Power Rangers RPG Threat: Skeeter

“Seven and a half foot tall walkin an talkin Skeeter here, y’all.”


Trying something a little new today.

We’re going to design a Threat for Power Rangers RPG using the Essence20 system.

Skeeter is a 7′ tall upright, bipedal metallic green humanoid mosquito bot with huge bulging red eyes and a long metal beak for a mouth and nose. He also has 4 hands ending in barbed, hooked opposable three prong pincers which aid in grappling attacks.

Skeeter talks with an accent commonly found in the United States Deep South. “Y’all” and “Git em” are commonly used for example. He’s not the smartest of monsters, but he follows orders very well.

His primary power and purpose is to drain power from those pesky Rangers with his mighty beak. He primarily feeds on energy and will be seen snacking on electrical outlets when not in battle. In the Power Rangers Lightning Force (My) campaign, he is a lieutenant of Gnarl.

In Mega mode, he is able to shoot blasts of electricity out of his beak as if it were a cannon. Skeeter is capable of flight in both modes, making him downright terrifying and dangerous.

Photo by Egor Kamelev on Pexels.com

Skeeter (normal)

THREAT LEVEL: 5

SIZE: LARGE | HEALTH: 5

TOUGHNESS: 16 | EVASION: 14

WILLPOWER: 10 | CLEVERNESS: 10

GROUND MOVEMENT: 20 ft. | Fly: 20 ft.

SKILLS:

Might +d8

Intimidation +d6

Perception +d2

Targeting +d6

Languages: Putty

PERKS:

Flight 20’ with the folding wings on his back

ATTACKS:

Beak (Might): +d8, Reach (Toughness, 1 Sharp

Damage)

Skeeter’s beak does piercing damage,

even through armor or metal.

Grappling (Might) +d8 Reach (Evasion initial, Toughness after. Power Drain- See Perks.)

On a successful attack, the target

is grappled with all four arms and jabbed with Skeeter’s beak. Until this grapple ends, the creature

is restrained, and Skeeter cannot attack another target. Every round following the initial grab, Skeeter begins absorbing the character’s energy at the rate of 1 per turn until released.

Electro Beak Blast (Targeting): +d6, Range 60 ft. (Evasion, 1 +1 per Essence drained by Power Drain. Electrical Damage)

Skeeter emits an electrical blast in a 60-footline, affecting all targets within the area.

POWERS:

Power Drain: If Skeeter successfully grapples his target, he drains the power directly from them through his beak. In addition to the physical damage, he inflicts -1 Essence from one random Ability Score per turn until the victim is released. Victims recover their Essence at the rate of ONE level per day. Characters reduced to 0 is incapacitated and defeated until healed. Skeeter can only hold 5 Essence drained this way before becoming full.

HANGUPS:

Heavy smoke will drive him away.

Irrational fear of bug spray or any type of chemical fog. (Cleaning spray, for example.) He will flee from Citronella candles and bug repellant especially.

Easily distracted. All Rolls against Skeeter’s willpower are considered to have an Edge. Any attempts Skeeter makes involving Willpower are with a Snag except against grappled targets.

Need to Feed: Skeeter must drain power from any source at least once day, including from any electrical outlet or power source or become sluggish and hungry.

Next time we’ll discuss Mega Mode for Skeeter. Wait til you see him all grown up and Megazord Sized. Thanks for being here. Stay safe. Take care.

Author: Jeff Craigmile

I'm a tabletop role-playing game writer and designer from Des Moines, Iowa always looking for more work. I'm the father of four boys and human to three cats.

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