20071224

RPG Series 3.5 Revised - Samurai Orcs

Samurai Orc - Base Template

Samurai 4th Level
Size/Type: Medium Humanoid (Orc)
Hit Dice: 4d10 (24 hp average)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (+3 half- plate armor, +1 bonus), touch 15, flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Katanna +7 melee (1d10+3/19-20x2), Wakizashi +7 melee (1d6+3/19-20x2), Fachion +7 melee (2d4+3/18-20) or javelin +7 ranged (1d6+3)
Full Attack: Katanna +7 melee (1d10+3/19-20x2), Wakizashi +7 melee (1d6+3/19-20x2) Fachion +7 melee (2d4+3/18-20) or javelin +7 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., Light Sensitivity, Daisho Proficiency, Two Swords as One, Kiai Smite
Saves: Fort +7, Ref +3, Will +2 [Base Scores and Level Adjustments]
Abilities: Str 17, Dex 15, Con 15, Int 12, Wis 12, Cha 15 [Base: Some abilities may vary]
Skills: Concentration +3, Craft +2, Diplomacy +3, Intimidate +3, Knowledge: History +2, Knowledge: Nobility +2, Listen +2, Ride +3, Sense Motive +3, Spot +3
Feats: Alertness, Cleave, Power Attack
Environment: Temperate hills
Organization: Squad (11-20 plus 2 3rd-level sergeants and 1 leader of 4th-6th level), or band (30-100 plus 150%noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 4
Treasure: Standard
Alignment: Lawful Evil
Advancement: By character class
Level Adjustment: +0

Weapons and Equipment: Keen-Edge Katanna +1, Defensive Surge Wakizashi +1, Half Plate Mail +1, 2 Potions of Cure Moderate Wounds, 1 Potion of Eagle's Splendor, 1 Potion of Owl's Wisdom

(C) Jeffrey Williams, 2008.

Art: Sedone Thongvilay
Website
Epilogue Gallery

20071221

RPG Series - The Secrets of Pact magic

In yesterday's mail, I received my proof copy of the Secrets of Pact Magic from Radiant Press. I carefully slit the box open and ventured a first look.

:::thumbs through pages without the hazards of papercuts:::

I have yet to read it from page to page, but what an excellent book filled with source material and it greatly expands the potential of the binder character class. Even if I do not use the given material in this book it is flexible enough to adapt to other campaign settings. Radiant Press also has a website which is an excellent treasure trove of little gems and usable software. A binder character generator, die server, and score generator can be found all on one page. They have a sneak preview page that contains many .pdf files, including several previews in their forthcoming book. It also has a portrait gallery and interesting supplementary material for your future use.

There is a binder quiz to determine what generic astrological sign you represent if you wish to design a binder based on your own personality.

Uh, let's see...

"You are the fiend!"

"Sages of pact magic often associate ancient spirits with 13 constellations. Based on your responses to the quiz at www.pactmagic.com, your best-fit constellation is the fiend. You are deceitful, easily earning the ire of others even when you try your best to win them over; yet, when your intelligence is needed, others come to benefit from your devious strategies. You enjoy gossip, trickery, and manipulating others; yet beware, it may be you who is maligned and tricked."

That's a surprise! Oh my, what sharp claws I have.

I also designed two characters using the binder character generator. They are siblings and each others sisters.


Mikayla
Female spirit-touched (greater) half-elf ravaged soul 1 (ECL 3)
NE medium humanoid
Init +02; Senses Listen +0, Spot +02, low-light vision, darkvision 60 ft, book scent (as scent, but detect books and scrolls), use detect pact spirits spell at will, detect spirit status
Aura faint evil
Languages Common, Elvish, Goblin, Infernal
Comeliness 14 (attractive) ; Apparent Age 24
Look A tough, confident half-elf with circular pact-magic tattoos, traces of faces, hands, and eyes beneath the skin, and eyes that show windows within the irises.

AC 17, touch 14, flat-footed 15
(armor=3, shield=0, dex=2, size=0, natural=0, class=0, items=2) ; Armor studded leather armor
hp 19 (1d12+4)
Fort +06, Reflex +04, Will +01
Defenses immune to sleep effects, +02 save vs. enchantments, evasion, evasive cover, Toughness
Key Ability constitution

Speed 30 ft. (6 squares)
Special Moves fast movement (+10 ft) at will, slow fall 0 ft, ring of climbing (Climb +10)
Base Attack +01; Grapple +03
Weapon Set two bladed sword (1d8/1d8), spiked gauntlet (1d4), light crossbow (1d8, 19-20, 80 ft)
Magic Weapons None
Melee +03 ; Ranged +03 ; Str Dmg Bonus +02
Combat Options sudden strength +01 3/day, disintegrating eye ray (1d6 force damage)

Highest Level Spirit 1st; Binding Check +4
Effv Binder Lvl 1st ; Granted Ability DC 14 + spirit level
Bonus Abilities None
Highest Lvl Spirits Aza’zati, The Green Wyrmling (pg 66); Cave Mother, Sorceress of Secrets (pg 68); Forash, Precipice of Spirits (pg 70); General Hessant, Patron of Lost Soldiers (pg 72); Gwenolyn’s Ghost, The Haunting Lover (pg 74); Marat, Guardian of Shields (pg 76)
Ravager Spirit
—Disintegrating Eye Ray: 60-ft ranged touch attack, 1d6 force damage, max 1/round.
—Alert Ravagers: 30-ft sonic emenation, passes supernaturally through all mundane barriers.
—Detect Spirit Status: 10-ft cone, detect presence, type and location of possessed or bound creatures. Otherwise as detect pact spirit.
—Evasive Cover: Evasion as rogue. If cover is present within move range after you make a Reflex save, make a Hide check to take cover unnoticed.
—Stealth Bonus: +02 Spot checks, +02 Hide checks.
—Sudden Strength: 3/day, for 1 round as a free action, apply +02 Str.
Magic Options Minor Binding feat (seal pact to gain one ability of a 1st level spirit, d20+0), consume eyes (1/day, feed on a corpse for 3 rounds to gain 1 supernatural eye, +01 Spot bonus, plus 1d4 uses of 1 granted ability of consumed binder, max 1 eyes), Favored Spirit (ravager), Rapid Binding (ravager), bonus pact magic feats (0)

Abilities
Str 15, Dex 14, Con 18, Int 10, Wis 09, Cha 16
Feats Toughness
SP 08 ; Key Skills Climb +12, Jump +06
Armor/Shield Check Penalty -01
Misc skill bonuses, any favored class, elf blooded, one supernatural ability (see Secrets of Pact Magic, page 307), bonus languages
Action Points 05 (1d6)

Magic Items ring of climbing (Climb +10), suit armor +02, long sword +02
Encumbrance Medium 67+ lbs, Max 200 lbs, Current NaN lbs
Other Gear empty journal, clothing, bedroll, rations, chalk, apocrypha, rope, journal, quill, ink, books
gp NaNgp

Affiliation None; About Not affiliated with any group and its unique spirit.
Ranking 0 (scale 0-30); Activities None
History Was drawn to a particular spirit's legendary exploits. In response, desires to transcend mundane life, maybe to be a spirit.

Ushara
Female spirit-touched (greater) half-elf occult priest 1 (ECL 3)
NG medium humanoid
Init +00; Senses Listen +03, Spot +03, low-light vision, darkvision 60 ft, book scent (as scent, but detect books and scrolls), use detect pact spirits spell at will
Aura faint good as cleric (diviners under 0 HD stunned 1 round)
Languages Common, Elvish, Goblin
Comeliness 16 (beautiful) ; Apparent Age 20
Look A tough, confident half-elf with circular pact-magic tattoos, traces of faces, hands, and eyes beneath the skin, and eyes that show windows within the irises.

