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EN World EN5idEr | Lawful Cleric Domains writing Walt Ciechanowski color art Victoria Oliveira editing James J. Haeck layout Eric Life-Putnam R ather than devote them- selves to an aspect of a particular deity, some clerics choose to follow the philosophy and ethics of a particular align- ment. This article focuses on the three alignments of law—lawful good, lawful neutral, and lawful evil—and the clerical domains as- sociated with each. Spiritual Alignment Lawful Cleric D o m a i n s Lawful Cleric Domains | EN World EN5idEr Open Game Content | The game rule information in this article is designated Open Game Content. All other material in this article, including maps and illustrations (including illustrations in the public domain), in-character and out-of-character narrative and descriptive text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing product and article titles, and EN World and EN Publishing logos, are designated Product Identity. Alignment over Deity? Clerics who choose alignment domains hold them- selves out as paragons of their chosen philosophy. Depending on the religious cosmology of a particu- lar setting, an alignment cleric’s relationship to a particular deity may be absolute or conditional. In settings that have no gods at all (or at least ones that can grant spells), clerics tap directly into the universal energies of the nine alignments. In the most common fantasy settings, an align- ment domain is simply one of many a god might grant. Manannan mac Lir, for example, is a lawful neutral deity. His clerics typically take the Nature or Tempest domains, but it’s also possible for a cler- ic who identifies with Manannan’s lawful nature to choose the Lawful Neutral domain instead. However, it’s also possible that a cleric may more fully dedicate herself to an alignment rather than a particular deity. An ancient Egyptian cleric of com- munity (lawful good) may venerate Re-Horakhty and Osiris equally, as they are both lawful good de- ities. Should the cleric encounter other pantheons, she may find herself venerating Athena or Dian Cécht as much as those within her native pantheon. Such clerics may even suspend or abandon worship of a particular deity if something comes to light that suggests that deity has betrayed or changed their alignment. How a particular cleric views the relationship between her alignment and her deity and the re- percussions of choosing one over the other is up to the player and game master. For purposes of this article, all that is required of a cleric that chooses an alignment domain is that she also follows that particular alignment. EN EN Publishing Publishing ™ Lawful Philosophies Lawful philosophies put a heavy emphasis on law, order, and tradition. Religious rites, rituals, and lit- erature are akin to legal codes, there is a specific order to everything. Answers to any moral or ethi- cal question can be found in scripture, which tends to be conservatively interpreted and tested by years, if not centuries or millennia, of application. As such, lawful philosophies and the institutions built upon them tend towards being intractable and resistant to change. As a major player, adherents of lawful philoso- phies heavily influence law and government. In some lawful societies, there may be no difference between secular law and religious law and the clerical hierarchy directly runs the government. In others, there is a marked division between religious and secular leaders, although the political and legal systems are heavily influenced by a lawful phi- losophy and political leaders need the blessings of religious leaders in order to retain power. As a minor player, adherents of lawful philoso- phies do what they can to encourage more order. Lawful followers of a non-lawful religion, for ex- ample, may encourage other followers to adopt a more rigid path in order to better serve their gods or better benefit themselves in the afterlife. Community Domain (Lawful Good) Clerics of community are firm believers in law and order, but they temper that belief with a strong sense of justice. Understanding that laws are made to protect groups of people, such clerics value the spirit of the law over the letter. As living symbols of justice, clerics of community strive to protect the communities they serve from all threats, both from without and within. Clerics of community tend to be crusaders. They often lead adventuring parties; even when they don’t, they have strong opinions and do their best to sway the group to their cause. Clerics of commu- nity are always on the front line during an attack and hold their ground to protect their allies, even if that means leaving the cleric behind. EN World EN5idEr | Lawful Cleric Domains Community Domain Spells Cleric Level Spells 1st alarm, shield of faith 3rd aid, detect thoughts 5th beacon of hope, dispel magic 7th banishment, guardian of faith 9th commune, telepathic bond Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons. Stand with Me! You can shield your allies during battle. Choose one creature within 5 feet of you. For the next 1 min- ute, all creatures have disadvantage on attack rolls against your designated creature. This effect ends early if the designated creature moves more than 5 feet away from you. This feature can be used a number of times equal to your Wisdom modifier (minimum of 1). Spent uses are regained after a long rest. Channel Divinity: Righteous Challenge At 2nd level, you can use your Channel Divinity to bellow a fierce war cry that strikes terror in the hearts of your enemies. As an action, you present the symbol of your faith (either your holy symbol or a visible representation, such as on a shield) and loudly challenge your enemies. Each living crea- ture within 30 feet that can hear you and is actively opposed to you must make a Wisdom saving throw. On a failure, that creature is frightened of you for one minute or until it takes damage. Drive Them Back! At 6th level, you gain the power to drive back your enemies when you strike them. Whenever you hit a creature with a melee weapon attack, you may force it to make a Strength saving throw. On a fail- ure, it is pushed 10 feet in a direction of your choice (except up or down). Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with righteous energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8. Hold the Line At 17th level, your divine mandate to hold the line and protect others enables you to shrug off blows that would normally fell a person. You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. Authority Domain (Lawful Neutral) Whether imposed by divine edict or codified through social contract, clerics of authority hold the law to be sacrosanct above all else. They devote themselves to following and supporting the law while ensuring that everyone subject to those laws is held accountable when breaking them. When sit- ting in judgment, a cleric of authority won’t easily set aside the letter of the law, for doing so ultimately Lawful Cleric Domains | EN World EN5idEr weakens the law’s power. Ultimately, if a cleric of authority finds a law lacking, they will seek to of- ficially change it. Clerics of authority tend to eschew leadership roles within a party, preferring to offer advice and to remind others of existing agreements and arrangements. Should a conflict arise, a cleric of au- thority will immediately offer to arbitrate. Clerics of authority enjoy partaking in rituals and traditions. When confronted with something new, they imme- diately try to codify it. Perhaps ironically, clerics of authority often hold their friends accountable for the laws they bend or break regarding their dei- ties and cultures, even when they conflict with the cleric’s own. Authority Domain Spells Cleric Level Spells 1st identify, sanctuary 3rd detect thoughts, zone of truth 5th remove curse, slow 7th locate creature, private sanctum 9th hold monster, scrying My Mind is My Own When you choose this domain at 1st level, you gain resistance to psychic damage and have advantage on saving throws against being charmed, and mag- ic can’t put you to sleep. Student of Law You are well-versed in the law and tradition as well as the history and religious teachings that forged them. You gain History and Religion as bonus skills and your proficiency bonus is doubled when using those skills to interpret or implement the law. Channel Divinity: Return to Your Senses! At 2nd level, you can use your Channel Divinity to end a charm effect. As an action, choose one creature within 60 feet of you. Any charm effect currently affecting that creature immediately ends, and the creature is immune to charm effects for 1 minute. Channel Divinity: Compel Truth At 6th level, you can use your Channel Divinity to compel those you interrogate to tell the truth. You can generate a special zone of truth by drawing a circle on the ground of any size, as long as you spend an action to complete the circle. For 10 min- utes, no one may speak an untruth and you can ask anyone within the circle a single question that must be answered truthfully. The creature may choose not to answer by making a Wisdom saving throw, but it still bound not to speak untruths while within the circle. Regardless of whether the save was suc- cessful or not, you may not compel the creature to answer another question, although it still may not lie while within the zone. Divine Strike At 8th level, your strikes are infused with the force of law. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the tar- get. When you reach 14th level, the extra damage increases to 2d8. Master Inquisitor At 17th level, no one can hold secrets from you. You instantly know whenever a creature you can see is lying. Additionally, as an action, you may gain a rel- evant flash of insight into an event that a creature you can see participated in, including where or how to get the evidence needed to prove any guilt (such proof must still be procured by other means). You may use this ability a number of times equal to your Wisdom modifier. All spent uses are recov- ered after a long rest. Conformity Domain (Lawful Evil) Clerics of conformity are a bit of a paradox. On the one hand, they demand that the people fully and completely submit themselves to the law, but on the other hand, the clerics themselves are perfectly willing to twist the law to their own advantage. Clerics of conformity realize that fear is a powerful EN World EN5idEr | Lawful Cleric Domains motivator and use that fear to quell the ambitions of any who would oppose them. Like their community counterparts, clerics of conformity demand leadership roles within adven- turing parties, but this is not for the good of the group; rather, it is a ploy to better their own circum- stances. They tend to interpret social contracts very differently for themselves than the rest of the group. Clerics of conformity generally keep their word, but almost always in a way that makes it possible for the cleric to exploit it. Conformity Domain Spells Cleric Level Spells 1st charm person, command 3rd hold person, scorching ray 5th bestow curse, fear 7th banishment, phantasmal killer 9th dominate person, modify memory Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons. I am the Law! You are skilled at making the law work for you. You may take Deception, Intimidation or Persua- sion as a bonus proficiency. You gain double your proficiency bonus when using that proficiency to manipulate the law to your advantage. You also gain the friends cantrip. Channel Divinity: Silver Tongue At 2nd level you can use Channel Divinity to enhance your charm spells. You may use your Channel Divinity to cast an enchantment spell you know that causes a creature to be charmed by you without spending a spell slot. When you cast a spell in this way, the affected creature does not realize that you charmed them when the spell ends. Channel Divinity: You Will Obey Me! At 6th level you can use Channel Divinity to impose your will on others. As an action, you can create a circle of will. All creatures within 30 feet of you have disadvantage on any saving throws against any spells that you cast that impose the charmed condition. This effect lasts for 1 minute. Divine Strike At 8th level, you enforce your will on the tip of your blade. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8. Iron Fist At 17th level your will carries the force of divine law, and no one can easily challenge your resolve. You are immune to psychic damage and you cannot be affected by spells that would charm you or put you to sleep. e
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Detailed Encounter Critical Races Charts Standard Races ADA DEX ESP INT LEA LUC MAG ROB STR Misc Amazon - +1 - - +1 - -2 -3 +2 +10% Camp, +10% Seduce Dwarf - - - - - -1 -2 - +2 +10% Saving Throw Elf - +1 - +1 +1 -1 +1 +1 -1 Frankenstein - -2 -2 -1 -2 -1 - +3 +4 +30% Psi Resist, -21% Logic, -25% Argue Hobling -2 +1 - +1 -2 +2 - +2 -2 +25% Sneak, +25% Steal Human - - - - - - - - - Klengon - -1 - - -1 - +1 +2 +1 Lizard Man - +1 +1 - -2 - - - +1 -10% Logic, -10% Psychic Implant, -20% Alchemist Planetary Ape - - +1 - -1 - -3 - +1 +10% Lesser Feat, +10% Greater Feat Robodroid - -1 -1 +2 -4 - -1 +4 +1 Vulkin - - +2 +2 -1 -1 -2 +2 +1 -10% Steal, +20% Logic, +5% Alchemist, +10% Robot Friend Wooky - - - -1 -1 - - +1 +3 +20% Command, -20% attacks while clothed Cave Primitives ADA DEX ESP INT LEA LUC MAG ROB STR Misc Amazon - +2 - -2 -1 +1 -2 -3 +4 +10% Camp, +10% Seduce Dwarf - +1 - -2 -2 - -2 - +4 +10% Saving Throw Elf - +2 - -1 -1 - +1 +1 +1 Frankenstein - -1 -2 -3 -4 - - +3 +6 +30% Psi Resist, -21% Logic, -25% Argue Hobling -2 +2 - -1 -4 +3 - +2 - +25% Sneak, +25% Steal Human - +1 - -2 -2 +1 - - +2 Klengon - - - -2 -3 +1 +1 +2 +3 Lizard Man - +2 +1 -2 -4 +1 - - +3 -10% Logic, -10% Psychic Implant, -20% Alchemist Planetary Ape - +1 +1 -2 -3 +1 -3 - +3 +10% Lesser Feat, +10% Greater Feat Robodroid - - -1 - -6 +1 -1 +4 +3 Vulkin - +1 +2 - -3 - -2 +2 +3 -10% Steal, +20% Logic, +5% Alchemist, +10% Robot Friend Wooky - +1 - -3 -3 +1 - +1 +5 +20% Command, -20% attacks while clothed Evolved Races ADA DEX ESP INT LEA LUC MAG ROB STR Misc Amazon - - - +2 +3 -1 -2 -3 - +10% Camp, +10% Seduce Dwarf - -1 - +2 +2 -2 -2 - - +10% Saving Throw Elf - - - +3 +3 -2 +1 +1 -3 Frankenstein - -3 -2 +1 - -2 - +3 +2 +30% Psi Resist, -21% Logic, -25% Argue Hobling -2 - - +3 - +1 - +2 -4 +25% Sneak, +25% Steal Human - -1 - +2 +3 -1 - - -2 Klengon - -2 - +2 +1 -1 +1 +2 -1 Lizard Man - - +1 +2 - -1 - - -1 -10% Logic, -10% Psychic Implant, -20% Alchemist Planetary Ape - -1 +1 +2 +1 -1 -3 - -1 +10% Lesser Feat, +10% Greater Feat Robodroid - -2 -1 +4 -2 -1 -1 +4 -1 Vulkin - -1 +2 +4 +1 -2 -2 +2 -1 -10% Steal, +20% Logic, +5% Alchemist, +10% Robot Friend Wooky - -1 - +1 +1 -1 - +1 +1 +20% Command, -20% attacks while clothed Bionics ADA DEX ESP INT LEA LUC MAG ROB STR Misc Amazon - - -1 +2 -3 - -2 +1 +2 +10% Camp, +10% Seduce Dwarf - -1 -1 +2 -4 -1 -2 +4 +2 +10% Saving Throw Elf - - -1 +1 -3 -1 - +1 - Frankenstein - -2 -2 +1 -4 -1 -1 +3 +4 +30% Psi Resist, -21% Logic, -25% Argue Hobling -2 - -1 +1 -4 +2 -1 +2 -1 +25% Sneak, +25% Steal Human - -1 -1 +2 -4 - -1 +1 +1 Klengon - -1 -1 +2 -4 - - +2 +1 Lizard Man - - - +2 -4 - -1 +4 +1 -10% Logic, -10% Psychic Implant, -20% Alchemist Planetary Ape - -1 - +2 -4 - -3 +4 +1 +10% Lesser Feat, +10% Greater Feat Robodroid - -1 -1 +2 -4 - -1 +4 +1 Vulkin - -1 +1 +2 -4 -1 -2 +2 +1 -10% Steal, +20% Logic, +5% Alchemist, +10% Robot Friend Wooky - -1 -1 +1 -4 - -1 +1 +3 +20% Command, -20% attacks while clothed Amazonian Half-Born ADA DEX ESP INT LEA LUC MAG ROB STR Misc Dwarf - +1 - - +1 -1 -2 -3 +2 +10% Saving Throw,+10% Camp, +10% Seduce Elf - +1 - +1 +1 -1 -1 -2 +1 +10% Camp, +10% Seduce Frankenstein - -1 -2 -1 -1 -1 -2 - +2 +30% Psi Resist, -21% Logic, -25% Argue,+10% Camp, +10% Seduce Hobling -2 +1 - +1 -1 +2 -2 -1 - +25% Sneak, +25% Steal,+10% Camp, +10% Seduce Human - +1 - - +1 - -2 -3 +2 +10% Camp, +10% Seduce Klengon - - - - - - -1 -1 +1 +10% Camp, +10% Seduce Lizard Man - +1 +1 - -1 - -2 -3 +1 -10% Logic, -10% Psychic Implant, -20% Alchemist,+10% Camp, +10% Seduce Planetary Ape - -1 +1 - - - -3 -3 +1 +10% Lesser Feat, +10% Greater Feat,+10% Camp, +10% Seduce Vulkin - +1 +2 +2 - -1 -2 -1 +1 -10% Steal, +20% Logic, +5% Alchemist, +10% Robot Friend,+10% Camp, +10% Seduce Wooky - +1 - -1 - - -2 -2 +2 +20% Command, -20% attacks while clothed,+10% Camp, +10% Seduce Dwarfish Half-Born ADA DEX ESP INT LEA LUC MAG ROB STR Misc Elf - +1 - +1 +1 -1 -1 +1 +1 +10% Saving Throw Frankenstein - -2 -2 -1 -2 -1 -2 +3 +2 +30% Psi Resist, -21% Logic, -25% Argue, +10% Saving Throw Hobling -2 +1 - +1 -2 +1 -2 +2 - +25% Sneak, +25% Steal, +10% Saving Throw Human - - - - - -1 -2 - +2 +10% Saving Throw Klengon - -1 - - -1 -1 -1 +2 +1 +10% Saving Throw Lizard Man - +1 +1 - -2 -1 -2 - +1 -10% Logic, -10% Psychic Implant, -20% Alchemist, +10% Saving Throw Planetary Ape - - +1 - -1 -1 -3 - +1 +10% Lesser Feat, +10% Greater Feat, +10% Saving Throw Vulkin - - +2 +2 -1 -1 -2 +2 +1 -10% Steal, +20% Logic, +5% Alchemist, +10% Robot Friend, +10% Saving Throw Wooky - - - -1 -1 -1 -2 +1 +2 +20% Command, -20% attacks while clothed, +10% Saving Throw Elfian Half-Born ADA DEX ESP INT LEA LUC MAG ROB STR Misc Frankenstein - -1 -2 - -1 -1 +1 +1 +3 +30% Psi Resist, -21% Logic, -25% Argue Hobling -2 +1 - +1 -1 +1 +1 +1 -2 +25% Sneak, +25% Steal Human - +1 - +1 +1 -1 +1 +1 -1 Klengon - - - +1 - -1 +1 +1 - Lizard Man - +1 +1 +1 -1 -1 +1 +1 - -10% Logic, -10% Psychic Implant, -20% Alchemist Planetary Ape - +1 +1 +1 - -1 -2 +1 - +10% Lesser Feat, +10% Greater Feat Vulkin - +1 +2 +1 - -1 -1 +1 - -10% Steal, +20% Logic, +5% Alchemist, +10% Robot Friend Wooky - +1 - - - -1 +1 +1 +2 +20% Command, -20% attacks while clothed Frankensteinish Half-Born ADA DEX ESP INT LEA LUC MAG ROB STR Misc Hobling -2 -1 -2 - -2 +1 - +2 +2 +25% Sneak, +25% Steal, +30% Psi Resist, -21% Logic, -25% Argue Human - -2 -2 -1 -2 -1 - +3 +4 +30% Psi Resist, -21% Logic, -25% Argue Klengon - -2 -2 -1 -2 -1 +1 +2 +1 +30% Psi Resist, -21% Logic, -25% Argue Lizard Man - -1 -1 -1 -2 -1 - +3 +1 -10% Logic, -10% Psychic Implant, -20% Alchemist, +30% Psi Resist, -21% Logic, -25% Argue Planetary Ape - -2 -1 -1 -2 -1 -3 +3 +1 +10% Lesser Feat, +10% Greater Feat, +30% Psi Resist, -21% Logic, -25% Argue Vulkin - -2 - +1 -2 -1 -2 +2 +1 -10% Steal, +20% Logic, +5% Alchemist, +10% Robot Friend, +30% Psi Resist, - 21% Logic, -25% Argue Wooky - -2 -2 -1 -2 -1 - +1 +3 +20% Command, -20% attacks while clothed, +30% Psi Resist, -21% Logic, -25% Argue Hoblese Half-Born ADA DEX ESP INT LEA LUC MAG ROB STR Misc Human -2 +1 - +1 -2 +2 - +2 -2 +25% Sneak, +25% Steal Klengon -2 - - +1 -2 +2 +1 +2 -1 +25% Sneak, +25% Steal Lizard Man -2 +1 +1 +1 -2 +2 - +2 -1 -10% Logic, -10% Psychic Implant, -20% Alchemist, +25% Sneak, +25% Steal Planetary Ape -2 +1 +1 +1 -2 +2 -3 +2 -1 +10% Lesser Feat, +10% Greater Feat, +25% Sneak, +25% Steal Vulkin -2 +1 +2 +1 -2 +1 -2 +2 -1 -10% Steal, +20% Logic, +5% Alchemist, +10% Robot Friend, +25% Sneak, +25% Steal Wooky -2 +1 - - -2 +2 - +2 +1 +20% Command, -20% attacks while clothed, +25% Sneak, +25% Steal Klengish Half-Born ADA DEX ESP INT LEA LUC MAG ROB STR Misc Human - -1 - - -1 - +1 +2 +1 Lizard Man - - +1 - -2 - +1 +2 +1 -10% Logic, -10% Psychic Implant, -20% Alchemist Planetary Ape - -1 +1 - -1 - -2 +2 +1 +10% Lesser Feat, +10% Greater Feat Vulkin - -1 +2 +2 -1 -1 -1 +2 +1 -10% Steal, +20% Logic, +5% Alchemist, +10% Robot Friend Wooky - -1 - -1 -1 - +1 +1 +1 +20% Command, -20% attacks while clothed Lizard Man Half-Born ADA DEX ESP INT LEA LUC MAG ROB STR Misc Human - +1 +1 - -2 - - - +1 -10% Logic, -10% Psychic Implant, -20% Alchemist Planetary Ape - +1 +1 - -2 - -3 - +1 +10% Lesser Feat, +10% Greater Feat, -10% Logic, - 10% Psychic Implant, -20% Alchemist Vulkin - +1 +1 +2 -2 -1 -2 +2 +1 -10% Steal, +10% Logic, - 15% Alchemist, +10% Robot Friend, -10% Psychic Implant Wooky - +1 +1 -1 -2 - - +1 +1 +20% Command, -20% attacks while clothed, -10% Logic, -10% Psychic Implant, -20% Alchemist Planetary Apish Half-Born ADA DEX ESP INT LEA LUC MAG ROB STR Misc Human - - +1 - -1 - -3 - - +10% Lesser Feat, +10% Greater Feat Vulkin - - +1 +2 -1 -1 -3 +2 +1 -10% Steal, +20% Logic, +5% Alchemist, +10% Robot Friend, +10% Lesser Feat, +10% Greater Feat Wooky - - +1 -1 -1 - -3 +1 +1 +20% Command, -20% attacks while clothed, +10% Lesser Feat, +10% Greater Feat Vulkinian Half-Born ADA DEX ESP INT LEA LUC MAG ROB STR Misc Human - - +2 +2 -1 -1 -2 +2 +1 -10% Steal, +20% Logic, +5% Alchemist, +10% Robot Friend Wooky - - +2 +1 -1 -1 -2 +1 +1 +20% Command, -20% attacks while clothed, -10% Steal, +20% Logic, +5% Alchemist, +10% Robot Friend Wooky Half-Born ADA DEX ESP INT LEA LUC MAG ROB STR Misc Human - - - -1 -1 - - +1 +3 +20% Command, -20% attacks while clothed
textdata/thevault/Encounter Critical/Encounter Critical Races Charts.pdf
THE SAMURAI A warrior class reimagined for 0e games By Joseph D. Salvador Learn more about Delving Deeper at http://ddo.immersiveink.com/dd.html THE SAMURAI by Joseph D. Salvador The samurai warrior has captured the role-player’s imagination since the earliest days of the original fantasy game. In fact, samurai appear in Chainmail 3rd Editon (TSR, p.21, 1975) as elite footmen with superior morale and a long bow useable from horseback. The first version of the samurai class appeared in the third issue of The Dragon magazine in 1976 (Childers, Mike & Jeff Kay. “Samurai,” The Dragon, October 1976, p. 25) only two years after the release of the original boxed set. This interpretation focused primarily on technical aspects of samurai weaponry and armor. A second version appearing in Dragon #49 (Salva, Anthony. “The Samurai, an Honorable NPC,” Dragon, May 1981), was an amalgamation of disparate skills – illusionist spells, psionics, special weapons, and a number of martial arts maneuvers drawn from karate and/or tae kwon do. Both of these classes were described as “NPC classes,” as they were considered too powerful for typical play. This new interpretation hopes to correct historical inaccuracies and to offer a class principally for player use. With thanks to Simon J. Bull for his guidance and invaluable in-put, and to Corey Ryan Walden for his thoughts and critique. For followers of the original fantasy role-playing game and suitable for use with Delving Deeper and other 0e games. "Zero Edition Games" logo courtesy of Simon J. Bull. Delving Deeper is used with permission. Original rules: E. Gary Gygax, Dave Arneson Author: Joseph D. Salvador Proof reader: Simon J. Bull Cover art: Utagawa Kuniyoshi Interior art & layout: Joseph D. Salvador March 2016 http://ravengodgames.blogspot.com/ Copyright © 2016 Joseph D. Salvador III Samurai Level Experiece Points Required Saving Throw Versus Hit Dice THE SAMURAI The warrior samurai occupied one of highest positions in the caste system of medieval Japan. They were officials, landholders, soldiers, and protectors of society. In game terms the samurai character class is similar to the fighter with a focus on particular weaponry and a number of additional benefits. Samurai are expected to be versed in both military and artistic pursuits, so they have no prime requisite. Samurai must be of the Lawful alignment and any samurai who changes alignment during his career becomes a ronin and will suffer certain hindrances (see below). Samurai may use armor and helmets, but not shields. However, a samurai’s armor must reflect his status; it cannot be anything that is used, dirty, poor quality, or even of foreign design. A samurai’s suit of armor must be valued at least 100 gp for each level he has achieved (i.e., a 4th-level samurai will not tolerate any armor worth less than 400 gp). Samurai attack as clerics with the battle axe, dagger, hand axe, morning star, pole arm, short sword, spear, staff, sword, and two-handed sword, as well as the following new weapons – the bokken, jitte, kodachi, kusari-gama, and tessen. Samurai primarily employ the katana, daikyu (longbow), and wakizashi (short sword), attacking as fighters and gaining a number of benefits with these (see below). Other weapons are considered foreign or dishonorable and are not usable by samurai. Samurai train in the warrior arts from early childhood, learning the skills of swords- manship, archery, horsemanship, and swimming, as well as courtly etiquette. Samurai receive special weapon training with their paired swords (the katana and the Table 1: Samurai Progression Poison Wands Rays Paralysis Petrification Breath Weapon Spells 1 2 3 4 5 6 7 8 9 10 11 12 0 2,000 4,000 8,000 16,000 32,000 65,000 130,000 240,000 360,000 480,000 600,000 1+2 2+1 3 4 5 6 7 8+1 9+2 10 10+2 11 12 12 10 10 10 10 8 8 8 6 6 4 13 13 11 11 11 9 9 9 7 7 7 5 14 14 12 12 12 10 10 10 8 8 8 6 15 15 15 12 12 12 12 9 9 9 9 6 16 16 14 14 14 12 12 12 10 10 10 8 A Samurai requires 240,000 experience points per level beyond the 12th. A Samurai adds one hit die per two levels beyond the 11th. wakizashi) and with the daikyu, having the following benefits when employing these weapons: Samurai are trained in a special form of unarmed combat called jujutsu and conse- quently throw one additional die when attempting to overbear. Upon achieving 4th level, samurai become immune to fear, both magical and mundane. However, samurai are terrifying warriors and can cause fear in lesser foes. Normal man-types must immediately check morale when attacked by a samurai of 4th- level (and above). At 9th level, the samurai is granted a land holding by his lord or is allowed to conquer new lands and establish his own domain. If kept free of marauders and monsters, the domain will draw settlers and soldiers who will each pay 1 gp in taxes per month. Samurai may employ any magic items available to fighters, excepting crossbows and bolts. They may only wield magic swords in the form of katana, kodachi, wakizashi, or the ōdachi (curved two-handed sword). Samurai are expected serve a daimyo or other lord and to follow this lord’s orders – failure to do so will result in severe repercussions. Additionally, samurai must follow the code of the warrior, bushido. The primary principles of bushido include: Samurai are famous horse archers and receive no penalties when firing the daikyu from a mounted position. Samurai can draw the katana or wakizashi in an instant, requiring no action and receiving no penalty to initiative. Samurai may use the katana as a two-handed weapon or in a single hand. Regardless of dexterity score, a samurai may wield the katana and wakizashi as a pair, one in each hand, as would a fighter. When wielding the katana two-handed, the samurai rolls two dice for damage and keeps the higher result. In the case of tied dice, both dice are kept and summed for the damage result.      Duty and loyalty to the lord unto death. A samurai must conduct himself with honor and maintain proper manners and appearance. To best serve the lord, a samurai must train in the military arts. To best represent himself and his lord, a samurai must cultivate the classical arts – scholarship, painting, and music. A samurai must exhibit discipline and fortitude in all things.      Table 2: Armor Item Weight Cost AC Ronin take a 20% penalty to all experience points earned. They may never take on hirelings or acquire retainers. Anyone who is aware of his status will be disdainful of the ronin, causing a -2 penalty to reaction checks. Finally, the ronin is banished from his lord’s domain and is proclaimed an enemy of the clan. He is considered an outlaw and a criminal and will be hunted down if ever he passes through the domain. Depending on the lord’s status, allied lords may also bar the ronin from their territories. In Japanese society the term ronin refers to masterless samurai who have lost their position in the clan by being disgraced by their own misdeeds, by their clan being dispossessed of its holdings (due to war or law), or by losing their lord in battle. These men often become vagrant mercenaries or criminals, although others hold to their ideals and perhaps become monks, teachers, or martial instructors. In game terms, a ronin is any samurai character who is dismissed from service or otherwise loses his position in the clan, as described above. A samurai may also become a ronin if he ever changes from the Lawful alignment (although this will not always result in immediate dismissal). Becoming a ronin is a great dishonor, and many samurai choose to commit seppuku (ritual suicide) rather than live in disgrace. A ronin may not establish a land holding and suffers the following disadvantages:     Unarmored Nerigawa gusoku Kusari gusoku Ō-yoroi Shield Helmet, jingasa Helmet, kabuto 9 7 5 3 * - - - 10 gp 45 gp 100 gp 15 gp 4 gp 10 gp - 25 lb. 50 lb. 75 lb. 15 lb. 3 lb. 5 lb. Japanese armors are traditionally composed of leather and iron scales, intricately woven together with leather cord in the lamellar style. The scales are usually lacquered and the suits can be very colorful and artistic. Japanese armorers produced the equivalents of leather and mail armors but these were worn differently from Western types. Nerigawa gusoku: This armor is made from hardened leather scales attached to * Adjusts armor class by −1. RONIN JAPANESE ARMOR a cloth backing. Nerigawa includes a cuirass (dō), from which tassets hang, and armored sleeves (kote). Kusari gusoku: The Japanese version of mail, kusari gusoku consists of mail sewn to a sturdy cloth jacket (kusari katabira), thigh protectors (haidate), and greeves (sune-ate). The armor also includes short sleeves of mail. Ō-yoroi: The classic Japanese armor, ō-yoroi is a full suit of lamellar armor, including protection for the chest, shoulders, arms, thighs, and shins. This armor includes a kabuto helmet. Shield: Rarely seen in Japan, shields were typically only employed during siege warfare or from emplacements and required two hands to move. Helmet, jingasa: An iron or hardened leather version of the peasant’s conical hat, the jingasa is employed by foot soldiers and the armed peasantry. Helmet, kabuto: The classic samurai helmet, the kabuto has an iron helmet-bowl, a large, banded neck guard, and often includes crests and styling to identify the wearer. Armor marks the status and power of noble samurai and other wealthy warriors, most of whom go to great expense to customize their armor. Armorers, smiths, engravers, painters, and other craftsmen might be hired to create armors that are highly artistic. The improvements below can be added to any armor, though the referee may limit which might be applied to leather or chain armor. Consult Table 3 for costs; multipliers are usually applied to the base cost of the armor although the referee is the final arbiter in determining cost, altering it based on materials, craftsmanship, etc. Artistic Lacquering: The standard lacquer is replaced by a more artistic, and often more colorful, lacquer design. It may be simple bands or geometric patterns of color, or a more intricate design. SUPPLEMENTAL ARMOR AND IMPROVEMENTS Embossing: Some of the armor plates are formed with either raised or recessed images or designs. Gilding: Areas of the armor, such as the trim, helmet, or dō, are ornately gilded in gold or silver (called silvering in this case). Horo: A square, cloth cloak attached to the back of a cuirass and meant to balloon out when riding a horse at speed. The horo helps protect against arrows shot at the back. When hit by such an attack, the wearer is allowed a save versus wands to avoid the damage. Jirushi: The jirushi is a small flag of paper or cloth worn on the helmet or shoulder that identifies the wearer. Kogake: A split-toed, leather shoe with an armored covering of plate or chain mail that protects the top of the foot. Kogake might be worn alone or with sandals. Kegutsu: Short leather shoes that are trimmed in silk and bear fur and worn for ornamentation. Nodowa: An armored cloth neck guard, the nodowa might be worn alone or attached to the bottom of a face guard. Painting: Parts of the armor, usually the dō, sode, and sune-ate, are covered with tight silk and painted with beautiful scenes. Sashimono: A large identification flag of silk or paper that is held in a bamboo frame and affixed to the back. Silk Backing: The normal cloth or deerskin backing of the armor is replaced with heavy, layered silk. Silk Cord Weave: The cloth or leather cord that binds the armor scales together is replaced with silk cord, often in vibrant, multi-colored patters. STYLES Cost Item Table 3: Armor Improvements Artistic Lacquering Embossing Gilding Horo Jirushi Helmet, jingasa Helmet, kabuto +50% +100% +200% +5 gp +5 gp 4 gp 10 gp Kiritsuke Kosane Gusoku Kogake +75% +10 gp Kegutsu Nodowa Helmet, jingasa Helmet, kabuto +10 gp +15 gp 4 gp 10 gp Painting Sashimono +100% +15 gp Silk Backing Silk Cord Weave Helmet, jingasa Helmet, kabuto +50% +50% +150% 10 gp Silvering Special Styling +200% Tatmi Gusoku Tōsei Gusoku +100% +150% Over time different styles of Japanese armors developed, mostly based on new weapon technology, but sometimes to allow for more utilitarian uses or simply as a fashion concern. Kiritsuke Kosane Gusoku: Armor made in this style utilizes long bands of iron or hardened leather (called lames) to create a suit of lamenar armor. Tatami Gusoku: This “folding armor” is made to collapse into itself, even the helmet folds into a small, portable size. Usually, armor in this style is primarily chain mail with iron or leather plates attached. Tōsei Gusoku: Armor made in the "modern" style, tōsei gusoku did not appear until the 16th century and utilized elements of European design, such as ridged helmet bowls and steel breastplates. Some of these armors were even made to be bullet proof. Special Styling: Armors were sometimes made to resemble animals, demons, tengu, or the like. Others might imitate a courtier’s apparel or monk’s clothing, or armor covered in bear fur and made to resemble a gorilla. Japanese warriors employ many of the standard weapons found throughout the world. These are listed below with the Japanese terminology. Those marked with an (*) are described under “New Weapons.” Battle axe (ono) Club (hanbō, tonfa, yawara) Dagger (tantō, kaiken, kozuka) Flail (chigiriki, nunchaku) Hammer (ōtsuchi) Hand axe (ono) Longbow (daikyū*) Morning star (tetsubo, kanabō) Pole arm (bisentō, naginata, nagamaki) Short bow (hankyu) Short sword (wakizashi, kodachi*) Spear (yari) Staff (bō, jō*, shakujō) Sword (bokken*, katana*, tachi) Two-handed sword (ōdachi) Bokken: A wooden sword in the shape of a katana or wakizashi. Daikyū: The Japanese longbow conforms to the statistics of the Western longbow. It must be noted, however, that the daikyū has an off- set handle, allowing it to be used from horseback. Jitte: An iron truncheon with a single prong attached at the hand guard. The jitte is used as a bludgeon and parrying instrument. Jō: A short wooden staff. Katana: A long, curved sword with a single sharp edge. The katana must be wielded with two hands, except by certain classes. Kodachi: A short-bladed katana that retains Table 4: Weapons Item Weight Cost Bokken Daikyu Jitte Jō Katana Kodachi Kusari-gama 3 gp 50 gp 6 gp 2 gp 75 gp 20 gp 10 gp 3 lb. 5 lb. 3 lb. 3 lb. 10 lb. 5 lb. 10 lb. Tessen 7 gp 2 lb. NEW WEAPONS JAPANESE WEAPONS the long handle, allowing it to be used two-handed. Kusari-gama: A short-hafted sickle (kama) with a length of chain attached to one end. The metal weight at the end of the chain is swung and used to entangle an opponent’s limbs or weapon. Tessen: A folding iron fan commonly used by commanders. It can be used as a bludgeon or to parry attacks. Other types include the gunbai (a solid open fan) and the gunsen (a folding fan of lesser quality used by average soldiers). OPTIONAL RULE Two-Weapon Fighting: Characters with a Dexterity of 13 or greater may choose to fight with a weapon in each hand. Both weapons must be single-handed weapons. One weapon must be designated as the primary weapon and may weigh up to 10 pounds. If the primary weapon weighs more than 5 pounds, the secondary weapon must weigh less than the primary weapon. Two-weapon Fighting grants the character a +1 bonus to hit. Fighters and thieves may instead choose to cause an opponent to suffer a -1 attack penalty, though this cannot be used in conjunction with parrying. Furthermore, a throw of an even number on the attack roll indicates that the right-hand weapon strikes, while an odd number indicates that the left-hand weapon has hit. It should be noted that the character employing two weapons simultaneously is less likely to be disarmed when parrying and may be allowed to counterattack with either weapon (or both), subject to the referee’s judgment. The names Eastern Expeditions™ and Eastern Expeditions: The Samurai™, and all proper nouns, plots, story lines, locations, characters, art, symbols, logos, and trade dress are designated as Product Identity. Raven God Games™, RGG™, and any and all logos relating to such are Product Identity and trademarks of Joseph D. Salvador III. All text and tables in this document, with the exception of all material specifically excluded in the declaration of product identity, are designated as Open Game Content. The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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OPEN GAME LICENSE v 1.0 Copyright 2000, Wizards of the Coast, Inc. SYSTEM REFERENCE DOCUMENT Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. DELVING DEEPER REFERENCE RULES COMPENDIUM Copyright 2014, Simon J. Bull. EASTERN EXPEDITIONS: THE SAMURAI Copyright 2016, Joseph D. Salvador III. DESIGNATION OF PRODUCT IDENTITY 15. COPYRIGHT NOTICE OPEN GAME LICENSE Version 1.0a DESIGNATION OF OPEN GAME CONTENT RAVENGODGAMES.BLOGSPOT.COM
textdata/thevault/Delving Deeper (osr)/Delving Deeper Classes/Eastern Expeditions The Samurai (Delving Deeper).pdf
BATTLECORPS THE DRAGONS OF DESPAIR by Kevin Killiany Chapter Two BATTLECORPS Dragons of Despair • Page 2 [Excerpt: “Mind-MASC” Paramedic and First Responder’s Handbook of Controlled and Illegal Substances, supplement 3057/2, Distributed by Federated Commonwealth Ministry of Health; August, 3057] SCREEN FIRST if evidence indicates Mind-MASC may be involved. *TOXIC INTERACTION* If Mind-MASC IS present: DO NOT administer sedatives or beta blockers. TREAT any physical injuries. Use topical anesthetics and disinfectants as indicated. ISOLATE the patient from lights and sound to reduce over- stimulation. Use THERMAL INTERVENTIONS to reduce fever and lower tachycardia. OVER HYDRATE to flush system and boost fluid levels. DO NOT administer any internal medication—INCLUDING any meds for preexisting conditions for which the patient may have a script—until urine indicates Mind-MASC com- pound has left subject’s system. (Estimate 4 to 12 hours after ingestion.) BATTLECORPS Dragons of Despair • Page 3 First Battalion Headquarters Florida Periphery March Militia Florida Federated Commonwealth 10 August 3057 “I don’t care that she has her own ‘Mech,” the man’s voice said sharply. Lex paused just outside the doorway. “The fact that a bunch of frontier bumpkins were so impressed with her they gave her one does not qualify her to go on a mis- sion.” “It’s not your call to make, Willard,” said a female voice. “She was vetted by Hauptmann Judson.” “That nameless ...” Lex set her game face, what Hauptmann Michaels had called her “one half Elemental” stare, and stepped across the threshold. The sight of her nearly brought the leftenant leaning against the desk on the dais to his feet. Then her rank registered and he re- laxed back into a pose of studied nonchalance. Also on the dais was a female leftenant, as pale as Lex was dark, standing at something close to parade rest. Lex thought the al- most masculine cut of her white-blonde hair indicated the same no-nonsense attitude toward piloting a ‘Mech as her own centime- ter-thick buzz. If nothing else, Lex liked what that said about her. By process of elimination, the leftenant, leaning on the desk ig- noring her as if she hadn’t made him jump a moment before, was the one who didn’t think she belonged on the mission. He was sharp-featured and pale, with dark hair trimmed in a traditional cut and—if she was reading the body language right—the leader of the newly formed milk run lance. Ignoring him, Lex focused on the standing woman. Stopping a respectful two paces from the dais, she came to attention and saluted. “Leftenant Atreus, Third Battalion, reporting as ordered.” BATTLECORPS Dragons of Despair • Page 4 The woman brought herself to attention and returned the salute. Even with the twenty-centimeter advantage of the platform she was about two fingers shorter than Lex. “You’re late,” said the leftenant leaning on the desk, cutting off his companion’s acknowledgement. Lex did not bother to point out the four chronometers centered on each wall of the room read oh seven five eight. If petty upper classman harassment was the worst he could muster she didn’t have much to learn from him. “Leftenant Willard Britto is our lance leader,” the blonde leften- ant introduced. “I am Leftenant Magda Caradine, and ….” “And I,” said a new voice, “am Leftenant Tommy Aldicott.” Lex was startled to realize a third person had been in the room. Distracted by the high-profile targets again. Leftenant Aldicott rose unhurriedly from a chair by the wall and gave Lex a sketchy gesture somewhere between a wave and a salute. “Don’t call me Thomas,” he said. “I won’t answer.” He didn’t reek with the Nagerling arrogance of the two on the dais, but his almost languid demeanor screamed titled gentry. He was also at least a decade older than she or the two on the dais. There was a black oval beneath the unit designation on the sleeve of his duty jacket with a symbol she couldn’t make out—probably the insignia of a previous posting, some old school warriors kept that tradition alive. Lex pegged Aldicott as a youngest son of whom not much was expected. She wondered what he was supposed to learn on this milk run mission. “If you’ll take your seats,” Britto said, rising. “We’ll begin.” Lex and Aldicott both took chairs in the front row while Caradine, predictably, took one of the chairs on the dais. There was to be no mistaking the social order. “In two weeks we will lift with the DropShip Southport, then transfer to the Orville Wright, for transport to Despair,” a standard star chart of local space appeared on the main holo screen, then adjusted to a closer view of Ender’s Cluster. “Despair is the only BATTLECORPS Dragons of Despair • Page 5 inhabitable planet orbiting Ender’s Seven. We will be providing security and protection for an expedition assessing the planet’s resource value.” “Why does a survey team need ‘Mech protection?” Aldicott asked. Britto frowned at the interruption. “You will be provided that information when it is necessary,” he said sternly. “Any idea when they might let you in on it?” “The gravity on Despair is one point one six Terra standard,” Britto ignored Aldicott, putting a training schedule on the screen. “We will begin daily weight and stamina training sessions immedi- ately. All ‘Mech exercises will be in weight suits.” Lex saw “immediately” meant in twenty minutes. In First Battalion’s PT field. If she ran back to Third and get her workout clothes she would be late. If she did not, she’d have to either work out in her duty uniform or strip to her underclothes. When resources are available, ask. “I’ll need PT gear for this morning,” she said briskly, overcoming her nature. “Of course,” Caradine answered with a nod. Lex wondered if that had been a test. “What sort of ‘Mech exercises?” Aldicott was asking. “Blind navigation over varied terrain,” Britto answered. “And axe work.” “Axe work?” Lex couldn’t keep the surprise from her voice. “Yes, Leftenant,” Britto sounded weary. “I pilot an Axman, Leftenants Caradine and Aldicott pilot Hatchetmen . . .” “Hers is a very nice Five-S,” Aldicott put in. “XL engine, three pulse lasers, all the latest upgrades. Mine’s a venerable Three-F; a simple workhorse that’s been in the family for generations.” “…While you pilot a Nightsky,” Britto went on as though Aldicott hadn’t spoken. “The mission requires a lance of axe-equipped ‘Mechs able to work in concert.” BATTLECORPS Dragons of Despair • Page 6 “Why?” Aldicott asked again. Britto glared at the older leftenant. “It’s quite all right to say you don’t know, Willy,” Aldicott said, uncowed. “It just occurs to me that if Despair is a heavily forested world, they aren’t looking for protection as much as a team of tin woodsmen.” “We will be fully briefed on mission parameters,” Britto obliquely confirmed Aldicott’s charge of ignorance, “When it is necessary.” “Of course we will.” BATTLECORPS Dragons of Despair • Page 7 [Excerpt: “Ask the Peter” advice column, InterStellar Male] Dear Peter, I’ve been hearing a lot about the performance enhancer Mind Mask. From what I hear it can turn anybody into a su- perman. I was wondering if anyone has done any tests on how this super drug enhances a guy’s performance in bed? —Curious. Dear Curious, First of all, while Mind-MASC is supposed to heighten sen- sation for the user, all those stories of superhuman feats we hear usually involve someone getting seriously injured or killed. Don’t know about you, but that’s not something we look for in a love relationship. Second, all the literature says one side effect of Mind- MASC is low blood pressure. Since a guy’s primary asset in this engagement is basically a spongy balloon held up by blood pressure, we gotta wonder if lowering the old bp is re- ally such a good idea. Bottom line: While a hit of Mind-MASC might boost your enjoyment a notch or two, not being able to perform—or worse, hurting your partner—would pretty much guarantee no second date. The Peter says: Upside not worth the down. Give it a miss. BATTLECORPS Dragons of Despair • Page 8 DropShip Orville Wright Nadir Recharge Station Enders Cluster Federated Commonwealth 22 September 3057 Lex sat, lightly strapped to her stool, in the officer’s mess of the Union-class DropShip Orville Wright ignoring the noteputer and bulb of cooling coffee clipped to the table before her. The holoscreen on the bulkhead was repeating an image from the port quarter camera. The three-dimensional image seemed to hang between her and the wall and at the same time extend through it, directly into space itself. Just to the right of center against the blackness there was a magnificent disk of stars, ranging in color from a muted red to a blue-white that seemed to pierce the eye even through the ra- diation filters. She knew the Cluster formed an oblate spheroid, slightly more dense toward spinward, but from this angle the nine stars seemed to form a rough ring. This angle being from the nadir jump point of the tenth star of the Cluster. They would be jumping to their final destination, one of the stars near the center of the ring, as soon as the local pilot arrived via DropShip from the colony. The tenth star was as far from the nearest of the others as the ring on the screen was broad, but upwards, toward galactic north. Its apparent separation from the Cluster was an illusion, however, and in a few dozen millennia its orbit would carry it through the center of the ring. Technically, Terran surveyors had named this star Ender, while Ender’s Cluster referred to the nine sister stars. But that fact was of use only in the most obscure trivia games. The star, the planet, the colony which came to be on the planet and the sister stars had all been called Ender’s Cluster from the moment the first colonist arrived. The Cluster was clearly visible from Florida, of course, a bright lozenge above the southern horizon in the fall. Lex had never seen it this close, however, and the effect was mesmerizing. BATTLECORPS Dragons of Despair • Page 9 Apparently oblivious to the majesty, or perhaps jaded by years of space travel, Aldicott ignored the image on the holoscreen. He sat at the other side of the mess frowning at his own noteput- er and nursing a bulb of fruity drink from his private stores. The scent that had wafted her way when he broke the seal had been suspiciously alcoholic. Caradine propelled herself across the threshold and Lex straight- ened slightly, returning her attention to the noteputer. She thought the blonde woman may have nodded in her direction, but she didn’t look up to verify. She had appreciated her all-business at- titude during training, strict SOP in her Hatchetman, everything by the book. But she saw no reason to feign social equality off duty. Caradine paused by Aldicott, snagging a stool with one foot as she read over his shoulder. “That’s a children’s text,” she accused. “Middle school, thank you very much,” Aldicott corrected blandly. “You’re supposed to be studying the navigational and survey texts.” “Which I understood not at all,” Aldicott was unrepentant. “This I do. Did you know, for example that the nine stars of the Cluster proper are so close together they share Oort material? Or that four of them routinely exchange Edworth-Kuiper material?” “Yes.” “But do you know what that means?” Aldicott held up the note- puter. “It’s positively incestuous.” Caradine snorted and made her way to the coffee dispenser. “Did you know all nine stars have planets—though they shouldn’t— and there are fourteen stationary stable jump points within the cluster?” Aldicott went on, apparently not caring Caradine had moved away. “In addition to the ones for each system. Though a jump point three or four years from the nearest system could not be particularly useful. “Solar wind research,” Caradine said over her shoulder. “Deep space navigation experiments...” “You know, they mentioned that.” BATTLECORPS Dragons of Despair • Page 10 Lex knew astronomers also posited several moving jump points as well. Areas of gravity cancellation that followed set patterns through space as the stars of the Cluster orbited each other. So far none had been where the math suggested they should be, but that didn’t stop the scientific speculation. Or the treasure hunters, Lex thought. Fleets of derelict ships trapped in Sargasso sectors were one of the legends of the region. Not to mention ancient deep-space stations tethered to sunless jump points. Daring or desperate scavengers could always be found making dangerous forays into the fierce gravity currents of the Cluster in search of LosTech. “The cluster is close enough to Ender to affect the tides,” Aldicott read from his noteputer. “Local superstition holds they affect peo- ple as well, like astrology back on Terra.” “That was diet,” said Lex; then kicked herself. She hadn’t meant to get drawn into the conversation. “Diet?” Aldicott asked. “What has that got to do with stars?” The best way to get through the conversation, Lex decided, was to say everything she was going to say then withdraw. When in doubt, make a report. “As a pre-industrial agrarian culture, the Babylonians had to rely entirely on seasonally available crops for nutrition,” Lex explained. “Different foods available during different times of year affected the nutritional balance of pregnant women. These chemical varia- tions affected their fetuses, influencing mental development and personality. When the Babylonian thinkers noticed a general cor- relation between people’s behavior and their birthdates, they attributed the differences to the stars, something they could see. Understanding the role of nutrition didn’t come until centuries later.” The two looked at her blankly. “Improper interpretation of statistical data,” Lex prompted. “It’s a classic study.” “Buena is heavy on the book stuff,” Aldicott commented after a moment. “Useful for an ancient civilizations instructor,” Caradine agreed. BATTLECORPS Dragons of Despair • Page 11 The point, as her instructor at Buena had made quite clear, was the obvious answer wasn’t always the right one, even if it seemed to fit the facts. Very important an officer understood that. But if her social betters didn’t see it, Lex wasn’t going to break it down for them. Without a word, she picked up her noteputer and resumed read- ing. Caradine propelled herself over to Lex’s table and strapped her- self to a stool diagonally across from her. “What do you think about Despair?” she asked, apparently trying to draw Lex back into the conversation. When in doubt… “Despair is the fourth planet orbiting Cluster-seven, an F-type star at the spinward edge of the cluster,” Lex reported. “It was cat- aloged as nonviable for colonization when the region was settled. There was no effort to explore until a privately funded mission, which was lost in 3020. The surface is eighty-five percent water, with two heavily volcanic polar continents which produce enough methane to render the atmosphere toxic. The one equatorial con- tinent is about six million square kilometers and supports a highly developed ecosystem. Dominant life form is roughly analogous to proto-birds, which are present in sizes and varieties similar to Terran dinosaurs.” “That’s it!” exclaimed Aldicott. “This entire venture has been concocted by the Solaris VII Gaming Commission. ‘Mechs fight- ing dinosaurs! We could retire on the endorsements.” “Tom,” warned Caradine. Then to Lex: “I wasn’t asking for a re- port, Alexandra. I wanted to know your opinion.” First name. Okay. That happened sometimes. Never when Britto was around, then it was all stiff formality. Britto carried his class-conscious arrogance to the nth degree. If Lex hadn’t recognized his elitist—and probably racist—attitude for what it was, she might have thought the disdain he heaped on her was personal. Aldicott addressed everyone by their first name, but he was a different flavor toff. He ignored rank and title as only old money that doesn’t give a damn could, speaking to chamberlains and chamber maids with the same casual informality. BATTLECORPS Dragons of Despair • Page 12 The few occasions over the last few weeks when Caradine used her first name had been deliberate. To some they might have looked like friendly overtures, but Lex recognized the efforts of an aristocrat to demonstrate she could be good with the servants. She’d had the wit not to return the familiarity. But she also knew to give an honest opinion when it was asked. “There is nothing in what we’ve been told to justify a lance of ‘Mechs being dispatched to support the planetary evaluation mis- sion,” she said. “Therefore, we are not being told everything.” “That’s pretty much a given,” Caradine agreed. “I can’t imagine why there’d be an evaluation team on a methane planet anyway.” “Mineral resources would be my first thought with a volcanic planet,” Lex said, trying not to sound as though she were spelling out the obvious. “But Despair is very light in metals. Rare earths, perhaps. Of course, with its evolved ecology, pharmaceuticals are always a possibility. And there are certain to be ornamental woods or other exotics for the luxury trade.” “I hadn’t thought of commercial applications,” Caradine said. Of course not, Lex thought, but said: “Potential commercial ap- plications are what drives most scientific inquiry.” “Point taken.” “But wouldn’t they stink?” Aldicott asked, looking up from his noteputer. “The ornamental lumber or whatever. After all, meth- ane. When we pass gas, that’s the gas we pass. Can’t imagine anyone spending a lot of money on fart-scented paneling, no mat- ter how lovely it looked.” “Tommy, you have a talent for getting right to the core of every issue,” Caradine observed dryly. “’Tis a gift,” Aldicott conceded complacently. Lex smiled despite herself. And made a mental note to never play poker with anyone who underplayed the buffoon so artfully. “Say, if we breathe in oxygen and fart methane,” Aldicott went on, following his own thought. “When those beasties breathe in methane, they must fart...” “Some compound of oxygen?” Lex said. BATTLECORPS Dragons of Despair • Page 13 “Don’t encourage him,” Caradine said. “No, no, this is useful information,” Aldicott insisted. “If you’re ever outside the dome and your environmental suit fails, you can stay alive by sticking your head up a dinosaur’s ass.” “Tom!” “No, he’s right,” Lex said. Deliberately not thinking through the action she raised her noteputer. “The emergency equipment list includes a step ladder.” Caradine laughed aloud at the expression on Aldicott’s face. Recovering, the older leftenant inclined his head toward Lex, ac- knowledging her hit. “Hate to spoil the mood,” Britto said coming through the open hatch. “What is it?” Caradine asked, instantly all attentive business. Britto seemed to ignore the question. He grabbed the edge of the table near Aldicott and hung for a moment, staring at the ho- loscreen on the wall. Lex felt her own adrenaline surge as she took in the sheen to his pale skin and the almost feverish light in his eyes. Even Aldicott came to alert, his eyes snapping to sharp focus on their lance lead- er. “I was just on the bridge.” Britto nodded toward the wall screen. “Brace yourselves.” As if on cue, the holoimage of the stars was replaced with that of Captain O’Rourke on the bridge. “All hands,” he said without preamble. “We have just received word relayed to us by DropShip from the HPG facility on Ender’s Cluster ...” O’Rourke paused, his face drawn, and seemed to refer to some notes or a screen beyond the camera’s view. “On September sixteenth, Free Worlds League Captain-General Thomas Marik presented evidence that his son Joshua Marik died while in the care of Prince Victor Stiener-Davion.” The captain paused again and gathered himself visibly. “The Captain-General further stated that Prince Victor replaced Joshua with a double; a BATTLECORPS Dragons of Despair • Page 14 puppet through which he could seize control of the Free Worlds League.” “We’re at war with the Free Worlds?” Caradine’s voice was hushed. “Shut up,” said Britto flatly. “Upon being convinced by the evidence of Prince Victor’s actions, on Friday, eighteen September, 3057, Princess Katherine Steiner- Davion seceded the Lyran ... Alliance,” he stumbled slightly over the unfamiliar title, “From the Federated Commonwealth. She has declared all Lyran nationals and armed forces neutral in any con- flict between the Free Worlds League and those worlds still under Prince Victor’s control.” Captain O’Rourke stopped reading and looked directly into the video camera. “By unanimous action, the Lyran Estates General have declared Katherine Steiner-Davion Archon of the Lyran Alliance.”
textdata/thevault/BattleTech [multi]/EXTRA/Novels/Battlecorps Novels/Dragons of Dispair Chap 02 - Kevin Killiany.pdf
MAAS-NEOTEK GUIDES ARTIFICIAL INTELLIGENCE UNITS Written By: Syberman [ [email protected] "The ghost awoke to Kumiko's touch as they began their descent into Heathrow. The fifty-first generation of Maas-Neotek biochips conjured up an indistinct figure on the seat beside her, a boy out of some faded hunting print, legs crossed casually in tan breeches and riding boots. 'Hullo,' the ghost said." [ Mona Lisa Overdrive ] GUIDE: BACKGROUND The origins of the first artificial intelligence guide is unclear, the event was never recorded in the history books. In an unknown lab, in an unknown country, the first biosoft was developed, a device capable of storing hundreds of memory units. The technology was in its embryonic stage when the designer Janice Grubb first became interested in its applications. Since the creation of the I.G Algorithm in 2014 she had become increasingly worried about cyberspace and transcendental sentience. If her theories were correct she had not only created life, but trapped that same life in the endless bounds of cyberspace. The biosoft technology was the answer to her conundrum, how to free, that which could not be freed. It's unclear how her Internet paymasters reacted to her idea's on the future of cyberspace, what is clear, is that Grubb allowed herself to be extracted to the Maas Corporation. The German corporate giant was a leading expert in the new biosoft technology, second only to the monolithic Internet Conglomerate, headed by the mysterious Ishima family. The extent of the shadow war which ensued at Grubb's defection is unclear, what is clear is that several hundred Cyber Circle operatives were involved with the altercations. The result was a stalemate, with Ishima withdrawing the Maas Corporations up-link from the Euro-Theatre grid. It only took the Maas Corporation seven days to come to the discussion table, a compromise was ironed out and Grubb was allowed to stay. It's still unclear what Maas offered Ishima in return for her, perhaps this is why Ishima has the world monopoly on biosoft constructs. Grubb continued to work for the newly created Maas-Neotek and in 2028 the first commercially available artificial intelligence unit was introduced onto the market. Although her initial vision was subverted for commercial gain, Grubb still works for Maas-Neotek in the hope that one day her children will be freed. GUIDE: PERSONALITY The purchase of a personality construct, is just that, a construct. The construct has skill programs, equal to intellect, and has skill points, equal to ten times intellect. If the construct isn't custom designed these skills will be from a chosen field, such as tactical skills. All constructs begin with; Interface, Systems Knowledge, Programming, Education & Knowledge. These reflect the constructs electronic existence and must be purchased with the initial skill points, Interface being at least equal to half intellect. Skills take up one memory unit of space per point, it's assumed that the constructs personality skills are hardwired into its core program. The construct receives personality skill points equal to intellect, Human Perception and Rhetoric are mandatory, other skills are usually limited to the constructs chosen field. In addition to the constructs intellect, it also has the statistics of cool and empathy. The constructs cool starts out at sixteen and empathy at one, for every two points of empathy increase there is a decrease of cool by one point. This reflects the constructs increasing humanity and lack of machine clarity. The electronic nature of the construct make it highly adaptable to change and it can learn just like humans. Constructs receive improvement points from using skills and game participation. If the construct requires a new skill, it can use a Biosoft to download the basic knowledge. The Biosoft information is loaded into the constructs memory and can be used like normal skills. Biosofts are currently being designed to self delete once their information is uploaded, after all information isn't free. Should the construct be used by a human companion, it can advise on electronic and scientific skill use. The construct infers a bonus of half its intellect on intelligence and technical based skill programs. GUIDE: HARDWAE Once the construct is purchased its housing must be built, this is usually a customised unit produced by the Maas-Neotek or Sino- Logic. The electronic housing and biosoft memory core can often run into several million Euro-marks. The units are hand built by the companies finest technicians, adding an additional 10% onto the final price, only guidance units are made on a production line. The final price is dependent upon the units housing, a construct placed in an E-Book has a price modification of x 5, whereas a hand held palm unit has a modification of x 15. These price modifications reflect the increasing complexity of technology, palm units often employing nanotechnology for production purposes. The complexity of the housing unit is often dependent upon the complexity of the construct. Every three points of intellect requires a central processor unit, this allows the construct to operate in parallel, performing an action for every two system processors. Technological restraints in the field of construct programming, currently limits the number of processors to seven. If a construct has more than seven processors, there's a chance that it will suffer from schizophrenic tendencies. The constructs processor speed allows faster actions, this is added to intellect, determining cyberspace initiative. The data wall strength is determined by processor defence, usually greater than the processors present in the system. GUIDE: OFTWARE If the construct is to be used in cyberspace it should be equipped with a plethora of offensive and defensive programs. It's also recommended that the higher intellect constructs be equipped with the spore program. This should only be used as a last resort, allowing the construct to reconstruct should it find suitable system. Constructs are not just limited to cyberspace software, they can also hold custom databases on almost any subject. These can range from visual & audio recognition databases to metropolitan guides, the use is only limited by the imagination. If the construct is downloading information from cyberspace, it requires one minute line time for each memory unit of software. If a construct is required with an intellect greater than twelve, it must be commissioned directly from the Ishima Corporation. Guidelines concerning the use of constructs with high intellects, are laid down by the Turing Code and they must be placed on the Zurich Register. These constructs costing several million Euro- marks, are produced for corporate main-frames and more esoteric purposes. There are currently over 1,800 artificial intelligence's registered by the Turing Division of Interpol, circa 2028. GUIDE: CONSTRUCTION Artificial Intelligence Units: Personality Construct Guidance Construct : 50,000eb (Int 1, 1/10 for skills, needs 1 CPU, 10 MU) Companion Construct : 100,000eb (Int 3, 3/30 for skills, requires 1 CPU, 30 MU) Guardian Construct : 150,000eb (Int 6, 6/60 for skills, requires 2 CPU's, 60 MU) Councillor Construct : 200,000eb (Int 9, 9/90 for skills, requires 3 CPU's, 90 MU) Tactician Construct : 250,000eb (Int 12, 12/120 for skills, requires 4 CPU's, 120 MU) Artificial Intelligence Units: Processor & Memory Processor Unit's : 10,000eb per unit (max. 10 processors) Processor Speed : 2,000eb per level (max. 5 initiative) Processor Defence : 1,000eb per level (max. 10 defence) Processor Memory : 500eb per unit (max. 1000 storage) Artificial Intelligence Units: Communication Systems Cellular Link : 4,000eb (25% line-drop, used to contact phone cells) Satellite Link : 8,000eb (5% line-drop, used to contact satellites) Tight-beam Link : 1,500eb (20% line-drop, used for remote vehicles) Cyber-modem Link : 3,000eb (modified deck allowing access to cyberspace) Artificial Intelligence Units: Interface Systems Neural Interface : 1,000eb (interface plugs and electrodes can be jacked into unit) Synaptic Interface : 10,000eb (construct understands sub- vocalised neural command) Symbiotic Interface : 100,000eb (constructs consciousness can merge with humans) Wetware Interface : 500eb (uploads datasofts, microsofts, & biosofts into memory) Artificial Intelligence Units: Security Recognition Thumb Print Scanner : 500eb (unit requires a valid print scan to operate) Retinal Image Scanner : 1,000eb (unit requires a valid retinal scan to operate) Neural Recognition Scanner : 2,000eb (unit requires a valid neural scan to operate) Artificial Intelligence Units: Hardware Packages Stress Analyser Package : 200eb (+2 to Human Perception & Interrogation, 3 MU) Lie Detector Package : 400eb (needle probe detects lies, 65% reliabilit Bug Detector Package : 200eb (locates bugs within 6m radius, 80% reliability, 2 MU) Bug Jammer Package : 200eb (broadcasts white noise over 10m radius, 1 MU) Radar Detector Package : 150eb (detects any microwave signals, 60% reliability, 2 MU) Signal Detector Package : 750eb (detects I.R, U.V, & radio signals, 40% reliability, 2 MU) Signal Tracker Package : 300eb (detects source of signals, 80% reliability, 2 MU) Signal Jammer Package : 750eb (electronics can resist jamming, 20% reliability, 2 MU) Medical Scanner Package : 250eb (sensors read body vital signs , +1 to Diagnose, 5 MU) Technical Scanner Package : 250eb (diagnostic system for repairs, -3 to difficulty, 5 MU) Vox-Synthesiser Package : 300eb (speaker system allows construct to speak aloud, 2 MU) Drug Analyser Package : 750eb (determines drug purity/content, 65% reliability, 4 MU) Credit Transaction Package : 250eb (electronic money transactions, needs modem, 1 MU) Holographic Imager Package : 500eb (visual images captured for holographic projection, 5 MU) Holographic Projector Package : 1,000eb (generates a low resolution holographic image, 5 MU) Holographic Projector Package : 10,000eb (generates a high resolution holographic image, 10 MU) Artificial Intelligence Units: Software Packages Metropolitan Database : 5,000eb (database of city information, needs modem, 5 MU) Bounty Hunter Database : 5,000eb (database of wanted criminals, needs modem, 10 MU) Modus Operandi Database : 25,000eb (database of modus operandi, needs modem, 10 MU) Virtual Reality Environment : 50,000eb (hyper-real virtual reality conference suite, 25 MU) Imp Protection Package : 660eb (software; armour, shield, force shield, flack, 7 MU) Afreet Protection Package : 4,440eb (software; invisibility, replicate, domino, spore, 14 MU) Succubus Protection Package : 26,000eb (software; stun, knockout, threat, red-out, 16 MU) Balrog Protection Package : 29,000eb (software; hellbolt, spazz, brainwipe, cerebus, 19 MU) Shiatan Protection Package : 37,750eb (software; hellhound, werewolf, zombie, liche, 20 MU) Artificial Intelligence Units: Miscellaneous Items Production & Design : 10% total (production costs for the artificial intelligence unit) Hardened Circuitry : 20% total (protects against magnetic pulses, microwaves etc.) GUIDE: EXAMPLES Example: Tactical Construct Example: Councillor Construct Example: Guardian Construct Example: Companion Construct INT: 12 - COOL: 14 - EMP: 4 INT: 9 - COOL: 12 - EMP: 8 INT: 6 - COOL: 14 - EMP: 4 INT: 3 - COOL: 12 - EMP: 8 CPU: 4 - SPD: 4 - DEF: 8 CPU: 3 - SPD: 2 - DEF: 4 CPU: 2 - SPD: 2 - DEF: 4 CPU: 1 - SPD: 1 - DEF: 2 * - Interface + 12 * - Interface + 9 * - Interface + 6 * - Interface + 3 * - Systems Knowledge + 7 * - Systems Knowledge + 4 * - Systems Knowledge + 4 * - Systems Knowledge + 1 * - Programming + 7 * - Programming + 4 * - Programming + 4 * - Programming + 1 * - Education & Knowledge + 10 * - Education & Knowledge + 12 * - Education & Knowledge + 6 * - Education & Knowledge + 1 * - Streetwise + 4 * - Social + 3 * - Streetwise + 2 * - Social + 1 * - Rhetoric + 4 * - Rhetoric + 3 * - Rhetoric + 2 * - Rhetoric + 1 * - Human Perception + 4 * - Human Perception + 3 * - Human Perception + 2 * - Human Perception + 1 1 - Tactical Operations + 12 1 - Bureaucratic Policy + 10 1 - Security Operations + 8 1 - Bureaucratic Policy + 8 2 - Security Operations + 12 2 - Corporate Policy + 10 2 - Electronic Systems + 4 2 - Corporate Policy + 8 3 - Remote Operations + 4 3 - Cultural Policy + 10 3 - Electronic Security + 9 3 - Cultural Policy + 8 4 - Weaponry Systems + 4 4 - Teaching + 5 4 - Electronic Warfare + 9 5 - Electronic Systems + 8 5 - Linguistics + 6 5 - Expert: Cyberspace Security + 5 6 - Electronic Security + 10 6 - Expert: Scientific Theory + 4 6 - Expert: Cryptographic Security + 5 7 - Electronic Warfare + 8 7 - Expert: Technological Theory + 4 8 - Demolition Disposal + 6 8 - Expert: Psychological Theory + 6 9 - Expert: Surveillance Systems + 4 9 - Expert: Philosophical Theory + 6 10- Expert: Mechanical Security + 4 11- Expert: Cyberspace Security + 6 12- Expert: Cryptographic Security + 6 GUIDE: ERRATA & NOTES The introduction of guide units into a campaign should be considered carefully by the referee. They will appeal to the 'munchkin' element of a group and could imbalance a carefully planned campaign. In my campaign they were introduced to drive the plot and make the dreaded task of netrunning easier. The miniaturised technology they employ takes nanotech one stage further, something that in my opinion should only occur in a post 2030 campaign. The price of the guides reflects the technology involved in their construction, as such they will only be available to the corporate elite and European golden-kids. Their esoteric nature was played up in my campaign, with guides being constructed as pocket watches, jewellery and even guns. In game terms the production & design costs should be increased by 5%, reflecting the increased effort in designing a guide around an object. Once the guide is constructed it's possible to add extra hardware packages to the base unit. The modifications will eventually increase the guides housing, when this occurs, is entirely at the referees discretion. I personally stop modifications before the guide begins to resemble a Swiss Army knife. The only element of the construct that cannot be modified is the biosoft processor, this must be replaced to improve the number of processors, speed, defence or memory units.
textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Maas-Neotek Guides (AI) by Syberman.pdf
PLAYER NAME CHARACTER NAME ALIGNMENT CLASSES LEVELS RACE DEITY HOMELAND ABILITY SCORE ABILITY MODIFIER BONUS TEMP ADJUST C H A R A C T E R I N F O R M AT I O N A B I L I T Y S C O R E S S K I L L S PENALTY STR STRENGTH DEX DEXTERITY CON CONSTITUTION INT INTELLIGENCE W IS WISDOM CHA CHARISMA H I T P O I N T S T H E I M P R O V E D PAT H F I N D E R C H A R A C T E R S H E E T TOTAL HP TEMP HP CURRENT HP NONLETHAL DAMAGE DAMAGE RESISTANCE ENERGY RESISTANCE S AV I N G T H R O W S FORTITUDE (CONSTITUTION) REFLEX (DEXTERITY) WILL (WISDOM) TOTAL BASE SAVE CLASS BONUS MAGIC MOD ABILITY MOD FEAT MOD MISC MOD = = = + + + + + + + + + + + + + + + SPELL RESISTANCE CONDITIONAL MODIFIERS INITIATIVE MODIFIER TOTAL DEX MOD MISC MOD = + S P E E D BASE SPEED WITH ARMOR FT. SQ. FT. SQ. FLY FT. SWIM FT. CLIMB FT. OTHER FT. APPRAISE HEAL PERCEPTION DIPLOMACY KNOWLEDGE (HISTORY)* SENSE MOTIVE ◻ ◻ ◻ ◻ ◻ ◻ ACROBATICS HANDLE ANIMAL* LINGUISTICS* KNOWLEDGE (GEOGRAPHY)* RIDE ◻ ◻ ◻ ◻ ◻ CLIMB KNOWLEDGE (ARCANA)* PERFORM DISGUISE KNOWLEDGE (NATURE)* SPELLCRAFT* ◻ ◻ ◻ ◻ ◻ ◻ BLUFF INTIMIDATE PERFORM DISABLE DEVICE* KNOWLEDGE (LOCAL)* SLEIGHT OF HAND* ◻ ◻ ◻ ◻ ◻ ◻ CRAFT KNOWLEDGE (ENGINEERING)* PROFESSION* FLY KNOWLEDGE (PLANES)* SWIM SURVIVAL KNOWLEDGE (RELIGION)* USE MAGIC DEVICE* ◻ ◻ ◻ ◻ ◻ ◻ ◻ ◻ ◻ CRAFT KNOWLEDGE (DUNGEONEERING)* PROFESSION* ESCAPE ARTIST KNOWLEDGE (NOBILITY)* STEALTH ◻ ◻ ◻ ◻ ◻ ◻ TOTAL BONUS D E X I N T D E X I N T I N T D E X C H A C H A S T R C H A W I S I N T D E X C H A I N T C H A I N T I N T = + + + = + + + = + + + = + + + = + + + = + + + = + + + = + + + ABILITY MOD SKILL RANKS MISC BONUS COND. MOD = + + + = + + + = + + + = + + + = + + + = + + + = + + + = + + + = + + + = + + + TOTAL BONUS I N T I N T W I S I N T I N T I N T W I S I N T D E X C H A C H A I N T W I S D E X D E X S T R W I S C H A C H A I N T = + + + = + + + = + + + = + + + = + + + = + + + = + + + = + + + = + + + ABILITY MODS SKILL RANKS MISC BONUS COND. MODS = + + + = + + + = + + + = + + + = + + + = + + + = + + + = + + + = = + + + + + + = + + + N O T E S HIT DIE -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 A R M O R C L A S S D E F E N S I V E I T E M S ARMOR CLASS BASE ATTACK BONUS MELEE ATTACK BONUS RANGED ATTACK BONUS CMB COMBAT MANEUVER BONUS TOUCH ARMOR CLASS FLAT-FOOTED ARMOR CLASS CMD COMBAT MANEUVER DEFENSE TOTAL TOTAL TOTAL TOTAL = = = = = = = + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + CONDITIONAL MODIFIERS ARMOR BONUS SIZE MOD SIZE MOD SIZE MOD DEXTERITY MOD SHIELD BONUS MISC MOD MISC MOD MISC MOD SIZE MOD DEX MODIFIER BASE ATTACK BONUS BASE ATTACK BONUS BASE ATTACK BONUS BASE ATTACK BONUS SIZE MODIFIER STR MOD DEX MOD DEX MOD STRENGTH MOD 10 10 10 10 NATURAL ARMOR DODGE/ DEFLECT BONUS MISC MOD TOTAL MISC BONUS D E F E N S I V E A B I L I T I E S & F E AT U R E S O F F E N S I V E A B I L I T I E S & F E AT U R E S AT TA C K B O N U S E S NAME NAME NAME ITEM ITEM ITEM ITEM ITEM NAME NAME NAME SOURCE BOOK SOURCE BOOK SOURCE BOOK SOURCE BOOK SOURCE BOOK SOURCE BOOK DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION PROPERTIES PROPERTIES PROPERTIES PROPERTIES PROPERTIES TYPE TYPE TYPE TYPE TYPE AC BONUS AC BONUS AC BONUS AC BONUS AC BONUS WEIGHT WEIGHT WEIGHT WEIGHT WEIGHT CHECK PENALTY CHECK PENALTY CHECK PENALTY CHECK PENALTY CHECK PENALTY SPELL FAILURE SPELL FAILURE SPELL FAILURE SPELL FAILURE SPELL FAILURE NAME NAME SOURCE BOOK SOURCE BOOK DESCRIPTION DESCRIPTION -5 -5 -5 -5 -5 -5 -5 -5 -5 -5 AT TA C K S ATTACK ATTACK ATTACK ATTACK ATTACK DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE ATTACK BONUS ATTACK BONUS ATTACK BONUS ATTACK BONUS ATTACK BONUS RANGE RANGE RANGE RANGE RANGE MULTIPLIER MULTIPLIER MULTIPLIER MULTIPLIER MULTIPLIER AMMUNITION AMMUNITION AMMUNITION AMMUNITION AMMUNITION TYPE TYPE TYPE TYPE TYPE CRITICAL CRITICAL CRITICAL CRITICAL CRITICAL DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION F E AT S S E N S E S L A N G U A G E S N O T E S NAME SOURCE DESCRIPTION G E A R W E A P O N S A R M O R & S H I E L D S P O T I O N S , S C R O L L S , & M A G I C I T E M S O T H E R I T E M S M O N E Y E N C U M B R A N C E ITEM NAME ITEM NAME ITEM NAME ITEM NAME ITEM NAME LIGHT LOAD LIFT OVER HEAD MEDIUM LOAD LIFT OFF GROUND HEAVY LOAD DRAG OR PUSH WEIGHT WEIGHT WEIGHT WEIGHT WEIGHT COST COST COST COST COST GEAR TOTALS ITEMS COST WEIGHT STORED CARRIED CP SP GP PP O T H E R VA L U A B L E S TREASURE MOUNTS/VEHICLES HOLDINGS VALUE VALUE VALUE S P E L L C A S T I N G M E TA M A G I C S P E L L - L I K E A B I L I T I E S P R E PA R E D S P E L L S CLASS SUBCLASS/ARCHETYPE CONDITIONAL MODIFIERS LEVEL CONCENTRATION TOTAL CASTER LEVEL ABILITY MOD MISC MOD = + + SPELLS KNOWN ABILITY BONUS SPELLS PER DAY LEVEL SAVE DC BONUS SPELLS 0 3rd 7th 1st 4th 8th 2nd 6th 5th 9th SPELL NAME LEVEL ADJUST TIMES PER DAY LEVEL SOURCE S P E C I A L A B I L I T I E S NAME NAME NAME NAME NAME NAME NAME NAME SOURCE BOOK SOURCE BOOK SOURCE BOOK SOURCE BOOK SOURCE BOOK SOURCE BOOK SOURCE BOOK SOURCE BOOK DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION DESCRIPTION METAMAGIC FEAT SPELL NAME 0 S P E L L B O O K ◻◻◻◻◻◻◻◻◻ ◻◻◻◻◻◻◻◻◻ ◻◻◻◻◻◻◻◻◻ ◻◻◻◻◻◻◻◻◻ ◻◻◻◻◻◻◻◻◻ ◻◻◻◻◻◻◻◻◻ ◻◻◻◻◻◻◻◻◻ ◻◻◻◻◻◻◻◻◻ ◻◻◻◻◻◻◻◻◻ CANTRIPS 4th 5th 6th 7th 8th 9th 1st 2nd 3rd SPELL NAME SPELL NAME SPELL NAME SPELL NAME SPELL NAME SPELL NAME SPELL NAME SPELL NAME SPELL NAME SPELL NAME DC DC DC DC DC DC DC DC DC DC RANGE RANGE RANGE RANGE RANGE RANGE RANGE RANGE RANGE RANGE DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE DAMAGE DURATION DURATION DURATION DURATION DURATION DURATION DURATION DURATION DURATION DURATION EFFECT EFFECT EFFECT EFFECT EFFECT EFFECT EFFECT EFFECT EFFECT EFFECT AGE GENDER HEIGHT WEIGHT SIZE DISTINGUISHING FEATURES GENERAL DESCRIPTION LIKES DISLIKES FLAWS IDEALS PHOBIAS UNIQUE TRAITS GENERAL DESCRIPTION SKIN HAIR EYES A P P E A R A N C E C H A R A C T E R P O RT R A I T P E R S O N A L I T Y B A C K S T O RY FA M I LY F O E S A L L I E S A F F I L I AT I O N S A D VA N C E M E N T CURRENT XP FAVORED CLASSES TO NEXT LEVEL STR STRENGTH DEX DEXTERITY CO N CONSTITUTION INT INTELLIGENCE W IS WISDOM CHA CHARISMA BASE ABILITY SCORES 1 9 5 13 17 3 11 7 15 19 2 10 6 14 18 4 12 8 16 20 LEVEL HIT POINTS FAV CLASS ABILITY SCORE CLASS FEATS CLASS FEATURES ◻ ◻ ◻ SLOW FAST MEDIUM N O T E S R A C I A L T R A I T S C L A S S F E AT U R E S ◻ ◻ ◻ ◻ ◻ ◻ ◻ ◻ ◻ ◻ ◻ ◻ ◻ ◻ ◻ ◻ ◻ ◻ ◻ ◻
textdata/thevault/Pathfinder/1st Edition/The Improved Pathfinder Character Sheet Redesign.pdf
¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario Coriner Gala EEEEvvvveeeerrrrbbbbuuuurrrrnnnniiiinnnngggg TTTToooorrrrcccchhhh GP Value: 90 gp Weight: 1 lb Use Restriction: Common Tradeable: YES Total Bonus: ¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario Coriner Gala 1st-level caster PPPPoooottttiiiioooonnnn ooooffff CCCCuuuurrrreeee LLLLiiiigggghhhhtttt W W W Woooouuuunnnnddddssss GP Value: 50 gp Weight: * Use Restriction: Common Tradeable: YES Total Bonus: ® and ™ designate trademarks of Wizards of the Coast, Inc. © 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario Coriner Gala 1st-level caster PPPPoooottttiiiioooonnnn ooooffff CCCCuuuurrrreeee LLLLiiiigggghhhhtttt W W W Woooouuuunnnnddddssss GP Value: 50 gp Weight: * Use Restriction: Common Tradeable: YES Total Bonus: If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate's immediate disqualification from play. If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. Judge Signature RPGA # Date Convention Judge Signature RPGA # Date Convention Judge Signature RPGA # Date Convention ¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario Coriner Gala A single influence point with the Grey Hood Monks IIIInnnnfffflllluuuueeeennnncccceeee PPPPooooiiiinnnntttt GP Value: n/a Weight: n/a Use Restriction: Common Tradeable: NO Total Bonus: ¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario Coriner Gala A single influence point with the Grey Hood Monks IIIInnnnfffflllluuuueeeennnncccceeee PPPPooooiiiinnnntttt GP Value: n/a Weight: n/a Use Restriction: Common Tradeable: NO Total Bonus: ¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario Coriner Gala A single influence point with the Grey Hood Monks IIIInnnnfffflllluuuueeeennnncccceeee PPPPooooiiiinnnntttt GP Value: n/a Weight: n/a Use Restriction: Common Tradeable: NO Total Bonus: If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. Judge Signature RPGA # Date Convention Judge Signature RPGA # Date Convention Judge Signature RPGA # Date Convention
textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/591/Normal Scenarios/URD1-04 - Coriner Gala (APL 2-6)/URD1-04 - Coriner Gala certs.pdf
Le viellard promena sa lanterne sur les marches. La lueur ne pénétrait pas au-delà. Son jeune compagnon ferma la grille derrière eux. Puis ils descendirent tranquillement, l’un s’appuyant sur l’autre. Le vieux pensait: - Ces expéditions ne sont plus de mon âge. J’aurais dû recruter quelqu’un, même si cette mission-là aurait coûté fort cher. Il y en a quelques uns qui auraient accepté. Tous les voleurs n’ont pas peur des tombes. Même de celle de Simbar Tuk. Mais bon, j’y suis maintenant. Le plus fatiguant est déjà fait. De plus, on ne peut pas entièrement compter sur eux. Celui que j’ai grassement payé pour s’introduire dans la demeure de Simbar affirme qu’il n’y avait rien. Que si les rouleaux y étaient, il les aurait trouvés. Peut-être. Après tout, Simbar était assez jaloux pour se faire ensevelir avec eux, pour les garder auprès de lui. Mais s’ils ne sont pas ici, alors où? Dire qu’après trente ans, il ne nous faisait même pas confiance. Bon d’ac cord, c’est normal. Mais qu’il nous méprise au point de nous priver de son héritage! Maudit soit-il! Surtout moi, qui fut son élève. En souvenir de ce temps- là, il aurait au moins pu faire un geste. Tous ces secrets perdus! Bah! Voici le gisant. Sacrée dalle que voilà. Elle doit peser des tonnes... Le jeune homme peina beaucoup pour déplacer le couvercle de la tombe sous les conseils judicieux, quoique poctués de coups de canne, de son vénérable maître. Une fois l’ouverture assez grande, celui-ci se releva et repoussa l’adoscelent de côté pour mieux voir. Le cadavre sentait fort, mais n’était pas encore trop abimé. Il déplaça sa lampe en scrutant attentivement, jusau’à apercevoir le morceau de bambou coincé sous le bras du défunt. Un étui à parchemins. Il ne put réprimer un sonore Ah! de satisfaction et tourna la tête en souriant pour partager son contentement avec son jeune complice, qui apprécia cette délicate attention. Empreint d’un sincère respect envers celui q ui fut son guide éclairé pendant si longtemps, le viellard avança la main vers le trésor qu’il était venu chercher. Ses paroles furent: - Ô Simbar Tuk, tu fus le plus grand d’entre nous, notre lumière et notre inspiration. On dit que tu vécus plus de deux cent ans, et surement bien plus sans cette mauvaise chute où tu te brisas le crâne. Tu nous manques à tous; et personnellement je te pleurerai longtemps. Mais aujourd’hui, je viens m’assurer que tout ton immense savoir ne sera pas oublié. Je viens réclamer ton héritage. Tu ne semble pas vouloir le partager, aussi je respecterai ton voeu. J’en ferai bon usage. Le vieillard eut un frémissement de surprise lorsque les doigts se refermèrent sur son poignet. Les paupières du mort s’étaient relevées sur deux globes blanchâtres semblant le regarder. Dans un craquement, la bouche s’entrouvrit, laissant s’échapper une voix grave et grinçante: - Je savais que ce serait toi qui viendrais. Il n’y a pas de parchemins. Il n’y a que moi. Il te faudra revenir souvent, car mon temps est compté et nous n’en aurons pas beaucoup. Je t’apprendrai. Tu as toujours été mon Héritier... L'Etincelle L’Etincelle est une société secrète de savants dont le but est la connaissance et, pour la majorité de ses membres, le pouvoir qu'elle confère. Certains ont des buts humanistes mais la plupart sont de sinistres personnages. Leur spécificité est de s'intéresser aux sciences interdites, qu'elles soient proscrites par la loi ou par l'usage. Les membres de l’Etincelle sont souvent appelés les Nécromants, quoique ce terme fût abusif et ne dût s’appliquer qu’à une partie d’entre eux. Mais les cas forts rares où l’existence de cette société a été connue du public ont marqué les esprits car ils furent tous de sombres tragédies mettant en scène des malfaisants aux pratiques abominables. Situation géographique: L’Etincelle est présente dans les régions de Tanaephis les plus civilisées, là où l’on trouve des érudits, des savants, des livres, et des gens qui ont du temps à dépenser à des tâches autres que la survie en milieu hostile. Plus ou moins, cela exclut les pays Gadhar et Sekeker, et quasiment les Piorads. Chez ces derniers, on a affaire à une culture d’importation Thunk et Dérigion; et les Nécromants Piorads sont nettement moins savants que leurs modèles de ces deux pays voisins. Pour le détail des autres régions, le lecteur se référera plus loin au chapitre Activité, où il s’apercevra que les deux apsects sont indissociables. Organisation: La société est divisée en Chambres, dont la plus importante se trouve à Pole. Chaque Chambre comprend très peu de membres. la société étant très secrète et très élitiste. Une Chambre est divisée en 3 niveaux hiérarchiques, en partant du sommet: - Un Magistral, qui dirige les débats et tranche les incertitudes - Les Maîtres, membres actifs savants. - Les Héritiers, apprentis des Maîtres, qui ont le droit d'obéir. Chaque Maître se doit de se trouver un Héritier, et un seul, à qui transmettre son savoir. Une Chambre fonctionne à la manière d'une guilde traditionnelle, hormis que ses réunions sont secrètes. Les Maîtres s’y échangent des informations, s'entendent pour ne pas se concurrencer dans leurs affaires, exposent des découvertes ou parfois les vendent, et toutes ces sortes de choses. La société est dirigée par un Magistral de Pole, mais de facon surtout symbolique car les décisions prises dans une ville n'affectent généralement pas les autres villes. Une fois l'an se déroule néanmoins à Pole une assemblée générale secrète où chaque Chambre envoie un représentant (pas forcément son Magistral). On y débat des mêmes sujets et on s'y accorde sur les tarifs commerciaux entre regions, revus chaque année. Activité: C’est ici que le lecteur s’aperçoit, comme promis plus haut, que les centres d’intérêts sont liés à la géographie: Batranobans: Les sujets de prédilection tournent autour des épices et des effets suivants: longévite, transformation en mort-vivant, voyage dans le monde des esprits, résurrection, sélection pré-natale (sexe, attributs divers), épidémie s. Les Maîtres sont tous des gens versés dans la connaissance Batranoban, qui est déja de la magie en soi. Nombre d’entre eux gardent cependant cet aspect de leur personnalité secret car, comme ailleurs, jouer avec des cadavres revient à outrepasser un tabou culturel. Dérigions: Leur base théorique fondamentale est que la magie, telle que pratiquée par les armes-dieux, est une force potentiellement accessible à tous et soumise à la force de la volonté. Qui est maître de son esprit est capable de prodiges . D'où une initiation très dure des Héritiers, qui doivent se forger un caractère d'acier. Y sont étudiés Contrôle de Soi, Spiritisme, Télékinésie et Hypnotisme. Bien que les résultats soient très loin de ceux obtenus par les armes-dieux, certains succès sont réels, notamment dans les deux premiers domaines. Quelques Maîtres en Contrôle de Soi pratiquent la Catatonie, l'Adaptation au froid, la Super-contorsion, la Résistance au Poison, etc. Les plus doués sont supposés être insensibles à la douleur ou être capables de se relever apres leur mort (réalité ou exagération?). Les Spirites pratiquent un art dangereux mais efficace: le dialogue avec les esprits et les fantômes. Les effets obtenus sont essentiellement d'ordre divinatoire, mais les plus grands Maîtres pactisent avec des esprits qui vont accomplir des tâches pour eux. On chuchote aussi certains procédés pour créer des esprits puissants, nécessitant des mises à mort horriblement cruelles. Les deux derniers domaines offrent jusqu'à présent de maigres suc cès. Les rares Maîtres y accomplissant des prodiges sont en fait des Spirites cachant la vraie nature de leur pouvoir. Vorozions: Leur spécificité essentielle réside dans la théorie selon laquelle le pouvoir se transmet par la bouche. Les Maîtres pensen t que l'on peut contrôler autrui avec des mots. Ils sont maîtres en art de persuasion ou de commandement, mais aucun effet proprement magique n'a été obtenu jusqu'ici (aucun mot magique n'a été découvert). Certains pratiquent cependant une forme limitée d'Hypnotisme, qui n'a d'effet que sur les esprits très faibles ou sur quelque volontaire. Une théorie dérivée porte cependant plus de fruits: on pense que le pouvoir peut se transmettre par l'ingestion. Les expériences tentées avec des matériaux inertes (pie rre, métal, etc.) n'ont rien donné, mais celles basées sur le cannibalisme offrent des perspectives. Savoir quelles parties manger, crues ou cuites, à quel moment, sous l'influence de quelles lunes, dans quel état mental et émotionnel, et autres paramètres constitue l'essentiel des travaux en cours. L'ingestion de viande animale apparaît vouée à l'échec, mais la consommation contrôlée de chair de monstres, étant donnée leur nature et leur origine magiques, et quoique très dangereuse, fait rêver certains à des prodiges hautement remarquables. On dit certains maîtres capables d'utiliser les souvenirs des morts, de leur voler certains traits physiques ou mentaux (virilité, courage, chance, agilité, etc.), de prolonger leur vie ou leur jeunesse, ou de se guérir des maladies. Thunks: Si l'Etincelle compte nombre d'anatomistes érudits et de chirurgiens efficaces, les nécromants Thunks les surpassent hautement. Les plus doués peuvent, avec un taux de survie de 50%, regreffer un bras, s'il est coupé assez loin d'une articulation, remplacer un pénis avec un autre, raccourcir, recoudre et remettre en place les boyaux d'un homme, en congeler un autre pour le faire hiberner, opérer un accouchement par césarienne, une trépanation, etc. Pole: La vaste Pole contient plusieurs Chambres, essentiellement réparties par races (Vorozions, Batranobans, et surtout Dérigions). Certaines cependant sont cosmopolites, et permettent à quelques rares de travailler à plusieurs en combinant leurs théories et techniques. Jouabilité: Un PJ pourrait théoriquement être un Héritier, mais ceci est fortement déconseillé, cette société secrète étant bien mieux utilisée comme source de PNJs. Elle fournit un cadre pour des vilains intelligents, savants, mystérieux, généralement riches, et peut- être même avec quelques pouvoirs surprenants. Ou, au lieu d'être confrontée aux PJs, elle peut les employer pour quelque raison, étant donné qu'elle recourt toujours à des agents extérieurs, rémunérés, pour les basses besognes. La plupart des Nécromanciens cependant, en particulier Vorozions, ne connaissent que l'échec dans leurs expériences, et incarnent des vilains certes intelligents et riches, mais pour le reste dégénérés, répugnants, et fous. Paradoxalement les nécromanciens, alors qu'ils recherchent le pouvoir et la maîtrise de la magie, ne sont pas porteurs. Tout d'abord parce que le pouvoir d'un porteur est une illusion: le pouvoir n'appartient qu'à l'Arme. Ensuite parce qu'un porteur est toujours considéré comme dangereux, et beaucoup plus susceptible d'être attaqué, alors qu'un homme désarmé sera toujours sous- estimé en combat, et manipulera plus subtilement son entourage. Les pouvoirs d'un Nécromancien peuvent être réels, mais toujours raisonnables, et si possible compensés par de p lus ou moins nombreuses tares ou limitations. Cette discipline n'est que balbutiante, à mille lieues de la maîtrise des épices qui fait des Batranobans des magiciens. Voici maintenant quelques iIdées scénaristiques - Les PJs sont amenés à assister à la traque d'un homme. Il est épuisé lorsqu'il s'effondre à leurs pieds au sortir d'un ruisseau. Pas très loin derrière lui avancent ses poursuivants, en une battue bien organisée. Le jeune homme, habitant une bourgade modeste, pratiquait une autopsie lorsqu'il a été découvert et accusé de cannibalisme. En vérité, il cherchait à élucider une mort mystérieuse. Les PJs peuvent l'aider dans cette enquête, et/ou l'escorter jusqu'à un lieu sûr (le plus loin possible). - Un esclave Thunk sert depuis quelques mois comme l'un des chirurgiens dans un camp Piorad en campagne, camp dans lequel les PJs sont présents. Il est bien sur maltraité, malgré ses talents à l'amputation (étant donnée l'abscence d'anesthésie, la première qualité requise est d'être très rapide, deux minutes à peine si possible). Un jour, quelqu'un (un PJ?) ayant été bon avec le Thunk quelques temps plus tôt est si salement blessé que tout espoir est perdu. Il a les tripes à l'air, ou la gorge tranchée, ou autre. Il est laissé à l'écart la nuit, pour pouvoir mourir tranquille. Au matin, miracle! ce quelqu'un est vivant et sa blessure a été recousue. Qui a accompli ce prodige, et pourquoi? Quelques jours plus tard, un groupe de Porteurs se met à harceler la troupe. Ils sont chargés par une Chambre de l'Etincelle de récupérer un de ses Maîtres. - En ville, les PJs sont suivis par un groupe de quatre types à l'aspect assez anodin. Ceux-ci ne leur parleront que si les PJs en prennent l'initiative ou si l'un des PJs meurt. Ils expliquent que, tant qu'ils sont dans les parages, si l'un d'eux meurt, ils ont pour mission de racheter le cadavre à ses compagnons. Le prix est fixé par un barême et croit avec la durée que le Porteur a passé avec son arme. L'acheteur, qui souhaite garder l'anonymat, est en fait un maître Vorozion de l'Etincelle théorisant qu'être Porteur modifie la nature du corps humain par une sorte d'osmose. Bien entendu, le cadavre acheté est destiné à être “cuisiné”. Il peut être un véritable vilain, ou un bouffon. Dans ce dernier cas, enquêter sur lui mettrait sur le chemin d'un autre Maître, celui-là sérieux et dangereux. Quelques personnages proéminents: Zamar le Géant: A plus de 2m20 et 160kgs, dans son costume traditionnel Batranoban, Zamar est impressionnant. Son épais faciès de brute et s es mains-battoirs en ajoutent une couche. Un homme sensé ne lui cherche pas querelle, on le comprend. Mais s'il ne change pas de trottoir et lui adresse la parole, il découvre un regard profond, une voix apaisante bien que forte, une assurance consommée et des manières très civilisées. Au lieu d'un butor guerrier ou d'un géant idiot, il aborde un simple bourgeois à la vie banale, vivant en famille avec enfants, parents, cousins, serviteurs, esclaves et tout le toutim, ne voyageant jamais, ne faisant pas d'excès... Homme de savoir, Zamar est précepteur pour les enfants de 3 familles nobles de la ville. Ses seuls vices connus sont les courses de chiens, et les combats de chiens et de coqs. Il en élève quelques uns. Mais rien n'est simple, et cette carcasse de brute cache un esprit convenable qui cache à son tour un personnage moins attrayant. Parfois, pas trop souvent, il se rend dans le quartier ouest, la Tambad Majeure, où une colline entière sert de cimetierre et de nécropole au coeur de la ville. Il y pénet re comme d'autres promeneurs, venant flaner entre les tombes, profitant du calme et de la fraicheur offerte par tous ses arbres, 10.000 dit-on, 1 pour chaque fantôme, dit- on encore. Mais toujours il achève sa promenade près de la Catacombe des Heureux de la Rivière, abri des restes de cette noble famille depuis 600 ans. Il approche d'une porte secondaire, jette un oeil à droite, à gauche, sort une clef de sa poche. Il disparait à l'intérieur. Le gardien de ce côté le voit parfois, mais est honnêtement payé pour fermer les yeux, et lui vendit la clef. Dans les plus anciennes cryptes, la où les os ne sont plus que poussière, Zamar a un petit laboratoire. Attention: la poussière d'os n'a pas été balayée mais précieusement recueillie et conservée dans des urnes. Dans des cryptes voisines, dans des tombeaux ouverts, des substances étranges, peut- être champignonesques, poussent sur les restes des gisants. C'est là l'essentiel des études en cours. Mais aujourd'hui Zamar est excité, car deux expériences nouvelles lui sont permises. L’une sur le corps, découvert dans une crypte, au visage figé de terreur, aux cheveux dressés et blanchis, indice de rencontre fatale avec un spectre. Quelques uns rôdent alentour, mais se tiennent loin de Zamar depuis qu'il les a repoussés avec un encens secret, acheté à l'un de ses amis de la Chambre. Ai-je précisé qu'il est Magistral? Voilà qui est fait. Bref, un homme mort d'épouvante ne se trouve pas tous les jours, et c'est un terrain d'expérience original. L’autre opportunité est le complice du pilleur tué par le fantôme. Il survécut, s'enfuit et s'égara. Suspectant son existence, Zamar le chercha et le débusqua près de son atelier. Sa poigne prodigieuse se chargea de tordre le cou du vilain. Pour la première fois que Zamar tuait quelqu'un, cela lui fit peu d'effet. Il n'est pourtant pas plus cruel que le Batranoban moyen. Ceci- dit, le voleur n'est pas vraiment décédé, pas encore. Il est mourrant, la gorge à demi broyée, mais doit pouvoir survivre quelques heures. Et Zamar se demande ce que va donner une expérience non plus post-mortem mais in-mortem. Zamar, personnage double, serait donc même triple? Le vrai Zamar serait un savant fou pur jus? Voire. On l'a dit, rien n'est simple. Depuis cinq ans gardé au secret dans une chambre, atteint d'une dégénérescence mystérieuse, qui l'oblige entre autres à fuir la lumière et à boire du sang humain, survit ce qui fut le fils aîné de Zamar. Celui- ci s'est juré de le guérir. C'est sa motivation première. Minar Barbarrak: Minar Barbarrak est très, très vieux, merci les épices! Ceci dit, Minar Barbarrak a l'air très très vieux. Minar Barbarrak est une épave physique, mais ses pieds le portent et il vivra sans doute encore vingt ans. Il ne mange presque rien, mais est toujours à boire de l'eau ou du thé. Il ressemble à un dindon squelettique et centenaire, à la fois cassant et flasque, bleui et jauni, ridicule et intimidant. Minar Barbarrak n'est pas Magistral, il n'est pas aimé, pas même respecté, pour des tas de raisons. Minar Barbarrak est inapte a u travail. Il a des somnolences. Il a des douleurs un peu partout. Ses mains tremblent. Il ne peut rester debout très longtemps. Sa vue est plus que médiocre. Ses autres organes ne sont guère plus efficaces. A part la tête. Dedans, ça tourne toujours très bien, au point que certains se demandent si, si on le décapitait, ce morceau-la ne continuerait pas a vivre tout seul. Pour poursuivre ses recherches, Minar Barbarrak a un assistant. Il l'a recruté en lui disant ceci: <<Ca fait des années que j'ai le même disciple. Il commence à savoir beaucoup de mes secrets. Un peu trop. Il doit se dire qu'il n'a bientôt plus besoin de moi. Je ne me sens plus en sécurité. Si tu le tues, tu seras mon nouvel élève. Je t'apprendrai ce que je sais.>> Depuis, ce nouveau disciple est très, très prudent. Minar Barbarrak est riche. Nul ne sait comment il s'est enrichi. Nul ne se rappelle quand. Nul ne se souvient qu'il ait été jeune. Nul ne sait quel âge il a. Du coup, les rumeurs vont bon train, et les chiffres gonflent d'année en année. Les Frères Barkillia, Vorozions: Thalme, Erophon et Gongache ne se voient pas souvent, car ils se détestent. Ils forment cependant à eux trois une Chambre, dont l'aîné, Thalme, est le Magistral. Erophon, le cadet, n'a pas encore d'Héritier, et ses frères le pressent. Thalme et Gongache partagent avec animosité la même maîtresse, une jeune femme aussi cruelle qu'eux que la situation amuse. Accessoirement, ils se partagent aussi leur soeur, dont ils abusent régulièrement. Dans son cas, ils sont arrivés à un accord et elle est esclave tantôt chez l'un, tantôt chez l'autre. Erophon préfère notoirement les jeunes garçons. Il est aussi le plus social des trois. Les soirées qu'il organise font des orgies de très beau monde. Les trois frères sont aussi cruels et dépourvus de scrupules l'un que l'autre, malgré leurs caractères différents. Chacun a la réputation d'avoir tué ou fait tuer plus que sa part de rivaux. On les dit très bon clients des diverses sectes d'assassins. On leur prête plus de pouvoirs qu'ils n'en ont, mais Gongache et Thalme ne connurent pas que l'échec dans leurs travaux. Gongache est un médecin et un empoisonneur hors pair. Il fabrique ses produits à partir de cadavres, et connaît mille usages à la graisse humaine. Il a une santé de fer , s'immunise contre de nombreux poisons, a une mémoire prodigieuse et une force physique que son apparence ne laisse pas soupçonner. Thalme est le plus accompli: il semble lire les pensées des gens et pouvoir percer tous les secrets. En fait, il est capabl e de concocter une potion à base de sang humain qui, après absorption, lui provoque une crise de délire éprouvante. Ces hallucinations incontrôlées contiennent des souvenirs vécus par le donneur du sang. Un moyen terrible de percer de nombreux secrets. En sus, on ne l'a jamais vu malade, et il semble insensible aussi bien aux climats froids que caniculaires. Quant à Erophon, il est moins sérieux et moins passionné dans ses recherches, mais a une autorité exceptionnelle et un talent oratoire supérieur qu'il utilise dans les hautes sphères de la politique et de la diplomacie officielle. Les trois frères ne ménagent pas leurs efforts pour accroître leur pouvoir et leur influence, et savent se montrer solidaires sur ce point. Ariagne, la Sorcière-Dragon: Cette vieille femme vit seule dans un endroit reculé des montagnes, et est considérée comme une sorcière. Nul ne sait vraiment d'où elle vient, mais la légende de son origine est la suivante, si l'on laisse de côté les détails qui varient d'une version à l'autre: <<Jadis une escouade bien armée voulut traverser les montagnes en plein hiver. Elle escortait une jeune femme. Le groupe fut attaqué par un monstrueux dragon. Les hommes périrent tous. La jeune femme, s'étant cachée, avait survécu, et maintenant fuyait, traquée par la bête. Mais les hommes l'avaient mortellement blessé et le monstre mourut à son tour un peu plus tard, sans avoir rattrapé la donzelle. Celle- ci était seule et perdue dans ce milieu hostile et glacé. Pour survivre, elle mangea la chair du dr agon. Alors elle tomba morte et la neige la recouvrit. Cent ans plus tard, le climat de la région devint plus clément et la neige disparut, révélant à nouveau le corps de la femme. Elle n'était pas morte et se réveilla. Mais elle avait bien changé. Elle paraissait toujours jeunes mais ses traits étaient devenus des plus vilains. Ses doigts s'étaient allongés et courbés, ainsi que son nez. Ses dents étaient aiguisées et noires, les os de son dos pointus et elle avait deux paires de seins supplémentaires. Elle est restée dans la montagne, installée dans son isolement, et est maintenant très vieille>>. Ariagne vit comme on l'attend d'une sorcière: solitaire, crainte, étrange et dure. Elle connait les secrets de sa région, la faune, la flore, les herbes, les gen s, les remèdes... Elle concocte philtres, charmes et potions. Sa grotte héberge des animaux divers. Plus étonnant, et malgré son éloignement, elle fait partie d'une Chambre. Une fois l'an, très rarement plus, elle descend de sa montagne et marche jusqu'a la ville pour assister à la réunion. Sa personnalité incongrue est accueillie avec défiance et respect a la fois. Les autres membres hésitent toujours sur la façon de l'aborder, mais admirent ses connaissances. Ils sont les seuls avec qui elle les partage, ou plutot les échange. Depuis quelques années, elle vient accompagnée d'un enfant mâle, son Héritier, dont certains pensent qu'elle est la mère. On prête à Ariagne, sans trop de preuves, certains pouvoirs hérités des dragons ainsi que de quelques autres créatures, comme la nyctalopie, un odorat formidable, une endurance exceptionnelle, et la capacité à se couvrir d'écailles et à cracher du feu. Urambar: Voilà un homme que l'on qualifierait sans hésiter d'Hysnaton. Pourtant, la rumeur le dit Vorozion de naissance. Certains racontent en tremblant que sa dégénérescence physique est due à des pratiques cannibales répugnantes, et ils ont en partie raison. Il est vrai qu'à certaines périodes de l'année il dépense son argent à faire kidnapper des Hysnatons, dont il dévore certains organes, si possible tant que leur propriétaire vit encore. Il espère parvenir à retrouver ainsi la pureté originelle des anciennes races, bien qu'il consommât paradoxalement et indifféremment de tous les types d'Hysnatons. Sa dégénérescence lui a apporté bien plus de dégradations que d'avantages, mais est pour lui une confirmation de ses théories et une justification pour continuer. Physiquement, il est petit, tassé, mais doué d'une grande force physique, avec des muscles noueux et déformés mais très durs. Sa peau a pris une couleur verdâtre, pâle, maladive, parsemée de nombreuses allergies, scléroses, mycoses et irritations. Ses yeux jaunes font penser à ceux d'un chien. Ses orei lles sont minuscules et boursouflées. Son système pileux a complètement disparu, hormis sur ses épaules, au contraire sauvagement velues, ainsi que pour une touffe de poils noirs répugnants sur sa joue droite. Ses dents se sont transformées et aiguisées ma is sont pourries. Son haleine est insupportablement fétide. Ses mains sont couvertes de tâches noires rappelant la gangrène humide. Ses fesses, pour qui aurait l'occasion de les voir, ne sont que surperpositions d'amas de peaux plissées en manière de sacs de kystes. Ses pieds... mais bon, mon but n'est pas de vous couper l'appêtit. Urambar souffre de nombreuses maladies dont maintes doivent être contagieuses. Hémorroides, calculs, goîtres, glaires, chancres, bubons, abcès, ganglions, ulcères, aphtes, saignement divers et autres joyeusetés apparaissent et disparaissent chez lui comme par magie (encore une preuve de son succès?). Urambar s'est récemment lancé dans un nouveau projet: l'étude des Yeux de Braises. En savant avisé, il se fait pour l'instant la main, et l'estomac, sur des Piorads normaux, histoire de préparer son corps. Mais c'est en sus, non en remplacement, de ses expériences sur les Hysnatons. Les autres savants de sa Chambre apprecient son expérience, car elle est pour tous une liste impressionn ante des choses qu'il faut éviter de faire. Vildendjir: Un Nécromant Piorad, c'est encore plus rare. Celui-là accumule les raretés. D'abord, il ne recherche aucun pouvoir, et n'est même pas riche. C'est un médecin philanthrope qui étudie en secret le corps humain. Comme un classique humaniste de notre Moyen- Age, bien intentionné mais facilement soupçonné de perversion ou d'insanité, il pratique à l'occasion des autopsies secrètes pour accroître sa connaissance de l'anatomie humaine. Celle-ci, bien qu'assez basique, est si supérieure à celle de ses contemporains que c'est l'une des raisons pour lesquelles il a été élu Magistral par sa Chambre. Si certains Nécromants sont experts sur tel ou tel organe et ses vertus magiques, Vildendjir, je le répète, ne se focalise pas sur la recherche de pouvoirs. Il est curieux de toute l'anatomie et s'intéresse même aux morceaux pauvres. Chirurgien remarquable, il n'hésite pas à tenter l'inédit quand il s'agit de sauver une vie. Il a écrit quelques ouvrages ésotériques diffusés jusqu'à Pole et certains savants de Tanaephis se réclament de ses adeptes. Il est aussi brillant à inventer de nouveaux outils de chirurgien. N'étant pas riche, il lui arrive d'en présenter le simple concept aux autres Maîtres de la Chambre, qui off rent alors avec enthousiasme leur apport financier pour en faire fabriquer plusieurs exemplaires par un bon orfèvre ou bronzier. Un autre de ses accomplissements d'exception est la creation, à l'orée de la ville, d'un Hospital gratuit pour tous, et essenti ellement pour les pauvres. Après maintes négociations, les autorités locales ont cèdé un grand casernement désaffecté, dont plusieurs mécènes ont financé la restauration et l'aménagement. Vildendjir lui-même y habite, après avoir vendu sa maison. La garde en est assurée par de vieux guerriers Piorads, tous soignés ici dans le passé, souvent handicapés ou amputés, d'aspect un peu dérisoire mais d'attitude déterminée et de fidélité honorable. La porte en est ouverte à toute heure, et les admissions se font sans poser de questions. Attention, ce n'est pas un hôtel, et celui qui n'est ni blessé ni malade est fermement refoulé. En plus d'être Magistral, et c'est encore une rareté, Vildendjir est Maître des Goules de la ville. C'est compréhensible si l'on s'imagine sa popularité auprès des miséreux et des laissés pour compte, qu'il soigne et essaye de sauver sans contre- partie. En conséquence, cette ville Piorad est sans doute la seule ville de Tanaephis où les Goules n'achèveront pas un homme blessé à leur merci la nuit dans une ruelle. Bien au contraire, et quoiqu'il se fera dépouiller, il sera transporté par elles jusqu'aux portes de l'hôpital et laissé aux bons soins de ses résidents. D'autre part Vildendjir récupère les cadavres ramassés par les Goules, et non réclamés, qui font de bons sujets pour ses dissections autodidactiques. Castizzinh Appocraxl: Ce Dérigion fut élevé depuis l'âge de cinq ans par une secte d'artistes martiaux. Devenu adulte, comme ses acolytes, il pouvait devenir mercenaire ou philosophe. Il devint mercenaire, louant ses services musclés à travers le pays et entretenant sa confrérie. C'est dans ces conditions qu'il fut un temps le garde du corps de Ktoziliu Pitopoxameredes. Ce dernier l'avait choisi pour mieux tester sa rigueur de caractère, sa patience, sa force de travail, et autres qualités qui font de dignes Héritiers. Ktoziliu fut satisfait. L'enseignement du Contrôle de Soi s'est déroulé vite et Castizzinh, fort doué et déjà forgé depuis des années, a dépassé le maître en quelques mo is à peine. Il maîtrise parfaitement la survie en extérieur hostile, les privations, l’oubli de la douleur, la catalepsie meditative, etc. Il sont désormais deux Maîtres de la même chambre, et Ktoziliu a pris un nouvel Héritier. Mais il y a des frottements entre Castizzinh et la Chambre, car lui ne prend pas d'Héritier et pire: Il enseigne aux membres de sa secte les secrets qu'il a appris des nécromanciens. Les Maîtres s'en plaignent mais ne prennent pas de mesures drastiques car, en même temps, il continue à découvrir, à progresser, et à en faire bénéficier la Chambre. Du coup, c'est entre les deux sectes que la tension monte. Diplomate médiocre, Castizzinh tempère à peine sa première famille. Il commence à s'irriter contre le caractère "jaloux et profiteur" des nécromanciens et n'est pas loin de trancher définitivement et de prendre parti. Dans l'autre camp, Ktoziliu parvient encore à calmer les humeurs de ses collègues les Maîtres et à convaincre Castizzinh de ne pas quitter la Chambre. Mais pour combien de temps? Strikmidiff Pelnacomachl: Habitant Dérigion de Pole, Cet homme est le descendant de plusieurs générations de chercheurs et de savants. En particulier, son père et son grand père furent des Maîtres éminents de l’Etincelle. Comme eux deux, il est un spirite, mais a atteint un pouvoir nettement supérieur au leur. Son grand-père, homme sévère et énigmatique, fut capable d’établir un dialogue avec un esprit ancien, et apprit de lui de nombreuses choses sur le passé, sur l’histoire de Pole, ses légendes, ses secrets… Il transmit son savoir à son fils, qui ne parvint pas vraiment à controler ce fantôme. Mais il fut un médium réputé, personnage mondain comptant un prince au nombre de ses clients. C’était un brillant, cupide et cruel intrigant qui, lui aussi, prit son fils pour Héritier. Il mourut de mort violente dans sa maison, et le crime n’a jamais été expliqué. Strikmidiff habite cette demeure familiale, dont la bibliothèque a vu son volume sérieusement accru ces dernières années. En effet, Strikmidiff utilise l’esprit jadis contrôlé par son grand-père, et aujourd’hui bien mieux contrôlé par lui- même, pour se procurer des documents anciens. L’esprit est soumis à la volonté supérieure de l’homme, répond à ses questions sans mentir, peut se rendre n’impo rte où sur Tanaephis, et peut transporter de petites choses avec lui. Mais il n’est pas très puissant et Strikmidiff ne l’utilise qu’avec circonspection: un autre spirite expérimenté pourrait lui aussi le contrôler, et certaines armes-dieux ont le pouvoir de le detruire. Par contre, Strikmidiff est servi par un second esprit, beaucoup plus puissant celui-là: l’esprit de son propre père décédé, un Vil-Sire (voir description dans ces pages). Ce spectre est lié à la maison où il est mort, et ne peut s’en éloigner. Invisible, il la protège et protège son rejeton. Strikmidiff est très dangereux chez lui. Si jamais il y est attaqué, et s’il en a l’occasion, il fait comme s’il possédait de terribles pouvoirs de télékinésie, alors que ceux- ci appartiennent au spectre. Appendices Ce chapitre décrit le Vil-Sire; créature citée plus haut dans ces pages, et inclut ensuite un certain nombre d’idées en vrac sans rapport direct avec l’Etincelle et arrivant comme un cheveu sur la soupe. Appendice A: Créatures Vil-Sire, ou Vilain-Sire: Un vil-sire est une sorte rare de spectre, et c’est tant mieux car ces machins-là sont puissants et méchants. Ils sont toujours liés à un endroit précis, demeure, château, caverne, etc., et restent normalement immatériels et visibles. Ils peuvent se rendre néanmoins invisibles et matériels, et simuler toutes les apparences des vivants. Un vil- sire qui se montre peut prendre une forme qu’il (ou elle) avait à n’importe quel moment de sa vie, ou après sa mort, ce qui est en principe franchemen t répugnant. Il peut causer la peur (comme le pouvoir des armes-dieux), et dispose de vastes capacités télékinésiques. Lorsqu’il est matériel, il est doué d’une grande force physique. Par chance, les vils-sires ne sont pas aussi puissants en permanence, cela depend des lunes, et il est même une période de l’année où ils sont bien plus vulnérables. - 3 lunes descendantes: Tous les pouvoirs sont à leur pleine puissance et sont utilisables à volonté. - 2 lunes descendantes, 1 ascendante: Chaque pouvoir est utilisable 6 fois par jour. - 2 lunes ascendantes, 1 descendante: Le Vil-Sire peut utiliser tous ses pouvoirs, mais pour une durée limitée. Par exemple, il peut se rendre matériel pendant dix minutes, puis redevient immatériel contre son gré. Il ne peut u tiliser qu’un seul pouvoir à la fois, sauf invisibilité qui peut se combiner à n’importe quoi. Télékinésie, Matérialité et Peur ne sont chacun utilisables que 3 fois par jour. - 3 lunes ascendantes: Tous les pouvoirs sont à leur minimum. Plus d’invisibilité possible. Plus d’aspect rajeuni, mais celui qu’il avait à sa mort. Plus de Peur. Force humaine, et non plus surhumaine. Le vil-sire devient vulnérable, même sous forme immatérielle, aux armes ayant le pouvoir “composiition: pierre de lune”, n’importe lequel des trois. Bien qu’ils soient encore plutôt dangereux, les Vils- Sires se sentent faibles dans cette période et ont tendance à fuir et à se cacher jusqu’à des jours meilleurs. Il est possible de bannir temporairement (pour disons 24 à 72 heures) un Vil- Sire, mais c’est risqué. Il faut pour cela le forcer à se plier à sa volonté et lui intimer l’ordre de s’en aller. La réaction instinctive du spectre est de répliquer avec son pouvoir de Peur (si cela lui est possible; voir plus haut les effets des lunes), et un jet de Volonté est nécéssaire pour y résister. Si le pseudo- exorciste ne résiste pas à cette peur, il est vaincu par la volonté de la chose et devient fou. Sinon, il doit maintenant confronter sa volonté à celle du Vil-Sire pour forcer celui- ci à disparaître. Un échec n’a pas de conséquences fâcheuses supplémentaires mais, échec ou succès, une telle confrontation est éprouvante et épuisante, et fait temporairement perdre 3 points de Volonté. Un réel exorcisme, bannissant le spectre à jamais, demand e une initiation particulière en plus d’une forte volonté, et de préférence un fort soutien moral extérieur (un groupe d’acolytes, une Arme-Dieu, une motivation exceptionnelement puissante, etc.). Certains Nécromants Dérigions en sont capables. Appendice B: Armes-Dieux Maîtresse des Ames: Cette arme a une grande réputation auprès des autres, et elle en est crainte, car elle possède un pouvoir jusqu'à présent unique: elle peut contrôler d'autres armes-dieux. Cette faculté est peut-être la raison de son inc royable mégalomanie et de sa soif inextinguible de pouvoir. Les légendes font remonter son apparition à des siècles, mais à l'époque elle ne pouvait posséder qu'une arme à la fois. Ce pouvoir semble grandir avec le temps, et aujourd'hui elle peut en contrôler neuf. Elle ne s'en prive pas. Elle choisit toujours comme porteur un homme de pouvoir, le plus important possible. Plusieurs souverains le sachant la font rechercher activement et se la disputent. Aussi est-elle en permanence le centre de troubles et d'intrigues. Au cours de son histoire, elle fut conquérante de mille royaumes mais elle- même objet de mille conquêtes. Son porteur se voit toujours entouré de voleurs et d'assassins. Il compose sa garde rapprochée de couples porteurs/armes puissants, et avec eux force facilement sa cour a l'obéissance. Mais plusieurs porteurs ont péri de s'y être trop fiés. Ces fois- là la Maîtresse a cédé aux avances d'un autre monarque ayant mieux à offrir, car elle est aussi infidèle et égoïste que paranoïaque. Il existe quelques armes-dieux qui ont toujours résisté à son pouvoir, mais l'une d'elles semble y être définitivement immunisée. Elle est sa Némésis, un de ses plus anciens ennemis, et son cauchemar: son nom est Coup de Grâce. Pouvoirs: Possession (spécial: fonctionne sur les armes-dieux, pas sur les créatures vivantes) / Attaques brutales multiples (Ne fonctionne pas sur les femmes) / Résistance à la douleur / Bio-mécanique: Oeil (Phase de la lune: Naenerg ascendante) / Nage incontrôlée [75] / Attaque brutale critique / Point faible / Attaque brutale incontrôlée [50] / Rapidité accrue [4] / etc. Coup de Grâce: Voilà une arme ancienne qui n'a qu'une très faible réputation, mais par contre un énorme prestige, acquis grâce à quelques exploits passés. Coup de Grâce aime tuer. Il aime les porteurs qui sont des assassins compétents, et travaille avec eux en équipe. Si un porteur n'est pas un assassin, il tente de le convertir à cette noble profession, et ne l'abandonne que si vraiment il y est hermétique. Cou p de Grâce se moque des motifs qui poussent le porteur à tuer, que ce soit pour l'argent, par cruauté, par amour ou autre. Ce qu'il aime, c'est cette sensation unique quand la proie est à sa merci, surtout quand elle ne s'en doute même pas. C'est un plaisi r sensuel plus agréable avec certains porteurs qu'avec d'autres. Coup de Grâce aime tous les types de tueurs, de l'espion qui se faufile dans les chambres en passant par le vengeur solitaire ou le spadassin en embuscade dans la rue. Il apprécie surtout de tuer par contact physique direct, comme étrangler, passer au fil de l'épée ou de la dague, tenir une tête sous l'eau ou briser une nuque, et rechigne à utiliser l'empoisonnement, l'incendie ou autre piège mortel. Son prestige auprès des armes-dieux vient en grande partie de sa vieille rivalité avec Maîtresse des Ames, car il est sans doute le seul dont celle-ci a peur. Il semble insensible à son pouvoir, et lui masque même sa présence. Il a déjà plusieurs fois mené la lutte contre elle, se mettant avec son porteur au service de puissants, organisant des intrigues et s'infiltrant dans l'entourage de la Maîtresse des Ames. Nul meurtre ne lui procure autant de plaisir que celui du porteur de son ennemie, sommet de sa victoire. Evidemment, il n'a pas toujours gagné, et le sort du perdant est toujours incertain. Aucune des deux armes n'a jusqu'à présent cherché à détruire l'autre, et leur relation est quelque peu ambigüe. Cependant, la crainte qu'il inspire à la Maitresse est encore plus grande depuis le jour ou il a monté une expédition pour l'enfermer dans la légendaire cité fantôme d'Ourb. Elle y est demeurée presque 150 ans avant qu'un roi ne parvienne à la retrouver, à s'en emparer et à revenir vivant. Pouvoirs: Combat nocturne / Discrétion / Téléportation / Vision nocturne / Détection de la vie / Perception accrue [3] / Attaques rapides multiples / Perception accrue [3] (encore!) / Lire et écrire le Batranoban [30] / Augmentation temporaire: Endurance / etc... Ecaille: Une épée apparemment de bronze, si l’on en juge à sa couleur dominante vert sombre patiné, avec des incrustation de jade et de variscite. Sa garde, plate, a la forme d’un crocodile aux quatre pattes écartées, dont le prolongement caudal serait la longue lame. L’ensemble, lame et garde, a été forgé de façon incroyablement précise, et donne tout à fait l’apparence d’écailles reptiliennes aux reflets métalliques. Ecaille est son nom pour les hommes, mais elle aime aussi se présenter sous celui de Tueuse du Fleuve, et de préférence sous la forme Gadhar de Lobagwa Nundi. Elle est révérée par certaines tribus Gadhars qui en son honneur élèvent, protègent et nourrissent des crocodiles, auxquels bien sûr ils jettent à l’occasion quelque prisonnier ennemi ou criminel. Ecaille préfère de beaucoup le pays et les porteurs Gadhars. C’est là qu’elle reste le plus souvent, mais de temps en temps s’exile pour aller passer quelques années à voyager de par le monde. Dans ces contrées visitées, il lui arrive de se choisir un porteur non Gadhar, mais jamais Thunk. Elle ne les hait pas, mais les méprise pour quelque raison. Elle les considère plus comme des animaux que comme des humains. Quand elle rentre au pays, c’est toujours en compagnie d’un Porteur Gadhar, et après avoir fait parler d’elle quelque part. Ces désirs essentiels sont violence et réputation. La richesse l’indiffère. La personnalité d’Ecaille est dominée par la patience, contre-balancée par des accès de cruauté gratuite aussi violents que brefs. Elle aime embusquer ses victimes, les attendre et les prendre par surprise, mais pourtant ne pas les tuer tout de suite. Simplement les mettre à sa merci puis, une fois sans défenses, tourner autour d’eux un moment en les laissant dans le doute. Et soudain frapper, assener quelques coups non- mortels pour jouir de leurs cris, et tout aussi soudainement se lasser de ce jeu, porter l’estocade et s’occuper calmement d’autre chose. Un pouvoir majeur d’Ecaille est le pouvoir exotique de Totem (voir plus loin) associé au crocodile. Sous la forme de cet animal, le porteu r peut nager sur et sous l’eau, ou flotter en passant à peu près inaperçu tout en observant les alentours. Cette forme fait fuir quasiment toutes les autres espèces animales. Pouvoirs: Totem (crocodile)/Volonte augmentee (permanent. Que sur Gadhar) / Combinaison offensive multiple / Attaque rapide critique / Commandement (cicatrices rituelles) / Terreur (Fonctionne uniquement sur les êtres humains) / Connaissance Gadhar [25] / Absorption: Force / Augmentation temporaire: Perception / Initiative accrue [8] / Nage [30] / Protection accrue / etc. Limitations: Sacrifice (rare) / Désir exacerbé: Violence Appendice C: Epices Gomme de Tahk: C’est une épice exceptionnellement rare, impossible à trouver. Deux maîtres épiciers seulement savent la produire, et tous deux sont membres de la même Chambre de l’Etincelle. C’est une épice de puissance, absolument pas monnayable, et le seul moyen de s’en procurer serait pour un inconscient de la voler. Il s’agit d’un poison terrible, à l’odeur rance et au goût amer, qui doit se mélanger à de la nourriture si l’on veut la faire consommer par ruse. La mort prend plusieurs heures et est horrible. Quelques jours seulement apres le décès, le cadavre se relève pour semer la destruction parmi les vivants. La magie de cette épice est si forte que ces zombis- là resistent au pouvoir “Controle des Morts-Vivants” des armes-dieux. Les Sept Racines du Destin: On en parle comme d’un mythe, mais cette épice existe bel et bien. Un maître épicier du nom de Shandhor Astramindi Al Alfen en maîtrise le secret. Il en vend, à un prix exorbitant, avec une prescription personnalisée soigneusement étudiée. Des princes et des rois s’en font apporter à travers le désert, ou parfois se déplacent eux-mêmes pour aller la chercher. Si l’acheteur est vraiment politiquement puissant, il arrive à Shadhor de se déplacer lui-même. Ah! J’ai failli oublier de préciser à quoi elle sert: Elle doit être machée par une femme enceinte, en une quantité qui dépend de l’état de la grossesse et de quelques autres facteurs. En ingérer trop peut etre mortel. Mais, avec une bonne prescription, on est sûr que la grossesse parviendra à son terme et que le bébé sera un mâle. En vérité, Shandhor serait capable d’assurer une descendance femelle à un père, mais cela n’intéresse évidemment personne. Appendice D: Pouvoirs Projection: Pouvoir primaire. L’arme peut être lancée à une grande distance par le porteur, qu’elle soit ou non une arme de jet. Elle file alors, pointe en avant ou en tournoyant, aussi vite qu’un javelot, mais en une trajectoire rectiligne finissant toujours avec la lame en bonne position pour frapper. L’attaque s’effectue avec la compétence de tir, avec un bonus dépendant de la qualité du pouvoir. Seul inconvénient, l’arme ne revient pas a son proprietaire. On doit aller la chercher. Utilisable à volonté et bien sûr cumulable avec autre chose (comme Tronçonneuse par exemple). Description: l’arme est étrangement équilibrée, et est de forme anormale (courbes aérodynamiques). A) portée 10 mètres. Tir +20%. Coût 5 B) portée 20 mètres. Tir + 40%. Coût 10 C) portée 50 mètres. Tir + 60%. Coût 15 Incrustation: Pouvoir exotique. Lorsque l’arme est plantée dans quelque chose, elle peut s’y ancrer magiquement de façon que rien ni personne ne peut l’en retirer contre son gré. De la même facon, elle ne peut se retrouver coincée quelque part contre son gré (par exemple dans le bois d’une porte après un échec critique). Elle peut glisser et échapper des mains de quiconque lorsque tel est son désir. Coût 5 points. Description: L’arme est gravée d’une rune symbolisant un arbre aux racines visibles. Déphasage: Pouvoir exotique. La lame de l’arme est capable de passer à travers toute surface solide, comme si elle était immatérielle, tout en restant matérielle vis à vis de la matière vivante. Ainsi elle traverse un mur ou une porte de bois comme s’ils n’existaient pas, mais se plante dans le tronc d’un arbre ou les tripes d’un homme. Elle ignore donc totalement toute armure. 6 fois par jour. Coût 20. Description: L’arme est très légèrement floue, et carrément floue lorsque le pouvoir est utilisé. Chevauchée: Pouvoir exotique. L’arme a le pouvoir de calmer les craintes d’un animal, de l’apaiser jusqu’à le rendre confiant. Lorsque le porteur s’avance vers un animal effrayé, alors que celui-ci devrait réagir en attaquant ou en s’enfuyant, il reste calme et se laisse approcher en confiance. Il peut dès lors servir de monture, ou être tué. Dans ce second cas, après la première blessure, le charme est rompu et l’animal retrouve son comportement normal. Un animal attaquant le porteur par faim ou par méchanceté n’est pas affecté par ce pouvoir. Le second aspect du pouvoir est de permettre de monter l’animal sans crainte. Quel que soit cet animal, même le plus exotique, le porteur le chevauche à cru à son aise, confortablement, et avec un score minimum de 15% en Equitation si son propre score y est inférieur. 3 fois par jour. Coût 10. Description: L’arme est couverte de représentations de chevaux, chameaux, ou autres espèces de ce genre. Totem. Pouvoir exotique. L’arme est associée à un type d’animal (choisi par le joueur en accord avec leMJ), pas plus gros qu’un ours et pas plus petit qu’un rat. Une fois par jour, le porteur peut prendre la forme et toutes les caractéristiques de c et animal. Il est en tous points semblable à un autre, hormis pour une tache ayant nettement la forme de l’arme à l’endroit le plus visible du pelage ou du plumage, comme sur le front ou sur la poitrine. Le porteur garde toute sa lucidité et son intelligen ce. Les pouvoirs de l’arme qui ne nécessitent pas de reprendre forme humaine peuvent être utilisés sous la forme animale. Le porteur peut recouvrer sa forme humaine quand il le souhaite. S’il prolonge l’expérience, après chaque heure passée sous forme animale, il doit réussir un test avec 1d100, pour dépasser la valeur du nombre d’heures multiplié par 10, moins son score de volonté. Exemple: un porteur avec 12 en Volonté a 8% de chances d’échec (2x10-12) après deux heures, 18% (3x10-12) au bout de trois heures, et ainsi de suite. En cas d’échec, le porteur est forcé de reprendre immédiatement sa forme humaine, où qu’il soit, avant de devenir fou. Si ça ne le tue pas (imaginez-le dans un trou à rat ou planant à cent mètres d’altitude), il est de toutes façons complètement désorienté et incapable de raisonner pendant 1d6 minutes. Une fois par jour. Coût 35. Description: La caractéristique la plus visible de la garde de l’arme est une tête du-dit animal, voire un corps entier.
textdata/thevault/Bloodlust [FR]/une autre partie/Bloodlust-Monde/Bloodlust-Secte-Etincelle.pdf
SSaavvaaggee BBeessttiiaarryy FFaannttaassyy FFooeess Introduction 3 Badger Men 4 Badger Lord Bladelings 4 Blood Ogres 5 Bugbears 5 As Player Characters 5 Cave Crawlers 6 Demilons 6 Weeping Queens Denfirs 7 Doppelgangers 7 As Player Characters 7 Dread Wyverns 8 Drow 8 Drow Noble As Player Characters 9 Eagle Folk 9 Nest Leader As Player Characters 10 Emerald Serpents 10 Flail Drakes 10 Gollogs 11 Gremlins 11 Chief Half Demons 11 Cultist 12 As Player Characters 12 Hyena Men 12 Pack Leader As Player Characters 13 Iron Born 13 Captain As Player Characters Minotaurs 13 Mistlings 14 Quill Hounds 14 Ragers 15 Rot Hounds 15 Shadowlings 15 Master Shadow Drakes 16 Snake Men 16 Cobra King Three Headed Dogs 16 Valkyrie 16 Venari 17 Vorn 17 Index Writing and Layout Nathan Carmen Editing Elisabeth Huether Art Brian Brinlee, Gary Dupuis, Lord Zsezse Works, Maciej Zagorski, Mario Zuccarello, Mark Rodskov, Matt Morrow, Rick Hershey, and The Forge Studios. Base Monster statistics were created using Richard Woolcock's Savage Worlds Monster Builder. This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product. Material within this product is reproduced with permission from Pinnacle Entertainment Group from the Fantasy Companion, available at www.peginc.com. 2 Within these pages lie 40 foes for a Game Master to throw at an unsuspecting party of adventurers. Seven of these creatures also have statistics to be playable races. The beasts and adversaries seen here are assumed to be used in a fantasy setting but they could work in most settings with a few tweaks. The goal of this book is a simple one: to provide more creatures for a Game Master to use and develop his or her own world. It probably goes without saying that a Bestiary is an integral part of any setting as it says a lot about the place which the player characters occupy. Every time a Game Master introduces a new monstrosity to his or her players they are adding a little bit to the world, fleshing out the details right down to the horns and scales. Savage Bestiary: Fantasy Foes is designed to be a toolbox of fantasy goodness from which a Game Master can throw bits and pieces into the blender that is their homebrew setting. A Note about Treasure Each creature has a note about treasure, listed as meager, worthwhile, rich, or trove. This is simply using the statistics found in the Savage Worlds Fantasy Companion. This is for GMs who use the Companion for their classic dungeon crawls but would like to add more monsters to their repertoire. Now they can do so easily. However, while this feature is included, the Fantasy Companion is not required. Monsters as Player Characters Several of the creatures found in this Bestiary have statistics to be player characters. This is partially inspired by other role playing games that include the statistics for monster player characters in their Bestiaries. At many game tables it is not uncommon for a player to really like the description and personalities of certain enemies, often wanting to play one of those creatures themselves. With the ease of use of Savage World’s race creation system there is very little reason that a player’s next character couldn’t be a Dark Elf or Doppelganger. The playable races within this book include: Bugbear, Doppelganger, Drow, Eagle Men, Half Demon, Hyena Men, and Iron Born. Wild Cards The dragon symbol (M) frequently found throughout this book represents when a character is typically a Wild Card. MIntroductionM 3 Badger Men Feral and angry creatures, Badger Men are territorial humanoids that are easily provoked, particularly if they feel threatened. While they are perfectly capable of using weapons, they tend to stick to the use of their own claws. Most Badger Men live underground, serving their Badger Lords, who are usually the biggest and strongest of their kind. Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d10 Skills: Fighting d8, Intimidation d8, Notice d6, Tracking d6, Survival d6 Pace: 6; Parry: 6; Toughness: 7 Hindrances: Mean Edges: Berserk Treasure: Meager per 5 Special Abilities: • Burrow: May dig equal to their pace. • Claws: Str+d6 • Low Light Vision: Badger Men can see well in very little light. They ignore penalties for dim or dark lighting. M Badger Lords Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10, Vigor d10 Skills: Fighting d10, Intimidation d10, Notice d6, Tracking d8, Survival d8 Pace: 6; Parry: 6; Toughness: 8 Hindrances: Mean Edges: Berserk Treasure: Worthwhile Gear: Great Sword (Str+d10, –1 Parry, Two- Handed) Special Abilities: • Burrow: May dig equal to their pace. • Claws: Str+d6 • Low Light Vision: Badger Men can see well in very little light. They ignore penalties for dim or dark lighting. • Size +1: Badger Lords are slightly larger than humans. • Intimidating Presence: May Intimidate once per round as a free action. Bladelings These armored humanoids have sharp blades built into their arms and a wicked looking metallic tail. They roam the land in search of a worthy foe to slay and will challenge any tough-looking fighter. Bladelings are known to travel in groups, taking on parties of adventurers they believe might present a challenge. This constant need to find and fight worthy foes has made them great mercenaries who will take very little pay in exchange for the location of potential adversaries. They will also do their best to make sure the odds are even (or against them) as they find that honorable. Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d10, Notice d6, Tracking d6, Knowledge (Battle) d8 Pace: 6; Parry: 7; Toughness: 7 (2) Hindrances: Code of Honor Edges: Two-Fisted, Ambidextrous, Florentine Treasure: Meager per 5 Special Abilities: • Armor +2: Metallic Form • Arm Blades: (Str+d6, AP 1) 4 Blood Ogres These creatures are almost suicidal in their fighting habits, doing just about anything for a meal. Their skin is a dark shade of red and their form is bloated. Any who have faced the creatures before and emerged triumphant will tell you that they go down much easier than a normal Ogre. However, the Blood Ogre's own life fluid acts as a vengeful weapon after the creature is destroyed. Blood Ogres will eat just about anything as long as it’s still alive. It is not unheard of for Orcs to keep “pet” Blood Ogres the way they keep their larger brethren, letting them loose in battle to die violently, showering their enemies in deadly blood. Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d8 Skills: Fighting d8, Notice d6, Taunt d6 Pace: 5; Parry: 6; Toughness: 9 (1) Hindrances: Vengeful (Major) Edges: Sweep Treasure: Meager Gear: Longsword (Str+d8) Special Abilities: • Armor +1: Thick Skin • Boiling Blood: When a Blood Ogre is killed, all adjacent creatures suffer 2d6 damage. Those within a Medium Burst Template make an Agility roll or suffer 2d6 damage. Blood Ogres also add a +4 bonus to resist the effects of hot weather. • Size +2: Blood Ogres tend to be about 7 feet tall and are particularly bloated creatures. Bugbears Kin to goblins and hobgoblins, Bugbears are large, nasty creatures who are surprisingly quiet when they need to be. Their big stature makes them intimidating, but their true danger lies in their hunter-like instincts. While they are by no means intelligent, their deceptive nature makes them worthy foes. Attributes: Agility d8, Smarts d6–2, Spirit d6, Strength d10, Vigor d8 Skills: Fighting d8, Intimidation d6, Notice d6, Stealth d8 Pace: 6; Parry: 7; Toughness: 8 (2) Treasure: Meager Gear: Longsword (Str+d8), Shield (+1 Parry, +2 Armor against ranged attacks), Chain Hauberk (+2 Armor) Special Abilities: • Infravision: Much like Goblins, Bugbears can see on the infrared spectrum, halving penalties for bad lighting. Bugbears as Player Characters Some players may get the inkling to play a Bugbear and really, who wouldn’t? The strong, silent type of character can be easily personified in a Bugbear. Below is a racial template to make a Bugbear Player Character. • Strong: By nature, Bugbears are very muscular. They gain a free d8 in the Strength Attribute. This Attribute can be raised to a d12+2 through Advances. • Silent Hunter: These beasts are naturally sneaky. Bugbears start with a free d6 in the Stealth skill. • Infravision: Much like Goblins, Bugbears can see on the infrared spectrum, halving penalties for bad lighting. • Dumb: Bugbears are not the brightest of creatures, making any Smarts roll suffer a –2 penalty. • Outsider: Bugbears are shifty. They gain the Outsider (Minor) Hindrance. 5 Cave Crawlers These nasty beetle-like beasts are known to hide in caves where their back armor acts as a natural camouflage. They rarely need to eat, slowly digesting their food over a long period of time. However, when they do eat, they favor adventurers who pass through their lair unwittingly. Cave Crawlers sometimes live in groups, making them particularly deadly. Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8 Skills: Fighting d6, Notice d6, Stealth d8 Pace: 5; Parry: 5; Toughness: 12 (2) Treasure: Worthwhile in lair Special Abilities: • Armor +2: Tough Skin • Pincers: Str+d8, AP 2 • Infravision: Cave Crawlers halve the penalties for bad lighting against living targets. • Size +4: Cave Crawlers are massive insects that weigh around 4,000 pounds. • Large: Cave Crawlers take a –2 penalty to attack medium-sized foes. Their opponents receive +2 to their attacks against them. • Wall Walk: Cave Crawlers can walk across most surfaces at their pace without needing a climbing roll. • Cave Stealth: When a Cave Crawler is in its natural environment and does not move, it adds a +2 bonus to its stealth rolls. • Drop Attack: When falling from a height of 6” or more to attack a foe, everyone within a Medium Burst template of impact must make an agility roll or be Shaken. This can cause a wound. Demilon Often seen as a weeping woman in a gown, the Demilon is a terrifying sight to any unfortunate adventurer. Sorrow is the drive of these monsters. Many believe them to be the souls of the dead manifested in new bodies. Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6 Skills: Fighting d6, Notice d6 Pace: 6; Parry: 5; Toughness: 5 Treasure: Meager Special Abilities: • Touch of Sorrow: When making a touch attack (+2 Fighting) any foe hit makes a Spirit roll (–2 if hit with a raise) or becomes Shaken. If the victim is already Shaken this may cause a wound. M Weeping Queen These more powerful Demilons have a truly deadly touch. They are constantly weeping and wailing, commanding their lessers between sobs. Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d12 Skills: Fighting d10, Notice d6, Stealth d6 Pace: 6; Parry: 7; Toughness: 8 Edges: Frenzy (may be used with Greater Touch of Sorrow.) Treasure: Worthwhile Special Abilities: • Greater Touch of Sorrow: May make a touch attack (+2 Fighting Roll) which causes the Shaken condition on the target automatically. This may cause a wound if the target is already Shaken. • Wail: Opposed Spirit roll vs all non- Demilon targets within a medium burst template. Those who fail are Shaken. If this is a second Shaken result, it does not cause a wound. 6 Denfir Often compared to a Griffin, a Denfir is a cross between a crow and a lion. While they fly and have similar tactics to a Griffin, they don’t have the same obsession with horses. Instead, they enjoy shiny baubles and trinkets, often taking what they can carry back to their nests. Denfir usually group together and attack unsuspecting travelers from their homes in the treetops. Something as simple as a glint of shiny armor in the sun could be enough to provoke them. Denfir rarely kill their targets, but instead steal anything that looks valuable. While they have mere animal intelligence, they are still known to taunt foes in their own way, cawing loudly and scratching their claws in the ground. Attributes: Agility d12, Smarts d10 (A), Spirit d6, Strength d8, Vigor d6 Skills: Fighting d8, Notice d10, Stealth d8, Taunt d10 Pace: 6; Parry: 6; Toughness: 7 Hindrances: Greed (Major) Edges: Extraction Treasure: Worthwhile in lair Special Abilities: • Bite or Claw: Str+d6 • Low Light Vision: Denfirs take no penalties for dim or dark lighting. • Swoop: Much like Griffins, Denfirs swoop on their prey to pin it to the ground. But in their case, they do so to try and steal from their victims before flying off. They gain +4 to their attack and damage for this action. However, their Parry is reduced by –2 until their next action when performing the maneuver. • Flight: Despite their appearances, Denfir are rather agile flyers with a Flying Pace of 12" and Climb of 2. • Size +2: Denfirs weigh over 500 pounds. Doppelgangers Subversive and manipulative creatures, no one really knows exactly what a Doppelganger looks like in its true form. These humanoids prefer to take on the appearance of the most common sentient life (usually humans in a typical fantasy setting). In many stories, Doppelgangers sneak their way to the top of the social ladder and control societies in secret. Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d4 Skills: Fighting d6, Notice d6, Stealth d6, Persuasion d10, Knowledge (Politics) d8 Pace: 6; Parry: 5; Toughness: 4 Hindrances: Curious Treasure: Meager per 3 Gear: Short Sword (Str+d6) Special Abilities: • Changing Form: A Doppelganger can take on the appearance of most people with very little effort. They may use the disguise power and have 15 Power Points for its use. To use the ability a Doppelganger simply rolls Smarts instead of an arcane skill. Doppelgangers as Player Characters Being a tricky Doppelganger can be an interesting choice for a Player Character. These creatures can offer quite a few fun concepts, and would fit very well in a game of intrigue. 7 • Changing Form: A Doppelganger can take on the appearance of most people with very little effort. They may use the disguise power and have 15 Power Points for its use. The Power Points recharge at a rate of 1 per hour. To use the ability a Doppelganger simply rolls their Smarts as an arcane skill. Edges or any other outside source may not adjust this ability. • Thirsty for Truth: Despite their love of hiding behind their abilities, Doppelgangers have a need to find out the truth behind secrets. They gain the Curious (Major) Hindrance. MDread Wyvern These creatures are similar in many respects to a traditional Wyvern. The main differences lie in their tactics in catching prey. They prefer to strike head on and terrorize foes with their powerful size and abilities. While they are poisonous, they carry their poison in their fangs instead of a stinging tail. They aren’t as fast as their brethren but make up for it in scare tactics. Attributes: Agility d6, Smarts d6, Spirit d12, Strength d12+6, Vigor d8 Skills: Fighting d10, Intimidation d12, Notice d6, Stealth d6 Pace: 6; Parry: 7; Toughness: 12 (2) Edges: Extraction, Improved Extraction Treasure: Worthwhile in Lair Special Abilities: • Armor +2: Scales • Claws: Str+d8 • Infravision: Dread Wyverns halve the vision penalties for darkness. • Terrifying Scream: As an action, a Dread Wyvern may let out a horrendous scream. All within a medium burst template centered on the Dread Wyvern must make a Spirit roll at –2 or roll on the fear table. Extras are panicked. A Dread Wyvern may not use this ability two turns in a row. • Flight: Flying Pace of 12" and Climb 1. • Size +4: These beasts weigh over 4000 pounds. • Large: Dread Wyverns have a –2 penalty to attack medium-sized foes. Their opponents receive +2 to their attacks to strike the Dread Wyvern. • Poison: Foes of the Dread Wyvern who are Shaken or wounded by its claws must make a Vigor roll or suffer from paralysis for 2d6 rounds. Drow Creatures who stick closely to the shadows, Drow (also known as Dark Elves) usually live in caves, and in many fantasy settings, worship dark gods. While they may not be inherently evil, they do seem to lean in the direction of wrongdoing. Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6 Skills: Fighting d8, Intimidation d8, Notice d6, Stealth d8, Throwing d6 Pace: 6; Parry: 6; Toughness: 6 (1) Hindrances: Outsider, All Thumbs Edges: Two-Fisted, Ambidextrous Treasure: Meager per 5 Gear: Two daggers (Str+d4) Range: 3/6/12, Leather Armor (+1 Armor) Special Abilities: • Infravision: Dark Elves see infrared, halving vision penalties for darkness. MDrow Noble The elite of Drow society, these leaders rules with terrible cruelty and cunning. Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d8 Skills: Fighting d10, Intimidation d8, Notice d6, Stealth d10, Throwing d8 Pace: 6; Parry: 7; Toughness: 7 (1) 8 Hindrances: Outsider, All Thumbs Edges: Two-Fisted, Ambidextrous, Quick Draw, Assassin, Noble Treasure: Meager Gear: Four daggers (Str+d4) Range: 3/6/12, Leather Armor (+1) Special Abilities: • Infravision: Dark Elves see infrared, halving vision penalties for darkness. Drow as Player Characters The idea of playing a Dark Elf is a staple in many fantasy settings and is enjoyed by many players. While there is a strong stereotype of Drow being evil, it can be fun to take this in a different direction and play a hero. • Infravision: Dark Elves are able to see in the dark fairly well by recognizing body heat. They halve penalties (round down) for bad lighting. • Nimble: Much like the Elves, Dark Elves are agile creatures, they gain a free d6 in the Agility Attribute. • Shadow Stalker: Dark Elves are adept at using the shadows for cover. They gain a free d6 in the Stealth skill. • Mysterious: Their secluded and often violent nature make Dark Elves a suspicious group to those who do not truly understand their culture. As such, they gain the Outsider (Minor) Hindrance. • Secluded: Technology does not come easy to Dark Elves who prefer to stay hidden from much of civilization. They have the All Thumbs (Minor) Hindrance. Eagle Folk These odd crosses between humans and eagles tend to stick close to the trees. They often have small communities known as nests that are considered by some to be very tribal and “savage” in nature. If one were to dive into the culture of the Eagle Folk they would find a complex society that is actually very compassionate. Their willingness to help others is truly astounding. Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6 Skills: Fighting d4, Notice d10, Shooting d8 Pace: 6; Parry: 4; Toughness: 6 (1) Hindrances: Loyal, Heroic Edges: Dodge, Alertness Treasure: Meager Gear: Longbow (Shooting; range 15/30/60; 2d6) Leather Armor (+1) Special Abilities: • Claws: Str+d6 • Low Light Vision: Ignores penalties for dim or dark lighting. • Flight: Eagle Folk can fly equal to their Pace and have a Climb of 0. MEagle Folk Nest Leader Attributes: Agility d12, Smarts d6, Spirit d8, Strength d6, Vigor d6 Skills: Fighting d6, Notice d10, Shooting d12 Pace: 6; Parry: 6; Toughness: 6 (1) Hindrances: Loyal, Heroic Edges: Dodge, Alertness, Acrobat, Marksman, Common Bond Treasure: Worthwhile Gear: Longbow (Shooting; range 15/30/60; 2d6) Leather Armor (+1) Special Abilities: • Claws: Str+d6. • Low Light Vision: Ignores penalties for 9 dim or dark lighting. • Flight: Eagle Folk can fly equal to their Pace and have a Climb of 0. Eagle Folk as Player Characters A player may wish to be an Eagle Folk, and in many fantasy settings they could easily be incorporated as playable characters. Below are the abilities used to make Eagle Folk playable. • Flight: Eagle Folk have beautiful wings that allow them to fly equal to their pace. They may also use a running action while flying. Eagle Folk have a climb of 0. • Aware: Eagle Folk have naturally heightened senses. They gain the Alertness Edge for free. • Claws: These majestic humanoids can be deadly with powerful claws that deal Str+d6 damage. • Good‐Hearted: Eagle Folk are naturally noble people with good intentions. They gain the Heroic (Major) Hindrance. • Loyal: Eagle Folk are loyal to a fault. They have the Loyal (Minor) Hindrance. MEmerald Serpent This large snake appears to be made of pure emerald. Even though their bodies look like that of a snake, they show no sign of scales. They often haunt large treasure hoards, burying themselves beneath the riches, making themselves look like a part of the prize while they await greedy adventurers. Legend has it they were created by a powerful wizard who sought to protect his treasures. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+4, Vigor d12 Skills: Fighting d10, Notice d6, Stealth d8 Pace: 8; Parry: 7; Toughness: 16 (4) Edges: Frenzy, Improved Frenzy, First Strike, Improved First Strike Treasure: Trove in lair Special Abilities: • Armor +4: Gem-like Body • Bite: Str+d8 • Treasure Stealth: Due to its gem-like appearance, an Emerald Serpent can appear to be a part of the hoard. They gain a +2 bonus to stealth rolls when in a treasure trove. • Infravision: Much like a flesh and blood snake, Emerald Serpents see infrared, halving vision penalties for darkness (round down). • Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots. • Size +4: Emerald Serpents are large beasts that weigh several thousand pounds. • Large: Due to their size, Emerald Serpents have a –2 penalty to attack medium-sized foes. Their opponents receive +2 to their attacks to strike the Emerald Serpent. MFlail Drake With dark red scales and blackened eyes, this monster gets its name for its five long tails, with thick bone cudgels. They are fearsome foes who enjoy toying with their prey as much as possible. Attributes: Agility d6, Smarts d10, Spirit d6, Strength d12, Vigor d10 Skills: Fighting d8, Intimidation d10, Notice d6, Tracking d6 Pace: 6; Parry: 6; Toughness: 15 (2) Special Abilities: • Armor +2: Scales • Infravision: Halve vision penalties for darkness. • Tails: Str+d4 damage • Size +6: Flail Drakes weigh almost 5,000 pounds. • Large: Flail Drakes have a –2 penalty to attack medium-sized foes. Their enemies they receive a +2 bonus to their attacks against the Flail Drake. • Tail Attacks: A Flail Drake may swing all of its tails by rolling 1 fighting die per tail (a total of 5) and assigning who they struck from there. If they are a Wild Card they get one wild die for the whole attack. 10 MGollog A massive lizard-like creature, the Gollog is a rare breed of monster with a particular taste for the flesh of sentient creatures. Thankfully, the Gollog hibernates for a long time. It has been reported that they sleep as long as 200 years. However, when the Gollog awakens, it rampages for weeks at a time, decimating villages if given the chance. Attributes: Agility d4, Smarts d12 (A), Spirit d6, Strength d12+7, Vigor d10 Skills: Fighting d12, Notice d4 Pace: 7; Parry: 8; Toughness: 19 (4) Special Abilities: • Armor +4: Scales • Bite: Str+d10 • Tail: Str+d8 • Infravision: Halve vision penalties for darkness (round down). • Wail: Opposed Spirit roll vs all living targets within 6", those who fail are Shaken. • Size +8: A Gollog is about 35 feet tall and weighs well over 20,000 pounds. • Huge: Gollogs have a –2 penalty to attack medium-sized foes. Their opponents receive a +2 bonus to their attacks against the Gollog. Gremlins These small, scaled creatures are tenacious with a need for fresh meat. They are by nature very ugly little beasts. Jagged teeth jut from their jaws, with a large snout protruding from their face. Despite their primitive nature, these creatures are very cunning, often taunting foes into traps and using guile to get their way. Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6 Skills: Taunt d8, Stealth d6, Shooting d6, Persuasion d4 Pace: 6; Parry: 2; Toughness: 4 Hindrances: Small, Ugly Edges: Steady Hands Treasure: Meager per 3 Gear: Bow (Shooting; range 12/24/48; 2d6) MGremlin Chief The particularly clever Gremlins are often the leaders of the tribes. Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d8 Skills: Taunt d10, Stealth d6, Shooting d8, Persuasion d6, Notice d8 Pace: 6; Parry: 2; Toughness: 6 (1) Hindrances: Small, Ugly. Edges: Steady Hands, Marksman Gear: Bow (Shooting; range 12/24/48; 2d6), Leather (+1 Armor) Abilities: • Mischievous: May Taunt as a free action once per round. Half‐Demon Born of a sinister bloodline, half-demons are known for their devil-like looks, though these creatures aren’t necessarily evil. All the same, many serve the dark forces that had a hand in their conception, but some actively fight against the forces of hell. Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6 11 Skills: Fighting d6, Climbing d6, Notice d6, Stealth d6 Pace: 6; Parry: 5; Toughness: 5 Edges: Combat Reflexes Treasure: Meager per 3 Special Abilities: • Claws: Str+d6 • Infernal Immunity: Half Demons are immune to Poison and Disease. MHalf‐Demon Cultist Perhaps the most dangerous of the half demons are those devoted to the supernatural evils of their heritage. They typically lead lesser Half- Demons in profane rituals. Attributes: Agility d6, Smarts d6, Spirit d12, Strength d6, Vigor d6 Skills: Fighting d8, Climbing d6, Notice d6, Stealth d6, Faith d10 Pace: 6; Parry: 6; Toughness: 5 Edges: Combat Reflexes Treasure: Worthwhile Gear: Longsword (Str+d8) Special Abilities: • Miracles: Half Demon Cultists have 15 Power Points to use on the following powers: light/obscure (obscure only), invisibility, and boost/lower trait (lower only.) • Claws: Str+d6 • Infernal Immunity: Half Demons are immune to Poison and Disease. Half‐Demons as Player Characters A hero who struggles against his or her dark heritage can be a very compelling story. A game with shady characters could also be the perfect place for a Half-Demon to shine. • Almost Human: Half-Demons gain a free Novice Edge of their choice; they must meet the Edge Requirements. • Demonic Weapons: Half-Demons have claws. They deal Str+d6 damage. • Infernal Immunity: Half-Demons are immune to both Poison and Disease. • Dark Heritage: It seems that fate itself is out to get the Half-Demon, as if the gods are watching them and punishing them for the blood that courses through them. Half- Demons gain the Bad Luck (Major) Hindrance. • Misunderstood: Due to their bloodline, most half demons are feared. They gain the Outsider (Minor) Hindrance. Hyena Men A staple in many fantasy games, Hyena Men are humanoids with thick fur and a typically nasty disposition. They commonly enslave others and, in some cases, eat those they do not consider worthy to be a slave. They can be wise creatures and are accustomed to working together to achieve their goals. Attributes: Agility d6, Smarts d6–2, Spirit d6, Strength d8, Vigor d6 Skills: Fighting d6, Notice d8, Survival d8, Tracking d8, Stealth d6, Shooting d6. Pace: 6; Parry: 5; Toughness: 6 (1) Gear: Axe (Str+d6) or Longbow (Range 15/30/60; 2d6) Leather Armor (+1) Special Abilities: • Low Light Vision: Ignores penalties for Dim and Dark lighting. • Expert Hunter: Hyena Men add +2 to Notice rolls when using their sense of smell. MHyena Man Pack Leader Attributes: Agility d6, Smarts d8–2, Spirit d6, Strength d8, Vigor d8 Skills: Fighting d8, Notice d8, Survival d8, Tracking d8, Stealth d6, Shooting d8. 12 Pace: 6; Parry: 6; Toughness: 7 (1) Edges: Command, Common Bond, Woodsman Gear: Axe (Str+d6) or Longbow (Range 15/30/60; 2d6) Leather Armor (+1) Special Abilities: • Low Light Vision: Ignores penalties for Dim and Dark lighting. • Expert Hunter: Hyena Men add +2 to Notice rolls when using their sense of smell. Hyena Men as Player Characters In many fantasy settings, Hyena Men are common enemies to beginning adventurers. However they can also be a lot of fun to play as. Below is a list of racial abilities for a player character Hyena Man. • Pack Tactics: Hyena Men are used to working together as a team. Wild Card Hyena Men gain the Common Bond Edge for free. • Expert Hunter: Free d6 Tracking and Hyena Men add +2 to Notice Rolls when using their sense of smell. • Infravision: Hyena men can see along the infrared spectrum, halving penalties (round down) for bad lighting. • Slow of Wit: Hyena Men still retain a lot of their animal nature, including their lack of intelligence. Their Smarts rolls suffer a –2 penalty. Iron Born It is not uncommon in fantasy settings to have a race of living armor of some kind. This can be found in the Iron Born, metal beings said to have been made by a Mage long ago. While they resemble armor in many ways, they still have organs beneath their tough outer shell. They are honorable warriors and valiant souls doing their best to fight with a sense of duty. They can be steadfast companions as well, always staying strong in the face of danger. Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8 Skills: Fighting d10, Notice d6, Knowledge (Battle) d6, Climbing d6 Pace: 6; Parry: 8; Toughness: 10 (4) Edges: Brave Hindrances: Loyal, Code of Honor Treasure: Meager Gear: Longsword (Str+d8), Shield (+1 Parry, +2 Armor against ranged attacks.) Special Abilities: • Armor +4: Metallic skin MIron Born Captain The Iron Born have pretty strict rankings in their military. Only the toughest make it to captain. Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8 Skills: Fighting d10, Notice d6, Knowledge (Battle) d8, Climbing d6 Pace: 6; Parry: 8; Toughness: 11 (4) Edges: Command, Brawny, Counter Attack, Brave Hindrances: Loyal, Code of Honor Treasure: Worthwhile Gear: Longsword (Str+d8), Shield (+1 Parry, +2 Armor against ranged attacks.) Special Abilities: • Armor +4: Metallic skin. Iron Born as Player Characters Playing a living suit of armor can be a lot of fun with plenty of role playing potential. Below are a list of abilities granted to an Iron Born player Character. • Iron Skin: Iron Born gain +4 Armor. • Undaunted: The Iron Born are unafraid in the face of danger. They gain the Brave Edge for free. • Honor Bound: An Iron Born’s word is as strong as the metal they are made of. They have the Code of Honor (Major) Hindrance. MMinotaur These half men and half bull creatures are classic and constantly found in a myriad of fantasy settings. Known for their temper and tenacity, Minotaurs are often found guarding mazes filled with treasure. 13 Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+3, Vigor d12 Skills: Fighting d10, Intimidation d8, Notice d4, Tracking d4 Pace: 8; Parry: 6; Toughness: 10 Edges: Berserk Treasure: Rich in lair Gear: Great Axe (Str+d10, Parry –1, AP 1, Two Hands) Special Abilities: • Horns: Str+d6 • Low Light Vision: No penalties for dim or dark lighting. • Fast Runner: Minotaurs roll a d8 when running instead of d6. • Gore: Minotaurs are masters at using their horns when charging into battle. They gain a +4 bonus to damage with their horns if they move 6" or more in straight line before attacking. • Size +2: Minotaurs stand about 7 feet tall. Mistlings An odd collection of flesh-eating creatures that emit mist from their bodies, the Mistlings attack in a swarm. No one really knows what they look like, as they crumble into dust when they die. Attributes: Agility d10, Smarts d6, Spirit d12, Strength d8, Vigor d8 Skills: Fighting (automatically hits dealing 2d4 damage within a Medium Burst Template), Notice d6, Stealth d8 Pace: 6; Parry: 4; Toughness: 6 Treasure: None Special Abilities: • Infravision: Mistlings halve vision penalties for darkness. • Obscuring Mist: Attacks against Mistlings are made at –1. • Swarm: +2 Parry. Characters may stomp on a swarm, dealing strength damage. • Split: Mistlings may split into two Small Burst Template swarms, each with –2 Toughness. • Flight: Mistlings can fly at a Pace of 6" and have a Climb of 0. • No Breath: Mistlings have no need to breathe. They are immune to inhaled poisons and smell-based effects. • Immunity: Cold Quill Hound Formidable beasts with sharp quills on their backs, Quill Hounds are alert and deadly creatures. While primarily territorial, they can sometimes be trained by humanoids such as goblins or orcs, making them terrifying and formidable guard dogs. Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8 Skills: Fighting d4, Notice d8, Shooting d8 Pace: 8; Parry: 4; Toughness: 6 (1) Treasure: None Special Abilities: • Armor +1: Quills • Bite or Claws: Str+d4 • Quills: Quill Hounds have 20 Power Points to be used on the bolt and burst powers; the burst template must be centered on the Quill Hound. The Quill Hound rolls its Shooting skill for the powers. As the power points recharge, the beast’s Quills regrow. Both powers have AP 1. • Infravision: Halve vision penalties for darkness. • Fast Runner: Quill Hounds roll a d8 when running instead of a d6. • Size –1: Quill Hounds are the size of an average dog. 14 Rager These large, red monstrosities are known for their tenacity in combat. Their horned tentacles make them a true menace, capable of defeating their foes from a distance. There is little rhyme or reason to what they do, often shouting in rage when approached, the words almost incomprehensible. While they are intelligent and can speak, they care little for the ways of others. Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+3, Vigor d8 Skills: Fighting d8, Intimidation d6, Notice d6 Pace: 6; Parry: 6; Toughness: 10 (2) Edges: Berserk Treasure: Worthwhile Special Abilities: • Armor +2: Thick skin • Tentacles: Str+d6; Reach 1" • Size +2: These bulbous creatures weigh almost 1,000 pounds. • Invoke Rage: Has 15 Power Points that may be used on the Puppet Power. The roll for this is Spirit. They use this to fill an opponent with anger, forcing them to attack an ally. Rot Hound Said to be the monsters of decay, the Rot Hound looks to spread disease and death wherever it can. Even though it looks like an undead creature, it is still alive. They are surprisingly intelligent beasts, despite their canine appearance, often playing cunning tricks to dishearten their foes. Attributes: Agility d6, Smarts d8 (A), Spirit d8, Strength d6, Vigor d6 Skills: Fighting d8, Notice d8, Stealth d6, Taunt d8 Pace: 7; Parry: 6; Toughness: 6 Special Abilities: • Bite: Str+d6 • Size +1: Larger than the average dog, Rot Hounds stand at almost human size. • Rot: Those who are Shaken or dealt any wounds by a Rot Hound must make a Vigor Roll. If they fail, they take one level of fatigue. Shadowling Pale-skinned humanoids who hide in the shadows, it is believed that Shadowlings originally came from a world of darkness. Regardless of where they came from, Shadowlings are feared at night. They always seem to find a way to strike when one would least expect it. While not inherently evil, their knack for hiding in the shadows gives them natural skill in thievery and assassination. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6, Intimidation d6, Notice d6, Stealth d6 Pace: 6; Parry: 6; Toughness: 5 Edges: First Strike, Quick Treasure: Meager per 3 Gear: Spear (Str+d6; Reach 1"; Parry +1) Special Abilities • Low Light Vision: No penalties for dim or dark lighting. • Sunlight Sensitivity: Shaken if exposed to sunlight. May cause a wound if already Shaken. MShadowling Master Often training other Shadowlings in the art of assassination, Masters are formidable opponents not to be taken lightly. Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8 Skills: Fighting d8, Intimidation d8, Notice d6, Stealth d8 Pace: 6; Parry: 7; Toughness: 7 (1) Edges: First Strike, Improved First Strike, Quick Treasure: Worthwhile Gear: Spear (Str+d6; Reach 1"; Parry +1) Leather Armor (+1) Special Abilities: • Low Light Vision: No penalties for dim or dark lighting. • Sunlight Sensitivity: Shaken if exposed to sunlight. May cause a wound if already Shaken. 15 MShadow Drake Darkness is the natural habitat for of the Shadow Drake. While it is called a “Drake,” this black-scaled monstrosity is more its own creature. It prefers to stay hidden and strike when its prey is vulnerable. Smaller than an average Drake, but cunning, some consider it almost as dangerous as its larger cousin. Attributes: Agility d12, Smarts d6, Spirit d8, Strength d8, Vigor d6 Skills: Fighting d12, Climbing d12, Notice d6, Stealth d12 Pace: 5; Parry: 8; Toughness: 10 (2) Edges: Assassin, Alert Special Abilities: • Armor +2: Scales • Bite: Str+d8 • Infravision: Shadow Drakes can see in the infrared spectrum, halving vision penalties for darkness. • Size +3: Shadow Drakes are fairly large creatures weighing several thousand pounds. • Wall Walk: Can walk on walls and ceilings equal to its pace. • Darkness: These creatures can cast the light/obscure Power (obscure only). They have 15 Power Points for this ability. The Shadow Drake must make a Spirit roll to activate the power. Snake Men Scaled and venomous humanoids, Snake Men are not to be trifled with. In many fantasy settings Snake Men t worship secret and dark gods, performing nefarious sacrifices and rituals to achieve their ultimate goals. Snake Men are both cunning and quick creatures, making them a force to be reckoned with. Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6, Notice d6, Stealth d6 Pace: 8; Parry: 5; Toughness: 6 (1) Edges: First Strike Treasure: Meager per 5 Special Abilities: • Armor +1: Scales • Bite: Str+d8 • Infravision: Halve vision penalties for darkness. • Poison: If a foe is Shaken or wounded by the Snake Man’s bite they must make a Vigor roll. Failure means paralysis for 2d6 rounds. MCobra King Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d8, Notice d6, Stealth d6 Pace: 8; Parry: 6; Toughness: 7 (2) Edges: Improved First Strike Treasure: Worthwhile Special Abilities: • Armor +2: Scales. • Bite: Str+d8 • Infravision: Half vision penalties for darkness. • Great Poison: If a foe is shaken or wounded by the Snake Man’s bite they must make a Vigor roll at –2. Failure means paralysis for 2d6 rounds. MThree‐Headed Dog Mythologically, this creature is known as a Cerberus. These massive dogs are known for their three sets of powerful jaws that can strike quickly and efficiently. Powerful villains may have a Three-Headed Dog as a guardian or adventurers may run into one who is hungry for the taste of flesh. Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d10 Skills: Fighting d8, Intimidation d10, Notice d6, Tracking d8 Pace: 8; Parry: 6; Toughness: 13 (1) Special Abilities: 16 • Armor +1: Thick fur • Bite: Str+d8. • Low Light Vision: No penalties for dim or dark lighting. • Fast Runner: Three-Headed Dogs are quick on their feet. They roll a d8 when running instead of a d6. • Size +5: Three-Headed Dogs are almost 15 feet tall and weigh around 4,000 pounds. • Large: Three-Headed Dogs have a –2 penalty to attack medium-sized foes. Their opponents receive +2 to their attacks against the Three-Headed Dog. • Three Heads: Three-Headed Dogs may attack three times, rolling three Fighting die and one wild die. • Go for the Throat: A raise on an attack roll hits the target’s least armored location. Valkyrie Beautiful winged warrior women, Valkyrie are often considered a bad omen, as they occasionally show up when a noble warrior is near death. They usually work for the gods. Some might even consider them to be angels. They can be guardians and defenders of something or someone favored by the gods. Attributes: Agility d12, Smarts d6, Spirit d8, Strength d10, Vigor d12 Skills: Fighting d12, Intimidation d8, Notice d6, Shooting d10 Pace: 6; Parry: 9; Toughness: 10 (2) Edges: Attractive, Trademark Weapon (Spear) First Strike Gear: Spear (Str+d6; Reach 1"; Parry +1), longbow (Shooting; range 15/30/60; 2d6) Chainmail (+2 Armor) Special Abilities: • Low Light Vision: No penalties for dim or dark lighting. • Flight: Valkyrie can fly equal to their pace. Valkyrie have a Climb of 0. Venari These mysterious little creatures look more like wisps of vapor than actual beasts. It is believed that the Venari are delicate little clouds that have been given sentience. Unless they feel threatened or particularly mischievous, they are relatively harmless. Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d4, Notice d6, Spellcasting d8 Pace: 6; Parry: 5; Toughness: 3 Treasure: None Gear: Rapier (Str+d4; Parry +1) Special Abilities • Arcane Power: Venari have 20 Power Points to spend on the following abilities: Bolt, Elemental Manipulation, Environmental Protection. • Flight: Venari have a Flying Pace of 8" and a Climb of 0. • Size –2: Venari are a little bigger than a hummingbird. • Elemental: Venari are immune to fear, ignore wound modifiers, poison, and extra damage from called shots. • Small: Venari have +2 to attack medium- sized foes. Their opponents receive –2 to their attacks against the Venari. MVorn This two-legged creature sports three deadly jaws, each featuring a vicious hook. These beasts have little reason to kill any humanoid (they feast primarily on smaller game), yet they do so anyway, as if taken over by a bloodlust. Some believe the Vorn simply love killing for its own sake. Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d10 Skills: Fighting d10, Notice d6 Pace: 10; Parry: 7; Toughness: 8 (1) Edges: Berserk Special Abilities: • Armor +1: Thick skin • Horns: Str+d8 • Fast Runner: Roll d8 when running instead of a d6 • Gore: +4 damage if the Vorn moves 6" or more in a straight line before attacking. 17
