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chris_valera
2012-09-28, 09:30 PM
Most of the d20 Metroid stuff (Samus, basic enemies, etc) is available elsewhere, but the one glaring omission I found was the humble Zebesian Space Pirate, the humble baddie of the Metroid series.


Zebesian (Space Pirate)

Overview

Zebesians are an insect-like race alien race of blue and red insects (some postulate that a green and purple variant is the primogenitor species) native to the planet SR388 as well as other planets. Many Zebesians take up a life of crime and become the criminal force known as Space Pirates, which plague the galaxy.

Appearance

Zebesians have large yellow eyes, and lithe, insect-like bodies. Their are covered in a tough chitinous exoskeleton, and are tough, able to survive the vacuum of space for a limited time. Their feet end in a single

toe and their arms end in a massive set of claws, which can execute a devastating slashing attack in close combat. Zebesians can internalize a form of plasma and fire it off as a terrific blast of energy. They excel

at jumping, climbing and crawling through narrow spaces such as ventilator shafts, and they can climb walls and ceilings with ease.

Zebesians are high adaptable and appear in various different colorizations. A full categorization of Zebesians/Space Pirates is beyond the scope of this article, but Zebesians vary from their normal grey/blue color to green red pink yellow and silver. A rare Silver Space Pirate with an enhanced exoskeleton is also known, as well. Some Zebesians are known to shoot a laser blast from their eyes, although why this should be is unknown. A large ogre-sized Elite Pirate has been reported as well.

Mutated or variant Zebesians, such as Zebesians with lower legs fused together to end in a fish tail are are known, and the colored variants of Zebesians are likely genetic or mutated variants as well.

Language

Zebesians have a guttural, harsh language, that sounds like perpetual throat clearing. If they speak Common/Basic it is not known.

Zebesian technology is advanced and varied, having developed powered armor, mechanized suits, powed jetpacks, powered scuba suits and much more. Cybernetically enhancements are not unknown, such as the Cyborg Zebesian and Super Zebesian.

Homeworld

Zebesians are a sub-group of the Space Pirates. The true planet from which not only Zebesians, but the entirety of Space Pirates, originate from is currently unknown; presumably, they are not from the Space Pirate Homeworld since that planet is one of several homeworlds. Zebesians are native to planet SR388, but it is not their home planet. The Space Pirates that invaded Zebes took "Zebesian" as a general name for themselves after the conquest of the planet, comparing it to the way most "Americans" actually being descended from Europeans and only calling themselves Americans after conquering the true Native American tribes.

Personality

Zebesians are a cruel, vicious, backbiting race and get along poorly with others. Their intelligence is poor, and they have trouble coordinating plans on their own. But if led by a charismatic leader, they become a force to be reckoned with since they tend to be rather single-minded and determined. Zebesians have a certain amount of stubborness, which becomes extremely dangerous when harnessed by a charismatic leader. Despite their low intelligence, they posess a certain amount of low cunning and have in the past reverse-engineered advanced technology to suit their own purposes.

Space Pirates

Space Pirates have been present since the early days of the Galactic Federation. They quickly established themselves as a fearsome force, necessitating the formation of the Galactic Federation Police. The Pirates were notorious for attacking and raiding vessels in one second, and disappearing the next. The Pirates would also lay claim to planets, establish the now-captured planet as their territory and its natives as their slaves. They were known to be so zealous of their right to rule that they would even refer to themselves as the rightful inhabitants of the planet, taking on the name of the race of the former inhabitants and referring to the true natives as their slaves. The Pirates have been responsible for some of the most disastrous events in Galactic history, such as the Phazon Crisis, and have been responsible for the raids of numerous planets, including the planets Zebes, Bryyo, Norion, Elysia, Tallon IV, Aether, Dark Aether, Naishii, Jigrad, and K-2L.

Zebesians as player characters.

