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Metroid Marines was created by johnathan frey, also known as Obelion13, with
help from his friends joe and nathan.
As the Metroid universe is very reserved on its finer details, some freedom has
been taken when designing the game with faithfulness to source material as the
highest priority.
Any comments or feedback can be left at obelion13.wordpress.com in the
comments section
Table of Contents
Welcome to the Galactic Federation Marine corps
Basic Knowledge
D#
Difficulty Check
Marine Recruitment
Determining Aptitudes
Skill Training
Performing Basic Actions
Vocations
4
4
5
6
7
Marine Trooper
Demolition Trooper
10
Technician
12
Field Medic
14
Force Recon
16
18
19
Equipment
20
Improving Equipment
Advantage and Disadvantage
Field Training and Basic Maneuvers
Combat
21
22
22
28
Initiating Combat
28
A Unit's Turn
28
Movement
28
28
Reloading
28
29
Dropping Prone
29
Taking Cover
29
Using a Skill
30
First Aid
30
Restoring HP
30
31
31
Ship Combat
31
32
33
G.F.S. Stiletto-Class
33
G.F.S. Anhur-Class
34
G.F.S. Aries-Class
35
G.F.S. Griffin-Class
36
G.F.S. Olympus-Class
37
39
40
Phazon Sickness
40
Mutation
40
Madness
41
Rejection
42
Assimilation
42
42
43
43
44
44
44
Example Creatures
45
Zoomer
45
Desgeega
45
Grenchler
46
Space Pirate
47
Metroid
49
Ridley
50
Credits
52
Basic Knowledge
Before you begin your recruitment process, you must know of a few standard
terms you will be hearing frequently during your time as a Marine.
D#
D# refers to a dice with a particular number of numbered sides to it. A D6 is a
six-sided dice, which is the primary die used in Metroid Marines. The number of dice
you roll at a time are determined by your Aptitudes, which are explain in the
following chapter. If asked to roll a certain amount of dice, a number will
precede the dice you are required to roll. For example rolling 3 dice would be
listed as 3D6, and so on. It is advised to be in possession of at least a standard
dice set to avoid being unprepared.
Moving up to a higher rank is called Ranking Up. You can Rank Up by collecting
Experience Points, or EXP. EXP is gained by subduing hostiles, completing
objectives, or can be received as a reward from the Game Master by rewarding
good role play.
The EXP threshold to rank up is (Your Rank's Level + 7). A Warrant Officer
looking to rank up to Lieutenant would need 11 EXP to rank up.
Every time you Rank Up, you gain 1 Skill Training point you can freely assign. At
certain Ranks, your Vocation might grant you more bonuses. Refer to the
Vocations section to see what bonus you obtain.
Remember to respect higher Ranks, Marine. Superiors deserve respect, and some
will expect it of you.
Marine Recruitment
Making a new Marine is referred to as recruitment. The standard process for
training a Federation Marine during recruitment is as follows:
Determining Aptitudes
Skill Training and Performing Basics Actions
Selecting a Vocation
Selecting your Equipment
Field Training
Determining Aptitudes
Every Marine is different in some way due to basic physiology and variations in
genetic coding. We determine your capabilities and classify them into 4
categories, or Aptitudes:
Vigor, Intellect, Finesse, and Tech
Each Aptitude also has 4 skills associated with an Aptitude that can affect
your efficacy at a particular task.
Vigor is your physical strength and resilience.
Intellect is your general acuity and deductive reasoning.
Finesse is your dexterity, both mental and physical
Tech is your familiarity with technology, vehicles, and Explosives
To determine your Aptitudes, distribute points to all 4 Aptitudes from a pool of
11 points. The maximum an Aptitude can be is 5, but be careful about setting your
other Aptitudes to a low value.
Skill Training
While your Aptitudes are important, Skill training can provide much needed
bonuses to succeed in harder tasks.
Each Aptitude has four skills related to it, and when making a roll, you can use
your Skill bonus if applicable on top of your normal Aptitude roll.