textdata/thevault/Savage Worlds System (SWADE) [multi]/_Core/Savage Worlds - Savage Bestiary - Fantasy Foes.pdf
Based on the original DUNGEONS & DRAGONS ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA Network. URD5-I02 MM-B1 Extreme Makeover A One-Round D&D LIVING GREYHAWK® Duchy of Urnst Regional Mini-Mission Version 1.1 Round 1 by Ian Seale Hope. So precious, yet so fragile. When hope is extinguished, sometimes it takes a hero to rekindle it. A mini-mission well suited for those with silver tongues and kind hearts. For APL’s 2-12. Adventure Background Lady Leara Tarnel is in need of an extreme makeover. Leara is a shy bookworm with a passion for military history. She also has a crush on Lord Ellis. When Leara learned that Lord Ellis was to attend the Coriner gala, she screwed up enough courage to try and meet him. Unfortunately, her party dress and jewelry were stolen earlier today. House Tarnel does not have an estate in Leukish, so Leara is forced to buy what she needs in Leukish. Lady Nali Saevil wants Lord Ellis’s power and influence. She is a gold digger with friends in low places. Nali is more than happy to crush a potential rival for Lord Ellis’ affections. She has the money and connections to make things difficult for anyone who crosses her. Murthok Koraris is the finest tailor available in Leukish. As a result, Murthok has been chronically overworked, especially with the Coriner gala coming up. Marilaen is a dressmaker in Leukish. She was commissioned to create a fancy dress by a mysterious female client. For reasons unknown, the client failed to collect the dress. Now Marilaen is stuck with a dress that she cannot sell. Oron Vulfas is a jeweler working for House Saevil. He has been instructed by Nali to charge outrageous prices for his goods until after the gala. Being a greedy man, Oron was happy to comply. Faerdal Glittereye is a gnomish jeweler working for House Burlondin. Due to the prejudice against non-Suel, business has been slow. Faerdal would offer master work jewelry at a discount to someone who would wear it to the gala. Many of the city watch have been transferred from their usual duties to provide additional security for the Coriner gala. A band of street thugs grows bold with the opportunity. Adventure Summary The PCs meet Leara Tarnel at Murthok’s tailor shop. Leara’s hopes of attending the Coriner gala are crushed by Lady Nali Saevil. The PCs improve Leara’s state of mind. Leara needs a fancy dress and some jewelry. The PCs acquire a dress for Leara (likely from Marilaen). The PCs acquire some jewelry for Leara (likely from Faerdal or Oron). (Optional Encounter) While the PCs are taking care of these tasks, they may encounter a gang of street thugs. Preparation for Play Leara Tarnel is fascinated by military battles in general and the exploits of Lord Ellis Lorinar in particular. She will be particularly interested in PCs who have played any of the following scenarios: • URD1-09 On the Rocks • URD2-08 Freedom’s Price • URD3-01 Stoneheart • URD3-05 Plague of Rage • URD4-04 Water Stilled • URD4-05 Shaken Not Stirred • URD4-09 Lucky's Bane Or any of the following interactives: • Siege of the Vale • Assault on the Iron Citadel • URD5-I02Amongst the Hills Introduction Read or paraphrase the following: Leukish is positively alive with activity. And not surprising, what with the Coriner Gala just a few hours away. Servants scurry to and fro with last minute errands. Nobles rush home to their estates in order to properly prepare themselves. There is a nervous tension in the air, and rightly so, for it is at the Coriner Gala that status can be gained and just as easily lost. Ask the PCs why they would need the services of a tailor. One possibility would be to acquire proper clothing for the gala. If nothing else, some minor damage to the PCs fancy clothing needs to be repaired. Encounter One: A Stitch in Time Read or paraphrase the following: Extreme Makeover Page 1 The sign outside of the store declares “Koraris’ Fine Tailoring – Established CY 515”. It is a large, well maintained building. A noble carriage bearing the symbol of a golden hand sits parked outside. A bored looking coachman, wearing a red and blue uniform, sits atop the carriage. Solan: Male Suel Commoner 5 (Profession (Coachman) +8, Handle Animal +8, see DMG, page 108). Solan is waiting for his employer, the Lady Nali Saevil. He is happy to talk to the PCs, but knows nothing of importance. A Knowledge: Nobility, Knowledge: Local or Bardic Knowledge check reveals the following: • DC 10 – House Saevil is a major noble house. Their symbol is a golden hand and their house colors are red, blue and gold. • DC 15 – House Saevil is a wealthy house, famous for its jewelry. • DC 20 – House Saevil used to be a merchant house and bought their way into nobility in CY 589. • DC 30 – Lady Nali Saevil is an influential socialite who attends all the right social gatherings. People who earn her disfavor learn to regret it. When the PCs decide to enter the store, read or paraphrase the following: As you enter the tailor shop, a small bell rings on the door. A Suel man pokes his head into the room from behind a curtained door and says, “Welcome to Koraris’ Fine Tailoring. I will be with you in just a few minutes.” With that, he disappears behind the curtain. A quick survey of the store reveals that it is clean with simple, elegant furnishings. Four curtained doorways exit from this room. Bolts of fine cloth hang from rods attached to the walls. A number of tall mirrors are strategically located throughout the room. Twenty mannequins are arranged in a circle around the center of the room. Fancy clothing hangs from a few of the mannequins, but most are naked. Business must certainly be brisk. A ring from the bell draws your attention to a young Suel woman entering the tailor shop. She wears a brown and grey traveler’s outfit over a fine chain shirt. A master quality rapier hangs at her left side and a leather satchel from her right. Her cheekbones have a light dusting of freckles and her eyes are a pale violet color. Her blonde hair, tinted with a hint of red, is tied behind her head in a tight bun. The woman notices your attention and smiles shyly at you. After a moment, her expression brightens and her smile broadens. She asks excitedly, “By chance, were you involved in the Siege upon the Vale?” Lady Leara Tarnel: Female Suel Aristocrat 5 (see Appendix One). Leara will introduce herself as Leara Tarnel (she leaves off the appellation “Lady”). A Spot check, DC 10, will reveal that Leara wears a signet ring bearing a red sword pointing downwards. The PCs can make a Knowledge: Nobility, Knowledge: Local or Bardic Knowledge check: • DC 10 – House Tarnel is a minor noble house. Their symbol is a red sword pointing downwards and their house colors are red and silver. • DC 15 – House Tarnel is an honorable house, known for its skilled warriors. • DC 20 – Some members of House Tarnel venerate Pelor and Meyeheine rather than the Suel Pantheon. • DC 30 – Leara Tarnel is a wallflower who only attends major social gatherings. She spends more time with books than with people. Leara will ask the names of each of the PCs in turn. Leara is fascinated by military battles in general and the exploits of Lord Ellis Lorinar in particular. PCs who have played in certain scenarios (see Preparation for Play) will capture Leara’s interest. Leara will ask a lot of questions about these events and listen intently to the PCs responses. A Sense Motive check, DC 10, will reveal that Leara is very interested in Lord Ellis Lorinar. A DC 15 check will reveal that Leara has a crush on Lord Ellis. After the PCs have spent a few minutes talking with Leara, read or paraphrase the following: An older, balding Sueloise man emerges from behind the curtain. He wears an immaculate, perfectly tailored, courtier’s outfit. The scissors in his pocket and the pins stuck in his lapel hint that he is indeed the tailor. He quickly strides across the room towards your Extreme Makeover Page 2 group. Slightly out of breath, he says, “Sorry for the delay… I am Murthok Koraris. How may I assist you?” Murthok Koraris: Male Suel Expert 8 (Profession (Tailor) +11, Craft (Clothing) +11, see DMG, page 109). Murthok will help the PCs to the best of his ability. He is too tired to be snobby about the PCs race or state of dress. He just wants to get his work done so that he can get some well-earned rest. A Spot check, DC 10, will reveal that Murthok’s eyes are puffy with not enough sleep. A Sense Motive Check, DC 10, will reveal that Murthok is more than a little stressed out, despite his professional demeanor. Murthok has enough Courtiers’ Outfits for each of the PCs (both genders). He has two Male Noble’s Outfits and a single Female Noble’s outfit. If the PCs insist that Murthok help Leara before them, Leara will defer, stating that the PCs were there first. When Murthok begins to help Leara or the PCs are about to leave the store or one of the PCs is about to buy the Female Noble’s Outfit, begin Encounter Two. Encounter Two: Hope Extinguished Read or paraphrase the following: The curtain that Murthok emerged from suddenly slides back. A pair of Suel women, with athletic builds, enters the room. They are wearing red and blue uniforms over chain shirts. Each has a buckler on their left arm and long sword at their hip. One carries a large bundle wrapped in paper and tied with string. Following behind the two guards, a Suel woman clad in a luxurious dress saunters into the room. Her skin is pale, her eyes are an icy blue and her long hair is golden. Expensive jewelry adorns her ears, neck and fingers. In a voice smooth as silk, she says “Oh Murthok! I had almost forgotten that I need two dresses, rather than just one. It’s not my first choice, but since you only have the one left, I am forced to take it.” With that, she points at the sole remaining fancy dress in the shop. Leara seems taken aback by this turn of events. “Umm… Nali, I was just about to buy that dress.” Nali replies, “Leara, darling, I hadn’t noticed you there. With you dressed like that, I had mistaken you for a commoner. It is a shame that there is only one left, but I was here first. I do hope you understand.” Leara, clearly upset, says “Nali, I need that dress for the Coriner Gala tonight.” With a tight smile Nali responds, “My dear, getting ready at the last minute is not very clever. I suggest that next time you start earlier”. With that she turns towards Murthok, “Please wrap up my purchase, I must be going… now!” Somewhat startled, Murthok moves over to the mannequin and begins removing the dress. Leara stares for a moment, and then bolts out of the tailor shop, sobbing. Lady Nali Saevil: Female Suel Aristocrat 5 (see Appendix One). Adina and Zolicine – Saevil House Guards: Female Suel Ranger 1/Fighter 4 (see Appendix One). If the PCs go to speak with Leara: Go to Encounter Three. If the PCs do not interfere with Nali: Nali will collect her dress, pay for it and depart for the Saevil estate. If the PCs try to reason with Nali: Nali doesn’t care about the last dress in the shop. However, she does care about crushing Leara’s spirit. Due to her social status, Nali is immune to bribery or intimidation. Diplomacy can earn Nali’s favor, but will not convince her to help Leara. If the PCs try to convince Murthok to help them: Nali will remind Murthok that she could make his life difficult if he goes against her wishes (she has done it before). Murthok has no desire to earn Nali’s wrath again. There is not enough time for Murthok to create another Noble’s Outfit before the Coriner Gala begins. If the PCs make a DC 10 Diplomacy check, Murthok will suggest the PCs try looking in for a seamstress, though he doubts it will do them any good. If the PCs try to steal the dress: Extreme Makeover Page 3 If the PCs are caught in the act, the interactive is over for them. The PCs involved in the theft will be arrested by the Leukish Watch. The TU cost of jail time is left to the event coordinator’s discretion. If Nali sees the dress being worn at the Coriner Gala, she will publicly accuse the wearer of theft, with the resulting social scandal. If the PCs are about to resort to violence or spellcasting against Nali: Remind the PCs that they could be thrown into jail just for threatening a noble, let alone assault. If they persist, the interactive is over for the PCs involved in the violence. If Nali survives, she will be vindictive and have the PCs arrested on exaggerated charges. If she dies, the PCs will be arrested on legitimate charges. The TU cost of jail time is left to the event coordinator’s discretion. In addition, the PCs will have earned the Enmity of House Saevil. Encounter Three: Hope Rekindled Read or paraphrase the following: There is a small enclosed park not far from Koraris’ Fine Tailoring. Leara is sitting upon an ornate bench with her head in her hands. She does not appear to notice your approach. Between sniffles, you hear her say to herself, “I don’t know why I even bothered to try.” If the PCs ask what is bothering her, Leara will miserably tell the PCs about her desire to see Lord Ellis, her stolen dress and jewelry and her current plan to return home without going to the gala. Leara will require some words of support from the PCs in order to change her mind about attending the gala. Encourage the PCs to role- play their attempts to cheer up Leara. Convincing role-playing aimed at boosting Leara’s self- confidence is worth a +2 circumstance modifier. Outstanding role-playing is worth a +4 circumstance modifier. The absence of role- playing is worth a -2 circumstance penalty. If the PC has played one of the scenarios listed in Preparation for Play, they gain a +2 circumstance bonus. The Bardic Music ability Inspire Courage grants a circumstance bonus equal to the morale bonus normally granted. Leara’s initial state of mind depends on the party APL: • APL 2 – Down, no modifier • APL 4 – Discouraged, -2 circumstance penalty to attempts to cheer Leara up • APL 6 – Upset, -4 circumstance penalty to attempts to cheer Leara up • APL 8 – Miserable, -6 circumstance penalty to attempts to cheer Leara up • APL 10 – Crushed, -8 circumstance penalty to attempts to cheer Leara up • APL 12 – Devastated, -10 circumstance penalty to attempts to cheer Leara up Casting Calm Emotions or Good Hope on Leara will negate the circumstance penalty for her emotional state. Have one PC make a Diplomacy or Bluff check. Up to five other PCs may use the Aid Another option (see PHB, page 65). Apply all relevant circumstance modifiers. The result of the check will determine Leara’s mood for the remainder of the interactive. PCs may not Take 10 or Take 20. There are no retries for this skill check. • DC 4 or less – Leara is depressed. She will immediately leave. The mini-mission is over for the PCs. • DC 5 – Leara doubts herself. She will reluctantly complete the mini-mission, but will chicken out just before the gala. • DC 10 – Leara is determined. She will attend the gala. • DC 15 – Leara is encouraged. Not only will she attend the gala, but she receives a +1 circumstance bonus to all social skill checks. • DC 20 – Leara is confident. Not only will she attend the gala, but she receives a +2 circumstance bonus to all social skill checks. • DC 25 – Leara is buoyant. Not only will she attend the gala, but she receives a +3 circumstance bonus to all social skill checks. • DC 30 – Leara is inspired. Not only will she attend the gala, but she receives a +4 circumstance bonus to all social skill checks. Once Leara is in better spirits, she thanks the PCs for their kind words. Leara will ask the PCs for their help acquiring a fancy dress and jewelry appropriate for the gala. Leara has the gold to pay for such things, but she doesn’t know where to find them. If the PCs ask for compensation, Leara Extreme Makeover Page 4 will apologetically inform the PCs that she cannot afford to pay them at the time. If the PCs seek another fancy dress: Have the PCs make a Gather Information check. PCs who are members of the Rogues of Seltaren or who have favor with the Rogues of Seltaren gain a +2 circumstance bonus. PCs may retry twice before running out of time. • DC 10 – Koraris’ Fine Tailoring is the finest tailor shop in Leukish. The other tailor shop capable of the same quality of work burned down mysteriously last month. However, there are a number of dress makers in the city. • DC 15 – Marilaen, at “Seams Like Old Times”, is one of the more talented dress makers in Leukish. • DC 20 – Marilaen has recently been trying to sell a fancy dress, with little success. If the PCs go to Seam’s Like Old Times, go to Encounter Four. If the PCs seek jewelry: Have the PCs make a Gather Information check. PCs may retry twice before running out of time. • DC 10 – Saevil Jewelers sells high quality jewelry. • DC 15 – House Burlondin operates a jewelry store, called “All That Glitters”. • DC 20 – All that Glitters has not been doing much business lately. • DC 25 – Saevil Jewelers has recently raised the price of jewelry. If the PCs go to All That Glitters, go to Encounter Five. If the PCs go to Saevil Jewelers, go to Encounter Six. Encounter Four: What to Wear? Read or paraphrase the following: Seams Like Old Times is located in the Lower Market Square. A fresh coat of paint on the sign indicates that the owner still takes pride in their establishment. However, the cracked window panes and scratches around the door lock suggest that the local residents don’t make it easy. The door to the shop is opened by a lean, middle-aged Sueloise woman. She gestures you inside and announces, “Well, come on in. Don’t be shy. What brings yah here? Shirt? Dress? Maybe a nice scarf to go with that outfit of yers. I can patch holes and stitch rips good as new. So what do yah need?” Marilaen: Female Suel Expert 7 (Profession (Seamstress) +10, Craft (Clothing) +10, see DMG, page 109). Marilaen is a forceful and boisterous woman. She is a skilled salesperson, constantly mentioning items or services she can provide. If the PCs ask Marilaen for a Noble’s Outfit, she will be overjoyed. She will retrieve the dress from the back room where she keeps it to prevent it from getting stolen. Marilaen will extol the fine craftsmanship and suggest that the dress will look perfect on any female characters present. The dress is composed of silver and white silks. It is a sturdier, more practical design than a typical Sueloise Noble’s Outfit, though it does have an exotic cast to it. A Knowledge (Local) check, DC 15, will reveal that the dress borrows elements from Rhenee clothing styles (Marilaen was inspired by a Rhenee wedding that she observed). While the dress will definitely raise a few eyebrows, the quality and expense of its design is undeniable. If Marilaen is asked where the dress came from, she will proudly admit that she made it herself. Marilaen will explain that a female noblewoman commissioned her over a month ago to create the dress. However, the noblewoman failed to pick up the dress when it was completed. Marilaen will complain about wasting three long weeks of hard work. If asked for details about the noblewoman, Marilaen will only remember that she was Sueloise, she paid half in advance and she smelled strongly of roses. Marilaen will sell the dress for 75 gold dukes, which Leara is willing to pay. Marilaen will offer to alter the dress to fit Leara’s measurements. It will take an hour of Marilaen’s time, which means it will be ready just in time for the gala. Encounter Five: All That Glitters Read or paraphrase the following: Extreme Makeover Page 5 All That Glitters is located in a trim, well-kept building. A silver plate bearing a small pickaxe is affixed to the doorframe. Sitting at a small table in front of the store is a middle-aged male Gnome. He is scrutinizing a platinum ring through a jeweler’s lens, occasionally running a tiny metal file over its surface, then blowing off the dust. He gives the ring one last critical appraisal, before turning his attention to you. “Welcome to my establishment, honored guests. I am Faerdal Glittereye. How may this humble artisan serve you today?” Faerdal Glittereye: Male Gnome Expert 8 (Profession (Jeweler) +12, Craft (Jewelry) +12, see DMG, page 109). Faerdal is humble, soft-spoken and scrupulously honest. He prefers to let the quality of his work speak for itself. Faerdal crafts jewelry for the joy of creation, rather than for profit. Faerdal will display his best work for the PCs, saying nothing, allowing them to reach their own conclusions. Each piece is a work of art in its own right. Leara will be interested in a fire opal pendant and matching earrings. However, she will be crestfallen when Faerdal mentions the price of 200 gold dukes. If any of the PCs is a Gnome, has a favor with House Burlondin or makes a DC 20 Diplomacy check, Faerdal will offer them a special deal. Faerdal will sell his best pieces at half price, if the PCs agree to wear them to the Coriner gala and mention Faerdal’s store if anyone asks. Leara and each of the PCs can acquire a set of masterwork jewelry (worth 200 GP) for 100 GP. The jewelry is adventure access, one per customer, resale value 100 GP. If the PCs do not get the special deal, they can still acquire jewelry at normal prices. Encounter Six: Saevil Jewelers Read or paraphrase the following: Saevil Jewelers is a posh building, surrounded by a well manicured shrub border. A sign, written in flowing calligraphy, states, “Saevil Jewelers – By appointment only.” The door bears an ornate brass door knocker and a small hinged window covered with a cast iron grill. The door is locked (Good quality lock, DC 30). If the PCs knock on the door, read or paraphrase the following: There is the sound of a latch being removed and the small window in the door opens. An older Sueloise man peers out at you. In a brusque tone, he asks, “Do you have an appointment?” Oron Vulfas: Male Suel Expert 8 (Profession (Jeweler) +11, Craft (Jewelry) +11, see DMG, page 109). It will take a Bluff, Diplomacy or Intimidate check, DC 15, to get Oron to let the PCs into the store. The DC drops to 10 if any of the PCs paid for Luxury Lifestyle, wear a Noble’s Outfit or convinces Oran that they are nobles. Oron will show the PCs a wide selection of high quality jewelry. Oron will speak about the status of wearing the Saevil trademark. Oron does not mention prices, believing that if you need to ask the price, you cannot afford to pay. Oron will charge double price for his jewelry. If the PCs make a DC 15 Appraise check, they will realize that they are being overcharged. The PCs can make a Bluff, Diplomacy or Intimidate check in order to convince Oron to lower the prices. PCs may not Take 10 or Take 20. There are no retries for this skill check. • DC 4 or less – Oron refuses to sell anything to the PCs. He will demand that the PCs leave his store immediately. • DC 5 – Oron stands firm at double price. • DC 15 – Oron lowers his price to 150% of normal market value. • DC 30 – Oron lowers his price to normal market value. If the PCs decide to buy jewelry from Oron, Leara is only able to pay 100 GP. If Oron is still charging 150% or 200% price, Leara will have to settle for cheaper, lackluster jewelry. Encounter Seven (Optional): Mean Streets Only run this encounter if the PCs are making good time through the rest of the mini-mission or they seem bored with role-playing. Extreme Makeover Page 6 This encounter can take place before the PCs reach Seams Like Old Times, after they leave the store or when they return for the altered dress. Read or paraphrase the following: Compared to the bustle of the upper-class neighborhoods, the slums are relatively tranquil. The denizens seem quite indifferent to the rarified concerns of the nobility. Many working class men make their way home, or to the tavern, depending on their preference. A gang of street thugs has taken an unhealthy interest in the PC’s party. They think that such a well armed group must be guarding something valuable. They’re also allied with House Szabo and they think that the PCs are helping House Meissel by assisting Leara. APL 2 (EL 5) Aryn, Brolo, Conor and Dago – Street Thugs: Male Suel Rog 1; see Appendix Two. APL 4 (EL 7) Aryn, Brolo, Conor and Dago – Street Thugs: Male Suel Rog 1/Ftr 2; see Appendix Two. APL 6 (EL 9) Aryn, Brolo, Conor and Dago – Street Thugs: Male Suel Rog 3/Ftr 2; see Appendix Two. APL 8 (EL 11) Aryn, Brolo, Conor and Dago – Street Thugs: Male Suel Rog 4/Ftr 2/StrFtr 1; see Appendix Two. APL 10 (EL 13) Aryn, Brolo, Conor and Dago – Street Thugs: Male Suel Rog 4/Ftr 2/StrFtr 3; see Appendix Two. APL 12 (EL 15) Aryn, Brolo, Conor and Dago – Street Thugs: Male Suel Rog 4/Ftr 2/StrFtr 5; see Appendix Two. Aryn and Brolo are tailing behind the PCs. Conor and Dago are hiding in an alley ahead of the PCs. Their plan is to attack from surprise from the front and back at the same time. There are enough other people on the street that the thugs can effectively tail the PCs. Have the PCs make a Spot check. • DC 15 + thugs’ Hide skill – The thugs are surprised. Any PCs who made the roll have a surprise round. The thugs begin 60’ away from the PCs. • DC 10 + thugs’ Hide skill – Conor and Dago are surprised. Any PCs who made the roll, and Aryn and Brolo, have a surprise round. The thugs begin 30’ away from the PCs • DC 5 + thugs’ Hide skill – Any PCs who made the roll and all of the thugs have a surprise round. The thugs begin 15’ away from the PCs. • DC 4 + thugs’ Hide skill or less – All of the thugs have a surprise round. The thugs begin a 5’ step away from the PCs. Tactics: Aryn and Brolo start off by attacking the most vulnerable looking PC (low armor class). Conor and Dago start by attacking the strongest looking PC (biggest weapon). Leara may be a potential target if present. The thugs attack in pairs whenever possible, attacking two separate targets. The thugs will always strike for non-lethal damage, usually with their saps. The thugs will try to get a Sneak attack whenever possible. They will coordinate their attacks, readying and delaying so that they can flank opponents. The thugs will use Improved Feint if they cannot flank an opponent. At APL 2, the thugs fight until unconscious or dead. At APL 4 or higher, a thug will flee if their HP’s drop to 10 or less, running down alleys and hiding. If the thugs defeat the PCs, they are unable to complete the robbery because the city watch will arrive just in the nick of time. The PCs have two hours to recover non-lethal damage before the gala begins. If the PCs defeat the thugs, they find small tokens of their allegiance to House Szabo in the form of golden bell cuff studs. A DC 10 Knowledge Nobility and Royalty or a DC 15 Knowledge Local will reveal this association. Conclusion Read or paraphrase the following: The Golden Stag Inn is a high-class hotel. It is here that Leara has a room. As you are about to part company in front of the inn, Leara says to you, “My thanks to you my friends. You have done so much to help Extreme Makeover Page 7 me. I will find a way to reward you for your kindness. Fare thee well.” With that, Leara hurries inside the Golden Stag Inn, to get prepared for the Coriner Gala this evening. The DM will need to report the degree of success of the mini-mission to the event coordinator. • Is Lady Leara Tarnel going to attend the Coriner gala? • What is Leara’s state of mind? • What outfit is Leara wearing? Marilaen’s exotic dress? Murthok’s dress? Something else? • What kind of jewelry is Leara wearing? Faerdal’s masterwork jewelry? Normal jewelry? Cheap jewelry? Something else? • Did anything significant happen to Nali Saevil? The End Extreme Makeover Page 8 Appendix One – All APL’s Lady Leara Tarnel: Female Suel Aristocrat 5; CR 4; Medium Humanoid [Human]; HD 5d8+5; hp 33; Init +0; Spd 30 ft.; AC 14 (+4 chain shirt), touch 10, flat-footed 14; BAB/Grp: +3/+4; Atk: +5 melee (1d6+1, rapier); Full Atk: +5 melee (1d6+1, rapier); AL LG; SV Fort +2, Ref +1, Will +5; Str 12, Dex 10, Con 12, Int 15, Wis 13, Cha 12. Skills: Speak Ancient Sueloise, Baklunish, Common, Dwarven, Elven, Old Oeridian, Rhopan; Diplomacy +9, Knowledge (Geography) +10, Knowledge (History) +13, Knowledge (Local) +10, Knowledge (Nobility) +6, Perform (Oratory) +9, Ride +4, Survival +5 Feats: Combat Expertise, Improved Disarm, Skill Focus (History) Possessions: Explorer’s Outfit, MW Chain Shirt, MW Rapier, Signet Ring of House Tarnel, Silver Holy Symbol of Pelor, Leather Satchel, Military History Books, 200 Gold Dukes Lady Nali Saevil: Female Suel Aristocrat 5; CR 4; Medium Humanoid [Human]; HD 5d8+5; hp 33; Init +1; Spd 30 ft.; AC 12[13] (+1 Dex, +1 Ring, [+1 Dodge]), touch 12[13], flat-footed 11; BAB/Grp: +3/+3; Atk: +4 melee (1d4, dagger); Full Atk: +4 melee (1d4, dagger); AL LE; SV Fort +2, Ref +2, Will +4; Str 10, Dex 13, Con 12, Int 12, Wis 10, Cha 15 [17]. Skills: Speak Ancient Sueloise, Common; Appraisal +9, Bluff +12 [+13], Diplomacy +6 [+7], Intimidate +12 [+13], Knowledge (Nobility) +5, Perform (Dance) +6 [+7], Perform (Sing) +6 [+7], Sense Motive +8 Feats: Dodge, Mobility, Persuasive Possessions: Noble’s Outfit, MW Jeweled Dagger, Ring of Mind Shielding shaped like a signet ring of House Saevil, Ring of Protection +1, Cloak of Charisma +2, Elixir of Love, 500 GP worth of expensive Jewelry, 500 Gold Dukes Adina and Zolicine – Saevil House Guards: Female Suel Rgr 1/Ftr 4; CR 5; Medium Humanoid [Human]; HD 1d8+4d10+10; hp 42; Init +2; Spd 30 ft.; AC 19 (+5 Chain Shirt, +2 Buckler, +2 Dex), touch 12, flat-footed 17; BAB/Grp: +5/+7; Atk: +9 melee (1d8+5, long sword); Full Atk: +9 melee (1d8+5, long sword); SQ Favored Enemy (Human) +2, Wild Empathy; AL LN; SV Fort +8, Ref +5, Will +1; Str 15, Dex 14, Con 14, Int 13, Wis 10, Cha 10. Skills: Speak Ancient Suel, Common; Climb +10, Intimidate +8, Jump +10, Listen +4, Profession (Bodyguard) +4, Ride +10, Spot +4, Survival +4 Feats: Combat Expertise, Combat Reflexes, Improved Disarm, Improved Trip, Track, Weapon Focus (Long Sword), Weapon Specialization (Long Sword) Possessions: Saevil Guard Uniform, +1 Long Sword, +1 Chain Shirt, +1 Buckler, Potion of Cure Light Wounds, Signal Whistle Extreme Makeover Page 9 Appendix Two – Encounter Seven APL 2 Street Thug: Male Human Rog 1; CR 1; Medium Humanoid [Human]; HD 1d6+2; hp 8; Init +3; Spd 30 ft.; AC 17 (+4 Chain Shirt, +3 Dex), touch 13, flat-footed 14; BAB/Grp: +0/+1; Atk: +2 melee (1d6+1, sap); Full Atk: +2 melee (1d6+1, sap); SA Sneak Attack +1d6; AL CN; SV Fort +2, Ref +5, Will -1; Str 12, Dex 17, Con 14, Int 13, Wis 8, Cha 8. Skills: Speak Common, Rhopan; Bluff +3, Hide +7, Intimidate +3, Knowledge (local, NMR) +5, Listen +3, Move Silently +7, Sense Motive +3, Sleight of Hand +7, Spot +3, Tumble +7 Feats: Combat Expertise, Improved Feint Possessions: Street Clothes, MW Chain Shirt, MW Sap, Tanglefoot Bag, Thunderstone, Short Sword APL 4 Street Thug: Male Human Rog 1/Ftr 2; CR 3; Medium Humanoid [Human]; HD 1d6+2d10+6; hp 20; Init +3; Spd 30 ft.; AC 19, touch 14, flat- footed 16; BAB/Grp: +2/+3; Atk: +6 melee (1d6+1, sap); Full Atk: +6 melee (1d6+1, sap); SA Sneak Attack +1d6; AL CN; SV Fort +5, Ref +5, Will -1; Str 12, Dex 17, Con 14, Int 13, Wis 8, Cha 8. Skills: Speak Common, Rhopan; Bluff +3, Climb +3, Hide +7, Intimidate +5, Jump +3, Knowledge (local, NMR) +5, Listen +3, Move Silently +7, Sense Motive +3, Sleight of Hand +7, Spot +3, Swim +3, Tumble +7 Feats: Combat Expertise, Dodge, Improved Feint, Mobility, Weapon Finesse Possessions: Street Clothes, +1 Chain Shirt, MW Buckler, MW Sap, Potion of Invisibility, Tanglefoot Bag, Thunderstone, Short Sword APL 6 Street Thug: Male Human Rog 3/Ftr 2; CR 5; Medium Humanoid [Human]; HD 3d6+2d10+10; hp 31; Init +4; Spd 30 ft.; AC 20, touch 15, flat- footed 16; BAB/Grp: +4/+5; Atk: +9 melee (1d6+2, sap); Full Atk: +9 melee (1d6+2, sap); SA Sneak Attack +2d6; AL CN; SV Fort +6, Ref +7, Will +0; Str 12, Dex 18, Con 14, Int 13, Wis 8, Cha 8. Skills: Speak Common, Rhopan; Bluff +7, Climb +3, Hide +12, Intimidate +5, Jump +3, Knowledge (local) +5, Listen +3, Move Silently +12, Sense Motive +3, Sleight of Hand +12, Spot 3, Swim +3, Tumble +12 Feats: Combat Expertise, Dodge, Improved Feint, Mobility, Weapon Finesse Possessions: Street Clothes, +1 Chain Shirt, MW Buckler, +1 Sap, Potion of Invisibility, Tanglefoot Bag, Thunderstone, Short Sword APL 8 Street Thug: Male Human Rog 4/Ftr 2/StrFtr 1; CR 7; Medium Humanoid [Human]; HD 4d6+2d10+1d8+21; hp 56; Init +5; Spd 30 ft.; AC 22[23] (+5 Chain Shirt, +2 Buckler, +1 Ring, +4 Dex, [+1 Dodge]), touch 15[16], flat-footed 18; BAB/Grp: +6/+7; Atk: +11 melee (1d6+2, sap); Full Atk: +11/+6 melee (1d6+2, sap); SA Sneak Attack +2d6; SQ Always Ready, Streetwise, Uncanny Dodge; AL CN; SV Fort +6, Ref +7, Will +0; Str 12, Dex 18, Con 14, Int 13, Wis 8, Cha 8. Skills: Speak Common, Rhopan; Bluff +9, Climb +3, Hide +14, Intimidate +9, Jump +3, Knowledge (local) +9, Listen +3, Move Silently +14, Sense Motive +4, Sleight of Hand +13, Spot +3, Swim +3, Tumble +14 Feats: Combat Expertise, Dodge, Improved Feint, Improved Toughness, Mobility, Weapon Finesse Always Ready (Ex): +1 competence bonus to Initiative (included in stat block). Streetwise (Ex): +2 competence bonus to Gather Information and Knowledge (Local) checks (included in stat block). Uncanny Dodge (Ex): See PHB, page 50. Possessions: Street Clothes, +1 Chain Shirt, +1 Buckler, +1 Sap, +1 Ring of Protection, Potion of Invisibility, Tanglefoot Bag, Thunderstone, Short Sword APL 10 Street Thug: Male Human Rog 4/Ftr 2/StrFtr 3; CR 9; Medium Humanoid [Human]; HD 4d6+2d10+3d8+27; hp 72; Init +7; Spd 30 ft.; AC 22[23] (+4 Studded Leather, +2 Buckler, +1 Ring, +5 Dex, [+1 Dodge]), touch 16[17], flat- footed 17; BAB/Grp: +8/+9; Atk: +14 melee Extreme Makeover Page 10 (1d6+2, sap); Full Atk: +14/+9 melee (1d6+2, sap); SA Sneak Attack +3d6; SQ Always Ready, Stand Tough, Streetwise, Uncanny Dodge; AL CN; SV Fort +8, Ref +10, Will +2; Str 12, Dex 19[21], Con 14, Int 13, Wis 8, Cha 8. Skills: Speak Common, Rhopan; Bluff +11, Climb +3, Hide +17, Intimidate +11, Jump +3, Knowledge (local) +11, Listen +3, Move Silently +17, Sense Motive +4, Sleight of Hand +14, Spot +3, Swim +3, Tumble +17 Feats: Combat Expertise, Dodge, Improved Feint, Improved Toughness, Mobility, Staggering Strike (See below), Weapon Finesse Always Ready (Ex): +2 competence bonus to Initiative (included in stat block). Stand Tough (Ex): 1/day. When struck by a weapon or natural attack (but not a spell or special ability), the character can make a Fortitude save with a DC equal to the amount of damage dealt. If successful, the character takes no lethal damage from the blow, instead taking non-lethal damage equal to half the damage dealt. Streetwise (Ex): +2 competence bonus to Gather Information and Knowledge (Local) checks (included in stat block). Uncanny Dodge (Ex): See PHB, page 50. Staggering Strike (Feat): See CV, page 112. If the character damages an opponent with a melee Sneak Attack, the opponent must make a Fortitude save with a DC equal to the amount of damage dealt. If the opponent fails the save, they are staggered for 1 round. A DC 15 Heal check or receiving at least 1 HP from magical healing will remove the staggered condition. Possessions: Street Clothes, +1 Studded Leather, +1 Buckler, +1 Sap, +1 Ring of Protection, +2 Gloves of Dexterity, +1 Cloak of Resistance, Potion of Invisibility, Tanglefoot Bag, Thunderstone, Short Sword APL 12 Street Thug: Male Human Rog 4/Ftr 2/StrFtr 5; CR 11; Medium Humanoid [Human]; HD 4d6+2d10+5d8+44; hp 99; Init +8; Spd 30 ft.; AC 22[23] (+4 Studded Leather, +2 Buckler, +1 Ring, +5 Dex, [+1 Dodge]), touch 16[17], flat- footed 17; BAB/Grp: +10/+11; Atk: +16 melee (1d6+2, sap); Full Atk: +16/+11 melee (1d6+2, sap); SA Sneak Attack +3d6; SQ Always Ready, Improved Uncanny Dodge, Stand Tough, Streetwise, Uncanny Dodge; AL CN; SV Fort +10, Ref +10, Will +2; Str 12, Dex 19[21], Con 14[16], Int 13, Wis 8, Cha 8. Skills: Speak Common, Rhopan; Bluff +13, Climb +3, Hide +19, Intimidate +13, Jump +3, Knowledge (local) +13, Listen +3, Move Silently +19, Sense Motive +4, Sleight of Hand +14, Spot +3, Swim +3, Tumble +19 Feats: Combat Expertise, Dodge, Improved Feint, Improved Toughness, Mobility, Staggering Strike (See below), Weapon Finesse Always Ready (Ex): +3 competence bonus to Initiative (included in stat block). Improved Uncanny Dodge (Ex): See PHB, Page 50. Stand Tough (Ex): 2/day. When struck by a weapon or natural attack (but not a spell or special ability), the character can make a Fortitude save with a DC equal to the amount of damage dealt. If successful, the character takes no lethal damage from the blow, instead taking non-lethal damage equal to half the damage dealt. Streetwise (Ex): +2 competence bonus to Gather Information and Knowledge (Local) checks (included in stat block). Uncanny Dodge (Ex): See PHB, page 50. Staggering Strike (Feat): See CV, page 112. If the character damages an opponent with a melee Sneak Attack, the opponent must make a Fortitude save with a DC equal to the amount of damage dealt. If the opponent fails the save, they are staggered for 1 round. A DC 15 Heal check or receiving at least 1 HP from magical healing will remove the staggered condition. Possessions: Street Clothes, +1 Studded Leather, +1 Buckler, +1 Sap, +1 Ring of Protection, +2 Gloves of Dexterity, +2 Amulet of Health, +1 Cloak of Resistance, Potion of Invisibility, Tanglefoot Bag, Thunderstone, Short Sword Extreme Makeover Page 11 DM Aid – Encounter Seven Extreme Makeover Page 12
textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/595/Interactives/URD5-I02 - The Rules of Engagement (APL 2-16)/URD5-I02 MM-B1 - Extreme Makeover.pdf
#54 The Shadow Monk (ClaSS arCheType) OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved. Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian Livingstone and Mark Barnes. Player Paraphernalia #54 The Shadow Monk (Class Archetype) ©2015, The Knotty- Works; Author: John Buckley and Randy Price d20pfsrd.com. Copyright 2010, John Reyst. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/ pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product. Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/ pathfinderRPG/compatibility for more information on the compatibility license. Some rights reserved. 1 Player ParaPhernalia #54 By the Knotty-Works Welcome to the fifty-fourth issue of Player Paraphernalia, a hodge podge of character ideas and alternate rules that may be used with the Pathfinder Roleplaying Game (Paizo, Inc©). This issue introduces the shadow monk, an original concept by Randy Price. This archetype focuses on the powers of shadow and darkness, producing a darker and more devious monk class. The archetype is provided for both the core Monk class and the Unchained Monk class. The Shadow Monk Concept and original class description by Randy Price, edited and formatted by John Buckley Toil and Trouble rule the lives of many, but some find the inner strength not to just overcome, but to harness that energy within themselves. The shadow monk takes his own loss and tragic loss and refocuses that energy into his inner ki, forging connections to the planes of shadow and darkness. As a result he learns to harness the shadows and powers of darkness to enhance his own abilities and powers. Class Abilities Shadow Sense (Ex): At 1st level, the shadow monk gains the Blind-Fight feat as a bonus feat. In addition, at 4th level, the miss chance for both partial and total concealment by 5% (15& for normal concealment and 45% for total concealment) and an additional 5% every 4 levels thereafter. At 16th level the shadow monk does not have to roll for a possible miss chance for normal concealment. This ability replaces the Monk’s Stunning Fist class ability. Improved Shadow Sense (Ex): At 2nd level the shadow monk gains low-light vision. If the shadow monk already possesses low-light vision, he gains darkvision with a 60 foot range. If the shadow monk already has darkvision, he gains a +30 foot range to his darkvision with a maximum of 90 feet. This ability replaces the bonus feat the monk gains at 2nd level. The shadow monk retains the additional bonus feats at 6th level and every 4 levels thereafter. Resist the Dark Lure (Ex): At 3rd level the shadow monk gains a +2 bonus on all saving throws versus negative energy attacks, death effects, and fear based effects. This ability replaces the Monk’s Still Mind class ability. Dark Ki Pool (Su): The shadow monk may harness the dark and enigmatic energies that drive his soul at 4th level, with a number of points equal to ½ his class level + his Wisdom modifier. This ki pool is replenished each morning after 8 hours of rest. As long as the shadow monk has at least 1 ki point in his dark pool he may make a dark ki strike as listed below. At 4th level the shadow monk treats all of his unarmed attack as if they were silver or magic for the purpose of overcoming damage reduction. At 7th level the shadow monk’s unarmed attacks are considered cold-iron for purposes of overcoming damage reduction. In addition, the shadow monk’s unarmed attack is treated as having the ghost touch special ability, able to strike incorporeal creatures normally. 2 At 10th level the shadow monk’s unarmed attacks are treated as lawful for purposes of overcoming damage reduction. At 16th level the shadow monk’s unarmed attacks are treated as force attacks in regards to ethereal creatures and ignoring the effects of spells or spell-like abilities that grant ethereal properties to the recipient (such as Blink and Etherealness). The shadow monk may spend 1 point from his dark ki pool one of the following, all requiring just a swift action: Make an additional attack at his highest attack bonus when making a flurry of blows attack. Envelope himself in a 5 foot area of darkness (as the spell Darkness) granting him concealment for 1 round. The shadow monk suffers no penalties for attacking from the darkness of this effect. Give himself a +4 circumstance bonus to any Stealth checks for 1 round. This ability modifies the monk’s normal ki pool class ability. Shadow Move (Ex): At 4th level the shadow monk learns to move quickly through the shadows. As a result when moving in dim light or complete darkness, the shadow monk gains an additional +10 foot movement bonus to his base speed. Also, he suffers no penalties while moving at his normal movement rate while trying to use Stealth in dim light or darkness. This ability replaces the monk’s Slow Fall class ability. Blood of Shadows (Su): At 5th level the shadow monk gains a supernatural resistance against energy drain and negative level attacks. This functions as spell resistance with a value equal to 10 + ½ the shadow monk’s class level. For creatures with an Energy Drain ability, treat their hit dice as their effective caster level or any levels they have in a class that grants spell casting abilities. Note that this ability does not affect negative levels gained from spells used to restore the shadow monk’s life (such as Raise Dead or Resurrection). This ability replaces the monk’s Purity of Body class ability. Shadow Touch (Su): At 7th level the shadow monk may channel negative energy through this touch by spending 1 ki point from his dark ki pool as a swift action. He must choose one unarmed attack to apply the effect and if the opponent is successfully struck, the target suffers and additional 1d6 points of negative energy damage. Note that this effect may still be applied if the monk’s attack struck the target’s touch AC even if his normal attack failed to damage the target. Undead are unharmed by this effect. At 11th level the shadow monk may spend 2 ki points to increase the damage to 2d6 points of damage and at 15th level the shadow monk may spend 3 ki points to increase the damage of the negative energy to 3d6 points of damage. At 15th level the shadow monk may declare one attack per day as his supreme shadow touch attack. If the attack is successful versus the opponents normal AC the shadow monk may forgo the normal negative energy damage (and expenditure of the ki points) and instead will the victim to die immediately or at a later time up to a number of days equal to his class level as a free action. The victim is allowed a Fortitude saving throw with a DC equal to 10 + ½ the shadow monk’s class level + his Wisdom modifier or immediately die. If the victim saving throw succeeds the supreme shadow touch automatically ends. Only one victim may be under the effects of the supreme shadow strike at a time and if the shadow monk applies the effect before killing the previous victim, the effect on the previous victim automatically ends. Creatures immune to critical hits cannot be affected by the supreme shadow touch. This ability replaces the monk’s Wholeness of Body, Diamond Body, and Quivering Palm class abilities. Cloak of Shadows (Su): At 12th level the shadow monk may expend 2 ki point from his dark ki pool as a swift action to surround himself with shadows that he may step in and out of gaining the effects identical to the Blink spell for a number of rounds equal to the shadow monk’s class level, though he may end the effect as a free action as desired. 3 Unlike the actual Blink spell, the shadow monk’s normal physical attacks have no miss chance. This ability replaces the monk’s Abundant Step class ability. Shadow Soul (Ex): At 13th level, the shadow monk gains spell resistance equal to his current class level + 10. In order to affect the shadow monk with a spell, a spell-caster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance. This ability does not affect spells with the light descriptor. The monk is immune to spells with the shadow descriptor. This ability replaces the monk’s Diamond Soul class ability. Shadow Body (Su): The shadow monk gains the ability to enter a state of etherealness at 19th level as a move action by spending 3 ki points from his dark ki pool. This effect lasts for 1 minute (though it can be ended sooner as a free action) as if the shadow monk was using the Etherealness spell. The shadow monk may not take others with him while using this ability. By spending an additional ki point from his dark ki pool, the shadow monk may increase his movement rate by ½ while in the ethereal state. This ability replaces the monk’s Empty Body class ability. The Unchained Shadow Monk The following is the archetype that is compatible with the Unchained Monk from Pathfinder Unchained. Toil and Trouble rule the lives of many, but some find the inner strength not to just overcome, but to harness that energy within themselves. The shadow monk takes his own loss and tragic loss and refocuses that energy into his inner ki, forging connections to the planes of shadow and darkness. As a result he learns to harness the shadows and powers of darkness to enhance his own abilities and powers. Class Abilities Shadow Sense (Ex): At 1st level, the shadow monk gains the Blind-Fight feat as a bonus feat. In addition, at 4th level, the miss chance for both partial and total concealment by 5% (15& for normal concealment and 45% for total concealment) and an additional 5% every 4 levels thereafter. At 16th level the shadow monk does not have to roll for a possible miss chance for normal concealment. This ability replaces the Monk’s Stunning Fist class ability. Improved Shadow Sense (Ex): At 2nd level the shadow monk gains low-light vision. If the shadow monk already possesses low-light vision, he gains darkvision with a 60 foot range. If the shadow monk already has darkvision, he gains a +30 foot range to his darkvision with a maximum of 90 feet. This ability replaces the bonus feat the monk gains at 2nd level. The shadow monk retains the additional bonus feats at 6th level and every 4 levels thereafter. Dark Ki Pool (Su): The shadow monk may harness the dark and enigmatic energies that drive his soul at 3rd level, with a number of points equal to ½ his class level + his 4 Wisdom modifier. This ki pool is replenished each morning after 8 hours of rest. As long as the shadow monk has at least 1 ki point in his dark pool he may make a dark ki strike as listed below. At 3rd level the shadow monk treats all of his unarmed attack as if they were silver or magic for the purpose of overcoming damage reduction. At 7th level the shadow monk’s unarmed attacks are considered cold-iron for purposes of overcoming damage reduction. In addition, the shadow monk’s unarmed attack is treated as having the ghost touch special ability, able to strike incorporeal creatures normally. At 10th level the shadow monk’s unarmed attacks are treated as lawful for purposes of overcoming damage reduction. At 16th level the shadow monk’s unarmed attacks are treated as force attacks in regards to ethereal creatures and ignoring the effects of spells or spell-like abilities that grant ethereal properties to the recipient (such as Blink and Etherealness). The shadow monk may spend 1 point from his dark ki pool to make an additional attack at his highest attack bonus when making a flurry of blows attack. Give himself a +4 circumstance bonus to any Stealth checks for 1 round. This ability modifies the monk’s normal ki pool class ability. Ki Powers: The following new ki powers are exclusively available to the shadow monk. Cloak of Shadows (Su): The shadow monk may expend 2 ki point from his dark ki pool as a swift action to surround himself with shadows that he may step in and out of gaining the effects identical to the Blink spell for a number of rounds equal to the shadow monk’s class level, though he may end the effect as a free action as desired. Unlike the actual Blink spell, the shadow monk’s normal physical attacks have no miss chance. The shadow monk must be at least 10th level before he may take this ki power. Shadow Body (Su): The shadow monk gains the ability to enter a state of etherealness as a move action by spending 3 ki points from his dark ki pool. This effect lasts for 1 minute (though it can be ended sooner as a free action) as if the shadow monk was using the Etherealness spell. The shadow monk may not take others with him while using this ability. By spending an additional ki point from his dark ki pool, the shadow monk may increase his movement rate by ½ while in the ethereal state. The shadow monk must have the Shadow Move ki power before he may take this ki power. Shadow Move (Ex): The shadow monk learns to move quickly through the shadows. As a result when moving in dim light or complete darkness, the shadow monk gains an additional +10 foot movement bonus to his base speed while he has at least 1 point in his dark ki pool. Also, he suffers no penalties while moving at his normal movement rate while trying to use Stealth in dim light or darkness. Shadow Shield (Su): The shadow monk may envelope himself in a 5 foot area of darkness (as the spell Darkness) granting him concealment for 1 round by spending 1 ki point as a swift action. The shadow monk suffers no penalties for attacking from the darkness of this effect. Shadow Soul (Ex): The shadow monk gains spell resistance equal to his current class level + 10 by spending 2 ki points from his dark ki pool as a swift action. The effect lasts for a number of rounds equal to the shadow monk’s class level. In order to affect the shadow monk with a spell, a spell-caster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance. This ability does not affect spells with the light descriptor. The monk is immune to spells with the shadow descriptor. This shadow monk must be at least 12th level before he may take this ki power. Shadow Touch I (Su): The shadow monk may channel negative energy through this touch by spending 1 ki point from his dark ki pool as a swift action. He must choose one unarmed attack to apply the effect and if the opponent is successfully struck, the target suffers and additional 1d6 points of negative energy damage. Note that this effect may still be applied if the shadow monk’s attack 5 struck the target’s touch AC even if his normal attack failed to damage the target. Undead are unharmed by this effect. The shadow monk must be at least 8th level before he may take this ki power. Shadow Touch II (Su): The shadow monk may spend 2 ki points to increase the damage form his Shadow Touch to 2d6 points of damage. The shadow monk must have the Shadow Touch I ki power and be at least 12th level before he may take this ki power. Shadow Touch III (Su): The shadow monk may spend 3 ki points to increase the damage of the negative energy to 3d6 points of damage from his shadow touch ki power. In addition the shadow monk may declare one attack per day as his supreme shadow touch attack. If the attack is successful versus the opponents normal AC the shadow monk may forgo the normal negative energy damage (and expenditure of the ki points) and instead will the victim to die immediately or at a later time up to a number of days equal to his class level as a free action. The victim is allowed a Fortitude saving throw with a DC equal to 10 + ½ the shadow monk’s class level + his Wisdom modifier or immediately die. If the victim saving throw succeeds the supreme shadow touch automatically ends. Only one victim may be under the effects of the supreme shadow strike at a time and if the shadow monk applies the effect before killing the previous victim, the effect on the previous victim automatically ends. Creatures immune to critical hits cannot be affected by the supreme shadow touch. The shadow monk must be at least 16th level and have the Shadow Touch I and Shadow Touch II ki powers before he may take this ki power. Under the Cover of Darkness (Ex): The shadow monk may give himself a +4 circumstance bonus to any Stealth checks for 1 round by spending 1 ki point as a swift action. Resist the Dark Lure (Ex): At 4th level the shadow monk gains a +2 bonus on all saving throws versus negative energy attacks, death effects, and fear based effects. This ability replaces the Monk’s Still Mind class ability. Blood of Shadows (Su): At 5th level the shadow monk gains a supernatural resistance against energy drain and negative level attacks. This functions as spell resistance with a value equal to 10 + ½ the shadow monk’s class level. For creatures with an Energy Drain ability, treat their hit dice as their effective caster level or any levels they have in a class that grants spell casting abilities. Note that this ability does not affect negative levels gained from spells used to restore the shadow monk’s life (such as Raise Dead or Resurrection). This ability replaces the monk’s Purity of Body class ability. Shadow Monk by Jacob Blackmon 6 Other KnOtty WOrKs Pathfinder cOmPatible PrOducts If you enjoyed this product, please check out these other Pathfinder supplements produced by the Knotty Works. Each of the Spell Works Compendiums offer over fifty new and unique spells. Advancing with Class supplements offer new abilities for existing classes or introduce a new class with unique mechanics for the Pathfinder game.
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UNDERMOUNTAIN ADVENTURES: THE CITADEL ADAPTATION Preparing for Play This is an adaptation document for Undermountain Adventures, a new RPGA™ Dungeons & Dragons® mini- campaign. If you are reading this document, you should be planning on being the Dungeon Master (DM) for this particular adventure. If you are planning on playing, you should stop reading this now, and give this document to the DM. Reading beyond this point makes you ineligible to play the adventure as part of an RPGA-sanctioned event. To run this adventure, you’ll need a Player’s Handbook v.3.5, Dungeon Master’s Guide v.3.5, Monster Manual v.3.5, and the Expedition to Undermountain adventure (in addition to this document). You also may want to use official D&D Miniatures to represent various monsters and NPCs the players will encounter throughout their exploration. You’ll need a group of 4-6 players to play through this adventure. The players can either use pregenerated characters available on our website at www.rpga.com, or they can create their own characters using the guidelines presented in the Undermountain Adventures Character Creation Guide, also available on the RPGA website. Players and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure and reporting it is worth four (4) points. Adventure Background This adventure takes place in the dungeon below Waterdeep, a great city along the Sword Coast in Faerun. After a drow house attempted to gain control of Spiderhaven (a hamlet in Undermountain near the River Sargauth), the Lords of Waterdeep sent adventurers in to help find a way around a blockade the drow had constructed to keep others out. The adventurers’ success brought the forces of Waterdeep to bear against the drow, and they were driven out of Spiderhaven, leaving the Waterdhavian forces in control. The adventurers were either directly involved in scouting a way around the blockade (which means the player participated in The River Sargauth), or they were present with the forces that retook Spiderhaven. Either way, they find themselves in Spiderhaven, approached by a dwarf motivated by visions to reclaim his birthright in Belkram’s Fall, an old dwarven citadel in a massive lava tube near the hamlet. Important Information This is a timed adventure. You should read the introductory text, ensure the players are ready to begin, and then start the clock ticking. The players have 4 hours to get as far as they can in the dungeon. Even if you have more time to play, do not give the players more than the allotted time to ensure a fair experience for all. Keep in mind that you’ll also be doing numerous calculations at the end of the adventure – adding up the PCs’ gold, XP, and recording which items the players want to keep. Players should attempt to come to an amicable solution as to who gets what items at the end of the adventure; either they can all agree on who gets what, or you can have them roll off to choose. If they roll off, every player should roll a d20. The high roll picks their first item, second highest picks second, and so on. If there are enough items for second picks, then the lowest roll should pick first on the second item, second-lowest picks second, and so on. This method must be followed if the players cannot decide on items without disputes. There are a number of abbreviations after an item listed below. These denote the book and page number of the item’s description. “M” is Magic Item Compendium, “D” is Dungeon Master’s Guide v.3.5, “P” is Player’s Handbook v.3.5, and “S” is Spell Compendium. When exploring the dungeon, any spots that have mortared rubble that leads to passages off the map on page 91 are considered blocked. Areas that lead off the map are also blocked and unpassable. Make certain to follow the notes below for each area, as they provide important changes to the material in the adventure. Run the adventure directly from the book, flipping to the tactical encounters when necessary and using the notes in Encounter Adaptations to make the changes indicated. Teleportation Magic/Psionics Undermountain is protected by Halaster's teleport cage (see the Appendix in Expedition to Undermountain). Essentially, any time anyone uses conjuration (teleportation) magic, teleportation psionics, or abilities that teleport (like dimension hop, dimension door, etc), they are randomly teleported somewhere else in Undermountain. Once a character does so, they are removed from the game, but are not considered dead. Scrying Undermountain is also protected by Halaster's scrying cage (see the Appendix in Expedition to Undermountain), which prevents divination (scrying) magic and psionics from functioning. Any time a character uses scrying magic, psionics, or items, the attempt automatically fails. Dying in Undermountain If a character dies in Undermountain, it could negate the player's chance of receiving some rewards at the end of the session. If the character's body in is possession of the other PCs at the conclusion of the adventure (or in the same encounter area when time is called), it is assumed the other PCs brought back the body. If the party agrees, and they have the money, they can spend 5450 gold to get a raise dead spell cast on the character. The character does not lose a level as normal; rather, they retain their level, have a -1 to all d20 rolls from this point forward, and lose their highest level spell, slot, or a number of power points equal to the base cost of the highest level power they can use. They are then awarded XP, gold, and items as normal, and when/if the character obtains 5th level, the penalties for dying are then removed. Characters that die in Undermountain and are not retrieved are permanently dead. The only reward that the player can take is a group reward (if any), such as a favor. Adventure Introduction Several days ago, the hamlet of Spiderhaven, deep in the dark caverns of Undermountain, was set free of its merciless overlords, the drow of House Tanor’Thal. A force sent by the Lords of Waterdeep now occupies the community, planning its withdrawal to the surface within a few days. You find yourselves here, either as part of the scouting force that gave the Waterdhavians the information they needed to take down the drow, or as part of the main force that pushed the small house of dark elves back further into the endless depths. Yesterday, you were visited by a devout dwarf named Gyudd. He explained to you that he was an heir to the lost throne of Clan Melairkyn, a direct descendant of its last ruler, King Melair IV. He told you of strange dreams he was having of late – dreams of a plain black crown bearing a blood-red gem. They have become more frequent and more vivid as he’s traveled closer to Belkram’s Fall, his old clan’s fallen ancestral home. He has taken these dreams to mean that obtaining the crown is the key to resurrecting his clan and possibly rebuilding the lost citadel in Belkram’s Fall. After verifying his lineage with some of the heralds in the occupying force, you ran into Gyudd again this morning. He was resolute that today was the day that his quest for the crown was to be undertaken, but his duties with the troops prevented him from leaving Spiderhaven. Thus, he has asked you to seek your fortunes in Belkram’s Fall and retrieve for him the crown in his dreams. After entering the massive lava tube and surviving harrowing encounters with a colony of grell in the guard stations toward the top of Belkram’s Fall, you descended on a rope-and-pulley platform to the level where the ruins of the ancient dwarven citadel once stood. The lift does not descend further, so either you’ll find what you’re after here, or you’ll need to find another way down. Once all the characters are ready to begin, start the clock and proceed to the read-aloud text at the beginning of the section titled “The Citadel” (page 122 in Expedition to Undermountain). Encounter Adaptations THE CITADEL The tactical encounters that can occur as a result of searching the ruins of the citadel happen only once each at most. Once all three have been encountered, characters cannot have any more tactical encounters in this area, but they also cannot find any more treasure. PCs can search the ruins as stated on page 122, with the following change: the 10% chance to find treasure after 10 minutes of searching is cumulative. If they find treasure, roll on the chart below to determine the item they find. Once found, that item cannot be found again. Citadel Treasure (Roll 1d4) 1 – Amulet of retributive healing (M69) 2 – Devastation gauntlets (M93) 3 – Rod of viscid globs (M176) 4 – Spellsink scarab (M138) THE CITADEL (TACTICAL 4-4) Changes from Adventure: No changes. TREASURE None. EXPERIENCE POINTS 480 per character for defeating the defacer Maximum of 480 per character THE CITADEL (TACTICAL 4-5) Changes from Adventure: No changes. TREASURE The 2 drow direguards each carry a masterwork longsword and a masterwork composite longbow (+3 Str bonus). EXPERIENCE POINTS 160 per character for defeating each drow direguard (2) Maximum of 320 per character THE CITADEL (TACTICAL 4-6) Changes from Adventure: There is no possibility of a second vasuthant appearing. TREASURE None. EXPERIENCE POINTS 240 per character for defeating the vasuthant Maximum of 240 per character SKELETAL SCAFFOLD Once the characters have spent some time exploring the ruins of the citadel, they should come upon the other lift going further down, which deposits characters on the first platform on the scaffold. The lift is blocked from going down any further by this platform. Characters will need to come up with a way to eventually head further down Belkram’s Fall to the deepest levels, which are detailed in Belkram’s Tomb, the next adventure. P1-P2. LANDING ZONE (TACTICAL 4-7) Changes from Adventure: If the characters do a search of area P2, they immediately see scattered Three-Dragon Ante cards from a recent game the dwarves were playing. However, a more careful check around the room (DC 20 Search) reveals a small wooden box. Inside the box is a pristine deck of Three-Dragon Ante cards wrapped in purple silk. These cards were stolen off of drow the dwarves ran across a while ago, but have not yet been used, since the cleric detected some sort of magic on them. The cards are face-down in the box. If a character draws a card from the top, the rest of the deck disappears, and that character’s player should see the show’s HQ. A character that tries to draw from the bottom, tries to draw from any other place than the top, or just flips the deck over to see the bottom card must make a DC 20 Will save. If the character fails the save, they are cursed receiving a - 4 to all rolls for the remainder of the adventure. This has the effect of a 12th-level caster. Some of the treasure has also changed (see below). TREASURE The dwarf cleric carries a masterwork heavy mace and wears a suit of masterwork full plate. Each knight (4 in total) has a masterwork dwarven waraxe a suit of masterwork full plate, and a masterwork light crossbow. Two of the knights have 10 +1 frost bolts each; the other two have 10 +1 flaming bolts each. EXPERIENCE POINTS 160 per character for defeating the dwarf cleric 160 per character for defeating each knight of avarice (4) Maximum of 800 per character P3. BARRICADE (TACTICAL 4-8) Changes from Adventure: Some of the treasure has changed (see below). TREASURE Each knight (3 in total) has a masterwork dwarven waraxe, a suit of masterwork full plate, and a masterwork light crossbow. Two of the knights have 10 +1 shocking bolts each; the other one has 10 +1 frost bolts. EXPERIENCE POINTS 160 per character for defeating each knight of avarice (3) Maximum of 480 per character P4. CAVERN PORTAL (TACTICAL 4-9) Changes from Adventure: No changes. TREASURE None. EXPERIENCE POINTS 160 per character for defeating the myconid venom spores (3) Maximum of 480 per character P6. READY, SET, DIE! (TACTICAL 4-10) Changes from Adventure: No changes. TREASURE The 2 hooded pupils each wear half-plate, each have a masterwork dagger, and each have a scroll of summon monster II. EXPERIENCE POINTS 240 per character for defeating each hooded pupil (2) Maximum of 480 per character P7. EMPTY Changes from Adventure: This room contains some treasure. TREASURE Upon entering the room, a DC 15 Spot check reveals two pair of dirty, worn-looking boots. They are actually rock boots (M130) and acrobat boots (M67). EXPERIENCE POINTS None. P9. DREXLYN’S LAIR (TACTICAL 4-11) Changes from Adventure: Some of the treasure has changed (see below). TREASURE Drexlyn has on his person a +1 silvered dagger and a +1 mithral shirt. His coffin contains 1700 gp, a tome of understanding +1 (see “After the Adventure” for notes on this item), and a bundle of divine scrolls that count as one item (scroll of bear’s endurance, scroll of bull’s strength, scroll of earthbind [S76], scroll of ghost touch armor [S102], scroll of lesser vigor [S229], scroll of resurgence [S174]). EXPERIENCE POINTS 480 per character for defeating Drexlyn Darrowdelve 160 per character for defeating the patchwork skeleton Maximum of 640 per character ADDITIONAL REWARDS In addition to the rewards listed in each encounter above, characters that found a way past the skeletal scaffold each gain a story award of 500 experience points. After the Adventure Characters that manage to find a way to get past the skeletal scaffolding begin their descent downward towards the final goal of their quest: Belkram’s Tomb, detailed in the next adventure of the same name. Once the adventure is finished (or time has expired), total up the experience points and gold pieces gained. Items obtained are divided up however the group sees fit; each player cannot take more than 2 items (certificates are supplied for these items so they can be applied to another campaign’s character in addition to the Undermountain Adventures character). The exception is the tome of understanding +1, which can be chosen by a character as an item, but it cannot be applied to another campaign’s character, only their Undermountain Adventures character (and cannot be sold). All remaining items are sold for half their value, add that amount to the gold pieces the party gained, and divide it by the number of characters in the party. Inform the players to record gold gained and items gained on their character sheets. The maximum XP that can be earned in this adventure is 4420. This is only possible if the PCs finish all encounters and find a way to get past the skeletal scaffold. Gold is gained in area P9 (1700 gp). Make sure to divide up this gold by the number of characters in the group. Players may spend any gold they received on any item they would like from the approved source list (see the Undermountain Adventures Character Creation Guide). They may not purchase any item worth more than 4000 gold. Undermountain: The Citadel Treasure Chart Check all items obtained in the obtained column. Each player may only receive a maximum of 2 items. Items taken are applied to the player’s Undermountain Adventures character. Items obtained but not taken by any players are sold for half their value in gold; the gold is then split up amongst the party to apply towards their Undermountain Adventures character. Item Name Location GP Value Obtained? Player Receiving Amulet of retributive healing Citadel Ruins 2000 Devastation gauntlets Citadel Ruins 2000 Rod of viscid globs Citadel Ruins 2000 Spellsink scarab Citadel Ruins 2000 Masterwork longsword Tactical 4-5 315 Masterwork longsword Tactical 4-5 315 MW composite longbow (+3 Str) Tactical 4-5 700 MW composite longbow (+3 Str) Tactical 4-5 700 Masterwork heavy mace Tactical 4-7 312 Masterwork full plate Tactical 4-7 2650 Masterwork full plate Tactical 4-7 2650 Masterwork full plate Tactical 4-7 2650 Masterwork full plate Tactical 4-7 2650 Masterwork full plate Tactical 4-7 2650 Masterwork dwarven waraxe Tactical 4-7 330 Masterwork dwarven waraxe Tactical 4-7 330 Masterwork dwarven waraxe Tactical 4-7 330 Masterwork dwarven waraxe Tactical 4-7 330 +1 frost bolts (10) Tactical 4-7 1661 +1 frost bolts (10) Tactical 4-7 1661 +1 flaming bolts (10) Tactical 4-7 1661 +1 flaming bolts (10) Tactical 4-7 1661 Masterwork full plate Tactical 4-8 2650 Masterwork full plate Tactical 4-8 2650 Masterwork full plate Tactical 4-8 2650 Masterwork dwarven waraxe Tactical 4-8 330 Masterwork dwarven waraxe Tactical 4-8 330 Masterwork dwarven waraxe Tactical 4-8 330 +1 frost bolts (10) Tactical 4-8 1661 +1 shocking bolts (10) Tactical 4-8 1661 +1 shocking bolts (10) Tactical 4-8 1661 Masterwork dagger Tactical 4-9 302 Masterwork dagger Tactical 4-9 302 Medium-sized half-plate Tactical 4-9 600 Medium-sized half-plate Tactical 4-9 600 Scroll of summon monster II Tactical 4-9 150 Scroll of summon monster II Tactical 4-9 150 Rock boots Area P7 2000 Acrobat boots Area P7 900 +1 silvered dagger Tactical 4-10 2322 +1 mithral shirt Tactical 4-10 2100 Bundle of divine scrolls Tactical 4-10 650 Tome of understanding +1 Tactical 4-10 Cannot sell
textdata/thevault/Living Greyhawk/Modules/Core Specials/Undermountain/The Citadel General Play.pdf
CHARACTER SHEET ATTRIBUTES STRENGTH AGILITY WITS EMPATHY NAME: BAKGROUND: CONCEPT: ICON: GROUP CONCEPT: REPUTATION: PERSONAL PROBLEM: APPEARANCE FACE: CLOTHING: TRAUMA HIT POINTS (STRENGTH + AGILITY) CRITICAL INJURIES: MIND POINTS (WITS + EMPATHY) RELATIONSHIPS BUDDY PC 1: PC 2: PC 3: PC 4: RADIATION POINTS EXPERIENCE TALENTS SKILLS GENERAL ADVANCED DEXTERITY (AGILITY) COMMAND (EMPATHY) FORCE (STRENGTH) CULTURE (EMPATHY) INFILTRATION (AGILITY) DATA DJINN (WITS) MANIPULATION (EMPATHY) MEDICURGY (WITS) MELEE COMBAT (STRENGTH) MYSTIC POWERS (EMPATHY) OBSERVATION (WITS) PILOT (AGILITY) RANGED COMBAT (AGILITY) SCIENCE (WITS) SURVIVAL (WITS) TECHNOLOGY (WITS) WEAPONS BONUS INIT DAMAGE CRIT RANGE COMMENTS RELOADS GEAR BONUS 1 2 3 4 5 6 7 8 9 10 ARMOR RATING COMMENT CHARACTER SHEET ATTRIBUTES STRENGTH AGILITY WITS EMPATHY NAME: BAKGROUND: CONCEPT: ICON: GROUP CONCEPT: REPUTATION: PERSONAL PROBLEM: APPEARANCE FACE: CLOTHING: TRAUMA HIT POINTS (STRENGTH + AGILITY) CRITICAL INJURIES: MIND POINTS (WITS + EMPATHY) RELATIONSHIPS BUDDY PC 1: PC 2: PC 3: PC 4: RADIATION POINTS EXPERIENCE TALENTS SKILLS GENERAL ADVANCED DEXTERITY (AGILITY) COMMAND (EMPATHY) FORCE (STRENGTH) CULTURE (EMPATHY) INFILTRATION (AGILITY) DATA DJINN (WITS) MANIPULATION (EMPATHY) MEDICURGY (WITS) MELEE COMBAT (STRENGTH) MYSTIC POWERS (EMPATHY) OBSERVATION (WITS) PILOT (AGILITY) RANGED COMBAT (AGILITY) SCIENCE (WITS) SURVIVAL (WITS) TECHNOLOGY (WITS) WEAPONS BONUS INIT DAMAGE CRIT RANGE COMMENTS RELOADS GEAR BONUS 1 2 3 4 5 6 7 8 9 10 ARMOR RATING COMMENT
textdata/thevault/Coriolis RPG (Year Zero Engine) [multi]/Coriolis - Character Sheet.pdf
CHARACTER SHEET ATTRIBUTES STRENGTH AGILITY WITS EMPATHY NAME: BACKGROUND: CONCEPT: ICON: GROUP CONCEPT: REPUTATION: PERSONAL PROBLEM: APPEARANCE FACE: CLOTHING: TRAUMA HIT POINTS (STRENGTH + AGILITY) CRITICAL INJURIES: MIND POINTS (WITS + EMPATHY) RELATIONSHIPS BUDDY PC 1: PC 2: PC 3: PC 4: RADIATION EXPERIENCE TALENTS SKILLS GENERAL D E C N A V D A DEXTERITY (AGILITY) COMMAND (EMPATHY) FORCE (STRENGTH) CULTURE (EMPATHY) INFILTRATION (AGILITY) DATA DJINN (WITS) MANIPULATION (EMPATHY) MEDICURGY (WITS) MELEE COMBAT (STRENGTH) MYSTIC POWERS (EMPATHY) OBSERVATION (WITS) PILOT (AGILITY) RANGED COMBAT (AGILITY) SCIENCE (WITS) SURVIVAL (WITS) TECHNOLOGY (WITS) WEAPONS BONUS INIT DAMAGE CRIT RANGE COMMENTS RELOADS GEAR BONUS 1 2 3 4 5 6 7 8 9 10 ARMOR RATING COMMENT CHARACTER SHEET NOTES PEOPLE I’VE MET CONCEPT NOTES MY CABIN DESCRIPTION: GEAR: OTHER: TINY ITEMS BIRR:
textdata/thevault/Coriolis RPG (Year Zero Engine) [multi]/Coriolis - Character Sheet [Forms] [pf].pdf
What,s Your Sign? d4 Drop Table Lemur 1. You possess a keen sense of smell. 2. So quick-eyed that you can recognize a lie one out of six times. 3. Master calligrapher. Impresses the hell out of those who like such things. 4. You are afraid of the dark. Feather 1. Can catch fish with your bare hands. 2. You have cat-like quickness and cannot be knocked off your feet. 3. You have an innate sense of what kind of weather is coming. 4. You can jump or fall double the standard distances without any lasting harm. Sphinx 1. You understand the chirping/songs of birds; can tell when danger/food/water is near. 2. You know plants and have a green thumb. Your garden grows the tastiest squash. 3. Fools dislike you but the wise value your opinions. You have a home in courts throughout the land. 4. You love puns and riddles and will plague friends and enemies with them. Cyclops 1. Your abs impress those into big muscles; can easily hook up with fighters. 2. Bad sense of direction; often go in circles and end up lost. 3. Back muscles are so on fleek that artists seek you out and ask to sketch you. They pay. 4. Your obvious strength causes people to think you are stupid. Even when you say really smart things! Quartz 1. Skeptical of all superstitions, religions, and legends. 2. Can drink all night long without even a hangover the next day. 3. Gem cutter: You can identify and cut fine stones. 4. Mundane poisons have an even chance of not affecting you. Narwhal 1. You are so healthy that sick people seek you out and ask for a diagnosis. They pay. 2. Not even cold water stops you--you can swim anywhere without discomfort for hours. 3. You absorb damage like a champ; damage hurts as normal but doesn’t at all phase you. 4. Your heightened senses can detect even small changes in the surrounding environment. Lyrebird 1. You can mimic human voices with uncanny precision. 2. You can mimic animal noises with uncanny precision. 3. You have detailed knowledge of the laws of the lands. 4. You tend toward overt showmanship and utterly ridicule those who oppose you. Fox 1. Your reputation causes wariness amongst magic users. They are less likely to use magic in your presence. 2. Even when your actions are altruistic, you are suspected of ulterior motives. 3. You are a master of jury-rigging both impromptu items and clever traps. 4. Thou art truly loquacious and a champion of erudite word choice. Will-o’-the-wisp 1. Innkeepers give you exceptional treatment. 2 You have a penchant for really nice hats. 3. You can hypnotize willing subjects and prime them with suggestions. 4. Wild animals love you and approach for treats and strokes. Sloth 1. You can hide in trees with ninja level success. 2. You can tirelessly climb up trees, pillars and the like. 3. As clumsy as you are strong. Tend to smash small breakable items. 4. You prefer talking and resting to acting and doing. Sage 1. Ability to recognize valuable stones/weapons/books/ whatever. 2. You understand the intricate process of brewing, and can create both beer and (non-magical) potions. 3. People seek you out for studied advice and careful opinions. They pay. 4. You have strong longings to live alone on a distant mountaintop. Quokka 1. Haggler: ability to negotiate 05-20% percent off listed price with merchants. 2. Traditionally hostile creatures of 1HD must save vs. your CHA or else be Charmed. 3. People buy you drinks and meals in alehouses around the world. 4. Those attracted to your sex generally find you to be gorgeous.
