new bad guy idea with minnions ( for atb2 game)
Posted: Wed Mar 19, 2014 5:45 am
so i was playing around with my next bad guy for group to face and I was reading century city and came across "The Green Man". He is a baddie with plant form and control plants . Well I be been hinting that there is a city that doesn't use technology and hates most "modern" tools and things so I was thinking if he had a army of mutant plant people under his control that would be an interesting twist . Here are his warriors
Oak Tree (mutant plant)
Description: The mighty oak is an impossing image of power even in a post-apocaliptic world. These flowering plants are massive and can stand over 100ft (30 m)tall. Note: that this can also be used for other trees such as pine, palm, redwood (Size Level: 50) and birch.
Size Level: 35
Hight: up to 100 ft tall (30 m)
Weight: tons
Build: Tall
Mutant Changes & Cost:
Total BIO-E: 0
Attribute Bonuses: +20 P.S. (Crushing), +6 P.E., -4 P.P., -6 Speed
Human Features:
Hands: Automatically None. The mutant has no hands, just branches.
15 BIO-E for Partial. The mutant plant grows thicker arm-like branches with a semi-opposable thumb. The "arm" has very few leaves.
20 BIO-E for Full. The branches form into human-like arms capable of complete movement; the thumb is opposable.
Biped: Automatically None. The mutant cannot move what so ever. His torso and lower body are immobile. His body ends in a "trunk" with many roots.
20 BIO-E for Partial: The roots come to togather to form thick "legs". The branches, although they now alloy movement, still do not have the finess of actual legs.
25 BIO-E for Full: The branches form into leg-like structures capable of complete human movement.
Speech: Automatically None
5 BIO-E for Partial.
10 BIO-E for Full.
Looks: Automatically None. The mutant looks just like an oak tree, complete with bark and a vast amount of branches and leaves.
10 BIO-E for Partial. Brown (as in tree brown) or gray humanoid appearance, including a definable head and torso.
20 BIO-E for Full. The plant looks basically human although with brown or gray bark instead of skin, and the ever present leaves and vines will let one know it is a plant.
Natural Weapons:
5 BIO-E for 1D6 log fists
10 BIO-E for 2D4 log fists
15 BIO-E for 2D6 log fists
20 BIO-E for 3D6 log fists (must ba atleast size level 15)
25 BIO-E for 4D6 log fists ( must be atleast size level 17)
30 BIO-E for 5D6 log fists (must be atleast size level 20)
40 BIO-E for 6D6 log fists (must be atleast size level 20)
Mutant Plant Powers:
Automatically gets Plant Senses. Sense location of sun and moon at 90%, tell the exact time of day (within 15 to 20 minutes), can survive for one week per P.E. point without sunlight or water.
Automatically gets Water Dowsing. The ability to find water 2D6+4 feet (roll once at character creation) under the ground at a range of 2 miles.
Automatically gets Plant Breathing: Plants breath carbon-dioxide throughout the entire body and cannot be smothered.
5 BIO-E for Hibernation
10 BIO-E for Sap Secretion. Sap is a sticky gooey adhesive that can be produced by the mutant. When spread over an area with a half inch of sap it can momentarily (1D6 rounds) glue and hold an object in place equal to a P.S. 24. A combined P.S. of 25 or higher is needed to pull free. A P.S. 30 or higher if a lot of sap was used (1/2 lb or more). The character can produce half a pound of sap per six hours.
10 BIO-E for Medium Bark Armor-AR:11 +40 SDC
20 BIO-E for Heavy Bark Armor-AR:14 +60 SDC
10 BIO-E for Eyes. Plants have no eyes mutants might, however. The eyes appear as a set of glassy black lenses on the side of the"head". Grants sight equal to a regular humans.
10 BIO-E for Smell. Plants have no sense of smell. With this power the plant grows tiny slits where a humans nose would be. Giving the mutant a sense of smell equal to a humans.
5 BIO-E for Touch. Plants have no sense of feeling. With this ability the plant can sense objects and physical interactions as a human would.
5 BIO-E Hearing. Plants cannot hear. This allows the plant to hear as well as a human.
10 for Photosynthesis. Plants, all plants (even carnivorous ones) subsists mainly on sugar created by water, soil and a chemical process that takes place in the plants "body". This effectively feeds the plant, negating the need for physical food. However, the plant will begin to starve after 3 days of no natural sun light.
