Anti Monster SWADE

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Daniel
Daniel (Lars)
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Anti Monster SWADE

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Anti Monster SWADE
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The Anti-Monster O.C.C.
The Anti-Monster is a mystic cyborg - a creation of ad­ vanced trans-dimensional techno-wizardry. At present, the only place on Earth where Anti-Monsters are created is the Republic of Colombia. Although several Anti-Monsters have been cap­ tured and experimented upon in an attempt to discover the man­ ner in which they are created, not even Atlantis can duplicate the process (so Techno-Wizard characters shouldn't even think about trying to build one). Splugorth bio-wizards suspect that a god or a supernatural intelligence is the developer of the secret magic .
The Anti-Monster might be related to the alien Holy Terrors (see Rifts Dimensions Book One: Wormwood), since the end result is similar: a superhuman armored warrior. Of course, Holy Terrors are all but unknown on Earth, so very few people have made the connection. Another possibility is that the process was learned from the extradimensional genius known as Doctor Ar­ ticulus (see the original Rifts Sourcebook One) or someone from his home dimension, or some other mysterious entity.
To become an Anti-Monster, the character must be a minor psionic, a latent psychic, mystic and/or other magic practitioner. The candidate then undergoes extensive surgical procedures in which most of his bone structure and internal organs are re­ moved and replaced by techno-wizard created bionic parts. The surgery is accompanied by a prolonged magic ritual, during which almost all the I.S.P. and P.P.E. of the character is con­ sumed (retains only 1D4 of each) as the link between man and magical machine is established. When the ceremony is over, the metal components of the cyborg become "alive" and can heal on their own (see o.c.c. abilities).
The Anti-Monster is a supernatural creature, able to inflict massive damage to vampires, demons, and other creatures of magic. Furthermore, the character's new body is enchanted with several spells which can be used up to four times per 24 hour pe­ riod.
Vampires and supernatural monsters consider the Anti-Mon­ sters to be their deadliest enemies and will do anything in their power to destroy them. At the same time, most humans and D­ bees tend to fear and mistrust the mystic cyborgs because they seem so cold, merciless and inhuman. These characters are tragic heroes committed to defending a world that does not com­ pletely accept them. Surprisingly, they remain loyal defenders of humans and most innocent beings and are dedicated to destroy­ ing supernatural evil wherever it is encountered. An evil Anti­ Monster working on the side of supernatural monsters is an extreme rarity.
The Price of Power
l . Inhuman Appearance : The character ' s
revocably changed into a towering metallic brute, 7 feet (2. 1 m) tall, weighing 400 Ibs ( 1 80 kg) and horror factor 2D4+6.
2. Debilitating Complications & Death: Furthermore, at the end of 1D4 years, there is a 5% chance that the Anti-Monster's body will reject the magical grafts; this rejection requires an im­ mediate save vs Coma/Death at -15%. Even if the save is made, the Anti-Monster will be crippled; -7 to strike, parry and dodge, reduce all attacks and speed by half for 1 D6 months ! Afterward, the mystic cyborg seems to recover and is only -2 on all combat
bonuses, while speed and the number of attacks per melee are re­ duced only by 25%. However, this may be a temporary situation with the chance of rejection reoccurring 1D6 years later and again 2D4 years after the second crisis. After the third crisis, the Anti-Monster is safe from rejection and returns to full strength and ability for the rest of his days. In any case, very few Anti­ Monsters survive more than 15 years of active duty.
3. A loss of humanity: All Anti-Monsters lose their human appearance and a bit of their humanity in the creation process. They tend to forget about the human condition like needing rest, sleep, food, water, etc. About 50% become impatient and intol­ erant of or frustrated by human frailties and weaknesses. Most (90%) seem cold, brutal and merciless, especially when combat­ ing monsters. This is compounded by the character's intense ob­ sessions and monstrous appearance.
4. Insanities: 80% of all Anti-Monsters develop an Obsession. Roll or pick one.
0 1 -20 Obsessed with destroying vampires, ghouls, necroman­ cers and all forms of undead.
21-40 Obsessed with destroying all evil supernatural beings. Dislikes and distrusts any supernatural being, even those of a good alignment (and isn't too thrilled with creatures of magic and men of magic who summon or control the supernatural).
