Oddyssey Encounters: The O.V.L.E.E.2

This is for my upcoming Labyrinth Lord, but I wanted to see what I could do with it in TWERPS and RollCore (my own work-in-progress system). 

O.V.L.E.E.2
Like her sister, the O.V.L.E.E.2 was taken from a cutting of an alien plant found growing in the ruins of a lost colonial outpost. Brought back to the ship, the OVLEE 1 was taken down into the garden for a controlled planting, while the OVLEE 2 was taken to the lab for study.

Both plants showed signs of intelligence, but it was not until it discovered that their diet required quantities of fresh meat that their true potential was unfortunately discovered. After the quarantine breach incident that resulted in the radical sterilization of the entire botanical wing, the OVLEE 2 was frozen until further preventative protocols could be put into place. It was believed that all traces of the OVLEE 1 were incinerated along with all samples, equipment and staff on the effected levels.

O.V.L.E.E.2 - Labyrinth Lord
Omnivorous, Vegetative Lifeform: [Emergency! Emergency!]
No. Enc: 1 (unique), d20 (wild)
Alignment:  Chaotic
Movement: Rooted to spot. Tendrils 90' (30')
Armour Class: 4
Hit Dice: 5, 1 per tendril
Attacks: 2d4 tendrils. 1 bite.
Damage: d4 (Tendrils), d6 (bite)
Save: F4
Morale:    9
Horde Class: V
XP: 300
A small, alien plant with a purple and green, egg-shaped bulb sitting on 2-8 thick, dark purple tendrils. The plant possess an evil intelligence and can even learn to speak after exposure of 2d4 days of exposure to a language and. Though rooted to the spot, both the bulb and the tendrils can move independently, giving the small plant ample opportunity to grab its prey. On a successful attack, the tendril can constrict for an additional 2 points of damage per round until the tendril is severed. In addition, until the tendril is removed, the trapped opponent cannot move. On a successful bite attack, have the bitten opponent make a Save vs Paralysis. If they fail, all lost Hit Points are transferred to the OVLEE, and the plant unfurls a new tendril.
*****

O.V.L.E.E.2 - T.W.E.R.P.S.
Strength 5
2 points damage (tendril strike, bite). Bite, if successful roll vs Strength. If OVLEE wins she drains one 1 Strength from her victim and adds it to her own.
Hide = leather armour
Tendrils - range 2. d6 of them.
*****

O.V.L.E.E.2 - RollCore
Body: 4 Mind: 4 Power: 2
DiceClass: 4 M/S/G: 4/3/2

Maxes
-Multiple Attacks: Tendrils
The OVLEE 2 can attack as many times a Round as it has Tendrils. Roll 2D4 to determine how many tendrils the OVLEE 2 has. Each Tendril has an M/S/G/ of 1/1/1. All other stats are the same as main plant. 
-Entangle
After completing a successful Tendril strike, instead of doing damage, the OVLEE can attempt to 'entangle' its opponent. Make an Opposed Body roll. If the opponent wins, they have slipped free and suffer no damage. If the OVLEE wins, the opponent suffers -4 to all rolls until they can sever the entangling Tendril. 
Entangling Tendrils cannot be used to attack or defend opponents. 
-Draw Blood
On a successful Bite attack, roll vs Spirit. If the opponent wins, roll Damage as normal. If OVLEE wins, it begins sucking blood and the opponent looses one Body point (but no damage is rolled), while OVLEE gains an additional Body point and unfurls an additional Tendril.  If the OVLEE gains 10 or more tendrils, its DiceClass goes up to 6. 
-Defense, Tendril Block
If the main body is about to take damage, the OVLEE can sacrifice a tendril and absorb all of the incoming damage. 

Damage: Tendril Strike +2, Bite +3                           Armour: Natural -3

Combat Matrix
1-4 Tendril Strike
5-6 Bite


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