10 BIO-E for Increased Healing. The plant heals SDC and Hit Points three times faster than an animal or human. The plant mutant can re-grow lost limbs in a matter of days (2D4), including the "head". Note: the plants central nervous system or heart is in its foot (either one).
10 BIO-E for Healing Resin. The clear thick resin acts like a natural bandage and seals wounds from infection and further damage (such as blood loss) and allows for faster healing (heals an additional 1D6 to SDC or HP every hour). The resin hardens in 1D4 melees. The plant can produce one ounce of resin per P.E. point.
5 BIO-E for Roots: The plant has tiny strands hanging of its feet that look like green strands. They effectively let the plant eat with its feet.
Vestigial Disadvantages:
-10 BIO-E for taking Plant Brain: Without focus the mutant may temporarily get lost in the enviornment around him. Oblivious to the passage of time and events around him. These periods last only a few minutes (1D6) at a time. This only happens when the plant has lost focus or is bored and with nothing to do or when overwhelmed (save 14, P.E. bonuses are added in). During this time the mutant may not react with any one or any thing, and cannot defend himself even when attacked.
-5 BIO-E for taking Booming Voice. Everything the character says will be in a low-pitched, slow manner. The word "hi becomes "hhhhhhiiiiii". The character cannot speak quietly.
For his eyes among the town
Flower (mutant plant)
Description: Flowers come in many shapes and sizes and colors, some such as roses are considered beautiful others such as dandelions are considered pests and weeds.
Size Level: 1 to 3
Hight: a few inches to 3ft tall (up to .9)
Weight: a few ounces
Build: Medium
Mutant Changes & Cost:
Total BIO-E: 110 (atleast 50 must be spent in Size Level)
Attribute Bonuses: +1 I.Q., +2 P.B., +1 P.E.
Human Features:
Hands: Automatically None. The mutant has no hands, just branches.
10 BIO-E for Partial. The mutant plant grows thicker arm-like branches with a semi-opposable thumb. The "arm" has very few leaves.
15 BIO-E for Full. The branches form into human-like arms capable of complete movement; the thumb is opposable.
Biped: Automatically None. The mutant cannot move what so ever. His torso and lower body are immobile. His body ends in a "trunk" with many roots.
10 BIO-E for Partial: The roots come to togather to form thick "legs". The branches, although they now alloy movement, still do not have the finess of actual legs.
15 BIO-E for Full: The branches form into leg-like structures capable of complete human movement.
Speech: Automatically None
5 BIO-E for Partial.
10 BIO-E for Full.
Looks: Automatically None. The mutant appears as a green stalked plant with many pedals on the "head" and few branches
5 BIO-E for Partial. Green humanoid appearance, including a definable head and torso.
10 BIO-E for Full. The plant looks basically human although the ever present leaves and vines will let one know it is a plant.
15 BIO-E for Perfect. In this case the mutant plant looks exactly like a green human (of either gender and has no noticable leaves and vines), and usually very attractive +4 P.B. The colored pedals turn into fine wavy "hair". Character may be mistaken for an alien.
Natural Weapons:
5 BIO-E for 1D4 forearm spikes
10 BIO-E for 1D6 shoulder spikes
Mutant Plant Powers:
Automatically gets Plant Senses. Sense location of sun and moon at 90%, tell the exact time of day (within 15 to 20 minutes), can survive for one week per P.E. point without sunlight or water.
Automatically gets Water Dowsing. The ability to find water 2D6+4 feet (roll once at character creation) under the ground at a range of 2 miles.
Automatically gets Plant Breathing: Plants breath carbon-dioxide throughout the entire body and cannot be smothered.
10 BIO-E for Poisoned Skin. When threatened the mutant flower will secret poison through its "skin". This takes only one melee and the mutant flowers entire body is covered. Effects: causes a severe reaction on skin and fur. Includes rashes, severe itching, burning and watering of the eyes. Scratching the rashes will lead to sores. The rash and reactions last long after the secretion is washed off, -15% to skills do to lack of concentration and -4 to Speed to do itching. Duration: 1D6+2 hours.
5 BIO-E for Hibernation
10 BIO-E for Eyes. Plants have no eyes mutants might, however. The eyes appear as a set of glassy black lenses on the side of the"head". Grants sight equal to a regular humans.