41-60 Obsessed with protecting humans and innocent D-bees against evil and manipulative gods and their minions, including priests, acolytes, shamans, warlocks and witches.
61-80 Roll on the random table on page 332 ofRifts Ult. Ed. 8 1 -00 Pick one of the above and roll for one additional ran­
dom obsession.
The Anti-Monster O.C.C.
Alignment: Any, but usually scrupulous, selfish or aberrant. Attribute Requirements: None, other than a willingness to be­ come an inhuman creature, and initially possesses either magical abilities and/or minor psionics.
O.C.C. Abilities and Bonuses:
1. M.D.C. Transformation. The character becomes a magical flesh-and-metal creature with 1D6X1O+400 M.D.C. The charac­ ter regenerates damage at the rate of 4D6 M.D.C. per minute (or
ID6 per melee).
2. P.P.E. and I.S.P.: The character's inner energies are perma­ nently spent during the mystic transformation process. P.P.E. and I.S.P. drop to 1D4 points each. Furthermore, this P.P.E. and I.S.P. cannot be tapped in any way by the Anti-Monster, magic practitioners, or Mind Bleeders.
3. Supernatural Attributes: The Anti-Monster has the follow­
gin.
Mega-damage inflicted by hand to hand combat varies with the supernatural P.S. of the character (see Rifts Conversion Book One Revised, pages 1 0- 1 1 ) . Against vampires, the char­ acter inflicts 1D4 Hit Points (H.P.) with a restrained punch, 2D6 H.P. with a full strength punch, and 4D6 H.P. with a power
4. Supernatural Powers: The Anti-Monster is unaffected by normal (non-M.D.C.) heat, cold and weapons, and no longer needs to eat or breathe (can survive indefinitely in outer space, underwater, buried alive, etc.). Mega-damage heat, fire, plasma and cold inflict half damage. Lasers, particle beams, ion blasts, electricity, mega-damage explosions, psionics and magic do full damage. The character is also impervious to poisons, drugs and magic potions.
5. Magical Powers: During the creation process, the Anti­ Monster gains the following "built-in" spells: Blinding flash, globe of daylight, chameleon, armor of Ithan, magic net and shadow meld. He can cast each spell up to three times per 24 hour period, equal to a 5th level wizard. The character does not gain any further spells, nor do the existing spells increase in level. The character can use rune weapons, scrolls and techno­ wizard or enchanted items, but not magic potions or ointments.
6. Sense Psychic and Magic Energy. This power works like the Psi-Stalker's ability, but isn't as developed. The Anti-Mon­ ster can detect the presence of psychic energy, specifically psionics (I.S.P.) and magic (P.P.E.) directly oriented towards magic spells, circles, wards, techno-wizardry and magic devices. The ability is constant and automatic, just like the psi-stalker. Range: 50 feet (15.2 m).
7. Sense supernatural beings. Identical in function to the pre­ vious ability, except the Anti-Monster is much more sensitive to the very distinctive psychic "scent" of the supernatural. Base Skill: 60%+2% per level of experience. The ability to identify the specific type of paranormal creature has a base skill of 58%+2% per level of experience, and it includes demons, vam­ pires and dragons.
8. Other Psionic Powers. None; all potential psychic abilities are burned out during the transformation. However, the character is considered a major psionic for save purposes ( 1 2 or higher).
9. Bonuses. +2 to initiative (+4 against ghouls, vampires and all forms of undead), + 1 to strike, parry and dodge (in addition to hand to hand and attribute bonuses), +4 to pull punch, +2 to roll with impact, +3 to save vs magic, +3 vs save vs psionics, and +5 to save vs horror factor. All are in addition to the attrib­ ute bonuses. They are immune to the vampire's mind control bite (but can be killed by the vampire's killing bite) and cannot be turned into a vampire. Impervious to poisons, drugs and magic potions; see number four and ten.
10. Vulnerabilities and Penalties. The Anti-Monster takes double damage from rune weapons, Wormwood crystal magic, and Millennium Tree wands, staves and weapons (good or evil). The size and weight of the cyborg makes prowl difficult: -20% to all prowl rolls.

Cybernetics: Mystical bionic lungs, retractable claws or retract­
able forearm vibro-blades and up to lD4+l cybernetic im­ plants (player's choice) incorporated during the operation/transformation, but cannot gain any others after the transformation (only the creation ceremony allows the char­ acter to accept the implants). Each implant increases the chance for rejection by 3% (see the price of power, above).
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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