AC 13, touch 10, flat-footed 13
(armor=3, shield=0, dex=0, size=0, natural=0, class=0, items=0) ; Armor studded leather armor
hp 09 (1d6+3)
Fort +05, Reflex +00, Will +04
Defenses immune to sleep effects, +02 save vs. enchantments
Key Ability charisma

Speed 30 ft. (6 squares)
Special Moves None
Base Attack +00; Grapple +00
Weapon Set quarterstaff (1d6/1d6), light crossbow (1d8, 19-20, 80 ft), dagger (1d4, 19-20, 10 ft)
Magic Weapons None
Melee +00 ; Ranged +00 ; Str Dmg Bonus +00
Combat Options None

Highest Level Spirit 1st; Binding Check +04
Effv Binder Lvl 1st ; Granted Ability DC 13 + spirit level
Bonus Abilities None
Highest Lvl Spirits Aza’zati, The Green Wyrmling (pg 66); Cave Mother, Sorceress of Secrets (pg 68); Forash, Precipice of Spirits (pg 70); General Hessant, Patron of Lost Soldiers (pg 72); Gwenolyn’s Ghost, The Haunting Lover (pg 74); Marat, Guardian of Shields (pg 76)
Spellcasting Fixed set of divine spells drawn from domain lists, each spell castable once per day.
Domains Knowledge
Occult Path Benefit Pact Circle: permanent +04 bonus on all binding checks
Spell Slots -/1/-/-/-/-/-/-/-/- ; Spell DC 13 + spell level ; Caster Level: 01
Spells Known
1st— detect secret doors
0th— None
Magic Options Minor Binding feat (seal pact to gain one ability of a 1st level spirit, d20+0), consume eyes (1/day, feed on a corpse for 3 rounds to gain 1 supernatural eye, +01 Spot bonus, plus 1d4 uses of 1 granted ability of consumed binder, max 1 eyes), occult knowledge (as bardic knowledge), aura (as cleric), cast divine spells, divine domain (knowledge), cast divination spells at +01 caster level

Abilities
Str 10, Dex 10, Con 17, Int 13, Wis 14, Cha 17
Feats Ignore Binding Requirements
SP 28 ; Key Skills Swim +10, Concentration +07, Bluff +07
Armor/Shield Check Penalty -01
Misc skill bonuses, any favored class, elf blooded, one supernatural ability (see Secrets of Pact Magic, page 307)
Action Points 05 (1d6)

Magic Items ring of swimming (Swim +10), magical key (Open Locks +10)
Encumbrance Medium 33+ lbs, Max 100 lbs, Current NaN lbs
Other Gear treasure map, clothing, bedroll, rations, chalk, apocrypha, rope, journal, quill, ink, religious symbol
gp NaNgp

Affiliation None; About Not affiliated with any group and its unique spirit.
Ranking 0 (scale 0-30); Activities None
History Introduced to pact magic by an otherworldly being. In response, is searching for ways to thwart or rebel against the gods' plans.

20071122

D20 Series 3.5 Revised - "With this Axe, I Persuade You ."

The Persuader

For the Mutants and Masterminds 2nd Edition Role-Playing Game

Real Name: John Daab
Nationality: American, Anglo-European
Alignment: Neutral Evil [Mercenary]
Legal Status: An American citizen with a criminal record once pardoned under the provisions of the contract as detailed by the executive powers of the United States government. Currently incarcerated under a second set of alternate charges. Awaiting transportation to Belle Reve prison, Louisiana.
Group Affiliation: Semi-active member of the Injustice Gang and an occasional member of the Suicide Squad. The Persuader works with a variety of criminal partners, if the heist is to his liking and the potential loot is worth the effort. He prefers to work exclusively with men. His past dalliance with Sliding Ghost has left him heartbroken.
Base Power Level: [-12-] – Unlimited Power Level/Power Points

Str: [-21-][+05]
Int: [-17-][+03]
Wis: [-14-][+02]
Dex: [-17-][+03]
Con: [-18-][+04]
Cha: [-15-][+02]
Point Total: [-42-]

Saving Throws
Toughness: [+08]
Insight: [+06]
Will: [+06]
Reflex: [+08]
Fortitude: [+08]
Stability: [+04]
Point Total: [-22-]

Combat
- Damage: [+05]
- Defense: [+10]
- Grapple: [+07]
- Initiative: [+05]
- Melee Attack: [+09]
- Range Attack: [+06]
Point Total: [-40-]

Skills
Acrobatics [+05], Bluff [+05], Climb [+10], Computers [+08], Demolition [+03], Disable Device [+08], Drive [+08], Intimidate [+08] Knowledge - Current Events [+10], Knowledge - Civics: Department of Energy [+10], Knowledge – Physical Science: Nuclear Physics [+10], Navigate [+03], Notice [+06], Profession: Black Markets [+08], Profession: Nuclear Storage/Safety Procedures [+06], Repair [+06], Search [+05], Sense Motive [+05], Stealth [+06], Survival [+05], Swim [+10] Technology: Computers {+10] Technology: Nuclear [+10]
Points: [-25-][-100 Ranks-]

Feats
Archaic Weapons Proficiency, All-Out Attack, Ambidexterity, Armor Proficiency, Assessment, Attack Focus [+02], Blind-Fight, Critical Strike, Defensive Strike, Evasion [+04], Fearsome Presence [+02], First Strike [+01], Hide in Plain Sight, Improved Disarm, Improved Flank, Improved Sunder, Instant Up, Interpose, Languages [+04 - Chinese, French, German, Russian], Mobility, Move-By Attack, Power Attack, Sweeping Strike, Uncanny Dodge, Weapon Break
Points: [-33-]

Powers
Radioactive Cannibalism – John Daab has the singular ability to absorb nuclear radiation and its various particles. Once absorb via physical contact, the contaminating material passes through his physical body and is rendered inert without harm to his physiology or anatomy. Unknown to the Persuader, his unique power has an unusual post-mortem effect. Absorption 12 [Drawbacks: Sterile – The Persuader is incapable of siring children and thus must rely on magical or advanced genetic engineering to produce offspring, Extra: Both Types – Physical and Energy, Feats: Alternate powers x2 – Super-Senses 02 – Detect Radioactivity Only, Feat: Improved Range, Immunity 01 – To Radioactive Environments - Extra: Duration - Permanent, Slow Fade, Universal Donor - John’s blood can be used to purge the harmful effects of radiation poisoning and chemotherapy - Flaws: Limited – Nuclear Radiation Only, Limited: Dispersal – does not gain power points with the absorption of nuclear radiation, Flaw: Passive – 0/R] Power Packaging: All Linked
Points: [-33-]

Weapons and Equipment

The Atomic Axe
These psionic-empowered devises were constructed by an unknown (yet a highly psi-technological) civilization and used by an elite Specforce presumed to originate from an alternate futuristic timeline. This timeline in one appropriate historical paradox cease to exist do to a convergence (a temporal unfolding) in a fourth-degree sequence of chronological events. However initial energy scans point to a second probable origin and thus another method of speculation. It points to the theoretical journey from a shattered alternate universe with specific vibrational energy frequencies imbued onto the surface of the axe. Any scientific analysis gathered from the study of the Atomic Axe is, to date, stunted. Field journals and highly classified documents from the United States government and various Black Op science bunkers reveal these weapons were used to eradicate enemy bio-weapons capable of assimilating and reconstituting any classification of organic matter. Empathic and psychometry emanations via government psi agents left some teams traumatized upon examination. Physical examination via nano-technology has cultivated curious bio-matter in the form of protein-sheath insulated viral organisms. All bio-organism were cultivated to prevent contamination in our reality, however further examination ceased when twin xeno-entities deposited the Atomic Axe into the hands of dubious sociopaths, criminals, mercenaries, and bounty hunters capable of harnessing its toxic energies to fuel their own personal agendas. The axe is current possessor is currently at large.

However, without protective armor, the Atomic Axe is likely to poison its next possessor.

Field reports show two different individuals wielding the Atomic Axe clashing with both Superman, Bat-Man and the current incarnation of the Blue Beetle.

It’s presumed where there is one axe, there is bound to be another. Forensic evidence, although some say speculation, has pointed towards two other super-powered axes that were deposited in our universe via xeno-technological means. An Ionic Axe capable of manipulating weather and lightning and a Solar Axe capable of hurling localized solar flares and manipulating gravity in a given area.

Powers: Device 15 – [Drawback: Noticeable Energy Field, Feats: Alternate Powers x7, Deflect 10Feats: Ricochet, Enhance Attribute: Fortitude Save 10Drawback: limited to radiation only, Bequeathed when grasped, Enhance Attribute: Strength 10Drawback: Bequeathed When grasped, Radiation Control 15 – Drawbacks: Toxic, Feats: Alternate Powers x4, - Environmental Control, Nauseate, Affects Insubstantial, Subtle, Extra: Disease - Radiation Sickness, Strike 12Extra: Cleave, Summon 12Drawback: Limited to the Atomic Axe] Power Packaging: All Linked

Base Cost: 4/R + 6
Prerequisites: None
Total Cost: [-95-] = [-190/2-]
- Based on the Unlimited Power Point Rule Variation

Atomic Armor
Protection 09 [Drawbacks: Noticeable, Extra: Impervious, Feat: Alternate Power x2 – Enhanced Trait: Strength 02, Super-Movement: Air-Walking 02]

Villain Points: [-13-]
Point Total: [-195-]

Notes: High school was a challenging success for John Daab. He was a student with above average intelligence (John was a B+ student). To make up for his stunted intelligence, John was naturally athletic and was able to participate extensively in baseball, track-and-field, weight lifting, and bicycling. He possessed an aggressive yet smooth demeanor, one that enabled him to remain competitive yet interested in the potentials of academia. His physical competence earned him several team and individual trophies and two scholarships to attend a major university when he graduated. Better yet, he could have been trained for the major leagues or Olympic competition. Life was fair but uneventful for John Daab.

