Thursday, April 11, 2024

D20 Power Rangers Monster WIP Part 1

     I got the Finster's Monsters companion book to a rulebook on my birthday list and have started making bios for various Power Rangers monsters for a Power Rangers TTRPG game of those not included in either book.  Here are four and what I've done with them.


Cyclopsis



Goldar’s Zord.  Summoned by Rita Repulsa and Lokar, it wields tremendous power and was almost the doom of the original Power Rangers team.  This is a sign Rita means business and wants to end the war decisively, right here and now.

Enemy

 

 

Grown:

Threat Level: 22

Size: Towering

Health: 26

Movement: 30 ft ground

Strength: 15

Speed: 9

Smarts: 2

Social: 2

Toughness:29

Evasion: 24

Willpower: 15

Cleverness: 18

 

Skills:

 

Perks:

-Chromedigizoid Armor: Cyclopsis is incredibly durable, able to take a Megazord finisher without exploding.  He can also resist the Dragonzord in Battle Mode’s helmet blade and send it back.

-Adaptability: Cyclopsis’ system analyzes its opponents and shifts the armor to create better response times and strike with more power aimed at the weak point.

-Big Boots: Cyclopsis has enormous feet to do considerable damage with, as such, his kicks hurt harder than his punches.

 

Attacks:

-Face Laser/fireballs: Cyclopsis can fire a concussive laser from his forehead horn’s red eye, causing considerable damage to his adversaries.

-Retractable blades: Cyclopsis has wrist-mounted blades he can pull out if the battle calls for it.  These blades can cut apart weaker zords, but not fully-powered Megazords.

-Screw Missiles: Cyclopsis has missiles shaped like Phillips’ screw heads in his chest which can do considerable damage to his enemies.  These must be stated to be out before you can use them.

-Electric Rocket Punch: Cyclopsis’ fists are on electric cables, so he may launch them and electrify his enemies while grabbing them.

 

Powers:

Telekinesis: Cyclopsis can lift an enemy and “throw” it into buildings.

Adaptability: Cyclopsis’ Chromedigizoid armor and fighting skills can shift slightly depending on his opponents.  For example, he will target the Megazord’s arms and chest, the Dragonzord’s tail and try to boomerang the Dragonzord in Battle Mode’s helmet blade.

 

Equipment:

Wrist-mounted blades: Cyclopsis’ signature weapon, he uses these to batter around Megazords and attempt to dismember them and render them inoperable.  They can be destroyed with a powerful enough blow.

 

Hang-up:

Quick changes: If the zord changes are too much for Cyclopsis’ computer to follow, his system will become locked until a +d6 roll of 4 or above, making it easier to destroy him.

 

 

 

 

 

 

 

Typhonis



Goldar’s secondary Zord, made of parts from Thunder Megazord, Cyclopsis and Tigerzord. 

 

Grown:

Threat Level: 21

Size: Towering

Health: 29

Movement: 30 ft ground

Strength: 19

Speed: 7

Smarts: 2

Social: 2

Toughness: 30

Evasion: 24

Willpower: 12

Cleverness: 17

 

Skills:

 

Perks:

Megazord Armor: Due to taking parts from the Thunder Megazord and the Tigerzord, Typhonis is more resistant to Megazord weaponry than Cyclopsis at the cost of adaptability.

 

Attacks:

Raging Waves; Sturm und Drang: Goldar’s name for the Thunder Megazord finisher Typhonis can use.

Double blade strike: Using both Cyclopsis’ wrist blade and the Thunder Saber in tandem.

Forehead laser/Fireballs: Using the same forehead laser/fireballs as Cyclopsis.

 

Powers:

Telekinesis: Typhonis retains Cyclopsis’ telekinesis computer.

 

Equipment:

Thunder Saber: Taken from the Thunder Megazord.

Retractable Wrist Blade: Left over from Cyclopsis

Big Boots: Left over from Cyclopsis

 

Hang-up:

Weak connections: Attacking the shoulders and hips will cause Typhonis to disassemble.

 

 

 

 

 

Pachinko Head



Playful monster that can turn Rangers into giant pachinko balls.  Made by Lord Zedd from a Pachinko machine so he could attack Earth with Serpentera.  Playful and mischievous more than evil, but will trash zords to the best of his ability.

Enemy

Normal

Threat Level: 6

Size: Normal

Health: 7

Movement: 40 ft ground

Strength: 6

Speed: 6

Smarts: 5

Social: 5

Toughness: 17

Evasion: 14

Willpower: 13

Cleverness: 11

 

Skills:

 

Perks:

Speed: Reasonably fast, Pachinko Head wants to take in the world around him as much he can.

Rhyming: Everything Pachinko Head says is a rhyming couplet, so plan his dialogue accordingly.

 

Attacks:

Pachinko Ball Transformation: Pachinko Head can turn any Power Ranger into a large Pachinko Ball.

Machinery interference: Pachinko Head can make equipment go faster or slower.

 

Powers:

Moderate Martial Arts: Pachinko Head is about the level of a green belt in martial arts, capable of defending himself somewhat, but ultimately little match to the Rangers.

 

Equipment:

 

Hang-up:

Just wants to have fun: Pachinko Head is first and foremost a monster of amusement and play.  He can be distracted by frisbees, skateboards and theme parks among other methods of amusement.

 

Grown:

Threat Level: 8

Size: Towering

Health: 10

Movement: 50 ft ground

Strength: 8

Speed: 8

Smarts: 5

Social: 5

Toughness: 19

Evasion: 16

Willpower: 13

Cleverness: 11

 

Skills:

 

Perks:

Speed: Still maintaining his above average speed despite being giant, Pachinko Head is a quick monster.

Rhyming: He still says everything in rhyme, too.

 

Attacks:

Fireball/Energy Ball: His ability to turn people into Pachinko Balls has been replaced by this offensive move.

 

Powers:

Moderate Martial Arts: Pachinko Head retains his “green belt level” martial arts, but would easily get pounded by the Red Dragon Thunderzord or Thunder Megazord in Martial Arts.

 

Equipment:

 

Hang-up:

Incomplete fighting training: Due to his obsession with fun at human size, he is by no means a serious threat to Megazords and it will likely be a quick fight.

 

 

 

 

 

Serpentera



Lord Zedd’s personal Zord.  1 km tall.  Armed with devastating laser cannon that can undo Megazord formations or level a whole city. 

Strongest Enemy

 

 

Grown:

Threat Level: 50

Size: 1 km, dwarfs everything else

Health: 78

Movement: 100 ft. ground, 5280 ft sky

Strength: 50

Speed: 50

Smarts: 4

Social: 4

Toughness: 48

Evasion: 45

Willpower: 12

Cleverness: 13

 

Skills:

 

Perks:

1 kilometer height: Everything becomes easy to Serpentera as the world is much smaller to him.  He can travel great distances in a short time and cause massive destruction.

Armor: Serpentera’s armor is thicker than standard Megazord armor, making it hard to damage.

 

Attacks:

Destruction laser: Capable of disassembling a Megazord or wiping out a city, the destruction laser is Serpentera’s main weapon, blowing apart whatever it strikes.

 

Powers:

 

Equipment:

Giant feet: Serpentera’s feet are as big as Tor the Shuttlezord and enable large strides.

 

Hang-up:

Quick energy loss: Once landed, Serpentera loses health units at a rate of one every 2-5 seconds, twice as fast if Tor the Shuttlezord is in contact with him.

 

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