Upon recruitment, every Marine receives 4 Skill Training Points they can
distribute freely amongst their skills. Skill Training bonuses cannot be higher
than a Marine's rank unless boosted over the maximum by a Vocation's skill
bonuses.
You also gain 1 Skill Training Point upon each Rank Up.
The skills, their purpose, and their related Aptitude are as follows.
Vocations
Not every Marine is cut out to do everything we expect of you. That's why we
sort Marines into Vocations, or specialized roles, to maximize their talents.
There are four basic Vocations to choose from and each one will be detailed in
the next section.
Marine Trooper
You are the backbone of the Galactic Federation forces. Durability and
reliability are your strong points. While not as trained or as specialized as other
roles, you possess the ability to protect those weaker than you and be the last
one standing.
Favored Aptitudes:
Vigor > Finesse > Tech > Intellect
Proficiencies:
Heavy Power Suits, Assault Weapons, Heavy Weapons, Secondary Weapons
Skill Bonuses:
+1 Endurance
Demolition Trooper
Your enemies hide in caves and construct massive formations of steel and stone.
Large warship engines whir to life, ready to destroy what we have sworn to
protect. You are a Demolition Trooper, and by your command, the steel and
stone crumble. The warships burn and crash, and your enemies flee in terror.
People know when the Demo Troopers arrive.
Favored Aptitudes:
Intellect> Tech> Finesse> Vigor
Proficiencies:
Medium Power Suits, Assault Weapons, Explosive Ordnance, Secondary Weapons
Skill Bonuses:
+1 Explosives
10
11
Technician
You are skilled in all forms of Technology and are second to none in Piloting
skills. The most sound cyber security systems fall to your technological
prowess and bend to your programmed whim.
Favored Aptitudes:
Tech > Intellect > Vigor > Finesse
Proficiencies:
Light Power Suits, Assault Weapons, Comm links, Secondary Weapons
Skill Bonuses:
+1 Operating
12
13
Field Medic
There are a lot of way to kill a man. Shoot him, burn him, cut him up, blow him to
pieces. Your job is to make sure these shot and broken men return home alive to
their families. Sad that you didn't get one of those cushy hospital jobs though.
Favored Aptitudes:
Intellect > Vigor > Finesse > Tech
Proficiencies:
Medium Power Armor, Medical Launchers, Secondary Weapons
Skill Bonuses:
+1 First Aid
14
15
Force Recon
As Force Recon, your job is to be unseen. Get in, do your job, get out. Fighting is
not your strong point. You'd rather leave the battlefield glory to the Marines
and get the job done. A silent hand from the shadows is one of the deadliest
things on the battlefield, and unfortunately for your enemies, you're very good
at what you do.
Favored Aptitudes:
Finesse > Vigor > Tech > Intellect
Proficiencies:
Light Power Suits, Assault Weapons , Long Range Weapons , Secondary Weapons
16
Skill Bonuses:
+1 Athletics
17
18
19
Equipment
The Galactic Federation uses a plethora of tools to help keep peace in the
universe. As a Federation Trooper, your main tools will be firearms. The
following section details the different types of firearms and specialized tools
you will be using in the length of your career.
As part of Recruitment, each Trooper starts off with one piece of equipment
that they are proficient in. They also receive 2 Stim Packs at the start of every
mission.
Each piece of equipment also comes with a spare energy -based ammo clip. Clips
and ammo can be restored at charging terminals found in most outposts. Enemy
ammo terminals can be used, but be careful about using them; they may be
guarded by hostiles.
Using a piece of equipment you are not proficient in gives you Disadvantage, which
is detailed in the next section.