When his unspectacular abilities manifested late in adolescence, it was done without his awareness.

Oblivious to his powers, John strove the road towards academia, yet remain physically active in some sports, namely track and softball. Four years of college and military service trained John as a nuclear technician. With his application and acceptance in the Department of Energy, John saw his first taste or career success in government and politics. The physical science of nuclear safety and other nuclear technologies opened his perception to potential and hazards of radiation, both national and international, the possibly of being a presidential candidate could happen with the right people, policies and money. Then he met Amanda and fell for the wrong woman.

Amanda was a radical environmental activist and a radical environmentalist who despised mining, whaling, and nuclear proliferation. She hated the later, especially nuclear technologies and their potential hazards. She also had personal reasons. Amanda was a third of forth generation Japanese-American whose then young grandmother had survived the devastation of Hiroshima. Yoshi Honda would pass her accursed legacy onto her grandchildren. Amanda discovered she was a mutant as well and would use the name Sliding Ghost in her criminal enterprises. She was also a participant and one of four masterminds in staging a raid on a nuclear reactor. Their purpose was to sabotage the reactor, but keep the remaining nuclear energies within it contained. A quarantined reactor is a useless reactor. Keep a watch of the contaminated site until it can be repaired and cleansed then contaminant it again. Overall, They wanted to force the closure of the reactor and its adjacent storage facility out of their state.

Amanda befriended John as a method of infiltrating the facitity. They’re relationship blossom and took a different course then she had planned. Her love for John through the year of espionage was genuine, she was loyal to the plan and would betray him. Passion overtook common scene as John tried to sire a child to keep some sort of attachment with Amanda. It was one night in the throes of passion, John realized he could be sterile and may not be able to father children. Several blood tests confirmed his presence of a meta-human gene and a tweak in his blood chemistry. John Daab learned he could absorb radiation through physical contact, pass it through his body, and render it inert. He kept his abilities secret from Amanda and would tell her with heartbroken truth when the time was right.

Three days later, Amanda and her group of radicals infiltrated the reactor and left John Daab unconscious in a contaminated wing thinking the radiation would cover all evidence. His powers saved him and the communications technology. An official of the DoE, was able to contact John while Haz-Mat crews trained in fire-fighting and radioactive sites sought to decontaminate the sight. This unnamed official directed John via cell phone to two lead-lined secondary storage lockers. The DoE official told John to don the armor found within the first locker. What John did not except to find with the Atomic Axe in the second locker. John grabbed the Atomic Axe and was struck with a surge of energy from the weapon. He had a new mission in life.

Within a week, two of Amanda’s associates were dead. A Third was hospitalized with extensive lacerations and radioactive contamination. Several more had been assaulted and battered. Amanda had moved on, but later learned of the Persuaders real identity. To this day, she looks over her knowing John has a broken heart and a vendetta to settle. John, in ignorance and happenstance, has yet to know of her identity as the Sliding Ghost.

The Persuader, The Atomic Axe, The Fatal Five
© DC Comics 2007.

John Daab, Character Concept
© Jeffrey Williams 2007.

20071112

D20 Series 3.5 Revised - Man Made Monstrosity

The Shaggy Man

For the Mutants and Masterminds 2nd Edition Role-Playing Game

Real Name: None
Nationality: None
Alignment: True Neutral [Evil]
Legal Status: Designated artificial lifeform. The Shaggy Man or one of its regenerative aspects is often declared as property by the government in which country he was gestated. Otherwise, The Shaggy Man has no national allegiance. The Shaggy Man is often registered as a black ops bio-weapon.
Group Affiliation: Various affiliations including the Secret Society of Super-Villains, the Injustice Gang, and the Suicide Squad, but the Shaggy Man is primarily used as a siege engine or a shock trooper.
Base Power Level: [-10-] – Unlimited Power Level/Power Points

Str: [-30-][+10]
Int: [-10-][+00]
Wis: [-15-][+02]
Dex: [-21-][+05]
Con: [-21-][+05]
Cha: [-10-][+00]
Point Total: [-47-]

Saving Throws
Toughness: [+08]
Insight: [+00]
Will: [+02]
Reflex: [+10]
Fortitude: [+10]
Stability: [+05]
Point Total: [-16-]

Combat
- Damage: [+10]
- Defense: [+10]
- Grapple: [+10]
- Initiative: [+05]
- Melee Attack: [+14]
- Range Attack: [+10]
Point Total: [-28-]

Skills
Acrobatics [+10], Climb [+15], Intimidate [+06], Notice [+06], Search [+05], Sense Motive [+05], Stealth [+06], Survival [+10], Swim [+15]
Points: [-11-][-44 Ranks-]

Feats
All-out Attack, Ambidexterity, Attack Focus, Critical Strike, Defensive Attack, Environmental Adaptation: Cold, Evasion [+05], Fearless, Fearsome Presence [+02], Grappling Finesse, Improved Grab, Improved Sunder, Improved Throw, Instant Up, Move-by Action, Power Attack, Rage [+02], Seize Initiative
Points: [-24-]

Powers
Duplication 10 [Extra: Regenerative Duplication, Feat: Alternate Powers x2 -Enhance Traits: Strength 01, Enhanced Traits: Constitution 05, Drawbacks: Duplicates only], Leaping 08, Protection 02, Regeneration 12 [Extra: Action, Feat: Die Hard, Regrowth], Super Strength 05 [Feat: Bracing, Counterpunching] Power Packaging: All Linked
Points: [-30-]

Weapons and Equipment

None

Villain Points: [-10-]
Point Total: [-156-]

Notes: The Shaggy Man is a synthetic lifeform grown from a hybrid of DNA and other protein sequences from a salamander, a gorilla, and baseline human DNA. First gestated in the lab of Dr. Andrew Zagarian, the doctor was developing a method to replace damaged organs from healthy tissue samples, but required a lower animal and meta-gene DNA to synthesize the right effect. Dr. Zagarian overshot his intended mark. The beast he fathered proved uncontrollable and went on a rampage. Seeking help, Dr. Zagarian contacted the Justice League to deal with his accidental menace.

The Shaggy Man has clashed twice with the Justice League. It was buried alive with a second grown counter-part thinking that would end the menace of both monsters. They survived however. The original clashed with heroes again before it was micronized. Its sibling was tricked onto an antiquated Soviet nuclear missile and shot into outer space. In a third separate encounter, it was seemingly destroyed with the use of an explosive tipped arrow. Sometime after this incident, The United States military had salvaged its active bio-remains and created a fourth Shaggy Man. Hidden from the general public, this newest incarnation, on the secret orders of General Wade Eiling, was stored in safe storage at the bottom of the deep ocean trench. This fourth incarnation was used as a host for the consciousness of the cancer-ridden general before it was stranded in space via the league’s teleporters.

Criminal enterprises use the near-mindless beast’s fury and super-strength as cheap but very effective “muscle”. Other criminal masterminds like the physically immobile Hector Hammond, the domineering Gorilla Gordd, of the anemic Headlok use the Shaggy Man to off-set their own physical limitations. The blind clairvoyant, Madame Web, employed him in her confrontations against the then criminal Juggernaut.

What makes the Shaggy Man effective in foiling super-heroes is that any mass displaced from the beast will regrow and regenerate. Thus the Shaggy Man is unstoppable by conventional weaponry. Freezing the Shaggy Man and chipping mass from it only causes the creature to regenerate into two or more separate organisms.

Frighteningly, it seems any significant mass removed or displaced from it will group into another Shaggy Man. The beast has proven an effective, although marginally controllable by bio-warfare standards. If given enough time and accurate conditioning via behaviorist conditioning, the Shaggy Man can obey simple commands with animal loyalty.

The Shaggy Man, The Justice League of America
© DC Comics 2007.

20071110

Ye Olde Xoblob Shoppe - Ring of Fluent Speech

Ring of Fluent Speech

Description: A useful, if somewhat limited, trinket worn by diplomats across the known world. This ring grants a simple +2 circumstance bonus to the character's Diplomacy and Gather Information skills while worn. In addition, three times per day the ring can enable the character to speak any verbal language if using a tongues spell. Once per day the character may speak a spell of suggestion against one specific target within its line of sight. The character must have a mouth or the ability to physically speak. Animal noises or broken speech will not suffice. This ring does aid the character in the translation or comprehension of written languages.