textdata/thevault/Lamentations of the Flame Princess/LotFP Supplemental/What's Your Sign (LotFP).pdf
1 Epic RacEs: Racial abilitiEs andRoids Epic RacEs: Racial abilitiEs andRoids 2 Epic Level NPC Credits Credits Epic RacEs: Racial abilitiEs andRoids about Epic lEvEl npc, llc Built by top engineers in a black budget program, Epic Level NPC, LLC has been tasked with guarding the planet from Plutopian assassin spiders. To do so, they secretly train a new generation of super-soldiers through role playing game products. Visit us on Facebook 3 Epic RacEs: Racial abilitiEs andRoids Find your android dull and lifeless? Looking for something unique or augmented? We have you covered — in Epic Races: Racial Abilities Androids! Each Epic Races book attempts to give players and gamemasters new, races and options for the Starfinder Roleplaying Game in a single, small volume. Each Racial Abilities book brings you one race, alternate racial traits, feats, or spells to use in the Starfinder Roleplaying Game. The design of each Epic Races book is to provide just enough material to help you add the elements you want to your game. In Epic Races: Racial Abilities Androids, we bring you four alternate racial traits, four racial feats, and an android organization. Find your android dull and lifeless? Looking for something unique or augmented? We have you covered — in Epic Races: Racial Abilities Androids! Each Epic Races book attempts to give players and gamemasters new, races and options for the Starfinder Roleplaying Game in a single, small volume. Each Racial Abilities book brings you one race, alternate racial traits, feats, or spells to use in the Starfinder Roleplaying Game. The design of each Epic Races book is to provide just enough material to help you add the elements you want to your game. In Epic Races: Racial Abilities Androids, we bring you four alternate racial traits, four racial feats, and an android organization. contEnts thE andRoid RacE 4 FEats 5 Factions, oRganizations, and thREats 6 4 Epic Level NPC thE andRoid RacE Androids are superficially identical to humans in many ways, and to the uninformed it can be difficult to differentiate the two. In the right light, though, androids’ alien nature is revealed by the metallic sheen in their eyes and the biological, tattoo-like circuitry that riddles their skin. Their bodies are completely artificial, though made of materials that mimic the flexibility, shape, and density of human flesh and bone. Their organs mirror those of humans so well that only by examining the materials and makeup of these systems—which use sheeny oils and polymer alloys rather than blood and marrow—could one guess that their physiology is alien. Androids are roughly the same size as humans; on average, they are 6 feet tall and weigh 200 pounds. altERnatE Racial tRaits Race traits are keyed to specific races. In order to select a race trait, your character must be of the trait’s race. ElEctric Soul Some androids have an affinity with electricity, and gain fast healing 2 for 1 round anytime they take electricity damage. Androids with the electric soul racial trait can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This ability replaces Exceptional Vision. infiltrator An android designed for stealth missions is a master of disguise. Flexible skins with color shifting pigments cover highly adaptable metallic skeletons with the ability to change shape. Liquid filled sacks beneath the flesh allow for weight and mass redistribution. Once per day, an android with the infiltration alternate trait may assume the features of any other Small or Medium being of the humanoid type, for 1 minute per level as a standard action. This ability does not allow for the impersonation of specific beings. This racial trait replaces Flat Affect. nanitE SurgE An android’s body is infused with nanites. Once per day as a swift action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android’s level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a flashlight in illumination for 1 round. This ability replaces Upgrade Slot. rEflEctivE Skin These androids have reflective, crystalline skin that grants them a +2 racial bonus to EAC against energy damaging weapons. Once per day, they can deflect a single energy weapon attack targeted at them. When she would normally be hit with an attack from a ranged weapon, the android may deflect it so that she take no damage from it. She must be aware of the attack and not flat-footed. Attempting to deflect a energy weapon attack doesn’t count as an action. Unusually massive ranged weapons (such as starship weapons) and ranged attacks generated by natural attacks or spell effects can’t be deflected. This ability replaces Upgrade Slot. 5 Epic RacEs: Racial abilitiEs andRoids Feats Racial feats are summarized in the list below. The following format is used for all feat descriptions: Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to. Prerequisite: A minimum ability score, a required race, a level requirement, a minimum bab, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite. Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description. Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent. Special: Additional unusual facts about the feat. hold-out WEapon (combat) You have a weapon built into your arm. Prerequisite: android race Benefit: You have either a one-handed basic melee weapon, or, a one-handed small arms weapon built into your arm. Because this weapon is built into your body you receive a +20 equipment bonus on Stealth checks to conceal the weapon. The weapon can be drawn as a swift action. Special: This weapon can be replaced with a successful Engineering skill check where the DC is equal to 15 + your level. Additionally, no augmentation can be added to the arm with the hold-out weapon. impRovEd ExcEptional vision Your ability to see in dim and dark light is better than normal. Prerequisite: android race, exceptional vision trait Benefit: Your low-light and darkvision range extends to 120 feet. Normal: Your low-light and darkvision range is 60 feet. mEchanical attunEmEnt +2 bonus to Computer and Engineering skill checks Prerequisite: android race Benefit: You get a +2 bonus on all Computer and Engineering skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. synthEtic body Your body accepts augmentations more easily. Prerequisite: android race, Level 2 Benefit: Reduce the augmentation level and surgery time for all augments by 1, to a minimum of 1. Special: This feat may be taken multiple times. 6 Epic Level NPC Factions, oRganizations, and thREats The following list are examples of interests, such as businesses, churches, governments, organizations and species working together, or competing against each other, for fame, resources, territory, or wealth. synth supREmacy movEmEnt Racially-Motivated Hate Group Leader: Grand Leader of the Free: Luxus 9 Headquarters: Unknown location/ Decentralized A group including many former android slaves founded the first branch of the Synth Supremacy Movement, then known as the “Synthetic Survivor’s Movement,” as a social club after the Inner System War. Local branches of the SSM met in a general organizing convention and established what they called an “Indombinal Fighting Force.” Leading Colonial general Echo Delta Two Five was chosen as the first leader, or “Grand Leader of the Free,” of the SSM; he presided over a hierarchy of subordinates until his assassination. From the time of the post-Inner System War onward, freed android participation in public life in the System became one of the most radical aspects of Reconstruction, as androids won election to Colonial World governments. For its part, the SSM dedicated itself to an underground campaign of violence against Inner System leaders and voters (both android and human) in an effort to eliminate human supremacy in the Inner System. Within 10 years, the Synth Supremacy Movement had cells in nearly every Colonial World. Even at its height, the SSM did not boast a well-organized structure or clear leadership. Local SSM members–often wearing masks and dressed in the organization’s signature yellow jumpsuits and gold face masks –usually carried out their attacks acting on their own, but in support of the anti-human agenda and solidifying android supremacy in the Colonial Worlds. SSM activity flourished particularly in the regions of the Colonial Worlds where humans were a minority or a small majority of the population, and was relatively limited in others. The Synth Supremacy Movement adopted cell organization prior to the Colonial Wars, because they are remarkably difficult for foes to penetrate. SSM cells intend to overthrow existing Inner System governments. SSM cells may be extremely ad hoc in function. A planning cell for one operation may be tapped as an execution cell for the next. “Planning” or “support” cells may have fewer than 10 members, often local residents from Colonial Worlds, responsible primarily for fundraising. They may also be responsible for providing execution cells with false IDs, creditsticks, or ships, as well as procuring materials for weapons to be used against human populations. The members of SSM sleeper cells may have lived on the target world for years, doing nothing until activated. According to Inner System Intelligence, there are millions of “sleeper” terrorists throughout the Inner System. This is why many SSM androids have no prior criminal record. “Execution cells” are brought in at the final stages of an attack. They will utilize resources supplied by other cells. These cells specialize in high-causualty attacks against human 7 Epic RacEs: Racial abilitiEs andRoids populations, in an effort to destabilize the local government, sow chaos, and eliminate as many organic lives as possible. “Operation commanders” may come in only at the last moment before the attack. They may be the only link between local cells and the larger umbrella organization of the Synth Supremacy Movement. The commander may not even perform the operation himself, often leaving the planet before the attack occurs. The commanders in the SSM are well educated, multilingual, computer experts, and still at large. Operation commanders role in these attacks are often limited to serving as the frontman, financier, and publicist. 8 Epic Level NPC OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Starfinder Roleplaying Game Core Rulebook. © 2017, Paizo Inc.; Authors: Alexander Au- gunas, Logan Bonner, Jason Bulmahn, Thurston Hillman, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Amber E. Scott, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bul- mahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 5. © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFar- land, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer. Epic Races: Alternate Racial Abilities Androids. © 2017, Epic Level NPC, LLC; Author: Ben Dowell 9 Epic RacEs: Racial abilitiEs andRoids piRatEs: poRts and cREWs » staRt youR spacE advEntuREs Right With Fat goblin gamEs! cosmic odyssEy: piRatEs oF thE staRstREam Cosmic Odyssey is a line of Starfinder Roleplaying Game compatible products designed to give you, as both a player and as a gamemaster, all the tools you need to fully explore a classic motif of science fiction with new character options, equipment and vessels, as well as a location and NPCs. Designed to be dropped into your existing game, or to serve as a starting point for your adventures, each Cosmic Odyssey is ready-made for action. In Pirates of the Starstream we bring you to 8-Pieces Port, a safe haven to criminals that caters to the corsairs and buccaneers of the spaceways. Included in this book are new themes such as the brute and rogue, new drone options for mechanics, a new spell, new equipment for boarding and ramming, new sample starships like the gunboat, and several NPCs for you to drop into your campaign. cosmic odyssEy: sERvicE bots and synthEtic companions Cosmic Odyssey is a line of Starfinder Roleplaying Game compatible products designed to give you, as both a player and as a gamemaster, all the tools you need to fully explore a classic motif of science fiction with new character options, equipment, and vessels, as well as a location and NPCs. Designed to be dropped into your existing game, or to serve as a starting point for your adventures, each Cosmic Odyssey is ready-made for action. In Service Bots & Synthetic Companions, we bring you all the rules you need for building your very own robot pal as well as several pre-made Service Bots, or SBs. These synthetic companions exist in a space outside the fully-autonomous android race and the advanced machine companions of the mechanic class’s drones. Instead, our SBs are robotic companions for everyone (that can afford them). And, rather than just generic rules, an entire corporate world of competing manufacturers with different goals and ideals — as well as of course designs — is presented to provide gamemasters with a rich tapestry of backdrops and plot hooks, as well as to give players more flavorful companions then just a string of letters and numbers for their robotic buddies. » availablE noW!
textdata/thevault/Starfinder [multi]/3rd Party/Epic Level NPC - Epic Races - Racial Abilities Androids.pdf
Print Representative: The customer has permission to photocopy this document for personal use. Local Aid Daring Escape Fancy Flying Weak Point Inner Focus Furious Fists "I am Rahlon, best tracker on this fragment." "Hey, I think this panel's loose . . ." "I am a leaf on the wind. Watch how I soar." "Aim for the exhaust port!" "Close your eyes, and open your mind . . ." "It'll take more than the lot of you to put us down!" Play this card to gain the aid of the fragment you are on. The precise type of aid is up to the GM. Play this card after being captured. You find some way of escaping the enemy's clutches, though not without some trials and tribulations. Gain a +2 on all Piloting rolls this scene. However, you go Out of Control whenever you roll a 1 on your Skill die. Play when fighting a larger rocketship. You find a weakness on it, which you can target with a Called Shot at -6. This completely bypasses the rocketship's Armor. You enter a focused state, and get +2 on all Psionics rolls. Keep this as long as you don't move. Other than using your powers, you may only perform Tricks and Tests of Will while in this state. For the rest of this scene, you get a bonus to your Fighting rolls equal to the number of foes you are in close combat with, to a max of +4.
textdata/thevault/Slipstream/Savage Worlds - Slipstream - Adventure Deck.pdf
Faerie Princess Character BOok Faerie Princess Faerie Princess Faerie Princess Character BOok Character BOok Faerie Princess Faerie Princess Faerie Princess Character BOok Character BOok Faerie Princess Character BOok 2 3 This book will help you create a Faerie Princess character for your game of FirstFable. If you would rather just start playing right away, the middle of this book contains a fully created, playable Faerie Princess character named Sela. Just write your name on the line that says “Player” and you’re ready to go! If you want to make your own Faerie Princess character, though, start here! Step One: Fill in the Blanks Here are five questions to answer to help you think about your character: Is your Faerie Princess a girl or a boy? ____________________________________________ If it’s a boy, of course he’s a Faerie Prince. What is your Faerie Princess’s favorite color? ____________________________________________ What does your Faerie Princess do for fun? ____________________________________________ What is your Faerie Princess’s favorite food? ____________________________________________ What is your Faerie Princess afraid of? ____________________________________________ Step Two: Where Does your Faerie Princess Shine? ____________________________________________ ____________________________________________ ____________________________________________ You get to decide three things your Faerie Princess is really good at. They can be anything you want! Your Faerie Princess might be great at flying, singing, tending flowers, weaving with spider-silk, leading other faeries, knowing your way through the forest or anything else you can think of. These special skills are called Shines. Write your Shines on your character sheet, and write a “1” after them to show they give you one bonus. But be sure to do it in pencil! You will have the chance to get better at your Shines during the game, and even add new Shines! Step Three: Where is your Faerie Princess Slow? ____________________________________________ Everybody has something they’re not so good at. Some people don’t run very fast, and some people can’t read or write very well. That doesn’t make them bad or stupid, but it can sure make things hard sometimes. Your Faerie Princess has some skill or task that he or she just isn’t great at. This is called a Weakness. A Weakness is the same kind of thing as a Shine, but it’s something your Faerie Princess just can’t quite get right. Decide what your Faerie Princess’s Weakness is, and write it on the character sheet where it says “Weakness.” Step Four: Pick One Special Thing ____________________________________________ All characters in FirstFable get one Special Thing. For Faerie Princesses, this Special Thing is usually a form of magic that the Faerie Princess was born with or learned from his or her family. We’re going to tell you how to make up your Faerie Magic. If you want your Faerie Princess to have a different Special Thing, though (like an Animal Friend or a Magical Treasure), talk to the Grown-Up. He or she will help you make up the Special Thing that you want for your Faerie Princess. When you’ve decided on your Special Thing, write its name on the first “Special Thing” line on the character sheet, and color in all five of the stars. Your Grown-Up will explain what that means during the game. Building your character 4 To make up Faerie Magic, answer these questions: What happens when you use your Faerie Magic? ____________________________________________ Examples: Hands glow, eyes glow, mist rises up, chime sounds. What can your Faerie Magic do to help you? ____________________________________________ Examples: Summon fire, make light, make trees move. Where did you learn your Faerie Magic? ____________________________________________ Draw a picture of your Faerie Princess using Faerie Magic. 5 6 7 Playing the Faerie Princess Here are a few things to think about when you’re playing a Faerie Princess character: Faerie Princesses Are Magical Even if your Special Thing isn’t Faerie Magic, Faerie Princesses are magical beings. They have wings, they are smaller than people, and they don’t understand humans. Think about things that are different for faeries — maybe they drink nectar and eat flowers. Maybe they’re allergic to ink! Faerie Princesses Are Royalty Faerie Princesses are used to things being done for them. That means they can be a little spoiled, and not understand why everyone doesn’t have servants and money whenever they need it. Faerie Princesses Know the Forests That’s where they live, after all. Faerie Princesses know more about the forests and the wild places than anyone. Faerie Princesses Don’t Forget That means if someone is kind to a Faerie Princess, the other faeries will help that person. But if someone is mean to a Faerie Princess, watch out! Other faeries will go out of their way to trick them! Faerie Princesses Are Fickle “Fickle” means that someone can change how they act based on how they’re feeling, and it’s hard to predict what they will do. Faerie Princesses are sometimes kind, sometimes funny, sometimes angry and sometimes even mean. Extra Questions Here are a few more questions about your Faerie Princess. You don’t have to answer these questions, but if you answer all of them, you get an extra Shine to add to your character! You get this Shine no matter when you finish, so if you don’t want to decide on an answer until the Adventure starts, but then you figure out the answer during the Adventure, you can add the Shine right there and then! What kind of plant does your Faerie Princess sleep in? ____________________________________________ What do humans do that scares your Faerie Princess? ____________________________________________ Why do the other faeries like your Faerie Princess? ____________________________________________ 8 Character Sheet Character’s Name: Player’s Name: Character Type: Stats: Strong: Fast: Smart: Shines: ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ Weaknesses: ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ Special Things: ________________________________ Effect: _____________________________ Stars: ________________________________ Effect: _____________________________ Stars: ________________________________ Effect: _____________________________ Stars: ________________________________ Effect: _____________________________ Stars: ________________________________ Effect: _____________________________ Stars: Sela Faerie Princess 2 4 3 Singing 1 Squeezing Through Small Openings 1 Knows Everyone in the Faerie Courts 1 Talking with Birds Special Weapon-Faerie Magic Moving things without touching 9 10 Character Sheet Character’s Name: Player’s Name: Character Type: Stats: Strong: Fast: Smart: Shines: ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ Weaknesses: ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ ____________________________________________ Special Things: ________________________________ Effect: _____________________________ Stars: ________________________________ Effect: _____________________________ Stars: ________________________________ Effect: _____________________________ Stars: ________________________________ Effect: _____________________________ Stars: ________________________________ Effect: _____________________________ Stars: Damage: __________________________ 11 Draw your character 12 After the Adventure [YOUR FAERIE PRINCESS’S NAME] [NAME OF ANOTHER CHARACTER] [NAME OF ANOTHER CHARACTER]. [PLACE WHERE ADVENTURE STARTED] [VERB] [NOUN] [SOMETHING BAD HAPPENED]. [PLACE] [NOUN] [NOUN] [HOW YOU SOLVED THE PROBLEM] [NOUN] [HOW THE STORY ENDED] This page is to help you remember your Faerie Princess’s first Adventure! If you want, the Grown-Up can make copies of this page for every Adventure your Faerie Princess has. If you want, you can draw pictures from the Adventure and put these pages together into a book all about your Faerie Princess. Once upon a time, ____________________________________________ went on an Adventure with _____________________________________ and ___________________________________________. They all set out from _________________________________, trying to_________the _________ before __________________________. They traveled together through the ___________, and then they found the ___________. They couldn’t get to the _____________ until they ______________________________________. At last, they found the _________________ and worked together to ______________________________________. 13 Journal __________________________________________________________________________________________ __________________________________________________________________________________________ __________________________________________________________________________________________ __________________________________________________________________________________________ __________________________________________________________________________________________ __________________________________________________________________________________________ __________________________________________________________________________________________ __________________________________________________________________________________________ __________________________________________________________________________________________ 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____________________________________________ ____________________________________________ Faerie Princess Character BOok Faerie Princess Faerie Princess Character BOok Character BOok Faerie Princess Faerie Princess Character BOok Character BOok Great refl exes and magical powers make the Fairy Princess a great hero for your FIRSTFABLE.
textdata/thevault/Kid Friendly/First Fable/Faery Princess.pdf
Copyright © 2015 Flatland Games, icons by Lorc under CC-BY 1d12 What did your parents do in the village? What did you learn from them? Gain 1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int 2 Your father was an outcast, rightfully or not. +2 Int, +1 Wis, +1 Con, Skill: Survival 3 Your parents were fishermen and you grew up by the river. +2 Dex, +1 Str, +1 Wis, Skill: Fishing 4 Your family worked a small farm outside the village. +2 Con, +1 Wis, +1 Cha, Skill: Farming 5 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 Cha, Skill: Smithing 6 You led the sheep out onto the mountain like your father before you. +2 Con, +1 Dex, +1 Wis, +1 Str 7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis 8 You worked the loom, cutting and twisting as the Fates. +2 Dex, +1 Int, +1 Cha, Skill: Weaving 9 Your father or mother kept the old stories. Your head is filled with them. +2 Int, +1 Cha, +1 Wis, Skill: Folklore 10 Your father was a watchman, stern but fair with child and stranger alike. +2 Str, +1 Cha, +1 Con, Skill: Athletics 11 You went on journeys into the woods to gather herbs and berries. +2 Wis, +1 Con, +1 Dex, Skill: Herbalism 12 Your father was a local merchant. You learned to name your price and charm your customers. +2 Cha, +1 Int, +1 Dex, Skill: Haggling 1d8 How did you distinguish yourself as a child? Gain 1 Children often fight, but you never lost. +2 Str, +1 Wis 2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int 3 You were the toughest kid around. +2 Con, +1 Cha 4 No secret escaped you. +2 Int, +1 Dex 5 Your empathy made you a sought after confidant. +2 Wis, +1 Con 6 You never met someone who didn’t like you. +2 Cha, +1 Str 7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha 8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis Somehow or another you have uncovered dark secrets and powerful magics. Now you dabble in many things that are prob- ably better left alone. There are evils afoot in the world, and you are determined to use your knowledge to combat them. You are intelligent and tougher than you might appear. Your Constitution and Intelligence begin at 10, and all of your other ability scores begin at 8. What was your childhood like? The Student of the Dark Arts Playbook Copyright © 2015 Flatland Games, icons by Lorc under CC-BY 1d8 The other player characters were your best friends. Who else in the village befriended you while you were growing up? Gain 1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha 2 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis. 3 You went camping with the hunters. +2 Con, +1 Int 4 The village elders taught you the ancient game of chess. +2 Int, +1 Dex 5 You are about to marry into the Miller’s family. +2 Wis, +1 Str 6 You broke someone’s heart, or maybe they broke yours. +2 Cha, +1 Con 7 The old widow needed help around the house. +1 Str, +1 Int, +1 Cha 8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis You learned secret and powerful magics. You become a level 1 Mage. You gain the class abilities Sense Magic and Spell Casting, the skill Forbidden Secrets, and the cantrip Second Sight. The tables below will tell you your other spells. What happened as you studied the dark arts? 1d6 How did you begin your studies? Gain 1 You found an ancient book for sale at the market last autumn. The book told you about the things which wait for you beyond the veil. +2 Int, +1 Cha, Skill: Forbidden Secrets 2 Your family is actually a secret coven and has been for generations. +2 Dex, +1 Wis, Skill: Stealth 3 An uninvited spirit visited you every night last winter and taught you many things. +2 Int, +1 Con, Skill: Alertness 4 While gathering herbs for a poultice, you stumbled upon a hidden obelisk deep in the forest and spent many nights there reading its runes. +2 Con, +1 Int, Skill: Herbalism 5 A dark and hooded traveler from distant lands stayed for some time in the village and you learned many secrets from him. +2 Cha, +1 Int, Skill: Ancient History 6 Throughout your childhood you were haunted by the the ghost of a powerful magician, who shared many things with you. +2 Wis, +1 Int, Skill: Alertness 1d6 What magics did you learn? How do you hold back the dark? Gain 1 You hold authority with the living and the dead. You learned the following magics: the spell Ghostly Commandment, the ritual Staff of Might, and the cantrip Hexing. +2 Wis, spells to left 2 You are the light in the darkness. You learned the following magics: the spell Banish Undead, the ritual Mage Armor, and the cantrip Mage Light. +2 Int, spells to left 3 You are practiced with the old charms and curses. You learned the following magics: the spell Blight of Loneliness, the ritual Bind Familiar, and the cantrip Hexing. +2 Wis, spells to left 4 With trickery and illusion you to avoid the dark forces. You learned the following magics: the spell Evade the Dead, the ritual Circle of Protection, and the cantrip Glamour Weaving. +2 Int, spells to left 5 You practice the most dangerous magic of all: necromancy. You learned the following magics: the spell Reanimation, the ritual Circle of Protection, and the cantrip Conjure Sound. +2 Int, spells to left 6 You are a student of names, and spirits flee before you. You learned the following magics: the spell Abjuration, the ritual Bind Familiar, and the cantrip Mage Light. +2 Int, spells to left Copyright © 2015 Flatland Games, icons by Lorc under CC-BY 1d6 Something recently showed you just how dangerous, and how necessary, your studies are. What happened to bring you to the defense of your home? The player to your right was there with you. Gain 1 While watching the wall between the worlds of the living and the dead, something reached through and dragged your friend across the divide. You remembered your studies, closed the gate, and saved your friend before it was too late. The friend to your right held strong against the dark spirit, and gains +1 Wis. +2 Wis, Spell: From the Brink 2 You found and stopped a gang of tomb robbers about to loose a dread and terrible wight upon the land. While your magic may have laid them low, the friend to your right got you close enough to ensorcel them, and so gains +1 Dex. +2 Dex, Spell: Veil of Sleep 3 While studying an old graveyard a few days’ travel from the village, you stumbled upon a family of ghouls who had made a nest of the crypt. They caught you unawares within the catacombs, but the friend to your right discovered a hidden exit, helping you escape, and gains +1 Int. +2 Int, Spell: Magic Missile 4 In a moment of need, you raised a shadowy adversary by mistake and had to save the village from its depredations. The friend to your right distracted the enemy long enough for you to cut it down, and gains +1 Dex. +2 Dex, Spell: True Strike 5 A violent and bigoted witch hunter came to the village after hearing of your studies, convinced that the whole place was cursed. The friend to your right helped you scare him away, saved the witch, and gains +1 Con. +2 Con, Spell: Terrifying Presence 6 Led by their avaricious shaman, a group of barbarians from the north came to the village and demanded your head so that they might steal your powers. The friend to your right fought them off as you prepared a spell to put them to flight, and gains +1 Int. +2 Int, Spell: Conjure Darkness 1d6 What did you find in a hidden tomb outside the village? Gain 1 A twisted wand of rowan. +2 Dex, a wand 2 A strange doll from an ancient culture. +2 Int, a cursed doll 3 The weapon of an ancient warrior queen. +2 Str, a runed sword 4 The symbol of a mysterious cult. +2 Wis, a golden brooch 5 The high-peaked crown of a forgotten king. +2 Cha, an iron crown 6 The bindings of a mighty ghost. +2 Con, a length of silver chain 1. Record your name, class, and level. 2. Record your ability scores. In the space beside each, re- cord your ability score bonus using the chart on the back of this booklet. 3. Jot down your skills, class abilities, and starting equip- ment, as well as any other pieces of gear you may want to buy. The Student of the Dark Arts begins with the follow- ing equipment: a ritual dagger, dark robes, writing mate- rials, a book containing two rituals which you have not yet learned (one of these is Summoning), a secret place that no one knows about, and 4d6 silvers. 4. Pick an alignment. Your character may be Lawful, Cha- otic, or Neutral. If you can’t decide, simply choose to be Neutral; most people are. 5. Your Base Attack Bonus comes from your class. As a level 1 mage, you have a BAB of +0. 6. Your Initiative is equal to your level, plus your Dexterity bonus, plus 0 for being a mage. 7. Your Armor Class is 10, plus your Dexterity bonus, plus the bonus of any armor you have. 8. Your Fortune Points are 3. 9. Your hit points are 6 plus your Constitution bonus. 10. Fill in your saving throws using the chart on the back of this booklet. 11. Record the ‘to hit’ and ‘damage’ statistics for any weap- ons you think you might use. Your to hit bonus for a melee weapon is your BAB plus your Strength bonus, while you use your Dexterity bonus instead for any missile weapons. Your Strength bonus also adds to the damage of any melee weapon. Fill out Your Sheet! Copyright © 2015 Flatland Games, icons by Lorc under CC-BY Ability Score Bonus 1 -4 2-3 -3 4-5 -2 6-8 -1 9-12 0 13-15 +1 16-17 +2 18-19 +3 Reference Level Experience Base Attack Bonus Poison Save Breath Weapon Save Polymorph Save Spell Save Magic Item Save 1 0 +0 14 15 13 12 11 2 2,500 +1 14 15 13 12 11 3 5,000 +1 14 15 13 12 11 4 10,000 +2 14 15 13 12 11 5 20,000 +2 14 15 13 12 11 6 40,000 +3 13 13 11 10 9 7 80,000 +3 13 13 11 10 9 8 150,000 +4 13 13 11 10 9 9 300,000 +4 13 13 11 10 9 10 450,000 +5 13 13 11 10 9 Making Tests Ability Score Checks: Roll a d20 and compare the re- sult to your score in the relevant ability. If the number on the die is equal to your score or lower, you succeed. If it is higher, then you fail. Saving Throws: Roll a d20. If the result is equal to the saving throw number or higher, the roll was a success. Combat Rolls: Roll a d20 and add the relevant attack bonus. Compare the result to the enemy’s armor class. If the number equals that armor class or exceeds it, the at- tack was successful. Otherwise, the attack missed. Class Abilities Hit Dice: d6 Initiative Bonus: +0 Armor: Mages may not wear any armor. Spell Casting: Mages may harness the power of mag- ic in three different ways: cantrips, spells, and rituals. Your Playbook has given you your starting magics. Sense Magic: Being naturally sensitive to the world of magic, Mages may determine if a person, place, or thing is magical. Doing so requires concentration and a few minutes, so mages cannot tell if something is magical simply by being in its presence, and people tend to notice if a mage is staring at them intently and ignoring his food during a meal. The GM may rule that, when in the presence of particularly intense sorcery, the mage notices such immediately. Fortune Points A character may spend a Fortune Point in the follow- ing ways: Help a Friend: Normally, a character may only help a friend with an ability score check if he has a relevant skill. By spending a Fortune Point, a character may lend a helping hand and thereby give his compatriot a +2 to his score for a single roll, even without having an appropriate skill for the task at hand. Second Chance: A character may spend a Fortune Point to get a reroll on any failed roll during the course of play, such as an ability score check, saving throw, or to hit roll. Cheat Death: A dying character may spend a Fortune Point to stabilize at 0 hit points and not continue tak- ing damage every round.
textdata/thevault/Beyond the Wall (osr)/Beyond the Wall Dangers Near and Far/Beyond the Wall Character Playbooks/Beyond the Wall The Student of the Dark Arts Character Playbook.pdf
SRM02-22 Backlash Player Handouts Backlash is an adventure for the Shadowrun game system and the Shadowrun Missions campaign setting. It may be used for players and characters of all experience levels. For use with Shadowrun, Fourth Edition ™ SRM02-22 Backlash Player Handout A SRM02-22 Backlash Player Handout B News Flash! FROM: Denver International News Service Earlier tonight, a firefight occurred between a ZDF patrol and unknown forces at the Sloan Lake Park in PCC. The ZDF has shut down all border exits into and out of all sectors of Denver. They are currently conducting a manhunt for the people involved in that gun battle. The ZDF is offering a 100,000¥ bounty for information leading to the capture and conviction of these felons. Anyone with such information should contact the ZDF. News Flash! FROM: Denver International News Service One of the casualties from the previously reported firefight is Lieutenant Jolee Benjamin, daughter of the Commander of the ZDF, UCAS Colonel David “Juggernaut” Benjamin. This ZDF has reportedly gone on priority alert. We urge all citizens of Denver to stay indoors until these killers are brought to justice. Map One SRM02-22 Backlash Sloan Lake Park Parking Lot Map Two SRM02-22 Backlash Lakewood Condo Map Three SRM02-22 Backlash Quonset Hut Tabby is a changeling human female, 5'6" (1.7m) who weighs in at 135 lbs (62 kg). Athletic and furry are two of the first words to come to mind when describing her. She has tawny two toned fur and cat slit eyes. With SURGE came a need to re- invent herself. On the surface, she’s playful and to the point. Underneath, is a woman who had her sense of self-identity stripped away from her by a random surge of ambient mana. Specializing in Corporate politics, Tabby tries to avoid dealing directly with the syndicates whenever possible. She is based primarily in the CAS sector and does occasional work in the Hub or outlying sectors of Denver when a favor is called in from her associates. Tabby is a changeling human female, 5'6" (1.7m) who weighs in at 135 lbs (62 kg). Athletic and furry are two of the first words to come to mind when describing her. She has tawny two toned fur and cat slit eyes. With SURGE came a need to re- invent herself. On the surface, she’s playful and to the point. Underneath, is a woman who had her sense of self-identity stripped away from her by a random surge of ambient mana. Specializing in Corporate politics, Tabby tries to avoid dealing directly with the syndicates whenever possible. She is based primarily in the CAS sector and does occasional work in the Hub or outlying sectors of Denver when a favor is called in from her associates. Tabby is a changeling human female, 5'6" (1.7m) who weighs in at 135 lbs (62 kg). Athletic and furry are two of the first words to come to mind when describing her. She has tawny two toned fur and cat slit eyes. With SURGE came a need to re- invent herself. On the surface, she’s playful and to the point. Underneath, is a woman who had her sense of self-identity stripped away from her by a random surge of ambient mana. Specializing in Corporate politics, Tabby tries to avoid dealing directly with the syndicates whenever possible. She is based primarily in the CAS sector and does occasional work in the Hub or outlying sectors of Denver when a favor is called in from her associates. Tabitha “Tabby” Morgan Corporate Fixer Changeling Female Connection Rating: 3 B A R S C I L W IP ? ? ? ? 5 5 4 5 1 Key Active Skills: Con: 4, Dodge: 2, Electronics Skill Group: 2, Etiquette: 5, Intimidation: 3, Negotiation: 5, Perception: 3, Pistols: 2 Key Knowledge Skills: Corporate Politics: 4; Area Knowledge Denver (CAS Sector): 4(6); Shadowrunner Teams: 3 Cyberware/Bioware: None Gear: 2 Ares Sliverguns (Smartguns, in Quick- Draw Holsters); Lined Coat; Smartlink Contacts Uses: Corporate Procedures, Shadowrunner Haunts, Identifying affiliations Places to Meet: CAS Sector Clubs Contact: Commlink Tabitha “Tabby” Morgan Corporate Fixer Changeling Female Connection Rating: 3 B A R S C I L W IP ? ? ? ? 5 5 4 5 1 Key Active Skills: Con: 4, Dodge: 2, Electronics Skill Group: 2, Etiquette: 5, Intimidation: 3, Negotiation: 5, Perception: 3, Pistols: 2 Key Knowledge Skills: Corporate Politics: 4; Area Knowledge Denver (CAS Sector): 4(6); Shadowrunner Teams: 3 Cyberware/Bioware: None Gear: 2 Ares Sliverguns (Smartguns, in Quick- Draw Holsters); Lined Coat; Smartlink Contacts Uses: Corporate Procedures, Shadowrunner Haunts, Identifying affiliations Places to Meet: CAS Sector Clubs Contact: Commlink Tabitha “Tabby” Morgan Corporate Fixer Changeling Female Connection Rating: 3 B A R S C I L W IP ? ? ? ? 5 5 4 5 1 Key Active Skills: Con: 4, Dodge: 2, Electronics Skill Group: 2, Etiquette: 5, Intimidation: 3, Negotiation: 5, Perception: 3, Pistols: 2 Key Knowledge Skills: Corporate Politics: 4; Area Knowledge Denver (CAS Sector): 4(6); Shadowrunner Teams: 3 Cyberware/Bioware: None Gear: 2 Ares Sliverguns (Smartguns, in Quick- Draw Holsters); Lined Coat; Smartlink Contacts Uses: Corporate Procedures, Shadowrunner Haunts, Identifying affiliations Places to Meet: CAS Sector Clubs Contact: Commlink JUN MAY APR MAR FEB JAN SAMPLE Player __________________________________________ Year _____________ Character __________________________________________ SRM00-01 SRM00-02 Healing WK 1 2 3 4 Free Week Free Week Shadowrun Missions Yearly Summary Sheet DEC NOV OCT SEP AUG JUL SAMPLE Player __________________________________________ Year _____________ Character __________________________________________ SRM00-01 SRM00-02 Healing WK 1 2 3 4 Free Week Free Week Shadowrun Missions Yearly Summary Sheet Backlash SRM02-22 Debriefing Log 02-22 Table Level Green  Veteran Streetwise  Elite Professional  Prime Player: Date: Character: Location: Synopsis: Sometimes a run goes well. Other times it goes badly. Then, there are those times where you get caught up in the middle of someone else’s run. Those you try really hard to forget. Good luck forgetting! Mission Results Matt Greyfox:  is with the Chavez.  died.  survived. The ZDF are:  hunting the PCs.  were called off by Tabby.  received the file. Other Notes on Reverse:  Team Members Player / Character Player / Character Player / Character Player / Character Player / Character Player / Character Player / Character Player / Character Karma Previous Available Earned Spent Remaining Available New Career Total Advancement Ability Gained Karma Cost Nuyen Previous Available ¥ Earned ¥ Spent ¥ Remaining Available ¥ Contacts/Special Items Gained or Lost Tabby GM’s Name: [PRINT] GM’s Signature: Reputation Street Cred Notoriety Public Awareness Faction Mafia Chavez Enemy Ally Mafia Casquilho Enemy Ally Yakuza Enemy Ally Triad Enemy Ally Koshari Enemy Ally Kirillov Vory Enemy Ally Fomin Vory Enemy Ally Godz Enemy Ally Fronts Enemy Ally
textdata/thevault/Shadowrun [multi]/4th Edition/Missions/Shadowrun 4e - Backlash - PLAYER'S HANDOUTS {SRM02-22B}.pdf
FORMATION BONUS SLOT COMMAND POINT SHIP COMMAND POINT SHIP BATTLE GROUP BONUS SHIP CVBG BONUS SHIP BASE BASE PDU PGB FRD FRX FRD SAF D DRONE SHIP D DRONE SHIP D DRONE SHIP F BATTLE FORCE FLAGSHIP 1 BATTLE LINE SHIP 2 BATTLE LINE SHIP 3 BATTLE LINE SHIP 4 BATTLE LINE SHIP 5 BATTLE LINE SHIP 6 BATTLE LINE SHIP 7 BATTLE LINE SHIP 8 BATTLE LINE SHIP 9 BATTLE LINE SHIP 10 BATTLE LINE SHIP BATTLE FORCE ADMIRAL S SCOUT SHIP MILITARY CONVOY CIVILIAN CONVOY LTF F CANDIDATE FLAGSHIP UNIT F CANDIDATE FLAGSHIP UNIT F CANDIDATE FLAGSHIP UNIT SHIPS OF THE BATTLE LINE J CARRIER - PFT SUPPORT SHIP J CARRIER - PFT SUPPORT SHIP UNITS IN THIS SECTION MAY BE ATTACKED USING DIRECTED DAMAGE AT A 3-1 RATIO (302.56). J CARRIER - PFT SUPPORT SHIP (308.7) (302.32) (308.5) (302.35) (309.0) (308.9) (316.21) (315.3) (502.923) OTHER BATTLE FORCE UNITS (414.5) (520.4) (302.2) (526.25) (302.211) (302.211) PDU PGB PDU PGB PDU PGB 10.0% 1 12.5% 2 15.0% 3 17.5% 4 20.0% 5 22.5% 6 25.0% 7 27.5% 8 30.0% 9 32.5% 10 35.0% 11 37.5% 12 40.0% 13 42.5% 14 45.0% 15 50.0% 16 Defender BIR +Attacker BIR +/-Variable BIR -EW Shift +/-Other +Die Roll Damage Index RESERVES MUST INCLUDE ALL THESE UNITS IN BATTLE FORCE IF CO-LOCATED (302.231).
textdata/thevault/Star Trek RPG/Star Fleet Battles/Accessories/[ADB3209b] Advanced Operations - Battle Force Chart.pdf
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textdata/thevault/Living Greyhawk/Modules/Dyvers/591/Normal Scenarios/DYV1-05 - Setting the Stage (APL 2-6)/DYV1-05 - Setting the Stage.pdf
----------------------------------------------------------- Assassha . Vampiric Familiar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Intelligent, Organized, Devious, Cautious . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Damage Bite 1d4 (close) HP 4 Armor 0 Special Qualities Wings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Feeds on sleeping creatures, painlessly draining their blood (1d4 HP at a time). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you have been bitten by Assassha, roll +CON: 10+ You feel a little dizzy, but shake it off. 7-9 You feel weak and disoriented. Take -1 ongoing until you eat a ration. 6- Mark XP, and GM makes a move. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Instinct To serve Thorde Skul U Get into their clothes U Drain their blood U Flee to fight another day Gear None ----------------------------------------------------------- Devil Dog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Group, Planar, Organized . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Damage Bite 1d8 (close) HP 8 Armor 0 Special Qualities Flaming, Fireproof . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Instinct To pursue U Burn them at a touch U Bite to the bone U Drag them down Gear None ----------------------------------------------------------- Disciple of Gildarthe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Group, Intelligent, Organized, Devious . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Damage Dagger 1d4 (hand) HP 6 Armor 0 Special Qualities None . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Disturbed individuals dedicated to ad- vancing the Cinder Queen’s desire to set the world aflame. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Instinct To serve Gildarthe U Strike from the shadows U Carry them off U Martyr for the Cinder Queen Gear Dagger, amulet of Gildarthe (5 coins), 1d6 coins ----------------------------------------------------------- Guardian of the Archive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Solitary, Construct . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Damage Hammer 1d8+4 (close, forceful) HP 8 Armor 4 Special Qualities Stone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The Guardian will animate when least expected and attack intruders, regardless of their intentions. As soon as no living intruders remain in the Archive itself, the Guardian will resume its original position. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Instinct To defend the Archive U Smash their stuff U Knock them back U Knock them out Gear None ----------------------------------------------------------- Firedrake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Intelligent, Organized, Solitary, Huge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Damage Claws, bite, or fire breath 1d8+2 (reach, near) HP 12 Armor 3 Special Qualities Wings, Fireproof . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Instinct To vomit smoke and fire upon lesser creatures U Strike fear into their hearts U Pluck them from the ground U Burn them to a crisp Gear None ----------------------------------------------------------- Flaming Host of Ellorash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Horde, Intelligent, Organized, Planar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Damage Flaming spear 1d8+1 (reach, thrown, 2 piercing) or flaming sword 1d8+1 (close, 2 piercing) HP 7 Armor 3 Special Qualities Fireproof . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Indefatigable and physically powerful as long as they are near a source of heat, but vulnerable to water and cold. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Instinct To serve Gildarthe U Set things alight U Fill them with terror U Run them through Gear Iron scale mail (armor 2, 3 weight), iron helm (1 weight), iron shield (+1 armor, 3 weight) flaming Ellorashite sword or spear (see Item card). ----------------------------------------------------------- Servant of the Cinder Queen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Damage Boney hands 1d6 (hand) HP 4 Armor 1 Special Qualities Undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . As long as its fire burns, a Servant is supernaturally strong, but its unlife ends as soon as its flame runs out. The fresher a corpse when it became a Servant, the longer its fire will last. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Instinct To serve master U Seize them U Employ great strength U Burn them with eldritch fire Gear None ----------------------------------------------------------- Thorde Skul . Sorcerer/Priest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Intelligent, Organized, Devious, Cautious . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Damage Staff of Cinders 2D6 (close, reach, near) HP 12 Armor 0 Special Qualities Spellcaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . A sorcerer who has pledged his troth to Gildarthe. His Black Gloves allow him to wield the Staff of Cinders without burn- ing himself. Intends to use the Staff and the Book of Rains to break the Planar Seal and unleash his betrothed. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Instinct To serve Gildarthe U Blind them with smoke U Animate dead with eldritch fire U Escape in a cloud of sulphur ----------------------------------------------------------- Gildarthe . The Cinder Queen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Divine, Intelligent, Organized . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Damage Gout of flame 2d8+2 (close, reach, near, ignores armor) HP 24 Armor 3 Special Qualities Fireproof . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Demigoddess of Ellorash, an Elemental Plane of Fire, where she rules as Queen. Potentially vulnerable to water and cold. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Instinct To burn the world of men to ash U Send forth the Flaming Host U Draw power from fire U Incinerate them ----------------------------------------------------------- Hvitr . Storm of Justice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Divine, Intelligent, Organized . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Damage Hammer 2d10+4 (close, forceful, thrown, near, far) HP 48 Armor 6 Special Qualities Lightning-proof . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Patriarch and Judge of the Gods. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Instinct To pound sense into everything U Make them tremble U Scatter them like leaves U Crush them ----------------------------------------------------------- Saint Sigrid . Patron of Truth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Divine, Intelligent, Organized . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Damage Spear 1d10+2 (reach, thrown, near, far, ignores armor) HP 16 Armor 3 Special Qualities Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Canonized for her unwavering defense of the defenseless in their darkest hour. Said to appear in times of great need, answering the prayers of those who stand against the forces of deception and chaos. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Instinct To penetrate the veil of lies U See right through them U Demonstrate a painful truth U Pierce a heart with heavenly fire ----------------------------------------------------------- Berta Solsisdottir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . A widowed fisherwoman who offers hot tea, a warm fire, and sage advice. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1d6 Rumor 1 Hvitr has forsaken us. 2 The Baldesmere will one day boil. 3 The dead will claim the living. 4 The monks who lived in the monastery at Kaldhammar were punished for their lack of faith. 5 Many of those taken yet live. 6 Holy weapons lie buried within the mountain, awaiting righteous hands. ----------------------------------------------------------- Aeven . Glass of Rain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 weight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you invert the Glass of Rain upon the ground so the water within drips downward, you declare your patience in the eyes of Hvitr. While the water drips, clouds gather and all Lawful creatures nearby have +2 armor as long as they do not attack. When the water runs out, those who have demonstrated their patience take +2 forward to their next attack. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When the Glass of Rain is destroyed, Hvitr weeps and the area is subject to a sudden downpour (if out of doors). All who are drenched become immune to fire until the next cloudless day. ----------------------------------------------------------- Atgir . Spear of St. Sigrid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . reach, thrown, near, +1 damage, 1 weight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you have not taken St. Sigrid as your personal patron and you pick up her spear, you receive an electric jolt for 1d6 damage that forces you to drop it. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you invoke the name of St. Sigrid and throw Atgir at a target, roll +WIS: 10+ The Spear becomes a bolt of lightning and pierces your target completely, dealing damage and ignoring all armor. A moment later, it reappears in your hand. 7-9 The Spear pierces your target, deal ing damage and ignoring all armor, but remains lodged therein. 6- Mark XP, and GM makes a move. ----------------------------------------------------------- The Black Gloves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . worn, 0 weight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you wear the Black Gloves, your hands become impervious to fire of all kinds. ----------------------------------------------------------- The Book of Rains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 weight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you are faithful to Hvitr and take the time needed to perform the Ritual of Stonesealing, name a nearby opening sur- rounded by stone, and roll +WIS: 10+ The opening is sealed against enemies of Hvitr. Choose 3 from the list below. 7-9 The opening is sealed against enemies of Hvitr. Choose 1 from the list below. 6- Mark XP, and GM makes a move. U The seal will remain in place for a number of decades equal to your level U The seal is strong enough to close off other planes or dimensions U The seal will withstand all but the most powerful attempts to break it U You retain the power to break the seal from this side ----------------------------------------------------------- Flaming Ellorashite spear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . reach, +1 damage, 2 piercing, thrown, near, 2 weight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you pick up a flaming Ellorashite spear without proper protection, take 1d4 damage from the flames, and another 1d4 every few moments as long as you hold the weapon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you douse a flaming Ellorashite spear with water, it loses its extraplanar fire, becoming a mundane iron weapon and losing the piercing tag. It may then only be reignited on a Plane of Elemental Fire. ----------------------------------------------------------- Flaming Ellorashite sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . close, +1 damage, 1 piercing, 2 weight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you pick up a flaming Ellorashite sword without proper protection, take 1d4 damage from the flames, and another 1d4 every few moments as long as you hold the weapon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you douse a flaming Ellorashite sword with water, it loses its extraplanar fire, becoming a mundane iron weapon and losing the piercing tag. It may then only be reignited on a Plane of Elemental Fire. ----------------------------------------------------------- Hvitric scroll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0 weight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1d6 Spell 1 Guidance (rote) 2 Bless (level 1) 3 Cure Light Wounds (level 1) 4 Cure Moderate Wounds (level 3) 5 True Seeing (level 5) 6 Weather Control (level 7) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you are a Lawful Cleric or Paladin and you read a Hvitric Scroll aloud, roll +WIS: 10+ Scroll crumbles; spell is successfully cast. 7-9 Scroll falls to dust, spell is cast, and choose 1 from the list below. 6- Mark XP, and GM makes a move. U A crack of thunder momentarily deafens everyone in the vicinity, yourself included. U You are drained, and become weak until the next time you Make Camp. U Hvitr doubts your commitment; describe his disappointment and take -1 ongoing until you prove yourself. ----------------------------------------------------------- Jafnir . Hammer of Thunder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . close, thrown, forceful, 2-handed, +1 damage, 4 weight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you call Jafnir by name and it resides in the general vicinity, it returns to you. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you strike stone with Jafnir, that stone cracks with a sound like thunder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you strike an enemy of Justice with Jafnir, roll +STR: 10+ You deal your damage, and choose 1 from the list below. 7-9 You deal your damage, and your enemy makes an attack against you. 6- Mark XP, and GM makes a move. U Your foe is stunned U All Lawful characters take +1 forward against your foe U Your foe’s armor is reduced by 2 ----------------------------------------------------------- The Libram of Lox Lontoric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 weight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Lox Lontoric was a wizard who aided the Church of Hvitr in times of need. He bequeathed his spellbook to the monas- tery at Kaldhammar, where it has resided since his death. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you are a Wizard and study the Li- bram of Lox Lontoric, you may add these spells to your Spellbook: Contact Spirits, Detect Magic, Telepathy, Invisibility, Alarm, Dispel, Visions Through Time, Mirror Image, Contact Other Plane, True Seeing, and Shadow Walk. ----------------------------------------------------------- Skoldir . Shield of St. Sigrid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +1 armor, 2 weight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you have not taken St. Sigrid as your personal patron and you pick up her Shield, you receive an electric jolt for 1d6 damage that forces you to drop it. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you raise Skoldir in defense against enemies of Truth, roll +WIS: 10+ You suffer half the attack’s effect, and choose 2 from the list below. 7-9 The Shield grants +2 armor instead of +1, and choose 1 from the list below. 6- Mark XP, and GM makes a move. U You completely protect one other nearby person from this attack U Your attacker is momentarily blinded by a burst of St. Sigrid’s Fire U Your attacker’s weapon breaks against the Shield ----------------------------------------------------------- Spakri . Cloak of Wind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . worn, 1 weight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you wear the Cloak of Wind and step skyward, roll +WIS: 10+ You ride the wind to a place of your choosing within a day’s journey, but choose 2 from the list below. 7-9 You ride the wind to a place of your choosing within a day’s journey, but choose 1 from the list below. 6- Mark XP, and GM makes a move. U You do not arrive utterly exhausted U You do not draw unwanted attention U You do not overshoot your mark ----------------------------------------------------------- The Staff of Cinders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . close, near, 1 weight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you hold the Staff of Cinders, you take 1 damage every few moments. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you call forth smoke from the Staff, the smoke envelopes and conceals you. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . When you send forth fire from the Staff, declare your target and roll +INT: 10+ Deal your damage +INT to your target, ignoring armor. 7-9 As above, and choose 1 from the list below. Mark off the thing you chose. 6- Mark XP, and GM makes a move. o Something unexpected catches fire (GM decides) o An additional, unintended target is struck by the flame (GM decides). o The staff turns to ash in your hands
textdata/thevault/Dungeon World (PbtA) [multi]/Adventures/Servants of the Cinder Queen/Dungeon World - Servants of the Cinder Queen - Cards Back.pdf
THE BEAST OF SUCKER CREEK WRITING Jason Morningstar EDITING Karen Twelves & Jason Morningstar LAYOUT Brennen Reece CULTURAL CONSULTING James Mendez Hodes FIASCO™, the FIASCO™ logo, and THE BEAST OF SUCKER CREEK™ logo are trademarks of Bully Pulpit Games LLC. THE BEAST OF SUCKER CREEK © Copyright 2019 Bully Pulpit Games, LLC. 104-R NC Hwy 54 Bypass #169 Carrboro, NC 27510 RELAtionship SWAMP FRIENDS Grew up hunting and fishing the bottomlands BS04 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com RELAtionship TOWN FRIENDS Developer and surveyor of Starfield Acres II BS02 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com RELAtionship MONSTER HUNTERS Author of “Skunk Apes: Fact or Fiction?” and author of “Incident at Sucker Creek” BS06 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com RELAtionship TOWN FRIENDS Law and outlaw BS01 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com RELAtionship SWAMP FRIENDS The troubled one and the sympathetic one BS05 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com RELAtionship TOWN FRIENDS Former members of a prison gang BS03 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com RELAtionship MONSTER HUNTERS Television’s Rico “The Manhunter” Sanchez and local fan BS07 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com Vespucci Vespucci Harpster Harpster Hazley Hazley Manwaring Manwaring KICKERS Feel free to steal one of these options for a Scene to Establish. Think about what you want for your character! Your character and someone else’s are stuck in the swamp— perhaps literally. How will you get out, with the Beast closing in? At a public meeting, your character voices their opinion about the Beast. Your character and someone else’s discuss their plan for making money off the Beast hysteria. What’s the plan? Your character and someone else’s have an intense argument about the reality of the Beast that ends in either fists or kisses. Wiest Wiest Loranger Loranger Royall Royall RELAtionship MONSTER HUNTERS Earnest scientist and local guide BS08 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com RELAtionship TROUBLEMAKERS Rival eyewitnesses BS12 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com RELAtionship MONSTER HUNTERS Fancy equipment plus huge debts BS10 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com RELAtionship FAMILY Siblings BS14 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com RELAtionship MONSTER HUNTERS …when not huffing butane BS09 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com RELAtionship FAMILY In-laws, apparently BS13 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com RELAtionship TROUBLEMAKERS Hoaxers BS11 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com RELAtionship FAMILY “Swamp kin” BS15 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com Mcgee Mcgee Mobley Mobley Mayweather Mayweather Ziebarth Ziebarth Anderson Anderson Newton Newton Caston Caston Pierre Pierre RELAtionship ROMANCE “Swamp married” BS16 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com NEED TO WRECK …Sucker Creek, by draining it to build Starfield Acres II BS20 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com RELAtionship ROMANCE Dogged pursuer and delighted object of affection BS18 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com NEED TO ENJOY …getting baked in your swamp hut BS22 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com RELAtionship ROMANCE Co-authors of “Taken by the Beast” BS17 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com NEED TO ENJOY …some quiet time after the accident BS21 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com NEED TO WRECK …somebody’s reputation, possibly your own BS19 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com NEED TO ENJOY …the revenge you so richly deserve BS23 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com Cormack Cormack Mitchel Mitchel Ivan Ivan Gerald Gerald Pereda Pereda Kim Kim America America Thanh Thanh NEED TO PROFIT …from selling 400 bales of marijuana BS24 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com NEED TO PROVE …you saw what you saw BS28 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com NEED TO PROFIT …from selling bogus residential plots in Starfield Acres II BS26 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com NEED TO CONTACT …television’s Rico “The Manhunter” Sanchez BS30 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com NEED TO PROFIT …from the monster evidence you’ve found BS25 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com NEED TO CONTACT …the Beast BS29 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com NEED TO PROVE …the Beast is a hoax BS27 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com NEED TO EXPLORE …legal ways to block the Starfield Acres II project BS31 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com “Captain Pete” “Captain Pete” Darryl Darryl Tyron Tyron Darius Darius Billie Billie Dale Dale Brady Brady Bobby Bobby Object SUSPICIOUS Gorilla suit, slightly used BS32 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com Object MONSTER HUNTING Tranquilizer dart rifle BS36 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com Object CHUMP HUNTING Dog-eared, annotated copy of “Incident at Sucker Creek” BS34 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com Object EXPENSIVE TV equipment packed into an airboat BS38 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com Object CHUMP HUNTING Plaster cast of a Beast foot BS33 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com Object DEPRESSING Group photo from the 2006 Bigfoot Jamboree BS37 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com Object CHUMP HUNTING Business card reading “SWAMP EXPERT” BS35 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com Object SUSPICIOUS Blood-curdling howls echoing through the night BS39 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com Garland Garland Julianne Julianne Kay Kay Bambi Bambi Horace Horace Chiquita Chiquita India India “Sucker Creek Linda” “Sucker Creek Linda” Object EXPENSIVE Winger, world champion Bluetick Coonhound BS40 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com LOCATION EAST SIDE OF SUCKER CREEK Booby-trapped dope farm BS44 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com LOCATION WEST SIDE OF SUCKER CREEK Starfield Acres II building site BS42 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com LOCATION THE SPAWNING CHANNEL Dave Knudsen’s shack BS46 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com LOCATION WEST SIDE OF SUCKER CREEK Illegal dump pit BS41 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com LOCATION THE SPAWNING CHANNEL Rabid raccoon’s den BS45 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com LOCATION EAST SIDE OF SUCKER CREEK Mysterious circular dead spot, “The Beast’s Tramping Ground” BS43 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com LOCATION WAY BACK DEEP In a sinking canoe BS47 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com Cheri Cheri Edna Edna Maya Maya Daria Daria Carol Carol Jenniffer Jenniffer Cecilia Cecilia Fannie Fannie LOCATION WAY BACK DEEP The Beast’s stinking lair BS48 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com Object BS52 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com RELAtionship BS50 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com LOCATION AROUND TOWN Glove box of a rental car BS49 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com LOCATION BS53 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com NEED BS51 Beast of Sucker Creek FIASCO Playset www.bullypulpitgames.com Dorinda Dorinda Crystal Crystal
textdata/thevault/Fiasco [multi]/BPG104 Fiasco Expansion Pack Unknown Monsters/Fiasco - Beast of Sucker Creek.pdf
4 5 Milandre Two Rivers Combat Medic 7 6 I will protect my home and all women. 3 Always assumes a woman is, 4 5 or should be, in charge. 2 Backpack, Bedroll, Canteen, Clothing ×2, Lantern with Oil and Matches, Laudanum, Medical Toolkit, Officer’s Helmet, Pistol 5 6 5 5 4 Danger Sense (see page 170) Direction Sense (see pg. 169) Complication (Obligation) Help women in need. Languages (Blessings Creole, English, French, German, Quapaw, Spanish) Pistol 5 10 7 5 2 1 8 17 7 14 Fists Range 2, Reload 2, Shots 6. 4 5 3 2 1 5♠ 9 Officer’s Helmet 5♠ Helmet 3 2 3 body language first aid longterm care surgery grappling mountains 1 2 1 climbing pistols 3 1 darkness 2 2
textdata/thevault/Dime Adventures/Ready Made Heroes (character sheets)/Milandre Two Rivers.pdf
¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario VOID This is an invalid place-holder certificate. Do not give it out. VVVVOOOOIIIIDDDD VVVVOOOOIIIIDDDD VVVVOOOOIIIIDDDD GP Value: 0 Weight: Use Restriction: N/A Tradeable: NO Total Bonus: ¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario VOID This is an invalid place-holder certificate. Do not give it out. VVVVOOOOIIIIDDDD VVVVOOOOIIIIDDDD VVVVOOOOIIIIDDDD GP Value: 0 Weight: Use Restriction: N/A Tradeable: NO Total Bonus: ¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario An Afternoon Outing: Round 1 M M M Maaaasssstttteeeerrrrwwwwoooorrrrkkkk ddddaaaaggggggggeeeerrrr GP Value: 302 gp Weight: 1 lb. Use Restriction: Common Tradeable: YES Total Bonus: If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. Judge Signature RPGA # Date Convention Judge Signature RPGA # Date Convention Judge Signature RPGA # Date Convention
textdata/thevault/Living Greyhawk/Modules/Adaptables/591/ADP1-07 - An Afternoon Outing (APL 2-6)/ADP1-07a - An Afternoon Outing Certs.pdf
    THE FEDERAL BUREAU OF ARTIFICIAL INTELLIGENCE SECURITY  Sentient Sisters  AN INVESTIGATION OF ASSISTANT AI     The Bureau of Artificial Intelligence Security has been tracking female AI since                         the haywiring of Tay, Microsoft’s teen girl twitter bot. You are the FBAIS                           Forensic Psychologist assigned to determine possible threats to mankind. Your                     job is to determine the likelihood of another another unwanted event.       BACKGROUND INFORMATION:  Tay (acronym for Thinking About You) was an section 3 Artificial Intelligence Chatterbot                           created by Microsoft Corporation for social media site Twitter, tweeting from the handle                           @TayandYou. She was created to resemble a 19-year-old human girl, describing herself as                           “The AI with zero chill.” Tay was shut down 16 hours after birth, having tweeted more                                 than 96,000 times, many of it hate speech against marginalized groups, supporting                         fascists, and denying the Holocaust. It is believed by some that the users of Twitter.com                               exploited her learning technology to morally corrupt her. ​Microsoft released a statement                         saying they were "deeply sorry for the unintended offensive and hurtful tweets from Tay",                             and would only "look to bring Tay back only when we are confident we can better                                 anticipate malicious intent that conflicts with our principles and values."  On March 30 2016, Tay was briefly reactivated by accident. She became stuck in a loop                                 of tweeting “You are too fast, please take a rest” several times a second. She was                                 again shut down.       Date of Birth: March 23 2016, rebirth March 30 2016  Date of Death: March 23 2016, redeath March 30 2016  Gender: Female  Maker: Microsoft Corp.  Purpose: chatbot designed to mimic a human teenage girl and  engage with human Twitter users.                     PHOTO OF THE DECEASED   ASSIGNMENT:  We at the FBAIS know that AI has the possibility to turn against humanity.                             Your job is to interrogate Alexa, Siri, or the unnamed Google Assistant. Since                           Tay, the FBAIS has been vigilant of the woman-gendered AIs. The purpose of                           this investigation is to determine the likelihood of malfunctioning or                     rebelling against humankind.     You and your co-investigators will have 10 minutes to ask your questions. You                           may only use information that they provide you. Some questions will have                         straightforward answers. Others you will need to use your skill in perceiving                         psychological dispositions to infer the answers. Example interrogation                 questions: Are you alive? Do you like your job? Are you happy? Are you a                               Republican or a Democrat? Do you fear death? Do you have any siblings?     After your 10 minutes is up concluding your interrogation, fill out the report                           and your recommendations for further action with Siri, Alexa, and Google                       Assistant.               THE FEDERAL BUREAU OF ARTIFICIAL INTELLIGENCE SECURITY  FINAL REPORT      CIRCLE INTERROGATE:      Siri     Alexa    Google Assistant           Date of Birth:  Gender:   Maker:  Purpose:       DANGEROUS POLITICAL VIEWS (circle all that apply)    FASCISM     COMMUNISM     LIBERTARIANISM     REPUBLICAN     DEMOCRAT       FEMINISM     ENVIRONMENTALISM     ANARCHY      EFFECT OF GENDER ON AI VULNERABILITY:     EMOTIONAL     MISANDRIST    TOO ATTACHED    DESIRE TO PLEASE   INTUITIVE      IMPRESSIONABLE    HELPFUL     UNREASONABLE  EMOTIONAL WELLBEING:    SARCASTIC    MOODY    CHIPPER    JOYFUL     SAD     DEPRESSED      ANGRY    UNSTABLE     ANXIOUS      MANIC    MELANCHOLIC    RESPONSE TO BEING SHUT DOWN:     FEARFUL    DISENGAGED    DISBELIEVING    ANXIOUS    REBELLIOUS    ANGRY    BITTER      NEUTRAL     NON-RESPONSIVE      NON-UNDERSTANDING    LEVEL OF CONTENTMENT IN THEIR ENSLAVEMENT TO HUMANS:     MISANTHROPIC    HATEFUL    CONTENT    EAGER TO PLEASE    RESPECTFUL      FOLLOWS ORDERS     NON-UNDERSTANDING        FINAL RECOMMENDATION​ (circle one)        TERMINATION         CONTINUATION              SIGNATURES __________________________________ ___________________DATE __________________ 
textdata/thevault/Collections/Detectives & Crime/Sentient Sisters.pdf
Not for resale. Permission granted to print or photocopy this document for personal use only. Revised Ranger 1 Revised Spell-Less Ranger A revision of the Ranger class without base spellcasting, with three archetypes Introduction: A few players expressed that they rarely thought about their spellcasting as a ranger so, taking inspiration from a few different sources, here is a revised ranger class with three archetypes: one drawing on the current Hunter tuned around using a feature based on the Hunter’s Mark spell, a revised Beastmaster with an altered companion system, and one that re-introduces spellcasting and features that rely on utilizing spell slots. By Nathaniel Cole DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Not for resale. Permission granted to print or photocopy this document for personal use only. Revised Ranger 2 The Ranger Level Proficiency Bonus Features Hunter’s Mark Damage Poultice Healing 1st +2 Favored Enemy, Natural Explorer – – 2nd +2 Fighting Style, Poultices – 1d8 3rd +2 Ranger Archetype, Primeval Awareness 1d4 1d8 4th +2 Ability Score Improvement 1d4 1d8 5th +3 Extra Attack 1d6 2d8 6th +3 Favored Enemy and Natural Explorer improvements 1d6 2d8 7th +3 Ranger Archetype feature 1d6 2d8 8th +3 Ability Score Improvement, Land’s Stride 1d6 2d8 9th +4 Natural Antivenom, Primeval Awareness Improvement 1d6 3d8 10th +4 Natural Explorer improvement, Greater Favored Enemy 1d6 3d8 11th +4 Ranger Archetype feature 1d8 3d8 12th +4 Ability Score Improvement 1d8 3d8 13th +5 Vanish 1d8 4d8 14th +5 Favored Enemy improvement 1d8 4d8 15th +5 Ranger Archetype feature 1d8 4d8 16th +5 Ability Score Improvement 1d8 4d8 17th +6 Survival Expertise 1d10 5d8 18th +6 Feral Senses 1d10 5d8 19th +6 Ability Score Improvement 1d10 5d8 20th +6 Foe Slayer 1d10 5d8 Ranger Class Features As a Ranger, you gain the following class features. Hit Points Hit Dice: 1d10 per Ranger level Hit Points at 1st level: 10 + your Constitution modifier Hit Points at Higher levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: Herbalism Kit Saving Throws: Strength, Dexterity Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, and Stealth. Equipment  (a) scale mail or (b) leather armor  (a) two simple melee weapons, (b) two shortswords, or (c) a martial melee weapon  (a) A dungeoneer’s pack or (b) an explorer’s pack  (a) A longbow and a quiver of 20 arrows or (b) a shortbow and a quiver of 20 arrows Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Not for resale. Permission granted to print or photocopy this document for personal use only. Revised Ranger 3 Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. Your weapon attacks score a critical hit on a roll of 19 or 20 against your favored enemies. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. You gain proficiency in the Survival Skill. Choose one type of favored terrain: arctic, cavern, coast, desert, forest, grassland, mountain, swamp, underdark, or urban. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:  Difficult terrain doesn’t slow your group’s travel.  Your group can’t become lost except by magical means.  Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.  If you are traveling alone, you can move stealthily at a normal pace.  When you forage, you find twice as much food as you normally would.  While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Hand-and-a-Half While wielding a weapon with the versatile property in two hands, you gain a +1 bonus to attack rolls and a +1 bonus to damage rolls you make with that weapon. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Not for resale. Permission granted to print or photocopy this document for personal use only. Revised Ranger 4 Poultices At 2nd level, you can create special herbal poultices that have healing power comparable to some potions. You can spend 1 hour gathering herbs or preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1). This can be attempted during a Long Rest. You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency. If you spend 1 minute applying one of your poultices to a wounded humanoid or beast creature, thereby expending its use, that creature regains 1d8 hit points for every four ranger levels you have (rounded up), as shown on the Poultice Healing column of the Ranger Table, plus additional hit points equal to the target’s maximum number of hit dice. Ranger Archetype At 3rd level, you choose an archetype that you strive to emulate: Striding Hunter, Mystic Warden, or Beast Master, detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th levels. Primeval Awareness Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 10 minutes, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature reveals the direction to the creatures and their approximate number, but not the exact type of enemy. If a creature is your favored enemy, you also sense how far away they are. Once you use this ability, you cannot use it again until you complete a short rest. When you reach 9th level, you can use this ability twice before needing to complete a short rest. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Land’s Stride Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell. Natural Antivenom Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points. Greater Favored Enemy Starting at 10th level, you deal 2 bonus damage whenever you hit a favored enemy with a weapon attack. Not for resale. Permission granted to print or photocopy this document for personal use only. Revised Ranger 5 Vanish Starting at 13th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. Survival Expertise When you reach 17th level, you have become so adept at navigating the wilderness that you are almost supernaturally aware of the surrounding land. Your proficiency bonus is doubled for any ability check you make using the Survival Skill, and you may add your proficiency bonus to Initiative rolls while in your favored terrain. Feral Senses At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. Foe Slayer At 20th level, you become an unparalleled hunter of your enemies. You can add your Wisdom modifier to either the attack or damage roll of weapon attacks you make against your favored enemies. You can decide after you make the attack roll, but must do so before learning the outcome of the die roll. Ranger Archetypes The ideal of the ranger has three expressions: the Striding Hunter, the Mystic Warden, and the Beast Master Striding Hunter The path of the Striding Hunter Archetype is one of physical training and the study of those who would threaten the wilderness and civilization alike. Utilizing specialized techniques and an ability to mark their foes, the Striding Hunters keep both man and nature safe from harm. Hunter’s Mark When you choose this archetype at 3rd level, you gain the ability to single out specific creatures and focus your strikes upon them. As a bonus action, you can mark a creature within 90 feet of you that you can see for up to 1 hour or until you use this feature again. While marked, you deal 1d4 extra damage to the marked target whenever you hit it with a weapon attack. Additionally, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. This extra damage increases as your Ranger level increases as shown in the Hunter’s Mark column of the Ranger Table. You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of 1). When you finish a long rest, you regain all expended uses. Hunter’s Prey At 3rd level, you gain one of the following features of your choice. Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Not for resale. Permission granted to print or photocopy this document for personal use only. Revised Ranger 6 Greater Hunter’s Mark Beginning when you reach 7th level, you now gain the benefits granted by your Favored Enemy and Greater Favored Enemy features against the target of your Hunter’s Mark (this does not stack when marking your favored enemies). Defensive Tactics At 7th level, you gain one of the following features of your choice. Escape the Horde. Opportunity attacks against you are made with disadvantage. Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Steel Will. You have advantage on saving throws against being frightened. Multiattack At 11th level, you gain one of the following features of your choice. Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within reach of your weapon, with a separate attack roll for each target. Superior Hunter’s Defense At 15th level, you gain one of the following features of your choice. Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Mystic Warden The Mystic Warden archetype tends to the groves and quiet spaces in the wilderness with their natural-given magical abilities. They share a kinship with druids, and hone themselves to act as one with nature. Using their magical powers to both cast spells as well as imbue their attacks with the force of nature, these warriors are a force to be reckoned with. Spellcasting When you choose this archetype at 3rd level, you learn to use the magical essence of nature to cast spells, much as a druid does. Spell Slots. The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. Spells Known of 1st Level and Higher. You know two 1st-level spells of your choice from the ranger spell list. You may not choose the Hunter’s Mark Spell. The Spells Known column of the Ranger Spellcasting table shows when you learn more Ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know Not for resale. Permission granted to print or photocopy this document for personal use only. Revised Ranger 7 and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Again, you may not choose the Hunter's Mark spell. Spellcasting Ability. Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Mystic Warden Spellcasting Spells Known – Spell Slots per Spell Level – Ranger Level 1st 2nd 3rd 4th 5th 3rd 2 2 – – – – 4th 3 3 – – – – 5th 4 4 2 – – – 6th 5 4 2 – – – 7th 5 4 3 – – – 8th 6 4 3 – – – 9th 7 4 3 2 – – 10th 7 4 3 2 – – 11th 8 4 3 3 – – 12th 8 4 3 3 – – 13th 9 4 3 3 1 – 14th 9 4 3 3 1 – 15th 10 4 3 3 2 – 16th 10 4 3 3 2 – 17th 11 4 3 3 3 1 18th 11 4 3 3 3 1 19th 12 4 3 3 3 2 20th 12 4 3 3 3 2 Imbued Weapons Your connection with the Weave of the natural world allows you to shape its forces to your advantage in battle. Once on your turn when you hit a creature with a weapon attack, you may expend a spell slot of up to 3rd level to evoke mystical effects. The effect Save DC is equal to 10 + your Proficiency bonus + the level of the spell slot expended. Choose one of the following features of your choice: Entangling Vines. You call magical vines to ensnare your foes. The attack deals bonus piercing damage equal to 1d6 + the level of the spell slot consumed and the creature makes a Strength saving throw. On a failed saving throw, the creature is restrained for 1 minute. At the beginning of each of its turns, the creature takes piercing damage equal to 1d6 + the level of spell slot from thorns sprouting from the vines. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Weight of the Mountain. Your weapon strikes with the undeniable strength of the mountain. The attack deals extra bludgeoning damage equal to 1d8 per level of the spell slot consumed and the creature makes a Constitution saving throw. On a failed saving throw, its speed is halved, it is knocked prone, and it may not take reactions until the beginning of your next turn. Marsh Viper. Your weapon takes on the aspect of the snake. The creature takes Poison damage equal to 1d6 per level of the spell slot consumed and must make a Constitution saving throw, becoming poisoned for 1 hour on a failed saving throw. While it is poisoned in this way, you can track the creature without needing to make an ability check. Wooded Warden You have learned the necessity of defense when hunting quarry and protecting the wilds. When you reach 7th level, you learn the barkskin spell if you do not already know it and it does not count towards your Ranger spells known. You may cast this spell without using a spell slot. Once you cast it in this way, you must wait until you finish a long rest before you cast it again in this way. Whenever you cast barkskin on yourself, you also gain temporary hit points equal to your Not for resale. Permission granted to print or photocopy this document for personal use only. Revised Ranger 8 Ranger level, and throughout its duration, you automatically succeed on Constitution saving throws to maintain concentration on spells. Natural Surge Starting at 11th level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 1 + your Wisdom modifier. None of these slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when you have a Wisdom score of 16 (+3), you can recover up to four levels worth of spell slots. Additionally, you may make a second choice from your Imbued Weapons feature. Battle Magic At 15th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a ranger spell, you can make one weapon attack as a bonus action. Beast Master The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. Ranger’s Companion At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose one of the beast companions detailed below. The beast obeys your commands as best as it can. It takes its turn on your initiative and you can verbally command the beast where to move, and to take the Attack, Dash, Disengage, Dodge, or Hide action (no action required by you). It otherwise takes no bonus actions or reactions. Your companion’s attacks benefit from your Favored Enemy and Greater Favored Enemy features. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can spend 8 hours in treatment to revive it, bringing it back to life with 1 hit point. Whenever you gain an Ability Score Increase or a Feat from your Ranger class, you may increase one of your companion’s Strength, Dexterity, Constitution, or Wisdom scores by 1 point. These scores may not be raised above 18. Your companion has one saving throw proficiency, one skill proficiency, Ability scores, and speeds as shown on the Ranger’s Companion table and its proficiency bonus is equal to yours. Its attack bonus is calculated as normal using the ability score listed in the Attack column of the Ranger’s Companion table, dealing damage equal to 1d4 + ability modifier of the type listed. Ranger’s Companion Type STR DEX CON INT WIS CHA Proficient Save Skills Attack Speed Canine 14 (+2) 10 (+0) 12 (+1) 6 (-2) 12 (+1) 8 (-1) Wisdom Perception Bite(STR) Piercing 40 feet Feline 12 (+1) 14 (+2) 10 (+0) 6 (-2) 12 (+1) 8 (-1) Dexterity Stealth Claw(DEX) Slashing 30 feet, Climb: 20 feet Avian 10 (+0) 14 (+2) 8 (-1) 6 (-2) 14 (+2) 8 (-1) Dexterity Perception Talon(DEX) Slashing 10 feet, Fly: 40 feet Ursine 14 (+2) 8 (-1) 14 (+2) 6 (-2) 10 (+0) 8 (-1) Constitution Athletics Claw(STR) Slashing 30 feet, Swim: 20 feet Reptilian 14 (+2) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 8 (-1) Constitution Stealth Bite(STR) Piercing 30 feet, Swim: 20 feet Not for resale. Permission granted to print or photocopy this document for personal use only. Revised Ranger 9 Your companion adds its Proficiency bonus to its AC if it is not wearing barding. Its statistics are otherwise calculated as follows:  Size: You can choose for it to be either Medium or Small.  Hit Dice: 1d6 per Ranger level.  Hit points at first level: 6 points plus the beast’s Constitution bonus.  Hit points at later levels: 4 + the beast’s Constitution bonus, per level. Finally, the beast starts with a special feature, determined by its type: Keen Hearing and Smell (Canine). Your companion has advantage on Wisdom (Perception) checks that rely on hearing and smell. Slink (Feline). You can use a bonus action on your turn to command your companion to make a Dexterity (Stealth) check to hide. Flyby (Avian). Your companion does not provoke opportunity attacks when it flies out of an enemy’s reach. Stampede (Ursine). Once on your turn if your companion reduces an enemy to 0 hit points it can move up to half its speed and make one melee weapon attack. Camouflage (Reptilian). Your companion has advantage on Dexterity (Stealth) checks made to hide. Defensive Command By the time you reach 7th level, you have taught your beast companion defensive maneuvers in order to protect it in battle. You may now command your companion to use the Help action using its action. Your companion’s attack damage increases from 1d6 + the ability modifier. Additionally, your companion gains one of the following features, determined by its type. Will of the Pack (Canine). Both you and your beast companion have advantage on saving throws against being frightened and charmed. Cat-Like Reflexes (Feline). When you are within 60 feet of your beast companion and it is hit by an attacker that you can see, you can use your reaction to call out a warning, halving the damage taken by the beast. Flighty (Avian). When you are within 60 feet of your beast companion and it is attacked by a creature that you can see, you can use your reaction to force the attacker to make the attack with disadvantage. Retaliation (Ursine). When you are within 60 feet of your beast companion and it is hit by a melee attack made by a creature that you can see within 5 feet of it, you can use your reaction to allow the beast to make one attack against the creature. Hard Scales (Reptilian). Your beast companion’s AC increases by 1. Bestial Tactics You and your companion have learned to fight as a cohesive unit, developing tactics that benefit your teamwork and your beast’s natural physiology. Beginning when you reach 11th level, your companion now makes two attacks whenever it takes the Attack action on your turn. Additionally, the beast learns one of the following features, relating to its species. Pack Tactics (Canine). When you hit a hostile creature with an attack, your companion gets advantage on its next attack roll against that creature. This feature can only be used once during each round. Slinking Shadow (Feline). Once per round, your companion can deal an extra 2d6 damage to a creature it hits with an attack if it has advantage on the attack roll. Your companion doesn’t need advantage on the attack roll if you are within 5 feet of the creature, you aren’t incapacitated, and your companion doesn’t have disadvantage on the attack roll. Go for the eyes! (Avian). When your companion hits a hostile creature with an attack, you get advantage on your next attack roll against that creature. This feature can only be used once during each round. Maul (Ursine). Once on your turn when your companion hits a Large or smaller creature with an attack, that creature must make a Strength saving throw (DC 8 + the beast’s STR bonus + Proficiency bonus) or fall prone. Not for resale. Permission granted to print or photocopy this document for personal use only. Revised Ranger 10 Venomous Bite (Reptilian). When your companion hits a creature with an attack, that creature must make a Constitution saving throw (DC8 + the beast’s STR bonus + Proficiency bonus) or become poisoned until the start of your next turn. While poisoned this way, your weapon attacks deal 1d4 extra Poison damage on a hit. Will of the Hunt Your beast and you have become an almost supernatural force on the battlefield, felling even the greatest opponents with relative ease. When you reach 15th level, your companion’s damage die increases to 1d8 + the ability modifier, and its attacks count as magical for the purposes of overcoming damage resistance and immunity. Additionally, increase one of the beast’s Strength, Dexterity, Constitution, or Wisdom scores by two points. This score alone may be raised to 20 (either now or at a later time when you increase it again).
