New battle symbiotes from the Wormwood Netbook
Posted: Sun Jun 13, 2004 10:33 am
Battle Knights
Recent events in the various Resin Mountain ranges have uncovered several vast cavern systems that seem to lead deeper into the core of the Living Planet than anyone has yet been willing to delve. Expeditions sent to these areas have already met with incredible difficulties as demon forces have likewise rushed to dominate these strategic hot spots. Easily the main reason for the shared interest is the trove of mysterious items that have been found within the sprawling tunnels. The Battle Knights are but one of these newly discovered treasures.
Obviously related to the immense Battle Saints that have been utilized for over a millennia in defense of mankind against the darkness, these much smaller symbiotes closely resemble an organic suit of power armor. When inactive the front of this humanoid-shaped symbiote is split open, revealing the pilot cavity within, as though it were but half of a whole. Once a pilot enters it, his body filling the extent of its limbs, and the proper prayer is spoken, the symbiote activates and extends itself around the wearer, sealing him within.
The activated Battle Knight appears as a seamless, techno-organic suit of armor hefting a deadly lance and sporting over-sized forearms that can be maneuvered as shields. The “helmet” has a single cyclopean eye imbedded in the center of its sleek front, much like a Battle Saint, and each heel of the bulbous, powerful legs brandishes a large, hooked spur for slicing enemies as the symbiote pounces, only to retract when not in use. The M.D.C. of the Battle Knight is determined by using the M.D.C. of the pilot as a base, or, if the character does not have natural M.D.C., by his equivalent hit points (not S.D.C.).
Unlike the Battle Saints, Battle Knights seem to have been designed for speed and agility; they have an array of built-in, close-quarters weaponry as well as a few ranged weapons, but nothing to match the raw power and brute strength of the Battle Saints or Orbs. The main assets of the Battle Knights are their adaptable lances, maneuverability and leaping ability, and sensory enhancements. Regrettably, only apoks, wanderers, Templars, Hospitallers or monks may pilot the symbiote and it must also be activated with a Summon Battle Saint prayer of communion (with the comparatively low cost of 80 P.P.E.). The Battle Knight can remain operational for 24 hours, all at once or off and on, before it must shut down, rendering it completely inert for another 24 hours. Other worldly characters that may use this symbiote include humans who have major or master psionics, cyber-knights, and True Atlanteans.
Most of these wondrous symbiotes that have been recovered thus far have been given to Champions of Light and other heroes resisting the Forces of Darkness on the front lines. These devastatingly quick and deadly weapons have tilted the balance in more than one battle so far and yet several have also been destroyed, possibly permanently. The Cathedral’s spies have also reported that the demons have been able to smuggle a few of these symbiotes out of the Resin Mountains and past human patrols, bringing them to their despicable masters. Thankfully the most that the Host can do with their prizes is to keep them from human hands as they cannot themselves field or corrupt them.
Class: Magic symbiotic war machine
Crew: One pilot (knight of the Cathedral, wanderer, monk or apok). The pilot cavity fills the interior of the legs, head, chest, torso, and arms. There is no room for passengers.
M.D.C. by Location:
Head (1) - equal to half the main body
Hands (2) - equal to 10% of the main body
Arms (2) - equal to 33% of the main body
Legs (2) - equal to 25% of the main body
Lance - 250
* Main Body - equal to the pilot’s hit points/M.D.C. x 5
* Depleting the main body will shut the symbiote down. Reducing the M.D.C. to -200 points destroys it, causing it to permanently melt into the ground. A pilot within an active Battle Knight that is brought to -100 M.D.C. or worse suffers severe shock, permanently losing 2D4 hit points/M.D.C.
Statistical Data
Height: 8 to 12 feet (2.44 to 3.66 m)
Width: 2.5 to 3.5 feet (0.76 to 1.07 m)
Weight: 1D4x100+500 lbs (270 to 405 kg)
Speed: 4D6x10 (34 to 204.5 mph/54.4 to 327.2 km)
Leap: 300 feet (91.44 m) high or lengthwise (twice as long if running at 100 mph/160 km or faster)
Supernatural Physical Strength: 35
Mega-Damage:
Restrained Punch - 5D6+20 M.D.
Full Strength Punch or Kick - 4D6+20 M.D.
Power Punch (2 attacks) - 1D4x10+20 M.D.
Judo Style Body Throw - 2D6 M.D.
Body Block/Tackle - 2D6 M.D.
Spur Slice - 4D6 M.D.