Galactic Federation Standard Trooper Power Suits
Type
Damage Reduction
Details
Light Power Suit
0
Medium Power Suit
1
Heavy Power Suit
2
Speed -5ft
Name
Assault Rifle
Battle Rifle
Energy
Shotgun
LMG
Missile
Launcher
Flamethrower Heavy
30ft/15ft
cone
Det Pack
Explosives 20ft
radial
explosion
AntiPersonnel
Land Mines
Explosives 20ft
radial
explosion
Trooper Weaponry
Damage Die/Properties
1D6
1D8
2D4/secondary targets take
1D6 damage
2D4/Two Handed
2D6/Reload between
shots/Two Handed/targets
within 15ft of blast take 1D6
damage
1D6, then 1D4 burn damage
for 2 turns after the initial
burn/Two Handed
6D6/Must be set and
activated in melee range/
triggered from up to 200ft
away/Consumed upon use
4D6 to infantry/1D6 to
vehicles and heavily armored
targets/Consumed upon use
20
Armor
Piercing Land
Mines
Sniper
Explosives 20ft
radial
explosion
Long
125ft
Range
Rail Gun
Long
Range
Handgun
Large
Handgun
Combat Knife
Grenade
Flash
Grenade
Secondary 60ft
Secondary 40ft
8
6
Secondary Melee
Secondary 30ft
Secondary 30ft
1
1
Name
Comm Link
Medical
Launcher
Stim Pack
200ft
Improving Equipment
By Ranking Up, you may qualify for Equipment Upgrades as deemed. Only Marines who
prove themselves receive these upgrades, but those who do make good use of them.
Advanced Power Suit Reinforcement
Your Power Suit gains +1 Damage Reduction
Power Suit Modularity
Power Suits are modular by nature. Common modifications include flight-enabling
jetpacks or gravity suit systems made for underwater excursions.
Advanced Energy-Based Ballistics
Your non-explosive armament gains +1 damage
21
22
Leaping (Vigor)
DC5 Athletics roll for jumping 5ft, +1 to DC for every 1 foot (EX DC15 to jump
15 feet)
Dropping Prone
+1 to Evasion rolls against ranged attacks, +1 to Marksmanship rolls, reduced to
half speed rounded down
You have disadvantage on Evasion rolls against melee attackers while
prone
You have advantage for attacking a prone creature in melee
Climbing (Vigor)
DC5 Athletics roll for climbing 10 feet, +1 to DC for every 2 feet you climb
after
(EX DC 10 to climb 10ft, then DC15 to climb another 10ft to 30ft high,
then DC20 to climb another 10ft up to 40ft high)
Fall 5ft on a failed check, Fall the entire way down on a failure of 10 or more
DC15 Reflex check to take half damage
Climb at 5ft a turn
23
Falling (Vigor)
You take 1d6 after falling 20ft and an extra 1D6 damage for every 10ft after
EX A Marine falling 40ft would take 3D6 damage.
A DC10 Reflex check will halve the damage you take
The DC increases by 5 every 10ft you fall.
EX The Marine falling 40ftwould make a DC20 Reflex roll to attempt to
halve their damage
Identify (Intellect)
You use your scanner to identify an object. Your scanner can identify objects up
to 50ft away and can gather detailed information at a maximum range of 10ft.
Identifying a target - DC10
Identifying a unique target - DC15
Analyzing a target - DC15
Analyzing an unknown object's inherit properties - DC20
You use your judgment to discern whether an action would have a positive
outcome or negative outcome
Assess a situation in a calm environment - DC10
Assess a situation in a chaotic environment - DC15
On a success, the Game Master tells you if the action would have a positive or
negative outcome.
On a failure, the Game Master gives you an ambiguous response (EX You're unsure
of the outcome).
25
26
Repairing (Tech)
Repairing mechanisms - DC10
Repairing electronics - DC15
Repairing non-Federation technology - +5 to DC
Repairing in a chaotic environment - +5 to DC
Salvaging (Tech)
Salvaging mechanisms - DC10
Salvaging electronics - DC15
thoroughly search for usable salvage - -1 to DC for every 15 minutes
Search for usable salvage in a chaotic situation - +5 to DC
Sabotaging (Tech)
Sabotaging mechanisms to fail - DC10
Sabotaging Electronics to fail- DC15
Sabotaging when enemies know of your presence - +5 DC
Sabotaging in a chaotic environment - +5 to DC
Sabotaging in a calm environment - -5 to DC
Perceive Details/Surroundings
To perceive your surroundings, make a Perception roll.