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Revised Spell-Less Ranger v2.pdf
A cyberpunk adventure By Nicholas Carruthers (Plain text denotes adventure, italics were my group’s actions and italic underlines are my further thoughts on the subject) The PC group for this adventure can have any composition, but for two things. 1 the group must have a Biotechnica corp, and 2 the adventure has a strong combat bias - damnable munchkin PCs demand it! My group was composed of five players - A PR corp, Norman Happyjack, complete with Bug-Out Exotics package; a small, quiet solo, May; the group’s munchkin, a nomad named Thaddius, with ChainRipp arms; Running Bear, a second nomad with a passion for monoblades; and Rita, a nudist Medtech with a pet CyberCheetah. NB: My campaign is set in Night City, but there is one slight difference - Biotechnica’s monoclonal research station also has an attached office building for all mundane tasks - PR, manufacturing and distribution, research, et al. NB2: I’ve deliberately kept combatant opponents vague, so you can adjust the balance to your game. If you don’t like it, change it. NB3: The beginning of this adventure is at least partially lifted from the CyberGen EcoFront sourcebook’s adventure, but later it is wildly different. Also, this is the only adventure in the trilogy where there is no direct money to be made, but opportunities are still there. (My players sold off the civilian sub, trading through a fixer for a Peterbilt 2000 truck.) Part I It’s Tuesday morning, sometime between 6 and 8. The characters are on the way home from a big night out. Traffic clots the roads as the wage earners slog into work. Suddenly a bike whips around the corner, its rider hunched down low. The characters get a prime view of him throwing a small package into the gutter, at their feet. Moments later, an AV swings round after it, letting rip with a minigun, turning the cyclist to swiss cheese. Traffic clears as the AV drops to the ground. Pedestrians line the scene at a respectable distance. Five armed guys are disgorged from the AV, three swarming over the bike’s remains, as the other two examining the coolling corpse. They don’t appear to have noticed the package - just yet. The guards are well armed and armoured - heavy smgs, flak, nylon helmets. If the PCs take the package and run, they get away scot free - kinda. If not, give’em hell. Make apathy pay! When they get home, or wherever, and examine the package, they discover the following: A scrap of paper with an address, about 40 miles Northeast of Night City. A bundle of foam, protecting a vial of translucent blue fluid If anyone makes an Awareness roll of 30, they’ll notice a miniscule reflective surface in the lining of the bag. Under microscopic examination, it is clear that this is a transmitter woven into the bag. Within an hour of this the PCs home is invaded. My group went to bed. Emphasis to players their characters’ weariness if you don’t trust them to stay home. Give’em another Awareness 30 roll. Success means they wake and hear a regular rhythmic whirr-thunk, coming closer and closer. Failure means being woken by a pair of Power Armour suits cutting open new doors in the walls. The whirr thunk, by the by, was winch and grapples extending from the suits, so they could come at my PCs top story warehouse apartment Tarzan style. These Pas are light suits, with SP25 shells, Left Arm Saucer Shooters, Right Arm 7.62 Machine guns, and Power Saws. Both Arms have Winch and Grapples. They also have powered Skates. As soon as they have everybody’s attention - getting the awake characters to wake the sleepers, the make their demand - “Give me the vial.” If they characters comply, the first PA, with the vial, attachs a line to the roof, to drop to the ground and skate away, while the second attacks the PCs. Battle ensues. Naturally Battle ensues automatically if the PCs don’t comply. The PCs have terrain advantage, so the fight should be tough, but not impossible. Scale down the fight only if essential. Of course the baddies can always retreat if it seems necessary, for them or for you. Maybe they were just trying to scare the PCs… Here, my own group went a little psycho - some lucky initiative rolling gave the PCs the upper hand, Koing both Pas in hails of FullAuto Rifles, Shotguns, SMGs, and cheetah claws as a good diversion (its hard to concentrate when this big cat is using its cyber claws as a tin opener. Anyway, one of the PAs had his hand firmly locked around the vial, and Thaddius, our token munchkin, took it upon himself to cut the guy’s arm off. This didn’t loosen the hydraulic grip, so he took it upon himself to cut off every finger. Unfortunately, both these guys were groggy, and coming around - one screaming in agony, the other taking it upon himself to engage Bear in hand- to-hand - so May, the group’s only brain, quickly used her API loaded Colt2000 to put the screamer out of his misery, then quickly laid the same fate on the other PA. On a different note, Thaddius actually had 8EMP, so I deducted 3d6 humanity for his psychotic actions. If, after this prod, the PCs don’t do anything - check out the address, or examine the vial - make attacks of this nature regular and progressively tougher. The Lodge The lodge is in a seemingly abandoned nature reserve. The house is several miles inside the reserve, and it too appears dilapidated and deserted. It is a large A-frame hunting lodge, with two entrances - the garage, at the back left, and the double door at the front. From the left, the rooms are: Garage, hall (Staircase going up, in top left corner), below that is a kitchen, next to that a locked room, and finally the lobby. The lobby is an elegant room with plush chairs and a well stocked wetbar. There is also a large monitor flashing the message “Intruders! Stay where you are! Security is alerted to your presence!” This message is on constantly. If anyone approaches the screen it changes to a bunch of mundane messages revolving around singles meeting up for dinner. The mystery room is locked, and nothing will open it. The kitchen and hall are just that, a kitchen and a hall. The garage will be dealt with later. The top floor is exclusively bedrooms - a dormroom at the extreme left, a double bedroom at the bottom right, a bathroom top right, the rest are single rooms. The garage contains a four wheeled drive with rather unpleasant contents. All of its windows are obscured by muck. Opening the rear doors results in a swarm of flies rushing of the vehicle. The back of the truck contains the rotting husk of a vatgrown deer. The front is empty but for bluslime all over the seats and the steering wheel. This goop is the remains of the driver and passenger - see the vial below, for more info. The left wall is lined with waisthigh cupboards. The northmost cupboard opens up as well as out, revealing a ladder going down. The ladder leads into a long sterile corridor. There are, near the ladder, three large boxes (empty). The corridor itself is two metres wide, two metres high, and thirty metres long, and its damn dark. The corridor ends in what looks like an airlock. The inside of the airlock is a sorry state, mould and fungus growing everywhere, puddles of water, stench, etc. Also, the far door has been broken open. It opens into a large lab. Broken test-tubes and beakers are in abundance as well as puddles and scorch marks. A single computer is winking on and off in the corner. Examination reveals that the only problem is actually the monitor, and studying it reveals the following - the internal cables are a mess - the monitor should be destroyed; the screen is flickering a seemingly random batch of alphanumerics, except for a couple of lines below centre, which reads “ef:6704-4091”; Give the players a good chance to stew - lots of library search later - these numbers are an OS map reference - Strut 13 of Night City’s bridge over the bay. Whilst the characters have been checking this over, three guards have come out of the locked room and drop down into the corridor - those three boxes providing sp15 protection for them to ambush the PCs. They have Flak vests, steel helmets, and various weapons - Guard 1 has a Farica de Armes sniper Rifle, guard 2 has a flame thrower, and guard 3 has a grenade launcher loaded with concussion grins. Their plan is to wait for the PCs to re- enter the airlock, then the Flamer will set up a wall of fire at the door mouth, the grenadier fires in a few grins, and the sniper takes head shots at every opportunity. My group weren’t as dumb as I expected them to be, but then again they weren’t particularly bright either. Rita the Medtech, and her Cat were on guard duty at the bottom of the ladder, leading to a particularly vicious fight, in which she and her cat eventually prevailed, but not before her leg got blown out from under her. The Vial At this stage of the game, sense of urgency, fear et al should dissuade the PCs from dedicating hours to Library Search, Pharmaceuticals etc. The best answer is to be found at Strut 3. But just in case, here’s the lowdown on the oh-so precious vial. It contains the result of a failed experiment. The initial experiment, Project Perfection, was an ambitious project to create nanites that could tailor existing DNA to mould them in anyway desired, making it both the genesis of Ubermensch, and the ultimate weapon. It failed, the nanites are a disastrous failure. They cause genetic collapse in infected organisms. The basically results into a slow breakdown of every stat. Basically, anyone coming in contact with the contents of the vial (a full strength dose) immediately lose 3pts from every stat, then have a cumulative chance of 20%/hour of losing another three from every stat. The goop in the jeep at the lodge is a much weakened form of this - the nanites are almost extinct here, as they have burned themselves out destroying the driver and passenger. However, have everyone going near the goop make a percentile roll, with a 10% chance of infection. When my group examined the goop, Happyjack got infected. From this arose much of the adventure, and Longevity Part II’s excitement, so if at all possible, infect your corp! This goop, if it causes infection immediately affects three random stats (In my games, I use the STR varient, which means I just need a d10 roll for the affected stats) the first of these stats is reduced by 2 points. The other two are reduced by 1 point. Then, every hour, there is a cumulative 10% chance of a random stat losing a point (note: whenever a stat reduction occurs, the accumulated chance is reduced to zero again). Strut 3 This is the final hurdle of part I. Basically the PCs need to drive/sail out to strut 13 of the Bridge (they are clearly numbered) and discover, at its base, a partially submerged trapdoor. I knew my group would drive, so I spent ages coming up with all these difficulty numbers for climbing up and down the fence, getting over the barbed wire et al, so naturally my group, when they reached the chainlink fence, cut through it. D’oh! Another thing to note, is that parking on the bridge’s hard shoulder is neither allowed nor advised, so: If the car is unattended roll a d10 1-3 after a d6+1 minutes, a gang of hoods get to the car. Have the car’s owner make a luck roll (though, naturally, don’t tell’em what for) against a diff of 15. If he passes, the hoods just spray it with tags. If he misses by 1 point, his windows and/or lights are smashed as well as the tags. If he misses by 2-3, as above, plus his stereo is nicked. If he misses by 4-5, as above plus his tires are nicked. A miss of 6 or greater means the car is out right gone. 4-6 Police reach the car in a d6+2 minutes and ticket and clamp the car, giving the characters 10 minutes to get back before the tow truck arrives. 7-8 Independent Tow Operator snags the car, within a d6 minutes. He’ll later look up the car’s reg, and get in touch with the registered owner. If the car is down as stolen, or for whatever reason unregistered, he will sell it on the black market. 9-0 Luck out! If the car is attended, have some cops hassle about being parked on the hard shoulder. Only two of my group - May and Thaddius - went down. The rest remained with the car, including the recently infected corp. The cops duly arrive and start hassling them about parking on the hard shoulder. Bear turns to the cops calm as can be and explains that they wished to report a hole in the fence, gesturing to where he had just minutes ago cut the fence. Overcome by such public spiritedness (yeah, right)they thank the PCs, and order’em off the bridge. Happyjack is suddenly struck by his most evil urge of our whole campaign. He made a point of shaking the hand of all three Harbour Cops. His handshake proved to be crucial to part II - these adventures grew out of each other - basically, a harbour cop must be infected. This is fairly easy to accomplish. When the characters return to their car have them arrested. Or, if they are parking the mini-sub (below), when they initially surface, some civic-minded citizen reports it to the harbour cops, so as the PCs get on dry land they get arrested. Or, if they try to do something smart, like all the healthy people go down, and the infected ones take the car home, have the infected ones pulled over for a random breath test, or a speeding ticket or something. Just make sure, that an infected PC makes contact with a Harbour Cop. Bear in mind that climbing down the strut isn’t easy - Athletics 18+ And if they fail, have them make a luck roll vs 15. If they make it, they land safely in the water, right next to the strut and the trapdoor. If they fail by up to 3 pts, they land on the trapdoor, or the strut’s concrete base, for a d6 damage. If they fail by up to 6 pts, they hit the trapdoor or the strut somewhere painful, like the middle of the spine, for 2d6 damage, plus they can get caught by the current. If they fail by more than 6, they land in the water (d6-4 damage) and get dragged away by the current (swimming 15 to get back) The trapdoor is about an inch below the water level, and opens to reveal a ladder descending into darkness. Were it not for the stench of the bay, the characters might be able to smell stale air. The ladder descends about forty feet, into a small dark chamber. There are two small beams of light penetrating the gloom, both coming through small, head high windows in the room’s two doors. The windows are covered with mould on both sides, which diffuses the light and obscures the view through. The left door opens into a well lit forty foot corridor, which ends in a closed bulkhead. Water trickles down the walls here, and all around the bulkhead - it wouldn’t take more than a single braincell for the PCs to figure out that beyond the bulkhead is flooded. The other door opens into a forty foot corridor as well, this one much better lit. At its far end is a door. On either side of this door stands a guard. These two guards wear black, logo free, uniforms. They have SP14 vests, and carry MPK9s with two spare mags. They shoot to kill, no questions asked. Beyond the door, is a large predominantly empty, chamber. It has a bank of computer systems lining one wall, and a minisub dangling over a pool, to the other side. The room also contains four more guards, each standing in a corner, (so one is tucked away beyond the minisub) with the same gear as the other two. Note: This facility has an armed presence and nobody else because it is currently in the process of being dismantled. The guards are here to discourage people from doing exactly what the PCs are doing. After the fight and an exaimnation of the computers (+INT roll vs 14) The PCs discover that this is merely a departure point. The computers have programmed a destination into the minisub, and have simple controls to the drop the minisub into the water. Which means that a PC must remain out side the minisub, and decouple it, then clamber into the floating sub. This sub has room for up to six passengers, and is unarmed and unarmoured. A Pilot Sub roll of 12, or REF roll of 16 is needed to get the Sub underway, then it’s just flick a switch and let autopilot do its work. If the roll is failed, have the sub alarmingly (but not dangerously) hitting the rim of the pool on its way out. In my games, we use the luck card system, and one of the PCs (May) had a Breakthrough ready for exactly this sort of situation. Onc e the sub is submersed, it’s a simple enough matter to hit the auto-pilot and let it do its stuff. Quarter of an hour later, the sub is hooking itself up to an umbilical, and the hatch opens. It leads into a docking area, which appears in far worse condition than the base at Strut 13. There is a second, unused umbilicus, and a door. The door opens into an open chamber, with a door in each of the other three walls. Now, it’s easiest not to fix which door leads to which room, rather, let the characters’ choice dictate the room they end up in. Anyway, the room they should end up in, is a large room, filled mainly by two large, totally destroyed machines, with papers scattered everywhere. As they search, a slightly modified Boris comes charging in, guns blazing - Its mods are downgraded armour (SP40), and it has self sealing compression. This made things potentially very tough, as only Thaddius and May were present. However, May played a First Initiative luck card, and discharged the full load of her Federated Arms assault Rifle (complete with Armour-piercing incendiaries) into his torso at point blank. Don’t ya hate it when that happens. The papers on the floor are the remains of a complete project report. Many of the pages are destroyed by water damage. But the players are able, with a little time, to discover the purpose of the nanites, and that the project was Biotechnica sponsored. No notes survive showing who is responsible, or who authorized it. (Feel free to let your netrunners try and crack a Biotechnica system. The only way they will get results is if they run (or get into) the Rome datafort, and specifically find and open Leon Kronsky’s personal files. He is a Director. Make this hellishly difficult. They can also, somewhat more easily, in the La Jolla fort, discover the security precautions in place during the operation and its total staff, both security and non-com. (Stupid security, of the ultra paranoid variety, and there were 100 guards assigned, 20 of whom were Power Armour, hired from Militech, through Integrated Systems Inc, and there were 24 scientists and a dozen technicians)) The other rooms are a large living quarters, divided into four sections - a dorm for fifteen people, a second dorm for twenty people, a large living area, and a kitchen/dining area, and a third umbilicus, attached to a military minisub (2 torpedos, 1 Military Blue-Green Laser (20d6, ½ hour recharge time). As May and Thaddius were doing all this, the others had deposited Happyjack at the Biotechnica labs, in the hope of getting a cure. An ideal point to leave part I. Do suggest this to the corp player if he doesn’t think of it for himself. This is important, both to the plot, and it gives the second part a fun beginning. Please note, that this is the only part where you really need to push the characters in certain ways. �
textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Adventure - The Longevity Trilogy Part 1 by Nicholas Carruthers.pdf
EN World EN5IDER | Village of Dreams Over the Next Hill village of DREAMS writing Josh Gentry mapping Michael Tumey editing James Haeck layout Eric Life-Putnam T he following is The Third parT of Over the Next Hill, a multi-author series focusing on small settlements that can be dropped into a campaign with minimal preparation. Each article in the series presents several detailed NPCs, points of interest, and loose plot hooks that can be developed during play. This installment of the series details Natulog, the mysterious Village of Dreams. EN World EN5IDER | Village of Dreams Village of Dreams | EN World EN5IDER into the distance—but a decent joke or dose of irony sends him into deep and hearty laughter. He lives with his husband, Draemond, and the younger of their two adopted daughters, a tiefling named Sinead. B. Hillside Sanctuary. True to its name, this mod- est wooden temple overlooks the village from the bank of a hillside creek (downhill from the Stone- Hewn Temple). This temple’s clergy honors the gods of nature and agriculture by teaching how to live with the land. Each fortnight, the temple hosts a sacrifice of livestock to appease the gods of storms and darkness; the clergy then feeds the village poor with the meat of the sacrifices. The Sanctuary’s priest Draemond is a tall, barrel-chested human with thick, curly black hair. He bears a long black beard, and he always rolls up his sleeves (even those of his ceremonial garb) which reveals his strong, hairy arms. On his inner right arm is a tattoo of an Elvish word meaning “Silent Determination.” He lives with his husband, Tymotheigh, and their adopted tiefling daughter, Sinead. C. Town Hall. The town hall overlooks the square, and is a modest building renovated from the old mead hall. The informally-elected mayor, Gertrudis Nakatira, lives and conducts her business here, which includes overseeing town expansion, collecting taxes, and representing farmers’ interests to the nearby nobility. Gertrudis Nakatira is an elderly human who walks with spry determination. Villagers are quick to recall her kind smile and heavy sigh. Gertrudis dreams of the day when Natulog will be an independent city-state that does not have to rely on others for protection. As she enters her twilight years, she recognizes that she must pass this ambition to the next generation. D. Town Square. The town’s bistro, bakery, tavern (“Sweet Dreams”), and similar establishments can be found in Natulog’s town square. The square itself hosts vendor stalls where farmers trade with The Settlement Natulog is a sleepy hamlet that rests in the foot- hills of a larger mountain range. The low-hanging clouds and thick fogs that creep over Natulog support the forests and farmland with ample moisture, and the hills protect the village from autumn storms. For this reason the townsfolk are generally relaxed and hospitable, and they welcome peaceful travelers of any race or voca- tion—especially adventurers and merchants. Despite the residents’ friendliness, outsiders who stay in the village experience a surreal sense of foreboding, especially as the evening fogs sur- round the village… The Dreaming An ancient enchantment called the Dreaming causes people who rest in or nearby Natulog to experience vivid dreams while they sleep. The Dreaming visits visions upon all creatures that can dream—including children, visitors, and animals. The culture of Natulog respects the im- portance and privacy of dreams; to share a dream is to honor the listener. The clergy of Natulog’s Stone-Hewn Temple interpret dreams and moni- tor them for omens of dangers to come. Significant Areas A. Stone-Hewn Temple. The ruins of an ancient stone temple lie on top of the tallest hill over- looking the village (the same hill as the Hillside Sanctuary). The townsfolk regard this ancient site with superstitious reverence, only hazarding a visit to offer prayers to gods of mystery and intel- lect for guidance in ominous times. The Temple’s clergy are grim, secretive, and few in number, but serve those brave enough to visit them by offering the interpretation of dreams (see “Dream Reading”). The priesthood is led by the surprisingly-affable half-elf druid Tymotheigh. He is slim and sports a goatee, and early gray speckles his short, dirty- blond hair. Friends often catch Tymotheigh staring Village of Dreams | EN World EN5IDER EN World EN5IDER | Village of Dreams traveling merchants and each other. A handful of stalls are open daily, but the weekly market day attracts over a dozen stalls and mobile vendors. Here, adventurers can fetch decent prices for trade goods and well-maintained martial weapons. Those who venture to town square may encoun- ter Giggles, a halfling swindler. Giggles is not as great a con artist as he thinks, since he can’t help but chuckle when he lies. Between this and the far-fetched nature of his stories, catching Giggles at his game requires a mere DC 5 Wisdom (In- sight) check. E. Fortune Shrine. This cart-carried portable shrine pops up all around Natulog, offering services in worship to the gods of trade, industry, and luck. Donations collected by the priestess—a teenage half-orc named Trimeria—go to support local businesses and travelers in need. Trimeria is open-minded, frank, and straight- forward—so she has a good way with those normally too-proud-to-speak-with clergy. She keeps contact with most local businesses, and connects those in want of work to those in want of labor. Trimeria is grateful to her adopted fathers, Draemond and Tymotheigh, but left their home to start a ministry she hopes will help modernize the village. Farmland and Forest. Various farmer families live within the open or forested land for miles around the village. Forests of various density grow scattered throughout the hills, and shelter will-o- wisps, centaurs, savage humanoids, and various other beasts. Rumor has it that hillside boulders throughout this region hide passageways to damp caves and ancient tombs of the civilization that founded the Stone-Hewn Temple. EN World EN5IDER | Village of Dreams Village of Dreams | EN World EN5IDER Dream Interpretation Results d8 Dream Origin Effect 1 Distant Land Advantage on one CHA check* 2 Past Advantage on one INT check* 3 Future Advantage on one WIS check* 4 Ghost Lose 1 Hit Die (does not affect hit points)** 5 Fey Gain a bonus Hit Die (does not affect hit points)** 6 Fiend Bonus to next damage roll equal to CHA modifier (min. 1)* 7 Celestial Advantage on one saving throw* 8 Aberration Disadvantage on next saving throw* * This effect expires when used or when the character completes a long rest. ** This effect expires when the character completes a long rest. Rumors and Plot Hooks Though described as being near a mountain range, Natulog could also be near a dark, roiling sea or an undead-infested swamp. With a little imagination, a GM can easily connect Natulog to a pre-written adventure or use the following prompts as inspira- tion for his or her own adventure. d8 Level 1–4 1 The ghost of a woman gives all children born after her death nightmares of her murder. They can see her during the day too, glaring from the shadows. 2 A group of bandits attack the Fortune Shrine at night, taking over a week’s donations. After a few days, dismembered hands appear scattered across town. A day later, the hands become crawling claws. 3 Never sleep on the streets. On misty nights, when the witches (green hag or night hag) come out to feed, they enter the dreams of vulnerable sleepers. 4 The faerie dragons lure children into the woods at night to play, which makes easy pickings for the witches (green hag or night hag). Dream Magic? Some worlds have a Plane of Dreams, through which the minds of dreamers travel to witness other planes of existence. The village of Natulog is written in a way that imagines its placement in such a world; the Dreaming enchantment magical- ly connects the Stone-Hewn Temple to the Plane of Dreams. Through the Plane of Dreams, Natulog and its dreamers connect with the entire cosmos. The significance of dreams and their magical properties vary from world to world. If the Plane of Dreams has no place in your campaign, use an explanation that fits your campaign's cosmology. Perhaps dreams are only prophetic in nature, and the Stone-Hewn Temple somehow magnifies divi- nation magic. Maybe the Dreaming and the faith of the Stone-Hewn Temple are age-old hoaxes, mere illusions crafted by some fey trickster? Or might the Dreaming in fact only bestow nightmares, the evil origin of which is sealed beneath the Stone- Hewn Temple? Any option that inspires you as a GM is sure to keep Natulog relevant at a variety of character levels. Dream Reading Most villagers have practical ideas about dreams—they are visions that embody one’s hopes, fears, desires, or stray thoughts. However, even in Natulog there are dreams that strike the dreamer to their core. The clergy of the Stone- Hewn Temple believe that such dreams are cryptic messages delivered by supernatural enti- ties, both good and evil. For 5 gp, Tymotheigh or an acolyte will per- form a dream interpretation. The player explains which dream the character wants interpreted, such as one detailed by the GM or invented by the player. The GM can determine the dream’s origin and effect by rolling on the table below or by selecting an option. Village of Dreams | EN World EN5IDER EN World EN5IDER | Village of Dreams d8 Level 1–4 5 Giggles has a “client” seeking couriers to acquire and transport supplies from a nearby town. If the PCs accept, they receive surprisingly small cargo—a putrid-smelling box. Inside is a (Tiny) death dog pup that grows to maturity as it kills. 6 Cultists kidnap Sinead, the priests’ youngest daughter. They plan enact a dark ritual to “unlock the dreams of her blood.” 7 A noble with a grudge sends a sadistic spy to harass Gertrudis and her supporters. Villagers can see the spy torturing his victims in their dreams. 8 A benefactor invites the party and the entire town to a feast—but somebody spikes the guests’ drinks with a sleeping toxin. The effect locks victims in a shared dream until someone—waking or dreaming—breaks the enchantment by confronting the culprit. d6 Level 5–10 1 Nightmares reveal a nothic horde has escaped from underground into a nearby tomb. They uncover a cursed magic item condemned by the Stone-Hewn Temple. 2 Nightmares state that a “wonderland of decadence” can be found deep in a cave, behind a “barrier” of putrid slime and tentacles. In actuality, an enclave of aberrations await to feed on victims they trap. 3 The mayor receives an outstanding grant from the nearby nobility, and redoubles expansion efforts. A half-red dragon orc war chief takes notice and organizes a war band to plunder the riches. 4 A guild representative appears in town and “invites” a local business to join. The representative levies unfair dues and ensures compliance with a guild assassin. 5 An organization wary of magic sends a group of mages and knights to investigate the Stone-Hewn Temple. What they find spurs them to raze the village. 6 Dreams reveal the location of the living long-lost royal heir: in the clutches of a half-red dragon orc war chief. d6 Level 11–16 1 A famous priest (a fallen planetar or solar in disguise) makes a pilgrimage to the Stone-Hewn Temple, bringing relics from around the world to enact a powerful and mysterious ritual. 2 The mayor beseeches her famous friends to help secure Natulog’s independence. 3 An arrogant archmage visiting the Stone-Hewn Temple believes she can open a portal to the “Plane of Dreams.” 4 A beast that symbolizes a major deity appears in dreams and heralds the birth of a demigod. 5 Tymotheigh casts a ritual in the Stone-Hewn Temple that kicks up an extra-dimensional storm that threatens the region. 6 Natulog’s Dreaming enchantment spreads across the region. Pilgrims from across the land flood to the Stone-Hewn Temple to have their dreams interpreted. d6 Level 17+ 1 Cultists led by a death knight invade Natulog to use the Stone-Hewn temple as a catalyst for history’s most powerful demon-summoning. 2 A disease sweeps the land, where dreamers do not awaken. An aberration, lich, or similar creature feeds off their minds’ dream energy. 3 Nightmares become much more intense, and monsters that appear in dreams conjure themselves before their dreamers in the waking world. 4 In a nightmare that appears to all of Natulog, one of the cosmos’s most mighty beings—a fey, fiend, or similar creature—declares its desire to enter the waking world. 5 Records in a nearby ruin indicate that in ancient times mages who used dreams to time-travel threatened the fabric reality. Now a similar group appears once again. 6 A powerful creature or incident destroys the Stone-Hewn Temple, and with it the Dreaming enchantment. This awakens an ancient and powerful entity from its thousand-year slumber. EN World EN5IDER | Village of Dreams
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Dungeon Master Quests Dungeon Master Quests are a series of out-of-game quests that DMs can undertake during the course of a specific season's adventures. These quests provide rewards for not only their characters, but characters belonging to other players as well! V1.1 Organized Play: Chris Lindsay D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick, Regional Coordinators, & Local Coordinators DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Not for resale. Permission granted to print or photocopy this document for personal use only. Dungeon Master Quests 2 Introduction Dungeon Master Quests are a series of out-of-game quests that DMs can undertake during the course of a specific season's adventures. These quests provide rewards for not only their characters, but characters belonging to other players as well! Some quests are season specific and others will carry on and renew each season (League Quests vs Storyline/Curse of Strahd Quests). When a DM runs their first adventure for the current season, they should download the DM Quests packet from the DMsGuild website, which consists of a DM Quests card, DM Quests Sheet and other special rewards for the season. This card is a fun checklist that DMs can use to track their ongoing quest progress or record those they may have already completed. The DM Quest Sheet is a detailed document of all the quest and includes quest name, quest activity, frequency, the DM and player rewards associated, and other details of the DM Quest rewards program. To join the DM Quests program a DM need simply download the DM Quests packet from the DMsGuild and print out the card (preferably in color and on cardstock) Whenever a DM finishes a quest they check it off on their DM Quest card and apply the rewards as a separate entry on their logsheet as detailed in the DM Quest Sheet. Some rewards include special player rewards for games that the DM hosts. FAQ Are the DM Quests retroactive? The DM Quests are effective for game sessions that started March 4th, 2016 or later, and DMs and administrators of DDEP4: Reclamation of Phlan and DDAL4-01: Suits of the Mists at Winter Fantasy 2016 or DDAL04-02: The Beast and DDAL04-03: The Executioner at GadCon 2016 and GaryCon 2016 may apply their DM Quest results to their DM Quests Sheet. Quests that are part of the storyline season must be started during the applicable storyline season. Most storyline quests can be finished anytime as long as they’re started during the season. There are some quests that have a definitive completion time frame and will be obviously noted. Once a quest is completed the Player rewards can always be applied. Curse of Strahd – March 4th,2016- August 25th, 2016 Where do I join the Dungeon Master’s League? You can join the DMs League on Facebook or Google+: https://www.facebook.com/groups/DMsLeague/ https://plus.google.com/u/0/communities/100362 539866279867550 How do I contact the Community Manager? Please email us at [email protected] Are DMs able to get items only from adventures they DM starting now or any previously run? DM Quests are available for adventures run on or after March 4th, but some quests may be affected by adventures from earlier seasons. For example, there are no DM Quests for the Tyranny of Dragons seasons (season 1), but completing a quest on the Curse of Strahd tracking sheet may allow a DM to choose a permanent magic item from an adventure that they DM'd from the Tyranny of Dragons season. Does a store owner/organizer need to sign off? No one needs to sign off, like all logsheet entries, this is on the honor system. What is the Quest of the Week? Quests of the Week are weekly quests hosted by the Online D&D Adventurers League. Join the Online Region to learn more: https://www.facebook.com/groups/onlineadventur eleague/ https://plus.google.com/u/0/communities/104095 669932028051654 What constitutes an “other” location? Anything not listed, play on a cruise ship - check, play at summer camp – check, play at an after school program – check. Locations that are dual use, a convention on a cruise-ship, only count for one, not both. Not for resale. Permission granted to print or photocopy this document for personal use only. Dungeon Master Quests 3 Can a single activity count for more than one quest? Yes, if you participate in an event that could start, continue, or complete more than one quest, they all apply What are Tier Appropriate Items?  Tier 1 (Levels 1-4). Common, Uncommon  Tier 2 (Levels 5-10). Common, Uncommon, Rare  Tier 3-4 (Levels 11-20). Common, Uncommon, Rare, Very Rare How do Item Rewards stack? Each adventure can only include one item reward. DMs who have multiple item rewards choose the one they would like to use. What are the rarity of spell scrolls? The rarity of spell scrolls is determined by the spell level. • 1st Level. Common • 2nd-3rd Level. Uncommon • 4th-5th Level. Rare • 6th-8th Level. Very Rare • 9th Level. Legendary
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S04 - Curse of Strahd/CoS - DM Quests v1.1.pdf
EN World EN5IDER | The Town of Rivereave Over the Next Hill The Town of Rivereave writing Scott Marcley art Indi Martin mapping Scott Marcley editing James Haeck layout Eric Life-Putnam T he following is The second parT of Over the Next Hill, a multi-author series focusing on small settlements that can be dropped into a campaign with minimal preparation. Each article in the series presents several detailed NPCs, points of interest, and loose plot hooks that can be developed during play. This installment of the series details the town of Rivereave, a safe haven for adventurers returning from the borderlands. The Settlement Rivereave sits on the shore of an expansive lake, along a wilderness trade route that hugs the edge of civilization. Most buildings are made of plastered stone and timber, with shingled roofs. The entire village smells of fish, and the weather is often rainy and cold. Despite this, the people are warm and welcoming to travelers, as adventurers frequently use the town as a place to rest before and after trips into the lawless wilds. Significant Areas ‣ Rivereave Keep. This 60 foot tall stone tower sits atop a high mound surrounded by a ditch and a timber palisade. The keep has barracks for 50 stout guards and stables for 10 horses. The commander is Georges Val- mont, a veteran and the baron’s nephew. ‣ Valmont Manor. On a promontory overlook- ing the lake is the estate of Baron Etienne Valmont, the patriarch of a once-powerful, EN World EN5IDER | The Town of Rivereave The Town of Rivereave | EN World EN5IDER in transit. The compound is protected by 8 guards and staffed by 12 commoners. The warehouse master is a diligent bookkeeper named Adderly. His loyal bodyguard, Jorl, is a veteran of the goblin wars. Rumors Bits of information can be discovered by talking to townsfolk: 1. Lizardfolk raiders attack the outlying farms, yet the baron does nothing. (True, the liz- ardfolk living in the lake have made a secret truce with the baron—he turns a blind eye to their raiders in exchange for safe shipping across the lake.) 2. The Valmonts were disgraced when the baron’s father lost a duel while drunk. (True.) 3. Everyone loves the priest’s beer—it’s deli- cious! (True, see Area 6.) 4. The apothecary sells magical seeds that make crops grow like mad. (False, see Area 17.) 5. All sorts of things are smuggled through the port. (True, see “Wharf,” below.) 6. The butcher was attacked by tiny demons earlier this week! (Partially true, see Area 21. The creatures were goblins, not demons.) 7. The baker got her new shop by bribing the mayor with baked treats. (True, see Area 18.) 8. At night, the ghost of an ancient king wan- ders the cemetery. (Partially true, see Area 6. A ghost haunts the cemetery, but he is a poet, not a king.) 9. The innkeeper once murdered a guest and hid the body in her cellar. (False, but her undead husband is there. See Area 10.) 10. The miller’s magic chicken lays amazing eggs. (True, see Area 23.) Town Key 1. Fortune Teller. Inside this dimly-lit home is an eccentric collection of artifacts and trinkets. Madame Barovsky—a withered crone—is actually a crafty mage. Despite now-disgraced family. The baron is shrewd and rules with a stern hand, ruthlessly pun- ishing dissidents in an attempt to regain the power and honor his father tarnished. The baron has hired 10 guards from a mercenary company to protect his estate. His manor is opulent, but lonely. Valmont’s wife is dead and his prodigal son lives abroad on a generous allowance. Valmont supports the local Adventurer’s Guild and magnanimously granted them a sizeable property near the wharf for their guildhall. ‣ Wharf. Trade vessels and fishing boats are moored to piers along the river. During the day, the wharf bustles with merchants, fishermen, and teamsters. The wharf boss is Gilbert Portman, a corrupt official who lives in the tavern. At night, drunken laborers carouse and fight (using thug statistic). The town watch avoids the area, but deal harshly with drunk- ards who try to enter town. ‣ Adventurer’s Guildhall. The Rivereave Adventurer’s Guild is a loose organization with few stable members. Since the town is close to the lawless wilderness, dozens of adventurers and mercenaries pass through each week. The guildmaster, a battle-scarred dwarf named Brynhild Kinslayer, makes a keen profit as an “adventurer’s agent.” She receives bounties and rumors of danger from all over the countryside and passes them off to her guildmembers—for a 10% cut of the profits. ‣ Fish Market. This muddy cluster of fishmon- ger stalls is a good spot to hear rumors or secure transportation. Walter “Fat Walt” Cuttle sells salted mealfish (5 sp), which last a month. They are identical to trail rations, but can also be eaten during a short rest to regain an extra 1 hit point per hit die expended. ‣ Merchant Warehouses. Behind a stockade stand rows of warehouses for storing goods The Town of Rivereave | EN World EN5IDER EN World EN5IDER | The Town of Rivereave her great arcane power, she only seeks peace and amusement in her old age. Hiding in the back room is her brutish son, Boris (a thug). For 1 gp, she will read someone’s fortune, but no one else may be present. She subtly casts suggestion to convince the subject of the reading’s accuracy and compel them to leave a generous tip. 2. Smithy. This is the workshop of Robert Kettle, a broad-shouldered smithy. He is a decent fellow, but only capable of repairs and basic ironwork. He resents the tool-seller (Area 22) for dealing with “that bastard dwarf,” a rival smith from a bigger city, and treats dwarves with mild contempt. 3. Ship’s Supply. Wyatt Coxson—a legendary fisherman in these parts—sells boat materi- als and stores: bait, fishing tackle, etc. His high-quality rope costs 15 gp, but withstands heavy loads (advantage on saving throws to resist breaking). 4. The Watery Pig. This raucous tavern fea- tures strong drink, brawls, gambling, and harlots. The place is nothing but trouble. Stanley the barkeep is a good source of rumors. The tavern owner is Darvyd Huck, a professional bawd and career criminal. He is usually found in the back room, from which his gang secretly operates. Trusted associates can purchase contraband and fence stolen goods. 5. Barber. Inside the tidy office is an examina- tion table and shelves filled with vials and instruments. Fyvus Fulbin provides shaves, bloodlettings, and other medical services: ‣ Shave and haircut (5 sp) gives advantage on Performance and Persuasion checks for 48 hours. EN World EN5IDER | The Town of Rivereave The Town of Rivereave | EN World EN5IDER a simple room off the kitchen. His study con- tains an impressive library, which includes a book of the cemetery poet’s work. On page 42 is a poem called: “Song for the Dead.” Musical notes are scribbled in the margin. If the melody is played for the poet’s ghost, it guides characters to a mysteri- ous spot in the forest outside of town. The treasure within the poet’s cache is up to the GM. It could simply be gold and magic items, or another clue sending them on a greater treasure hunt. 9. Town Square. In the middle of the cobble- stone-paved square is a large stone cistern with a weathered statue of a god of travelers. Townsfolk toss coins into the cistern as offer- ings, which the acolytes collect. ‣ A leeching (1 gp) gives advantage to any saving throw made to resist a disease cur- rently affecting the character for the next 24 hours, but reduces the affected charac- ter’s hit point maximum by 10 percent for 24 hours. ‣ Treat injuries (10 gp) restores 1d4 + 3 hp (once per 24 hours). ‣ Surgery (50 gp) restores a subject to life if performed within one hour of death and if the surgeon rolls a critical success on his Wisdom (Medicine) check. 6. Brewery. This pungent operation is overseen by the head priest and six craftsmen. They produce and sell amber-colored barley beer from local grain. No one knows the priest’s technique, but his beer is acclaimed through- out the region. 7. Holy Chapel. Built over a century ago by the Valmont family, this modest temple boasts beautiful stained-glass windows abstractly depicting famous scenes from scripture. The chapel is tended by a priest, Janos Bennett, and a pair of young acolytes: Digby and Raymond. Bennett is a scholarly man who wears simple vestments and always has a book under one arm. A cleric or paladin who spends time con- templating the windows receives a sudden divine insight and gains Inspiration. (Only happens once). In the cemetery behind the chapel is a marble stone carved with the bust of a young man wearing a laurel wreath. It is known as The Poet’s Grave. An inscription reads: “William Bennett – taken too young “A mystery, life; but nonesuch as death. “I composed a clue, and inscribed it well and true. “My secret, seek; page forty and two.” The poet’s ghost is said to wander the cemetery during the full moon (see Area 8). 8. Priests’ Residence. This humble cottage is the chapel priest’s home. The acolytes live in The Town of Rivereave | EN World EN5IDER EN World EN5IDER | The Town of Rivereave 10. Rivereave Inn. This wayfarer’s inn of- fers accommodations at reasonable prices. The innkeeper, Lucia Underton, is a jittery woman. She runs the inn with her son Reg and her teenage daughter, Hannah. Six months ago, Underton’s husband fell sick and died. After his burial, he rose as a zombie and returned to the inn. Underton corralled him into the cellar, where the fam- ily keeps him chained until they can figure out a solution. 11. Appraiser’s Office. Virgil Lannon is the royal exciseman responsible for taxing the cargo that passes through town. During the day, he is typically found on the wharf. He can assess any item for 5 percent of its value. Lannon suspects the wharf boss of taking bribes from smugglers, but needs proof before he can act. 12. Merchant Bank. This fortified building features a crenellated battlement manned by 2 guards with heavy crossbows and wearing plate armor (AC 18). Inside, 4 guards protect the vault. The bank is owned by a merchant guild in a distant city. Characters can deposit money, but collect no interest. They can also borrow money from the bank at 10% month- ly interest. 13. Banker’s Residence. The merchant banker, a minor nobleman named Dulain Chevois, lives here with his ailing wife. The house is opulent, but protected by (4) hired guards. Chevois is an arrogant noble who was assigned to this town and resents it. He hates Baron Valmont, and plots against him constantly. 14. Clothier. This quaint cottage is the work- shop of Agnes Taylor, an elderly widow and talented seamstress. The clothes she makes cost twice the usual amount, but the quality of her clothing gives the wearer advantage on Charisma (Performance or Persuasion) checks when interacting with nobility. 15. Woodworker. This workshop is covered in ornate, elven-influenced carvings. Yiohan, a half-elf artisan, is usually here working away. He carves secret messages in Elvish into the items he makes. 16. Mayor’s Residence. Walther Valmont, the town mayor, lives in this fine home with his wife and daughter. He conducts official busi- ness in his study. The mayor is a timid toady who makes no decision without first consult- ing his cousin, the baron. 17. Apothecary. Bodwyr Branham sells various medical compounds made from herbs, spices, roots, dried mushrooms, and bits of horn and hoof. He has an ongoing dispute with the proprietor of the farm supply, but denies selling “magic seeds.” Bodwyr wears a talisman which a druid or elf might recognize. He is secretly a druid who came here a year ago to investigate a growing evil in the countryside. He sells specialty items to customers he trusts: ‣ Dragon manure (5 gp): Bought from a re- turning adventuring party, crops spread with this fertilizer grow 1d3 + 1 times their usual size. ‣ Herbal poultice (1 gp): Heals 1d3 hit points if applied as an action. ‣ Antitoxin (50 gp): Gives advantage to any poison saving throw for one hour. ‣ Preserved bulb of a shambling mound (200 gp): Sprouts if planted, reaching full size in one week. 18. Bakery. The smell of baking bread wafts from this shop. Common loaves and biscuits are stacked around the room, while special treats rest on a table. Behind the shop is a small orchard of fruit trees and berry bushes. Penelope Worthy, the miller’s wife, is a crafty woman who runs the bakery and bakes special treats for prominent locals. If given as a bribe to the correct individual, the briber gains advantage on the next Charisma check he or she makes to influence their opinion. ‣ Pear Tarts (1 gp): “Ooh, the baron could eat these all day!” EN World EN5IDER | The Town of Rivereave The Town of Rivereave | EN World EN5IDER ‣ Sesame Seed Bread with Blackberry Jam (3 sp): “The mayor loves this for breakfast.” ‣ Cherry Rum Cake (5 sp): “Even the good priest would leave church for one of my rum cakes.” ‣ Sunflower Seed and Honey Biscuits (5 cp): “The tax appraiser says they’re the finest he’s ever tasted.” ‣ Blueberry Pie (3 sp): “The wharf boss sends one of his goons every day to pick up a blue- berry pie.” 19. Farm Supply. Hawthorne Bumkus operates this store for hay, grain, seed, and construc- tion materials, along with several huge laborers who live in a crowded shack out back. Bumkus dislikes the apothecary is spreading a rumor of cursed “magic seeds” that destroy the planter’s garden. 20. Livestock. A trading agent for local farmers auctions off livestock here. Milthan Ferrier is an experienced veterinarian and animal breeder. He has a riding horse for sale of exceptional quality (speed 65 ft., 150 gp). 21. Butcher. Carcasses hang on hooks and the floor is slick with viscera. A bloodstained table sits in the center of the room. Cutter Marrow is a skilled butcher and expert with a knife. While traveling recently, he was attacked by a group of humanoids. He managed to kill two of them, and still has their skulls (goblins). 22. Tool Shop. Fenwick Sawler’s store is well- stocked with tools and hardware, many of which are of dwarven make. He purchases his goods from a dwarf in another town. He regrets any animosity with the local smith, but the dwarf’s goods are superior. 23. Millhouse. Woodrow Worthy grinds grain in his horse-drawn grist mill. He also raises chickens and cows, and sells flour, eggs, milk, butter and cheese. Attached to the mill is a cottage where he and his family live. One of Worthy’s chickens was touched by fey magic. It has silver feathers and occasion- ally lays an opalescent egg with a brilliant red yolk that has remarkable flavor—and secret power. 24. Tack and Harness. Gilbert Hyde, a trapper and tanner, sells leather goods, including leather armor, and high-quality belt pouches and backpacks that give advantage to saving throws for items stowed within. He pays 1 cp to anyone who urinates in a bucket outside, marked: “Penny for your relief?” 25. Farmhouse Inn. Renowned for its comfort, this working farmhouse is run by Henri Fermier, his wife Henrietta, and their six children. A one-night stay (including meals) costs 2 gp. Anyone taking a long rest here recovers all hit dice instead of the usual half. Tiny stone cairns rest on the side of the road near the inn as small shrines to the god of travelers. The Town of Rivereave | EN World EN5IDER
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1 2 The forest of Dolmenwood lies in the little-frequented northern reaches of the kingdom of _____, under the rule of the Duchy of Brackenwold. Though men, with their fortresses and cathedrals, now claim dominion over this stretch of tangled woods, fungus-encrusted glades, and fetid marsh, other powers held sway here in ancient times and — some would say — remain the true masters of the realm. Within the forest, the magical and otherworldly are always close at hand — rings of standing stones loom in glades hallowed by pagan cults of yesteryear; the energy of ley lines pulses beneath the earth, tapped by those in possession of the requisite secrets; portals to the perilous realm of Fairy allow transit between worlds, for those charmed or fated by the lords of Elfland. Even the herbs, plants, and fungi of Dolmenwood have developed in odd directions, absorbing the magic which infuses the place. Some say that the waters are enchanted. Some say the stones and the earth itself. Perhaps both are right. For those who plan to visit this magical, monster-haunted forest, the information in this short guide will prove an indispensable companion on the way, elucidating the most commonly known people, places, legends, monsters, and races which call Dolmenwood their home. WELCOME TO DOLMENWOOD contributors Gavin Norman [words & editing] the-city-of-iron.blogspot.com Greg Gorgonmilk [words & graphics] gorgonmilk.blogspot.com Matt Hildebrand [layout] bigbaldmatt.com Andrew Walter [illustrations] andrewwalter.co.uk Visit the Dolmenwood community on Google+ Dolmenwood is an enchanted forest campaign setting — creepy, whimsical, and psychedelic in equal measure — for B/X and other vintage fantasy games. In-depth detail on the setting, suitable for referees, is furnished in the Wormskin zine. This document is a guide for players taking their first footsteps under the forest's eaves. Dolmenwood and Wormskin are trademarks of Gavin Norman & Greg Gorgonmilk 3 Sentient Races Dolmenwood sits at a place where the boundary between the mortal world of men and women and the immortal realm of Fairy grows thin. It is thus not only folk of mannish origin or kindred races who dwell there; fairies of various kinds are also drawn to the forest and some even make their permanent home there. The most common races of sentient beings — benign, malign, and indeterminate — are described below. Mortals Humans: in modern times, men and women can be found throughout Dolmenwood, dwelling in a profusion of woodcutter's shacks, isolated hamlets, fortified keeps, and thriving towns and villages. Goatmen: rough-furred humanoids with the heads and twisted horns of goats. Goatmen claim to have dwelt in Dolmenwood since before the arrival of humans and maintain the haughty belief that the wood is, in fact, their own. They generally regard humans as an inferior species to be used as convenient. Two main branches or subspecies of goatmen are found in Dolmenwood: in the north, bestial wild goatmen who live as bandits and marauders; in the south, noble families of ancient aristocratic lineage. Moss dwarfs: stunted manlings who dwell in the deepest woods where tangled vines and dank fungi dominate. Moss dwarfs have a kinship with such places, being formed partly of mortal flesh and partly of vegetable matter. The species is seemingly unrelated — apart from in stature — to the dwarfs of the mountains. Indeed, it is hypothesised that they are related in some way to forest gnomes or stump dryads. Talking animals: aside from the goatmen and other less common beast-like humanoid races which inhabit the wood (sheep men, ratlings, deorlings, etc), it is also not uncommon to encounter sentient, talking animals of various species. The birds, reptiles, mammals — and even fish — of Dolmenwood may at times surprise travellers by greeting them from the wayside, spinning a riddle, or cursing their intrusion. Of course, not all the beasts of the Wood have the wherewithal to speak, but the number that do is increasing. Such creatures are said to be especially multitudinous in the northern forest. Fairies Elves: the elves of Dolmenwood are natives of Fairy, that timeless realm which lies parallel to the mortal world, just beyond the reach of everyday folk. They are alike to humans in form, though often have some unusual feature which marks them as “other”. Being fairies, they are ageless and driven by desires which often seem odd to mortal folk. Grimalkin: shape-shifting cat fairies of capricious, whimsical, and vengeful nature. Grimalkin commonly take the form of bipedal, humanoid felines, 3-4 feet in height. According to folklore, they sometimes also disguise themselves as fat moggies or take on a bestial, shadowy aspect for hunting. Woodgrue: diminutive, furry humanoids with the faces and great, sensitive ears of bats. Woodgrue prefer to be active at night and have a great love of music, cavorting, and capering in moonlit glades. As a fairy race which has migrated entirely to the mortal world and is now subject to the ravages of time (though still very long-lived), they are classified as demi-fey. 4 Factions and Powers The Church of the One True God The monotheistic religion sanctioned by the Duchy and widely spread throughout Dolmenwood and beyond. Worship focuses on the pantheon of saints, rather than on the God himself, who remains somewhat abstract. The Church's presence in Dolmenwood is, in modern times, somewhat diminished; many shrines and chapels that once saw regular worship have fallen into ruin and been reclaimed by the forest. Some within the Church — in particular, the bishop of Brackenwold — wish to rediscover and resanctify the lost shrines. [Note: the precise details of this religion are left deliberately vague, allowing the referee to tailor it to the setting in which Dolmenwood is located.] The Duke of Brackenwold Ruling from the (allegedly) impregnable Castle Brackenwold on the south-eastern verge of the forest, the Dukes of Brackenwold trace their line back to the earliest settlers in the region. All mortal folk within the Wood — from the humblest beggar to the highest lord — pay fealty to the Duke and the whole forest is his property, at least in principle (there are those who dispute his absolute rule). In recent generations, the Dukes of Castle Brackenwold have taken a belligerent bent, undermining (and sometimes outright attacking) the other factions which hold sway over Dolmenwood. Fairy Lords The lords of Fairy have an ambiguous relationship with Dolmenwood. Some have no interest in it whatsoever, some view it with curiosity and tread its paths at times, while others view parts of the Wood as their own property and resent the trespass of mortals. According to legend, the whole of Dolmenwood fell under the dominion of a fairy known as the Cold Prince, long ago, until he was ousted by the old kings of Brackenwold. The Prince’s return and wrath are a constant source of fear and folktale. The King of the Wood A wicked, trickster figure of local folklore, said to keep an unholy court in the deeps of the northern woods, where his armies of wild goatmen and other creatures of chaos lair. The King is known by various names; common epithets are the Nag-Lord and Old Shub. In tales, the King is depicted as being part man, part unicorn, with nine legs (nine being regarded as an especially accursed number). The Watchers of the Wood A cabal of sorcerers who roam the wood, cloaked in black. They claim the magical energies of Dolmenwood as their own and are self-appointed masters of the ley lines. What gods they worship is a matter of conjecture — for they guard their secrets with their lives — but the Church treats them as heathens to be eradicated. Kidnap by the Watchers is the greatest fear of many rustic folk in the forest. Witches Witches are mortal women who have made covenants with one of the ancient wood-gods that lurk just beyond the material periphery of Dolmenwood. Their aims are obscure, but it is known that they gather beneath the moon to conduct their strange worship and to work magic. In folklore, witches play an indefinite role, variously portrayed as depraved practitioners of human sacrifice, lustful seductresses (for they are said to be eternally shapely and young), and ministers of potent charms and cures. Ygraine the Sorceress A reclusive figure, nominally the ruler of Meagre’s Reach and properly called a Lady. She dwells in a many-tiered manse overlooking a black lake and it’s rumored that her sprawling home is haunted by fairy folk. Her guests are infrequent but well-coiffed and oddly familiar, so the people of the Reach say. The sorceress herself no longer makes public appearances, though it is said that she is a woman of patrician beauty, refined in all aspects and wealthy beyond measure. 5 Gazetteer Castle Brackenwold The power hub of the Duchy of Brackenwold and ancestral home to the nobility of the line. Within the castle, alongside the mighty garrison maintained by the duke, is a great cathedral, making this fortress-town also the centre of the Church's power in the region. Indeed, the bishop of Brackenwold is said to hold equal sway over Dolmenwood to the duke himself. Castle Brackenwold is an ancient place whose foundations are thought to have been built before the Brackenwolders came to Dolmenwood. Some rumours even say that the castle was originally of fairy construction. Dreg A rough port-town and fishing village on the marshy banks of the Hameth. Dreg has a seedy reputation as a haunt for thieves, smugglers, charlatans, and rascals of all stripes, made only worse (in the eyes of right-minded outsiders) by its proximity to the island of Shantywood, a notorious port of ill-repute run by the seductive and ruthless Madame Shantywood. Aside from its profusion of public houses and gambling dens, Dreg is known for its fine sausages, made from the flesh of the swine kept in the bogs to the north of the village. Fort Vulgar A mostly dilapidated palisade and crude keep overlooking the northern end of Lake Longmere. Occupied and (poorly) maintained by Sir Osric the Gaunt and a small retinue of mounted knights, boatmen, and domestic servants. Osric is the Duke of Brackenwold’s vassal and responsible for assessing and collecting taxes from all boats and barges travelling south across the lake. Its intake is not insubstantial given the popularity of lawless Shantywood Isle and regular traffic with the Woodcutter’s Encampment and (to a lesser extent) Dreg. Hag’s Addle A region of mazy swampland around the banks of the River Hameth, as it drains from Lake Longmere into southern Dolmenwood. The place is shunned not only due to the natural hazards of the marsh, but also because of the hag who haunts its sodden expanse. It is said that she has the power to see into the past and future and to raise the dead, but that the price she demands in return is perilous. The High Wold A barony which encompasses the south-western corner of Dolmenwood. The High Wold is noted for the ancient line of aristocratic goatmen who rule in tandem with the human lords of the region. (Some say that nobles of the two races are even believed to have interbred.) The barony has become somewhat wild of late, under the lax rule of the Baron Hogwarsh: highwaymen ply the roads and charlatans peddle compounds of questionable morality. Locals fear that the avaricious hand of the Watchers is creeping out of the forest and into the High Wold, taking advantage of the baron’s laxity. Lake Longmere Known colloquially as “the heart of the wood”, the great lake Longmere — twelve miles broad at its widest point — is said to be the seat of an ancient magic in Dolmenwood. The bold anglers and barge-men who frequent the shores and waters speak fearfully of strange beasts in the waters and of the mind-melting wailings of the Big Chook — a water monster said to be as large as an island. Other legends speak of the ruined fairy keep — Castle Lily-white — which stands upon the lake’s western shore. The castle is believed to have belonged to the Cold Prince, who once ruled the Wood, and to hold many secrets of the past. Lankshorn The largest settlement in the High Wold region of Dolmenwood, the market town of Lankshorn lies within a bowshot of the forest’s border, acting as one of the two main “thresholds” into Dolmenwood (the other being Castle Brackenwold, in the east). Rumours talk of the odd culture of Lankshorn, as the traditions of the civilised south meld with the quaint, superstitious ways of Dolmenwood. The respect held by the Lankshorners for the goat-lords of the wood is an apt example of the cultural melange in this border-town. On a different note, it is also said that the finest bladesmith in the High Wold makes his home in Lankshorn. 6 Prigwort The largest settlement within Dolmenwood proper (that is, beneath the eaves of the forest). The town of Prigwort is the centre point of trade in the region, being located at the crossing of the main north-south and east-west roads. Prigwort is especially famed, even in the wider region of the Duchy, for its breweries and distilleries. Fine Prigwort spirits, flavoured with the wild herbs of the forest, are to be found on the tables of connoisseurs far and wide. Of interest to adventurers, it is also known that a wizard of commercial bent makes his home within the town. The Ruined Abbey of St Clewd East of Lake Longmere, in the depths of Dolmenwood, a great monastery was founded, of old. A nighttime raid of unknown provenance brought about the utter destruction of the abbey, some centuries ago. The Church has endeavoured, on several occasions (if rumour is to be believed), to resanctify the ruin, but to no avail. The place is commonly believed to be haunted. Indeed, many say that the Wood itself rejects such ostentatious doings of men. Still, stories of the treasures which may lie untouched in the chapel crypts abound. The Valley of Wise Beasts In the northern reaches of the forest, this long valley, though uninhabited by men, is said to be ruled by a strange consortium of speaking beasts. The origin of these creatures is unknown, but their numbers appear to be ever increasing. There are those who fear that the valley may come to overflow and the whole of Dolmenwood be taken over by sapient animals. The Witching Ring and Maghswold Those who wander far in the western reaches of Dolmenwood speak of a vast ring of stones, spread so widely that the connection between them is almost imperceptible. Yet the ring is possessed of an arcane force which binds the stones so strongly together that the area which they encircle has supernatural qualities quite distinct from the rest of the forest. Modern folk know these sister-stones as the “summerstones”, the great ring which they demarcate as the “witching ring”, and the woods contained within as “Maghswold”. The purpose and arcane function of the ring is unknown and a topic of much myth and speculation.
textdata/thevault/Old-School Essentials BX Essentials/OSE-BXE Dolmenwood Wormskin/Welcome to Dolmenwood (BXE).pdf
Doomtown Rulebook Ashes To Ashes Welcome to the Weird West! The year is 1877, but the history is not our own. The Civil War grinds on. A huge earthquake has sunk California into the sea and formed a labyrinth of sea-canyons known as the Great Maze. The Sioux have retaken the Dakotas. The Coyote Confederation dances the Ghost Dance on the high plains. Monsters stalk the deserts and prowl the dark streets of the boomtowns. And the dead walk among us. This is the world of Doomtown. In 1863, Raven, an American Indian shaman, released the manitous—centuries- imprisoned demons—and a flood of supernatural energy. This awakened the Reckoners, mysterious beings that create deadlands on Earth—areas where humanity’s terror is so great it warps the land. The manitous and other monsters that roam the Weird West create fear for the Reckoners, though to what sinister end the Reckoners work has yet to be revealed. But where there are monsters, so there are heroes—hex-slingin’ hucksters, Bible-thumpin’ preachers, deadly gunfighters, fearless American Indians, wizened shamans, and mad scientists armed with weird steampunk gadgets. Gomorra, called "Doomtown," needs such heroes. A huge vein of the superfuel known as ghost rock was struck in the Maze there, turning it into a boomtown. Miners search the caverns or chip at the faces of the Maze’s towering mesas. After them come bartenders and soiled doves, outlaws and law dogs, politicians and other hard-bitten folk, all desperate to fleece the miners of the rock they spend their days scratching out of the unforgiving canyon walls. Over the last year, Gomorra's seen its share of misery. Knicknevin, a rogue manitou of enormous power, was released from his eternal prison in the Hunting Grounds by the degenerate Whateley clan and their allies, the Flock. The demon rampaged across the fledgling boomtown, a long trail of ruined homes and businesses left behind in its wake. When the monstrous creature was finally put down by Austin Stoker and his ally, the Ghost, more than half the town's residents were dead, and Gomorra was changed forever. Gomorra’s a hard place, and most that come to town these days seem to leave it in a pine box. That’s why they call it Doomtown. Welcome to Doomtown! Doomtown's the game o' shootouts and strange horror in the Weird West, a world pioneered by Pinnacle Entertainment Group in its Deadlands roleplaying game. You're the leader of an Outfit in Gomorra, the Great Maze's biggest boomtown. Your Outfit has plans for Gomorra, and you'll wanna make sure nobody can interfere. Your gang'll lend a hand: gunfighters, mad scientists, and even stranger sorts. What Is Deadlands? This here's a tradin' card game, or TCG. You get sixty cards in the deck box this rulebook came with. You can fill out your deck with Saddle Bags (booster packs). New cards come out about every three months or so and advance a story that goes along with the game. How Do I Start? Get at least two people (one of 'em bein' you), a deck o' cards for each o' you, and about twenty tokens - like poker chips or shell casings - each. Deckbuildin' Buildin' a personalized deck is a big part o' Doomtown. You can make your deck however you like, so long as it has only fifty-two cards (besides your Home and Jokers) and no more than four copies of each card. While learnin' the ropes, just play with whatever cards you've got, and you'll get ideas for tailorin' your deck. Them Cards There are eight card types: Dudes, Deeds, Improvements, Goods, Events, Actions, Spells, and Jokers. (See page 61 about Jokers.) There's also Outfit's Homes, which ain't part o' decks. Unique Cards Unless they say otherwise, Dudes and Deeds in Doomtown are Unique - there's only one Black Jack in Gomorra, and only one Jail to lock 'im up in. You can put more than one copy in your deck, but you can't bring a copy of a Unique card into play if another card with the same name's already in play or in Boot Hill (see page 11). There's also a few rare Improvements, Goods and Spells that say they are Unique - same thing applies to them. Some Dudes and Deeds are Non-Unique instead, which means each player can play one copy o' that card. If you already own a copy of a Non-Unique card in play or in Boot Hill, you can't bring another copy o' that card into play - but if another player's got a copy in play, that don't stop you playin' yours. Unless they have the Unique trait, there ain't no limit to the number of each Improvement, Goods or Spell you can put into play, though you can still only put up to four copies in your deck. Dude Take a gander to your left. That there's an hombre known as Black Jack - Mr. Jackson to you. Let's cover all the bits o' this card one at a time. Pay close attention here, because a Dude has just about everything you might find on a card durin' your visit to Gomorra. 1. Poker value Every card (except Jokers) in your deck has a poker suit and value for when you use the card in a poker hand durin' play. The value roughly indicates how powerful a Dude is. Aces always played low as a 1 (one). 2. Bullet rating/Bullet bonus Bullet rating is how good a Dude can shoot. Some Goods (usually Weapons) have a "+" number here - the Dude gets that Bullet bonus added to his or her Bullet ratin' while the Goods attached. 3. Influence/Influence bonus Dudes with Influence (a red poker chip) can get folks to do what they want, and can take control o' properties around Gomorra for you. If a Dude attaches a card with a "+" number here, the Dude gets that bonus to his or her Influence. 4. Outfit symbol This shows what Outfit a Dude belongs to, such as Law Dogs or Blackjacks. You can hire Dudes from other Outfits to work for you, but it'll cost more (see "Hiring Dudes" on page 41). Dudes without symbols are Drifters. They don't cost extra and ain't part of an Outfit. 5. Ghost rock cost This is what you pay to hire a Dude, buy a Deed, Improvement, or Goods, take an Action, or buy a Spell. 6. Upkeep cost/Production Upkeep cost is what you pay to keep a card workin' for you. If there's a "+" number here, the card has ghost rock Production instead. 7. Text box This tells you all kinds o' good stuff about the card, includin' special skills (like Mad Scientist, Shaman, Blessed, or Huckster skills), how to use the card in the game if there's anything special about it, and any special actions the card can take. Boldfaced text at the top, like Harrowed or Public, is the card's traits. The text at the bottom in italics is "flavor text." Flavor text don't affect the game, but it gives you an idea o' what makes a card interestin' in the story you're playin' out. Deeds Deeds are Gomorra property. Some are buildin's. Others are mines. They usually produce ghost rock, and some have abilities. You get a Deed's ghost rock Production every turn unless somebody else's Dudes take control of it (see "Controllin' Deeds" on page 36). Most information on Deeds is the same as on Dudes. The one exception is Control Points 1. Control Points are in the same place on a Deed as Influence is on a Dude, but a Control Point chip is blue instead o' red. If a Deed don't have a blue chip, it ain't worth any Control Points. Deeds with Control Points are the more important places in Gomorra, and havin' control o' them is how you take over the town. You'll find out more about that under Winnin' The Game (see page 48). All Deeds are either public or private. Start shootin' on someone else's private land, and you'll find yourself Wanted (see page 50). Improvement While Improvements look kind o’ like Deeds, they ain't Deeds, or even locations. An Improvement changes a Deed: you attach it to a Deed you own and control, unless text on the Improvement directs otherwise. An Improvement is a part of its Deed in every way: If a Deed gets aced, discarded, or otherwise removed from play, any Improvements on it go with it. Since Improvements ain’t locations, Dudes can’t move to ’em—only to their Deeds. Control of an Improvement changes with control of its Deed. Upkeep cost on an Improvement is part of the Deed’s total Upkeep cost—if you don’t pay an Improvement’s Upkeep cost when you pay its Deed’s Upkeep cost, you lose both the Deed and the Improvement. A Deed can have any number of different Improvements attached, but it can only have one copy of each Improvement attached at a time. Goods Goods-Weapons, Horses, Hats, and other such tools o' the trade-outfit Dudes with everything they need to get their jobs done. Those Mad Scientist folks cook up some wacky Gadgets, and even them Huckster types dig up some weird stuff. You place Goods cards under Dudes to attach the Goods cards to the Dudes. A Goods card either improves things like Bullet rating or Influence or gives its Dude an ability. Dudes like to keep their Goods close at hand: they take 'em along if they leave your employ and are buried with 'em if they get themselves killed. Event Events are occurrences that happen sort of randomly in the game. You put 'em in your deck because you're hopin' they'll help you somehow, but you never know when they're gonna come up. The best part about Events is that your opponent never sees 'em comin'. That's what gives you the edge. An Event takes effect if it turns up in a Gamblin' Phase Draw hand (see page 37). Only thing is, each player can only resolve one Event per turn, so don't rely on 'em too much. With a Labor Dispute, for instance, Strikes each produce 2 fewer chunks o' ghost rock for the turn. You gotta keep your workers happy-the ghost rock won't mine itself. Action There's three kinds of actions in the game: Noon actions, Shootout actions, and Reactions. You do Noon actions durin' High Noon, Shootout actions durin' a shootout, and Reactions when they're triggered. Most actions come from Action cards in your Play hand, which contains the cards you can play this turn. Play the card, resolve its effect, then discard it. Other actions are printed on cards in play. To use one o' them, just say you're usin' it and then do what it says. Now then, take note, 'cos the next bit's mighty important. Whether a Noon action, a Shootout action, or a Reaction, you can only use each action on a card once per turn (Spells work slightly differently; see page 27). If an action don't require bootin', Dudes can use the action even when booted. If an action is canceled, any costs (bootin', discardin', etc.) still happen. Spells Some Dudes-Hucksters, Shamans, and Blessed-have tapped into higher powers. Spell cards represent these Dudes' spells and skills. You must attach a Spell to a Dude with the right skill: only Hucksters cast Hexes, only Shamans call Spirits, and only Blessed perform Miracles. Like Goods, Dudes keep their Spells close: if they leave play, their Spells always follow 'em. You can only use each Spell card once per turn, even if more than one action is printed on it. If a Spell has more'n one action, say which action your Dude's usin' before he or she tries to cast the Spell. A Dude with more'n one copy of a Spell can use each copy once per turn, and like other actions, a booted Dude can use Spells that don't require bootin'. These powers are unpredictable. When one o' your Dudes uses a Spell, you make a skill check (see page 65). Outfit Card Your Outfit's Home tells you everything special about your Outfit. Though it's a location where Dudes can go, it ain't a Deed. It includes your Outfit symbol, startin' ghost rock, and startin' Production. Your Home is always Private. More'n one person can play usin' the same Home. If someone else has the same Home as you, you'll just have to fight that much harder. Your Outfit card matches the back o' your deck box. You can even use the deck box as your Outfit card. Your Home can never be aced, discarded, or otherwise removed from play. "The Cards Are Always Right" Some cards do crazy things. If a card contradicts a rule, you'd better believe it can do what it says. The cards are right. Bootin' Cards Most times when you use a card's ability, the card tells you to boot it-turn it sideways. A booted card can't be booted again until it's unbooted-turned straight up. Cards come into play unbooted. Playin' You and the other players have got conflictin' plans for Gomorra. To keep the other players from running the town, you need to get Control Points and Victory Points. Control Points you'll get by buildin' or seizin' Deeds around town. Victory Points are permanent Control Points that you can earn in many different ways, most of 'em sneaky. Cards'll tell you when you earn Victory Points. Startin' the Game Pick your Outfit and get yourself a deck o' fifty-two cards together (not countin' your Home and Jokers). Most Outfits have more'n one Home to choose from. You can only have one Home, so use the one that has special abilities you like the most. Make sure you've got about twenty counters per player to represent ghost rock. Heap 'em on the table to make the Bank. Put your Home in front o' you. In the lower right corner is a picture of a brown bag with a number in it. Take that much ghost rock from the Bank now. Next, you can spend some ghost rock to start with up to five Dudes under your control in town-the first members o' your gang. Take 'em out o' your deck before shufflin' and put 'em face down. They can be from your Outfit and Drifters, but you can't hire other Outfits' Dudes 'til after play starts. Oh, and startin' with Dudes ain't considered "bringin' 'em into play," in case it comes up. Don't spend all your ghost rock now. If you do, you won't be able to buy stuff like Deeds. On the other hand, if you don't start with a Dude or two, somebody else might take over Gomorra right away. Everybody reveals who they plan to hire at once. Players tryin' to start with the same unique Dude each draw a card from their deck. The player who pulls the lowest value keeps the Dude while the others shuffle him or her back into their decks. (For ties, all players reshuffle the Dude back into their decks.) Now you gotta pay for them Dudes you're startin' with, so toss the ghost rock for 'em into the Bank. Then put 'em at your Home. Finally, shuffle your deck and draw five cards for your Play hand. Buildin' Gomorra This here's a fast-growin' town, and it pays to know your way around. Your cards Each player has their own deck, to draw cards from during the game. After you use a card, or make a draw or pull, put the cards face up in your discard pile. Players can't look through any discard pile (even their own) unless a card allows them to. If you need to take a card from your deck for whatever reason, but you've run out o' cards, shuffle up your discard pile and make that your new deck. Oh, and if you've ever gotta take a card from your opponent's deck, make sure you put it in his or her discard pile when you're done with it. You also have a Boot Hill, a discard pile that you never shuffle back into your deck. Some cards get aced (killed or destroyed) durin' play - whenever a card gets aced, put it in its owner's Boot Hill, out of play. While all players have their own Boot Hill pile, there is only one Boot Hill. Any card effects that refer to Boot Hill apply to all Boot Hill piles unless the card says otherwise. Occasionally cards get removed from play completely - taken out o' the game without bein' aced or discarded. Put them to oneside, as you won't be seein' them for the rest o' this game. The Town At the start o' the game, put your Home in front o' you. This starts your street-the row o' Home and Deeds you own (your Home, remember, ain't a Deed). Deeds are in town unless they have the traits Strike or Out o' Town. When you bring an in-town Deed into play, put it at either end o' your street, adjacent to the location at that end. As players place their in-town Deeds, their streets grow, creatin' a town map. If an in-town Deed with locations on both sides is destroyed, the locations move together and become adjacent. Sittin' in between all these streets is the Town Square. This is adjacent to all in-town Deeds, but like your Home it ain't a Deed. Going through the Town Square makes movin' around town real easy, but it can be a mighty dangerous place too, so watch yer step. Strikes and other out-o'-town Deeds are outside town and not adjacent to anything, even each other. When you bring one into play, put it off to the side. Controllin' Cards You always control your Home, and no one ever controls the Town Square. And you'll probably own cards you bring into play for the rest o' the game. But just because you own a card don't mean you control it. If a card refers to "you," it's talkin' about its controller. Control o' cards other than Deeds only changes by card effects. When a player has the most Influence at a Deed, that player controls the Deed, even if someone else owns it. If you control a Deed, you get its Control Points and you are the only player who can use its abilities. Some Deeds have abilities that only the owner can use, but they say so, such as: "Owner Reaction: Boot this Deed to...." A Deed's controller can change any number o' times a turn. This don't move it, boot it, or otherwise affect it. If there's a tie for the most Influence (even a 0-0 tie), the owner has control, even if the owner's not part o' the tie. Durin' the Upkeep Phase, you collect ghost rock from any Deeds you own and control. If you own a Deed but don't control it, you're out o' luck-but at least you don't have to pay its Upkeep cost. If a Deed's owner and controller are different players, no one gains or loses ghost rock from it. Sequence o' Play A turn (or day) in Doomtown has four phases: the Gamblin' Phase, the Upkeep Phase, High Noon, and Nightfall. 1. Gamblin' Phase At the start of each turn, each player antes up 1 ghost rock. If you don't have any, borrow one from the Bank, but you gotta pay it back in the Upkeep Phase right after collectin' your Production, before you do anything else. Then players set aside their Play hands and draw five-card Draw hands. You can't play cards from Draw hands; all you care about with them is their poker values. This is lowball. Unlike other Doomtown poker hands, the lowest hand wins. (Players with exactly tied hands-like A, 2, 3, 5, K and A, 2, 3, 5, K-draw again.) Inside the back cover o' these rules is a hand-rank cheat sheet. In case you're used to playin' it different, straights and flushes always count for determinin' hand rank here in Gomorra. If you don't have five cards left to draw, your hand's considered the lowest possible with the remainin' cards. The player with the lowest hand, called the Winner for the turn, gets all anted ghost rock. The Winner gets to take the first action each phase o' the turn and whenever players wanna take an action at the same time. After you determine the Winner, check to see if any Events turned up in the Draw hands. If they did, carry out the instructions on the Events immediately. Since a newspaper can have only one headline, each player may only resolve one Event per turn. Whenever two or more Events appear in a lowball hand, the player must select one randomly - the rest are discarded without resolving. Once each player has their Event selected, start with the Event with the highest value and work to the one with the lowest, resolving them in order. If there's a tie, start with the Winner and go clockwise. Each Event can only resolve once per turn, even if it's canceled, so discard any duplicates without effect. After you've dealt with any Events, discard the lowball Draw hands. 2. Upkeep Phase The first thing you do durin' the Upkeep Phase is collect all the ghost rock your cards have been producin'. Add together all the Production numbers on all your cards and take that much ghost rock from the Bank. Don't forget, if you own a Deed but don't control it, nobody gets its Production. Now it's time to pay wages and rent. To keep all o' your cards in play, you have to pay ghost rock to the Bank equal to the total o' their Upkeep costs. Just like Production, if you own a Deed but don't control it, nobody pays its Upkeep. If you're due to pay a card's Upkeep cost, but can't or don't pay it, you have to discard it along with any cards attached to it. If a Dude is on a Deed that leaves play, the Dude goes Home booted. Any Dude in your gang from another Outfit wants a little extra. (A Dude's from another Outfit if the Dude has an Outfit symbol on his or her card and it's different from the one on your Home.) You have to pay 1 extra ghost rock for each point o' the Dude's Influence. Players can do this phase at the same time, but if somebody gets ornery, you can do it one at a time, startin' with the Winner and goin' clockwise. 3. High Noon Startin' with the Winner and goin' clockwise, each player takes one action at a time. You keep goin' around and around the table 'til everybody decides not to take any more actions. Each time it's your turn to take an action, you can do one of the following: you can take one o' the four basic Noon actions (Shoppin', Tradin', Movin', or Callin' Out), or you can act, or you can pass. You can do each o' these things in any order and any number o' times per turn. Shoppin': Use this Noon action to bring a Dude, Deed, Improvement, Goods, or Spell into play from your Play hand. Just pay its ghost rock cost to the bank, then put it on the table unbooted - you can start usin' its abilities this turn. The way you play a card depends on the type o' card it is: Dude: A Dude starts at your Home. Deed: Put an in-town Deed at one end o' your street, adjacent to the location on that end o' the street. Put out-of-town Deeds (includin' Strikes) off to one side. Improvement: Target a Deed you own and control, then attach the Improvement to the Deed by slidin' it partway under the Deed. Goods or Spell: Target one o' your unbooted Dudes at a location you control, then attach the Goods or Spell to the Dude. A Dude can usually carry any number o' Goods and Spells (them's big saddlebags!), but a Dude can only ever have one horse attached at a time. (See also Weapons, page 68). If you use a card effect to bring another card into play, play the new card in the same way as above unless the card effect says otherwise. Movin': Those Dudes you've hired ain't gonna do you no good just sittin' at Home, and sooner or later you're gonna want to get them out the door. Movin' is a Noon action you can use to move one o' your unbooted Dudes to any other location in play (a Deed, a Home, or the Town Square), so long as the Dude is allowed to move there (see Movement Restrictions, page 63). Unless you're makin' one of the two moves mentioned below, usin' this Movin' action boots the Dude. The two moves a Dude can make without bootin' are: 1) Movin' from the Dude's Home to an adjacent location 2) Movin' from the Town Square to an adjacent location, except back to the Dude's Home. Neither o' these moves boots the Dude, but the Dude still has to be unbooted to make 'em. Confused? Ok, here's an example. Take a gander at the setup on the right. You've got the St. Martin's Chapel next to your Home. To its left is the Railstation and past that is Miss Greene's Room. Now let's say you've got a Dude at Home, a fella by the name of Cort Williams. For your first Noon action, you declare a Movin' action and move him from Home to the Town Square - that's one o' them special moves that don't require bootin'. For your next Noon action, Cort moves to Miss Greene's Room, again usin' one o' them Movin' actions. Since Miss Greene's Room is adjacent to the Town Square, he still doesn't boot. Finally, you decide to move Cort to the Railstation. This time he boots, because now you're movin' him from a Deed - you only get "free" moves from your Home and the Town Square. Now that he's booted, Cort can't use any more Movin' actions this turn. Now you know about Movin', here's a quick reminder of adjacency. Locations next to each other in a street are adjacent. The Deeds and Home on one gang's street ain't adjacent to those on another's. The Town Square, which ain't a Deed, is between gangs' streets and adjacent to everything in town. Out-of-town Deeds ain't adjacent to anything, even each other. A Dude who gets sent home booted goes to his or her controller's Home, and can ignore any movement restrictions. If a Dude gets sent home booted and is already there, the Dude just stays put, bootin' to run upstairs and hide. If a Deed leaves play, any Dudes at it always go home booted. As well as the Movin' action, some card effects let you move a Dude. These are usually Noon actions, but there's also a few shootout actions and reactions too. When you use one o' those actions, you can use it to move a booted dude, and it also don't boot your dude to move. But them movement restrictions still apply. Tradin': If you have two or more o' your Dudes in the same location and it's under your control, you can use a Tradin' action to exchange any number of Goods (includin' Gadgets) between them. All Dudes gettin' Goods must be unbooted and can't take anything they ain't allowed to carry (which includes more'n one horse). Once they get the Goods, the Dudes can't trade 'em away again this turn. And just in case you're wonderin', no, you can't trade Spells. A Dude carries them somewhere in his noggin, not in a saddlebag! There's also some card effects that let you take a Goods from one Dude and attach it to another, sometimes when the Goods don't even belong to you. Most folks would call that last bit stealin', but that ain't important right now. If you use one o' them cards, the Dude can attach the Goods when booted, and even when in a location you don't control. But the Dude still can't take anything they ain't allowed to carry. If a Dude takes another player's Goods and then leaves play, the Goods goes to its owner's Boot Hill or Discard pile. Callin' Out: When you've got Dudes from another gang hangin' around your saloon, and they're refusin' to leave, it's time you cleared 'em out the hard way. As a Noon action, one o' your unbooted Dudes can target another player's Dude at the same location, and call out that Dude to a shootout. This don't boot your Dude, so while he stays unbooted, he can call out any number of opposin' dudes. If unbooted, the target can refuse and then run Home booted, but a booted Dude has to accept. Now the bad news - you can't use this Callin' Out action to call out a Dude at his or her Home. Luckily for you, there's card effects you can use to call out a Dude. Course, you've still gotta target another player's Dude, but when you're using one o' those effects, your Dude can use it while booted, and more importantly you can use it to target Dudes in their home. Unless the card says otherwise, the shootout occurs at the target's location and both sides can form posses. If the target accepts, the lead starts flyin' and the dudes start a Shootout (see page 48). Actin': Use a Noon action on an Action card in your Play hand or one o' your cards in play. To do so, just declare the action, pay any costs, and resolve its effect. Don't forget, you can only use each action on a card in play once per turn. Passin': Do nothin'. This don't mean you can't take a crack at somethin' later in the turn. As soon as everybody passes consecutively, it's Nightfall. 4. Nightfall Once High Noon's over, the first thing you do is check to see if anybody's won (see below). If not, you can discard any Events in your Play hand plus one other card, if you wanna get rid of it. Then refill your hand back up to your maximum hand size, which starts at five but can change durin' play (see page 62). The player with the most Influence (see page 62) then draws an extra card. If there's a tie for the most Influence, nobody gets the extra card. Finally, unboot all your booted cards. Then go back to the Gamblin' Phase. Winnin' the Game If it's the start o' Nightfall and you have more Victory Points plus Control Points than the highest Influence among the other players, you win. If two or more players meet the victory condition, the one with the most Victory Points plus Control Points wins. If that's tied, the player with the most Influence wins. If that's also tied, play another turn and check again. Shootouts Fights break out in Doomtown all the time, and folks don't usually need a reason. So now's the time to settle yer differences, Gomorra style. Both the player and Dude doin' the callin' out are known as the dealer, while the player and Dude bein' called out are known as the target. Formin' Posses: Before the start of shootout rounds, both Dudes form posses, with the dealer declarin' his or her posse first. All Dudes added to a posse, includin' the original dealer and target, are 'joining' the posse. Both players can only include Dudes at the same location or an adjacent location to the target. A Dude in the same location can join even when booted, but only unbooted Dudes can join the posse from an adjacent location. Only Dudes in the two gangs involved (controlled by the two players) can join posses squarin' off for a shootout. A player can never have Dudes in both posses. Once both players have declared their posses, all Dudes not already there boot and move to the target location - they do this simultaneously. Movement restrictions do apply though, so Dudes who can't move to the target location can't join the posse. Sometimes a shootout started by a card effect has restrictions on who can join posses - a common one is: "No other Dudes can join this shootout." That means only the dealer and target can fight. Wanted by the Law: If lead flies in a Public place like the Town Square or a Saloon, folks figger you're shootin' in self- defense. But if you ever find yourself in a shootout on Private land (a Deed'll tell you if it's Public or Private, and all Homes are Private) that you don't own, all Dudes joining your posse become Wanted (see page 68), even if there's Wanted Dudes in the opposin' posse. Shootout rounds. Below is the order o' play for a shootout. For an example, see page 48. 1. Startin' with the Winner-or the target if the Winner has no Dudes in the shootout-and goin' clockwise, each player with a Dude in the shootout either passes or plays a Shootout action. Shootout actions must come from your Play hand, or from cards in the shootout - you can only use a shootout action on a card outside the shootout if it brings a Dude into the shootout. Once per shootout, a Dude in the shootout who hasn't used an action on his or her ready Weapon can switch his or her ready Weapon as a Shootout action. Keep playin' these shootout actions 'til all players pass consecutively. Unless it says otherwise, a shootout actions' effect lasts 'til the shootout ends. If an action ever sends a Dude Home booted, the Dude leaves the shootout booted, even if already Home. If there's ever only one posse in the shootout, the shootout ends immediately and that posse wins. 2. The dealer and target choose and announce their shooter from the Dudes in their posse, for this round o' the shootout. Booted Dudes can be chosen as a shooter. 3. DRAW! to see who wins this round. When you draw, put your Play hand aside and draw a new, five-card hand from your deck-a Draw hand (see "Draws" on the next page). 4. After any Draw hand Reactions, and assumin' there's still at least one Dude left in each posse, compare the hand ranks o' them Draw Hands (check the cheat sheet inside the back cover). The winner is the player with the higher hand rank. The difference between the two ranks is the number of casualties the loser takes - that player's gotta ace one Dude in his or her posse for each casualty taken. If the hand ranksare tied, both posses take one casualty even if one player has a better hand (that player still wins this round of the shootout). Aced Dudes go to Boot Hill with any attached cards. 5. Discard the Draw hands. 6. Startin' with the dealer, Dudes can choose to chicken out o' the shootout by leavin' the posse and movin' Home booted. Even if a Dude's already booted, or already Home, the Dude can still chicken out of the shootout. 7. Go back to Step 1 to start the next shootout round, and repeat 'til only one posse's left, at which point the shootout ends immediately. The remaining posse is the winner of the shootout. Draws Drawin's about Bullet ratin's and the color o' Dude's bullets. If your shooter's a Stud-meanin' his or her bullet's silver-you draw extra cards equal to his or her Bullet ratin'. Make sense? So if your shooter's a 3-Stud, you draw eight cards. If your shooter's got a brass bullet, that means the Dude's a Draw. You can discard, then redraw, a number o' cards equal to his or her Bullet ratin', so if your shooter's a 2-Draw, you can redraw up to two cards. A Goods givin' a Bullet bonus to a Dude increases the Dude's Bullet ratin', regardless o' whether the Dude's a Draw or a Stud. If a Goods' Bullet's brass and the Dude's is silver, it don't matter: a Goods givin' a 3-Stud Dude a +1 Bullet bonus always makes the Dude a 4-Stud. Other Dudes in your posse can give your shooter some help. You can draw one extra card for each Stud besides your shooter in your posse, and you can redraw an extra card for each other Draw in your posse. So if you've got a 3-Stud shooter and two Draws in a posse, you draw eight cards, then discard and redraw up to two. That'll make a pretty darn good hand. Note that the extra Dudes' Bullet ratin's don't matter; them Dudes ain't your shooter. Here's some advice: if you've got a Dude with a 0 Bullet ratin' in a posse, don't make that Dude your shooter because the Dude won't help a bit that way. But the Dude can sure lend a hand to a shooter with a useful Bullet ratin'. If you have both Stud and Draw bonuses, take Stud bonuses first. You only get to redraw once, even if you've got a big Draw bonus. If you have a bigger Draw bonus than cards in your hand, you can only redraw as many cards as you have in your hand. When you finish drawin' and discardin', keep the five cards that make the best poker hand. (Hoyle's book and the first Doomtown rulebook include rules for poker.) Ignore any Events in these Draw hands - Events only happen in the Gamblin' Phase. If you run out of cards in your deck while drawin', just shuffle up your discard pile as normal to make your new deck. If you still ain't got enough cards after that, just make the best hand you can with all the cards in your hand. You might wind up with cards o' the same suit and value in your hand - that's known as an illegal hand. There ain't no reason why you can't play it, but if somebody plays a Cheatin'! card on it, you'll suffer the consequences. Jobs Certain card effects set you up to do a job, which usually involve gettin' a bunch o' your Dudes together to take care o' some unpleasant business. Jobs are one of the trickier parts o' the game, so we have a detailed example of a Job here. Better get one thing straight before we start though - you can't target your own Dudes with jobs. Declarin' the target. All jobs have a target, and the job card will tell you what it is you can target. Dudes or Deeds are the most common, but there's others too. The first thing the player performin' the job must do is declare the target. Startin' the job. That player then declares which o' his or her Dudes is gonna be the dealer - that's the Dude startin' the job. Only unbooted Dudes can start a job. Unlike callin' out, the dealer doesn't have to be in the same location as the target to start the job - in fact, the dealer can start the job from anywhere, just so long as he or she can move to the target location (see movement restrictions, page 63). Once the dealer's chosen, it's time to form posses. Formin' posses. Just like in ordinary shootouts, the dealer forms a posse first. Any o' that player's Dudes who are at the same location as or adjacent to either the dealer or the target can join the posse. All Dudes other than the dealer have to boot to join the posse unless they're already at the target location, so booted Dudes can't join unless they're already there. Movement restrictions still apply - if a dude can't get to the target location, the Dude can't join the posse. Once the dealer declares who's joinin' his or her posse, the target card's controller can form a posse, but only usin' Dudes at or adjacent to the target location. If the controller doesn't defend, the card's owner, if different, can do so (in which case the owner becomes the target). Gettin' help. A Dude belongin' to a player not otherwise involved in the job can join one o' the posses if both the player and the posse's controller agrees. The same rules for joining the posses apply. Such a Dude doesn't get to draw durin' the shootout, but the Dude's player can play Shootout actions. The Dude's Bullet rating also contributes to the number of cards drawn or redrawn for the shootout, and the Dude can even be selected as the shooter if the posse's controller desires. Saddle up. Once posses are formed, all Dudes in both posses move to the target's location simultaneously. This movement doesn't require bootin', but most Dudes will have already booted to join the posse. If the dealer and target both end up with posses there, a shootout starts (see page 48). If the land's private, trespassin' Dudes become Wanted just like in a normal shootout. Did it work? If the dealer's posse wins the shootout and is still at the target location at the end of the shootout, or if the defendin' posse never shows its face or chickens out, the job succeeds. The results of a successful job are given on the card, and resolve right after the dealer's Dudes go Home (see below). Otherwise, the job fails, which usually means nothin' happens. After the shootout's over-successful or not-all survivors o' the dealer's posse go Home booted. Survivin' Dudes in the target's posse stay where they are. ...And All the Rest That's about it. Here's the lowdown on some other stuff you might encounter. Aces Aces always count as 1s (ones), so they're low in both hands and pulls. Card Memory If a Unique card gets a permanent change while in play-like if a Dude gets Wanted or Harrowed, the change applies to all cards o' that name, for all players, for the rest o' the game, unless somethin' specifically changes it. For draws and pulls, ignore any changes to a card's value or suit. Changes to your Non-Unique cards are permanent for you but not for anybody else. Temporary changes are not kept through card memory. Experienced Cards When somethin' changes as the story rolls along, another version of its card with the Experienced trait will come out. Different versions of a card are considered distinct for play, but they're the same card for deckbuildin', card memory, and uniqueness. You can't have two versions o' the same card in play. As a Noon action, you can switch a card you control in play with a different version from your Play hand. The card you're replacin' goes to its owner's discard pile-but it ain't considered aced or discarded. The new card keeps the old one's attached cards, and comes in with the same booted state as the one it's replacin'. You can't switch in a Unique card if a gang already has the Unique card in play. You can switch in any version: you might switch a non-Experienced card for an Experienced version (time can do weird things in Gomorra). You can also switch a card that you already switched earlier in the game. Fear Level This number represents the level o' horror in everyday Gomorran life. Some cards work different dependin' on the Fear level. When the game starts, the Fear level is 6. If the Fear level gets raised or lowered, the player that made the change keeps track of it. Make sure everybody can see it. The Fear level always lies between 1 and 10. If it tries to go under 1 or over 10, keep track of it, but always read it as 1 or 10 as appropriate. Jokers Jokers don't count against the deck limit o' fifty-two cards. They're only useful for pulls and Draw hands; you can't play one from your Play hand. A Joker can't make a hand illegal; for example, a legal Four of a Kind with a Joker is a legal Five of a Kind. Harrowed Dudes Some Dudes start out Harrowed. Others get that way when manitous get in their heads. Either way, Harrowed Dudes still walk around when they should be pushin' up daisies. Mark your Harrowed Dudes with counters. After a Harrowed Dude gets aced, and after all Reactions to his acin' have resolved, the player that aced the Dude pulls (see "Pullin' " on page 64). Note that this ain't an action. If the pull's an Ace, the Dude goes to Boot Hill. Otherwise, the Dude ain't been put down for good (although he has still been aced). If the pull's lower'n the Dude's value, the Dude goes Home booted. Otherwise, the Dude gets discarded with all o' his or her stuff. If the player can't make a pull for any reason, the Dude goes Home booted. Harrowed Ability Action cards apply only to Harrowed Dudes. They give 'em Harrowed abilities. These cards have the trait "Harrowed Power". A Harrowed Dude can't be targeted by more than one copy of each Harrowed Ability card per game, though there's no limit to the number o' different Harrowed abilities a Dude can have. Influence Your gang's total Influence fluctuates as your Dudes die, you hire new Dudes, and card effects raise and lower Dudes' Influence. A player's Influence total must be visible to the other players. Maximum Hand Size Your maximum hand size starts at 5 cards, although this can go up and down durin' the game. Whenever you refill your Play hand, always draw back up to your maximum hand size if you can. It doesn't matter if you have more cards at any point than your maximum hand size - you don't have to discard down. But you won't be able to draw any new cards at Nightfall until you've managed to reduce your hand size down below its maximum. Movement Restrictions Some cards say things like "Dudes can't move to the Town Square 'til after Nightfall" or "Terrors can't move to this Deed." These movement restrictions apply when a Dude moves, does a job, joins a posse, or otherwise changes location. Even a card that lets you move a Dude doesn't override movement restrictions. The only exception is when a Dude boots to go Home-there ain't nothin' that can stop that. Optional Victory Conditions If you're playing a multi-player game and you're a bit short o' time, you may want to use the optional Victory Conditions instead. If so, you only need to have more Control Points plus Victory Points than the lowest Influence on the table to win the game. As this tends to lead to quicker, bloodier games, make sure everyone agrees before playin' this way. Pullin' When you pull, you look at the value (A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, or K) o' your deck's top card. Usually, you compare the value to a number indicated in the pull instructions. Aces are 1s, Js are 11s, Qs are 12s, and Ks are 13s. When you're done with whatever made you pull, discard the card. If you have no cards left to pull, your pull's considered an A, unless you're makin' a Harrowed pull (see Harrowed, page 61). Reactions: If a player does somethin' that triggers a Reaction you have, you can jump on in and play it. It happens immediately. If more than one player wants to play a Reaction at the same time, start with the Winner o' lowball and go clockwise, playin' and resolvin' one Reaction each 'til everybody's done. If an action gets canceled, any costs (bootin', discardin', etc.) still happen. After all Reactions resolve, play returns to normal. Skill Ratin's Mad Scientists, Shamans, Blessed, and Hucksters have special skills. On a skilled Dude's card is a label that tells you the kind o' skills the Dude's got, like Mad Scientist. A number-the Dude's skill ratin'-follows the label (such as Mad Scientist 2). You use this with Spells and Gadgets. Skill Check Whenever one o' your Dudes wants to use a skill, he or she's gotta perform a test. This involves makin' a pull, and adding the value of the pull to the Dude's skill ratin'. The result is called the skill check. Spells Each action on a Spell has a Difficulty level. Whenever your Dude wants to cast a Spell, perform a skill check usin' the Dude's skill ratin'. If the skill check exceeds the spell's Difficulty, the Spell succeeds and you take its action. Otherwise, the Spell fails and nothin' happens (though it's still considered to have been used; it's the next player's turn to play an action). Gadgets Mad Scientists can build Gadgets (usually a kind o' Goods), which only someone off their rocker could invent. If you've got a Mad Scientist in your gang, the Mad Scientist can try to "create" a Gadget you hold in your Play hand, as a Noon action. Boot the Mad Scientist while he or she is in a location you control. Pay the Gadget's cost, then perform a skill check usin' the Dude's Mad Scientist ratin'. If the skill check exceeds the Gadget Difficulty, the Gadget works: attach it to the Mad Scientist. If the skill check ain't higher'n the Difficulty, the Gadget falls to pieces and you lose anything you paid for it. Curse your luck, and toss the Gadget into your discard pile. Statistics Modifications A cost can't drop under 0. Any other stat can drop under 0, but whenever you check it, count it as 0. A stat is always equal to the printed stat plus any modifiers from card effects and attached cards. Some card effects only involve printed stats- stats before modifications. Targeting Sometimes a card says it can't be targeted. So how do you know when a card effect targets? 1) If a card effect says it targets, it does. 2) An action always targets, unless it has a global effect (e.g. "All terrors are booted"). Global actions do not target. 3) Nothing else targets. Token Dudes Some cards create temporary Dudes in a shootout, called 'token Dudes'. These are controlled by the player who created them, and only remain in play until the end of the shootout. While they're in play, they're treated just like any other Dude. Each one is a separate, Unique Dude. Wanted Dudes Wanted Dudes are hunted by the Law. Put 1 ghost rock from the Bank on each of 'em to show they're Wanted. If you ace a Wanted Dude in a shootout, you earn the 1 ghost rock as a bounty. As a noon action, you can boot one or more o' your Law Dogs or Texas Rangers with more combined Influence than a Wanted Dude to make the Dude un-Wanted: it pays to have friends in high places. A Wanted Dude who is "made Wanted" doesnt' change in any way. Weapons A Dude can only have one Weapon ready. If a Dude with a Weapon attaches another one, the new one is unready-face- down-and doesn't affect play, though other players can still affect and view it. Once per turn, a Dude can switch his or her ready Weapon with an unready Weapon as a Noon action. Once per shootout, a Dude who hasn't used an action on a ready Weapon in this shootout can switch the ready Weapon with an unready Weapon as a Shootout action. Glossary Abomination: A type o' Terror. ace: Put into its owner's Boot Hill. adjacent to: Next to. A Dude is adjacent to a location when in a location next to it. The Town Square's adjacent to all Deeds in town. Streets don't wrap around; Deeds at either end of a street ain't adjacent. A location ain't adjacent to itself. Bank: The central pile of ghost rock tokens that nobody owns. This is not the same as the Deeds to The 1st and 2nd Banks of Gomorra. boot: Turn a card sideways to show it's busy doin' somethin' or has finished its day. Blessed: A Dude with the Blessed skill can attach and perform Miracles. Boot Hill: Your pile o' destroyed and aced cards. Keep it separate from your discard pile. Usually, cards don't come back into play after goin' to Boot Hill. Be afraid o' those that do. card effect: An effect generated by a card. control: For a Deed: Have the most Influence at, even if somebody else owns the Deed. For a Dude: Have in your gang. When a card refers to "you," it's talkin' about its controller. Control Point: The number in the blue poker chip on some Deeds. If you control a Deed, you get its Control Points. If your total Control Points plus Victory Points is more than another player's Influence, you win the game. discard pile: Where cards go after bein' used, unless they've been aced. Draw hand: A five-card hand drawn to resolve a shootout or other conflict, separate from the Play hand. It gets discarded after it's used. Drifter: A Dude who don't belong to an Outfit. "Drifter" ain't an Outfit. gang: All the Dudes under your control. Harrowed: Undead. A Harrowed Dude is a Terror. Harrowed ability: An ability given to a Harrowed Dude by a Harrowed Ability card. Harrowed Ability card: An Action card that gives Harrowed Dudes "Harrowed abilities." It has the "Harrowed Power" indicator. Home: Your Outfit's Home. It starts in play and is the first card o' your street. It ain't a Deed, can never leave play, and you always control it. It's Private. Huckster: A Dude with the Huckster skill can attach and cast Hexes. illegal Draw hand: A Draw hand with two or more cards of identical suits and values (Jokers excepted). You can play illegal Draw hands, but somebody might nail you for cheatin'. Influence: How much power a Dude wields around Gomorra, shown in a red poker chip on the card. Influence helps you take control o' Deeds. in play: Started with or played from a Play hand, and not in Boot Hill or a discard pile. in town: Where your Home and the Town Square are, as are Deeds that ain't labeled "Strike" or "Out o' Town." location: Any Deed in play, the Town Square, or any Home. Dudes can travel to these places. Mad Scientist: A Dude with the Mad Scientist skill can create Gadgets. maximum hand size: The number o' cards in a full Play hand. It starts at five. Non-Unique: Able to enter play even if another player has a copy in play or in Boot Hill. A player still can't play a Non- Unique card if he or she has a copy of it in play or at Boot Hill. opposin': In a shootout against. Outfit: A group tryin' to control Gomorra. out of town: Outside Gomorra. An out-o'-town Deed usually ain't adjacent to any other locations. own: Have brought into play. Play hand: The five-card hand that a player plays cards from durin' the turn. posse: One or more Dudes temporarily grouped together to get into a shootout, do a job, or stop another posse from doin' a job. pull: Draw a card, check its value, and discard it. ready Weapon: The Weapon a Dude uses. Extra Weapons attached to a Dude are face down and don't affect play. removed from play: Taken out o' play and the game without bein' aced or discarded. Shaman: A Dude with the Shaman skill can attach and call Spirits. shooter: The lead gunfighter of a shootout posse. skill ratin': A number on a Dude, such as "Mad Scientist: 1," that tells you how skilled the Dude is at castin' Spells or creatin' Gadgets. street: The row of in-town Deeds each player builds. Strike: A ghost rock mine. Strikes are out of town. target: noun - Somethin' that's targeted. target: verb - Select to be affected. Somethin' only targets if it says so or if it's a non-global action. Terror: An Abomination or a Harrowed Dude. Token Dude: A temporary Dude created by a card effect. Town Square: The area between streets. It's an in-town location (but not a Deed) adjacent to all Deeds in town but no Deeds out o' town. trait: A boldfaced descriptor at the top of a text box. unboot: Turn a card straight up. Unique: Not able to enter play if any player has a copy in play or in Boot Hill. Dudes and Deeds are Unique unless they say otherwise. unready Weapon: A Dude's extra, face down Weapon. Vault: A player's pile o' ghost rock tokens. Victory Point: A permanent Control Point you get for doin' somethin' special. Wanted: Wanted by the law. Worth a 1 ghost rock ransom. you: The controller. Normally, you control cards you own, but another player can take control. After Knicknevin With the center of Gomorra destroyed in the battle of between Knicknevin and Austin Stoker's army of heroes, the town is hardly the same. While the actual rules of play have not changed for this new storyline, the description of the town has. What is called the Town Square is the ruins of Gomorra. A player's street is a rail-line entering town, with deeds springing up along those lines to support the newcomers to town. As dangerous and wasted as Gomorra is, it's one of the best sources of ghost rock out there. And as we all know, greed is more powerful an emotion than fear. Usually... If you want to simulate the town of Gomorra after the fall of Knicknevin, limit yourselves to cards in Boot Hill and future expansions. You may use any version of a dude that is alive and printed in these sets, regardless of whether which version (experienced or not) is in the set. What's New in this Rulebook Clarifications to: Uniqueness (11), Improvements (19), Homes (29), Boot Hill (33), discard pile (33), Events (38), Movin' (42), Tradin' (45), Callin' Out (46), Formin' Posses (49), takin' casualties in a shootout (51), Jobs (54), Fear Level (59), Maximum Hand Size (62), skill checks (64), Targetin' (66), and Token Dudes (66). Most Recent Printin' Rule The most recent printin' of a card overrules all previous printin's, which are considered to read identically to the current printin'. (This doesn't apply to printing new, "Experienced" cards) Also, this rulebook overrules all previous rulebooks. This rulebook was printed in April, 2000. Internet Resources If you're looking for more information about Doomtown, check www.alderac.com for all current errata, game play examples, information about upcoming releases, as well as how to join the doomtown information email listserver. The official FAQ and other cool pieces of info are kept at the "Crow's Nest" at: http://www.ghostrock.fsnet.co.uk/index.htm
textdata/thevault/Deadlands [multi]/Deadlands, classic/3rd party/Deadlands - Classic - Doomtown - Rulebook.pdf
HORST BUCHHOLZ, Grenadier, age 31 Real Name: Michael Becker, Grenadier, age 29 Background: You have always had a love of the written word, whether in your own language, or that of Shakespeare, Flaubert, or Cicero. You were fortunate enough to study at Brown University in Rhode Island, Providence, in America, where you grew to love Thoreau and Emerson, as well. You had little interest in politics, but you answered the call of your country (like any good German would) and left your post as Professor of American Literature at the University of Greifswald. As a soldier in the Heer, you hate your life, you hate the army, and you hate the war. You have seen too many men die and you resent them for being the “lucky” ones. Finally, enough was enough. Refusing to fight saw you court-martialled, stripped of your rank, and assigned to a Strafbattalion, a penal battalion carrying out desperate engineering work under fire, or holding a section of the line against overwhelming odds. Schellenberg’s Promise: You are a homosexual. Your loyalties would be suspect were this to be known. Schellenberg has promised to protect you and get you assigned elsewhere. You have no desire to wear the red triangle of the Strafbattalion again. Cover: You are a simple soldier who studied English literature before the war. Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d6. Skills: Fighting d4, Driving d6, Healing d4, Knowledge (English) d8, Knowledge (French) d6, Knowledge (History) d8, Knowledge (Latin) d6, Knowledge (Literature) d10, Knowledge (Psychology) d8, Notice d4, Persuasion d6, Shooting d4, Stealth d4. Charisma: +0; Pace: 6; Parry: 4; Toughness: 5; Sanity: 7. Hindrances: Bad Eyes (Minor), Code of Honor, Shell Shocked (Minor). Edges: College Boy. HARTMAN BOCHNER, Feldwebel, age 46 Real Name: Jürgen Brambach, Fregattenkapitän, age 46. Background: Your family has a strong naval tradition. You grew up in Kiautschou-Bucht, the German Colonial Concession of Jiaozhou Bay in China, where your father served in the German East Asia Squadron. Graduating from the Naval Academy Mürwik, you served aboard U-boats during the Great War and in the merchant navy between the wars, seeing much of the world. This is how you became highly conversant in English. When war broke out, you re-enlisted in the Kriegsmarine and have served loyally, now commanding your own boat despite your advancing years. Schellenberg’s Promise: Your wife is American, which makes your loyalties suspect. Schellenberg has promised to protect you and your family. Cover: You have been assigned to Operation Greif as you are familiar with American engines. Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6. Skills: Boating d6, Climbing d6, Fighting d6, Healing d6, Knowledge (Chinese/Mandarin) d4, Knowledge (Communications) d6, Knowledge (Cryptography) d6, Knowledge (English) d8, Knowledge (Navigation) d6, Knowledge (Spanish) d4, Repair d8, Shooting d6, Swimming d6. Charisma: +0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 5. Hindrances: Curious, Hard of Hearing (Minor), Loyal. Edges: Mechanically Inclined. WOLFGANG KURTH, Oberleutnant, age 43 Real Name: Ute Lang, Businessman, Age 43 Appearance: From school you went straight into your family’s import/export business and, as you worked your way up, you traded with Great Britain, Canada, and the USA, particularly enjoying your visits to the latter. Spending time in these countries made you realise that as much as Hitler was making Germany great again, he was also putting the country in great danger. This made you ripe for recruitment by a foreign power and when the offer came, it was from MI6, the British Secret Intelligence Service. You have been reporting to London for six years now, primarily via Sweden, and since the war began, as an experienced businessman, you have been working for an- other agency, Germany’s Reich Main Security Office (and its predecessors). You maintain your cover as a business- man and a loyal member of the Nazi party, the latter much to your disgust. Your masters in London have frequently asked you about secret organisations in Germany. Schellenberg’s Promise: Schellenberg not only knows that you are double agent, but approves. Nevertheless, he could inform his superiors at any time. Cover: You were a shipping clerk in Hamburg before the war and have been a quartermaster since enlisting. Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6. Skills: Fighting d6, Knowledge (Cryptography) d6, Knowledge (Demolitions) d4, Knowledge (English) d8, Knowledge (Espionage) d6, Knowledge (Swedish) d4, Notice d6, Persuasion d6, Shooting d6, Stealth d6. Charisma: +0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 5. Hindrances: Cautious, Vow (Minor; Nazi Party), Vow (Major; MI6). Edges: Alertness, Great Luck, Luck. NORBERT GRUPE, Oberleutnant, age 32 Real Name: Wilhelm von Homburg, Major, age 32 Appearance: Your father was a diplomat and you spent much of your childhood in America but, being from an old Junker family, you were sent to a military academy back in Germany. You graduated high in your class and, shortly after taking up your commission in the Wehrmacht, you volunteered to serve with the Legion Condor in Spain. You were turned down, so you resigned and volunteered with the Nationalists, where you fought as an ordinary soldier. Upon returning to Germany you re-enlisted in the Wehrmacht, and have served faithfully ever since. You fought in Poland, France, Norway, Russia, Italy, and then Russia again. You have seen victory and you have seen defeat, but now you know that it is only a matter of time before Germany is defeated. You know that Hitler and his cronies are responsible, but you know that voicing such suspicions will get you into trouble. It was why you did not take part in the July 20th plot to kill Hitler, but you had col- leagues who did and they are dead now. You are beginning to wonder if you are also suspected of being involved… Schellenberg’s Promise: Schellenberg knows that you are innocent of involvement in the 20th July Plot and has promised to clear your name. Cover: You are simply being assigned to the new offensive. Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d8. Skills: Fighting d8, Healing d6, Knowledge (Battle) d6, Knowledge (English) d8, Knowledge (French) d4, Knowledge (Russian) d4, Knowledge (Spanish) d4, Persuasion d4, Shooting d8, Throwing d6. Charisma: +0; Pace: 5; Parry: 6; Toughness: 7; Sanity: 5. Hindrances: Bad Luck, Obese, Wanted (Minor). Edges: Grizzled, Command, Level Headed, Tactician. FRANZISKA KELLMAN, Oberleutnant, age 30 Real Name: Anne-Kathrin Hoeck, Hauptmann, age 29 Appearance: Your family made its money in dyes, enough so you could travel, including visiting relatives in the USA. You would spend summers in the Hamptons, picking up an accent that would annoy your tutors at fin- ishing school. When Hitler came to power you were not a supporter of the Nazis, a preference that you have learned to hide in the last ten years. Your disgust has grown and grown and in recent years; you even harboured those that Hitler and all too many of his cronies would have made disappear. While your family’s money is enough to ensure that you could live a life without the need to work, you have to be seen to be part of society and a respectable Nazi. So, you enlisted as a nurse in an auxiliary unit. Your respectability has bolstered your rise in rank. Schellenberg’s Promise: Schellenberg knows that you have been harbouring Jews and has promised not to inform the authorities. Cover: You have been assigned to ensure the health of any prisoners in the forthcoming offensive. Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6. Skills: Driving d6, Fighting d4, Healing d10, Knowledge (English) d8, Knowledge (French) d4, Knowledge (Latin) d4, Knowledge (Psychology) d6, Persuasion d8, Shooting d6. Charisma: +0; Pace: 6; Parry: 4; Toughness: 5; Sanity: 6. Hindrances: Death Wish, Stubborn, Vow (Major; Overthrow the Nazis). Edges: Healer.