+4 Dex
+2 Defense
-6 Intelligence

+4 Jump
+4 Climb
+4 Crawl
+2 Spot

Crunch:
When attacking an inanimate object as a full-round action, ignore half the object's hardness.

Dextrous Attack:
A Zebesian can choose to use its Dexterity bonus to attck, rather than Strength.

Wall Crawler:
A Zebesian can travers vertical and ceilings at its base speed without requiring a Climb/Athletics check. It retains its Dexterity bonus to Defense while doing this.

Multiattack (feat)
Prerequisite: Three or more natural attacks.
Benefit: The creature’s secondary attacks with natural weapons take only a -2 penalty.
Normal: Without this feat, the creature’s secondary attacks with natural weapons take a -5 penalty.

Advanced Firearm Proficiency (laser attack) (feat)
All Zebesians are proficient with their own natural laser attack.

Laser attack

Dmg: 2D10
Critical: 19-20/x2
Range:60 ft.
RoF R.F.
Type: Energy
DRP: 1

Claw Slash

You gain two natural attacks with your claws, each dealing 1d6 points of damage plus your Strength bonus.

Your claws are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers, spells, and effects that enhance or improve natural. You can choose to deal nonlethal damage with your claws, taking the standard -4 penalty on your attack roll.

Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks—you simply have two claw attacks at your normal attack bonus.

Garryl
2012-09-28, 10:03 PM
Someone's got a set of d20 Metroid rules? Awesome! Could you please share the link? I didn't find anything with a Google search.

Any particular reason for the massive Int penalty? It's a massive difference between different ability scores. I always figured Space Pirates would take a penalty to Wis if anything. For one, you have to be pretty smart to cobble together all of that tech and keep it working. Second, they have a highly structured militaristic society, which demands conformance and obedience even in the face of death. Third, they seem to generally lack common sense and compassion. Enslaving life-draining death machines as mobile power plants, or shoving sentient radioactive ore into their bodies, stuff like that.

LordErebus12
2012-09-28, 10:14 PM
Any particular reason for the massive Int penalty? It's a massive difference between different ability scores. I always figured Space Pirates would take a penalty to Wis if anything. For one, you have to be pretty smart to cobble together all of that tech and keep it working. Second, they have a highly structured militaristic society, which demands conformance and obedience even in the face of death. Third, they seem to generally lack common sense and compassion. Enslaving life-draining death machines as mobile power plants, or shoving sentient radioactive ore into their bodies, stuff like that.

I couldnt put it better, i agree, i think wisdom should definitly take the hit.

chris_valera
2012-09-28, 11:11 PM
You guys have convinced me; -4 Int, -2Wis.

Metroid stuff - Samus Aran:


Adventurer 3/Mecha Pilot 12/Gun Bunny 4; Discretionary Points ; Medium-sized Near-Human; HD 3d4+ plus 12d8+ plus 4d8+; hp; Energy Points ; Initiative +; Speed ft; AC 0 (DCM +, Dex +); Base Attack +14/+; Fort +6, Ref +13, Will +6; Str 1 (+), Dex 1 (+), Con 1 (+), Int 1 (+), Wis 1 (+), Cha 1 (+). 19cp

Attacks:

Attributes: Enhanced Ability [Constitution] 1, Enhanced Ability [Strength] 2, Item of Power (Arm Cannon) 14, Item of Power (Chozo Battle Suit) #, Item of Power (Maru Mari) #, Item of Power (Speed Booster) #, Personal Gear 2, Regeneration 5, Special Attack (Screw Attack) #
MP- Aura of Command 3, Organizational Ties (the Federation) 2, Own a Big Mecha (gunship) 4, Personal Gear 1; GB- Divine Relationship 1, Massive Damage 1

Skills: Balance () , Computer Use () , Demolitions () , Drive () , Gun Combat () , Intimidate () , Knowledge: Electronics () , Knowledge: Military Science () , Knowledge: Social Sciences () , Medical () , Move Silently () , Ranged Defense () , Sleight of Hand ()

Feats:
MP- none; GB- Blind-Shoot, Improved Initiative

Defects: Achilles Heel (cold) 1, Famous 2

OTHER GAME NOTES

Item of Power - Arm Cannon
Comprising the bulk of the right arm of Samus's suit, the Arm Cannon is Samus's primary weapon. In addition to firing energy shots, it also enables Samus to use her variant beam weapons, as well as her missiles. Damage 4d8, Auto-fire. For other "settings", see various Special Attacks, below.