Perceiving stealth movement - your Perception roll vs the opposed Stealth roll
27
Combat
As a Galactic Federation Marine, combat will most likely be your most valuable
asset. Your duty is to protect the denizens of the cosmos and fight against the
threats that plague the galaxies. In order to do so, you must be ready to fight
against any type of opponent.
Initiating Combat
In combat, the order in which units act is called the Initiative Order. To decide
your Initiative, you make a special Initiative roll, which is a Finesse roll with your
Reflex bonus. The unit on the battlefield with the highest Initiative roll acts
first, with the next highest roll going next until the lowest roll is last.
A Unit's Turn
During combat, a unit can partake in 2 actions per turn.
Movement
A unit can move up to their speed in 1 action. Another action can be taken in the
middle of movement is appropriate.
If using a firearm while moving, your Marksmanship roll is given disadvantage.
Reloading
Every time you make an attack, you use up a round in your clip. A round does not
always refer to the actual round you fire; it simply refers to a tracker for
your ammo. When your rounds hit 0, you must reload, which is a single action.
Every trooper is given one clip in their weapon and a spare clip.
Clips and ammo can be recharged at charging terminals commonly found in
military compounds.
28
Dropping Prone
+1 to Evasion rolls against ranged attacks, +1 to Marksmanship rolls, reduced to
half speed rounded down
You have disadvantage on Evasion rolls against melee attackers while
prone
You have advantage for attacking a prone creature in melee
Taking Cover
Taking cover is essential to your survival as a soldier. When taking cover, the
cover must be big enough for you to hide the majority of yourself behind.
When hiding behind cover, you gain a +2 to your Evasion rolls against ranged
attacks until you make an attack or move out of cover. Additionally, while
behind cover, you cannot attack targets on the opposite side of your cover. If
you wish to fire at a target, you must forego your cover bonuses to shoot
around or over your cover. You can take cover again on your following turn.
29
Using a Skill
When using a skill in the midst of combat, it counts as one action unless it is an
action that requires you to constantly work as determined by the Game Master,
such as using a terminal or repairing a mechanism. Being interrupted in the middle
of an action will not make you restart your action unless stated by the Game
Master.
Using a skill counts as a chaotic environment for skills with DC modifiers
associated with them.
First Aid
As the nature of combat, both sides of a conflict are going to expect injuries of some
kind. Those trained in First Aid will be able to treat minor wounds and take care of the
injured until proper medical treatment can be administered.
Stabilize an unconscious, dying ally - DC10
Unaffected by the listed DC modifiers
Stabilizing a conscious, dying target - DC15
Making and attaching a splint - DC5
Torture a target - DC10
Target is unconscious/consenting - -5 to DC
Target is uncooperative/hostile - +5 to DC
Restoring HP
A soldier is given 2 Stim Packs at the beginning of every mission. These Stim
Packs inject a mixture of painkillers and supplements that restore 3 HP. A Field
Medic can also use their Medical Launcher, which is a large, two handed device
that recharges shields. The method of recharging shields also has the sideeffect of numbing pain, effectively healing 2 HP per round.
30
Ship Combat
When a vehicle or ship enters battle, it makes its Initiative roll using it's pilot's
Piloting roll. A ship follows the same two actions per turn rules normal
infantry use.
Attack rolls use the Marksmanship roll of the person working the controls (or
the pilot if unspecified). Ship weapon systems do not usually have a maximum
range but for longer distances a penalty given by the Game Master may make
extremely long volleys difficult. The defender uses a Piloting roll instead of
their Evasion roll to determine if the attack lands.
Ships with multiples of the same weapon do not get multiple attacks unless
stated.
31
For larger ships, one pilot cannot handle all controls. Each ship will specify
the minimum amount of people who can pilot a ship and what each person
controls.
32
G.F.S. Stiletto-Class
The newest addition to the Federation Fleet, Stilettos replace the outdated
Cestus-class vessels as the Federation's basic air and space fighter. Nimble and
easy to transport, A Stiletto can be deployed from larger transport ships in
large numbers,
Galactic Federation Stiletto-Class
Vessel Specifications
Crew Capacity
2
Cargo Capacity
Small Cargo Bay
Travel Speed
350ft
Hull Integrity (HP)
40
Hull Damage
Resistance
10
Armaments
Energy Chaingun
Missiles (2)
5D6
7D6
A Stiletto can be operated by a single pilot, but this confers a -1 penalty to all
rolls due to multitasking piloting and weapon systems. A second pilot can
commandeer the weapon systems and other systems if desired.