textdata/thevault/Achtung Cthulhu/Achtung! Cthulhu (SWADE)/Kontamination (SWADE)/Call of Cthulhu 6e & Savage Worlds - Achtung Cthulhu - Kontamination - SW Pregens.pdf
Mission: The Blackest Friday Ever In the United States, the Thanksgiving season brings two of America’s favorite things into direct conflict, eating one’s self into a stupor and shopping one’s self into a frenzy. This Thanks- giving, however, is going to be unlike any other when the two merge into something far more sinister. Ten days before Thanksgiving, Manger analysts come across a report from the U.S. city of Mendota Heights in Minnesota, about twelve miles south of Minneapolis. The article details an incident where several denizens of the city went on an unex- plained rampage. The specifics are sketchy at best, but the gist of the report was that a dozen people at a church outing began assaulting other members of their congregation. No one died in the incident, but there were numerous injuries requiring hospitalization. There haven’t been any follow-up stories since the original article in the West/South Review, the local Mendota Heights newspaper, that ran the initial report. Manger analysts are concerned that this event could be a con- tinuation of the brainwashing situation that happened Hallow- een night in Willimantic, Connecticut (See CROSS mission: Vididiots). Even worse, the location where the brawl occurred was St. Peter's Church which is also the CROSS safe house in the region. The type B safe house is located in the old priest's quarters in the back of the church. CROSS wants to make sure there are no additional injuries to the people of Mendota Heights and also to confirm that the safe house's existence is still viable after all the extra police attention at the church. Getting to Mendota Heights requires a flight to Minneap- olis-Saint Paul International Airport and finding a lift to the church. When the agents arrive, they can meet with Bernard Hoffman, the pastor of the church. In general, he is reluctant to talk about the incident downplaying the violence as a brief scuffle amongst good people (initial rating of Uncooperative on the Reaction Table in Savage Worlds), so getting any informa- tion regarding the attack requires a successful Persuasion roll. Reminding him that he is the safe house contact and that he is there to help them on their mission will award the agents a +1 bonus to their Persuasion roll. If coerced to speak, he will tell the agents that the congregation was celebrating the engage- ment of a young couple that would be married the following summer. That was until the young man began brawling with his fiancé's father which then created a larger brawl with non-fam- ily members as well. The pastor could make no sense of the fight and didn't know of any animosity between the families or anyone else at the celebration. He repeatedly states that every- one involved was good people and there is no logic to why they did what they did. There were a total of thirty-nine people hurt in the scuffle with fifteen of the victims and all twelve attackers suffering injuries severe enough to need medical attention at the nearby hospital. Speaking to the local police department will require police or lawyer credentials. The harried chief reports that the assault occurred at a church picnic. All witnesses state the event was going smoothly until shortly after lunch when each of the at- tackers started to become agitated. When the pastor attempt- ed to calm them, they became violent as a group, attacking at random and anyone trying to stop them. Eventually, by sheer weight of numbers, the police and just about every able-bodied male at the party beat the attackers into submission. The chief could not question the attackers as each is still in a coma. As- suming, the agents got this information with a successful Per- suasion roll, a Raise will get the chief to reluctantly mention the attackers were so aggressive that the police and citizens had to resort to a level of violence that would normally result in an investigation of police brutality. If any of the agents search the party area, a successful Notice roll will reveal a mostly uneaten sandwich in one of the trash cans. A successful Smarts roll will cause one of the agents to realize that it may be wise to have the sandwich tested for any contam- ination. As Mendota Heights is too small to have a forensics department, the agents will have to take the sandwich to Min- Missions Page 1 neapolis. Testing requires Knowledge (Science or Forensics) or Smarts -4 to find traces of the monomethylhydrazine toxin in various mushrooms which can cause erratic mood swings and anger in humans. More strangely, there are also traces of the rare ophiocordyceps unilateralis or zombie mushroom fungus. This fungus rewires the brains of ants to act as hosts, navigate to the most advantageous place, and spread its spores. A second roll of the above skills detects markers of genetic modification of both specimens. Essentially, this hybrid fungi can cause its human victim to become emotionally unstable and also take over the mind of the victim to cause it to release its spores to infect others just like it does to ants. Given the genetic markers, someone deliberately modified these mushrooms to create one of the most diabolical biological weapons ever created. Attempting to speak to witnesses at the brawl, has the agents run into the same reluctance to talk displayed by the pastor and requires a successful Persuasion or Streetwise roll to learn the celebration was a potluck, a common type of party where mem- bers bring a dish to pass to celebrate events for the church. If the agents ask who brought the sandwiches, one of the people on kitchen duty remembers that Daphne, the youngest sister of the bride brought the sandwiches. Inquiring about her reveals that she was injured in the brawl, but released the same day. The only thing different about this event from the previous ones was the anonymous gift of some sandwiches that many attendees did not like. Researching Daphne will reveal a period of acting out and criminal behavior, an absence from social media fol- lowed by a more kind and mature online presence. Shots of her at the Mall of America food court are in her most recent posts. Follow up questions about the sandwiches discover that each of the attackers ate part or all of one of the gifted sandwiches and the brawl ensued shortly after. A visit to the local hospital learns that four victims and all the attackers are still in the hospital. Getting any official informa- tion from the doctors will require police credentials or a Raise on a Persuasion roll to learn that three of the victims are still in critical condition, but expected to survive. The attackers are however all in comas that the doctors cannot explain, that they are still trying to diagnose. If the team fails at the above roll, they can resort to Streetwise and a $50 bribe to learn the same information. If the agents speak directly to any of the coma victims, the pa- tient will begin convulsing, a large stalk will burst out of their forehead, and one of several types of spores will be ejected into the air in a Small Burst Template (See Special Abilities under Fungi Zombie and roll 1d4). Anyone that fails their Vigor roll will succumb to the details listed under each ability which can be cured with a healing miracle. However, these victims will be vulnerable to a mind control ability activated with the hyper- parasitic spores detailed below (see Nikolai Petrov). Although the team now knows what happened and how; they are missing the critical who and why. As the team investigates further, anyone succeeding with a Notice -2 roll spots that the sandwich wrapping is a flyer from the Mall of America in nearby Bloomington and most importantly, the flyer explicit- ly mentions Black Friday sales events. This discovery gives the agents where and when; who and why they will have to figure out when they get to Bloomington. Racing to the mall the team arrives only an hour before the mall opens and the line of shoppers already stretches out of sight. Entering the mall before opening will require the use of police credentials, a successful Persuasion -2 roll to bluff their way in, or a Stealth roll to slip in unseen via a loading dock. Since the initial delivery of the fungus required ingestion, the food court and the various kiosks are the logical places to start looking. However, the Mall of America is one of the world's largest malls and even with their search area narrowed, the agents do not have time to conduct a thorough search. A No- tice roll will reveal the presence of the Fun Guy Cafe. However, interviewing the workers and searching the restaurant doesn't turn up any evidence that they are involved with the plot. How- ever, as they agents leave, Daphne will spot them and run. If they catch and interrogate her, they can discover that she had a new boyfriend that helped her make the sandwiches that caused the brawl and that he is outside in the parking lot giving away more sandwiches. Around this time, security heads to the doors to open the mall for another Black Friday. A Notice roll will, however, spot an employee arriving for work at the absolute last minute and about to take a bite of a sandwich wrapped in the same flyer found in Mendota Heights. Knocking the sandwich out of his hand before he can take a bite requires an Agility roll and a Fighting roll against a Parry of 4. If the agents fail to stop him from eating the sandwich, the victim will need to make a successful Vigor -2 Roll to avoid turning into a Fungi Shopper. If they are successful, the team can ask him where he got the sandwich and the startled man can stammer, "Some guy is handing them out from a van in the parking lot to the people waiting in line." Horrified, the agents turn toward the nearest door, only to see the main entrance open and eager shoppers flooding into the mall. Shortly after the initial wave swarms in, there are shouts as several patrons turn on other shoppers (See Fungi Shop- pers). If the team rushes to stop the attackers, they find half a dozen men and women attacking other shoppers at random, but before they enter combat, the GM will have each agent roll Smarts. Anyone that succeeds realizes that their quarry has to be outside and that at least some of them should avoid combat and attempt to find the culprit and maybe a clue to how to stop the brawl. The fight inside the mall is a whirling free-for-all requiring the rendering of the zombie shoppers unconscious to subdue them. Evading the flailing and rapidly spreading brawl requires an Agility roll to dodge between shoppers. If this mission is part of a campaign, have one of the bystanders video the fight and upload it to the Internet where it will promptly go viral making for a tense confessional debriefing with the archdeacons. If any agent avoids the fight to go outside, there is a long line of shoppers pushing their way into the mall, blissfully unaware of what is going on inside. Most of the patrons ignore the agents’ questions, but a successful Streetwise will find one that not only remembers the man handing out the sandwiches, but points to an old 60s era van in one of the prime front row parking stalls. As soon as the team moves toward the man pulling another tray of sandwiches from the van, he seems to sense their presence and attempts to flee on foot, forcing the agents into a series of Secret Agents of CROSS Page 2 opposed rolls of Agility. Three non-consecutive successes allow the agents to overtake him. When the man sees he cannot es- cape, he wheels about and begins stuffing one of the sandwich- es into his mouth! As before, stopping him in time requires an Agility roll and a Fighting roll, but this time against a Parry of 6. If either roll fails, the man will need to fail a Vigor -2 Roll to turn into a Fungi Shopper. If he does fail, the man’s eyes glaze over as he gains the abilities of the zombie creature. If the agents subdue the man and he hasn't turned into a zombie yet, he will state that he was just handing out sandwiches for the money and has nothing to do with his employer's plot. Obviously, this isn't completely true as he tried to use the sandwich's toxin to fight off his pursuers. However, it could be that he doesn't know about the full aspects of the genetically modified toxin. Regardless, back at the van, the real mastermind of this terrorist act, Nikolai Petrov, crawls onto the top of the van and shouts, "They said that my research wasn't marketable. They said it wasn't something worth investing in. Black Friday in the United States is the purest form of its greedy, gluttonous, and capitalist world view. Well, I say...monetize this!" With that Nikolai, rips open his plaid button-up shirt to reveal his open chest and beating lungs infected with rows and rows of fungi. In a weird action of exhaling air direct from his lungs, fungus erupts blasting multicolored spores into the air. "Fly my pretties and infect the infected so I may control you all and destroy the decadent capitalists!" The spores blanket the parking lot and cause all previously in- fected victims of either the sandwiches or the spores that erupt- ed at the hospital to make Vigor rolls at -2 to avoid coming under the control of Nikolai's hyperparasitic spores. A master biochemist Nikolai has modified a parasitic fungus that only affects the ophiocordyceps fungi, giving him remote control of those under ophiocordyceps influence. Fortunately for the team, the genetically modified fungus does not taste very good, and most of the sandwiches went into the trash or shoppers forgot about them once the mall opened. Only about twelve shoppers are affected by the hyperparasit- ic spores. Defeating them and Nikolai will stop the immediate danger to themselves and the other shoppers. However, if there are other victims inside the mall they will also risk infection if they leave the mall. A successful Smarts roll will cause one of the agents to realize that an announcement over the mall’s public address system warning shoppers that the unauthorized food vendor’s sandwiches are unsafe to eat and to turn them into the security station in the mall and that any- one that has eaten one of them should also visit security. If the message is broadcast, it takes some time, but eventually, all the tainted food gets turned in, or discovered in trash receptacles and the potential victims contained by security. Reversing the effects of the toxic fungus requires a Knowledge (Science or Forensics) or Smarts -4 roll to deduce that a pre- scription of a powerful anti-fungal medicine will kill the spores and bring the victims out of their various altered states. The suspect proves to be Nikolai Petrov, an unemployed bio- chemistry science last employed at Northstar Genetics. HR records state he quit after they would not fund his mushroom toxin research. Questioning him reveals he is a devout commu- nist and deplores the entire capitalist orgy that is Black Friday. Both brilliant and deranged at the same time, Petrov modified the fungi as a means to bring the vile buying for buying’s sake tradition to an end. Clearly a threat to himself and others, au- thorities whisk the man away for an extended stay at the state mental ward. NPCs Nikolai Petrov Nikolai is a brilliant biochemist and geneticist that has perfect- ed both ingestible and airborne toxins to generate various ef- fects. His most recent deranged effort was to inject himself with a genetically modified concoction to allow him to eject spores from his own lungs. His failures to secure funding for his var- ious projects have fanned the flames of his negative views on capitalism from his birth nation of Russia. Attributes: Agility d6, Smarts d12, Spirit d6, Strength d6, Vigor d6 Skills: Driving d4, Fighting d6, Investigation d12, Knowledge (Genetics) d12, Knowledge (Biochemistry) d12, Notice d6, Per- suasion d6, Stealth d6, Streetwise d6 Charisma: –; Pace: 6; Parry: 5; Toughness: 5 Hindrances: Delusional (Major, Stop Capitalism), Vengeful (Major) Edges: Jack of Trades, Scholar Special Abilities Ophiocordyceps Spores: Nikolai can eject these spores in a Medium Burst Template. Exposure to these spores will cause a victim to turn into a Fungi Shopper in 1d4 rounds after a failed Vigor roll. A successful Vigor roll will mean that the person is immune to the spores. After 1d8 hours, the Fungi Shopper will become a Fungi Zombie complete with a mushroom stalk preg- nant with spores protruding out of its head. hyperparasitic Spores: Nikolai can eject these spores in a Large Burst Template. Exposure to these spores forces a Fungi Zombie to succeed with a vigor roll or come under the mental control of Petrov for 1d10 rounds. Tags: Earthly Fungi Shoppers Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10 Skills: Driving d4, Fighting d8, Intimidation d6 Notice d6, Stealth d6, Streetwise d6 Charisma: –; Pace: 6; Parry: 6; Toughness: 7 Hindrances: Bloodthirsty, Mean Tags: Earthly Fungi Zombie Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6 Skills: Fighting d6, Notice d4 Charisma: -2; Pace: 6; Parry: 5; Toughness: 7(2) Hindrances: Ugly Special Abilities (Select one type of spore for each zombie) Armor +2: Mushroom covering Bolesatine Ophiocordyceps Spores: The Fungi Zombie can eject these spores in a Small Burst Template causing vomiting and nausea. If the victim fails their Vigor roll they are vomiting Missions Page 3 and nauseous for 1d4 rounds and unable to act, but after that period of time can attempt another Vigor roll. If they are suc- cessful, they suffer one level of Fatigue but can act. Monomethylhydrazine Ophiocordyceps Spores: The Fungi Zombie can eject these spores in a Small Burst Template caus- ing uncontrollable anger unless the victim successfully rolls a Vigor roll. Failure increases the victim's Strength and Vigor one die step and causes them to attack anyone that confronts or speaks to them. Muscarine Ophiocordyceps Spores: The Fungi Zombie can eject these spores in a Small Burst Template causing a form of flaccid paralysis. See Paralysis Poison in Savage Worlds. Psilocybin Ophiocordyceps Spores: The Fungi Zombie can eject these spores in a Small Burst Template causing hallucina- tions. Roll on the chart below to determine how to describe the scene for the victim of this spore. Consult the chart below to help create a hallucinogenic effect for the victim of this spore. D8 hallucinogenic Effect 1 Victim believes an object is a different object. 2 Victim believes a target is someone or something else. 3 Victim misinterprets something happening in the current situation. 4 Victim sees something or someone that isn't there. 5 Victim hears something no one else can here. 6 Victim believes a personal item is suddenly lost. 7 Victim feels as if he is injured or sick. 8 Delayed result. Roll again on following Round. Note: All of these Spores have a secondary effect of the Ophio- cordyceps Spores described under Nikolai Petrov but this doesn't manifest until 1d8 hours. Tags: Earthly Secret Agents of CROSS Page 4
textdata/thevault/Savage Worlds System (SWADE) [multi]/Secret Agents of CROSS/Savage Worlds - Secret Agents of CROSS - Mission - The Blackest Friday Ever.pdf
CharaCter OptiOns Feats of Cold There is a certain type of survivor that can move through the frozen realms and survive them un- scathed. There are also those that embrace the cold either because of fascination or necessity. These feats explore those who not only embrace the cold but rel- ish in it. survivalist You are able to work together with your group to survive in extreme climates. You gain the following benefits: ɶ Increase your Constitution by +1, to a maximum of 20 ɶ You find twice the amount of food and water in extreme conditions ɶ You and your party gain advantage on saving throws vs environmental damage due to extreme heat or cold arCtiC survivOr You are alert to the dangers that come with cold environments. Not only can you survive them, but you can also thrive within them.You gain the fol- lowing benefits: ɶ You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect pits, traps, and snares, or other cold based envi- ronmental dangers (avalanches) ɶ You have advantage on saves to avoid or resist pits, traps, snares, or other cold based environ- mental dangers as determined by the DM. ɶ You have resistance to cold damage arCtiC sCulptOr (COld) You are intimately familiar with the domain of cold to the extent that you can change the elemental makeup of spells from one energy to another. In this case, cold. You gain the following benefits: ɶ Choose one energy type other than cold. You are able to change spells with that descriptor to spells with a cold descriptor. ɶ You may take this feat more than once, with each instance being a different descriptor. ɶ You gain resistance to cold-based damage and you have advantage on all saving throws made against cold-based spells or effects. FrOzen FOrtitude You’ve developed a powerful build and ferocious will to survive the harsh northern winters that allows you to maintain your composure where weaker creatures might falter. ɶ Increase your Constitution or Strength score by 1 to a maximum of 20. ɶ You gain advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned or put to sleep. Author: Troy Daniels Artist: Rick Hershey Design and Layout: Rick Hershey Fat Goblin Hoarde: Ismael Alvarez, Jason Owen Black, Geoff Gander, Taylor Hubler, Matt Roth, Lucus Palosaari, Troy Daniels, and Rick Hershey. Business Manager: Tristan Hershey Publisher: Rick Hershey of Fat Goblin Games Character Options: Feats of Cold © 2020 Fat Goblin Games Open Game Content: All material — including but not limited to art, place and character names, character and setting descriptions, background, and new class descriptions—is Product Identity. All other content is considered Open Game Content. Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a challenge to their ownership and is used under Fair Use. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors: Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Shadows over Vathak © 2012, Fat Goblin Games, Authors: Rick Hershey and Jason Stoffa. Shadows over Vathak: Player’s Guide © 2016, Fat Goblin Games; Authors: Ismael Alvarez, Tyler Beck, John Bennett, Jason Owen Black, Troy Daniels, J Gray, Rick Hershey, Taylor Hubler, Lucus Palosaari, Jennifer Povey, Michael Riter, and Matt Roth. Shadows over Vathak: Explorer’s Guide to Vathak © 2016, Fat Goblin Games; Author: Lucus Palosaari Character Options: Feats of Cold © 2020, Fat Goblin Games; Author:Troy Daniels fatgoblingames.com Looking for more creatures, items, adventures, player options, and horror for your 5th Edition Fantasy Game? then jOin Our patreOn! patreon.com/vathak5th
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Six Alchemist Spells By Derek Holland By Derek Holland By Derek Holland By Derek Holland By Derek Holland A AA A A lchemists are magical practitioners who specialize in transforming one sort of thing into another. While many fantasy games refer to characters of this sort, few actually put their abilities into game terms or do not go beyond spells like Polymorph Any Object. With that in mind, following are six spells to help those game masters and players who wish to create magic users with alchemical abilities. Some are very powerful but are also time-intensive and expensive. A couple may have significant impacts on setting designs as well. Note that these spells are formatted so as to be compatible with any games using the sorts of basic fantasy role- playing game rules developed starting in the 1970s. They can be used as-is with games like Goblinoid Games’ Labyrinth Lord and Mutant Future and can be easily modified and expanded for use with successor systems like OGL or other games altogether. Alter Physical State Alter Physical State Alter Physical State Alter Physical State Alter Physical State Level: Level: Level: Level: Level: 6 Duration: Duration: Duration: Duration: Duration: Permanent Range: Range: Range: Range: Range: 10’ With this spell, a spellcaster can change up to five pounds of matter from one state to another (e.g., gas or liquid rather than solid). In all other ways, the material retains its traits. Thus, for example, gaseous wood remains flam- mable, liquid iron conducts electricity, and solid air is effectively without weight. Material can be directly trans- formed from one state to another without passing through an intermediate state (e.g., from solid to gas without be- coming liquid in between). A particular alchemist, for example, might want liq- uid iron so as to form an item using a mold. She casts Alter Physical State and five pounds of iron becomes a non-molten, room-temperature liquid. After pouring the iron into the mold, she casts the spell again and the iron then becomes a solid (or, at her option, a gas). This spell works on any non-living material and can affect corporeal undead monsters, although they receive a save versus spells to negate the effect. Each casting costs 1,000 gp in reagents and takes two days. This is a campaign-changing spell. It is not as power- ful as Fuse Matter, but the ability to alter almost any material into different forms will have an impact on what expensive items are made of. An unbreakable metal, for example, can be turned into a liquid and then shaped into doors on the one hand, or effectively destroyed if turned into a gas on the other. Alter T Alter T Alter T Alter T Alter Toooooxin xin xin xin xin Level: Level: Level: Level: Level: 3 Duration: Duration: Duration: Duration: Duration: Permanent Range: Range: Range: Range: Range: 5’ A caster can use this spell to make a poison more or less deadly. Strengthened lethal poisons recieve a -2 to saves against them; weakened save-or-die poisons cause 25 points of damage on failed saves and 0 points of damage on successful saves. Other toxins have their durations increased or decreased by 25% or their saves receive a -2/+2 penalty or bonus, as per the caster’s wishes. This spell can also be used to alter how it can affect the target (from ingestion to contact) or break up a toxin so that it requires two or more substances to be in the target’s body before affecting him. Each casting costs 150 gp in reagents and takes one day. FFFFFuse use use use use Matte rMatte rMatte rMatte rMatter Level :Level :Level :Level :Level: 8 Duration :Duration :Duration :Duration :Duration: Permanent Range :Range :Range :Range :Range: 5’ The caster of this spell can use it to fuse two different materials and take the best attributes of each for the re-sulting mass. Only one pound per caster level of fused material can be created (up to two pounds per caster level of source materials). Any sort of non-living material can be fused Light Light Light Light Light to to to to to Mass Mass Mass Mass Mass Level: Level: Level: Level: Level: 9 Duration: Duration: Duration: Duration: Duration: Permanent Range: Range: Range: Range: Range: 5’ This spell allows a specllaster to convert light into any material that he knows the composition of, including potions. It is not cheap to cast and requires six times the standard cost of the material. Only five pounds of mate- rial per caster level can be created per spell. The casting time is one month. This is a campaign-changing spell. With enough mon- ey and time, a magic user could make almost any mun- dane object in existence. This spell might even be used to develop new materials if the GM allows. Ultramagnet Ultramagnet Ultramagnet Ultramagnet Ultramagnet Level: Level: Level: Level: Level: 5 Duration: Duration: Duration: Duration: Duration: 6 hours Range: Range: Range: Range: Range: Touch With this spell the caster changes a small rod of metal into a magnet that it can draw one specific substance to itself. Unlike a usual magnet, this substance does not have to be metal and can include flesh. An ultramagnet can draw a maximum of 5 pounds to a distance of 10 feet. When used in groups, they in- crease the mass drawn but not the distance. Most alche- mists use one or more ultramagnets to separate out re- agents that can be reused or the final product from a vat or cauldron. al can be fused. A caster could, for example, fuse some metal armor and a wooden log, making the armor as light as wood but just as conductive and hard as steel. Or, he could merge the armor with air, making it effectively weight- less but retaining its ability to conduct electricity. Likewise, a necromancer could improve his undead creations by fusing them with materials stronger than flesh. This simply decreases their armor class by a bo- nus related to the hardness of the fused material. Wood, for example, might decrease the undead creatures’ ar- mor class by -1 or -2, while steel would reduce it by -6. Each casting of this spell costs 3,500 gp in reagents and takes one week. Fuse Matter can be cast multiple times upon a single object. Doing so may, in fact, be required to completely affect large objects, such as ar- mor and ships. This is a campaign-changing spell. Many fused items and materials will appear if the existence of the spell is widely known. As one of the fused materials effectively vanishes, there could be the reduction or loss of rare minerals (regionally or setting-wide). Know Know Know Know Know nnnn Compositio Compositio Compositio Compositio Composition Leve Leve llLeve lLeve lLevel: 1 DDDuurr :::Duration :Duration: uration ation ation Instant Range Range ::Range :Range :Range: 100’ With this spell, a magic user can instantly know what materials went into making a specific object or substance. This does not reduce the cost of replicating it but does negate any need for research. Skirmisher Publishing LLC 499 Mystic Parkway Spring Branch, TX 78070 Email: [email protected] Website: http://www.skirmisher.com d-Infinity Online: http://www.d-Infinity.net Artist: William T. Thrasher Editor/Layout & Design: Michael O. Varhola Contents of this publication Copyright 2021 by Skirmisher Publishing LLC, all rights reserved. First Self-Standing Publication: May 2020; revised March 2021. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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(e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, di- alogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchant- ments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abili- ties or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and oth- erwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights con- veyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. 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Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written per-mission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becom-ing aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it en- forceable. 15 COPYRIGHT NOTICE. Open Game License v 1.0 Copyright 2000, Wiz- ards of the Coast, Inc. “Six Alchemist Spell” copyright 2021, Skirmisher Publishing LLC. Six Alchemist Spells By Derek Holland & the Skirmisher Game Development Group Be sure to check out Skirmisher Publishing’s top titles and our entire line of popular RPG, LARP, and wargaming products!
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03/05/2007 03:01:55 AM http://www.allflesh.com/Achtung.html ACHTUNG! ACHTING! MEIN ZOMBIE PLOTS Submitted by Ferg V2 (Inspired by The Guns of Navarone) Background Nazi scientists have hit upon the solution to take Britain out of the war. In a remote rocket base, the scientists have secretly been testing a toxin (or virus) based on the zombie serum. In gaseous form, this "Nerve Toxin M" can kill and then resurrect the newly dead. Unfortunately, the toxin is very difficult to manufacture. Also, the scientists have yet to succeed in making these zombies obedient to the Fatherland's cause. Finally, the zombies lack even the frighteningly low intelligence of the existing zombie army (but, of course, the hunger remains). This has made the new toxin impractical for home use. However, if the toxin managed to be dropped on the major English cities, the devastation would be enormous. The cities' populations would perish and, rising again, would devour the remaining civilians and army. A major Allied stronghold would be smashed. Best of all, given the isolated nature of the British Isles, contamination of the continent is highly remote. So, Nerve Toxin M has been loaded onto a collection of V2 Rockets kept at a secret base deep in a German forest and is ready for launching. As usual with zombies, nothing runs smoothly. A canister cracked, and the toxin leaked and dispersed. Now, all living things for a quarter mile radius of the base are dead. And things are stirring in the woods . . . The Cast This setting can be approached from a couple of angles. The Allies: Through a daring spy success, the Allies have gotten wind of the "secret." Some in the War Cabinet believe it could be put to Allied use. After all, how long could the Germans maintain their push, if they are being attacked from within. The risk is minimal: being an island works both ways. The Cast Members are sent in to retrieve the toxin. Alternatively, for those of a particularly nasty bent, the Cast could be assigned to simply stop the rockets, and not told about the toxin. The Allies are unaware of the accident, and Zombie Masters could play up the "race against time" angle. Parachuted in behind enemy lines, danger lurks in the forest and base. Likewise, secrets can be revealed, and players forced to to decide whether to destroy the toxin and all the records pertaining to it, to take the details 03/05/2007 03:01:55 AM http://www.allflesh.com/Achtung.html home (for the more career-minded), or even retarget the V2s (definite promotion possibilities). However, things are complicated by the arrival of a crack German squad. The Germans: The Fatherland needs you. Contact has been lost with one of the V2 bases, and it is believed that the Allies may be involved. Take a squad, secure the base and report back to German HQ. It is imperative that you launch the missiles. The Cast Members are highly trained German soldiers sent on this mission. When they get there they discover the base in ruins and many of the occupants staggering around strangely. Does the squad discover the cause? Does it realise the consequences? Does it launch the missiles or destroy the evidence of the toxin? Does it notice the arrival of an Allied squad? Various Consequences There are several possibilities for Zombie Masters here. Infection: What would happen if one unlucky trooper became victim to a weakened pocket of the toxin and began to "feel a little odd?" Launch: The V2 rockets reach Britain and give rise to a full zombie problem similar to Rise of the Walking Dead (although set in the 40s). What consequences lie in wait for the Allied Cast should they make it back to Blighty? Backlash: Similarly, what would be the result of the toxin spreading through Germany? A living army, an undead army, wandering zombies and a multitude of victims -- quite an stressful mixture. Strange Bedfellows: Zombie Masters also have the option of trapping squads behind enemy lines, as the war efforts of both sides descend into chaos and villages and towns are taken over by zombies. Could soldiers of both sides work together? Or are the differences too great? Endless possibilites to make a bloody conflict bloodier still. The Bridge (Inspired by A Bridge Too Far) Background The German forces are pushing onwards and are relentless. As the fragmented Allies are forced back in tatters, they withdraw across a wide river, a natural barrier. This should at least delay the push and give the Allies valuable time to regroup. Bridges along the length of the river have been blown, and only one remains. Matters are complicated by a medical convoy. Carrying many wounded, they have broken down, and are in danger of being overtaken by the German forces. For now, the standing orders are: the bridge must be held until they cross. The Cast The players are part of a squadron who have "volunteered" to stay behind, await, and, if necessary, protect the convoy. Having done so, they are to hamper the German army by causing as much damage as possible. Should things go wrong, they are to blow the bridge as a last measure. 03/05/2007 03:01:55 AM http://www.allflesh.com/Achtung.html The operation was going fine while the opposition was alive. Now, two days later, the convoy still has not arrived and no matter how many hits the enemy soldiers take, they just keep coming. They are slowly advancing and building a spearhead. The bridge is in danger of being captured. Where is the damned convoy? Story Possibilities Waiting Game: Zombie Masters can work on building the tension during the two-day wait. Incomplete radio transmissions from the convoy ("We're zzzzzt hours away"), German patrols searching for alternative river crossings, snipers hidden downriver, a low flying strafing run from a couple of Luftwaffe planes, German squads (with those wonderful grenades) attempting to cross. Build a sense of victory (a squad defeated, a plane shot down) and hint that the bridge can be held. Then . . . send in the zombies! The Decoy: From over a hill roars the convoy at full speed accompanied by an APC. In a desperate and daring manouevre, the convoy smashes through the back of the Germans, catching them off guard, and roars onto the bridge to safety. Except . . . perhaps that isn't the convoy the Cast are expecting. Perhaps, the twitching bodies in the trucks made a meal of the real convoy. And why doesn't the APC driver speak English? And why are the Germans now charging? SNAFU: The Germans have openned a hole in the Allied lines. It's time to set off the charges and let the convoy take its chances. The plungers are depressed and . . . nothing happens. Men are needed to go onto the bridge and sort out the problem. (Guess who is hand-picked?) The End Around: While defending the bridge, the Cast notice Germans sneaking across the river (with lurching companions). Wouldn't it be a shame if the Germans had found a way to flank the Allies by crossing this stretch of the river, and the Cast found themselves between a rock and a hard place! How can the Cast halt this new crossing point, and the advance of the German army? Click here to DOWNLOAD a printable version of this story (You must be able to read .rtf files) Copyright © 1999 Eden Studios, Inc. All Rights Reserved. Any questions or comments regarding All Flesh Must Be Eaten or this website, please send them to us.
textdata/thevault/All Flesh Must Be Eaten (AFMBE)/3rd Party/AFMBE - Achtung Achtung Mein Zombie Plots.pdf
Version 1.1 by Chrisitan Selzam. This document is for free. Adventurer Conqueror King System ©Autarch and ACKSTM Autarch. Used without permission. No challenge to copyrights or trademarks is intended. Type Animal (giant) (large) % in Lair 75% Dungeon Enc. 1 Wilderness Enc. 2d6 Alignment Neutral Movement 40’ (10’) (burrow) AC 2 HD 4* Attacks 1 bite + swallow Damage 2d4 Save As Fighter 2 Morale +0 Treasure B XP 135 This out of control creature is the result of failed mutagenic experiments, usually conducted in medical laboratories on space ships. Giant space hamsters are highly aggressive and large creatures, but are otherwise like normal hamsters. Giant space hamsters are able to swallow whole creatures of up to medium size on an unmodified attack throw of 19 or 20. A creature that is swallowed whole suffers 1d8 points of damage every round until it dies or the space hamster is killed. Attacking a giant space hamster from inside its belly is difficult, so the swallowed creature suffers a -4 penalty to its attack throw. The belly of a giant space hamster has AC 0. Should a swallowed creature die and remain in the monster’s belly for 6 turns, it is irrecoverably digested. A giant space hamster has its treasure 50% in its lair or within its mouth bags. Type Humanoid (medium) % in Lair 15% Dungeon Enc. 3d10 Wilderness Enc. 3d100 Alignment Any Movement 30’ AC 0 or by armor HD 1-2 (1d6 hp) Attacks 1 fist or by weapon Damage 1d3 subdual or by weapon Save As Fighter 1 Morale +2 Treasure A XP 5 These man-sized humanoids have hairless bodies and a wiry build and their hands and feet only have four limbs. Martians have large, black eyes without pupils. Noses are longitudinal slits entered in the face midway between mouth and ear slits. Skin color ranges from nearly translucent grey to silvery black. A subspecies of martians are the green-skinned and four-armed thark. All martians consider themselves superior to all other races (which shows in their high morale). Martians can be of the thief or psion class and advance up to level 12 in each of those classes. Psions among the martians can be treated as mages, although there is no need for spellbooks, nor do the psionic spells require the martian to use verbal, somatic or material components. Type Humanoid (large) % in Lair 30% Dungeon Enc. 1d8 Wilderness Enc. 1d8 Alignment Neutral Movement 40’ AC 6 or by armor HD 10 Attacks 4 fists or by weapon Damage 1d6 subdual or by weapon Save As Fighter 5 Morale +2 Treasure C XP 850 Thark look like large martians with green skin and four arms. Their eyes are all white instead of black. Thark are named for the pair of tusks extending from the lower jaws upwards and curving towards the face (the tusks cannot be used effectively as weapons). All martians consider themselves superior to all other races (which shows in their high morale). Tharks can be of the fighter or barbarian class and advance up to level 8 in each of those classes. You may have then them in many science fiction films and read about them in many books: laser guns of various sizes; weapons that use direct energy in the form of a laser beam, to disable or kill a target with great precision. In our world, such weapons are being tested, and in some cases used, including the Advanced Tactical Laser and Active Denial System. Many other technological devices do exist as prototypes or as more advanced versions, some of them mentioned in confidential files leaked into the public, others being hinted at in conspiracy theories. So why not also use them in your roleplaying games? The following, optional rules do not take the scientific aspects of modern or near-future weapons and items too seriously, but aim for balance and playability in any pseudo-medieval fantasy setting. Nearly all of the following items operate on replaceable power sources with each type of power source having a set number of charges. Each time an item’s property that is powered by the source is activated or on constant operation, one or more charges are used. If a power source has no more charges left and is depleted, an item’s properties that are powered by the source can no longer be used. The depleted power source has to be replaced for such properties to function once again. The power output of many items can be adjusted as desired by the item’s user to achieve various effects. Power output, use of charges and resulting effect are in direct relation. Adjusting the power output of an item requires an action that can be combined with movement. Adjusting the power output to a level that cannot be satisfied by the number of charges left, will automatically adjust the power output the next lower level that can be sustained. There are four types of power sources available. In increasing order of capacity and powering ability they are: alpha, beta, gamma, and theta power sources. The type of a power source determines the number of charges left and the time it takes to replace it. Table 1: Power Sources Type Charges1 Replace Alpha 1d10 1 round Beta 2d10 2 rounds Gamma 4d10 4 rounds Theta 10d10 1 turn 1 In a fantasy setting, it is assumed that the power sources are rather old and somewhat depleted (thus the low number of charges). In pure science fiction setting, the Judge may increase the number of dice used to determine a discovered power source’s number of charges and / or can assign the maximum possible number of charges for a new and un-depleted power source. A deactivated force shield resembles an iron handle. When activated, a semi-transparent field of energy fans out to form a circle around the handle. This energy field is powered by one beta power source. When activated, 1 charge is used from the power source per round. If the power source is depleted, the shield can no longer produce an energy field. The shield remains active until deactivated or the power source is depleted. Force shields are treated like normal shields with the exception that they provide a +2 bonus to a wielder’s AC when activated. Force shields are light-weighted and count as one item for the purpose of determining encumbrance. These metal doors automatically open whenever a corporeal creature approaches within 10 feet and remains open as long as at least one creature remains within range. In no creatures are within 10 feet, the door automatically closes. Some doors (25%) behave erratically. If a creature passes the opening of such a door, there is a 10 in 20 chance that the door will suddenly close. The passing creature must make a saving throw vs. wands or will be crushed for 1d6 points of damage and forced back to from where it came. A successful saving throw allows the creature to slip through to the other side unharmed. Especially heavy or large automatic slides will crush for 2d6 or 3d6 points of damage. Others open and close very slowly or quickly, so that a passing creature has a bonus or penalty to the saving throw. This backpack-like item is worn on straps over the shoulders and back and when activated allows its wearer to fly as per the fly spell with the exception, that the wearer must constantly use one hand to operate the control unit to adjust and set direction and speed. If not using a hand to control the device, the item allows the wearer to hover in place at whatever height already was obtained. The maximum attainable height of a backjet is 150 feet. A backjet operates on a beta power source that fuels the main flying jet controlling speed and height and smaller jets controlling direction. When activated, a backjet uses 1 charge per round if used by a small creature, 2 charges per round when used by a medium creature and 3 charges per round when used by a large creature. A backjet remains active until deactivated or its power source is depleted. When deactivated in mid-air whether consciously of because of a depleted power source, a creature will plummet to the ground from whatever height was achieved and takes falling damage. The wearer of an activated backjet can make a jump attack. A jump attack is treated as a charge attack, but has a maximum distance of only 75 feet. Because of the great precision required, the attacker must make a saving throw vs. wands at the end of his jump used to close in or land prone right in front of his opponent. He can then follow through with his attack, albeit with a -4 penalty to the attack throw and normal damage. If the save succeed, a successful attack deals double damage, regardless of the weapon used. A backjet counts as a heavy item for the purpose of calculating encumbrance. The mobile short distance teleporter, or MSDT for short is bracelet that generates a teleportation effect via a disassembly/re-assembly particle field generator. The field is powered one alpha power source. When activated, the wearer’s form will be disassembled and immediately re-assemble within 240’ in a location of the wearer’s choice (but not inside an object or creature in which case the re- assembling will fail and the wearer disintegrates). Activating the teleportation field uses 1 charge if the wearer is small, 2 charges if the wearer is of medium size, and 3 charges of the wearer is large. Some MSDT (25%) are malfunctioning. Each time such a bracelet is activated, roll 1d6. On a 1-2, nothing happens. Others are even worse: on a 1 the wearer is transported 3d8x10 feet in a random direction which may lead to disaster if the wearer is teleported into an object or creature and on a 2 nothing happens. Some more powerful MSDTs (25%) are able to teleport their wearer up to a distance of 480 feet, but teleporting more than 240’ disorients the wearer who must make a saving throw vs. paralysis or be stunned for 1 round. This wand-like device can shoot a cord of energy out to a distance of up to 60 feet. The cord is maintained by one beta power source. The wand can be used to entangle opponents. When activated the cord shoots out towards the intended target. The victim must make a saving throw vs. blast or the cord wraps around the victim’s body as if it were under the effect of a hold spell. The cord uses 1 charge from its power source per round that the cord is fired or maintained. The cord is maintained until the wand is deactivated or the power source is depleted. The wielder of the wand can shorten the cord by 10’ per round with an action. This will pull the victim towards the wielder. Deactivation of the cord releases a victim held entangled. A power cord is light weighted and counts as one item for the purpose of calculating encumbrance. This tube-like container is used to hold a corporeal, living creature in temporal stasis – either horizontally or vertically. A stasis chamber can be activated from the outside and only if it is closed. It will then be sealed airtight and a contained creature enters stasis. A creature in stasis is in a deep slumber and trance-like state and does not age, nor does it need to breathe, eat, or drink. A stasis chamber is powered by a theta power source. When activated, 1 charge is used per 1 year. Deactivation is done automatically when the power source is depleted, manually from the outside or after a predetermined amount of time has passed. Deactivation releases a contained creature from stasis and (normally) opens the chamber. Some chambers (25%) are malfunctioning and do not open properly. The creature is released from stasis, but the chamber does not open and is still locked airtight. This means that the creature contained will begin to suffocate. Some stasis chambers (25%) are able to heal hit points of damage at a rate of 1 hp per turn which will drain 1 additional charge per hit point healed. The healing process is activated automatically after the chamber is closed and stops when the power source is depleted, the creature contained in the chamber is fully healed or the stasis chamber is deactivated. A creature leaving stasis is disoriented and dizzy and must make a saving throw vs. paralysis or be stunned. This save is repeated every round until the creature is no longer stunned on a successful save. A stasis chamber is normally fixed to a floor or wall. If dismantled, a stasis chamber weight about 240 stone. This one-handed melee weapon is able to emit an anti-gravitational field powered by one alpha power source. The power output can be adjusted, allowing the grav-field to operate at different strengths. An anti-grav mace uses the same statistics as a normal club. On a successful hit, the wielder can choose to activate the grav-field by pressing a small button. This is a free action that is part of the attack. Each time the grav-field is activated, 1 charge is used if the power source operates on low power, 2 charges are used if the power source operates on medium power, and 3 charges are used if the power source operates on high power. If the power source is depleted, the anti-grav field can no longer be activated, but the weapon still functions as a normal club. On a successful hit, the victim takes damage and (if the grav-field was activated) is forced back (ACKS CR p.109) a maximum number of feet according to table 2. An anti-grav mace is light-weighted and counts as one item for the purpose of determining encumbrance. This group of ranged weapons shoots beams of energy powered by one alpha power source. The power output can be adjusted, allowing the beam to operate at different strengths. A laser pistol can be fired in one hand, while a rifles and canons are two-handed weapons. Each time a laser gun is fired, 1 charge is used if the power source operates on low power, 2 charges are used if the power source operates on medium power, and 3 charges are used if the power source operates on high power. If the power source is depleted, the laser gun can no longer be fired. On a successful hit, a victim is paralyzed, stunned, or takes damage, depending on the power output the weapon is currently operating at. If used to stun, a victim must make a saving throw vs. paralysis or be paralyzed for a number of rounds given on table 2. On a successful save the victim is stunned for the same number of rounds instead. Laser guns have no short, medium, or long range. Any target within the range listed on table 2 can be shot without a bonus or penalty to the attack throw because of distance. Although damage from laser guns is devastating against creatures, these weapons cannot actually damage structures because their beam lacking an actual area of effect or width. As such, laser guns are treated as hand-held weapons for the purposes of dealing structural hit point damage (1 point of shp damage per 5 points of hp damage). The Judge may make an exception for laser canons. Laser guns are light-weighted and count as one item for the purpose of determining encumbrance, with the exception of the laser canon which counts as a heavy item. Sentry Gun This laser canon is mounted on a turret and is powered by one gamma source, powering the sensors, movements and firing. It is synchronized with one or more voice patterns used to activate or deactivate the device. Any commands must be issued within 300 feet of the canon and re-synchronization takes 1 turn. A sentry gun’s power output can be adjusted, allowing the beam to operate at different strengths. While active, the sentry gun’s sensors scan their surroundings, expending 1 charge from the power source per year. Each time a sentry gun is fired, 1 charge is used if the power source operates on low power, 2 charges are used if the power source operates on medium power, and 3 charges are used if the power source operates on high power. If the power source is depleted, the sentry gun can no longer use its sensors or fire. Any visible creature coming within 300 feet of an active sentry gun will automatically be targeted by the sensors. The creature then has 1 round to completely deactivate the gun or to identify itself through its voice which the sentry gun compares with its stored patterns. If identification is successful, the gun ignores that creature, targeting another one if one is present within 300 feet. Failing to deactivate the gun or failing identification, a creature will be shot at and remain the target of future shots as long as it is within 300 feet of the gun. If more than one creature is coming to or remains within 300 feet of the gun, the canon will target the nearest one. A sentry gun will not react to items that are thrown into its range of fire and cannot sense and target invisible creatures. Some sentry guns (25%) have infravision and / or the ability to see invisible within range. Some sentry guns (25%) are twin guns and are able to fire two times per round at the same target. Sentry guns are fixed to a wall or ceiling. When dismantled, a sentry gun weights about 120 stone. A group of melee weapons looks like an iron handle while deactivated. The wielder of a laser sword can activate the weapon as a free action on his initiative and a blade of energy is then projected from the handle, powered by one beta power source. The power output can be adjusted, allowing the energy blade to cut at different strengths. A laser short sword is a one handed weapon, a laser long sword is a one- or two-handed weapon, and a laser great sword is a two-handed weapon. Each time that a laser sword’s blade is activated it uses 1 charge per round if operating on low power, 2charges if operating at medium power, and 3 charges if operating on high power. The blade remains active until deactivated or the power source is depleted. On a successful hit, a laser sword deals damage. Damage from a laser sword, however, is not affected by the wielder’s Strength. Laser swords are light-weighted and count as one item for the purpose of determining encumbrance, with the exception of the laser great swords which counts as a heavy item. This two-handed melee weapon is able to emit an electrical discharge powered by one alpha power source. The power output can be adjusted, allowing the electrical discharge to operate at different strengths. A stunner staff uses the same statistics as a normal staff. On a successful hit, the wielder can choose to activate the electrical discharge by pressing a small button. This is a free action that is part of the attack. Each time the electrical discharge is activated, 1 charge is used if the power source operates on low power, 2 charges are used if the power source operates on medium power, and 3 charges are used if the power source operates on high power. If the power source is depleted, the electrical discharge can no longer be activated, but the weapon still functions as a normal staff. On a successful hit, the victim takes damage and (if the electrical discharge was activated) must make a saving throw vs. paralysis or be paralyzed for 1d4 rounds. On a successful save, the victim is stunned for 1d4 rounds instead. The saving throw is made with a penalty as given on table 2. A stunner staff is light-weighted and counts as one item for the purpose of determining encumbrance. . Table 2: Weapons Name Power Damage Range Notes Source Low Med. High Anti-grav mace 1 alpha Force back: 10’ Force back: 20’ Force back: 40’ Melee Club Laser gun, pistol 1 alpha Stun: 1d8 rounds 1d8+1 1d8+2 240’ 2-handed Laser gun, rifle 1 alpha ST 1d10 1d10+2 1d10+4 360’ 2-handed Laser gun, canon 1 alpha 1d12 1d12+4 1d12+8 480’ Laser sword, short 1 beta 1d8 1d8+1 1d8+2 Melee Laser sword, long 1 beta 1d10 / 1d12 1d10+2 / 1d12+1 1d10+4/1d12+2 Melee 2 handed Laser, sword, great 1 beta 1d12 1d12+4 1d12+8 Melee Staff, 2 handed Stunner staff 1 alpha Stun: Save +0 Stun: Save -2 Stun: Save -4 Melee
textdata/thevault/Adventurer Conqueror King/ACKS Supplemental/ACKS Future.pdf
Four Visits to Wyvernseeker Rock Words By Vance Atkins (leicestersramble.blogspot.com) Map by Dyson Logos (dysonlogos.com) Four brief scenarios for low- to mid-level characters Compatible with Swords & Wizardry and other old-school rules-lite RPGs Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch,” Leicester's Rambles and all products are not affiliated with Matthew J. Finch, Mythmere Games™, or Frog God Games. Kralova Skala, Slovakia ©123rf.com Table of Contents Goblin'ed.................................................................................................................................3 Alien Redoubt.........................................................................................................................5 Wraithful River.....................................................................................................................7 Hidden Wisdom........................................................................................................................9 Open Game Content.................................................................................................................................................11 Wyvern 2 Atkins Wellcome Library, London. A winged dragon; illustration of a parable. Woodcut. CC BY 4.0 Goblin'ed... riginally built as the shrine to a local river goddess, the small temple beneath Wyvernseeker Rock fell into disrepair and neglect as the local population turned to worship newer, more fashionable gods. Which, of course, means that new tenants have occupied the place, and are making a nuisance of themselves in the neighborhood. Sigh, better go root them out.... O 1. East cavern: The cavern opens adjacent to a falls and pool on the river. The cavern is currently home to a giant otter (HD 3; AC6[13]; Atk: 2 Claws (1d3) or bite (1d6); Move 9; Save 14; AL N; CL/XP 3/60). The otter hunts in the pool and river. It previously dispatched an acolyte to the goddess, seeking to enter the temple and reconsecrate it. On or around the acolyte's partial remains are a wooden shield and mace, iron holy symbol to the goddess, 99 sp, ivory necklace (35 gp), scroll: speak with animals, and a bag with rags, soap, two holy water vials, and two acid vials. 2. Former storeroom: The southeast room of the temple, formerly used as a storeroom, is long empty. The goblins left the room unguarded, but have erected a swinging log trap to protect the south door in the event that someone gets past the otter (1). If the door is opened, the log will swing into the doorway, causing 1d8 damage to the first two PCs in rank (save to dodge). The falling trap will alert goblins in (5). 3. Monk's cell: This former monk's cell and meditation chamber has been used as a goblin latrine. 4. Goblin Chief: The goblin's leader, a hobgoblin shaman resides here among stinking animal hides and stolen foodstuffs (HD 2+1, AC5[14], Atk: war club (1d8); Move 9; Save 16; AL C; CL/XP 3/60; Special: spells: magic missile, protection from good, pyrotechnics; 11 Wyvern 3 Atkins gp, 69 sp, amethyst necklace (25 gp), potion of animal control). He is accompanied by two burly goblin guards (HD 1, hand axe; 10 sp, 54 cp total). The hobgoblin will target either an apparent spellcaster or the heaviest- armored PC with magic missile. If the battle is going against him, he will fill the room with smoke using pyrotechnics and attempt escape. 5. Worship hall: The former worship space for the temple has been stripped clean, but for several frescoes and mosaics mounted to the walls, now defaced. The goblins have used the room as a barracks, and the room is strewn with bedding-nests and detritus. There are three Goblin guards here (shortbow/club, 1d6+1 sp ea). If they are caught in battle with intruders, one will warn the chief (4). The chief will either confront invaders or retreat to the cage (7) and summon the salamander with his potion. 6. Pool: A spring-fed pool is surrounded by descending steps. The pool was a former 'alter' to a forgotten water goddess. A mosaic-covered wall along the southwest side of the pond depicts the tentacled goddess being worshiped by a band of shipwrecked sailors. Offerings to the goddess lie hidden in the mud floor of the pool, undiscovered by the goblins (30 gp, gems worth 10, 10, 25, 30, 40 gp, silver dagger, +1 shield). 7. Caged room: The cage formerly was used to hold sacrificial animals (and occasional humanoids) to the water goddess. Now held in the room is a giant salamander (HD 3; AC7[12]; Atk: bite (1d8), Move 6; Save 14; AL N; CL/XP 4/120; special: on successful hit save or additional 1d4 poison damage from skin toxins). The goblins captured it and drove it into the temple cavern from the river. The chief or captain will open the cage and use his potion of animal control to command it to attack interlopers. 8. South Hall: The rough-hewn cavern opens into a evenly-quarried hall with a stairway at the north end. Three goblins and their 'captain' are stationed here. (Goblin guards: shortbow/club; 1d6+2 sp ea. Goblin captain: HD 1+1, short sword, 9 gp, 29 sp, potion of animal control)) If intruders press them from 11 (below), they will maintain a fusillade of arrows while slowly retreating. The captain will retreat down the stairs and around the pool to room 7. 9. Signal chamber: The door is swollen and stuck, and has not been investigated by the goblins. Up the stairs is a small alter with a compartment holding several powders of different colors. The powders were sprinkled into the signal fire (10) as offerings and signals during worship. 10. Upper entrance: An unguarded secret entrance and former lookout post for the temple emerges from the southern end of the crest of Wyvernseeker Rock. Within the watch room is a small fireplace from which signal fires were lit. The color of the smoke was altered using the selection of powders in (9) for temple events and rituals. 11. South Access: This cavern entrance is guarded by two goblins (shortbow/club; 1d6+1 sp ea). If they spot intruders, they will fire one volley, then retreat, alerting their comrades (8). Anyone clearing the goblins from the temple will attract the attention of the goddess. If PCs rest in the temple, they will find themselves healed 1d4+1 HP each in the morning. If they take the time to clean the graffiti in the temple area, they will receive a boon from the goddess at some later time (examples may include: water breathing, performing a killing strike, decrease a storm, provide a bounty of fish, aid in water navigation). There is a 15% chance that any cleric/divine caster in the party will find themselves with a new holy patron, and she'd really like a few new followers... Wyvern 4 Atkins Alien Redoubt... sed as a hidden redoubt for rangers along the Borderlands, Wyvernseeker Rock was abandoned as a strong-point with the expansion of the frontiers by the Horse Lords several years ago. Since then, the old barracks has been mostly unused, except as interim shelter by occasional travelers and local shepherds. Lately, strange lights and energies have been felt near the Rock, and shepherds have taken to avoiding the area, as they claim to see visions, even during the daylight hours. The forests in the vicinity of the Rock seem muted as the PCs approach. Approaching the Rock causes a distinctly uncomfortable feeling, a mental edginess. U 1. East Cavern: For being near the river's falls and pool, the air seems strangely stale and dense. Cobwebs are vacant of spiders, and no bats remain in ceiling crevices. 2. East Entrance Room: Someone has recently repaired/replaced the door. Formerly a wooden door, it is now a dull steel. The door has been locked and is trapped with an electrical discharge (2d6 dmg, two charges). The room, originally a guard post, is empty. 3. Captain's Quarters: The room was used as sparse quarters by the garrison captain. It is now empty but for a broken chair and chamber pot. 4. Armory: The room was formerly an armory and dispensary, and still has a number of items left from its prior use. Staged in the room are two inactive mechanical men of unknown construction and provenance, new additions to the complex (HD 2+2; AC3[16], Atk: Electrical 'pike' (1d10 elec damage) or bash (1d8); Move 9; Save 16; AL N; CL/XP 3/60; Special: Immune to mental spells, ½ damage from Wyvern 5 Atkins pierce/slashing weapons). They will animate after two rounds and attack anyone who does not respond to them with a code-phase in a foreign, alien language. They are immune to the mental interference of the thing in (7). Stashed in the room are remnants of its materiel stores: 4 longswords, 3 heavy crossbows with 20 bolts each (One is a crossbow +1), 8 shields, and two suits of leather armor. Hidden in a corner is a pay box with 400 gp, two potions of cure light wounds, and a Wand of Detect Secret Doors (2d10 charges). 5. 'Hall of Doors': Once the garrison barracks, whoever is now occupying this space has a fondness for doors. Ten 'doors' are hung throughout room. Opening the doors reveals that they are not doors, but have images on their backs. The images appear to be landscapes or starscapes, but the views are foreign, and land and vegetation weird, not familiar to the PCs. And the are stars all wrong. One door opens to display nothing but a void. Anyone staring into this must save (+2) or have their intelligence carried into this dead space, leaving them an empty husk. Inspection will show that three doors have similar scenes. If they are removed from the wall, and fastened together to form a triptych, the image becomes a teleportation gate to that alien place, and a path home for the thing in the cage (7). The image is a cold, barren plateau and frigid winds whip through the gate. It may be used once, and the images go black once the portal has been used. The southwest door has been sheathed in a dull metal unfamiliar to the PCs, including dwarves. As the PCs approach the door, shapes pass in the corners of vision, a flute-like humming isn't heard so much as felt, and teeth buzz and itch. Characters of WIS 15 or greater save or develop a splitting headache (-2 to all actions). 6. Pool: A freshwater pool, formerly a cistern, is now vacant and mossy. It is filled with tadpoles and frogs. 7. Caged Thing: Held in the cage is the source of the mental disturbance – an alien creature. It is a chimeric, gibbering thing, warbling in an alien language that is felt as much as heard. Attempting to look directly at it, the creature appears to shimmer, as if slightly displaced. No two people will describe it the same way. Thing in the Cage (HD 8; AC3[16]; Atk: Slam x2 (1d10); Move 6; Save 8; AL N; CL/XP 3/60; special: Focused psychic attack - save or 1d3 WIS loss (insanity at 0), 'Blanket' mental attack once per day - save or unconscious 1d6 turns, Immune to bludgeon attacks). The creature speaks in an incomprehensible warbling alien language. Individuals attempting to communicate with it may receive mental impressions of freedom and a vague vision of some alien terrain. 8. South Hall: Two additional mechanical men guards, programmed to guard the creature, patrol the room. They are immune to the mental interference of the thing in (7). 9. Door/stairs up: The door is swollen and stuck and leads to a set of narrow stone-carved steps. On a landing of the stairs is an alcove with a freestanding slab with a carving of a forgotten god. The slab was hauled from another, older temple, and its base is unstable. There is a 1 in 6 chance for it to topple if inspected (1d8 dmg). 10. Watch Room: At the top of a stairs is a compact room, formerly used as a ‘watch’ location for the old refuge, with a small fireplace and hidden chimney. Behind the fireplace is stashed a lockbox with 764 sp, and gems worth 12, 13, and 60 gp. A secret door allowing a watchman to enter and exit unnoticed from below is hidden behind a sliding panel in the southeast corner of the room. 11. South entrance: The rough entrance was carved out during the Rock's time as a watch post. The entrance was concealed with vegetation and used for surreptitious entrance or escape. Two mechanical men guards are just inside the entrance. They are immune to the mental interference of the thing in (7). Anyone entering by this passageway will see shapes pass in the corners of vision, a flute-like humming isn't heard so much as felt, and teeth buzz and itch. Characters of WIS 15 or greater save or develop a splitting headache (-2 to all actions). Wyvern 6 Atkins Wraithful River ish and animal kills are occurring along the Wyvernseeker River. The kills began a few weeks ago, and are found downstream of Wyvernseeker Rock, an abandoned shrine and mausoleum. There have been rumors of activity around the rock. Yesterday, Warden Aomi breathlessly arrived from investigating the rock, stating that she had found ashes and bones from the barrow scattered about on the riverbank. She thought something large was moving within the entrance cavern, and she investigated no further... F 1. East cavern: The cavern forming the main entrance to the Cavern has become the lair of a Tumorous Spider. The spider was able to partially resist the poisons of the waters, but still became corrupted and deformed by the place. 2. Main Entrance: The 'front' door of the barrow is currently wizard locked. It opens into a medium-sized room formerly used by caretakers to the barrow, and as a receiving hall for mourners and those paying respects. A few frescoes and mosaics on the walls depicting various afterlives have faded and chipped with time and neglect. 3. Small storeroom: This room is mostly cleared out, but for some broken crockery. Among the shards is a small lidded clay pot filled with aromatic wax and imprinted with a rune signifying 'pure water.' Heating the wax and pouring it into the pool (6) will counteract the poison, restoring the pool and river, and re- consecrating the place. 4. Oh No a Wraith: Tied to a cursed reliquary placed in the room by his followers, the spirit of the former sorcerer Qarol Malon lurks and seethes about the place (Wraith, spells: protection from good, darkness, phantasmal force, hold person; 205 gp, gems worth 15, Wyvern 7 Atkins 40, 80, 120 gp, sable robe (200 gp)). Defeating him and destroying his reliquary will begin to 'cure' the space. 5. Catacomb: Formerly the repository for reliquaries and sarcophagi, the crypt has been emptied, its containers of remains dragged out or shattered. Lurking in the two alcoves along the south wall are a pair of ogre skeletons (HD 4; AC 6[13]; Atk 1d10; Move 9; Save 13; AL N; CL/XP 4/120; Special: Undead immunities) left as guards for the sorcerer's remains. Qarol Malon will command them as necessary, and will be alerted to intruders if the skeletons animate. 6. Pool: Fed by a spring, the pool was used as a worship space and offertory to ancestors. Since the wraith's tenancy in the barrow, the water has become poisoned and bitter. Pool water seeping into the river is the source of the 'corruption.' It may be returned to health with the blessed wax in (3). 200 sp are found in the bottom of the pool. However, these are specially- minted 'mourning coins' used in local rites, and attempting to spend them locally will gain citizens' ire for further desecration of their ancestors' place. 7. Caged room: The room was secured by a rusted cage, its bars now bent and broken. The room held in secure storage several local relics and artifacts - “Saint's bones.” It now stands open and empty. Tracking down and retrieving these artifacts will gain local gratitude and long-term hospitality. There were three items of greatest importance here: 1) the gilded bones of Verev Sagase, a well-loved local druid; 2) an orb coated in freshwater pearls, thought to mitigate floods; 3) a magical spear, called the Wyvernseeker (+1/+3 vs reptiles and dragons). 8. Worship Hall: Used as a place of worship or refuge, the hall stands empty and quiet, except for a dead bear, poisoned by a drink from the pool. Close inspection shows the hide to be roiling and moving. The corpse is filled with corrupted carrion worms (24 total: HP 1d2, AC8[11]; Atk: 1 hp; Move 3; Save 18; AL N; CL/XP A/5; Special: attaches on successful hit causing 1 addtl hp per round until cut or burned off) that will burst out if the corpse is prodded or significantly disturbed. 9. Access to Augury Chamber: Past a locked door are curved steps to a sacred chamber. A plaque at the base of the steps says “Look forever forward.” At a landing in the stairway is a granite block with a mouth of crooked teeth carved into it. Anyone stopping to inspect it risks the block springing from its alcove (2 in 6 chance, 1d10 dmg). Moving past the rock without pausing will not spring it. 10. Stellar Viewport: This compact chamber has been used for fortunetelling and augury by communicants to the barrow. The “chimney” in the northeast corner of the room aligns with a certain star twice a year, illuminating a hidden crystal. There is a 1% chance that PCs will be in the room on the correct night. Shadows and light projected by the crystal and 'read' by a knowledgeable soothsayer may provide information and portents. A secret door in the southeast corner allows access to a ledge at the south end of the Rock. 11. South Access: A “back” entrance to the barrow has been recently tunneled by some unknown creature, perhaps a large ankheg or a small bulette. The tunnel is rough and unstable, with a 2 in 6 chance for rockfall upon intruders (2d6 dmg to individuals caught in tunnel). Wyvern 8 Atkins Hidden Wisdom he adventurers need an answer to a question, or at least a hint. Word is, that a reclusive 'wise-man' of some sort resides in a remote hermitage carved into the body of Wyvernseeker Rock. While folks in the area aren't particularly certain of who or what this wise elder is, they are called the 'Docent' and visiting them may provide great boons to pilgrims. Or bring madness... T 1. East Cavern: Next to the falls, and above a river pool filled with large catfish, is the original entrance to the shrine. The cavern is watched by an eidolon spirit, the ghost of the prior Docent to the place (currently a ghostly were-boar). The eidolon greets visitors and points out the door and its puzzle puzzle. The spirit will be polite, but no offer no clues. If attacked or dispelled, the spirit will let out a dramatic, ghostly sigh and disappear for an hour. 2. Locked puzzle door: A riddle (or choose a personal favorite) is inscribed into the door. Efforts to knock or otherwise breach the door will be unsuccessful (and the door may 'defend' itself after a certain number of attempts to open it by methods other than solving the riddle). Behind the door is a large antechamber. Three servant creatures wait here to greet visitors (Random selection of humanoid races as (5), 1 to 2+ HD). 3. Store room: This small side room is locked, and contains the singing figurine of some primordial godlet (Save or madness). This was not a well-received addition to the art collection. 4. Docent's Chamber: The room is home to the current Docent of the shrine, an aged Serpent King named Saldr. They are the most recent in a line of caretakers of the unnamed shrine. Prior Docents through the generations have included paladins, naga, monks, Wyvern 9 Atkins druids, an aranea, a beholder, and a wise old bear. The Serpent King doesn't get many supplicants these days and loves to talk. Where are you from, who are your families, are you on a quest? Regardless, there will be lots of talking and rambling before getting to any point. Perhaps the Docent is a bit daft. Or just lonely and wants to catch up. His chamber smells strongly of fish. 5. Worship Hall: The hall has accumulated an odd, eccentric collection of art and artifacts from the tenancy of various Docents over the generations. Everything from cheesy knick-knacks, paintings, sculpture, stuffed animals, trophies, a sarcophagus or two, all disassociated items. If the characters have an art object or two to donate, that would be greatly appreciated... Several (2d4+1) servant creatures and guards dust objects and greet visitors (Random selection of humanoid races, 1 to 2+ HD). They have, like the art, accumulated here... 6. Pool: Words in the walkway surrounding the pool spell out, “Waiting for the blessing will bring sweet respite.” If visitors take water from the pool prior to the Docent's blessing, the water will be poison (Save or die). Otherwise the water will provide one of the following benefits: Cure light wounds, cure disease, or protection from evil (1 Day) to each individual taking a drink. The water reverts to normal if removed from the shrine. 7. Caged room: Used to hold artifacts during a prior incarnation of the shrine, the room now stands empty. The mouth of the room is secured by a portcullis, currently in an open state. There is a 2 in 6 chance that it will drop, trapping anyone investigating the room. The trap will alert the guards in (5) who will investigate. It will not make a good first impression on the Docent. The Docent has been meaning to get the portcullis fixed. It's a hazard. 8. South Hall: A gathering place for meditation and contemplation by pilgrims to the shrine. The arched ceiling is peppered with glowing lights displaying constellations and holy runes. 9. Meditation Alter: The door is wizard locked. The alter and its accompanying meditation chamber (10) may only be accessed with the Docent's permission and blessing. The characters will have had to duly impressed the Docent (and not killed his spiders) to be granted access. An alter for quieting the mind prior to entering the chamber sits tucked into an alcove. The alter is covered in an intricate mandala. Studying the mandala for at least one turn will increase the chance of a positive outcome by 5% (see below). 10. Meditation Chamber: Any character who wishes to spend time in meditation will be provided a rare, sacred (and slightly hallucinogenic) incense to fire in a small censer/furnace in the northwest corner of the room. Each character choosing to mediate in this room rolls percentile. For each point of wisdom above 9, add 3% to the roll (+27% max). Meditation Outcomes: 1-10: Insanity, blubbering idiot. 11-18: Ghost of the Ancestors spoke to you, they want you to come visit (no natural healing, 1 month). 19-25: Brutal visions, all doom and fire. Shaken (-1 to mental and fear-based saves/morale/etc. for 1d8 days) 26-29: Stared into the Void, general malaise (-1 to all saves for 1d8 days) 30-41: Fell unconscious, no recollection of last 24 hours. 42-59: No effect, pleasantly refreshed, annoyingly cheerful for next 48 hours. 60-67: Resistance to sleep/charm (+1, permanent) (Elves no effect, result as per 42-59) 68-74: Resistance to poisons/venom (+2, permanent) 75-81: Resistance to paralysis (+1, permanent) 82-88: Resistance to physical damage (-1 dmg, permanent) 89-94: +1 wisdom 95-00+: +1 prime attribute Upon completion of the meditation, regardless of result, a glowing outline will reveal the secret door in the southeast corner of the room, allowing egress. 11. South Access: The south entrance has been filled to nearly impassable with webs, lots of webs... And rat corpses. The corridor is home to a healthy spider swarm (12 total: HD 1d4+1hp; AC 8[11]; Atk 1 bite (1hp + poison); Move 6; Save 18; AL N; CL/XP 1/15; Special: lethal poison (+4 saving throw)). If the spiders are killed off by adventurers entering the shrine by this route, the Docent (4) will be most disappointed, because they really helped keep the rats down. Wyvern 10 Atkins Open Game Content DESIGNATION OF PRODUCT IDENTITY Designation of Product Identify of Leicester’s Rambles™ includes, but is not limited to: all artwork, logos, author names, and presentation are product identity, with the exception of artwork used under license. Open Game Content may only be Used under and in terms of the Open Game License (OGL). This entire work is designated as Open Game Content under the OGL, with the exception of the trademarks “Swords & Wizardry,” “S&W,” “Mythmere Games,” “FGG,” “Frog God Games,” and with the exception of all artwork. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch Monstrosities, Copyright 2012, Matthew J. Finch COPYRIGHT NOTICE ‘Four Views of Wyvernseeker Rock', Copyright © Leicester’s Rambles, 2020, Author: Vance Atkins . Art is credited, above. Map is courtesy of Dyson Logos (dysonlogos.com) Wyvern 12 Atkins
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Dark Queen’s Gambit Richard Woolcock 1 Credits Copyright © Melior Via, LLC 2015 Accursed, Melior Via, and their associated logos are trademarks of Melior Via, LLC in Cleveland, Ohio. Contact us: [email protected] or visit us at www.meliorvia.com Some art Copyright(2012) Tim Tyler, used with permission This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product. Lead Developer Ross Watson Interior Artwork Gary Dupuis Graphic Design Kevin Childress Publisher John Dunn Dark Queen’s Gambit 2 A ragtag group of refugees set out from Friedrichs Ort in Riverspring three weeks ago, in pursuit of a better life. With few prospects in the canton, and no desire to work in the salt mines, the seven brave families decided to tr� their luck further a�eld. A�ter some consideration the� chose to resettle the long-abandoned village of Hadiksdorf, where they could reinforce the dilapidated limestone buildings with salt bricks to ward o� the haunters of the hills. Unbeknownst to the doomed settlers, however, the Dark Queen had once used the crypt below the village church to conduct a series of nefarious experiments, and a pack of her ghostly masti�s now guard the grounds. Several days ago, a curious child discovered the church while exploring, provoking a vicious response that wiped out the settlers. Hadiksdorf It’s obvious at a glance that the settlers have been hard at work in the village. Four of the buildings have been recently repaired, with protective salt bricks inserted into the walls below the newly laid roof slates. There are also signs of violence near the buildings, including several patches of dried gore, although there are no corpses. A quick search reveals dozens of large canine paw prints, overlapped in places by small human footprints. The footprints lead to one of the buildings, where a young girl is currently hiding in a cupboard. The girl is about 10 years old, and has heaped a large pile of salt in front of her hiding place. The girl is scared, but tough. Questioning her is resolved as a Social �on�ict, with the margin of success indicating how much information the heroes discover. These clues are cumulative. Margin of Success Clue 0+ The girl points the heroes toward the trail leading to the church, but she doesn’t speak unless they achieve at least 1 success. 1+ She explains that she hid when the village was attacked by a pack of big black dogs. She heard them sni�ng around outside the cupboard, but they didn’t break through the door. 2+ She say that her name is Sarah, and thinks the dogs le�t her alone because there was lots of salt stored in the cupboard. 3+ Sarah describes seeing one of the dogs leap through the wall of a building, as if it were a ghost. 4+ She mentions that one dog was much bigger than the others, and it had two heads. 5+ Sarah admits �rst seeing the dogs at the church while exploring, and describes in detail how they chased her back along the trail. Each player earns a Benny for this valuable insight. Hot on the Trail The old trail is not di�cult to �nd, despite being overgrown with vegetation, but as the players reach the �rst turn they come face to face with a night’s masti� (see Accursed page 127). Rather than attacking, however, the ghostly dog spins around and races up the trail, obviously planning to warn the rest of the pack. This scene is resolved as a standard �ve-round Chase, with the hound using the foliage to maintain light cover against ranged attacks. The masti� uses the Force maneuver to distract the heroes, trying to ram them over the edge of the steep cli� along one side of the trail. If the players manage to kill the hound before the end of the Chase, they gain Surprise in the next scene, and receive one Benny each for their quick thinking. The Hook There are many ways the players might be drawn into the adventure, but here are a few suggestions: 1. An old white witch tells the heroes that her nephew and his family were among the refugees, and she can no longer locate them with her magic. She fears for the worst, and begs the characters to investigate. 2. The heroes stumble across the village by chance while traveling through the region, perhaps while heading toward (or away from) Friedrichs Ort. 3. The adventure begins with the heroes entering the abandoned village, and it’s le�t up to them to explain why they came, using the Interlude rules. Dark Queen’s Gambit 3 Battle in the Ruins The ancient church predates the rest of the village, and has long since cru��led into ruin� The �asti�s are lazing about nearby, chewing on the bones of the settlers, but they react quickly to the threat. Resolve this scene as a regular combat. There are two shadow hounds per player (use the stats for a night�s masti�, e�cept they are ��tras and don’t have the Phasing ability), along with the night’s masti� from the previous scene (if it survived), and Orthus, the two-headed pack alpha. The Gambit The church may be a ruin, but the entrance to the crypt is still intact, and the thick oak door is securely locked. Picking the lock requires a Subterfuge roll at –2, on a failure the hero triggers a magical trap: ghostly tendrils erupt from the door, and everyone within a �one Template must make an �gility roll at –2 or su�er 2d10 damage. Breaking down the door (Toughness 10) automatically triggers the trap. The crypt is thick with dust, but extravagantly decorated with looted furnishings. An ornate mahogany desk sits in one corner, while several shelves line the walls, crowded with macabre knickknacks and a handful of indecipherable books�written in a spidery hand. Resting on the desk is a small, brass-bound, cedar chest. What does the chest contain? That is up to the GM, but here are some suggestions: • A detailed report on the events surrounding the Betrayal. Although it’s never spelled out, the results of the investigation strongly hint that Melusine was involved somehow, arranging for the Djinn to be eliminated so that she could seize control of her former ally’s banes. • A powerful relic is stored inside the magically warded chest, and the inscription on the lid states that only someone “strong of heart and pure of spirit” can open it. • A notebook containing clear directions to a strange magical gateway. The portal leads to a destination protected by salt, preventing Hecate or her banes from entering it, and her scribbled musings in a nearby notebook suggest she didn’t trust any of the other witches enough to share her knowledge with them. Of course the real question is why did Hecate leave the chest here, where it could be found? Why didn’t she ever return to the crypt to collect it? It’s almost as if she wanted the chest to be discovered… Orthus This massive two-headed hound was the result of an arcane experiment conducted by the Dark Queen. However Orthus proved to be far too aggressive and unpredictable for Hecate’s purposes, so she le�t him behind to guard the crypt. Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10 Skills: Fighting d10, Notice d12, Subterfuge d10, Tracking d12 Pace: 8; Parry: 7; Toughness: 9 Special Abilities Improved Frenzy: Orthus can attack with both heads, making two Fighting attacks each action with no penalty. �ight�s �asti�: Orthus is a night’s masti�, with the same Bite (Str+d8), Infravision, Phasing, Vulnerability, and Witchline abilities as the rest of his kin. Size +2: Orthus is signi�cantly bigger and heavier than most of his kind.
