Wednesday, May 20, 2026

Resident Evil vs Edgerunners Part 4

Last set, a little late but all that is needed to round out the first 3 games.

Plant 42

BOD 18

REF 3

INT 1

COOL 1

MA 2 (for trunk)

Awareness +12

Brawl +3

Coiled Vine 1d6

Acidic Bile 4d6, reduces SP of armour by the same

BTM -5 DAM 1d6+2

Takes double damage from rounds containing the Chemical (VJOLT), dies or goes dormant to large quantities in vascular tissue.

Can sense the presence of living things within 70 metres radius

Poison Spray - Can project a thick solution of venom 8m, If the target is not sealed from the environment, they must make a BT save or take 1d6/2 (#1d6) damage. on a success damage is 1 (#2)

Hug of Death - Once Plant 42 Grapples a foe, it automatically inflicts 1d6+2 AP damage per round regardless of non-Powered Armour, and the static score to Escape is 17.

Must feed on Blood Constantly


Monster Plant (Probably labeled Plant 48-Vine Plant in RE:Genesis)

BOD 6

REF 3

INT 1

COOL 1

MA 2 (for thick tendrils)

Awareness +7

Brawl +3

Coiled Vine 1d6+2

BTM -2 DAM +0

Takes double damage from rounds containing the Chemical Solvant, dies or goes dormant to large quantities in vascular tissue.

Can sense the presence of living things within 30 meter radius

Must consume Blood Daily

Plant 43-Ivy

BOD 9

REF 3

INT 1

COOL 1

Awareness +6

Brawl +6

Vine Whip 3d6

Acidic Bile 4d6, reduces SP of armour by the same

Poison Spray - Can project a thick solution of venom 2m, If the target is not sealed from the environment, they must make a BT save or take 1d6/2 (#1d6) damage. on a success damage is 1 (#2)

Hug of Death - Once Plant 43 Grapples a foe, it automatically inflicts 1d6+2 AP damage per round regardless of non-Powered Armour, and the static score to Escape is 17.

Can sense the presence of living things within 20 meter radius

Must feed on Blood Daily


Plant 43-Ivy (for mutated 43a variant)

BOD 9

REF 3

INT 1

COOL 1

Awareness +6 (+7 for 43a)

Brawl +6 (+8 for 43a)

Vine Whip 3d6

Acidic Bile 4d6, reduces SP of armour by the same

BTM -3 DAM +1

Takes double damage from fire

Poison Spray - Can project a thick solution of venom 2m, If the target is not sealed from the environment, they must make a BT save or take 1d6/2 (#1d6) damage. on a success damage is 1 (#2)

Hug of Death - Once Plant 43 Grapples a foe, it automatically inflicts 1d6+2 AP damage per round regardless of non-Powered Armour, and the static score to Escape is 17.

Can sense the presence of living things within 20 meter radius

Must feed on Blood Daily

(43a varianty will lie on the ground "playing dead" until they sense prey nearing, then attack.)


G Stage I

BOD 8

REF 3

INT 3

TECH 3

COOL 3

MA 2

Awareness +7

Meele +8

Club 1d6 (#2d6)

BTM -3 DAM +1

Tool Use (low level)

Regenerates 1 Damage per round

Transmits infection by implanting embryo into a target's orifice (usually the mouth). If the target is of the same DNA line as the carrier (parent sibling, child etc), the infected begin to mutate into a Stage-I. If not the embryo is explled through a bloody and traumatic procedure to grow into a G Imageo and then a G Adult.

To spread the embryo, the target must be Grappled or immobile. Then a resisted D10 + BODY roll to see if the embryo in the mutated arm can be forced down the throat by the ovipositer.

If damaged to Mortal-0 status, the stage retreats from survival instincts and mutates into G Stage II over 10 to 40 minutes (20 minutes). It regenerates all Damage prior to mutation.