Special Attack - Arm Cannon Variants
Along with its regular shot, Samus's arm cannon is configured to fire variable energy beams.
Charge Beam - This beam can be used on other beams, or the base cannon. It doubles the damage, but adds Slow to whatever Beam it is added to.
Spazer Beam - This beam can be used on other beams, or the base cannon. It adds Area Effect to whatever Beam it is added to. It is not compatible with the Plasma Beam.
Ice Beam - Allows Samus to fire a super-cold beam of energy, freezing solid anything it hits. Damage 4d8, Tangle (ice; 24 hp).
Wave Beam - This ion beam weaves towards its target, disabling any electronics it comes in contact, as well as the nervous systems of most creatures. Damage 4d8, Incapacitating (Fort DC 20), Affects Incorporeal.
Plasma Beam - Samus's most powerful energy weapon, the Plasma Beam punches through even the hardest substances, with only the least effort. Damage 6d8, Penetrating: Armor x3.

Special Attack - Missile Variants
In addition to her energy weapons, Samus's Arm Cannon can fire high-speed missiles. They come in "basic" and "super" varieties.
Missile - This standard projectile carries an explosive warhead, dealing damage to whatever it strikes. The missiles are manufactured by internal systems of the suit. Damage 3d8, Uses Energy.
Super Missile - For more explosive punch, Super Missiles are the way to go. The missiles are manufactured by internal systems of the suit. Damage 6d8, Uses Energy.

Item of Power - Chozo Battle Suit
This is Samus' trademark combat system. While it begins as a potent platform, initially, it becomes MUCH more powerful as she collects technology bits throughout her quests. It counts as a sealed, permanent environment, and grants the following benefits/attributes: Armor 2, Heightened Senses 2 (x-ray, infrared), Enhance [Strength] 1, Special Movement 1 (wall-bouncing)

Varia Upgrade - This protects the suit and Samus from extreme heat, lava, and impact damage. It increases the Armor attribute by 2 ranks.
Gravity Upgrade - This grants the suit freedom of movement in water, and other fluid mediums, as well as protecting against damage. It increases the Armor attribute by 1 ranks.

Item of Power - Speed Booster
Samus gained this boot upgrade in order to increase her running speed, and to plow through obstacles and enemies.

Personal Gear
Hi-Jump Boots - Samus can vertically jump 30 feet.
Space Jump - Samus can stay in the air, so long as she does nothing else in that round.

Special Attack - Screw Attack
This most powerful of Samus's abilities literally turns her into an energy buzz saw.

Item of Power - Maru Mari
This strange Chozo artifact allows Samus to be able to change into ball-mode, as well as place bombs.

Alternate Form - Morph Ball
Granted by the Maru Mari, a Chozo artifact, this form allows Samus to become much smaller and compact (1' diameter ball), and while it disables many systems, it does allow the use of the Spider Ball (Special Movement 2 (wall-crawling)), the Spring Ball (can jump 10 feet high), and Bomb variants (see below).

Special Attack - Bomb Variants
While in ball-mode, Samus can make use of bombs, both offensively and as utility. They come in "basic" and "power" varieties. Samus is unaffected by the explosions of her own bombs.
Bomb - Damage 3d8, Area Effect.
Power Bomb - Damage 6d8 Area Effect, Uses Energy.