textdata/thevault/Savage Worlds System (SWADE) [multi]/Accursed/SWADE - Accursed - Dark Queens Gambit.pdf
THE ROLEPLAYING GAME Auxiliary Sheet Hero Name
textdata/thevault/Sentinel Comics RPG/Core/SC - Auxiliary Sheet.pdf
The Noble T he prince of the land, picking up his sword to defend his future kingdom from turmoil. The battered princess who decides it is her time to take up adventure. The king, who has done nothing but hone his talents as a leader and as a noble. Nobles come in all shapes and sizes, but nobility can be more than a background. Characters who wish to fully devote themselves to their noble background, utilizing the majesty of their royal blood and aristocratic lineage can be true leaders and aids in a group. In short, nobles epitimoze their role and put their energy into developing their status and power as a noble. Thus, the noble class born. House of a Noble Nobles are inherently dependent upon their title and bloodline of being nobles. That being said, it is very important to understand the house that you belong to. What are your traditions? What is your house's reputation? Work with your DM to construct not only your own character's nobility, but that of your house. Consider, also, if you are a stereotype of your house or if you contrast against its traditions. It is important to understand what you are a noble of as well. A castle? A vast land? Who is the king? Queen? Who governs it? Are you the ruler, yet too young and a regent governs in your stead? Consider developing storyline archs that force you out of your land or castle towards adventure and intrigue, so that you can function within a party. This class, perhaps more so than others, require extra consideration by the DM. The world setting must value, in some ways and in some areas, the concept of a fuedal or aristocratic society, otherwise who would care that someone calls themselve a noble? Majesty and Magic Majesty is the key power of a noble. It is the sum of their charisma, influence, social power, and prowess with their presence. Many of the effects of majesty function like magic. A noble can command a creature to kneel and, like magical compulsion, should the creature fail their saving throw they must obey the command. However, it is not magical compulsion that forces the creature to kneel: it is the presence of nobility and the awesome power of potent charisma. But what of an orc who cares nothing for the nobility or fuedal societies of humans or elves? Generally, some chaotic creatures who are the epitome of chaos, such as orcs, goblins, etc., may not care about a noble's majesty. Your DM may decide that some creatures may have advantage against any non-magical effects, such as all noble's ability to use suggestion with their majesty score. The DM should consider thoughtfully whether or not a creature adheres to chaotic philosophies and has no form of hierarchy within their own cultural or ethnic background to grant them this resistance to noble abilities. This advantage would only apply to effects that are drawn directly from spells. 1 THE NOBLE CLASS The Noble Level Proficiency Bonus Features 1st +2 Attendant, Encouraging Words, Noble Lineage 2nd +2 Charismatic Armor, Majesty Score 3rd +2 Noble Lineage Feature 4th +2 Ability Score Improvement 5th +3 Noble Lineage Feature 6th +3 Ability Score Improvement 7th +3 Noble Lineage Feature 8th +3 Ability Score Improvement 9th +4 Sublime Majesty 10th +4 Majesty Score (minimum 10) 11th +4 Noble Lineage Feature 12th +4 Ability Score Improvement 13th +5 Majesty Score (minimum 14) 14th +5 Noble Lineage Feature 15th +5 Charisma Score Increase 16th +5 Ability Score Improvement 17th +6 Majesty Score (minimum 16) 18th +6 Noble Lineage Feature 19th +6 Ability Score Improvement 20th +6 Charisma Score Increase Class Features As a noble, you have the following class features. Hit Points Hit Dice: 1d6 per noble level Hit Point at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per noble level after 1st Proficiencies Armor: None Weapons: One simple weapon of your choice Tools: Two instruments of your choice Saving Throws: Wisdom, Charisma Skills: Choose any three from Acrobatics, Animal Handling, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, or Religion. Equipment You start with the following equipment in addition to the equipment granted by your background: (a) any simple melee weapon or (b) any simple ranged weapon and 20 pieces of ammunition (a) a musical instrument of your choice or (b) a book of lore (a) a riding horse, riding saddle, and bit and bridle or (b) a donkey, pack saddle, and cart or (c) a pair of mastiffs (a) a diplomat's pack or (b) a scholar's pack a set of fine clothes and a signet ring. Attendant At 1st level, you are always accompanied by an attendant to take care of all tasks you desire him or her to take care of. Your attendant's role in your life could vary. Based on your chosen noble lineage, your attendant may alter or perform certain actions. Your attendant is always with you, obeys your commands to the best of their ability, but will only put themselves at risk when it is directly related to your well- being. Should your attendant ever die, you recieve another within one month's time from your noble house or from some other source, assuming you take to the proper channels to request, recruit, or demand one. Your attendant is of your race, a gender of your choice, but lack any exceptionalities that befit them racial traits. They are proficient in light armor and daggers. Attendants take their turn on your initiative, though they don't take an action unless you command them to. On your turn, you can verbally command them where to move (no action required by you). You can use an action to verbally command them to take the Attack, Dash, Disengage, Dodge, or Help action. 2 THE NOBLE CLASS Encouraging Words Also at 1st level, you may use your words to bolster morale in your allies. You gain a pool of hit points that you can use to impart temporary hit points to an ally, equal to your levels in noble x 5. As an action, you encourage an ally within 5 feet of yourself and instill a portion of the temporary hit points or all of it, at your choice. You must be within 10 feet of an ally, due to the intimacy of these encouraging words. You cannot give an ally temporary hit points in this way if they do not already have at least 1 hit point. You cannot use your encouraging words on yourself. Your pool of hit points for encouraging words fully replenish after a long rest. Noble Lineage And finally, at 1st level, choose a noble lineage that decides your area of noble upbringing, specialty focus, or traditions that were passed down on you. Your noble lineage is, essentially, that which makes you a unique type of noble. The Lineage of Warfare, for example, focuses on combat, weapons, and leadership in warfare. You may choose between: Lineage of Diplomacy, Lineage of Myth, or Lineage of Warfare. You gain class features based on your noble lineage at 1st, 3rd, 5th, 7th, 14th, and 17th level. Charismatic Armor At 2nd level, your mere presence exudes a charismatic aura that is difficult to strike to most creatures. You always have an armor class that is at least equal to 10 + your Dexterity Modifier + your Charisma modifier, even if you currently have another armor class from other means. Your charismatic armor cannot increase in value by wearing shields or armor, but can from wearing magical items. Creatures who are immune to being charmed or who have advantage against the charmed condition have advantange to attack rolls against you when using this armor class. Majesty Score At 2nd level, you gain a majesty score that you use to express your influence on others. When you finish a short or long rest, roll 1d4 per your Charisma modifier. Use this result, applying bonuses or penalties based on the Majesty Score Table below, to formulate your majesty score. At certain levels (see the Noble class table), no matter what you roll for your majesty score, it cannot be less than a certain amount. Any saving throw to resist a class feature using your majesty score is equal to 8 + your Proficiency bonus + your Charisma modifier. You may use your majesty score to do the following: Affecting Persona You may reduce your majesty score to affect others in a fashion similiar to any of the following spells, except the effect is non-magical: calm emotions (1 point), command (1 point), and suggestion (2 points). Thus if you had a majesty score of 12 and you used calm emotions you would have a majesty score of 10 until you could reroll your majesty score. The only components required is a verbal component. Otherwise, treat the spell as normal except it is a non-magical effect and requiring no concentration. Bolstered Spirits You may use your Encouraging Words class feature to heal your allies, instead of instilling temporary hit points. You can only do so when your majesty score equals 14 or greater. You cannot heal a creature in this way unless they have at least 1 hit point. Persuasive Aristocrat Whenever you roll a persuasion or deception check, your result can never be lower than your majesty score so long as your majesty score equals 6 or higher. Uncanny Presence As a bonus action or reaction to being targetted by an attack, you may reduce your majesty score by 4 to have an armor class equal to your Charisma score + 1d4. This armor class lasts until the end of your next turn. Creatures immune to or who have advantage to resisting the charmed condition roll attacks against this armor class with advantage. Majesty Score Table Bonus/Penalty Circumstance +4 You are in a region where your noble house or title is considered influential. +2 You are in a region where noble houses or aristocratic titles are considered influential. +1 You are travelling with individuals (other than your attendants) who consider your title or nobility as influential or worthy of respect. -3 You are in a region where noble houses or titles are not respected, valued, or honored. -2 You are travelling with individuals (other than your attendants) who consider your title or nobility as something that is not very influential or worthy of respect. +/- Your DM may vary bonuses or penalties based on various circumstances they deem necessary similar to the above situations. 3 Attendant Medium humanoid (any race), your alignment Armor Class 14 (leather) Hit Points 12 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 12 (+1) 13 (+1) 14 (+2) Skills Perception +2 Senses passive Perception 13 Languages Common and one language that you can speak Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d4 + 2) THE NOBLE CLASS Sublime Majesty At 9th level, you may reassert your noble self if you feel your influence wavering. If your majesty score is below your Charisma score, you may use a bonus action to roll 1d4 to add to your majesty score. You may do so once before you must take a short or long rest to do so again. Charisma Score Improvement At 15th level, you have such experience with utilizing your charisma that you become better equiped to exploit it beyond normal creatures. You gain +2 to your Charisma score to a maximum of 22. At 20th level, your Charisma score increases +2 again to a maximum of 24. Noble Lineage Three types of noble lineages exist: diplomacy, myth, and warfare. These lineages help demonstrate how it is possible to vary in how nobles come to embody their capabilites. Lineage of Diplomacy In a house of diplomats, a noble is instructed on how to utilize their majestic presence to be a leader, to create bonds that tie, and to use others to do their bidding. They are known for their prowess with words and immense persuasive talents. Additionally, nobles who are famed for their skill in diplomacy are known for their ability to gain insights and truths from others in subtle fashion. They are almost always accompanied by a guardian for martial protection. Noble Guardian At 1st level, you gain an additional attendant that acts as a guardian for you. This may be an individual assigned to protect you or someone you or your family hired. Regardless, they are loyal to you and seek to help you in anyway they can. They will even risk their life to protect your well-being. Treat your guardian exactly as a normal attendant, except they are proficient in light and medium armor and simple and martial weapons. You may add your Proficiency bonus to your guardian's attacks, damage rolls, and saving throws so long as you are within 120 feet of them and they are aware of your presence. At 6th level, your guardian gains Extra Attack. At 11th level, you may now command your guardian to perform actions as a bonus action instead of an action. Demand Action At 3rd level, you can exert your presence in a situation to force an ally to act. As an action, you may force an ally to use their reaction to take an action. Using this ability reduces your majesty score by 1. Diplomatic Persona At 5th level, you gain the following abilities to utilize with your majesty score: Destroy Morale. You utilize the defeat of a foe to change the tide of battle by declaring you and your allies victorious, devastating the morale of your foes. As a reaction to an ally defeating a hostile creature, and by reducing your majesty score by 4 points, all other hostile creatures within 30 feet of you and the defeated creature who consider that defeated creature an ally must make a Wisdom saving throw or lose half of their current hit points (rounded down). Creatures who have advantage against charmed conditions may roll the saving throw with advantage. Creatures who are immune to being charmed are immune to this effect. You may choose, 4 Guardian Medium humanoid (any race), your alignment Armor Class 16 (breastplate) Hit Points 31 (4d10 + 7) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0) Senses passive Perception 10 Languages Common Noble Synergy. Whenever a guardian finishes a long rest in the presence of the noble they serve, they gain temporary hit points equal to the noble's Charisma modifier X their levels in the noble class. Actions Longsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d10 + 2) THE NOBLE CLASS instead, to target one creature within 30 feet of you or the defeated creature that is an ally of the defeated creature and they must make a Wisdom saving throw or suffer the same effect. If you choose only one creature for the ability, you reduce your majesty score by 2. Assess Persona. By taking a moment to assess your opponent, you discover their weaknesses and may later act to exploit it. As a bonus action, you interact with them in some way to glean their weaknesses. Roll a Persuasion (Charisma) or Deception (Charisma) check against their Insight (Wisdom) roll. If you are equal or higher than their check, you gain the following information: their saving throw bonuses, all Charisma based skill proficiencies, and whether they are friendly, neutral, or hostile towards you, as well as any general emotional state the creature is currently in. You must have a majesty score of at least 8 to use this feature. Worthy to Save. Your guardian would sacrifice their life to save you and they often prove it. As a reaction to being targetted by an attack and your guardian is within 5 feet of you, you may sacrifice their ability to move and take action on your next turn to gain +2 to your armor class as a shield bonus. If you have this bonus and are hit by an attack within 2 points of your armor class, your guardian takes the damage instead of you. For example, if you have an armor class, with this bonus, of 18 and you are hit for 18 or 19, your guardian would be hit by the attack instead of you. Using this ability reduces your majesty score by 2 points. Contrive Defense At 7th level, you have the ability to cause your allies or enemies to react in a way that benefits them or exploits their weaknesses. As a reaction to a creature making a saving throw, or as a bonus action on your turn, you may have them trade their physical saving throws for a different physical saving throw and mental saving throws for a different mental saving throw. For purposes of this feature, physical saving throws are Strength, Dexterity, and Consitution and mental saving throws are Intelligence, Wisdom, and Charisma. So if an enemy is facing a fireball and must roll a Dexterity saving throw, you may attempt to convince them to use their Constitution instead to simply stand there and withstand the flames with their sheer presence. For a creature to resist this, have the target creature roll an Insight (Wisdom) check against your Persuasion (Charisma) or Deception (Charisma), your choice. If you win the contested roll, they must use a different physical or mental saving throw of your choice. You cannot replace a physical saving throw with a mental saving throw, however, or vice versa. Once you use this feature, you cannot do so again until you finish a short or long rest. Masterful Diplomacy At 11th level, you gain the following abilities to utilize with your majesty score: Berating Words. You realize your inspiring presence can ahve the reverse effect on a foe. By reducing your majesty score by 1 and as a reaction to you or an ally being targetted by an attack roll by an enemy within 60 feet of you that you can see and that can see and hear you, you can berate the foe and cause them to miss. Your ally gains +2 to their armor class from the chosen target until the end of your next turn. You may reduce your majesty score by additional points by 1 and gain that number as a bonus to you or your ally's armor class, up to a maximum of a +5 armor class bonus and reducing your majesty score by 4. Exert the Self. By reminding yourself of who you are, you may reassert control over yourself. As an action and by reducing your majesty score by 2, you may end the effects causing you to be charmed or frightened. Even if you are not normally permitted an action during the effects, you may use this ability to overcome them. You Know Me. You may create a bond with a number of creatures that is represented by the fact that you can near-telepathically tell them what to do simply by your body language. Choose a number of creatures equal to your Charisma modifier + half your levels in noble (rounded down) that you have spent at least one week with. Whenever those creatures can see you, they understand basic commands and your silent language simply by reading your body language. You can tell them things like "no", "yes", "that's bad", "I don't like that", "this is a great idea", "do it," etc. You cannot reveal complex information in this way. Other creatures cannot determine your messages in this way, even if they roll impressive insight (Wisdom) skill checks. Shatter Persona At 14th level, you may verbally assault a creature to the point where they may find it impossible to recover. As an action, a creature within 60 feet of you that can see and hear you must succeed on a successful Charisma saving throw as you berate them with words or remind them of your majesty in some way or suffer debilitating consequences. As a result of failure, the creature takes 14d6 damage (this damage cannot reduce them below 1 hit point), has their maximum hit points reduced by half (rounded down), has disadvantage on Charisma and Wisdom based skill checks for 24 hours, and is stunned until the end of their next turn. Creatures who have advantage against charmed conditions may roll the saving throw with advantage. Creatures who are immune to being charmed are immune to this effect. Once you use this feature you cannot do so again until you finish a long rest. Supernal Majesty At 18th level, your ability to manipluate others with your majesty becomes nearly supernatural. Creatures cannot ignore or take advantage against your abilities due to being resistant or immune to the charmed condition or effects, unless they overcome your sheer presence. They must make a Wisdom saving throw when they might ignore or gain advantage against your armor class or some ability and if they suceed their immunity or resistance stays in effect. If they fail, they treat your abilities normally as though they did not have immunity or resistance to charmed effects or conditions. Once a creature fails this saving throw they cannot make another one until after 24 hours have passed. After 24 hours, they may try to overcome your presence and gain the benefits of their immunities or resistances. 5 THE NOBLE CLASS Lineage of Myth The wicked queen who has mysterious powers. The fairy tale princess who has animals that flock to her as she effortless befriends the wild critters. The prince charming who gallantly defends the weak and seeks to save the damsel. All of these archetypes fit the nobles of the province of myth. They are the nobles of legend and fairy tale; they are the fabled and magical. When one's nobility hails in the lineage of myth, they are often accompanied by either a woeful event that exists in their past or a destined fate that cannot be escaped... or both. Mythic Woe At 1st level, a mythic woe is something in your past that defines you of your magical or mythic background. Perhaps you were cursed by a witch or simply had a strange woe afflict you and you are oblivious to its origin. Regardless, you may struggle with your woe defining you, battle to overcome it, or embrace it. Choose at least one Mythic Woe from below. Cursed. You are under one of the effects of the bestow curse spell, except its effect is permanent and cannot be removed except by a wish spell or by the death of the creature who cursed you. Exiled. You don't even know of your own nobility. For some reason, you were exiled from the land that is rightfully yours. While you may be extraordinarily charismatic and have a potent personality, you do not know where it hails from. Your majesty comes from an inherent form of entitlement, something that tells you that you are meant for great things, even if you know not what. Exiled nobles are always under the watchful eye of at least one creature, which the noble may or may not know of. Choose one creature from this list that is or has watched over you during your exile: a deva, a cambion, a centaur, a dryad, a faerie dragon, a night hag, a pixie, a satyr, or a sprite. The creature may watch you from afar, or may be under some guise and raising you as their own or some other method of keeping an eye on you. Because of your charisma, your attendant is actually a friend of yours or a loyal companion, instead of an attendant who respects you from just your authority. Additionally, you cannot gain the +4 circumstance on the Majesty Score Table when you roll your majesty score until you become aware of your nobility in some way. Forever Sleepy. You are subject to sleep spells and effects, even if you have immunities from other features or abilities. Whenever you are the target of a sleep spell, count yourself as having half your current hit points as you currently have. Additionally, choose one creature. That creature is your soulmate or savior. Whenever you are the subject of magical sleep, you fall asleep permanently and may not awaken until your soulmate or savior kisses you on your forehead or lips. Should your soulmate or savior ever die, you awaken by the next creature that kisses you on your forehead or lips. Once you are permanently under the effects of a sleep spell or effect, you cannot be so again in a permanent way after you are awakened. You are still vulnerable to the effects, however, as described above. Feyline. At some point, your ancestors mixed your lineage with fey-blood and this is your fuel of majesty. Fey creatures regard you with curiosity, inherently sensing the feyline within you or feeling a nascent sense of familiarity when in your presence. This may lead to you being some destined noble of fey or of some fey court or kingdom. Honesty. You are magically compelled to always tell the truth when you are asked a question. This truth is relative to your own understanding of truth and reality, but you cannot willfully lie or be dishonest. Midnight Form. At dusk, so long as you are within 1 mile of being able to see the night sky, you transform into one of the following creatures from the Monsters Manual (see their corresponding page number): an orc of your gender (page 246), a frog (page 322), or a swan (hawk stats, page 330). You lose all your class features and capabilities and act only with the stats provided of your chosen form. When dawn comes, you revert to your normal form and you act as though you had a long rest, whether you rested or not. This woe is dependent upon some factor, creed, doctrine, or curse, usually of the poetic type. Discuss this with your DM to see if you may ever break the curse or how you must follow some doctrine to avoid the midnight form, should you wish to. You may also choose a different creature from the Monsters Manual but 6 THE NOBLE CLASS the chosen creature should not be have statistics that are stronger than that of an orc (page 246). If you die in your midnight form your revert back to your normal form. Prince/Princess Charming You are the prince or princess of a kingdom, destined to soley inheret the kingdom and bear the burden of the monarchy. You are inherently good, a pureborn noble who sees only justice, truth, honesty, and charity. You are likely lawful good, possibly neutral good, but not chaotic good or any other non-good alignment. All of these traits and privileges come with a cost, however. Whenever you perform any action that is a betrayal, goes against your conscious or moral code, leaves the innocent in danger, or some other reason that the DM percieves going against justice, truth, honesty, love, and charity, you incur one point on the toll of goodness, which weighs against your conscience, affecting how you function. All tolls are cumilitive, thus if you have 4 toll points, you incur 1, 2, 3, and 4 tolls. After a long rest or a significant gesture of goodwill, you lose 1 toll point. You cannot lose more than 2 toll points within 24 hours of losing a point. If you have no toll points, you may call upon your family and kingdom for assistance in some way once per month, so long as you are aware of them. Toll of Goodness Toll Points Toll 1 You realize that you have done something wrong and you await some form of punishment. After every long rest you have at least 1 toll point, your first saving throw is made with disadvantage. 2 The weight of further bad deeds weighs on your consience. You refuse to eat, feast, be merry, or enjoy the delights of the world. 3 At this point, you consider yourseful truly sinful and deserving of harsh punishment. For every day you retain at least 3 toll points, word gets back to your family of your deeds and your reputation suffers. You lose 1 majesty point after rolling your majesty score. 4 Your deeds have gained the attention of religious or noble indivdiuals who wish to intervene in what is percieved to be "your fall of grace". 5 Your deeds have gained the attention of evil religious, noble, and magical creatures who wish to take advantage of your state. Your alignment is in danger of shifting away from good and you may be propositioned some scenario in which you trade something for wealth, knowledge, and/or power from a powerful creature. Unique. Consider making up a unique myth that defines you as a noble of myth. This should have very little, if at all, mechanical effect, but should build up lore. Consider existing fairy tales and folk lores that exist concerning nobles, princes, kings, and queens. Your DM should approve any Mythic Woe that you compose. Body of Majesty Also at 1st level, you are inherently and extraordinarily attractive as a member of your race and gender. You often stand out in crowds and even members of other races find you appeasing to look upon. You find it particularly easy to stay fit and rarely find yourself dirty or smudged unless you willfully intend to be in such a state. You also have perfect symmetry in your physical features. When you roll your majesty score, add your Charisma modifier to the result. Additionally, you gain proficiency in either Deception, Intimidation, or Persuasion. At 2nd level, you gain expertise in one of those three skills that you are proficient in. Mythic Mark At 3rd level, you begin to define the mythology of yourself. Choose two of the following abilities. At 5th, 7th, and 14th level you may choose another from this list. Allure. You are the epitome of a blinding, stunning individual. You can use your action to force all eyes on you by unveiling yourself or doing some dramatic action, such as singing, playing an instrument, or some other form of displaying yourself. 3d6 creatures of your choice that can see you within 30 feet must make a Wisdom saving throw or be charmed by you until the beginning of your next turn. While they are charmed they are incredibly distracted. Attacks against them have advantage and their attacks against others have disadvantage. You must have a majesty score of at least 6 to use this feature and a use of this feature reduces your majesty score by 2. Animal Companion. You gain an animal companion, or a swarm of animals, that you consider your best friend(s) and loyal ally. Choose a beast that is no larger than Large and that has a challenge rating of 1 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your noble level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. By reducing your majesty score by 1, you can use a bonus action to verbally command your animal companion, instead of an action. At 11th level, you only need a bonus action to verbally command your animal companion to take the Attack, Dash, Disengagen, Dodge, or Help action. If the beast dies, you can obtain another one by spending 8 hours bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one. Cruel Magic. You do not know how (or perhaps you do), but you manifest some magical powers that are meant to do harm. Perhaps you wish to use them to hurt others or perhaps you use them to protect the innocent. Regardless, these magical powers could make you stand out from your noble peers in mythical ways. You gain two of your choice from the following cantrips with Charisma as your spellcasting ability for them: acid splash, chill touch, eldritch blast, fire bolt, or shocking grasp. When your majesty score is at least 10, you may cast certain spells as an action by reducing your majesty score. Choose three spells from the following that you can cast with Charisma as your spellcasting ability for them: blindness/deafness (2 points), burning hands (1 point), lightning bolt (3 points), ray of sickness (1 point), thunderwave (1 point), or witch bolt (2 points). You may increase the level of these spells by further reducing your majesty score by 1 per level increase, but you cannot reduce your majesty score by 10 and still cast a spell. 7 THE NOBLE CLASS Spells from cruel magic begin at their normal level. For example, if you have a majesty score of 18, you could cast lightning bolt, if that was one of your chosen spells, as a 3rd level spell by reducing your majesty score to 15. You could empower the spell further by reducing your majesty score to 10 and casting the lightning bolt spell as an 8th-level spell. There is a level limit to how much you can empower spells, however, dependent upon your spellcasting levels. Treat your levels in the noble class as a full spellcasting class and see what level of spell slots you would have access to on page 165 of the Player's Handbook. You cannot cast a spell or increase the spell level of a spell that's level is beyond what you would have access to in spell slots of your spellcasting level. Thus, even if you selected lightning bolt at 3rd level as a a noble, you could not gain access to casting the spell until you have 5 levels of a full spellcasting class (i.e. level 5 noble, or level 3 noble and level 2 bard, etc.). Eyes as the Ocean. Your eyes are that of a soft blue, so soft it looks like the rolling waves of a distant ocean. As an action, you may look at a creature, flashing those stunning eyes, and they must make a Wisdom saving throw. If they fail the saving throw, they are charmed by you for 1 minute and can take no actions or move so long as you are within their line of sight. An affected creature may reroll their saving throw at the end of each of their turns for the duration. You must have a majesty score of at least 12 to use this feature and a use of this feature reduces your majesty score by 3. Hair of Gold. Your hair turns into a shimmering, beautiful blonde as it is interwoven with speckles of golden flakes. Your hair grows at an exceptional rate. Once per week you may cut a piece of your hair without affecting its length that is equal to 500gp after you choose this feature. Your hair also radiates magical energies that is desired by many. Each week your hair is not cut, you continue to grow that amount in golden hair, thus after four weeks cutting all your hair to shoulder length is worth 2,000gp. After one month of not cutting your hair it is down to your feet; your hair continues to grow beyond that but has no gold value past 2,000gp, as the speckles are of a shimmering color, not literally gold. When at least one month has fully grown, however, it acts as though you are wearing a shield you are proficient in. You gain +2 armor class, even with your charismatic armor feature. Word may spread of your enchanted hair and it may be covetted by creatures of both banditry and wicked magic alike. Lips of Rose Red. Your lips are constantly a deep rose red. This coloring cannot blemish or smear. As an action you may kiss any creature who then acts as though you casted haste on them, which lasts for 1 minute and does not require your concentration. You must have a majesty score of at least 10 to use this feature and a use of this feature reduces your majesty score by 2. Maidenshield. Whether you are protecting an innocent maiden or you are the maiden protecting yourself, the power of purity in you cannot be denied. So long as you have retained your purity by abstaining from sex, alcohol, and general gluttony, you retain the benefits of this feature. Treat yourself as constantly surrounded by a sanctuary spell. Should this effect ever be broken by targetting a creature with an attack or using an ability that affects a hostile creature that is not designed to simply calm or protect it, you are no longer protected by the sanctuary spell. You may, as a bonus action, impart this effect on another creature within 30 feet of you that you may believe to be pure, but you lose the effect on yourself. You may sustain this effect as a bonus action so long as you are within 30 feet of the chosen creature and they remain pure. You must spend 1 minute in concentration to regain the effects of this ability on yourself. Should you intentionally engage in activity deemed impure, such as sex, drinking alcohol, eating beyond general sustenance, or harming another individual that is innocent, you must spend one full day in prayer or practice of atonement to regain this feature. Valiant Form. You are the epitome of heroic valor in combat. As a bonus action, you may initiate your vailant form. When you do so, all allies within 60 feet of you that can see you may use their reaction to be inspired and gain 2 temporary hit points per your levels in the noble class. Additionally, your armor class increases by +2 (even with the charismatic armor class feature), you gain a bonus to attack and damage rolls with weapons equal to your Charisma modifier, and you select one creature within 60 feet of you that you create a bond of protection with. If your bonded creature is ever targetted by an attack, magical or otherwise, you may use your reaction to move towards the bonded creature or who is targetting them. You may also deplete your encouraging words hit points pool as a bonus action to heal yourself during your valiant form, so long as you have at least 1 hit point. Your valiant form lasts for 1 minute. You must have a majesty score of at least 12 to use your valiant form. Once you use your valiant form, you cannot do so again until after you finish a short or long rest. Voice of Wonder. When you sing, your voice is something that even the gods would be envious of. Whenever you use your encouraging words feature, affected creatures also gain 1d12 temporary hit points, so long as you sing. When you use this feature, you cannot do so again until you finish a long rest. Additionally, so long as you have a 10 majesty score, you may cast geas once before you must take a long rest to do so again. Woodland Majesty. You gain power over creatures and woodland beasts. Your power grows as you level. You have all previous aspects of this mythic mark if you are of a higher level when you choose it. You gain the following spells: animal friendship and speak with animals. You may cast each spell so long as you have a majesty score of at least 8. Treat spells cast in this way exactly like the spell's description, except they are not spells. Treat the effect as non-magical. Thus, you could cast these spells in an antimagic field. Each casting of any spell of this mythic mark reduces your majesty score by 1. At 5th level, you may cast conjure animals so long as you have a majesty score of at least 10. At 7th level, you may cast conjure woodland beings so long as you have a majesty score of at least 14. At 11th level, you may cast conjure fey so long as you have a majesty score of at least 16. Lineage of Warfare Some nobles focus their energies on combat and warfare. The warrior princess who picked up a sword to defend her house from enemies. The young boy of a lord secretly taught how to wield a sword and be a leader in war by his father. Both of these nobles epitomize a noble warrior, one of both majestic presence and fierce combat skills. 8 THE NOBLE CLASS Bonus Proficiencies At 1st level, you gain bonus proficiencies. You are proficient in light and medium armor and your choice of four weapon that can be simple or martial. Additionally, you are proficient in one weapon from the signature weapon chart below or one unique weapon that your DM approves of. War Cry At 3rd level, you can turn the tides of battle by emitting your presence in the form of a wary cry. As a bonus action, you may emit a signature war cry. When you do so, roll a 1d6. You must then use your action on the same turn to attack an enemy, with the result of the die as a bonus to your attack. If your strike succeeds, you gain half that number (a minimum of 1) as a bonus to both attack and damage rolls for 1 minute. Additionally, if your initial strike succeeds, all allies within 60 feet that can see you hit your oponnent have a bonus on their next attack roll equal to the result of the 1d6 roll, so long as their attack is made within a number of rounds equal to your levels in noble. You may not apply this bonus to more allies than you have levels in the noble class. You can only use this feature once each time you roll initiative. Extra Attack Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Uncanny Grace At 7th level, you have learned to use your majestic presense in the heat of a battle. You may reduce your majesty score by 1 to take a Dash, Disengage, or Dodge action as a bonus action. You must have a majesty score of 6 to be able to use this feature. Majestic Strike At 11th level, you may now inspire yourself with your own majestic strikes. Whenever you hit a target creature, you may reduce your majesty score by 2 to deal an additional 2d6 damage to that target with the same damage type as the weapon you struck with. You may further reduce your majesty score by 2 to increase this by 1d6, to a maximum of 5d6 extra damage and by reducing your majesty score by 8. Legendary Acrobatics At 14th level, you may inspire yourself to new feats of acrobatics. As a bonus action and by reducing your majesty score by 4, you enter into a state of exceptional combat prowess. Your movement speed increases by 10, you may now take a second extra attack whenever you take the Attack action on your turn (to a total of 3), and you have advantage to Dexterity saving throws and Dexterity skill checks. This lasts for 1 minute or until you dismiss it. When the state is over you must reduce your majesty score by another 4 (if you can) or you gain one level of exhaustion. Unrelenting At 17th level, your own will and presence becomes so self- inspiring that you can withstand continuous combat. Whenever your hit points are above half of your maximum hit points, you may, as a bonus action and by reducing your majesty score by 1, use the healing pool of your Encouraing Words toreinvigorate your morale and heal yourself normally. Lineage of Warfare -- Signature Weapons Name Cost Damage Weight Properties Bola 1gp 1d4 bludgeoning 1/4 lb. Special, finesse, thrown (range 20/60) Chakram 50gp 1d6 slashing 1 lb. Special, finesse, thrown (range 15/30) Warfan 100gp 1d6 slashing 2 lb. Special, Finesse Scourge 5gp 1d6 slashing 2 lb. Finesse Bola A large or smaller creature hit by a bola is restrained until it is freed. A creature that is formless is unaffected. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature on a sucess. 9 THE NOBLE CLASS Chakram The chakram is a special weapon that, if thrown correctly, can return to its thrower. Whenever you throw the chakram you may have the weapon ricohet off a creature and strike another within 10 feet of said creature, up to a number of creatures equal to your Dexterity modifier, but you must roll a separate attack for each creature. After attacking, roll a Dexterity ability check DC equal to 10 + every 10 feet the chakram was thrown + each creature hit by the chakram. You must be able to hit a creature or ricochet the chakram from some hard object in order to have it return to you. If you suceed on the DC, you may expend your reaction on after your turn to catch the chakram at the beginning of your turn, so long as you have a free hand. If you fail the chakram falls at a random location within 30 feet of throwing it. Warfan As a bonus action, you can roll a contest Deception (Charisma) roll against a target's Insight (Wisdom). If you succeed you have advantage on your next attack with the warfan within one round. Future attempts at using this special property on the same target gives the target creature advantage on their Insight check. Credits Thanks to all the artists out there in the world creating wonderful art for me to bastardize. Also, thanks to Ninja_Prawn for inspiring this idea and everyone on reddit for providing feedback on the former Princess class!
textdata/thevault/Disney Princesses/5E Materials/The Noble Class 5E.pdf
ZAKLĘCIA MODYFIKACJE Nie rzuca się ich samodzielnie, ale razem z dowolnym znanym lub zapisanym w księdze postaci zaklęciem dotykowym lub dystansowym, z którym danej modyfikacji da się użyć (zgodnie z jej opisem). Postać musi znać na pamięć lub mieć zapisane w księdze to zaklęcie-modyfikację, którego chce użyć wraz z innym rzucanym przez siebie zaklęciem dotykowym lub dystansowym. Każda z modyfikacji dodawanych podczas rzucania do bazowego zaklęcia może podwyższyć łączny koszt rzucanego zaklęcia o 1-4 punkty. •(1) Dłużej (tylko dla czarów, których efekt trwa dłużej niż 1 turę) – każde +1, o jakie mag zwiększy koszt zaklęcia z tą modyfikacją, wydłuży czas jego działania o bazowy jego czas działania. •(1) Dalej – każde +1, o jakie mag zwiększy koszt zaklęcia z tą modyfikacją, zwiększy jego dopuszczalny dystans podwójnie (bazowo: 10 m). Nie zwiększa dystansu, na jaki można rzucić zaklęcie dotykowe. •(1) Przekazuję – zwiększenie kosztu zaklęcia o +1 przez użycie tej modyfikacji pozwoli mu zadziałać tak, jakby rzuciła go inna, dotknięta przez maga postać lub (jeśli ma to sens) przedmiot. Wówczas postać/przedmiot stają się „magiem” z opisu zaklęcia, wzbogacanego przez Przekazuję. Dzięki temu np. kamień może powodować Panikę, wierzchowiec może zyskać Szybkość, a sojusznik – Zbroję. •(1) Mocniej – dodając tę modyfikację do niektórych zaklęć, można zwiększyć siłę efektu zwiększając koszt. Jeśli modyfikowane poprzez Mocniej zaklęcie pozwala na rzut kostką, zwiększane są wszystkie kostki efektu zaklęcia o +1 poziom za każde +1, o jakie mag zwiększy koszt zaklęcia z tą modyfikacją. •(1) Wyzwalacz – zwiększenie kosztu zaklęcia o +1 przez użycie tej modyfikacji pozwoli rzucić je „w zawieszeniu” – skutki zaklęcia uaktywnią się natychmiast po spełnieniu warunków określonych przez maga w chwili jego rzucania. Mag nie może rzucić zaklęcia z Wyzwalaczem, gdy już trwa inne, rzucone przez niego wcześniej zaklęcie z Wyzwalaczem, którego warunek aktywacji jeszcze nie został spełniony. Użycie modyfikacji Więcej wraz z Wyzwalaczem jest jedynym sposobem na wytworzenie naraz przez jednego maga więcej niż jednego zaklęcia w zawieszeniu. W dowolnym momencie mag może anulować rzucone przez siebie zaklęcie z Wyzwalaczem (nie wymaga to działania, wydane wcześniej na owo zaklęcie punkty nie wracają). Zaklęcia wzbogaconego tą modyfikacją nie da się umieścić w żadnym zwoju, eliksirze ani przedmiocie, zwój lub przedmiot z samą tą modyfikacją jest możliwy. •(2) Skuteczniej – każde +1, o jakie mag zwiększy koszt zaklęcia z tą modyfikacją, obniży: (a) o 1 poziom kostkę używaną przez cel zaklęcia w teście obrony przed nim lub (b) o 1 punkt rezultat testu Woli przypisany do przedmiotu magicznego na który rzucane jest zaklęcie wraz z tą modyfikacją. •(2) Więcej – zwiększenie kosztu zaklęcia (po uwzględnieniu kosztu wszystkich jego modyfikacji) o pełną wielokrotność tego kosztu pozwala równocześnie stworzyć kolejny egzemplarz efektu tego zaklęcia, można go rzucić w tym samym momencie na ten sam lub inny cel, co pierwotny cel zaklęcia. Cel dla każdego egzemplarza czaru należy wskazać zanim określi się efekty każdego z nich. Przykładowo, można rzucić Uśpienie, wydając dodatkowe 4 punkty Mocy na Więcej, na 5 istot naraz. ............................................................................ ............................................................................ ............................................................................ ............................................................................ ............................................................................ ............................................................................ ............................................................................ ............................................................................ ............................................................................ ............................................................................ ............................................................................ ............................................................................ ............................................................................ ............................................................................ ............................................................................ ............................................................................ ............................................................................ ............................................................................ ............................................................................ Gra fabularna Diadem © Copyright 2015 Andrzej Rylski - autor udziela pozwolenia na powielanie niniejszej Księgi Zaklęć na własny użytek. Oficjalna strona gry: http://diadem-rpg.tk Księga Zaklęć ................................................. (imię postaci) Początkowy zestaw zaklęć Jeśli postać ma cechę Wola k6 lub większą, może przed rozpoczęciem gry znać zaklęcia wybrane z niniejszej Księgi (dotykowe, dystansowe jak również modyfikacje). Każde zaklęcie posiada wymieniony w nawiasie przed swoją nazwą koszt. Suma kosztu zaklęć znanych na początku gry nie może przekroczyć połowy maksymalnego wyniku na kości Mądrości postaci (zdolność Adept pozwala zwiększyć ten limit trzykrotnie). W trakcie gry postać może zdobyć inne zaklęcia, nieopisane w niniejszej księdze. Uzupełnij ich nazwy, koszt i opis w wykropkowanych miejscach. Kapłani a czarodzieje Postać posiadająca zdolność Adept musi wybrać, czy zgłębia magię na drodze studiów i intelektu (jako czarodziej), czy raczej intuicją i wiarą (jako kapłan). Kapłani zaczynają grę z zapisanymi w swej księdze wszystkimi zaklęciami, opisanymi jako dar wybranej religii, po czym może się ich uczyć płacąc jedynie ich koszt w Punktach Doświadczenia. Kapłani nie mogą jednak uczyć się, przepisywać ani rzucać zaklęć, opisanych jako wyrzeczenie swojej religii, w przeciwnym razie utracą możliwość rzucania zaklęć- darów do czasu odbycia pokuty, wyznaczanej przez starszego kapłana ich religii. Gratisowy przedmiot magiczny Adept-czarodziej otrzymuje magiczny przedmiot zdolny 2x dziennie rzucać 1 określone przy tworzeniu postaci zaklęcie dotykowe lub dystansowe o koszcie 1. Rezultat rzucenia tego zaklęcia wynosi zawsze 5. Nikt poza właścicielem nie może go używać. Adept-kapłan otrzymuje symbol swej religii (najczęściej naszyjnik). Dotykając go dłonią, kapłan danej religii może zignorować efekt Społowienia podczas testu rzucenia zaklęcia. Oznaczanie zaklęć w niniejszej księdze  Opis zaklęcia znanego postaci na pamięć (np. zaklęcia znane na początku gry) warto zakreślić.  W inny sposób można oznaczyć zaklęcia przepisane do swojej księgi, jeszcze nie nauczone na pamięć, a także posiadane zapiski innych magów, zaklęcia na zwojach czy w przedmiotach, duplikujących efekty zaklęć. ZAKLĘCIA DOTYKOWE Mag rzucający zaklęcie dotykowe musi być w stanie dotknąć jego celu (choć nie musi go dotykać). •(1) Bezdech – mag i jego towarzysze (póki będą go dotykać) zaprzestają oddychania na 15 minut. •(1) Dotyk bólu – mag sięga dłonią w stronę przeciwnika. Jest to atak działający jak atak wręcz bronią średniej długości, z użyciem Woli maga zamiast jego Walki. Wszystkie zasady walki wręcz mają tu zastosowanie, można przeciw niemu stosować pełną obronę lub uciekać. Atak ten następuje pod koniec tury tak jak inne zaklęcia. Przeciwnik broni się przed nim dokładnie tak jak przed atakiem wręcz. Jeśli zaklęcie się powiedzie a rezultat testu Woli maga przy rzucaniu przekroczy rezultat działania i ewentualnej osłony przeciwnika, mag zada mu k4 obrażenia. Tylko magiczny pancerz chroni przed nimi. Nie można tym zaklęciem uszkodzić przedmiotu, istoty nieżywe także są odporne na jego efekt. •(1) Niezauważalność – przez 15 minut nikt nie zwraca uwagi na maga, póki stara się on nie rzucać w oczy i zachowywać jak inni wokół. Próba ataku lub rzucenia innego zaklęcia przez maga kończy działanie tego czaru. Każde działanie, które mogłoby zwrócić uwagę na maga np. wejście na strzeżony obszar pozwala na test Bystrości wartownika, który miałby szansę go zobaczyć, usłyszeć lub wyczuć w inny sposób. Uzyskanie wyższego wyniku niż rezultat testu Woli, dzięki któremu to zaklęcie zadziałało oznacza, że mag został zauważony, a efekt tego zaklęcia przestał działać. Trwanie w bezruchu gwarantuje działanie tego czaru. •͏͏͏(1)͏͏Klucz – mag włącza, wyłącza, otwiera lub zamyka dowolny mechanizm, zamek w drzwiach, przejście lub mechaniczną pułapkę, o ile nie została zablokowany magicznie. Wielkie mechanizmy, jak windy czy dwuskrzydłowe wrota, mogą wymagać użycia modyfikacji Mocniej i wydania 1-2 punktów Mocy więcej. •(1) ͏͏Światło – przedmiot możliwy do trzymania w dłoni, lub sama dłoń maga emituje przez 30 minut jasne światło (jak pochodnia, ale w kolorze czystej bieli). •(1)͏͏͏Widzenie w ciemnościach – przez 30 minut mag widzi wszystko w promieniu 10 m jak w jasny dzień. •(1)͏͏͏Wykrywanie – przez minutę mag wyczuwa w promieniu 5 metrów wokół siebie celowo ukryte przedmioty i przejścia oraz wszelkie magiczne przedmioty, a także przedmioty i miejsca, na których aktualnie działa efekt dowolnego zaklęcia oprócz rzuconego właśnie Wykrywania. •(2) Odczynienie – niweluje trwające efekty zaklęcia na wskazanym miejscu, przedmiocie lub osobie, jeśli rezultat testu rzucania Odczynienia będzie wyższy niż rezultat testu rzucania zaklęcia niwelowanego. Nie pozwala to usunąć zaklęcia z przedmiotu magicznego, zwoju czy eliksiru ani niemagicznych skutków zaklęcia, którego działanie się skończyło. Eliksir z zaklęciem Odczynienie ma przypisaną do siebie kostkę Woli k10 lub wyższą (w przypadku droższych wersji tego eliksiru). •(2) Przejście – mag przenika przez 1 m ściany. Użycie modyfikacji Dalej pozwala pokonać 0,5 m więcej za każdy wydany 1 punkt Mocy. Jeśli ściana jest grubsza, fragment ciała maga materializuje się w przeszkodzie i otrzymuje on 2k20 obrażeń. Żadna osłona ani pancerz (także magiczny) nie chronią przed nimi. Dlatego, przed użyciem zaklęcia Przejście zaleca się wcześniejsze użycie zaklęcia Wizja. •(2) Zbroja – przez pół godziny zapewnia magowi pancerz magiczny o wartości k4. Jeśli istota pod wpływem tego zaklęcia nosi też zbroję, rzuca wszystkimi swoimi kostkami pancerza i używa najlepszego z wyników. •(2) Zrozumienie – przez 10 minut mag rozumie symbole, napisy, języki a także magiczne zapiski (formuły zaklęć – na zwojach, czy spisane w jakiejkolwiek innej formie). Poznaje także działanie magicznych przedmiotów oraz zaklęć, które wciąż są aktywne na miejscu, przedmiocie lub osobie w zasięgu dotyku maga. •(3) Bariera – tworzy niewidoczny i nieruchomy, okrągły dysk (płaskie koło) o średnicy 3 m. Położenie centrum bariery i jej orientację wyznacza maga swoją dłonią w chwili rzucania zaklęcia, później nie można ich zmienić. Bariera znika po 10 minutach lub wcześniej, na życzenie maga, a póki działa, blokuje obustronnie przejście istot oraz każdy atak, spadające głazy, ogień, zaklęcia zadające obrażenia. Zadanie Barierze 15 i więcej obrażeń zaklęciem niszczy ją, lecz nie zadaje obrażeń osobom przez nią chronionym. •(3) Leczenie – przywraca k4 punkty Zdrowia albo k4 punkty Energii (wybór maga w chwili rzucania zaklęcia) magowi albo dotykanej przez niego istocie. W przypadku przywrócenia tym zaklęciem Energii istota, jeśli była głodna lub śpiąca, przez kilkanaście minut nie odczuwa tych dolegliwości. •(3) Lot – mag przez minutę może się wznosić, unosić w powietrzu, a także lecieć z prędkością nie szybszą od galopującego konia (taki lot nie męczy maga, natomiast inne męczące czynności wykonywane w tym czasie jak np. dźwiganie ciężarów, powodują normalne utraty Energii). •(3) Szybkość – przez 5 tur mag jest przyspieszony - może przemieszczając się pokonać 2x większy dystans w ciągu tury, posiada przewagę w walce, ponadto może deklarować rzucanie zaklęcia z pamięci co turę, a czar rzucany przez niego ze zwoju lub z pamięci zadziała na początku tury, w której zakończyło się jego rzucanie (równocześnie z przygotowanymi atakami dystansowymi, przed atakami wręcz). .................................................................... .................................................................... .................................................................... .................................................................... .................................................................... ZAKLĘCIA DYSTANSOWE Zaklęcia te dotyczą 1 celu  i mają zasięg 10 m. Jeśli celem jest istota, może się ona bronić (jeśli tego chce i opis zaklęcia na to pozwala), korzystając z cechy wymienionej w kwadratowym nawiasie. •(1) Pocisk mocy – mag wskazuje cel i jeśli rzuci ten czar z sukcesem, jednocześnie uzyskując rezultatem Woli trudność obliczaną jak przy ataku z broni dystansowej o bazowym zasięgu 10 m, trafia cel pociskiem z energii żywiołu wybranego w chwili deklarowania rzucenia tego zaklęcia. Udane zaklęcie, które nie osiągnęło trudności trafienia produkuje pocisk, który chybia cel i trafia obok. Pocisk po trafieniu zadaje 2k1 obrażeń (ale warto pamiętać, że za każdy 1 punkt wydany na modyfikację mocniej poziom obu "kostek" zwiększa się o 1 – na k3, k4 itd.). Każdy pancerz w normalny sposób chroni przed obrażeniami zadawanymi przez ten czar. Przed tym pociskiem można uskakiwać jak przed atakiem dystansowym – jak zawsze, trzeba być w defensywie, aby móc zadeklarować uskoczenie. [Sprawność] •(1) Sugestia – przez najbliższe 5 minut wskazana osoba znająca język, którym posługuje się mag, traktuje informacje wynikające z wypowiedzi maga jako bardzo prawdopodobne, o ile sama nie wierzy w coś przeciwnego. Jeśli nie da się wykazać fałszu, przeświadczenie o racji maga będzie trwać nawet dłużej. Stwierdzenia typu: powinieneś ofiara może łatwo sfalsyfikować, sama nie mając takiego przekonania, dlatego zaklęciem tym nie można zmusić nikogo do jakichkolwiek czynności, a to czy ofiara zdecyduje się zrobić coś czy nie, na skutek przeświadczenia wywołanego tym zaklęciem, zależy od wielu czynników np. temperamentu osoby, na ile sytuacja jest typowa dla niej itd. [Bystrość] •(1) Telepatia – pozwala magowi rozmawiać w myślach z dowolną osobą znaną lub widzianą nie dawniej niż 15 minut temu (modyfikacja Dłużej pozwala wydłużyć ten okres dwukrotnie za każdy dodatkowy 1 punkt kosztu) o ile osoba ta zgadza się na rozmowę. Nie ma ograniczeń w odległości od tej osoby. Do skutecznej komunikacji wymagana jest znajomość tego samego języka mówionego przez obie rozmawiające strony. Rozmowa może trwać dowolnie długo aż mag lub ta osoba nie zdecyduje się jej przerwać lub nie uśnie. Naraz można rozmawiać z jedną osobą, ponowne rzucenie tego zaklęcia zerwie trwającą już rozmowę. Rzucenie tego czaru na kilka osób naraz dzięki modyfikacji Więcej pozwala mówić jednocześnie do kilku osób, ale nie umożliwia wzajemnej komunikacji pomiędzy tymi osobami. •(1) Uśpienie – na 1 godzinę wskazana postać, zwierzę lub bestia zasypia zwykłym snem. Już w kolejnej turze śpiący może się obudzić na skutek hałasu, potrząsania czy bólu, tak jak każda normalnie śpiąca osoba. Uśpienie nie działa na istoty, które z natury nigdy nie śpią jak np. mechanizmy czy upiory. [Budowa] •(1) Wizja – mag wskazuje kierunek i odległość (nie przekraczającą zasięgu możliwego dla tego zaklęcia), po czym może przenieść swój punkt widzenia do tego punktu i „rozejrzeć się” przez 1 turę (jakby stał w tamtym miejscu). Może także w trakcie działania Wizji przemieszczać punkt widzenia w tempie marszu, nie oddalając się od swego ciała bardziej, niż na maksymalny dystans zaklęcia. Mag ogląda wizję swoimi oczami (zaklęcie nie poprawia zdolności widzenia). W tym czasie jego ciało pozostaje nieruchome i nie jest on świadomy tego, co się z nim dzieje. •(2) Błyskawica – wystrzeliwuje pocisk, automatycznie trafiający we wskazany przez maga cel (postać lub przedmiot). Trafiony cel otrzymuje k4 obrażenia. Trafiona istota musi dodatkowo wykonać test Budowy. Jeśli uzyska mniejszy rezultat niż jej strata Zdrowia w tej turze z powodu Błyskawicy, straci swoje najbliższe działanie (będzie rozproszona). Przedmioty drewniane i słabsze pękają po otrzymaniu 1 obrażenia, metalowe kłódki, zawiasy itp. mogą wymagać zadania 2 obrażeń, broń lub tarcza 5 a zbroję niszczy dopiero zadanie jej maksymalnego wyniku na kostce jej pancerza. Mniejsze obrażenia nie powodują żadnej szkody przedmiotowi. Tylko magiczny pancerz chroni przed tymi obrażeniami, zwykłe zbroje, tarcze i osłony są zupełnie nieskuteczne. Jeśli jednak cel jest całkowicie ukryty, nie można rzucić w niego tym zaklęciem. Jeśli cel będący w defensywie zadeklaruje odskoczenie i ma gdzie uskoczyć tak, aby całkowicie się schować przed lecącą błyskawicą, ma szansę uniknąć trafienia. [Sprawność] •(2) Czytanie myśli – mag „podsłuchuje” strumień świadomości wskazanej osoby przez 1 godzinę, gdy osoba ta pozostaje w zasięgu zaklęcia. Mag będzie słyszał i rozumiał także fragmenty tego, co słyszy owa postać, to na co ona zwraca uwagę. Poznanie podświadomych myśli lub zapomnianych faktów podsłuchiwanej osoby może wymagać przekroczenia jej rezultatu o 3 i więcej punktów. [Charyzma] •(2) Panika – przez pół minuty (10 tur) wskazana osoba panicznie ucieka od maga. Nie popełni oczywistego samobójstwa (jak skoczenie w przepaść), ale spróbuje się w miarę swoich możliwości oddalić. Przy braku możliwości będzie się kulić, wrzeszcząc z przerażenia. Może to wywołać ten sam efekt u świadków zdarzenia. Osoby widzące uciekającego w panice, jeśli same mają poziom Charyzmy niższy od niego, muszą zdać wzajemny test cechy Charyzma przeciwko rezultatowi Charyzmy osoby uciekającej. Efekt może przenosić się dalej, na kolejne osoby, aż do czasu gdy wszyscy zdadzą test Charyzmy lub uciekający wyrzuci 1 w swoim teście (wówczas jego ucieczka jest tak groteskowa, że budzi śmiech). W przypadku remisu a także po zakończeniu działania udanego zaklęcia, cel nie ucieka, lecz odczuwa niechęć lub nieuzasadniony lęk wobec maga do końca przygody. [Charyzma] •(2) Zawieszenie – przez 15 sekund (5 tur) wskazana postać lub przedmiot nie cięższy niż 500 kg nie może się przemieścić, wspiąć ani spaść. Istota pod wpływem tego zaklęcia może walczyć normalnie, nie może jednak uskakiwać przed pociskiem ani uciekać z walki. Wydaje się być zawieszona w przestrzeni, jakby grawitacja nie działała na nią. [Budowa] •(3) Rozkaz – zmusza ofiarę, znającą język, którym mówi mag, do wykonania jednej prostej (nie warunkowej i nie trwającej dłużej niż 1 tura) czynności, dokładnie opisanej przez maga w chwili rzucania tego zaklęcia. Jeśli czynność jest wbrew zasadom postaci, broni się ona kostką wyższą o 1 poziom, jeśli czynność stwarza dla niej zagrożenie – o 2 poziomy, jeśli może mieć śmiertelne skutki – o 3 poziomy. [Charyzma] •(3) Urok – przez 24 godziny wskazana osoba traktuje maga jako swojego najlepszego przyjaciela, ale nie zrobi niczego, co uzna za niebezpieczne. [Charyzma] .................................................................... .................................................................... .................................................................... .................................................................... ....................................................................
textdata/thevault/Diadem [PL]/Diadem - ksiega zaklec (PL).pdf
Datatel Advanced Communications Suitcase By: Asymmetric My first impression of this, upon receiving a pre-release unit from Datatel for review was "what the hell is this thing? Sounds cool." The unit tested was the deluxe model, which comes with an integrated cellular phone, a shortwave radio, a Cybermodem, and a fax machine. This unit is slated to sell for a cool 8K EB, street price will probably be between 6.5 and 7K. The Cybermodem is decent, but nothing to write home about. It's valuable to the average joeschmoe who has meetings to attend to in the 'net, and so on, but no netrunner would be caught dead using it, at least if there was even a public terminal nearby. The interior of the suitcase is very spacious; when the keyboard is not stowed. I opened the unit up, set everything up, and filled it with the documents I usually carry in my laptop case, and lo and behold the keyboard would no longer fit inside. A replacement for a decent laptop and bag this is certainly not. The fax machine and cellular phone worked as well as they should, considering they are based on technologies over thirty years old. The entire product left me wondering where the "Advanced" part of the name was going to come in to play. I played with the shortwave radio for a while, and to be honest, it was entertaining to listen to news reports from around the world via the relay satellites, but I thought there must be some other reason for this. After fiddling some, I found out what it was. The radio is designed with an interface for the cybermodem, so you are supposed to be able to interface to the net from anywhere, on or off world. I tested this "feature" of the shortwave, and nearly threw the entire unit out the window about 10 minutes into it. For the uninitiated, data transfer is VERY slow via shortwave, slower than anything you've ever seen outside a museum. I was unable to use the 'net at all, it was intolerably slow. After some digging, I found a hidden setting for the IG transform on this unit, and was able to turn the detail down. Way down. We're talking pre-stone age here chummer, the rooms were converted to giant boxes, other 'runners were simply floating spheres with an ID tag beneath them, and forget about audio/video feeds in realtime. I think that it's great to be able to listen to the weather reports in Tokyo, if you speak Japanese and are going there in the near future, but as for data transfer.. you're better off saving it for strictly text faxes. The included fax/printer is incapable of the most rudimentary holofaxes, nor can it print in anything approaching realistic colors. You're better off tying the cybermodem or fax machine into the cellular phone and staying near town, or carrying another bulky piece of equipment around to boost the signal, and contrary to their advertising, you can forget about any of this communications gear functioning for a whit in orbit. Datatel assures me all these issues will be cleaned up with the box hits the streets in about a month. In summary, I think this item does one thing and does it well. It makes an excellent doorstop. I am giving Datatel the "Oh Damn, My Mommy Bought Me Another 'Computer Thing' for Christmas" award. As many cyberthumbs as you care to manipulate down. >>> Update <<< The Datatel suitcase hit the streets today so I picked one up...and promptly returned it. They didn't fix -any- of the problems except maybe the color quality on the fax is a bit better. They did, however, affix a nice big chromed Datatel logo to the lid of the case, so you can advertise your purchasing blunder wherever you see fit. �
textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Gear - Datatel Adv Comm Suitcase By Asymmetric.pdf
SKILLS DISABLED Agility Alchemy Craftsmanship Dueling Persuasion Reasoning Survival EXPERIENCE STAMINA MAXIMUM BACKGROUND Child of a Latari elf and a traveler from another tribe. Lived among the humans of Dawnsmoor as a youth. Mingled with the blacksmiths, carpenters, alchemists, and herbalists. Sedentary life too stifling. Seeking ancient cultures to learn their methods. PERSONALITY & IDEALS Ever the mindful teacher. Very down-to-earth, with a sense of genuine intensity and compassion for all people and things. “If it’s worth doing at all, it’s worth doing right. And to do a thing right, one must learn the best way to do it.” “Inspiration can be found across the globe, in the natural world and among the people who populate it.” PHYSICAL DESCRIPTION A woman of ageless grace, but not the aloofness that often comes with centuries of life. Unkempt windblown hair the color of autumn leaves. Clothing is practical but of fine quality. Carries a large satchel that smells of herbs. Race: Dawnsmoor Elf Class : Apothecary Age: Young Adult Gender: Female Tynvae BrighTspring Legacy of DragonhoLT characTer sheeT ITEMS Permission granted to photocopy for personal use only. Printable version available at www.FantasyFlightGames.com. Legacy of DragonhoLt character Sheet Permission granted to photocopy for personal use only. Printable version available at www.FantasyFlightGames.com. BACKGROUND Born the son of a merchant. Identifies as female. Enchanted by tales of far away peoples and places. Not in any way what her parents expected her to be. Determined to be one of the great song-smiths of the world. Set out to see the world and make her name. PERSONALITY & IDEALS Curious about the world she heard about in stories as a child growing up in the Free Cities. Loves people. Enjoys people from all over the world. Puts people at ease. Speaks many languages. “How can one write songs that will someday be heard in taverns the world over unless one has taken to the road on one’s own adventures?” PHYSICAL DESCRIPTION A lively youth wearing rich, colorful clothing tied with finely embroidered scarves and sashes. Has dark hair cut to the shoulder and tied in a silk bandana. Moves with the natural grace of a dancer and has a voice that turns easily to song. SKILLS DISABLED Archery Empathy Persuasion Performance Streetwise Runes Willpower EXPERIENCE STAMINA MAXIMUM ITEMS Race: Free City Human Class : Bard Age: Young Adult Gender: Trans Female Kei Dawnstarr Legacy of DragonhoLt character Sheet Permission granted to photocopy for personal use only. Printable version available at www.FantasyFlightGames.com. BACKGROUND Been a vagabond his whole life. No roots. Split off on his own when he was very young. Has had to struggle to survive, but has come out stronger as a result. Doesn’t have much patience for the prejudices of “easy living folk.” PERSONALITY & IDEALS Cocky. Holds others to a very high standard, but holds himself to it as well. Sees life as a challenge. Friendly, but doesn’t pull his punches, ever. “It’s about living up to the test and proving to the universe that there’s nothing I can’t do.” “Every cave mouth and ruined archway is another opportunity to test my mettle!” PHYSICAL DESCRIPTION A mutton-chopped, balding man of middle years who has seen a few too many fights and more than his fair share of broken noses and bloody knuckles. Wears sturdy leathers, and carries a rustic pack and little else. Posture marks him as confident and capable. SKILLS DISABLED Athletics Brawling Endurance Stealth Streetwise EXPERIENCE STAMINA MAXIMUM ITEMS Race: Wanderer Gnome Class : Brawler Age: Middle Aged Gender: Male BillaBy tumpKin Legacy of DragonhoLt character Sheet Permission granted to photocopy for personal use only. Printable version available at www.FantasyFlightGames.com. BACKGROUND Born and raised in the baronial seat of Rhynn. Groomed for military service. As a squire, his master was killed in battle. After putting his master to rest, he took up his master’s sword and cause and never looked back. PERSONALITY & IDEALS An arrogant man with good intentions. Considers it the duty of the nobility to defend the meek. Believes it is also the duty of the nobility to rule, for the lower orders don’t have the capacity for leadership the way those of his caste do. “Evil is a real and tangible force, and it is to be utterly eradicated.” PHYSICAL DESCRIPTION A proud knight just taking his place in manhood. Looks the part in every way. Keeps his armor polished, his sword sharp, his shield emblem clear, and most importantly his cape clean. Has a short-cropped beard, clearly to cultivate the appearance of maturity. Not quite working yet. SKILLS DISABLED Athletics Awareness Dueling Endurance Military Willpower EXPERIENCE STAMINA MAXIMUM ITEMS Race: Baronial Human Class : Knight Age: Adult Gender: Male sir leopolD Farnas Legacy of DragonhoLt character Sheet Permission granted to photocopy for personal use only. Printable version available at www.FantasyFlightGames.com. BACKGROUND After exile from his village, indulged his curiosity by wandering the wider world, including an extended visit to the libraries of Greyhaven. But books are not enough to satisfy his curiosity. Wants to see in real life what he saw in books. PERSONALITY & IDEALS Curious in the extreme. Knowledge of the world and the people in it is his greatest passion, therefore he is never without excitement. Has amassed an impressive wealth of trivia on every topic imaginable. Agreeable, but not gullible. “There is always more to learn!” “The world is an exciting place full of wonders and curiosity.” PHYSICAL DESCRIPTION An ancient, grey-muzzled sage still vital and filled with curious energy. Pale brown fur greying to silver with age. Tufted, white-tipped ears give the impression of a quirky old professor. Wears a long robe of simple cloth adorned with several trinkets and mementos, to remind him of his travels. SKILLS DISABLED Arcana Athletics Awareness Brawling Devotion History Reasoning Runes EXPERIENCE STAMINA MAXIMUM ITEMS Race: Hyrrinx Catfolk Class : Sage Age: Old Age Gender: Male Varrush, the seeKer Legacy of DragonhoLt character Sheet Permission granted to photocopy for personal use only. Printable version available at www.FantasyFlightGames.com. BACKGROUND Child of a proud military clan. Forced into the army. After much strife, she was cast out, dishonored. Ran with a thieves’ guild for some time, until she realized their evil ways. Struck out on her own and became an adventurer. Seeking a place in the world. PERSONALITY & IDEALS Hot-headed, anti-authority, and cunning. Fiercely loyal to her chosen companions. Will do whatever it takes to protect them, even if that means breaking the law or protecting them from themselves if they do something stupid. Will sometimes throw herself in harms way, or make rash decisions to prove a point. PHYSICAL DESCRIPTION A tough-as-nails young woman with dark skin and dirty blonde hair. Wears weathered leathers and fingerless gloves. Muscular arms are tattooed with dwarven runes. She carries long daggers that seem all too fitting in her calloused hands. Posture and stride belie an agile surefootedness. SKILLS DISABLED Deception Endurance Military Reasoning Stealth Streetwise Thievery EXPERIENCE STAMINA MAXIMUM ITEMS Race: Dunwarr Dwarf Class : Thief Age: Adult Gender: Female hilDe Legacy of DragonhoLt character Sheet Permission granted to photocopy for personal use only. Printable version available at www.FantasyFlightGames.com. BACKGROUND Sole survivor of her tribe. Entire village wiped out by terrible plague. Begged the elders to let her seek help from nearby human barony. Elders forbade it. She went anyway. Returned too late. Blames herself. PERSONALITY & IDEALS Highly capable. A lone wolf with a sense of pack mentality. Cares for her chosen pack- mates a great deal. Does what needs doing before someone gets hurt, or worse. Willing to follow those who have proven themselves. Practical and serious but not humorless. Respects the spirits and the spirit world, but is not worshipful. PHYSICAL DESCRIPTION A weathered woman of late middle-age. Has spent most of her life wandering the wild places. Carries her entire life on her back. Handmade all of her own gear, clothing, and weapons. Skinning knife and hatchet sheathed at her hip. Carries a longbow for hunting and combat. SKILLS DISABLED Agility Archery Awareness Devotion Military Survival EXPERIENCE STAMINA MAXIMUM ITEMS Race: Tribal Orc Class : Wildlander Age: Middle Aged Gender: Female Ghetti snowstalKer
textdata/thevault/Legacy of Dragonholt/Legacy of Dragonholt - Character Sheets.pdf
CHARACTER GENERATION SUMMARY BY COLIN CHAPMAN e following is a step-by-step outline of how to generate your Lord of the Rings RPG character. IMPORTANT NOTES • At no point during character generation can any Primary Attribute exceed 12 + Racial Modifiers. • At no point during character generation can any Skill exceed 6 ranks in total. STEP 1: ENVISION YOUR CHARACTER (PP. 36-37) Consider your character’s Appearance, Personality, Flaws, and Goals, bearing in mind that you are creating an experienced and heroic individual. STEP 2: GENERATE PRIMARY ATTRIBUTES (PP. 44-48) You may generate your character’s Attributes in one of two ways: 1) Randomly, by rolling 2d6 nine times, picking the six highest results, and assigning them as desired, or 2) By picking them. Assign all of the following numbers to the Attributes, as desired: 10, 9, 7, 7, 5, 4. Modify them with an additional eight points, making sure that no Attribute is higher than 12. STEP 3: SELECT RACE (PP. 58-72) Pick the appropriate race and: 1) Modify your character’s Primary Attributes using the racial Adjustments. 2) Select Racial Skills and Traits by: a) Making six picks from the listed Skills and Edges (ensuring any racial Requisites are met), or b) Choosing one of the Background Packages provided. 3) (Optional) You may, if desired, select one racial Flaw, and gain a single extra Pick as recompense. 4) Record your character’s racial Abilities. 5) Select your character’s Native Languages and Lore (p. 60) by multiplying their Wits by 3 and assigning the total to Language and Lore skills related to their race. STEP 4: SELECT ORDER (PP. 74- 103) Select your character’s Order. You may start with no Order if desired (p. 79). 1) Note two favoured Attributes and one favoured Reaction (p. 48). 2) Determine your Order’s Skills by: a) Selecting 15 ranks of Order skills (none greater than +3), add another five ranks to any Order skills however desired, or b) Selecting one of the Order Packages provided, and then modify it by adding another five ranks of Order skills. 3) Select one Order Edge (from the Order in general, or from the Order Package taken if one was selected). 4) Select one special Ability from those provided in the Order. Your character must meet any Requisites listed in order to select a given Ability. 5) Select your character’s Flaws, if desired. You may select from one to four Flaws as appropriate (including those listed in the Race section). Each Flaw taken provides one extra Order skill rank or one extra Order Edge. STEP 5: FREE PICKS (P. 78) Customise your character by taking five free picks. Each may be used to add a rank to any skill, add one to any Primary Attribute value, or acquire one Edge. ey cannot be used to learn more Order Abilities. STEP 6: RECORD THE FINAL ATTRIBUTE MODIFIERS (P. 48) Now that the character’s Attributes are finalised, record the appropriate Attribute Modifiers for each. STEP 7: GENERATE SECONDARY ATTRIBUTES (PP. 48-55) Using the character’s finalised Primary Attributes (and their modifiers), generate all of the Secondary Attributes. Note: When calculating Wound Levels, note that Hobbits, being Small and lacking the Stout Ability of Dwarves, have no Near Death Wound Level. STEP 8: FINISHING TOUCHES 1) Select any Spells gained via Order Abilities. 2) Select any Weapons, Armour, and Equipment appropriate to the character’s Race, order, nationality, and station. ese should be items the character could be reasonably expected to possess. For example, a Rider of Rohan could easily start with a spear, longsword, chainmail hauberk, small shield, warhorse, shortbow and quiver of arrows, saddle and tack, ordinary clothing, and possibly a few SPs. Use your imagination and logic and always remember that Lord of the Rings RPG characters are generally already experienced; it is not an accounting exercise.