Who Needs Food? (Never shown, but presumebly eating/absorbing biomass as needed to fuel growth)


G Stage II

BOD 13

REF 3

INT 1

COOL 6

MA 2

Awareness +12

Brawl +8

Claws 3d6 AP

BTM -5 DAM +4

Natural Armour SP12 (Effective against Flames as well)

Regenerates 1 Damage per round

Transmits infection by implanting embryo into a target's orifice (usually the mouth). If the target is of the same DNA line as the carrier (parent sibling, child etc), the infected begin to mutate into a Stage-I. If not the embryo is explled through a bloody and traumatic procedure to grow into a G Imageo and then a G Adult.

To spread the embryo, the target must be Grappled or immobile. Then a resisted D10 + BODY roll to see if the embryo in the mutated arm can be forced down the throat by the ovipositer.

After being damaged to Mortal-0, G Stage II retreats and mutates into G Stage III over one hour, regenerating all Damage prior.

Who Needs Food? (Never shown, but presumebly eating/absorbing biomass as needed to fuel growth), Animal Cunning


G Stage III

BOD 18

REF 3

INT 1

COOL 6

MA 2

Awareness +12

Brawl +9

Claws 3d6 AP

BTM -5 DAM 1d6+2

Automatically goes last in combat round, as instinctually displays intimidation stance before attack

Natural Armour SP12 (Effective against Flames as well)

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Regenerates 1 Damage per round

The Lunge - MA increases by 3 when making a final movement towards a target

Weakpoint - Electricity, takes double damage from electrical sources

Probably can still infect others, but might be too agressive.

After being damaged to Mortal-0, G Stage III retreats and mutates into G Stage IV over one hour, regenerating all Damage prior.

Who Needs Food? (Never shown, but presumebly eating/absorbing biomass as needed to fuel growth), Animal Cunning


G Stage IV

BOD 23

REF 3

INT 1

COOL 3

MA 14 (2 while climbing) (#9 while climbing)

(There's a typo in the RE:Genesis Document that kept this as 2, despite the feature: The Quick and the Dead)

Awareness +12

Brawl +9

Bite 3d6 AP

Acidic Bile 4d6, reduces SP of armour by the same

BTM -6 DAM 1d10

Leaping - Can jump 2m up or 4m forward or any combination as part of a movement

Regenerates 1 Damage per round

Probably can still infect others, but might be too agressive.

When it reaches Mortal-0, it's body breaks down into a shapeless cocoon. Where it will regenerate all Damage and after 10 minutes, metamorph into G Stage V.

All Flesh must be Eaten Constantly, Animal Cunning


G Stage V

BOD 24

REF 3

INT 1

MA 2

Awareness +12

Brawl +9

Whipping Tendril 1d10

Teeth 6d6 AP every round if makes contact with target, target cannot escape until Stage V is dead.

BTM -6 DAM 1d10

Cannot Move and Attack at the same time, as it uses it's five tendrils to do both

Each tendril has 15 SDP and Sweep/Trips targets on a hits

Each Tendril is 4m long and 1 foot/one third of a metre thick, making them targetable wih a -2 modifer for TN targeting them.

Might still have an ovipositer but unlikely.

All Flesh must be Eaten Constantly.


As I was going off the first version of Resident Evil 2, not Darkside Chronicles, I didn't give the Stage V the ability to regurgitate zombies.


G Adult (G Imageo Mutator in RE:Genesis)

BOD 11

REF 3

INT 1

COOL 3

MA 2

Awareness +12

Meele +7

Swipe 1d6+2

BTM -5 DAM +4

Regurgitate 1d10 Acid in 1m range and a G Imageo, though this cannot be implanted to develop into a G Adult

All Flesh must be Eaten Daily, Animal Cunning


G Imageo (G Imageo Spawn in RE:Genesis)

BOD 1

REF 6

INT 1

COOL 3

MA 3

Awareness +6

Brawl +3

Nip 1 damage (#1d6/3)

Can sense living things within 20 metres

Small target - TN for attacks are at -4

Transmits infection by crawling into a target's orifice (usually the mouth). If the target is of the same DNA line as the carrier (parent sibling, child etc), the infected begin to mutate into a Stage-I. If not the embryo is explled through a bloody and traumatic procedure to grow into a G Imageo and then a G Adult.

Who Needs Food? (internal reserves that clearly didn't expire before the end of the night)


I am not sure if G Adults can produce functional Imageo, as they seem to just bite in game.

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