10 BIO-E for Smell. Plants have no sense of smell. With this power the plant grows tiny slits where a humans nose would be. Giving the mutant a sense of smell equal to a humans.
5 BIO-E for Touch. Plants have no sense of feeling. With this ability the plant can sense objects and physical interactions as a human would.
5 BIO-E Hearing. Plants cannot hear. This allows the plant to hear as well as a human.
10 for Photosynthesis. Plants, all plants (even carnivorous ones) subsists mainly on sugar created by water, soil and a chemical process that takes place in the plants "body". This effectively feeds the plant, negating the need for physical food. However, the plant will begin to starve after 3 days of no natural sun light.
10 BIO-E for Increased Healing. The plant heals SDC and Hit Points three times faster than an animal or human. The plant mutant can re-grow lost limbs in a matter of days (2D4), including the "head". Note: the plants central nervous system or heart is in its foot (either one).
10 BIO-E for Healing Resin. The clear thick resin acts like a natural bandage and seals wounds from infection and further damage (such as blood loss) and allows for faster healing (heals an additional 1D6 to SDC or HP every hour). The resin hardens in 1D4 melees. The plant can produce one ounce of resin per P.E. point.
5 BIO-E for Roots: The plant has tiny strands hanging of its feet that look like green strands. They effectively let the plant eat with its feet.
Vestigial Disadvantages:
-10 BIO-E for taking Reptile Brain: Prey
-15 BIO-E for taking Plant Brain: Without focus the mutant may temporarily get lost in the enviornment around him. Oblivious to the passage of time and events around him. These periods last only a few minutes (1D6) at a time. This only happens when the plant has lost focus or is bored and with nothing to do or when overwhelmed (save 14, P.E. bonuses are added in). During this time the mutant may not react with any one or any thing, and cannot defend himself even when attacked.
( special thanks to Duck Foot for the write ups)
Basically the town is empty over grown and in ruins but a ring of broken tech sets up a barrier to warn people not to come in those that do get dealt with swiftly. The Green Man has secretly looted the town and keeps his choice finds in a bank vault. He has become paranoid that outsiders will take his treasure. He controls the plant people with his powers to attack and kill/drive off outsiders. 85% of the plaint people are innocent but a group of trees that live near the border have recently begun expanding the territory of the town and killing farmers and wanders along the main road.
Oak Tree (mutant plant)
Description: The mighty oak is an impossing image of power even in a post-apocaliptic world. These flowering plants are massive and can stand over 100ft (30 m)tall. Note: that this can also be used for other trees such as pine, palm, redwood (Size Level: 50) and birch.
Size Level: 35
Hight: up to 100 ft tall (30 m)
Weight: tons
Build: Tall
Mutant Changes & Cost:
Total BIO-E: 0
Attribute Bonuses: +20 P.S. (Crushing), +6 P.E., -4 P.P., -6 Speed
Human Features:
Hands: Automatically None. The mutant has no hands, just branches.
15 BIO-E for Partial. The mutant plant grows thicker arm-like branches with a semi-opposable thumb. The "arm" has very few leaves.
20 BIO-E for Full. The branches form into human-like arms capable of complete movement; the thumb is opposable.
Biped: Automatically None. The mutant cannot move what so ever. His torso and lower body are immobile. His body ends in a "trunk" with many roots.
20 BIO-E for Partial: The roots come to togather to form thick "legs". The branches, although they now alloy movement, still do not have the finess of actual legs.
25 BIO-E for Full: The branches form into leg-like structures capable of complete human movement.
Speech: Automatically None
5 BIO-E for Partial.
10 BIO-E for Full.
Looks: Automatically None. The mutant looks just like an oak tree, complete with bark and a vast amount of branches and leaves.
10 BIO-E for Partial. Brown (as in tree brown) or gray humanoid appearance, including a definable head and torso.
20 BIO-E for Full. The plant looks basically human although with brown or gray bark instead of skin, and the ever present leaves and vines will let one know it is a plant.