Moderate Divination, Enchantment, Transmutation, CL: 12th
Forge Ring, Eagle's Splendor, Suggestion, Tongues
Market Price: 15,000 Gp
Cost: 7,500 Gp + 300 Exp

20071103

RPG Series - A Phenomenon of Lightning

Wandjinna’s Blossom

Medium Ooze (Air Subtype)
Templates: Living Spell

Hit Dice: 10d10+20 [70 hp]
Initiative: +05
Speed:
- 60 ft., Fly, Perfect Maneuverability
Armor Class
Base: 16
-Flat-Footed: 15
Touch: 16
Base Attack/Grapple: +07/+07
Attack: Slam 1d4+3, Ball Lightning [10d6] or Lightning Bolt [10d6]
Full Attack: Slam 1d4+3, Ball Lightning [10d6] or Lightning Bolt [10d6]
Space/Reach: 5 ft. / 5ft.
Special Attacks:
Engulf, Ball Lightning, Lightning Bolt
Special Qualities:
Blindsight, Ooze Traits, Damage Reduction/10, Spell Resistance 20
Saves: Fort +07, Ref +06, Will +06
Abilities:
Str 15 [+02], Int 00 [+0], Wis 12 [+01], Dex 12 [+01], Con 15 [+02], Cha 15 [+02]
Skills:
None
Feats: Improved Initiative
Environment: Any land
Organization: Solitary
Challenge Rating: 06
Treasure: None
Alignment: Neutral
Advancement: ---
Level Adjustment: ---

COMBAT
Engulf + Ball Lightning or Lightning Bolt

Defense
Ooze Traits, Air Subtype

Engulf (Su): A Living Spell can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The Living Spell merely has to move over the opponents, effecting as many as it can cover. Opponents can make attacks of opportunity against the Living Spell, but if they do so they are not entitled a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save [DC 22] or be engulfed on a success, they are pushed back or aside as the spell moves forward. Engulfed creatures are subject to the full normal effects of the spell(s) each round on the Living Spells turn and are considered to be grappled.

Immunities (Su): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Blind (but have the blindsight special quality). Immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits or flanking. Oozes eat and breathe, but do not sleep.

Spell Effects – Ball Lightning (Su): a blossom can expel a 5-foot diameter ball of lightning from its mass and roll it towards any direction up to 150 ft at a rate of 30 ft. per round. Striking an object it ruptures dealing 6d6 points of damage. Wandjinna’s blossom may expel a new lightning ball once every other round.

Spell Effects – Lightning (Su): The Blossom can release a powerful stroke of electrical energy that deals 6d6 points of electricity damage to each creature within its area. The bolt is expelled from the center of its mass. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if range permits; otherwise, it stops at the barrier just as any other spell effect does.

Description:
This Living Spell is named after the Storm Paladin, Karyn Wandjinna after one of her forays into the Elemental Plane of Air. Discovered by her, she aptly named after the manner it unfolds, like a spring flower blooming, shortly before it discharges its electrical energies. Slain in the initial encounter, Karyn honored its defeat by embellishing the Blossom as an icon on her shield and her coat-of-arms. Many wizards and sorcerers have traveled leagues and other planes in hoping to ensnare one of these fantastic creatures, or its young.

Wandjinna’s Blossoms are the only know Living Spell capable of asexual reproduction. Sages say Djinni Princes, the Wind Dukes and other power creatures of Elemental Air keep the Blossoms as pets and guardian creatures.

© Jeffrey Williams 2007.

20071101

D20 Series - Shake Them Up!

The Shocker

For the Mutants and Masterminds 2nd Edition Role-Playing Game

Real Name: Herman Schultz
Nationality: American, Anglo-European
Alignment: Neutral Evil [Reputation/Mercenary]
Legal Status: An American citizen with a criminal record. Herman Schultz alias the Shocker is wanted on several counts of Armed Burglar, Armed Robbery, Arson, Assualt with Intent to Do Bodily Harm, Battery on Federal Officers, Battery with the Use of a Deadly Weapon, Use of Restricted Technology, Breaking and Entering, Kidnapping, Racketeering, Theft, Willful Destruction of Government Property, and Willful Destruction of Private Property
Groups Affiliation: The Sinister Syndicate, The Sinister Six, The Masters of Evil, Partners with Boomerang, The Beetle, Rhino, The Ringer (Leila Davis), Trapster, Hydro-Man, and Speed Demon.
Base Power Level: [-12-] – Unlimited Power Level/Power Points

Str: [-17-][+03]
Int: [-19-][+04]
Wis: [-15-][+02]
Dex: [-13-][+01]
Con: [-14-][+02]
Cha: [-14-][+02]
Toughness: [+04]
Fortitude: [+05]
Reflex: [+04]
Will: [+04]
Insight: [+05]
Stability: [+02]
Points: [-49-]

Powers
None, Shocker employs twin gauntlets as his primary weapons. He wears a special designed suit to protect him from the weapon’s discharges.
Points: [-00-]

Skills
Climb [+07], Computers [+08], Concentration [+02], Craft: Electrical [+08], Craft: Mechanical [+08], Disable Device [+08], Drive [+05], Gather Information [+06], Intimidate [+06], Knowledge: Engineering [+08], Knowledge: Streetwise [+08], Knowledge: Technology [+08], Notice [+06], Repair [+08], Research [+08], Search [+08], Sense Motive [+06], Stealth [+05]
Points: [-18-][-72 Ranks-]

Feats
Accurate Attack, Attack Focus: Melee +1, Attack Focus: Melee +3, Ambidexterity, Dodge Focus +3, Evasion +3, Improved Sunder, Inventor, Power Attack, Prone Fighting
Points: [-16-]

Combat
Attack +06 (Melee), +08 (Ranged)
Grapple +08
Unarmed +04 (Unarmed)
Defense +08
Initiative +05
Points: [-38-]

Weapons and Equipment

Shocker’s Vibro Gauntlets - Device 10Drawbacks: Easy to Loose, Side Effect – Damaging, Tiring [Strike 10, Vibration Control 12, Feats: Alternate Powers x6 - Burrowing, Deflect, Drain Toughness, Nullify Machines, Stun, Extras: Affects Objects, Knockback, Flaws: Check Required] Power Packaging: All Linked

Base Cost: [4/R – 3] + [3/R+5]
Prerequisites: Craft [Electrical] 09, Craft [Mechanical] 09, Knowledge [Engineering] 09
Base Score: 10
Total Cost: [-45-] = [-89/02-]
- Based on the Unlimited Power Point Rule Variation

Shocker’s Dampening Armor - Device 10 [Protection 08, Immunity 12 - Drawbacks: Easy to Loose, Vibration Control Only] Herman Schultz designed his triple mesh armor to absorb and easily disperse the kinetic energy generated by his vibro gauntlets. Prolonged exposure or any exposure to the energy generated over time damages the body at 6 per discharge [Toughness vs. 1d20+6]. The suit is the best, or than an inertia dampener, and the only feasible way of countering damage. Significant damage to his suit increases the likelihood of damage

Base Cost: 1/R + 2/R
Prerequisites: Craft [Electrical] 09, Craft [Mechanical] 09, Knowledge [Engineering] 09
Base Score: 10
Total Cost: [-15-] = [-30/02-]
- Based on the Unlimited Power Point Rule Variation

Points: [-180-]

Notes: Schultz is a professional safecracker and burglar and often uses a direct approach when breaking and dismantling security devices. Schultz likes to score hits on personal residences, cash tellers, and financial institutions. The later only if he has partners or if apart of criminal gang or syndicate. If he can pull off a large museum or art gallery heist, or blackmail a city on a large scale, then he will enact his plan carefully accounting for police, freelance heroics, and a escape route or three. The he will see it through. He has clashed with several well-known super-heroes, including both Spider-Man and Iron-Man and emerged victorious on numerous occasions. He does not believe in wholesale slaughter and like to maintain a fearsome reputation. Technically, he lets his actions and name speak for him. He’s the not villain that will drop the proverbial hat and forego a contract either. His equipment and inventing skills has made him confident that he can handle most obstacles placed before him.

In combat, he learned to direct his blasts at physical objects behind or above his enemies. In this manner, he uses the environment to some extent against super-heroes. He has on several occasions used buildings to create falling debris, shrapnel from automobiles or motorcycles, gas tanks and gas lines as combustibles, loose sand to obscure his direction and location. He has fought super-heroes, S.H.I.E.L.D. agents, and regional law enforcement officers in lumber-yards and building supply stores by using raw materials such as woods, nails and screws as grapeshot.

The Shocker,
© Marvel Comics 2007.