Chozo-Enhanced Blood
Samus was augmented by the Chozo who raised her, adding their DNA to hers, to better enable her to live on the arid planet Zebes, as well as make use of their technology. Samus has a Enhanced [Strength] 2 and Enhanced [Constitution] 1. She also counts as being Chozo for any technology with a bioscan that requires it, like her suit and artifacts.

Metroid DNA
Recently, Samus was the victim of an X-Parasite, the creatures metroids were originally created to destroy. Only an injection of metroid DNA, which is immune to X-parasitism, saved her life. Now, she has been permanently altered. Like the metroids, she can regenerate (Regeneration 5), but, like the metroids, she is very vulnerable to cold (Achilles Heel (cold/ice)). Samus's suit does protect against cold.

Mecha - Samus's Spaceship
While Samus's ship never has "official" stats, it is very well known, and has served Samus well through many adventures. For ease, I will stick with the most recent one, which has an AI, Adam.

Samus Equipment

Arm Cannon- works as a heavy cannon (4d8)
Charge Beam-
Ice Beam- freezes target. Consider Tangle option of Special Attack abilities.
Spazer Beam- increases area of attack. Consider Area Effect option.
Wave Beam- limited passes through surfaces, and interferes with electronics. Consider Penetrating (armor) and Stun (vs devices) options.
Plasma Beam- greatly increases firepower yield. Consider TBD
Missiles-
Super Missiles-
Battle Suit- acts as armor (6).
Varia Suit- increases armor (2), and protects against fire.
Gravity Suit- increases armor (1), and nullifies environment penalties.
Footwear- Samus's suit has a number of things constructed into her suit.
Jump Boots- grants Jumping (2).
Speed Booster- grants Speed (3).
Morphing Ball- use Alternate Form (full).

chris_valera
2012-09-28, 11:12 PM
Basic enemies:

Zoomer
Role: Skirmisher
Size/Type: Small Animal
Hit Points: 1d8+4 (8 hp)
Initiative: -2
Speed: 20 ft./climb 20 ft.
Armor Class: 17 (+1 size, -2 dex, +8 natural), touch 9, flat footed 17
Base Attack/Grapple: +0/-4
Attack: bite +1 melee (2)
Space/Reach: 5 ft./0 ft.
Special Attacks: Ram, Spikes, Disease
Special Qualities: tremorsense (20)
Saves: Fort +6, Ref -2, Will +0
Abilities: Str 10, Dex 6, Con 18, Int 1, Wis 10, Cha 2
Skills: Stealth +6, Athletics +4
Feats: Ability Focus (ram)
Environment: Any
Organization: Solitary or family (1d4+1)
Challenge Rating: 1 (normal)
Treasure: None
Alignment: Always neutral

Ram (Ex): If a zoomer tries to move into another creature’s square, the creature must succeed at a reflex save (DC 12) or be affected by the zoomer’s spikes. If the creature fails by 5 or more, the zoomer moves through his square and on to the next, sliding past the injured creature.

Spikes (Ex): Anyone who grapples the zoomer, strikes it with a natural weapon, or is hit by its ram ability takes 1d4 damage and is exposed to the zoomer’s disease.

Disease (Ex): Spikes. Fortitude save DC 14. Incubation one minute. Deals 1d4 damage per minute. Victim is entitled to another save every minute to avoid the damage. Two consecutive saves eliminate the infection, as does a Heal check (DC 13) or any spell that cures diseases. The save DC is constitution based.