Natural Weapons:
5 BIO-E for 1D6 log fists
10 BIO-E for 2D4 log fists
15 BIO-E for 2D6 log fists
20 BIO-E for 3D6 log fists (must ba atleast size level 15)
25 BIO-E for 4D6 log fists ( must be atleast size level 17)
30 BIO-E for 5D6 log fists (must be atleast size level 20)
40 BIO-E for 6D6 log fists (must be atleast size level 20)
Mutant Plant Powers:
Automatically gets Plant Senses. Sense location of sun and moon at 90%, tell the exact time of day (within 15 to 20 minutes), can survive for one week per P.E. point without sunlight or water.
Automatically gets Water Dowsing. The ability to find water 2D6+4 feet (roll once at character creation) under the ground at a range of 2 miles.
Automatically gets Plant Breathing: Plants breath carbon-dioxide throughout the entire body and cannot be smothered.
5 BIO-E for Hibernation
10 BIO-E for Sap Secretion. Sap is a sticky gooey adhesive that can be produced by the mutant. When spread over an area with a half inch of sap it can momentarily (1D6 rounds) glue and hold an object in place equal to a P.S. 24. A combined P.S. of 25 or higher is needed to pull free. A P.S. 30 or higher if a lot of sap was used (1/2 lb or more). The character can produce half a pound of sap per six hours.
10 BIO-E for Medium Bark Armor-AR:11 +40 SDC
20 BIO-E for Heavy Bark Armor-AR:14 +60 SDC
10 BIO-E for Eyes. Plants have no eyes mutants might, however. The eyes appear as a set of glassy black lenses on the side of the"head". Grants sight equal to a regular humans.
10 BIO-E for Smell. Plants have no sense of smell. With this power the plant grows tiny slits where a humans nose would be. Giving the mutant a sense of smell equal to a humans.
5 BIO-E for Touch. Plants have no sense of feeling. With this ability the plant can sense objects and physical interactions as a human would.
5 BIO-E Hearing. Plants cannot hear. This allows the plant to hear as well as a human.
10 for Photosynthesis. Plants, all plants (even carnivorous ones) subsists mainly on sugar created by water, soil and a chemical process that takes place in the plants "body". This effectively feeds the plant, negating the need for physical food. However, the plant will begin to starve after 3 days of no natural sun light.
10 BIO-E for Increased Healing. The plant heals SDC and Hit Points three times faster than an animal or human. The plant mutant can re-grow lost limbs in a matter of days (2D4), including the "head". Note: the plants central nervous system or heart is in its foot (either one).
10 BIO-E for Healing Resin. The clear thick resin acts like a natural bandage and seals wounds from infection and further damage (such as blood loss) and allows for faster healing (heals an additional 1D6 to SDC or HP every hour). The resin hardens in 1D4 melees. The plant can produce one ounce of resin per P.E. point.
5 BIO-E for Roots: The plant has tiny strands hanging of its feet that look like green strands. They effectively let the plant eat with its feet.
Vestigial Disadvantages:
-10 BIO-E for taking Plant Brain: Without focus the mutant may temporarily get lost in the enviornment around him. Oblivious to the passage of time and events around him. These periods last only a few minutes (1D6) at a time. This only happens when the plant has lost focus or is bored and with nothing to do or when overwhelmed (save 14, P.E. bonuses are added in). During this time the mutant may not react with any one or any thing, and cannot defend himself even when attacked.
-5 BIO-E for taking Booming Voice. Everything the character says will be in a low-pitched, slow manner. The word "hi becomes "hhhhhhiiiiii". The character cannot speak quietly.
For his eyes among the town
Flower (mutant plant)
Description: Flowers come in many shapes and sizes and colors, some such as roses are considered beautiful others such as dandelions are considered pests and weeds.
Size Level: 1 to 3
Hight: a few inches to 3ft tall (up to .9)
Weight: a few ounces
Build: Medium
Mutant Changes & Cost:
Total BIO-E: 110 (atleast 50 must be spent in Size Level)
Attribute Bonuses: +1 I.Q., +2 P.B., +1 P.E.
Human Features:
Hands: Automatically None. The mutant has no hands, just branches.
10 BIO-E for Partial. The mutant plant grows thicker arm-like branches with a semi-opposable thumb. The "arm" has very few leaves.
15 BIO-E for Full. The branches form into human-like arms capable of complete movement; the thumb is opposable.
Biped: Automatically None. The mutant cannot move what so ever. His torso and lower body are immobile. His body ends in a "trunk" with many roots.