20071031

RPG Series - All Hollow's Eve

Hungyrcloud

Large Ooze/Aberration (Incorporeal)
Templates: Living Spell

Hit Dice: 15d10+48 [123 hp]
Initiative: +05
Speed:
- 20 ft.
Armor Class
Base: 18
-Flat-Footed: 17
Touch: 18
Base Attack/Grapple: +15/+23
Attack: Slam 1d8+ 10
Full Attack: +15 Slam
Space/Reach: 15 ft. / 10ft.
Special Attacks
Create Undead, Contagion, Enervation, Unholy Aura
Special Qualities
Ooze Traits, Blindsight, Damage Resistance 10/Magic, Incorporeal Subtype, Not Subject to Critical Hits or Flanking, Immunities, Spell Resistance 18, Can be struck only by magical weapons, planar weapons, or weapons carrying Ghost touch enchantments.
Saves: Fort +19, Ref +17, Will +17
Abilities:
Str 18 [+04], Int 00 [+0], Wis 14 [+02], Dex 14 [+02], Con 18 [+04], Cha 18 [+04]
Skills:
None
Feats: Combat Expertise, Fell Animate, Improved Initiative, Improved Toughness, Quicken Manifestation
Environment: Any land
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always Evil
Advancement: ---
Level Adjustment: ---

COMBAT

Defense
Ooze Traits, Incorporeal Subtype

Engulf (Su): A Living Spell can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The Living Spell merely has to move over the opponents, effecting as many as it can cover. Opponents can make attacks of opportunity against the Living Spell, but if they do so they are not entitled a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save [DC 22] or be engulfed on a success, they are pushed back or aside as the spell moves forward. Engulfed creatures are subject to the full normal effects of the spell(s) each round on the Living Spells turn and are considered to be grappled.

Immunities (Su): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Blind (but have the blindsight special quality). Immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits or flanking. Oozes eat and breathe, but do not sleep.

Incorporeal Subtype: Monster Manual I, Pg. 310-311.

Spell Effects - Contagion (Su): By engulfing its opponents, a hungyrcloud can inflict horrible disease, one type every round to all creatures trapped within it embraces. All opponents contract a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion’s normal save DC for the initial saving throw).

- Blinding Sickness [DC 16 1d4 Str] - Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease’s save DC) or be permanently blinded.
- Crackle Fever [DC 16, 1d4 Wis]
- Filth Fever [DC 12, 1d3 Dex + 1d3 Con]
- Mindfire [DC 12, 1d4 Int]
- Red Ache [DC 15, 1d6 Str]
- Shakes [DC 13, 1d8 Dex]
- Slimy Doom [DC 14, 1d4 Con]

Spell Effects - Create Undead (Su): This evil spell allows it to create more powerful sorts of undead: ghouls and ghasts within a range of 60 ft. A Hugyrcloud may create less powerful undead than its level would allow it to do; however they will be without direction. If a second party is capable of commanding undead, it may attempt to command the undead creature as it forms. Hungyrclouds obey their master.

Spell Effects – Enervation (Su): A Hungyrcloud can fire a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. If the attack succeeds, the target gains 1d4 negative levels. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.

Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from enervation don’t last long enough to do so.

An undead creature struck by the ray gains 1d4×5 temporary hit points for 1 hour.

Spell Effects – Unholy Aura (Su): Centered upon itself, a hunger cloud generates a cloud of malignant evil within a 20ft. radius. Evil creatures suffer no ill effects.

Evil creatures gain a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection form good, this benefit applies against all attacks, not just against attacks by good creatures. Second, a warded creature gains spell resistance 25 against good spells and spells cast by good creatures. Third, the aura blocks possession and mental influence, just as protection from good does. Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates).

Description:
Hungyrclouds were an accidental creation, but later refined in the series of experimentations first enacted by Iah-Dabo. Upon his orders, Orcus, the Prince of Undead ordered the construction of a sophisticated siege engine that was capable of slaying his enemy’s ground forces while converting them in troops for his own armies. Iah-Dabo hit upon the notion in accident while he was engaged in mortal combat with superior enemy whom also was a high cleric of Orcus. Iah-Dabo triumphed were guile and some word say good fortune, but would face the terrifying fury of his master. Orcus saw the demise of a valuable cleric and a potent lich as unforgivable. However, he soon saw the Hungyrcloud enter holy ground unaffected decimate a fortified castle of Pelor. The phased creature consumed the occupants in unholy gluttony, but the Demon-Prince quickly saw the wisdom in chaos and violent misfortune.

Hungyrclouds come into existence when a cleric or priest of a god of undeath willingly sacrifices his consciousness in an elaborate ritual of necromantic transformation. Dark in its evolution, Hungyrclouds come into existence through the creation of a juncture within three planar gates. The priest or mage-priest enters the juncture and damages the fabric of the weave of magic in a violent release of energy. The resulting destruction overwhelms and consumes him in a ferocious explosion. A fourth gate, cast prior to the first three gates, larger and enchanted to contain their energies, is opened and the hungyrcloud drifts through into the prime world. On the orders of its master, it sets forth to consume and create minions in the name of undeath.

A Hungyrcloud generates a vibrational signature that resonances from the ethereal into the prime material plane. A Detect Magic spell will reveal its general location and a Magic Circle of Protection from Evil will keep the abomination at bay for the duration of the spell. Most sages and arcane scholars speculate that is an inherent flaw in the genesis of its unholy birth and its existence as an “in-between” aberration of the prime material, the negative energy and ethereal planes. A Dimensional Anchor will pull this monstrosity from the ethereal plane and bar it from returning for 1 round per caster’s spell level. Oddly enough, a Dimension Door will open a portal closest to a Hungyrcloud, enabling warriors, clerics, and arcane spell-casters an opportunity to strike.

© Jeffrey Williams 2007.

20071030

RPG Series - Etchavar’s Eviscerater

Etchavar's Eviscerater

Medium Aberration/Ooze
Template: Living Spell

Hit Dice: 13d10+52 [117 hp]
Initiative: +04
Speed
- Base: 25’
- Modified: 50 ft. [original speed – 15 ft.]
Armor Class
Base: 22
-Flat-Footed: 18
Touch: 22
Base Attack/Grapple: +13/+13
Attack: Slam (1d6+10), Rig of Blades – Ranged (1d6+10) , Sword +3 Melee (4d6+7, Threat Range: 19-20, Critical Multiple x2
Full Attack:+13 Slam or Sword +17
Space/Reach: 10 ft. / 10 ft.
Special Attacks:
Hasted, Spell Effects
Special Qualities:
Some Ooze Traits, Blindsight, Damage Resistance 10/Magic, Not Subject to Critical Hits or Flanking, Immunities, Weaponry is an extension of itself thus it cannot Sundered, Stolen, or Deprived. Spell Resistance 17, Can not Engulf (Ex) as per the Living Spell Template, Monster Manual III, Pg. 91.
Saves: Fort +15, Ref +17, Will +15
Abilities:
Str 19 [+04], Int 10 [+00], Wis 14 [+02], Dex 18 [+04], Con 17 [+03], Cha 17 [+03]
Skills:
Climb +12, Hide +12, Move Silently +12, Swim +10
Feats: Track, Improved Toughness
Environment: Solitary
Organization: Any Land
Challenge Rating: 13
Treasure: None, but often acts as a guardian creature
Alignment: Neutral
Advancement: ---
Level Adjustment: ---

COMBAT

Direct Assault
Sword - Slam- Ring of Blades

Defense
Immune to gaze attacks, visual effects, illusions and other attack forms that rely on sight, Immune to charm based magics, Immune to poison, sleep effects, paralysis, polymorph and stunning, psionic intrusion.

Immunities (Su): Immune to gaze attacks, visual effects, illusions and other attack forms that rely on sight, color, or darkness. Immune to charm based magics, Immune to poison, sleep effects, paralysis, polymorph and stunning, psionic intrusion.

Spell Effects (Su): A creature hit by a living spell's slam attack is subjected to the normal effect of the spell or spells making up the creature, as if ti were within the area or the effect of the spell itself. Saves apply as normal for the spell, the DC is 10+spell level+charisma modifier.

- Blade of Evisceration - Mordenkainen’s Sword – As per the Player’s Handbook, however this weapon as a personal range and the Eviscerater must wield the sword and strike to inflict any damage. The blade retracts into the Eviscerater’s mass at the conclusion of combat.
- Moves with Unyielding Grace – Haste - +1 extra attack every round.
- Touch of the Grave – Wraithstrike – Melee attacks are resolved as melee touch attacks once per round every other round.
- Ring of Blades – Slashing Damage in a 5ft area of effect with no Reflex save. It can use this ability as a free action and function as per the Spell Compendium.

Description

With an Ioun Stone set in his Headband of Intellect, (a +6 device) Ghaliith desperately activated the magic trinket in a pitched encounter within a portion of a magical weave that was ruptured. The stored magic, however stored in the stone and headband simultaneously activated in a cascade effect. The energies tore through Ghaliith, destroying his brain but leaving enough of his life essence lingering in the area. Both life shards and corrupted energy intertwined into something rarely recorded in the archives of lore and wizardry. The rupture eventually subsided and coalesced into a Living Spell with limited intelligence. Decades later, wizards and sorcerers would be able to recreate this event and create a loyal guardian creature.