A Stilleto comes equipped with 2 heat-seeking missiles that need to be
restocked in a hangar to be used again. Only one missile can be fired at a time.
33
G.F.S. Anhur-Class
The Anhur-class vessels of the Federation Fleet are used for patrolling
systems and transporting groups of soldiers from skirmish to skirmish.
Galactic Federation Anhur-Class
Vessel Specifications
Crew Capacity
6
Cargo Capacity
Small Cargo Bay
18 Marines
Travel Speed
250ft
Hull Integrity
(HP)
Hull Damage
Resistance
60
15
Armaments
5D6
5D6
The Anhur requires a helmsman. It also supports up to 2 gunners; a gunner for the
front chainguns and another for the wing mounted chainguns. The remaining 3 pilots
control communications, radar and tracking, and ship functions.
Anhur-class ships can quickly deploy large amount of troops using the large hatch
doors on either side of the craft. The entrance ramp on the underside of the ship is
also used to unload soldiers.
34
G.F.S. Aries-Class
Aries class ships are modern iterations of the Anhur class ships. While meant to
replace the Anhur types eventually, the Anhurs are currently in use for patrol
duties while Aeries vessels are built for the modern battlefield. Using large
thrusters and thick armor, an Aeries can drop off troops safely into a battle
and still provide support with its weapons.
Galactic Federation Aeries-Class
Vessel Specifications
Crew Capacity
6
Cargo Capacity
Small Cargo Bay
22 Marines
Travel Speed
250ft
Hull Integrity
(HP)
Hull Damage
Resistance
65
15
Armaments
4D6
7D6
The Aries requires a helmsman. It also supports up to 2 gunners, with each gunner
controlling both a chaingun and a missile launcher. The remaining 3 pilots control
communications, radar and tracking, and ship functions.
The Aries' missile launchers can fire 2 rockets each before requiring a reloading in a
hangar.
Aries-class ships can quickly deploy large amount of troops using the large hatch
doors on either side of the craft. The entrance ramp on the underside of the ship is
also used to unload soldiers.
35
G.F.S. Griffin-Class
Griffin class ships are massive warships designed to compliment a larger class
of ship or work together in a team supplemented with Aeries and Stiletto class
ships. While lacking the destructive power of an Olympus class ship, it easily
outguns numerous Aeries class ships and can act as the flagship for a smaller
fleet.
Galactic Federation Griffin-Class
Vessel Specifications
Crew Capacity
12
Cargo Capacity
Medium Cargo Bay
200 Marines
Travel Speed
250ft
Hull Integrity
(HP)
Hull Damage
Resistance
90
20
Armaments
5D6
7D6
Shipcracker Missile
10D6
36
G.F.S. Olympus-Class
An Olympus class ship is truly a sight to behold. Built to represent
the Federation fleet, these vessels are true warships. While being a
force to reckon with on their own, Olympus-class ships are also
equipped with docking bays able to hold up to 5 separate Aeries class
ships and numerous Stiletto fighters to deploy into battle, making
multiple Olympus vessels terrifyingly powerful. Olympus vessels are
equipped with a plethora facilities to help soldiers live in space as well
as internal defense systems, miniature factories design to make munitions,
and most importantly, an Aurora Unit designed to help the Federation
send and receive data from other Aurora Units in the galaxy.
Galactic
Federation
OlympusClass
Vessel
Specifications
Crew
16
Capacity
Cargo
Capacity
Large
Cargo
Bay
400
Marines
Travel
Speed 250ft
Hull
120
Integrity
(HP)
Hull
Damage
25
Resistance
Armaments
Front Mounted Twin Hydra
Multiturrets
Hull Mounted Chainguns
(20)
Microfactory
Missile
Launchers (6)
Thunderbolt Hyper
Launcher
7D6
5D6
8D6
15D6+25
37
Each missile launcher can fire one missile per turn and manufactures another missile
every 2 turns.