Hell Fire active - +3D6 M.D. to hand strikes
Note: Inflicts double damage to supernatural monsters and creatures of magic such as dragons.
Other Attributes:
Lance: When not in use, the lance appears as a bulbous protrusion on the Battle Knight’s but when summoned for combat, it detaches in the pilot’s hand and then extends out to its full length. Depending upon the desired use, the pilot can cause a fan-like blade to spring from one or both ends or he can fire a bio-energy blast from an bladeless tip. The lance can only be used by a Battle Knight pilot. Damage: Blade - punch damage plus 3D6 M.D., Bio-Energy Blast - 5D6 M.D., Payload: The bio-energy blast can only be used twice per melee round, Range: The lance is two feet longer than the Battle Knight is tall and the bio-energy blast has a range of 200 feet (61 m). Damage is doubled against supernatural monsters and creatures of magic.
A lost or destroyed lance regenerates after 2 days.
Bonuses: The symbiote doubles the range of the pilot’s senses and hones them to a razor sharp acuity and awareness, granting the following: +3 to initiative, +1 attack/action per melee, +4 to parry with arm shields (otherwise only +2), +2 to dodge, +5 to all perception rolls, +20% to Detect Concealment and Detect Ambush (or a base of 35% in both skills if not possessed).
Abilities of Note: The Battle Knight does not fatigue and is impervious to poison, drugs, gases, normal fire, cold, S.D.C. weapons, possession, mind control, illusions and ordinary weapons. Mega-damage weapons, energy attacks and magic inflict full damage. The pilot may be susceptible to psionic and other types of mental attack. The Battle Knight is not a self-contained environment, rendering its pilot susceptible to gas attacks.
The fists of the Battle Knight may also be encompassed in Hell Fire for a total of 15 minutes (60 melees) per 24 hour period of operation. This increases the damage caused by hand strikes by +3D6 M.D. (double to supernatural monsters or creatures of magic).
Magic Powers of Note: Each of the following can be performed twice per 24 hours of activity. All are equal to an 8th level spell of the same name.
Chameleon
Call Lightning
Cloud of Smoke
Heat Point (prayer)
Levitate
Repel Symbiotes (prayer)
Note: The Forces of Darkness or any characters of evil alignment are incapable of summoning, using or corrupting a Battle Knight.
Recent events in the various Resin Mountain ranges have uncovered several vast cavern systems that seem to lead deeper into the core of the Living Planet than anyone has yet been willing to delve. Expeditions sent to these areas have already met with incredible difficulties as demon forces have likewise rushed to dominate these strategic hot spots. Easily the main reason for the shared interest is the trove of mysterious items that have been found within the sprawling tunnels. The Battle Knights are but one of these newly discovered treasures.
Obviously related to the immense Battle Saints that have been utilized for over a millennia in defense of mankind against the darkness, these much smaller symbiotes closely resemble an organic suit of power armor. When inactive the front of this humanoid-shaped symbiote is split open, revealing the pilot cavity within, as though it were but half of a whole. Once a pilot enters it, his body filling the extent of its limbs, and the proper prayer is spoken, the symbiote activates and extends itself around the wearer, sealing him within.
The activated Battle Knight appears as a seamless, techno-organic suit of armor hefting a deadly lance and sporting over-sized forearms that can be maneuvered as shields. The “helmet” has a single cyclopean eye imbedded in the center of its sleek front, much like a Battle Saint, and each heel of the bulbous, powerful legs brandishes a large, hooked spur for slicing enemies as the symbiote pounces, only to retract when not in use. The M.D.C. of the Battle Knight is determined by using the M.D.C. of the pilot as a base, or, if the character does not have natural M.D.C., by his equivalent hit points (not S.D.C.).
Unlike the Battle Saints, Battle Knights seem to have been designed for speed and agility; they have an array of built-in, close-quarters weaponry as well as a few ranged weapons, but nothing to match the raw power and brute strength of the Battle Saints or Orbs. The main assets of the Battle Knights are their adaptable lances, maneuverability and leaping ability, and sensory enhancements. Regrettably, only apoks, wanderers, Templars, Hospitallers or monks may pilot the symbiote and it must also be activated with a Summon Battle Saint prayer of communion (with the comparatively low cost of 80 P.P.E.). The Battle Knight can remain operational for 24 hours, all at once or off and on, before it must shut down, rendering it completely inert for another 24 hours. Other worldly characters that may use this symbiote include humans who have major or master psionics, cyber-knights, and True Atlanteans.