Etchavar’s Eviscerater appears as nothing more than a heap of old torn clothing, cloaks, gloves and simple face-mask. Some appear stained or soaked in dry blood. However when certain conditions are meet (i.e. guard this passage, room, myself, etc), the clothing rises and consolidates into a humanoid-shaped combatant ready to do its mater’s fearsome bidding with a fair, but degree of comprehension. To learn something new or formulate, the Eviscerater a needs to Roll a DC 20 + its Charisma and Wisdom modifiers and it able to formulate an attack pattern or counterattack pattern.

Its magic mouth enables it to communicate and answer simple yes or no questions. It can speak in ten to twelve words sentences and is capable of learning from its mistakes, but is no creative genius. It will often rely on simple strategies to defeat it opponents. Its intelligence is limited and sometimes modified or altered via magic.

Spell Composition: Unseen Servant, Cat’s Grace - +4 to Dexterity, Fox’s Cunning - +4 to Intelligence, Magic Mouth, Wraithstrike - once every other round, Ring of Blades - Damage: 1d6+10, Haste, Mordenkainen’s Sword - Damage: 4d6+ 7

© Jeffrey Williams 2007.

20071028

D20 Series - A Throwing Arsenal

Captain Boomerang’s Trick Arsenal

For the Mutants and Masterminds 2nd Edition Role-Playing Game

George “Digger” Harkness employed a variety of trick boomerangs in his criminal career against Barry Allen, the second incarnation of the Flash. After Allen's death during the first crisis, Harkness went solo until caught and incarcerated by Walley West, the third incarnation of the Flash. He continued to use his skills and abrasive personality with his long stint in the Suicide Squad. Under the authority of Amanda Waller, he served both as an unwilling governemnt hit-man, then again as a mercenary until Waller disbanded the team. In his later days, as a third-strung villain, he took any job he could handle but usually as an enforcer, hit-man or armed robber from anyone, including the Calculator. In his final hit, he discovered the son he never knew he sired and murdered the father of Time Drake, the fourth incarnation of Robin. The hit of Tim Drake's father proved to be a set-up and a red harring. His son Owen Mercer is utilizing the current set of weaponry in tnadum with brief brusts of super-speed. Owen, once a member of the Outsiders, now without intention, has taken his father’s place in the current incarnation of the Suicide Squad.

Bafflerang - Device 12 [Drawback: Easy to Loose, Feats: Alternate power x1, Obscure 10 - Smokescreen, Improved Range - Arc, Extended Reach – Arc, Triggered, Flaws: Action - Activated when thrown, Duration - Instantaneous]

Base Cost: 1/R + 1/R+3
Prerequisites: Knowledge [Engineering] 05
Base Score: 06
Total Cost: [-12-] = [-25/02-]
- Based on the Unlimited Power Point Rule Variation

Explosive Boomerang - Device 10 [Drawback: Easy to Loose, Feats: Alternate power x1, Blast 10 – Explosion – Reduced Range 10 ft., Improved Range - Arc, Extended Reach – Arc, Triggered, Flaws: Action - Activated when thrown, Duration - Instantaneous]

Base Cost: 1/R + 1/R+3
Prerequisites: Knowledge [Engineering] 05
Base Score: 06
Total Cost: [-16-] = [-33/02-]
- Based on the Unlimited Power Point Rule Variation

Gravity-Rang - Device 10 [Drawback: Easy to Loose, Range – 05 ft. radius, Feats: Alternate power x2, Gravity Control 10 – Feat: Environment Control, Improved Range - Arc, Extended Reach – Arc, Triggered, Flaws: Action - Activated when thrown, Duration - Instantaneous]

This weapon requires itself to be planted or embedded in some object in order for the powers to activate. “Digger” made use of Tricker’s (James Jesse) anti-gravity technology, but hired a S.K.U.L.L. scientist to make the necessary modifications.

Base Cost: 1/R + 1/R+4
Prerequisites: Knowledge [Engineering] 05
Base Score: 06
Total Cost: [-12-] = [-24/02-]
- Based on the Unlimited Power Point Rule Variation

Razorang - Device 10 [Drawback: Easy to Loose, Prerequisite – Require protective gear, Feats: Alternate power x1, Strike 12 – Feat: Improved Range - Arc, Extended Reach – Arc, Flaws: Action - Activated when thrown]

Base Cost: 1/R + 1/R+
Prerequisites: Knowledge [Engineering] 05
Base Score: 06
Total Cost: [-12-] = [-24/02-]
- Based on the Unlimited Power Point Rule Variation

Screamerang - Device 10 [Drawback: Easy to Loose, Prerequisite – Require protective gear, Feats: Alternate power x3, Sound Control 10 – Feat: Burst, Focused Dazzle, Stun, Improved Range - Arc, Extended Reach – Arc, Triggered, Flaws: Action - Activated when thrown, Duration - Instantaneous]

“Digger” made use of Sonar’s sound-based technology, but hired a S.K.U.L.L. scientist to make the necessary modifications. It has one-charge use, so "Digger" use these items as getaway weapons or weapons of last resort.

Base Cost: 1/R + 1/R
Prerequisites: Knowledge [Engineering] 05
Base Score: 06
Total Cost: [-12-] = [-24/02-]
- Based on the Unlimited Power Point Rule Variation

Captain Boomerang
© DC Comics, 2007.

20071025

The Gaming Journal 03

Cyric – The Dark Sun, Cyric the Vestige

At the end of the novels, the Prince of Lies and Crucible: Teh Trial of Cyric the Mad, I hit upon the idea of a divergence in published canon. I’ve never liked how second edition publications handled the Forgotten Realms. I believed they catered too much to the story telling or the “role” aspect in RPGs and left little to the imagination of the DM, much like what’s occurring with the transition from third edition revised to fourth edition. Cyric was barred from any direct influence on the world of Toril. Effectively, by a divine majority vote, he was banished from the Faerunite pantheon. His departure however was a planned deception on his part. Cyric must obey the vote and sentence imposed upon him by Ao and the majority of the Faerunite pantheon. Cyricists can no longer cast spells above 3rd level. In effect, they can not advance higher than 6th level as a standard cleric nor do they receive no spell bonuses for wisdom scores higher than 19. However, they may add levels as a divine disciple prestige class if they meet the requirements. Divine Disciples have a stronger connection to their deity. However, after 6th level, Clerics of Cyric may add the Ur-Priest prestige class and continue to advance until all ten levels and requirements are satisfied in that particular class.


Cyricists may not be Favored Souls as per the Complete Divine, Pg. 06-10. All Cyricists are Human, Drow, Half-Elf, Half-Drow, Half-Orc, or Tiefling stock.

Cyric fills a role in the Faerunite pantheon much in a way that Loki fulfills this role in the Norse mythology. Cyric is a troublemaker, a fermenter of strife and discord, and finally a psychopath amongst the higher divinity.

Cyric is a psychopath amongst the gods.

A write-up on Cyric as a vestige will appear shortly.

Favored Classes of Cyric
Cleric/Ur-Priest/Divine Disciple, Cleric/Binder

The Nightsong Guild of Mulmaster

Current Activities: Assassination (Minor to Mid-Level), Burglary, Commerce Raiding, Fencing, Influence Peddling, Information Brokering [Political and Economic Espionage], Mercenary/Private Armies, Racketeering (Protection and Theft), and Strong Arm Tactics

The Nightsong Guild (Standard Criminal) Alignments: CN CE LW NE; 100,000 gp resource limit, Membership 150, 2000 paid employees; Integrated, Dues 25 gp/month

Authority Figures: See Below

Associated Classes: Bard or Bard/Beguiler, Beguiler [Arcane Devotee], Binder [Fighter/Knight of the Sacred Seal or Sorcerer/Anima Mage], Cleric/Ur-Priest/Divine Disciple, Fighter [Divine Champion/Nightsong Enforcer/Tempest], Rogue [Divine Seeker/Temple Raider [Complete Divine], Scout, Fighter/Scout [Tempest], Shadow Caster, Sorcerer [Arcane Devotee/Blood Magus/Elemental Savant/Mindbender]

Associated Skills: Bluff, Craft, Diplomacy, Gather Information, Intimidate, Knowledge (Arcana), Knowledge (The Planes), Knowledge (Religion)

Requirements: Recant your old faith in favor of personal power and prestige. Commit one traitorous murder in the name of the Dark Sun and recant your faith in the name of personal power and prestige. Serve the guild willing and obediently, and through assassination and treachery, you’ll advance in station. Do not share guild secrets of affiliations. Any “hit” or score must be approved by the Guildmaster or senior guild member. The Guild takes 15% of the cut. Do not engage in unauthorized scores or activities. TH Nightsong Guild frowns upon this disobedience.

Favored in Guild Benefits: Best black market access east of the Sea of Fallen Stars. You can sell any magical item at 100% of it value and any art object or precious gemstones at 120% of its standard value.