The Thunderbolt Hyper Launcher must be charged for 3 turns, with the charging
counter going up on the captain's turn. When fired, a colossal yellow beam of
energy fires from the front of the ship. This roll acts like a missile system
except an interception does not change the target. All targets caught within
the blast line are subject to the attack. The Thunderbolt requires a cooldown
time of 4 hours before it can be fired again.
38
Molten Lava
1 point of damage when ending a turn near, 2D6 damage per turn spent inside
Spike Pits
1D6 damage
Tainted Water
Harmless while wearing Power Suit, 1D4 damage per turn spent inside when
outside of armor, DC10 Endurance check halves damage
Toxic Gases
Harmless while wearing Power Suit, 1D6 damage otherwise
Acid Rain
1 point of damage when exposed to acid rain, 1 point of damage every 5 seconds
39
Phazon Sickness
About 4 to 6 hours after being exposed to Phazon, the subject may experience
one of 3 types of Phazon Sickness; Mutation, Madness, or Rejection. If you take
more than 4 damage from Phazon and fail a DC15 Endurance check, you will
suffer one of these 3 effects determined in secret by the Game Master. If the
Endurance check is successful, you only suffer the damage from the Phazon.
To determine the subject's strain of Phazon Sickness, roll 2D6.
On a roll of 2-7, the subject experiences Phazon induced Mutations.
On a roll of 8-11, the subject's mind is consumed by Phazon Madness.
On a roll of 12, the Phazon attempts to assimilate itself into the host's
biological structure,
Mutation
The most common form of Phazon Sickness involves the subject's body
undergoing horrible mutations over time.
When first exposed to Phazon, roll a D6 to determine your mutation. Every
exposure after will force you to roll for another mutation. Being exposed to
Phazon 3 times in your lifetime will instantly kill you.
1.) Generation of cancerous masses
40
The Phazon warps the subject's body, generating large tumors. Your Vigor
and Finesse are lowered by 2 permanently. If either Aptitude is dropped to
0, you lose all motor functions and become permanently handicapped.
2.) Enlargement of the Medulla Oblongata
The subject's aggression control weakens while granting them more
physical strength. You gain a permanent +2 to your Vigor but your
Assessment, Identification, and Perception skills take a permanent -5
penalty as well. Subjects are also more prone to aggression and
foregoing rational thought in even the simplest situations.
3.) Heightened Physical Abilities
The most sought after mutation for Elite Space Pirates, this mutation
gives you a permanent +3 bonus to Perception, Reflex, Evasion, and
Athletics rolls. While lacking any negative side-effects, be warned that
another exposure can be fatal.
4.) Phazon Madness
Detailed below, the subject develops Phazon Madness.
5.) Deterioration to brain tissue
The major parts of the brain are attacked by the Phazon in the subject's
body, causing them to permanently lose 2 Intellect and Tech. If Intellect
is reduced to 0, the subject is put into a comatose state. Our records
show that the coma takes years before signs of waking up begin to show,
so naturally the subject is decommissioned.
6.) Internal hemorrhaging and organ failure
The Phazon causes internal organs to swell and fail, causing a painful
death within 48 hours. Our attempts to combat this have never succeeded.
Madness
Those who suffer from Phazon Madness suffer from increase aggressiveness,
higher pain tolerance, and dementia all brought upon by severe brain tissue
deterioration.
Subjects with Phazon Madness take a -10 penalty to their Perception, Identify
and Assessment rolls. Subjects are also afflicted with crippling dementia,
constantly talking and arguing to nonexistent entities. As of now, there is no
cure to Phazon Madness and subjects who catch the Phazon Madness are locked
41
Rejection
Rejection is when the Phazon contracted by the subject is not compatible with
the host's biological makeup. In such instances, the subject suffers from a light
illness before developing into both Phazon Madness and Mutation and dies within
24 hours. Those experiencing Rejection should be quarantined and allowed to
contact loved ones while their sanity is intact and neutralized if posing to be a
threat to security.