Most of these wondrous symbiotes that have been recovered thus far have been given to Champions of Light and other heroes resisting the Forces of Darkness on the front lines. These devastatingly quick and deadly weapons have tilted the balance in more than one battle so far and yet several have also been destroyed, possibly permanently. The Cathedral’s spies have also reported that the demons have been able to smuggle a few of these symbiotes out of the Resin Mountains and past human patrols, bringing them to their despicable masters. Thankfully the most that the Host can do with their prizes is to keep them from human hands as they cannot themselves field or corrupt them.
Class: Magic symbiotic war machine
Crew: One pilot (knight of the Cathedral, wanderer, monk or apok). The pilot cavity fills the interior of the legs, head, chest, torso, and arms. There is no room for passengers.
M.D.C. by Location:
Head (1) - equal to half the main body
Hands (2) - equal to 10% of the main body
Arms (2) - equal to 33% of the main body
Legs (2) - equal to 25% of the main body
Lance - 250
* Main Body - equal to the pilot’s hit points/M.D.C. x 5
* Depleting the main body will shut the symbiote down. Reducing the M.D.C. to -200 points destroys it, causing it to permanently melt into the ground. A pilot within an active Battle Knight that is brought to -100 M.D.C. or worse suffers severe shock, permanently losing 2D4 hit points/M.D.C.
Statistical Data
Height: 8 to 12 feet (2.44 to 3.66 m)
Width: 2.5 to 3.5 feet (0.76 to 1.07 m)
Weight: 1D4x100+500 lbs (270 to 405 kg)
Speed: 4D6x10 (34 to 204.5 mph/54.4 to 327.2 km)
Leap: 300 feet (91.44 m) high or lengthwise (twice as long if running at 100 mph/160 km or faster)
Supernatural Physical Strength: 35
Mega-Damage:
Restrained Punch - 5D6+20 M.D.
Full Strength Punch or Kick - 4D6+20 M.D.
Power Punch (2 attacks) - 1D4x10+20 M.D.
Judo Style Body Throw - 2D6 M.D.
Body Block/Tackle - 2D6 M.D.
Spur Slice - 4D6 M.D.
Hell Fire active - +3D6 M.D. to hand strikes
Note: Inflicts double damage to supernatural monsters and creatures of magic such as dragons.
Other Attributes:
Lance: When not in use, the lance appears as a bulbous protrusion on the Battle Knight’s but when summoned for combat, it detaches in the pilot’s hand and then extends out to its full length. Depending upon the desired use, the pilot can cause a fan-like blade to spring from one or both ends or he can fire a bio-energy blast from an bladeless tip. The lance can only be used by a Battle Knight pilot. Damage: Blade - punch damage plus 3D6 M.D., Bio-Energy Blast - 5D6 M.D., Payload: The bio-energy blast can only be used twice per melee round, Range: The lance is two feet longer than the Battle Knight is tall and the bio-energy blast has a range of 200 feet (61 m). Damage is doubled against supernatural monsters and creatures of magic.
A lost or destroyed lance regenerates after 2 days.
Bonuses: The symbiote doubles the range of the pilot’s senses and hones them to a razor sharp acuity and awareness, granting the following: +3 to initiative, +1 attack/action per melee, +4 to parry with arm shields (otherwise only +2), +2 to dodge, +5 to all perception rolls, +20% to Detect Concealment and Detect Ambush (or a base of 35% in both skills if not possessed).
Abilities of Note: The Battle Knight does not fatigue and is impervious to poison, drugs, gases, normal fire, cold, S.D.C. weapons, possession, mind control, illusions and ordinary weapons. Mega-damage weapons, energy attacks and magic inflict full damage. The pilot may be susceptible to psionic and other types of mental attack. The Battle Knight is not a self-contained environment, rendering its pilot susceptible to gas attacks.
The fists of the Battle Knight may also be encompassed in Hell Fire for a total of 15 minutes (60 melees) per 24 hour period of operation. This increases the damage caused by hand strikes by +3D6 M.D. (double to supernatural monsters or creatures of magic).
Magic Powers of Note: Each of the following can be performed twice per 24 hours of activity. All are equal to an 8th level spell of the same name.
Chameleon
Call Lightning
Cloud of Smoke
Heat Point (prayer)
Levitate
Repel Symbiotes (prayer)
Note: The Forces of Darkness or any characters of evil alignment are incapable of summoning, using or corrupting a Battle Knight.