The Nightsong Guild has a tight information network. All knowledge and lore checks gain a +2 circumstance bonus in favor of the character. +3 bonus is granted if the check requires checks in geography, local or religion.

The Nightsong also has access to rare magical items set outside the Weave. They include psionic devices, Binder Seals, Shadow Caster Magics, and Incarnum. Members can also receive training in their preferred class, at half the normal costs, but must apply and swear an oath of loyalty to the guild.

Source Material: The Complete Adventurer, Pg. 60-65, 177-179., Forgotten Realms Campaign Setting Third Edition, Waterdeep – City of Splendors, Pg. 22-23.

Althamadden of the Deceiving Star
- aka Althamadden the Apostate, Althamadden the Nightsong
- Guildmaster the Nightsong Guild of Mulmaster
Alignment: Neutral Evil
Race/Sex: Human Male
Class: Cleric of Cyric/Divine Disciple/Ur-Priest
Levels: 06/02/10 [-18-]
Spell Level/Number: 0th/13, 1st/9, 2nd/9, 3rd/7, 4th/5, 5th/4, 6th/4, 7th/3, 8th/2, 9th/1
Guild Membership: None, actively building his own cult in a hidden location
Str: [-17-][+03], Int: [-19-][+04], Wis: [-19-][+04], Dex: [-14-][+02], Con: [-20-][+05], Cha: [-19-][+04]
Feats: Blooded, Delay Spell, Dreadful Wrath, Iron Will, Reach Spell, Spell Focus [Evil], Weapon Focus [Heavy Flail]

Acolytes:
Ankar Jhaalamist [Human male, NE, Cleric 2nd/Ur-Priest 2nd Level/Fighter 2nd Level/Binder 4th Level] the twice scorned, an exiled cleric of who first saw the destruction of Torm in Tantras during the Time of Troubles. With the demise of that deity, and his conversion to the Helmite code, he has seen atrocities (slavery, purging, theft of cultural treasures) performed in his name of law and righteousness while serving in the Tethyrian restorations. The enslavement of the peoples of Maztica was the last straw. His opinions soon ejected him from the Helmite religion. Finding the Church to be hypocrites and heretics, Ankar is solely converting to chaotic evil causes and often uses violence and blackmail to win what he perceives is his divine right. Sadly, he is the dupe of a mad god. Ankar has also caught the eye of a renegade half-drow.

Sessamithra Olthalhax, a survivor of Ched Nesad, has rejected the teachings of Lolth in favor of personal power. She has provided much revenue tot eh Nightsong Guild any much knowledge of the Underdark and its various cities. Sessamithra is beginning to explore the secrets of the Ur-Priests and is learning to tap into other sources as well. The later being Incarnum. [Half-Drow Female, CE, Cleric of Lolth 5th Level/Ur-Priest 3rd Level/Incarnate 3rd Level]

Henchmen and Allies:
Kro Blackhand
[Half-Orc, LE, 5th Level Fighter, 2nd Level Nightsong Enforcer, 5th Tempest – CA] is Althamadden’s leg-breaker and an expert in violence and extortion. Kro loves his job and overdoes the physical aspects from time to time. He’s careful not to murder clients or agents, but accidents happen. Not an overly intelligent individual, he does not “freelance’ behind Althamadden’s back. He has already seen what happens to those who double-cross the guildmaster.

Hathalin Malastar [Helmed Horror - LEoF, LE, with the Fiendish Creature Template– 5th Level Fighter/5th Level Ravager - CW] serves as Althamadden’s hatchetman and enforcer of violence. Abandoned to her death by her Zulkir, The Ur-Priest collected her body and is slowly cloning it. Serving to enforce his mandates, Althamadden in turn he promise to restore this once beautiful Thayvian Knight’s body to the fullest vigors of health. A vow he has promised to keep to some degree. Her battle skills and brutality are horrifically effect and he would hate to see such an effective tool go to waste. Secretly, he has bounded a splinter of her soul to the Helmed Horror in case she in slain in battle again. Hathalin’s preferred symbol in the Marilith before a large blooming blood-red rose.

Mililani Deccubus [Half-Elf (moon) Female, NE, Fighter 2nd Level/Ninja 6th Level/Soul Knife 6th Level – PH/CA/EPH] is the brainwashed clone of a slain Mystran Priestess. Either no longer caring for her past identity, or that it has been wiped clean, Mililani, known as Blood Pearl, eliminates rivals and enemies of Althamadden upon his command. Mililani has a preference for murdering other assassins, smugglers, wizards, sorcerers and other arcane spellcasters above all else. She prefers to drug them and drowned them in portable bodies of water. This psychosis is a shard from her host’s original memory. Two individuals wronged her in the past and it was something she wanted to atone for immensely. She is fiercely loyal to Althamadden. An unusual characteristic, but he can easily replace her.

Weapons and Equipment
Banded Armor of Retaliation +4, Ring of Force Shield, Mace of Sundering +3, Meta-Magic Rod of Quicken Spell, Rod of Force, Wand of Animate Dead, Wand of Contagion, Wand of Dimension Doors, Gauntlets of the Blazing Arc, Amulet of Emergency Healing, Amulet of Proof against Detection and Location, Boots of Speed, 2d4+1 Divine Scrolls containing spells of 1st through 5th levels, and 1d4+2 potions.

Notes: Althamadden learned the secrets of the Ur-Priests as a disciple of the Banished God Cyric, Lord of Murder, Madness, and Lies. Although, an Ur-Priests despises gods and various divine servants, Cyric has covertly “passed” the secrets of Ur onto his followers since his banishment from Toril. They may pilfer his divinity to maintain the faith of the Dark Sun. Although not effectively powerful as Mystra, Silvanus, or Tempus, Cyric is able to maintain his hold on any active divinity through them. They in turn continue to commit murder and collect the souls of the unjustly murdered. Through the expansion of Binders via pact magics, his memory and legacy will never truly fade from Faerun.

Althamadden is preparing for lichdom. The thought of vampirism appeals to his warped mind, but he does not like the idea of being a thrall to Vampire Lord. Such a creature is weaker in his eyes and compared to the power granted him from Cyric. Forcing a covert means of eliminating his future master is a second factor Althamadden must prepare for in a future date.

20071022

D20 Series - "The Wall"

Amanda "The Wall" Waller

For the Mutants and Masterminds 2nd Edition Role-Playing Game

Real Name: Amanda Blake Waller
Nationality: American, African-Descent
Alignment: Lawful Neutral [Bureaucrat]
Legal Status: An American citizen with two criminal records, but pardoned on both incidents. Waller also has international citizenship in the caribbean and granted diplomatic immunity from the United States. In effect, she is an ambassador-at-large.
Base Power Level: [-09-] – Unlimited Power Level/Power Points
Group Affiliation: Currently employed by the Department of Extra-Normal Operations of United States of America and is the operational head of Task Force X (aka the Suicide Squad) serving under the current president of the United States, Former Secretary of Meta-Human Affairs uner Luthor's Presidential Administration, and Former Queen and Operational Director of Checkmate.

Str: [-14-][+02]
Int: [-17-][+04]
Wis: [-16-][+04]
Dex: [-14-][+02]
Con: [-15-][+02]
Cha: [-18-][+05]
Toughness: [+02]
Fortitude: [+02]
Reflex: [+02]
Will: [+04]
Insight: [+02]
Stability: [+05]
Points: [-58-]

Powers
None, it’s not beyond Waller’s approach to use technology and devises impounded by Federal and State agents of law enforcement. She has one occasion used the Thinker’s “Thinking Helmet” and the “Psycho Pirate’s Medusa Mask. She also carried personal firearms when the Suicide Squad operated as a mercenary outfit. It is quite possible that she will have some sort of escape devise (i.e. Mirror Master’s Dimensional Guns) or other contingency (or three) ready if her life is in jeopardy.