Assimilation
Very rarely do individuals accept Phazon into their physiology. In those rare
instances, Galactic Federation Head Quarters should be contacted immediately
as their body now produces Phazon internally.
42
43
44
Example Creatures
Zoomer
Creature Stats
Stat
Value
Vigor
1
Intellect
1
Tech
0
Finesse
1
HP
6
Speed
10ft
Damage
1D4
Damage Reduction 1
Zoomers are passive beasts that prey on smaller creatures and vermin in caves
and in places of a moderate climate. Their mandibles are not very powerful, so
they rely on their spiked carapaces to defend themselves from larger
predators.
Skills: + 1 Endurance, +1 Close Combat
Abilities:
Spiked Defense
The Zoomer can make a melee attack every time a creature makes contact with
it. This is the only way a Zoomer can attack a larger creature. The Zoomer also
gains +1 Damage Reduction.
Desgeega
Creature Stats
Stat
Value
Vigor
2
Intellect
1
Tech
0
Finesse
2
HP
12
Speed
20ft
Damage
1D6
Damage Reduction 1
45
Desgeegas are a strain of Sidehoppers that have grown more powerful legs
covered in barbs. Able to live in volcanic environments, they are durable and
much more athletic than a Sidehopper.
Skills: +2 Athletics, +2 Close Combat, +2 Endurance, +1 Evasion
Abilities:
Barbed Hide
The Desgeega automatically does 1 damage every time it comes in contact with a
creature.
Natural Leaper
When jumping, the DC for the distance jumped is lowered by 1/4 rounded down.
Grenchler
Creature Stats
Stat
Value
Vigor
4
Intellect
2
Tech
0
Finesse
3
HP
16
Speed
30ft/Swim 20ft
Damage
1D8+1
Damage Reduction Grenchlers are amphibious swamp predators that can stand as tall as a grown
adult. Usually solitary hunters, they can sometimes be found in lethal pairs.
Grenchlers use murky swamp water as camouflage to disguise their advance, and
then savagely attack with their powerful jaws. They are also capable of
unleashes a bolt of energy from their horns to subdue prey. A Grenchler's hide
is very tough; their only weak spot lies underneath their hind shell that's very
vulnerable to explosives.
Skills: +4 Close Combat, +3 Athletics, +2 Marksmanship, +2 Stealth, +2 Reflex
Abilities:
Energy Bolt
The Grenchler charges and fires a bolt of eletrical energy from their horn at a
target within 30ft. This bolt deals 2D4+1 damage and the Grenchler must wait
20 seconds before firing it again.
46
Grenchler Hide
A Grenchler's hide is resistant to almost all forms of weaponry. All weapon
attacks that connect deal no damage. The shell on its back, however, has 10HP
and 2 Damage Reduction(DR0 against explosives). Once destroyed, the hide under
the shell can be targeted. The under shell hide has 0 Damage Reduction.
47
A fearsome aerial foe. The Space Pirate gains a jetpack that grants them
a fly speed of 40ft. Upon death, an Aerotrooper attempts a kamikaze
rush at a target. The ensuing explosion does 2D6 damage and is treated
as a melee attack.
Space Pirate Grenadier
A Space Pirate equipped with a destructive grenade launcher. The Space
Pirate loses the Galvanic Cannon and gains a Grenade Launcher. It has a
range of 40ft and deals 2D6 damage. Targets within 10ft of the
explosion's origin take 1D6 damage.
Shadow Pirate
Space Pirates who are armed with deadly Cloaking Devices. The Space
Pirate loses the Galvanic Cannon and gains the Cloaking ability of a Rank 4
Force Recon Marine. They are also armed with more potent energy
scythes, which deal 1D6+2 damage.
Space Pirate Commando
A Space Pirate officer who is a veteran of many battles. A Space Pirate
Commando gains an Advanced Pulse Cannon and 2 EMP-Grenades alongside
their energy scythes. The Pulse Cannon deals 2D4+1 damage to a target
up to 60ft away. The EMP-Grenades deal 1D6 damage and can be thrown
up to 30ft away. Targets hit by the blast also have their Live HUDs
scrambled, giving the affected targets Disadvantage on their
Marksmanship, Evasion, Perception. Identification, and Assessment rolls
for 1 turn.