10 BIO-E for Partial: The roots come to togather to form thick "legs". The branches, although they now alloy movement, still do not have the finess of actual legs.
15 BIO-E for Full: The branches form into leg-like structures capable of complete human movement.
Speech: Automatically None
5 BIO-E for Partial.
10 BIO-E for Full.
Looks: Automatically None. The mutant appears as a green stalked plant with many pedals on the "head" and few branches
5 BIO-E for Partial. Green humanoid appearance, including a definable head and torso.
10 BIO-E for Full. The plant looks basically human although the ever present leaves and vines will let one know it is a plant.
15 BIO-E for Perfect. In this case the mutant plant looks exactly like a green human (of either gender and has no noticable leaves and vines), and usually very attractive +4 P.B. The colored pedals turn into fine wavy "hair". Character may be mistaken for an alien.
Natural Weapons:
5 BIO-E for 1D4 forearm spikes
10 BIO-E for 1D6 shoulder spikes
Mutant Plant Powers:
Automatically gets Plant Senses. Sense location of sun and moon at 90%, tell the exact time of day (within 15 to 20 minutes), can survive for one week per P.E. point without sunlight or water.
Automatically gets Water Dowsing. The ability to find water 2D6+4 feet (roll once at character creation) under the ground at a range of 2 miles.
Automatically gets Plant Breathing: Plants breath carbon-dioxide throughout the entire body and cannot be smothered.
10 BIO-E for Poisoned Skin. When threatened the mutant flower will secret poison through its "skin". This takes only one melee and the mutant flowers entire body is covered. Effects: causes a severe reaction on skin and fur. Includes rashes, severe itching, burning and watering of the eyes. Scratching the rashes will lead to sores. The rash and reactions last long after the secretion is washed off, -15% to skills do to lack of concentration and -4 to Speed to do itching. Duration: 1D6+2 hours.
5 BIO-E for Hibernation
10 BIO-E for Eyes. Plants have no eyes mutants might, however. The eyes appear as a set of glassy black lenses on the side of the"head". Grants sight equal to a regular humans.
10 BIO-E for Smell. Plants have no sense of smell. With this power the plant grows tiny slits where a humans nose would be. Giving the mutant a sense of smell equal to a humans.
5 BIO-E for Touch. Plants have no sense of feeling. With this ability the plant can sense objects and physical interactions as a human would.
5 BIO-E Hearing. Plants cannot hear. This allows the plant to hear as well as a human.
10 for Photosynthesis. Plants, all plants (even carnivorous ones) subsists mainly on sugar created by water, soil and a chemical process that takes place in the plants "body". This effectively feeds the plant, negating the need for physical food. However, the plant will begin to starve after 3 days of no natural sun light.
10 BIO-E for Increased Healing. The plant heals SDC and Hit Points three times faster than an animal or human. The plant mutant can re-grow lost limbs in a matter of days (2D4), including the "head". Note: the plants central nervous system or heart is in its foot (either one).
10 BIO-E for Healing Resin. The clear thick resin acts like a natural bandage and seals wounds from infection and further damage (such as blood loss) and allows for faster healing (heals an additional 1D6 to SDC or HP every hour). The resin hardens in 1D4 melees. The plant can produce one ounce of resin per P.E. point.
5 BIO-E for Roots: The plant has tiny strands hanging of its feet that look like green strands. They effectively let the plant eat with its feet.
Vestigial Disadvantages:
-10 BIO-E for taking Reptile Brain: Prey
-15 BIO-E for taking Plant Brain: Without focus the mutant may temporarily get lost in the enviornment around him. Oblivious to the passage of time and events around him. These periods last only a few minutes (1D6) at a time. This only happens when the plant has lost focus or is bored and with nothing to do or when overwhelmed (save 14, P.E. bonuses are added in). During this time the mutant may not react with any one or any thing, and cannot defend himself even when attacked.
( special thanks to Duck Foot for the write ups)
Basically the town is empty over grown and in ruins but a ring of broken tech sets up a barrier to warn people not to come in those that do get dealt with swiftly. The Green Man has secretly looted the town and keeps his choice finds in a bank vault. He has become paranoid that outsiders will take his treasure. He controls the plant people with his powers to attack and kill/drive off outsiders. 85% of the plaint people are innocent but a group of trees that live near the border have recently begun expanding the territory of the town and killing farmers and wanders along the main road.