Geemer
Role: Controller
Size/Type: Small Animal
Hit Points: 2d8+6 (15 hp)
Initiative: -2
Speed: 20 ft./climb 20 ft.
Armor Class: 17 (+1 size, -2 dex, +8 natural), touch 9, flat footed 17
Base Attack/Grapple: +1/-2
Attack: bite +3 melee (2)
Space/Reach: 5 ft./0 ft.
Special Attacks: Ram, Spikes, Disease, Hunker Down
Special Qualities: tremorsense (20)
Saves: Fort +6, Ref -2, Will +0
Abilities: Str 12, Dex 6, Con 16, Int 1, Wis 10, Cha 2
Skills: Stealth +7, Athletics +5
Feats: Ability Focus (ram)
Environment: Any
Organization: Solitary or family (1d4+1)
Challenge Rating: 4 (normal)
Treasure: None
Alignment: Always neutral

Ram (Ex): If a geemer tries to move into another creature’s square, the creature must succeed at a reflex save (DC 14) or be affected by the geemer’s spikes. If the creature fails by 5 or more, the geemer moves through his square and on to the next, sliding past the injured creature.

Spikes (Ex): Anyone who grapples the geemer, strikes it with a natural weapon, or is hit by its ram ability takes 1d8 damage and is exposed to the geemer’s disease.

Disease (Ex): Spikes. Fortitude save DC 14. Incubation one minute. Deals one point of constitution damage per minute. Victim is entitled to another save every minute to avoid the damage. Two consecutive saves eliminate the infection, as does a Heal check (DC 16) or any spell that cures diseases. The save DC is constitution based.

Hunker Down (Ex): As a swift action, a geemer can clamp its shell to the ground and extend its spikes to their full, impressive length. All within five feet must save against the geemer’s ram ability. The geemer can leave its spikes extended for as long as it pleases; in this state, it cannot move, but automatically attempts to ram anyone within five feet and gains hardness 5.



Chute Leech
Role: Lurker
Size/Type: Tiny Animal
Hit Points: 2d8 (9 hp)
Initiative: +0
Speed: 5 ft./swim 5 ft./climb 5 ft.
Armor Class: 14 (+2 size, +1 dex, +1 natural), touch 13, flat footed 13
Base Attack/Grapple: +2/+5
Attack: bite +5 melee (1d3, improved grab, and poison)
Space/Reach: 5 ft./0 ft.
Special Attacks: Death From Above, Poison, Improved Grab, Blood Drain
Special Qualities: amphibious, scuffle
Saves: Fort +3, Ref +4, Will +0
Abilities: Str 8, Dex 12, Con 10, Int 2, Wis 10, Cha 4
Skills: Stealth +14, Swim +4, Athletics +19*
Feats: Ability Focus (poison), Improved Grapple*, Weapon Finesse*
Environment: Damp caves and underground waterways
Organization: Solitary, cluster (2d4), or brood (2d4+8 )
Challenge Rating: 2 (normal)
Treasure: Half standard
Alignment: Always neutral

Death From Above (Ex): A chute leech takes no size penalties to Athletics checks. If it attacks a creature by jumping on it, it does not provoke attacks of opportunity for entering its square.

Poison (Ex): Bite. Fortitude DC 13. Paralysis for one round. The save DC is constitution based.

Improved Grab (Ex): If it hits with a bite attack, a chute leech can attempt to start a grapple as a free action without provoking attacks of opportunity. Every round that it maintains a hold, it uses poison and blood drain.

Blood Drain (Ex): Every time it starts its turn attached to a living victim, a chute leech drains blood, dealing 1 point of constitution damage.



Sidehopper
Role: Skirmisher
Size/Type: Large Animal
Hit Points: 6d12+18 (57 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 16 (-1 size, +1 dex, +6 natural), touch 10, flat footed 15
Base Attack/Grapple: +6/+13
Attack: claw +9 melee (2d6+4) and bite +6 melee (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Pounce, Sidehop
Special Qualities: spider climb
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 18, Dex 13, Con 16, Int 3, Wis 12, Cha 8
Skills: Stealth +5, Perception +9, Acrobatics +9, Athletics +33*
Feats: Multiattack, Iron Will, Dodge
Environment: Underground
Organization: Solitary, pair, or family (1d4+2)
Challenge Rating: 8 (normal)
Treasure: Half standard
Alignment: Always neutral

Pounce (Ex): If it leaps on its prey (using Athletics), a sidehopper can make two claw attacks and one bite against that target. This ability recharges on a roll of 1, 2, or 3.

