
+1 - Strong*
+3 - Tough
+2 - Vigorous
Level - Weakness
-3 - Bizarre Appearance “Chimeran Anatomy”
-3 - Dependency “Link to Chimeran Hivemind” (Dies)
-1 - Ineptitude “Manual Dexterity”
-2 - Ineptitude “Tactical Novelty”
-2 - Impaired Sense “Taste”
-1 - Mute
-3 - Restricted Freedom “Chimeran Army”
-3 - Servitude “Chimeran Army”
-3 - Vulnerability (Fire-based Attacks)
-3 - Vulnerability “Heat Stack” (Weak Point)
-1 - Unique “Volatile” (1d Check vs. DN 2 for Explosion when 0 HP or lower. Character suffers DX-2, Level 1 Area Effect Attack plus Scale Advantage)
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage
Hedgehog Grenade
The primary hand-held, anti-infantry munition of the Chimeran Army, it is more effective than the standard fragmentation grenade utilized by human forces in that it not only explodes in mid-air, about the height of a standard human infantryman, rather than on the ground, but also fires needles that will impale those within its area of effect. It has also been deployed as a trap not unlike a land-mine but without the explosive concussion force of a standard explosive.
DX[END] - Attack
A unique, directed energy small-arm, the Auger Rifle is typically utilized by the Steelheads of the Chimeran Army. The weapon system is highly lethal due to its ability to tunnel through solid matter, increasing its damage potential with each object passed through unknown means, and impact organic, biological matter with lethal results. It also serves a secondary function to deploy an immobile, directed energy barrier that is able to block all but Auger Radiation Sabots and is able to damage any foe that attempt to cross the barrier.
DX[END] - Attack
3[5] - “Auger Radiation Sabot” (Affinity, Energy; Barrier Buster; Impairing; Ranged. Countered; Elaborate Gestures, Both Hands on Weapon)
+2 - Attack “Auger Radiation Sabot” (Requirement, pass through solid and inorganic matter)
An improved version of the Auger Rifle, not only does it have a stronger, more encompasing Force Barrier, but it also features a Thermal Imager that allows the user to view the location of enemy units on the far side of obstacles and target them accurately with little guesswork required.
DX[END] - Attack
3[5] - “Auger Radiation Sabot” (Affinity, Energy; Barrier Buster; Impairing; Ranged. Countered; Elaborate Gestures, Both Hands on Weapon)
+2 - Attack “Auger Radiation Sabot” (Requirement, pass through solid and inorganic matter)
A spare reload for the Auger Rifle, it can be used to fully replenish an otherwise spent Auger Rifle. As such, it can only be used once.
Level - Ability
+3 - Endurance Reserve “Auger Rifle Magazine”
Level - Weakness
-2 - Unique “Only AR Attacks”
Not really sure if I got the Auger Rifle correct, so if anyone has a better execution on how to put the Auger's unique abilities under OVA2e format, I'm all ears.
Last edited by Sabersonic on Thu May 11, 2017 1:19 am, edited 1 time in total.
And rounding up this installment from the Doom Franchise is the Forgotten Ones.
Forgotten One
A head-sized daemonic abomination that fly through the air and attack from such a vantage point against unsuspecting targets. The Forgotten Ones resemble horned skulls and generally rush towards their victims to deliver a painful bite that would, ultimately, kill such prey due to the amount of wounds, pain, and blood loss. Forgotten Ones tend to travel in packs to overwhelm a single individual target.
Well it's been a year, pun intended, and it's time for some more mooks and freaks.
First up is a more stationary threat of the Dead Space franchise, the Flytrap.
Flytrap
One of the more unique Necromorphs encountered in a typical outbreak, it largely hunts victims via ambushes as it draws potential prey into range of its lethal tentacle to make the kill via its mimicry. Due to its immobility as it hangs from the ceiling of any enclosed space, the Flytrap is unable to chase down its victims but rather draw them into favorable conditions.
Next up for the Resistance franchise is the Advanced Hybrid.
Advanced Hybrid
A more durable strain compared to the Hybrid, the Advanced Hybrid serve as the elite commandos of the Chimeran Army. Their anatomy and physiology have been finely tuned to allow the Advanced Hybrid enhanced physical performance in combat, even fitted with heavy armor to increase their combat effectiveness.
+1 - Healer “Hyper-Metabolism” (No Gestures. Self-Only)
+2 - Life Support
+1 - Psychic “Chimera Hive-Mind” (Requirement, Other Chimera)*
+1 - Quick*
+1 - Strong*
+3 - Tough
+3 - Vigorous
Level - Weakness
-3 - Bizarre Appearance “Chimeran Anatomy”
-3 - Dependency “Link to Chimeran Hivemind” (Dies)
-1 - Ineptitude “Manual Dexterity”
-2 - Ineptitude “Tactical Novelty”
-2 - Impaired Sense “Taste”
-1 - Mute
-3 - Restricted Freedom “Chimeran Army”
-3 - Servitude “Chimeran Army”
-3 - Vulnerability (Fire-based Attacks)
-3 - Vulnerability “Heat Stack” (Weak Point)
-1 - Unique “Volatile” (1d Check vs. DN 2 for Explosion when 0 HP or lower. Character suffers DX-2, Level 1 Area Effect Attack plus Scale Advantage)
* Indicates that Character Ability/ies are of higher value than human norm, thus applicable for Scaled Advantage
Hedgehog Grenade
The primary hand-held, anti-infantry munition of the Chimeran Army, it is more effective than the standard fragmentation grenade utilized by human forces in that it not only explodes in mid-air, about the height of a standard human infantryman, rather than on the ground, but also fires needles that will impale those within its area of effect. It has also been deployed as a trap not unlike a land-mine but without the explosive concussion force of a standard explosive.
DX[END] - Attack
An exclusive, directed energy small-arm of the elite Advanced Hybrid of the Chimeran Army, the Bullseye Mk. II is an improved version of the standard Bullseye in that it has larger, more powerful shots that inflict greater physical harm upon enemy infantry.
DX[END] - Attack
4[0] - “Burst Energy Fire, Homing” (Accurate x4; Setting “Burst Energy Fire, Standard”; Ranged; Rediretable. Open to Attack; Requirement, Bullet Tag)
And lastly, for the Doom franchise, the daemonic arachnid that is the Tick.
Tick
A small, daemonic arachnid-like creature whose general appearance is that of an elongated humanoid head with arachnid limbs that sprout from such a body. Though weak individually, the Trite attack in swarms to overwhelm a victim through bites for a kill.