Space Pirate Commander
An extremely lethal Pirate Commando who has held their Commando rank
for 10 years. They are equipped with many tools that make them
particularly deadly. Extreme caution is advised when encountering a
Commander.
+1 to Vigor, Intellect, and Finesse Aptitudes (New HP Value = 16)
+2 to all Skills
Red Phazite Armor (+2 Damage Reduction)
Phazon Blaster (Weaponized Phazon, 1D8+1/60ft)
Teleportation Device (Teleport up to 25ft)
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Metroid
Creature Stats
Stat
Value
Vigor
3
Intellect
2
Tech
0
Finesse
4
HP
13
Speed
Hover 25ft
Damage
Damage Reduction -/3
Creatures native to the planet SR388, these creatures are the source of
intergalactic conflicts due to their nigh invincibility and ability to drain the life
energy from anything it grabs. Research has discovered that a Metroid's true
weakness is and cold-based weaponry. When a target has been latched on to by
a Metroid, attempting to save the victim is generally not worth the effort as
these beings will simply move on to the next life form unfortunate enough to be
in the area.
Skills: +4 Athletics, +4 Reflex, +4 Evasion, +4 Stealth
Abilities:
Deadly Grip
When a Metroid has grappled a target, the target has Disadvantage on rolls
made to escape the Metroid.
Energy Siphon
Can only be used when gripping a target. The Metroid siphons the life force of a
victim out of them, dealing 1D4+1 damage that is unaffected by Damage
Reduction. The Metroid heals itself for the same amount of HP damage the
target has taken if it has taken any damage.
Cold Vulnerability
The Metroid's strange physiology renders it immune to the damage of standard
weaponry and explosives. Only cold environments and cold-based weaponry can
deal damage to a Metroid. When exposed to a cold environment, the Metroid
takes 2 damage every 10 seconds it is present in the cold.
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Ridley
Creature Stats
Stat
Value
Vigor
6
Intellect
5
Tech
2
Finesse
4
HP
42
Speed
25ft/Fly 40ft
Damage
2D6+1
Damage Reduction 5
The cunning leader of the Space Pirate Legion, Ridley has been slain by the
famous bounty hunter Samus Aran countless times only to reappear on the next
battlefield like a reoccurring nightmare. From the data we've collected, we
know that Ridley's physical strength is unmatched and his razor-like claws and
tail can cut through most substances. Ridley can fire gouts of combustible
plasma at his opponents, making Ridley a formidable opponent in ranged combat s
well. Adapted to kill, Ridley loves to outsmart his foes, setting them up for
excruciating and prolonged torture sessions.
Skills: +6 Close Combat, +6 Endurance, +6 Athletics, +6 Reflex, +6 Assessment,
+4 Stealth, +4 Marksmanship, +4 Evasion, +3 Perception
Abilities:
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Cybernetic Reinforcements
Ridley gains +20 to his HP value.
Accelerated Rejuvenation
Ridley regenerates 1 HP every 2turns.
Hellfire Breath Weapon
Ridley unleashes either a blast of fire or a beam of plasma energy. Each variation has
different properties but share the properties of melting almost any substance.
Ridley can use his Hellfire as often as he desires.
Blast
Ridley's fireball attack has a range of 40ft and creates an explosion in a 15ft
square foot area. The fireball deals 2D6 damage.
Beam
Ridley's beam attack has a range of 60ft and 10ft wide. It deals 3D4 damage to
all targets caught in the beam
51
Credits
Thanks are in order for the following people and organizations
Nintendo for making Metroid in the first place
Give us a new game already!
Retro Studios for the brilliance that is the Prime trilogy
Nathan and Joe for helping me iron out mechanics and designing the vocations
Metroid.wikia.com for being a great source of information
Metroid Database for the creature illustrations
/tg/ for inspiring me to make my 4th game system
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