Sidehop (Ex): After hitting an enemy, the sidehopper can use Athletics to jump away as an immediate action without provoking attacks of opportunity. This ability recharges on a roll of 2, 3, or 4.



Desgeega
Role: Brute
Size/Type: Large Animal
Hit Points: 10d12+50 (105 hp)
Initiative: +3
Speed: 20 ft.
Armor Class: 24 (-1 size, +3 dex, +12 natural), touch 12, flat footed 21
Base Attack/Grapple: +10/+22
Attack: 2 claws +13 melee (2d6+8 ) and bite +10 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spikes, Crush, Rend, Bloodlust
Special Qualities: spider climb, spell resistance 23, resist fire and cold 20
Saves: Fort +12, Ref +10, Will +5
Abilities: Str 26, Dex 16, Con 20, Int 3, Wis 12, Cha 8
Skills: Stealth +11, Perception +13, Acrobatics +15, Athletics +37*
Feats: Multiattack, Iron Will, Combat Reflexes, Power Attack
Environment: Underground
Organization: Solitary, pair, or family (1d4+2)
Challenge Rating: 14 (normal)
Treasure: Half standard
Alignment: Always neutral

Spikes (Ex): Anyone who grapples a desgeega or hits it with a natural weapon takes 2d6 damage. Even those who attack with standard (non reach) melee weapons are vulnerable, unless they succeed at a dexterity check (DC 10).

Crush (Ex): If it charges or leaps on its prey (using Athletics), a desgeega automatically deals full damage and knocks the target prone. This ability recharges on a roll of 1, 2, or 3.

Rend (Ex): If it hits with both claw attacks, a desgeega deals an extra 4d6 damage as the spikes dig in and tear flesh.

Bloodlust (Ex): If it hits with a bite attack, the desgeega regains 20 hit points. It cannot go above maximum hit points with this ability.

chris_valera
2012-09-28, 11:13 PM
Metroids themselves are here:
http://www.dandwiki.com/wiki/Metroid_%283.5e_Creature%29

chris_valera
2012-09-28, 11:33 PM
For those wondering about the big Int hit, info on the Zebesian Space Pirate's intelligence varies:

"There appears to be contradiction existing in Metroid: Other M in regards to the Zebesians' intelligence. Samus states that Zebesians, even if lead by Ridley's clone, would be unable to work as an intelligent group and would eventually become feral unless lead by Mother Brain. However, the Metroid manga features the race led by Ridley alone actively and strategically attacking Galactic Federation-controlled planets long before they met Mother Brain, meaning they are far from being helpless even with her absence. "

Maybe -4 Wis -2 Int

Garryl
2012-09-28, 11:54 PM
For those wondering about the big Int hit, info on the Zebesian Space Pirate's intelligence varies:

"There appears to be contradiction existing in Metroid: Other M in regards to the Zebesians' intelligence. Samus states that Zebesians, even if lead by Ridley's clone, would be unable to work as an intelligent group and would eventually become feral unless lead by Mother Brain. However, the Metroid manga features the race led by Ridley alone actively and strategically attacking Galactic Federation-controlled planets long before they met Mother Brain, meaning they are far from being helpless even with her absence. "

Maybe -4 Wis -2 Int

I was under the impression that Other M Space Pirates weren't actual Zebesians, but instead (slightly faulty) clones or some such (along with most everything else on the ship).

chris_valera
2012-09-29, 12:29 AM
I was under the impression that Other M Space Pirates weren't actual Zebesians, but instead (slightly faulty) clones or some such (along with most everything else on the ship).

No idea, never played Other M, but could be true. From everything I have read, I get the impression they're none too bright though.