Nano-Tech Control Interface
Device 15 [Drawbacks: Fade – Must Replenish Nano-Supply, Extras: Effortless, Instant Command, Microscopic, Feats: Alternate Powers x2 – Mind Control 15, Stun 12, Mental Link, Subtle, Flaw: Easy to Loose: -2R, Limited Command Protocols] Power Packaging: All Linked
Points: [-46-]

If all resource methods fail, then use Device 10 [Drawbacks: Power loss- Cost 1/R, Flaw: Easy to Loose] and substitute the necessary powers with 50-100 attribute points. Waller prefers mental or emotional manipulation based devises over ranged-weapon devices.
Points: [-00-]

Skills
Bluff [+06], Computers [+05], Concentration [+05], Diplomacy [+10], Disable Devise [+05], Drive [+05], Gather Information [+10], Intimidate [+09], Investigate [+10], Knowledge: Bureaucracy [+08], Knowledge: Civics [+08], Knowledge: Current Events [+08], Knowledge: Federal Government [+08], Knowledge: International Law [+08], Knowledge: Military Science [+08], Knowledge: Political Science [+08], Knowledge: Streetwise [+08], Notice [+05], Pilot [+05], Profession [+10], Reasearch [+10], Search [+05], Sense Motive [+10], Sleight of Hand [+05]
Points: [-22-][-88 Ranks-]

Feats
Benefit: Diplomatic Immunity, Benefit: Security Clearance, Connected, Contacts, Leadership, Ranged-Melee Weapons (Hand Guns/Fire Arms), Second Chance, Simple Melee Weapons, Well-Informed
Points: [-09-]

Combat
Attack +03 (Melee), +07 (Ranged)
Grapple +04
Unarmed +04 (Unarmed)
Defense +08
Initiative +04
Points: [-21-]

Weapons and Equipment
What she can obtain through legal channels within the United States government and its Federally appointed bureaucracies. This includes weaponry, armaments, costumes, non-combative technologies, labor, paroled manpower, and information, both public and classified. With the proper wrok crew, she can make modifications to existing technology.

To insure Squad loyalty and mission compliance, an explosive implant is shackled to each member of the Squad. It is attached their left wrist and activated during squad missions. The bracelet generates an electric charge, a warning, if the agent “wanders” off for the assigned parameters of the mission. The second time it explodes taking his arm with it.

Explosive Bracelet
Devise 15 [Drawbacks: Hard to Loose, Feat: Alternate Powers x2, Blast 15, Stun 01, Flaws: Compliance Devise, Explosive charge]

Point Total: [-146-]

Notes: Her abridged history can be found here: http://en.wikipedia.org/wiki/Amanda_Waller
The Suicide Squad - http://en.wikipedia.org/wiki/Suicide_Squad
Cosmic Teams: http://www.mykey3000.com/cosmicteams/cosmic/index.html

Suicide Squad, Amanda Waller
© DC Comics 2007.

20071021

D20 Series - The Unkindest Cut

The Atomic Axe

For the Mutants and Masterminds 2nd Edition Role-Playing Game

These psionic-empowered devises were constructed by an unknown (yet a highly psi-technological) civilization and used by an elite Specforce presumed to originate from an alternate futuristic timeline. This timeline in one appropriate historical paradox cease to exist do to a convergence (a temporal unfolding) in a fourth-degree sequence of chronological events. However initial energy scans point to a second probable origin and thus another method of speculation. It points to the theoretical journey from a shattered alternate universe with specific vibrational energy frequencies imbued onto the surface of the axe. Any scientific analysis gathered from the study of the Atomic Axe is, to date, stunted. Field journals and highly classified documents from the United States government and various Black Op science bunkers reveal these weapons were used to eradicate enemy bio-weapons capable of assimilating and reconstituting any classification of organic matter. Empathic and psychometry emanations via government psi agents left some teams traumatized upon examination. Physical examination via nano-technology has cultivated curious bio-matter in the form of protein-sheath insulated viral organisms. All bio-organism were cultivated to prevent contamination in our reality, however further examination ceased when twin xeno-entities deposited the Atomic Axe into the hands of dubious sociopaths, criminals, mercenaries, and bounty hunters capable of harnessing its toxic energies to fuel their own personal agendas. The axe is current possessor is currently at large.

A footnote however, without protective armor, the Atomic Axe is likely to poison its next possessor.

Field reports show two different individuals wielding the Atomic Axe clashing with both Superman, Bat-Man and the current incarnation of the Blue Beetle.

It’s presumed where there is one axe, there is bound to be another. Forensic evidence, although some say speculation, has pointed towards two other super-powered axes that were deposited in our universe via xeno-technological means. An Ionic Axe capable of manipulating weather and lightning and a Solar Axe capable of hurling localized solar flares and manipulating gravity in a given area.

Powers: Device 15 – [Drawback: Noticeable Energy Field, Feats: Alternate Powers x7, Deflect 10Feats: Ricochet, Enhance Attribute: Fortitude Save 10Drawback: limited to radiation only, Bequeathed when grasped, Enhance Attribute: Strength 10Drawback: Bequeathed When grasped, Radiation Control 15Drawbacks: Toxic, Feats: Alternate Powers x4, - Environmental Control, Nauseate, Affects Insubstantial, Subtle, Extra: Disease - Radiation Sickness, Strike 12Extra: Cleave, Summon 12 – Drawback: Limited to the Atomic Axe] Power Packaging: All Linked

Base Cost: 4/R + 6
Prerequisites: None
Total Cost: [-95-] = [-190/2-]
- Based on the Unlimited Power Point Rule Variation

Atomic Axe
© DC Comics, 2007.

20070926

D20 Series - Grip of Death

Electrocutioner

For the Mutants and Masterminds 2nd Edition Role-Playing Game

Real Name: Lester “Les” Buchinsky
Nationality: American
Alignment: Neutral Evil [Mercenary/Hit-Man]
Legal Status: Lester Buchinsky is an American citizen with criminal records in armed robbery, attempted murder, manslaughter, murder in the first and second degrees, extortion, racketeering, the use of unsanctioned meta-human abilities, resisting arrest, and unlawful flight to avoid prosecution
Group Affiliation: Suicide Squad, Sometime partner with the Cluemaster, Partner with Plastique
Base Power Level: [-09-] – Unlimited Power Level/Power Points

Attributes
Str: [-18-][+04]/[-22-][+06]
Int: [-12-][+01]
Wis: [-12-][+01]
Dex: [-16-][+03]
Con: [-20-][+05]
Cha: [-15-][+02]
Point Total: [-33-]

Saving Throws
Toughness: [+10]
Insight: [+04]
Will: [+04]
Reflex: [+06]
Fortitude: [+05]/[+08] vs. Electricity
Stability: [+03]
Point Total: [-14-]

Combat
Damage: [+04]/[+06]
Defense: [+08]
Grapple: [+08]
Initiative: [+08]
Melee Attack: [+08]
Range Attack: [+05]
Point Total: [-41-]

Skills
Acrobatic [+07], Climb [+08], Concentration [+08], Disable Device [+08], Escape Artist [+08], Gamble [+05], Intimidate [+08], Knowledge: Electrical Engineering [+06], Notice [+06], Profession: Electrical Engineer [+06], Repair [+07], Search [+06], Sense Motive [+06], Stealth [+07]
Points: [-17-][-Rank: 68-]

Feats
Acrobatic Bluff, All-Out Attack, Ambidexterity, Attack Specialization - Strike [+02], Defensive Attack, Defensive Roll [+01], Die Hard, Dodge Focus [+02], Evasion, Grappling Finesse, Improved Critical, Improved Disarm, Improved Grapple, Improved Initiative, Stunning Attack, Takedown Attack [+02]
Points: [-19-]

Powers
Electrical Control 04 [Drawback: Reduced Range -5ft, Feats: Alternate Powers x4, Drain Electricity, Electrical Aura, Redirect Energy, Stun, Flaw: Standard Action, Limited – Needs an open or available source of electricity]

Bio-Augmentation Package [Feats: Alternate Powers x4, Enhanced Strength 04, Enhanced Fortitude 03, Protection 06Drawback: tweaked bio-chemistry - saves vs. electrical attacks only, Super Strength 04Drawback: Lifting Strength only] Power Packaging: All Linked
Points: [-17-]

Weapons and Equipment
Other than his gauntlets and protective uniform, the Electrocutioner replies on no other weaponry and equipment. This, however, does no say he would another device or weapon in combat. The Electrocutioner is capable of improving when the need arises.

Device: Electro-Gauntlets 10 [Drawback: Noticeable, Reduced Range –1, Feats: Alternate powers x2, Blast 10, Strike 10, Flaws: Weak Point x1: Conductivity] Power Packaging: All Linked
Points: [-30-]

Villain Points: [-11-]
Total: [-171-]

Notes: Lester overly relies on his electrical abilities to defeat his enemies and assigned targets. The Electrocutioner prefers close-quarter combat to overpower his opponents then delivers a variable charge of electricity to either disable or eliminate his opponent.

Lester is a creative thinker, but more of a henchmen or partner. His skills and other cognitive attributes are geared towards improving his formidable martial arts or improving his electro-gauntlets. He is often seen partnered with other villains or criminals and lets the team-leader or criminal mastermind to planning and strategy. Lester prefers contract murder or mob-sanctioned hits to supplement his income, but in some circumstances, he has performed armored heists or larceny. Lester is a trained electrical engineer and through falsified identities obtains legal work in this field. Often, to get close to an intended hit. Lester is a mid-level inventor. He can easily replicate the design of his gauntlets, provided the correct materials and replacement parts.

Costumed heroes or other villains do not easily intimidate Lester. He is smart enough to know when he is out-classed.

Electrocutioner
© DC Comics, 2007.