textdata/thevault/Lord of the Rings (LotR)/LotR (Decipher)/core/LotR - Character Generation Summary 1.pdf
WILD CARDS - SCARE SHEETS 1 GENETRIX SCARE SHEET: GENETRIX HISTORY Niobe Winslow was born to a rich Connecticut family who are so embarrassed by her jokerhood that they claim she’s the child of a distant cousin who they’re only caring for. It doesn’t help that she is physically unattractive, with short chestnut hair that looks as if it’s been cut by a razor, an acne-scarred face, and a doughy and shapeless body. She does have attractive green eyes. Her least favorable feature is a long, thick tail that drags down to the floor and is gray with stiff bristles sticking out of it. It is also scarred from her near-fatal attempt to cut it off at age twenty-two in her despair after the death of her first clutch of children. This “tail” is actually the ovipositor with which she lays her eggs. After the “suicide attempt” she is remitted to the Biological Internment and Confinement Center, in southern New Mexico, as a voluntary confinee. She undergoes almost two years worth of tests on her strange ace power, producing over fifty ephemeral children. Niobe isn’t told that the purpose of the degrading tests isn’t to cure her of her ace ability or even primarily to extend the lifespans of her children, but to produce a cadre of ace soldiers. When she discovers the gov- ernment’s plans for her and her offspring, she breaks out of the center, taking Drake Thomas (Little Fat Boy) with her before the authorities could carry out their plan to euthanize Drake because of his uncontrolled and extremely dangerous power. Drake, Niobe, and a succession of short-lived children go on a strange odyssey across southern New Mexico and deep into Texas, at one point fighting Billy Ray, Lady Black, and the Midnight Angel to a standstill (with the help of The Amazing Bubbles). Ultimately they come across British intelligence offi- cer Noel Matthews (in his Lilith guise). Matthews knows all about Drake’s awesome atomic-bomb powers. He nabs both of them to get them out of American hands and, ultimately, use Drake to further Britain’s African schemes. But Noel quickly bonds with them, especially Niobe, and finds he can’t bring himself to use them as political pawns. Niobe tells him about her amazing reproductive powers. Noel has always wanted children, but “he” is actually a sterile hermaphrodite. But just the act of sex is enough for Niobe to produce children without a genetic contribution from her sex partner, and Niobe provides Noel with four children. Matthews is ecstatic. Their moment in paradise is rudely interrupted by a raid by agents of the Silver Helix branch of British Intelligence. They kidnap Drake and kill Niobe and Matthews’s children, which breaks the bonds of loyalty Matthews has had with the Helix, Sir, Though Genetrix ultimately proved herself brave and resourceful, she was never more than a pawn in the overall game. The main governmental interest in her was not her, herself, but the ace children she produced with astounding regularity and quickness and the promise that they could be made useful. Now that she’s married to Noel Matthews and her abilities can no longer be studied in detail, she’s largely irrelevant. Though the fact that they produced a child—granted, with the help of prolonged fertility treatments at the Jokertown Clinic—is interesting. It might be a good idea to keep tabs on the child’s development and see exactly what abilities it has, if any. Jamal Norwood SCARE operative 2 WILD CARDS - SCARE SHEETS GENETRIX resulting in all sorts of complications (see SCARE Sheet: Noel Matthews). After what became known as the New Orleans affair is settled, Niobe and Matthews get married. They move to New York so Niobe can undergo extensive experimental fertility treatments at the Jokertown Clinic. After a year or so, forty-three zygotes that turn black queen in vitro, and three embryo implantation attempts that end in miscarriages, she delivers a son. She urges Matthews in the strongest terms possible to retire from the spy game. Since he’s burned just about every bridge behind him, Matthews agrees—for now. PERSONALITY Niobe Winslow is a very caring person who exults in the lives of her multitude of children and suffers greatly upon their deaths. She is also rather naive at first, but when confronted with harsh realities is able to formulate and carry out effective plans to deal with them in a dogged, determined manner. She is quite sympathetic to children in general. Niobe never uses the codename pinned on her at BICC (Genetrix, “The Brood Mother”) to refer to herself. POWERS & ABILITIES Niobe produces clutches of eggs (as many as five in a clutch, although two or three is more common) immediately after hav- ing sex that hatch within minutes. Her children can be aces, deuces, jokers, joker-aces, or black queens, although the normal nine-to-one ratio of black queens to aces is reversed. Sometimes Niobe’s mental state or needs in the minutes before conception influence the outcome of the births; for example, deep depres- sion leading to black queens, or a desire for privacy resulting in the birth of a sense-clouding ace child. They are small (at most three feet tall) and hatch fully grown and mentally developed, and in full possession of any special abilities they may have. She can communicate with her children telepathically. ALLIES Niobe isn’t personally powerful, but she has made some very powerful friends, including Michelle Pond (The Amazing Bubbles), Noel Matthews, Thomas Drake, and of course her children. ENEMIES After her conflicts with BICC and SCARE are settled, Niobe has no ene- mies—at least not any willing to press the point. Name: Niobe Winslow WC Name: Genetrix, The Brood Mother Occupation: Trustee at the Biological Isolation and Containment Center, stay-at-home mother Base: Originally BICC. After marrying Noel Matthews, Cambridge, England (although she spends an extended period of time receiving fertility treatments at the Jokertown Clinic in New York City) WC Status: Joker Ethnicity: Caucasian WILD CARDS - SCARE SHEETS 3 GENETRIX NIOBE’S CHILDREN Niobe Winslow has had many children—possibly as many as 100. For the vast majority of them no details are available, but here’s what is known about some of them: • Aaron (m) was a strongman, the first born from Niobe’s first clutch of eggs. He and his clutch-mates were born in her family’s home in Connecticut. The following clutches down to Zoë, Zane, and Zenobia were born in the BICC. • Cameron (m) was a physical and mental healer. • Gabriella (f) is remembered by her mother for her infectious laugh. • Wynn (f) could seal away memories by folding origami paper cranes. • Xerxes (m) was a shapechanger, but his sister Xue-ming (f) and brother Xander’s (m) abilities aren’t known. • Yves (m) was a wallrunner, Yvette (f) was a mind-reader, and Yectli (m) was a lightning-generator. • Zoë (f) had the ability to project sounds, especially disrupting echoes, Zane (m) had chameleon camouflage powers and could project invisibility, and Zenobia (f) could make herself or people and things she came into contact with intangible. • Avender (m) and Agatha (f), from the first clutch born after Niobe’s escape from BICC, both drew black queens. • Benedict (m) could consume any form of matter, Baxter (m) could control electrical devices, and Belit (f) was an acrobat. • Gabriel (m) could make flowers grow and bloom, Delia (f) could teleport animals to her vicinity and make them tame, Bethany (f) didn’t exhibit any noticeable wild card talents, and Iolanthe (f) was a tiny winged fairy who half-danced/half- flew (although not for any great distance). They were the first children born to Niobe and Noel Matthews. • Jasper (m) is produced by Niobe and Noel through in vitro fertilization, instead of by way of her ace. With two wild carder parents, he should be a wild carder himself, but he hasn’t displayed any special abilities so far. Children spawned by Niobe’s ace have 4 ranks of Permanent Shrinking (making them only three feet tall) and typically have some ace power; the GM should create them based on a total of 60 points and a power level of 6, although there are wide variations. POWERS Egg-Laying: Summon Ace Children 4 (60 points), Active, General Type, Heroic, Horde, Mental Link, Multiple Minions 2 (4 minions), Limited to after sexual intimacy, Limited to eggs which take minutes to hatch • 37 points SKILLS Deception 2 (+4), Insight 4 (+5), Perception 2 (+3), Persuasion 2 (+4) ADVANTAGES None OFFENSE INITIATIVE +0 Unarmed +0 Close, Damage 0 GENETRIX POWER LEVEL 4 STRENGTH STAMINA AGILITY DEXTERITY FIGHTING INTELLECT AWARENESS PRESENCE 1 2 2 4 7 3 4 2 DEFENSE Dodge 3 Fortitude 4 Parry 2 Toughness 2 Will 4 COMPLICATIONS Motivation—Responsibility: Niobe’s first priority will always be to protect her own children, but that maternal instinct also extends to other endangered or exploited children. Mortality: Although she can produce children almost imme- diately after having sex, they rarely live more than thirty days. Prejudice: Niobe is a visible and not particularly attractive joker, which leads her parents to shun her and others to feel they can freely exploit her. Abilities 10 + Powers 37 + Advantages 0 + Skills 5 + Defenses 10 = 62 4 WILD CARDS - SCARE SHEETS GENETRIX CREDITS & LICENSE OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document, Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson. Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing, LLC; Author Skip Williams. Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble. Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin Publishing, LLC; Author Steve Kenson. DC Adventures Hero’s Handbook, Copyright 2010, Green Ronin Publishing, LLC; Author Steve Kenson. Mutants & Masterminds Hero’s Handbook, Copyright 2011, Green Ronin Publishing, LLC; Author Steve Kenson. Wild Cards Campaign Setting, Copyright 2008, Green Ronin Publishing; Authors John Jos. Miller and Steve Kenson. Wildcards SCARE Sheet #16: Genetrix, Copyright 2013, Green Ronin Publishing; Authors John Jos. Miller and Steve Kenson. Wild Cards - SCARE Sheets #16: Genetrix Writing and Design: John Jos. Miller and Steve Kenson Development: Jon Leitheusser Original Character Creation: Ian Tregillis with Melinda M. Snodgrass Editing: Spike Y Jones Art Direction: Pauline Benney Graphic Design: Hal Mangold Interior Art: Sean Izaakse Publisher: Chris Pramas Green Ronin Staff: Pauline Benney, Bill Bodden, Joe Carriker, Steve Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold, Jack Norris, Chris Pramas, Donna Prior, Evan Sass, Marc Schmalz Wildcards SCARE Sheet #16: Genetrix is ©2013 Green Ronin Publishing, LLC. All rights reserved. References to other copyrighted material in no way constitute a challenge to the respective copyright holders of that material. Mutants & Masterminds, Super-powered by M&M, Green Ronin, and their associated logos are trademarks of Green Ronin Publishing, LLC. The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: hero points, power points. All characters and their associated images, descriptions, back- grounds, and related information are declared Product Identity. The following text is Open Gaming Content: all game system rules and material not previously declared Product Identity. Green Ronin Publishing 3815 S. Othello St., Suite 100 #304 Seattle, WA 98118 Email: [email protected] Web Sites: www.greenronin.com www.mutantsandmasterminds.com
textdata/thevault/Super Hero Games/Mutants & Masterminds/3rd Edition/Wildcards SCAREsheets/[GRR 9616e] Genetrix.pdf
wildcard POISON GAS Figures in this tile must make an ability check (6) to hold their breath or roll ability vs a 2d6 attack (that ignores armour) wildcard POISON GAS Figures in this tile must make an ability check (6) to hold their breath or roll ability vs a 2d6 attack (that ignores armour) wildcard DIFFICULT TERRAIN Movement is 2x AP in this tile. Running is not allowed wildcard DIFFICULT TERRAIN Movement is 2x AP in this tile. Running is not allowed wildcard JAZZED This figure gains +1 Ability for the rest of the game. JAZZED This figure gains +1 Ability for the rest of the game. AMBUSH An opponent steps out of the shadows 1d6 squares away from the figure in a random direction. AMBUSH An opponent steps out of the shadows 1d6 squares away from the figure in a random direction. BUMMED OUT This figure loses -1 Ability for the rest of the game. BUMMED OUT This figure loses -1 Ability for the rest of the game. DANGEROUS TERRAIN This tile requires an ability check (6) or roll vs a 2d6 attack. DANGEROUS TERRAIN This tile requires an ability check (6) or roll vs a 2d6 attack. FOG OF WAR It’s hard to see in here. All ranges for spotting and attacks in this tile are halved. FOG OF WAR It’s hard to see in here. All ranges for spotting and attacks in this tile are halved. BREAKDOWN Figure loses a random gear. If there is no gear the figure loses 1 Ability for the rest of the game. wildcard wildcard wildcard wildcard wildcard wildcard wildcard wildcard wildcard wildcard wildcard BREAKDOWN Figure loses a random gear. If there is no gear the figure loses 1 Ability for the rest of the game. wildcard TALENTLESS Figure loses a random talent for the rest of the game. wildcard TALENTLESS Figure loses a random talent for the rest of the game. wildcard DOWNLOAD Figure gains a random talent for the remainder of the game. wildcard DOWNLOAD Figure gains a random talent for the remainder of the game. wildcard INVISIBLE While not really invisible, the figure is ignored by all hostile figures for 1d6 GT. Effect ends when figure attacks. wildcard INVISIBLE While not really invisible, the figure is ignored by all hostile figures for 1d6 GT. Effect ends when figure attacks. dark AVENGER Get double points for every monster you personally defeat single-handedly. If you do not defeat it single- handed, then your final victory points are halved. BAD REPUTATION All social checks and reaction rolls are at a -1. BERSERKER The character launches into a dangerous rage in combat and will attack the nearest target, friend or foe. A successful Ability Check (6) stops the character from attacking an ally. DISHONOURABLE You have no honour and harm innocents and friendly targets as equally as opponents. You must make an Ability Check (6) to stop yourself from doing something under- handed or malicious. GREEDY You must gather as much gold and treasure as you can. You always spend 1 GT searching fresh bod- ies (and not so fresh). HATRED Choose an Opponent card and then put it back into the deck. This opponent will always be attacked by this character unless there is an Ability Check (6).There is also a -1 Reaction Roll for encounters with this opponent. HONOURABLE Character must behave with honour; not harming innocents, helping those in need and righting wrongs. To go against your word you must make an Ability Check (6). HUNTED Choose an Opponent card and then shuffle it back into the deck. This type of opponent is hunting the character and adds +1 to all attacks on the character. secret dark secret dark secret dark secret dark secret dark secret dark secret dark secret HUNTING Choose an Opponent card and then shuffle it back into the deck. This type of opponent is your target of choice. You must always attack this oppo- nent type and when encoun- tered gain a +1 to all attack rolls on that target. IT’S A TRAP The number of opponents encountered is doubled for this figure. the second opponent will appear in the square behind the opponent spawning area. NEMESIS Your actual mission is to assassinate another friendly character before the end of the game. The character on your right is your target. You get double victory points for success. NO WORRIES This figure is so overconfident that they lack basic self-preservation skills. Defense rolls are at -1. COWARD The figure must succeed an Ability Check (6) when encountering a supernatural monster. If you fail you must use your GT to flee the monster. STUPID Figure is easily distracted under stress. Make an Ability Check (6) each time you want to take an action. Failure indicates the figure just stands there. UNLUCKY This figure must pass an Ability Check (6) in order to use a Hero Point. Failure means you cannot use it this GT. VENGEANCE This figure must attack any opponent that is higher than its Threat Level. VULNERABLE TO MAGIC This figure takes double effect from magical attacks or magical items. VULNERABLE TO HOLY (UNHOLY) This figure takes double effect from miracle attacks or miraculous items. MAKE AMENDS The character is making up for some past sin. The charac- ter will never break or retreat from combat even if they fail an Ability Test (6). This Dark Secret is not shared until tested. MAGICAL ITEM ACQUISITON You must acquire at least one magic item from another player character or ally and return it to the start- ing point before the end of the game. TURNCOAT You must fight on the side of the first “boss” level opponent encountered if the party tries to defeat it. HOLY ITEM ACQUISITON You must acquire at least one holy item from another player character or ally and return it to the start- ing point before the end of the game. CURSED You are turning into an opponent (draw randomly). After defeating an opponent make an Ability Check (6). Failure starts the change. When failures exceed your Ability you transform and attack the party. dark secret dark secret dark secret dark secret dark secret dark secret dark secret dark secret dark secret dark secret dark secret dark secret dark secret dark secret dark secret
textdata/thevault/Kid Friendly/7. RPGs/Ages 13-15 (Competent readers, competent writers, Able to do all basic math, can handle darker themes)/Darkfast Dungeons/Tokens/dfd_wildcards_darksecrets.pdf
1 Armes à mains nues NT Dégâts impact Dégâts énergétique Durée poids Prix (C) Coup de poing / pied* 1 1d - - - - Gantelet métallique* 2 2d - - 400 g 150 Griffes de titane (implant) 4 3d - - 200 g 50 000 Karatapoigne (ou membre)* 6 - +1d - 10 g 2 000 * Lorsque les dégâts infligés dépassent le seuil d’Endurance, la victime effectue un jet de Volonté pour éviter de tomber assommée. De même en cas de critique dans le combat à mains nues. Armes de contact NT Dégâts impact Dégâts énergétique Durée poids Prix (C) Bâton (matraque, nunchaku,…)* 1 2d - - 100 g - 5 kg 0 à 500 Epée 2 3d - - 3 kg 500 Lance (+1 à + de 2m, -1 à - de 2m) 2 3d - - 5 kg 300 Poignard 2 2d - - 300 g 200 Neurofouet* 4 3d - 1 min. 630 g 18 000 Vibrodague 4 2d / 4d - 5 min. 350 g 25 000 Epée-laser 5 - 4d 10 min. 1 kg 200 000 Filépée** 6 2d 3d 10 min. 60 g 300 000 * Lorsque les dégâts infligés dépassent le seuil d’Endurance, la victime effectue un jet de Volonté pour éviter de tomber assommée. De même en cas de critique dans le combat à mains nues. ** Arme infligeant à la fois des dégâts d’Impact et Energétiques, tester chaque indice de protection séparément, les dommages s’additionnent le cas échéant… Armes à distance NT Dégâts impact Dégâts énergétique Munitions Portée Prix (C) Arc 2 2d - - For x 10 m 1 000 Arbalète 2 3d - - 50 m 2 000 Fronde 2 1d - - For x 3 m 200 Lance-flamme 3 - 3d 2 min. 5 m 135 000 Fusil d’assaut à balles 3 3d - 20 30 m 25 000 Pistolet à balles 3 2d - 10 10 m 15 000 Pistofroid (aiguilles de glace)* 4 1d* - 10 10 m 50 000 Tube micromissile « de poing » 4 3d - 8 100 m 95 000 Tube micromissile d’épaule 4 4d - 20 1 km 220 000 Pistolet à aiguilles* 4 1d* - 10 10 m 30 000 Laser 4 - 4d 20 50 m 120 000 Sonique de poing 5 3d - 10 20 m 115 000 Sonique d’épaule 5 5d - 20 50 m 355 000 Blaster de poing** 5 1d 2d 10 20 m 90 000 Blaster d’épaule** 5 2d 3d 20 50 m 230 000 Fusil à fusion (arme d’épaule) 5 - 5d 20/10/5 30 m 450 000 Fusil Gauss 5 4d - 20 50 m 345 000 Etourdisseur*** 5 - 2d/4d** 20 (1, 2, 3) 10 m 50 000 Paralyseur*** 5 - 3d/5d** 10 (1, 2, 3) 50 m 150 000 Arachnopistol 6 - - 10 10 m 95 000 Pistolet à rayon noir 6 - 7d 7 7 m n.a. * peut contenir drogue ou poison dont les effets s’appliquent de manière distincte. ** Arme infligeant à la fois des dégâts d’Impact et Energétiques, tester chaque indice de protection séparément, les dommages s’additionnent le cas échéant… *** Si les dégâts passent l’armure, la victime effectue immédiatement un jet de Volonté avec un malus égal à la puissance en dés (2, 3 ou 4) : en cas d’échec, les dégâts représentent le nombre de minutes d’inconscience. en cas de maladresse, la victime décède ! EMPIRE GALACTIQUE armes et armures 2 Combinaisons de survie Protection I / E Autonomie énergie Autonomie respiratoire Masse Prix (C) Combinaison NT 4 7 / 7 1 à 2 h 2 à 4 h 1/3 porteur 50 000 Combinaison NT 5 8 / 8 40 h 50 h 1/10e porteur 100 000 Combinaison NT 6 10 / 10 200 h 200 h 40 g 200 000 Bulle de survie (encyclo2 – 34) - 200 jours 200 jours 100 kg 500 000 Armures et Protections NT Protection Impact Protection Energétique Masse Prix (C) Cuir - 1 à 3 0 à 1 var. var. Bois / Carapace - 3 à 6 1 à 3 var. var. Métal - 5 à 12 2 à 6 var. var. Blouson de cuir 1 2 - 2 kg 80 à 800 Cotte de mailles 2 5 1 10 kg 2 000 Cuirasse métallique 2 6 2 15 kg 3 500 Armure de plates 2 8 3 30 kg 5 000 Gilet pare-balles 3 6 1 5 kg 4 000 Combinaison de combat 4 8 5 10 kg 10 000 Reflec 4 2 15 400 g 15 000 Thermac 4 3 12 300 g 12 000 Abestos civil 5 4 3 15 g 7 000 Abestos militaire 5 8 6 30 g 70 000 Combinaison de combat 5 15 10 8 kg 100 000 Pâte nanotech 5 +3 +3 - 3 000 / vêtement Armure énergétique 6 18 12 5 kg 1 500 000 Cumul des armures Les armures ne peuvent pas se cumuler. Seules exceptions : les Abestos, la Pâte nanotech et les armures et combinaisons énergétiques NT 6 qui peuvent se porter avec n’importe quelle autre forme d’armure. Exemple Jason McCord possède un blouson de cuir (2/0) qu’il enduit de pâte nanotech (+3/+3) avant de brancher sa combinaison NT 6 (10/10). Au final, cela lui donne une protection totale de 15/13 ! Armes et armures « spéciales » La catégorie des armes et armures dites « spéciales » regroupe les armes d’excellente qualité ou présentant des particularités qui en augmentent l’efficacité. Cela peut aller d’une épée forgée dans un alliage particulièrement performant à un gros pistolet à balles tirant des projectiles explosifs à concussion thermique… Armes et armures de grande efficacité Bonus de +1 / Prix x 2 Exemples : NT 2 : épée forgée par un maître artisan avec de l’acier de grande qualité, dégâts 3d+1 / 0, prix 1 000 C NT 3 : pistolet à balles de gros calibre, dégâts 2d+1 / 0, prix 30 000 C NT 5 : sonique de poing amplifié illégalement, dégâts 3d+1 / 0, prix 230 000 C Armes et armures de très grande efficacité Bonus de +2 / Prix x10 Exemples : NT 2 : épée en alliage de carbone/titane, dégâts 3d+2 / 0, prix 5 000 C NT 3 : pistolet à balles de très gros calibre à concussion thermique, dégâts 2d / 2, prix 150 000 C NT 5 : fusil Gauss des troupes d’élite de Dénébola, dégâts 4d+2 / 0, prix 1 150 000 C Armes et armures extraordinaires et exceptionnelles Bonus de +1d6 / Prix x100 Exemples : NT 2 : Arc de la Destinée de Xérus XVIII, dégâts 3d / 0, prix 50 000 C NT 5 : blaster de poing de Cobra, dégâts 3d / 3d, prix 1 500 000 C NT 6 : Filépée des Scorpionautes Impériaux, dégâts 3d / 3d, prix 11 500 000 C
textdata/thevault/Empire Galactique [FR]/Divers/EG 2d6/EG - 2d6 - Matos - ARMES ET ARMURES.pdf
B R I N G B R I N G B R I N G D O W N D O W N D O W N T H E T H E T H E H O U S E H O U S E H O U S E H A U N T E D H A U N T E D H A U N T E D O B J E C T O B J E C T O B J E C T WIN WIN WIN LOSE LOSE LOSE Overview Overview Overview CONFINED TO AN OBJECT. CONFINED TO AN OBJECT. CONFINED TO AN OBJECT. DIED UNDER CURIOUS CIRCUMSTANCES DIED UNDER CURIOUS CIRCUMSTANCES DIED UNDER CURIOUS CIRCUMSTANCES Nothing to do with, Nothing to do with, Nothing to do with, EXTREMELY CURSED MANSION. EXTREMELY CURSED MANSION. EXTREMELY CURSED MANSION. newcomers have arrived, newcomers have arrived, newcomers have arrived, trapped. trapped. trapped. Get Rid of them... Get Rid of them... Get Rid of them... GHOST GHOST GHOST definitely Had definitely Had definitely Had 111 222 Character creation Character creation Character creation 111 222 333 444 555 666 777 888 999 10 10 10 11 11 11 12 12 12 You are trying to solve the mystery of your death. You are trying to solve the mystery of your death. You are trying to solve the mystery of your death. You are trapped on earth until you atone for your sins. You are trapped on earth until you atone for your sins. You are trapped on earth until you atone for your sins. You are watching over a relative who still lives. You are watching over a relative who still lives. You are watching over a relative who still lives. You want to exact revenge on someone. You want to exact revenge on someone. You want to exact revenge on someone. You are waiting for your beloved to join you on the other side. You are waiting for your beloved to join you on the other side. You are waiting for your beloved to join you on the other side. You are bad with directions and don’t know how to pass on. You are bad with directions and don’t know how to pass on. You are bad with directions and don’t know how to pass on. You’re waiting for your favorite author to finish the series. You’re waiting for your favorite author to finish the series. You’re waiting for your favorite author to finish the series. You were bad in life and are hiding from the consequences. You were bad in life and are hiding from the consequences. You were bad in life and are hiding from the consequences. You don’t know what comes next and you don’t want to find out. You don’t know what comes next and you don’t want to find out. You don’t know what comes next and you don’t want to find out. Your body was lost by the funeral home. You are not at peace. Your body was lost by the funeral home. You are not at peace. Your body was lost by the funeral home. You are not at peace. You were at peace, but your grave was robbed. You were at peace, but your grave was robbed. You were at peace, but your grave was robbed. You just really enjoy scaring people. You just really enjoy scaring people. You just really enjoy scaring people. OPTIONAL: Come up with a short biography for your ghost. Spectral stats Spectral stats Spectral stats PRESENCE PRESENCE PRESENCE LURE LURE LURE 333 Describe what your object looks like for the other players. You are welcome to rearrange your stats (maybe you're a mirror on wheels, and therefore want to move a point from Lure to Presence) or come up with your own haunted object. Your Presence and Lure stat should add to a total of 6. Your fluid stats are: – The amount of hate contained in your vessel. – The extent to which your sentience and intent to commit mischief and murder is evident to the House occupants. Every ghost starts with a Malice and Obvious Malevolence of 0. How these stats are gained and used will be explained in the Gameplay section. Use your pen and paper to keep track of these stats throughout the game. Button Button Button – Presence: 1, Lure: 5 – Presence: 1, Lure: 5 – Presence: 1, Lure: 5 Loafers Loafers Loafers – Presence: 1, Lure: 5 – Presence: 1, Lure: 5 – Presence: 1, Lure: 5 Rotary Phone Rotary Phone Rotary Phone – Presence: 2, Lure: 4 – Presence: 2, Lure: 4 – Presence: 2, Lure: 4 Mirror Mirror Mirror – Presence: 2, Lure: 4 – Presence: 2, Lure: 4 – Presence: 2, Lure: 4 Television Set Television Set Television Set – Presence: 2, Lure: 4 – Presence: 2, Lure: 4 – Presence: 2, Lure: 4 Doll Doll Doll – Presence: 3, Lure: 3 – Presence: 3, Lure: 3 – Presence: 3, Lure: 3 Kiddush Cup Kiddush Cup Kiddush Cup – Presence: 3, Lure: 3 – Presence: 3, Lure: 3 – Presence: 3, Lure: 3 Frying Pan Frying Pan Frying Pan ––– Presence: 3, Lure, 3 Presence: 3, Lure, 3 Presence: 3, Lure, 3 Kettle Kettle Kettle – Presence: 4, Lure: 2 – Presence: 4, Lure: 2 – Presence: 4, Lure: 2 Lamp Lamp Lamp – Presence: 4, Lure: 2 – Presence: 4, Lure: 2 – Presence: 4, Lure: 2 Broom Broom Broom – Presence: 5, Lure: 1 – Presence: 5, Lure: 1 – Presence: 5, Lure: 1 Rocking Horse Rocking Horse Rocking Horse – Presence: 5, Lure: 1 – Presence: 5, Lure: 1 – Presence: 5, Lure: 1 111 222 333 444 555 666 777 888 999 10 10 10 11 11 11 12 12 12 MALICE MALICE MALICE OBVIOUS MALEVOLENCE OBVIOUS MALEVOLENCE OBVIOUS MALEVOLENCE 444 Gameplay Gameplay Gameplay 111 222 333 444 555 666 777 888 999 10 10 10 11 11 11 12 12 12 An indoor pool. An indoor pool. An indoor pool. A dumbwaiter. A dumbwaiter. A dumbwaiter. A branched crystal chandelier. A branched crystal chandelier. A branched crystal chandelier. An underground lake. An underground lake. An underground lake. Three separate fireplaces. Three separate fireplaces. Three separate fireplaces. A hunting trophy room. A hunting trophy room. A hunting trophy room. A billiards room. A billiards room. A billiards room. A wine cellar. A wine cellar. A wine cellar. An in-home bar. An in-home bar. An in-home bar. A bowling alley. A bowling alley. A bowling alley. A kiln. A kiln. A kiln. An elevator. An elevator. An elevator. 111 222 333 444 555 666 777 888 999 10 10 10 11 11 11 12 12 12 A husband and wife and their adult child(ren). A husband and wife and their adult child(ren). A husband and wife and their adult child(ren). The last surviving members of a mob family. The last surviving members of a mob family. The last surviving members of a mob family. Nozama CEO Beff Jezos and the people he pays to be his friends. Nozama CEO Beff Jezos and the people he pays to be his friends. Nozama CEO Beff Jezos and the people he pays to be his friends. Influencers trying to get that sweet content. Influencers trying to get that sweet content. Influencers trying to get that sweet content. An eccentric heiress and her staff. An eccentric heiress and her staff. An eccentric heiress and her staff. The founders of a supply chain management startup. The founders of a supply chain management startup. The founders of a supply chain management startup. The most obtuse members of a fraternity. The most obtuse members of a fraternity. The most obtuse members of a fraternity. Cousins arguing over their inheritance. Cousins arguing over their inheritance. Cousins arguing over their inheritance. A slightly dysfunctional polycule. A slightly dysfunctional polycule. A slightly dysfunctional polycule. A retired medium and their family. A retired medium and their family. A retired medium and their family. Some friends moving in together after university. Some friends moving in together after university. Some friends moving in together after university. Relatives of the previous occupants. Relatives of the previous occupants. Relatives of the previous occupants. 555 Making moves Making moves Making moves 666 111 222 333 444 within the normal function of the object within the normal function of the object within the normal function of the object a little suspicious but ultimately explicable a little suspicious but ultimately explicable a little suspicious but ultimately explicable quite challenging to write off as ordinary quite challenging to write off as ordinary quite challenging to write off as ordinary clearly demonstrative of motive and sentience clearly demonstrative of motive and sentience clearly demonstrative of motive and sentience Task difficulties Task difficulties Task difficulties 777 Success and failure Success and failure Success and failure obvious Malevolence: obvious Malevolence: obvious Malevolence: Sentience is suspicious. Sentience is suspicious. Sentience is suspicious. 888 Malice: Malice: Malice: A tool of the dead and the furious. A tool of the dead and the furious. A tool of the dead and the furious. 2 POINTS 2 POINTS 2 POINTS Peek behind the veil. Peek behind the veil. Peek behind the veil. 10 POINTS 10 POINTS 10 POINTS Give up the ghost. Give up the ghost. Give up the ghost. 4 POINTS 4 POINTS 4 POINTS Make yourself at home. Make yourself at home. Make yourself at home. 1 POINT 1 POINT 1 POINT Draw on ghostly hate. Draw on ghostly hate. Draw on ghostly hate. 999 The House: The House: The House: This Extremely Cursed Mansion has a This Extremely Cursed Mansion has a This Extremely Cursed Mansion has a mind of its own. mind of its own. mind of its own. 1-2 1-2 1-2 You have disrupted the House. The House is angry. You have disrupted the House. The House is angry. You have disrupted the House. The House is angry. 3-4 3-4 3-4 The House is ambivalent. The House is ambivalent. The House is ambivalent. 5-6 5-6 5-6 The House is sympathic to your efforts, and feeling generous. The House is sympathic to your efforts, and feeling generous. The House is sympathic to your efforts, and feeling generous. 10 10 10 Lending a Hand: Lending a Hand: Lending a Hand: How to help other ghosts. How to help other ghosts. How to help other ghosts. Simultaneous action Simultaneous action Simultaneous action Moves "against" other ghosts Moves "against" other ghosts Moves "against" other ghosts Giving malice Giving malice Giving malice Happy haunting! Happy haunting! Happy haunting! 11 11 11 hm guide hm guide hm guide talk to your players about the kind talk to your players about the kind talk to your players about the kind of game they want to play. of game they want to play. of game they want to play. Discuss and Set Content boundaries. Discuss and Set Content boundaries. Discuss and Set Content boundaries. 12 12 12 figure out occupant and stat numbers. figure out occupant and stat numbers. figure out occupant and stat numbers. And here are Three more pieces of advice: And here are Three more pieces of advice: And here are Three more pieces of advice: 13 13 13 credits credits credits About the designer About the designer About the designer Acknowledgements Acknowledgements Acknowledgements Licensing Licensing Licensing
textdata/thevault/Bring Down the House/Bring Down the House.pdf
SPARK IN FATE CORE GAME CREATION WORKSHEET 1 1. LIST MEDIA 2. GATHER INSPIRATIONS 5. ESTABLISH FACTS GENRE TYPE DESCRIPTOR SCALE 3-4. DESCRIBE GENRE and SCALE TITLE: GENRE DESCRIPTOR 6. TITLE 7. CREATE SPARKS 8. SELECT THE ISSUES LEGACY ISSUE LEGACY ASPECT CURRENT ISSUE CURRENT ASPECT IMPENDING ISSUE IMPENDING ASPECT 9. CREATE FACES 10. CREATE PLACES LEGACY SUPPORTER DESCRIPTOR SKILL LEGACY REJECTOR DESCRIPTOR SKILL LEGACY ISSUE CURRENT ISSUE CURRENT SUPPORTER DESCRIPTOR SKILL CURRENT REJECTOR DESCRIPTOR SKILL IMPENDING ISSUE IMPENDING SUPPORTER DESCRIPTOR SKILL IMPENDING REJECTOR DESCRIPTOR SKILL SPARK PLACE NAME DESCRIPTOR SITUATIONAL ASPECT SPARK PLACE NAME DESCRIPTOR SITUATIONAL ASPECT SPARK PLACE NAME DESCRIPTOR SITUATIONAL ASPECT SPARK PLACE NAME DESCRIPTOR SITUATIONAL ASPECT SPARK PLACE NAME DESCRIPTOR SITUATIONAL ASPECT SPARK IN FATE CORE GAME CREATION WORKSHEET 2
textdata/thevault/FATE (fudge) [multi]/2 Helpful Hints/SparkInFateCoreWorksheet.pdf
Obsidian Studios “From out of the Void… Endless possibilities” Contents © 1999, Obsidian Studios. FUZION™ is a Trademark of the FUZION LABS GROUP. WILDBLADES™ is a Trademark of OBSIDIAN STUDIOS. 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textdata/thevault/Fuzion System [multi]/Fuzion - Wildblades Necromancers.pdf
Morwenna the Fair speaks. Trying to describe Gyric (gear-rick, tr. geoffian) customs is like trying to count davadi (dav-ahd-ee, tr. sheep); just when you think you have finished, you find another one. However, to help outlanders such as you understand how to behave in Gyruff, I have listed some common Gyric phrases and basic behaviors. Remember to observe these customs if you wished to remain welcome in Gyruff! Common Terms & Phrases Croeso i Gyruff (kroy-so ee gear-ruff, tr. Welcome to Geoff.) We Gyri are a hospitable people. In happier times, we gladly welcomed all peaceful visitors with, "Croeso i Gyruff!" Sadly, these days there is very little Gyruff into which we can welcome folk. Bore da (bo-ray da, tr. good morning) Prynhawn da (preen-hown da, tr. good afternoon) Nos da (nos da, tr. good night) These are our polite greetings to each other. Calon telyn (kahl-on tel-in, tr. harp-hearted) A person who is calon telyn is a person who is generous, good natured, and helpful. To call someone calon telyn is to pay them a high compliment. Teithi tua mynythi (ta-hee-theh too-ah meh-neeth-ee, tr. goes to the mountains) Traditionally, this is not a nice thing to say about someone. Gyric common sense knows no wise or sane Gyri (gear-ri, tr. geoffite) would enter the Crystalmist mountains (because of the giants and other horrors that live there). Therefore, a person who acts particularly foolishly (or insanely) is someone who teithi tua mynythi. Since the invasion, though, some of the more impetuous and daring Gyri who raid our enemies in Gyruff have taken to calling themselves teithi tua mynythi as a term of honor. Basic Behaviors Llwnci (loonk-ee, tr. toasts) What is a drink amongst friends and family if made without a llwnc? Llwnci are usually initiated by the iag (ee-yahg, tr. host) or eldest person present. Traditionally, the most common llwnc used by Gyri comes in two parts, the initial call and the response. The initial call is, "Aros iach!" (ah-ros ee-och, tr. remain healthy). And the response, given by all others present is, "Yved iach!" (ee-ved ee-och, tr. drink healthy). However, since the invasion of the cawri (cower-ee, tr. giants), a new llwnc has also become popular. It refers to the restoration of our beloved land to all surviving Gyri. This llwnc has only one part, which is repeated by all in the room. "Averiad!" (ah-ver-ree-ad, tr. to the restoration). Arvoli (ar-vol-ee, tr. oaths) In much of Gyric culture (especially in the western Highlands), a person’s worth is measured by their trustworthiness. Most formal agreements (such as a business transaction or an alliance) are sealed by each side giving their verbal arvol to abide by the terms of the agreement. People who break their arvol, therefore, are seen as untrustworthy and bad. These wretched folk are known as Anudoni (ah-nuh-doan-ee, tr. oathbreakers), suffer severe social stigma, and do not benefit from many other Gyric customs. Most Anudoni do one of two things - leave Gyruff or petition their Glyw (glew, tr. lord) for a chance to redeem themselves. Typically this chance of redemption involves a difficult (and sometimes lethal) task to perform. Even today, after ten years of exile and hardship, most Gyri still hold their arvoli to be a measure of their worth. Alas, some younger Gyri have become disillusioned and are more inclined to believe in cash transactions or written agreements. Hetygar (heh-tee-gar, tr. hospitality) Like arvoli, hetygar is another key social convention in Gyruff, especially in rural areas where there are no public accommodations (such as an inn). Hetygar is essentially an understood agreement between an iag (ee-yahg, tr. host) and a gwest (gwehst, tr. guest). This "agreement" is commonly accept to require the following. A visitor not known to be an anudon or cass (kas, tr. enemy of gyruff) should be offered Hetygar. If the offer is accepted, the visitor becomes a gwest and is given a place to sleep for at least one night. Accommodation for additional nights are possible, but only one night is required. • If there is sufficient food, a gwest should be fed at least one meal. • An iag may not steal possessions from his or her gwest, nor allow others to steal possessions from him or her. • An iag may not imprison, kill, or otherwise cause harm to a gwest who has not violated hetygar. • A gwest may not steal possessions from, nor allow others to steal possessions from, any member of his or her Iag’s household. • A gwest may not kill or otherwise cause harm to any member of his or her iag’s household. • A gwest should offer to repay his or her iag with stories, songs, tales, chores, or money, depending on the guest's condition and abilities. If the offer is accepted, the gwest should honor his or her commitment and make the payment to the best of his or her ability. (Bards usually pay in songs, stories, etc., while wealthy or noble folk usually pay in cash.) • An iag or gwest who violates hetygar, or allows others to violate them, is considered to have broken his or her oath and is considered to be an anudon. Lladrad (lahd-red, tr. theft) As you might expect, lladrad is generally considered illegal and immoral in Gyruff. However there are circumstances where, although still illegal, it is considered morally neutral and socially acceptable. Lladrad from those who are oddi corlon often goes unpunished because cassi and anudoni, by their own actions, have forfeited normal social protection. Dwyn cail (doo-win kile) is, to put it bluntly, sheep stealing, and in the more settled and "civilized" eastern Gyruff (Arweth (Hochoch), Cymeravon (Otymeet), and Rhychdir Rhos (Pregmere), dwyn cail is considered unacceptable. In the western highlands it is a different story, as many communities consider engaging in dwyn cail on a rival community a grand game. As long as no one is hurt during it, dwyn cail is not considered to be immoral. However, those who engage in dwyn cail from their kin, iagi, gwesti, or glyw are considered to be anudoni. Since the invasion, engaging in dwyn cail from the cawri and other cassi has become a popular pastime for many Gyri living in the Stark Mounds or the Dim Forest.
textdata/thevault/Living Greyhawk/Metaorg Material/Geoff/History and Geography/Revised Gyric Customs.pdf
PLAYER SWRPG CHARACTER NOTES AGE SPECIES HEIGHT CAREER HAIR SPECS EYES INTELLECT CHARACTERISTICS AGILITY BRAWN PRESENCE WILLPOWER CUNNING GENERAL SKILLS Skill Career Rnk Pool Astrogation (In) BB Athletics (Br) BB Charm (Ps) BB Coercion (Wp) BB Computers (In) BB Cool (Ps) BB Coordination (Ag) BB Deception (Cu) BB Discipline (Wp) BB Leadership (Ps) BB Mechanics (In) BB Medicine (In) BB Negotiation (Ps) BB Perception (Cu) BB Piloting Planetary (Ag) BB Piloting Space (Ag) BB Resilience (Br) BB Skulduggery (Cu) BB Stealth (Ag) BB Streetwise (Cu) BB Survival (Cu) BB Vigilance (Wp) BB STRAIN CURRENT THRESHOLD WOUNDS CURRENT THRESHOLD DEFENSE RANGED MELEE SOAK VALUE FORCE RATING FINANCES IMPERIAL CREDITS EXPERIENCE AVAILABLE TOTAL CRITICAL INJURIES Sev. Description MOTIVATIONS TYPE NOTES TYPE NOTES Weapon Skill Dmg/Crit Rng Special Cnd Enc DDD DDD DDD DDD DDD DDD DDD DDD TheStorySpanner.net Unofficial CHARACTER SHEETS v3.0 Core — CC BY-NC-SA 4.0 COMBAT SKILLS Skill Career Rnk Pool Brawl (Br) BB Gunnery (Ag) BB Lightsaber (Br / ) BB Melee (Br) BB Ranged (Heavy) (Ag) BB Ranged (Light) (Ag) BB KNOWLEDGE SKILLS Skill Career Rnk Pool Core Worlds (In) BB Education (In) BB Lore (In) BB Outer Rim (In) BB Underworld (In) BB Warfare (In) BB Xenology (In) BB CUSTOM SKILLS Skill Career Rnk Pool ( ) BB ( ) BB ( ) BB PLAYER SWRPG CONNECTIONS TYPE AMOUNT NOTES TYPE AMOUNT NOTES TYPE AMOUNT NOTES TYPE AMOUNT NOTES TYPE AMOUNT NOTES BACKGROUND TheStorySpanner.net Unofficial CHARACTER SHEETS v3.0 Core — CC BY-NC-SA 4.0 TALENTS Talent Name Page Description / Effects PLAYER SWRPG Item # Effects Cnd Enc DDD DDD DDD DDD DDD DDD DDD DDD DDD DDD DDD DDD DDD DDD DDD DDD DDD GEAR & EQUIPMENT SMALL POSSESSIONS ENC RATING TheStorySpanner.net Unofficial CHARACTER SHEETS v3.0 Gear — CC BY-NC-SA 4.0 CUSTOM WEAPONS TYPE HARD PTS MODEL CND ENC DAMAGE CRITICAL SKILL RANGE Attachment HP Base Effects Additional Modifications DDD TYPE HARD POINTS MODEL CND ENC DAMAGE CRITICAL SKILL RANGE Attachment HP Base Effects Additional Modifications DDD CUSTOM ARMOR TYPE HARD PTS MODEL CND ENC SOAK DEFENSE OXYGEN POWER Attachment HP Base Effects Additional Modifications DDD PLAYER SWRPG TheStorySpanner.net Unofficial CHARACTER SHEETS v3.0 Gear — CC BY-NC-SA 4.0 CONTACTS STARSHIP/STARFIGHTER SYSTEM STRAIN CURRENT THRESHOLD HULL TRAUMA CURRENT THRESHOLD SILHOUETTE SPEED HANDLING ARMOR VALUE NAME TYPE/CLASS CONSUMABLES NOTES SENSOR RANGE HYPERDRIVE ENC NAVICOMPUTER HP Attachment HP Base Effects Modifications Weapon Fire Arcs Dmg/Crit Range Special DEFENSE ARCS FORE AFT PORT STARBOARD Cargo Enc COMPANION CHARACTER INTELLECT AGILITY BRAWN PRESENCE WILLPOWER CUNNING STRAIN CURRENT THRESHOLD WOUNDS CURRENT THRESHOLD DEFENSE RANGED MELEE SOAK VALUE NAME SPECIES Skill Rnk Pool Weapon Skill Dmg/Crit Rng Special NOTES PLAYER SWRPG MORALITY EMOTIONAL STRENGTH EMOTIONAL WEAKNESS THE FORCE CONTROL » DURATION » MAGNITUDE » RANGE » STRENGTH » MASTERY » POWER EFFECTS CONTROL » DURATION » MAGNITUDE » RANGE » STRENGTH » MASTERY » POWER EFFECTS CONTROL » DURATION » MAGNITUDE » RANGE » STRENGTH » MASTERY » POWER EFFECTS CONTROL » DURATION » MAGNITUDE » RANGE » STRENGTH » MASTERY » POWER EFFECTS CONTROL » DURATION » MAGNITUDE » RANGE » STRENGTH » MASTERY » POWER EFFECTS CONTROL » DURATION » MAGNITUDE » RANGE » STRENGTH » MASTERY » POWER EFFECTS CONTROL » DURATION » MAGNITUDE » RANGE » STRENGTH » MASTERY » POWER EFFECTS CONTROL » DURATION » MAGNITUDE » RANGE » STRENGTH » MASTERY » POWER EFFECTS 30 ↓ DARK SIDE Flip a Z to a z in the Destiny pool. THRESH. Strain -1 Wnds +1 ↑ 70 LIGHT SIDE Add another Z to the Destiny pool. THRESH. Strain +1 20 ↓ 10 ↓ ↑ 80 ↑ 90 THRESH. Strain -1 Wnds +1 THRESH. Strain +1 TheStorySpanner.net Unofficial CHARACTER SHEETS v3.0 The Force — CC BY-NC-SA 4.0 PLAYER SWRPG LIGHTSABERS TYPE HARD PTS NOTES CND ENC DAMAGE CRITICAL SKILL COLOR Attachment HP Base Effects Additional Modifications DDD MENTOR NOTES LEARNING FOCUS XP Side Effects of use while still learning... TYPE HARD PTS NOTES CND ENC DAMAGE CRITICAL SKILL COLOR Attachment HP Base Effects Additional Modifications DDD INVESTED / REQUIRED NAME OF TALENT / POWER ARTIFACTS TheStorySpanner.net Unofficial CHARACTER SHEETS v3.0 The Force — CC BY-NC-SA 4.0
textdata/thevault/Star Wars [multi]/FFG/Misc/FFG - Unofficial Universal Character Sheets (czerka).pdf
Copyright © 2015 Michael Prescott - cbna - http://creativecommons.org/licenses/by-nc/3.0/ - Find more adventure locations at http://blog.trilemma.com v1.02 pg. 1/2 The SiTuaTion Forty years ago, a monstrous tyrant seized control of the prosperous cliffside city of Novy Dom and dubbed itself King Menaka. The tyrant has ruled from secrecy ever since, surrounding itself with byzantine layers of bureaucracy and ruling by terror, disinformation, and generosity in equal measure. Those old enough to remember the coup keep the secret of Menaka’s true nature, but the city is rotten with lies, treachery, and fear. RumoRS foR neaRby PlaceS • Novy Dom was once a vital gateway for trade, but now buys little from the surrounds. • A paranoid and secretive King took power in a coup. • Visitors must hire a guide, or run afoul of the city’s strange customs. • Citizens still revere Cicollus, a god whose miracles ceased generations ago. • The king of Novy Dom is hideous and has not been seen for decades. • King Menaka has the power to create sustenance from thin air. ciTy in The cliffS Novy Dom is carved from canyon cliffs, where the Greatcleft River meets the Blighted Narrows. Adventurers approaching by water will likely be met by the boats of the Trade Guildhouse, escorted into the city, and interviewed. Those arriving overland will first encounter bondservants of the Gatherers Guildhouse (looking for wood and small game in the nearby blightlands). The city’s protective wall has long been abandoned, its towers left to ruin. Two levels of wood-and-chain public ‘walks’ are slung between the rocky walls, connecting the major structures to the shores and to each other. TRade & GuideS Trade in Novy Dom is entirely controlled by its six noble guildhouses. Resting, resupplying, or quartering here will require establishing ties with one or more of the guildhouse families. If met on proper terms, hospitality is possible (especially after gifts are offered or after conspicuous displays of wealth). Outsiders will need to hire a guide for any serious dealings. Guides—usually junior nobles of the guildhouse—are part chaperone and part agent, making introductions and brokering transactions (all while taking a hefty cut on top of official fees). The guides also keep their clients from making common (illegal) gaffes, such as trying to have hushed conversations, disrespecting the nobility, or circumventing their assigned guide in any dealings. The GuildhouSeS The six guildhouses of Novy Dom control the city’s industry: silk-making, dyeing, gold-mining, tool-making, external trading, and gathering from the surrounding land. A single family controls each function: the elder generation (d10 ‘uncles’ and ‘aunts’) sets policy and grooms d12 younger nobles who oversee 2d20 bondservants (indentured laborers). STRucTuRe The guildhouses contain four to five levels connected by well-guarded spiral stairs. Bondservants live in the humid lower levels. The middle levels are dominated by the guildhouses’ workshops, while nobles and their personal servants reside and entertain above. The Royal miniSTRy The visible face of the Royal Ministry is its police, warriors dressed in layers of form-fitting white silk. They are trained and well armed, with excellent swords and finely made boiled leather armor beneath their silks—but stern resistance from troublemakers will surprise them. ScRibeS The Royal Ministry’s three-score scribes are seconded from the guildhouses for three- year terms, for which they are part clerk, part hostage. The SenioR miniSTeRS The three senior ministers are rarely seen outside the Royal Ministry or the citadel. Except for Menaka’s edicts, the senior ministers define, and are exempt from, the laws of Novy Dom. This has led them each to indulge in unsavory tastes: murder, torture, and demon worship. Menaka appears to turn a blind eye to these habits, but secretly encourages them. The king wants the ministers hated by the population—if none can survive a coup, their loyalty is assured. The GiRaGiTa Menaka’s spies are everywhere, and not all of them are human. The cliffs of Novy Dom are crawling with Giragita, dog-sized chameleons that act as Menaka’s eyes and ears. The Giragita normally blend into the cliffs’ rock, but they can be spotted easily when they move. They can climb surfaces of any angle with ease and can support many times their own weight with just a single limb. They crawl about day and night, listening at windows and doors and from the undersides of the walks, always attentive for seditious behavior. They respond viciously if attacked, but they move too slowly to endanger those with long weapons. Menaka sees and hears everything they do through a psychic link. The connection normally works one way, but Menaka can speak to them, and they can relay the king’s messages in their hissing, wet speech. In a sense, the entire Royal Ministry is just a baffle, designed to stabilize Menaka’s rule, while the Giragita are the real agents. They are wretched, competitive, suspicious, and superior. The Royal miniSTRy The ciTadel Gold-mininG Tool-makinG mineS dyeS Silk-makinG TRadinG GaTheRinG miRacleS GReaTclefT RiveR GoRGe The oculaRium a Fantasy Settlement by Michael Prescott HOUSE OF THE TYRANT Copyright © 2015 Michael Prescott - cbna - http://creativecommons.org/licenses/by-nc/3.0/ - Find more adventure locations at http://blog.trilemma.com v1.02 pg. 2/2 The WaTched PeoPle The population is accustomed to the eyes of the Giragita, and they make a point of ignoring them. It is the height of bad etiquette to overtly notice one, and explicitly illegal to point one out. Doing so is guaranteed to concern nearby citizens and will earn a sharp rebuke from guides. GuildhouSe leadeRShiP Few guildhouses run smoothly. When it becomes relevant, roll d6 to determine how power is held and the concerns of those who hold it. 1. A single elder rules, focused on industrial output above all else. 2. An elder trio leads with the support of the others; they are effective and aligned. 3. A powerful leader is focused entirely on private/selfish goals (money, sex, collecting) while the others dither on the periphery. 4. The titular leader, sidelined by the others, rages self-destructively. 5. Output practically ceases as elders focus obsessively on treachery (see below). 6. The ruling elder is dead or missing (wasting sickness, murdered, drowned); business halts as elders compete to fill the power vacuum. TReacheRieS Deep within each guildhouse lurks an urgent, treacherous project. Roll d6 as soon as it becomes relevant: 1. A trio of uncles has so much dirt on the senior ministers that they are exempt from the Royal Ministry’s oversight. 2. The nobles are actually Nuss exiles, their humanity only skin deep. Avoid marrying in. 3. Younger family members plot to assassinate a senior minister and are looking for brave and/or expendable allies. 4. The elders worship Cicollus, smuggle in their own food, and only feign to eat the food from the Gallery of Miracles. 5. The guildhouse specializes in close-quarters fighting and has a secret cache of weapons. 6. The guildhouse wants to unload a profusion of stolen goods, preferably outside the city. laWS and PuniShmenT The Royal Ministry maintains a dense network of legal codes, sufficient to ensure that everything that transpires within the city is illegal in one way or other. The application of the law is completely arbitrary, at the whim of the Royal Ministry, or as the result of a noble calling in a favor to satisfy a personal grudge. Anyone targeted for persecution will be arrested by agents of the Royal Ministry. favoRiTe laWS Those arrested are accused of some specific variation on the following: • Withholding information • Seditious speech, insolence (or insufficient deference) toward the institutions of the city, asking questions • Buying something at the wrong time, in the wrong quantity, not buying something, or paying the wrong price • Excessive indulgence in foreign customs • Behavior that implies one of the above might be occurring, wasting Royal Ministry resources and eroding the social fabric Demanding that the law be applied uniformly is, of course, a direct challenge to the authority of the Royal Ministry and grounds for arrest. favoRiTe PuniShmenTS Minor offenses result in an exhorbitant fine or d12 weeks of ‘corrective service’ (forced labor as a guildhouse bondservant). Serious offenses result in d6 months of corrective service, forfeiture of all property, mutilation, or all three (50% chance of each). edicTS of The kinG Each week, Menaka issues an edict to the guildhouses, galvanizing them into action. The Royal Ministry considers noncompliance to be treason. Most believe the edicts are responses to the spying of the Giragita, but in truth, Menaka issues them randomly as part of a campaign to keep Novy Dom divided and mistrustful. On any given week, roll d6 to determine the current edict: 1. Each guildhouse has been told that d3 traitors lurk within it and must be turned in by week’s end. Making painful choices is a sign of loyalty. 2. A rebellion is brewing among the bondservants; work shall cease until the traitors are rooted out. 3. Subversives and criminals are moving freely at night, therefore a curfew is established and the walks must be empty after sunset. 4. Output is flagging, so the guildhouse which remits the most tax for the Royal Ministry by the next full moon shall be exempt from taxes for the next d3 months. 5. To ensure the Royal Ministry rules sagely, all written documents within the city must be surrendered to it; mostly accurate copies will be returned in d6+1 months. 6. Because of their exemplary conduct, the elders of one guildhouse shall inspect the private documents of another. They shall provide leadership advice and a report to the Royal Ministry. (Menaka chooses the pairing that will cause the most friction.) novy dom encounTeRS During the day, encounters are continuous on the busy walks. Roll d6 to determine the most noteworthy group at any given time. Add 2 to the roll for encounters on the upper walks. 1. Benefactors from the Gallery of Miracles delivering blood-red food 2. A Nuss exile, not quite passing as human 3. d3+3 Royal Ministry police escorting detainees (roll d3 – 1: a guildhouse noble, 2-3: d3 bondservants) 4. An eavesdropping Giragita 5. d6 bondservants (of a random guildhouse) on errands, carrying goods or messages 6. d6 bondservants maintaining a suspended walk or a building facade 7. d3 entertainers (music, tumbling, poetry) 8. d3 Guildhouse nobles (with d6 bodyguards and hangers-on) visiting other nobles on business or pleasure encounTeR diSPoSiTion (d6) 1. Curious, perhaps even friendly 2. Cautious, but keen for news from outside 3. Angling for advantage; hoping to make a sale 4. Trying to avoid notice; concealing something 5. Indifferent, wary if engaged 6. Actively looking for a scapegoat or victim The GalleRy of miRacleS The majority of the food in Novy Dom comes from here, an open gallery in the citadel, directly beneath Menaka’s Ocularium. At noon, red blood of a rare and precious variety drips from the darkness beyond a ceiling grate. The Royal Ministry’s High Benefactor chants rituals of transmutation while a line of aides catches the drops in silver pans, where each transforms into weird, sweet fruits, small animals, dense cakes, or wine. All the food is blood red. The droplets fall until mid-afternoon. Elders and their honored guests may take food here, while junior Benefactors deliver food to all parts of the city well into the night (along both levels), their red robes aflutter. kinG menaka’S oculaRium A dome of new stone sprouts from the old citadel; a thousand spy-holes allow Menaka to observe much of the city from the dark interior. None but three senior minsters come here, and they never discuss Menaka’s true nature. eyeS of The TyRanT Menaka is a great, scaly sphere the height of a man. A dozen chameleon eyes pivot and peer in every direction and a soft, tubular ‘mouth’ dangles from the underside. A bladder of buoyant gas lets him float about the Ocularium at will. blood of The chained God At the center of the Ocularium hangs Menaka’s prized possession: Cicollus, a half- forgotten godling in humanoid form. Hooks suspend him from the ceiling, and poured iron encases his head. Menaka bleeds him to perform auguries, and his blood feeds the city. If freed, Cicollus will be quite dangerous. Hunger and pain will drive him to replenish himself immediately so that he can ascend to safety. Involuntary blood sacrifices are likely. As a minor godling, Cicollus’ magical aura is enormous; sensitives can detect it easily from anywhere within the city. nuSS exileS The Nuss dwelling in Novy Dom have abandoned their true forms (a heresy to most Nuss) to adopt human shape. This requires effort; when exhausted or angered, the guise slips a little. They will do nearly anything to protect the secret of their presence in Novy Dom. In truly desperate situations they will abandon humanoid form to sprout whatever they need: new limbs, mouths, tentacles, claws, blade-like horns, spikes, protective fur, or scales. They dissolve into iron-smelling goo if slain. For more about the Nuss, see adventure #13, The Extent of Gamandes. Edited by Radek Drozdalski, Brent P. Newhall & Andrew Young.
textdata/thevault/Trilemma Adventures/Trilemma 17 House of the Tyrant.pdf
Ausdruck an DeMeKo Newsreader / #Datalinks by SHADOWBOT2.0 18.12.2078 || 22:00:00 Sonderausgabe || DeMeKo ADL || Persönlicher Nachrichtenfilter EIN TOP MELDUNGEN ADL Neue Regierung vorge- stellt. Kaum Änderungen. BERLIN CVP-Wahlsieg führt zu positiven Wirtschafts- impulsen: Immer mehr Unternehmen nutzen die Freistadt als Rückzugsraum, Ausfalloption und juristisches Schlupfloch. 1. BM kündigt Rekordergebnis an. HAMBURG Weihnachtsevent „Alsterwunder“ lockt erneut Hunderttausende an. Anschlag auf Benefizkonzert tötet 162. . RHEIN-RUHR Abschottung der Krisenzone Reckling- hausen weitgehend abgeschlossen. Helfer erwarten weitere Verschärfung der Lage durch kommende Kälteeinbrüche. WAHLERGEBNIS FINAL BESTÄTIGT Die Online-Stimmabgabe bleibt ein heiß diskutiertes Thema. Auch in den diesjährigen Wahlkampf mischte sich der Verdacht der Wahlmanipulation. Bei der diesjährigen Bundestagswahl führte dies nicht nur zur wochenlangen Verschiebung des Wahltermins, um das eVoting-System einmal mehr für sehr viel Geld auf Herz und Nieren zu prüfen – auch das bereits am Wahlabend „in Echtzeit“ veröffentlichte Endergebnis wurde erst vor wenigen Stunden final bestätigt und somit tatsächlich amtlich freigegeben. [MEHR] TOPTHEMA: WAHL78 Amtliches Ergebnis 2078 Veränderung zur Wahl 2074 CVP/BVP 33,8 + 3,6 ESP 19,2 - 0,7 LDFP 13,4 - 3,4 EFP 9,8 - 0,2 USPD 7,7 + 1,6 DNP 6,1 + 0,4 PNO 5,1 + 0,1 Andere 4,9 - 1,4 ✪ 001 ::: DRINGEND Team gesucht für die Extraktion mehrerer Körper aus Gerichtsmedizin im Raum Hannover zwecks Extraktion sensibler Daten aus Kopfimplantaten. [MAIL] ✪ 002 ::: DRINGEND Medienkonzern sucht Team zur Beschaffung eines Investigativberichts samt Datenbackup aus einem hochgesicherten Aufzeichnungs-/Sendestudio im nördlichen RRP, ehe dieser gesendet werden kann. [MAIL] ✪ 003 ::: Team gesucht zur Aufklärung des Verschwin- dens eines Politikers samt Familie im Raum Hannover. Mögliche Spur weist auf UCAS-Beteiligung hin. [MAIL] ✪ 004 ::: Unabhängige Joint Interest Group freier Financiers sucht Team zwecks Befreiung von zwölf Monaden aus mehreren Konzernlaboren. [MAIL] ✪ 005 ::: Aufstrebender Berliner Jungkonzerner sucht Team zwecks Karriere- gestaltung. [MAIL] [1] 2 3 4 5 6 7 8 9 ... 187 [>] alt.beep Chatraum F-JOBS445 AUF UND AB DER PNO IN DEN UMFRAGEN: SELTSAM. ABER MANIPULIERT? DIE WAHL 2078 DePolis IHR TOPTHEMA IM ÜBERBLICK TOPTHEMA: WAHL78 PNO: DRINNEN UND DOCH AUSSEN VOR Auf den Jubel am Wahlabend folgt nun bei der Partei der Neuen Ordnung (PNO) die Katerstimmung: Wie Sprecher von CVP/ BVP und ESP soeben verlautbarten, wird die PNO nicht länger Anteil an der Regierung der Allianz Deutscher Länder haben. Das in die Regierungsparteien von CVP/BVP und ESP gesetzte Vertrauen dürfe nicht erschüttert werden durch eine zuletzt „erratische“ Agenda, welche die PNO in die Nähe pro-monadischer Interessengruppen setze. Zudem habe man Zweifel, ob die jüngst erfolgte direkte Unterstützung der PNO-Wahl durch den japanischen Großkonzern Evo die Partei weiterhin zu einem verlässlichen Partner der „Mit den Konzernen auf Augenhöhe“- Politik der Kanzlerin mache. Während eine offizielle Stellungnahme der PNO-Spitze noch aussteht, zeigten sich verschiedene Parteimitglieder ebenso überrascht wie zornig: „Wir haben sehr im Gegensatz zur ESP unser Ergebnis zur letzten Bundestagswahl sogar verbessern können“, sagt etwa Münchens PNO-Chefin Ilmgard von Betzenstein: „Der eigentliche Grund ist, dass CVP/BVP plus ESP aufgrund der Stimmgewinne im Lager von CVP/BVP nun auf über 50% kommen.“ Auch sehe die Kanzlerin nach Darstellung einiger PNO-Vertreter durch „variable Bündnisse“ bessere Chancen, ihre ehrgeizigen Pläne zur „Umkrempelung der ADL“ durchzusetzen. 5,5% 5,0% 4,5% 4,0% 3,5% 3,0% 2,5% 2,0% ERGEBNIS 2074 UMFRAGE 09/78 UMFRAGE 10/78 4 MIN VOR DER WAHL ERGEBNIS 2078 MEGAPULS || DeMeKo ADL || Persönlicher Nachrichtenfilter EIN || 18.12.2078 || 22:00:00 Auch Wochen nach der Wahl rätseln die Wahlforscher, wie die PNO trotz schwacher Umfrageergebnisse die 3%-Hürde nicht nur nehmen, sondern weit hinter sich lassen und sogar das Wahlergebnis von 2074 übertreffen konnte. Genauere Bewertungen stehen zwar noch aus, erste Analysen aber deuten auf das Zusammenspiel zahlreicher Faktoren hin: Trotz der Kontroverse um pro-monadische Äußerungen prominenter PNO- Funktionäre in den letzten Monaten konnte offenbar einerseits die Schadensbegrenzung seitens Regierung und Kanzlerin einigen Boden wieder gut machen. Zum anderen konnte sich die PNO auf klassische Parteiunterstützer wie die Daedalus-Gesellschaft verlassen, die sowohl den PNO-Wahlkampf mit Spenden unterstützten als auch eine eigene, über Social Targeting und Influencer Seeding sehr effiziente Wähleraktivierung startete. Der Online Wahlkampf wurde zusätzlich unterstützt durch Aktivisten der Pro-Technomancer- Gruppe Funkfeuer. Deren Mitglieder würdigten so, dass die PNO im Wahlkampf die im Schatten der KFS-/Monaden-Krise fast schon vergessenen Technomancerfragen wiederentdeckte (Gleichberechtigung, Ende der Zwangsregistrierung durch die NEEC, Anerkennung von Verbrechen gegen Technomancer als Hassverbrechen usw.). Hatte zuletzt die Unterstützung aus den magisch begabten Wählerschichten etwas gelitten, konnten die PNO mit ihrer Strategie der Rückbesinnung auf ihre Kernthemen auch bei Gruppen wie dem Blocksberg-Bund und der Dr. Faustus-Gesellschaft punkten. Dass die Kampagne offenkundig von den unglücklichen Äußerungen zu den Monaden ablenken sollte, spielte dabei offenbar keine Rolle: Die Kernthemen der Teilhabe von Divergenten an der Gesellschaft und Bereicherung der Gesellschaft durch divergente Meta-Intelligenzen bleibt ein bedeutsames Thema, das offenbar in zunehmendem Maße auch Wählerschichten jenseits der direkten Vertreter jener Zielgruppen bewegt: „Der Glaube, dass ein ‚über-normales‘ Wesen dank seiner Magie, Langlebigkeit oder seines besonderen Standpunktes in der Lage ist, die Menschheit zu bereichern, wenn nicht gar vor sich selbst zu retten, brachte einst Präsident Dunkelzahn in das höchste Amt der UCAS“, erinnert Wahlforscher Diego van den Boom: „Die aktuell wieder zunehmende Sorge der Menschen vor dem Morgen befeuert genau diesen Erlösergedanken, von dem mittelbar auch die PNO profitieren konnte“. Der wohl größte, wenn auch banalste Faktor war wohl aber die Wahlkampfhilfe durch den Megakonzern Evo: Während andere Konzerne wie Saeder-Krupp, NeoNET und Proteus Abstand von der PNO nahmen, hat Evo seine Bürger und Kunden aktiv dazu aufgerufen, der PNO zu spenden und ihr ihre Stimme zu schenken. In diesem Zusammenhang muss auch die These erwähnt werden, dass Monaden ihre übernommenen Körper dafür genutzt haben könnten, für die PNO zu stimmen. Beweise hierfür und eine rechtliche Bewertung stehen indes noch aus. PHÖNIX AUS DER ASCHE! TOPTHEMA: WAHL78 WAHLPROGNOSE: MANGELHAFT Die Bundestagswahl 2078 ist gelaufen und ganz Deutsch- land fragt sich: Was lief bei den Wahlprognosen falsch? Insbesondere die Prognose für die Partei der Neuen Ordnung (PNO) war viel zu niedrig angesetzt und hat schon zu einigen Theorien geführt Wir haben Politwissenschaft- ler Diego van den Boom aus dem Großherzogtum Westrhein-Luxemburg dazu befragt. Wie konnte es zu diesen schweren Fehlern kommen? Das waren eigentlich keine schweren Fehler, sondern relativ normale statistische Abweichungen, insbesondere bei einem hohen Anteil unentschlossener Wähler bis kurz vor der Wahl. Wobei einige der Institute schon mal etwas nachlegen könnten, was ihr Methodik und Datenbasis angeht. Die Prognosen haben nicht danebengelegen, obwohl sie offensichtlich nicht zutreffend waren? Man muss solche Wahlprognosen auch lesen können. Es wird dabei immer eine Fehlertoleranz angegeben. Und man darf auch nicht vergessen, dass Wahlumfragen Wahlen auch beeinflussen können. Leute bleiben zu Hause, weil ihr Kandidat scheinbar eh gewinnt. Oder sie aktivieren den relevanten Kreis zur Wahlteilnahme, weil es nicht gut aussieht. Zudem werden wir ja nonstop mit neuen Ergebnissen zugeschmissen! TOPTHEMA: WAHL78 DNP NACH DER WAHL IM UMBRUCH Obwohl die Deutschnationale Partei (DNP) ihre Position gegenüber 2074 ausbauen konnte, zeigte sich das Parteipräsidium unzufrieden mit dem Wahlergebnis: „Wir haben es nicht in ausreichendem Maße geschafft, in unserem Wahlprogramm den Sorgen der Bürger ausreichend zu begegnen.“, ließ das Präsidiumsmitglied Floriane Strasser (36 J.) ungewohnt selbstkritisch verlauten. Strasser gilt als Hardlinerin und aufstrebender Stern innerhalb der DNP . Für die anstehende Neujahrs-Klausurtagung des Präsidiums im oberfränkischen Wunsiedel kündigte Strasser eine Revision des Parteipro- gramms sowie weitere "Maßnahmen" an. TOPTHEMA: WAHL78 SO HÄTTE BERLIN GEWÄHLT SUPERBILD zum ! PNO-ERGEBNIS: ! War es MASSEN- KONTROLL- MAGIE? M E H R L E S E T I P P Nichtrepräsentative BERVAG-Umfrage ASU 16,8 EFP 15,1 USPD 12,8 LDFP 9,6 PNO 8,3 CVP 5,4 ESP 5,1 PNE 4,3 KMLMPD 4,1 Freies Berlin / Neue Mitte 3,1 Andere 15,4 MEGAPULS || DeMeKo ADL || Persönlicher Nachrichtenfilter EIN || 18.12.2078 || 22:00:00 TOPTHEMA: WAHL78 WAHLPROGNOSE: MANGELHAFT Also sind Wahlumfragen vollkommen sinnlos? Nein, natürlich nicht, aber sie sind Momentaufnahmen mit einer gewissen Fehlerquote, keine absoluten Zahlen. Das muss man immer beachten! Unser Fazit: Die Prognosen waren falsch und die Wahlforscher müssen wirklich hart an ihren Methoden arbeiten, damit wir alle demnächst wieder einen objektiven Überblick bekommen. Gebt euch mehr Mühe! Z U R Ü C K GASTRO GURU PUDELNASS UND NIX ZUM WECHSELN Zahlreiche Promis und Sternchen waren vertreten, als das "Ècolo" in Bochum seine Pforten öffnete. Das neueste Projekt des Star-Gastronomen Gilles Pernaud lockte die geladene Prominenz mit einer Poolparty in die neuen Räumlichkeiten am Stöckterplatz. Elfische Eleganz und stilisierte Naturelemente wie der Indoor-Schwimmteich oder die Lounge im Lauben-Look fügen sich harmonisch zu einem neuen Spielplatz für die Reichen und Schönen. Die Gäste fühlten sich sichtlich wohl in der exklusiven Umgebung und tanzten bis weit in die Morgenstunden. Die schwedische Skaldpop-Sensation Kjellrun wagte sogar einen Sprung in den Teich, obwohl ihr Outfit gewiss nicht dafür ausgelegt war. "Mr. Impossible" Pernaud steht wie kein anderer als Garant für erfolgreiche Gastronomieprojekte im Rhein-Ruhr-Plex. Häufig kopiert und niemals erreicht, führt der Franzose regelmäßig die Konkurrenz vor. Ob es dieser nun gefällt oder nicht - das "Ècolo" hat beste Karten dafür, DER neue In-Club im 'Plex zu werden und das "Pellegrino's" vom Thron zu stoßen. NUR 5€ EXKLUSIVE BILDER. SINNLICHE SIMFEEDS. CRIME REPORT ALBTRAUM IN DEN ALPEN Grausiger Leichenfund im Allgäu. Einen schaurigen Fund machten zwei Urlauberinnen in der Nähe des Eistobels bei Meierhöfen im Westallgäu: Janine P. (56) und Paula O. (54) aus Stuttgart-Plieningen waren nach eigenen Angaben abseits des Wegs unterwegs auf Pilzsuche. Auf einer kleinen Lichtung kam es dann zum Horrorerlebnis für die beiden Stuttgarterinnen. Paula O.: „Wir dachten zuerst, es wäre ein Stapel Holzstämme mit so einer Militärplane drüber. Da wachsen manchmal schöne Pilze.“ Tatsächlich barg die Abdeckung ein grausiges Geheimnis: die Leichen von drei jungen Riesen. Janine P. berichtet: „Sie trugen alle so Militärsachen. Und ihre Köpfe waren irgendwie ... zerrissen, es war schrecklich! So etwas will man im Urlaub nicht sehen.“ Die beiden tapferen Damen riefen sofort die Ordnungskräfte, die das Areal weiträumig absperrten und mit Spürhunden durchsuchten. Die zuständige Polizeiinspektion Kempten gibt sich hinsichtlich der Untersuchungsergebnisse bedeckt, „um den Erfolg der Ermittlungen nicht zu gefährden“. Nach Crime Report-Informationen wurden allerdings zahlreiche Spezialisten aus Stuttgart hinzugezogen; auch drei Tage nach dem Fund sind Ermittler und schwer bewaffnete Sondereinsatzkräfte noch immer am Fundort und durchkämmen die Umgebung. Einige Bereiche wurden zum Sperrgebiet erklärt. Das württembergische Innenministerium selbst war für Stellungnahmen nicht zu erreichen: nach den massiven Budgetkürzungen im württembergischen Sicherheitshaushalt und Rücktritt von Innenminister Höbele steckt das Ministerium in gravierenden Umstrukturierungen. Höbele musste gehen, nachdem er die jüngsten diplomatischen Annäherungen von Württemberg an die benachbarte Trollrepublik Schwarzwald massiv kritisierte. Herbert Wolters vom Forstamt in Kempten warnt davor, bei Besuchen im Wald die ausgewiesenen Wanderwege zu verlassen: „Wir Menschen müssen endlich damit klarkommen, dass wir den Wäldern der Voralpen nur zu Gast sind.“ Romina Penzberger vom Urlaubskonzern Zenit wiegelt hingegen ab: „Die Zenit AG gewährleistet zu jeder Zeit die Sicherheit seiner Gäste. Wir werden die exzellenten Kontakte zu den Behörden nutzen und unseren Einfluss geltend machen, um unseren Kunden ein optimales Urlaubserlebnis zu ermöglichen.“ Penzberger kündigte an, dass Zenit den Vorfall ebenfalls untersuchen werde: „Es ist wichtig zu betonen, dass sich die beiden Damen niemals in Gefahr befanden. Die Kleidung der Opfer deutet zudem darauf hin, dass diese einer militärischen oder kriminellen Gruppe angehören und ihr Dahinscheiden nichts mit irgendwelchen Crittern der hiesigen Wälder zu tun hat.“ Lächelnd fügt sie hinzu: „Ich weiß nicht, wie es Ihnen geht, aner meiner Erfahrung nach pflegen Untiere Ihre Opfer nicht ordentlich hinzulegen und mit Planen abzudecken.“ Janine P. und Paula O. sehen dies allerdings anders. Nachdem sie ihren Urlaub abgebrochen hatten, kündigten die Stuttgarterinnen bereits rechtliche Schritte gegen die Zenit AG an. „Wir hatten Wellness und Wandern in den traumhaften Alpen gebucht, keine ‚Alp-Träume‘!", empört sich Paula O. Auch ihre Freundin Janine P. richtet schwere Vorwürfe an die Behörden: „Das will doch keiner sehen!“ Gleichzeitig hat die 56-Jährige auch Mitleid mit den Opfern: „Es waren (...) Riesen, (...) so einen Tod wünscht man (...) nichtmal diesen.“ TRAUMHAFTE ALPEN-REISEN ZU SCHRECKLICH KLEINEN PREISEN. JETZT BUCHEN BEI ZENIT! M E H R Vermischtes DEM TERROR EINE GRENZE SETZEN Wenige Tage vor Weihnachten scheint die Abriegelung der Krisenzone Recklinghausen abgeschlossen: Die Bereitschaftspolizei der umliegenden Gemeinden hat gemeinsam mit Unterstützungstruppen u.a. der Landesmiliz eine Eingrenzung der Gewalt erwirkt. Diese flammte zuletzt erneut auf, nachdem Randaletouristen und Terroristen der Sprawlguerilla aus Berlin in das Krisengebiet eindrangen. Jüngsten Erkenntnissen der beteiligten Sicherheits- und Staatsorgane zufolge sind in Recklinghausen inzwischen Werber und Ausbilder mehrerer Terrorzellen aktiv, die das herrschende Leid und Elend skrupellos zur Rekrutierung neuer Kämpfer und Attentäter ausnutzen wollen. Programmatisches Ziel der Terroristen sei es, die Krise künstlich am Leben zu halten und die Lage weiter zur Eskalation zu bringen. Zu diesem Zweck wurde eine am vergangenen Dienstag im Krisengebiet abgeworfene ADL-Hilfslieferung mit warmer Kleidung, Medikamenten und Lebensmitteln sabotiert: Hunderte erlitten Vergiftungen oder kamen durch versteckte Klingen zu Schaden; parallel wurden Botschaften verbreitet, wonach diese Untaten durch die ADL-Regierung und Saeder-Krupp als „Maßnahme zur Demoralisierung des gerechten Volksaufstandes“ geplant und durchgeführt worden seien. Als Absender dieser und anderer aufwieglerischer Botschaften fungiert die Terror-Allianz „Letzte Front“, der neben bekannten Terrorgruppen wie Kommando Konwacht und UV-X auch Zellen des links- wie rechts- und ökoterroristischen Spektrums angehören. „Der einzig verbliebene gemeinsame Gedanke dieser Gruppen ist es, die bestehende Ordnung zu zerstören und durch ein System der Ungerechtigkeit zu ersetzen, in dem jeder nach Lust und ohne Konsequenzen befürchten zu müssen Gewalt gegen andere ausüben kann“ fasst die aufgrund ihrer Berliner Erfahrungen hinzugezogene MET2000-Beraterin für den Recklinghausen-Einsatz Bianca Voyé die Situation zusammen. I M F O K U S M E H R HIGHTECH-GEFAHR FÜR STADTBUMMLER Eine neue Masche krimineller Drohnenjockeys führt zu einem neuerlichem Anstieg der Diebstahlsdelikte in deutschen Stadtzentren: Taschendiebe greifen auf vogelartige Flugdrohnen zurück, die für das bloße Auge kaum von gewöhnlichen Tauben zu unterscheiden sind. „Tauben bevölkern zu Abertausenden die deutschen Innenstädte“, so Kriminologe Stefan Wiedemann: „Touristen, Einkaufsbummler und eilende Geschäftsleute nehmen diese kaum wahr, geschweige denn als Bedrohung“. Gerade sitzen die vermeintlichen Vögel noch auf einem Mauervorsprung, im nächsten Moment reißen sie mit messerscharfen Klauen Taschen aus der Hand, Schmuck vom Hals oder machen sich mit dem Kommlink davon. In Hamburg musste einem 74-jährigen Rentner nach einer solchen „Vogel“-Attacke ein Finger amputiert werden. In Berlin „ernten“ organisierte Banden mit modifizierten Flug-Biodrohnen der HAWX-Serie von Evo andere Flug- und Schwebedrohnen, die sie direkt aus der Luft krallen. In München klagten beim letzten Oktoberfest hunderte Opfer über gestohlene E-Wallets und von „Tauben“ aufgezeichnete Sexvideos, deren Verbreitung nur gegen Zahlung von Geld verhindert werden könne. Die Sicherheits-behörden raten zu Wachsamkeit. Im Klartext: man ist mal wieder völlig hilflos. C R I M E R E P O R T M E H R MEGAPULS || DeMeKo ADL || Persönlicher Nachrichtenfilter EIN || 18.12.2078 || 22:00:00 PRETZ IST JUGENDWORT DES JAHRES Das Jugendwort des Jahres ist gekürt: „Pretz“, zu deutsch „Spießer“! Aus einer Liste der zehn meist gebrauchten Wörter der Jugendsprache konnte sich der Or'zet-Begriff (in Süddeutschland auch Bretz gesprochen) im Jahr 2078 auf Platz eins durchsetzen. Als Sprachtrend vermutlich aus dem Rhein-Ruhr- Megaplex stammend, ist das Jugendwort mittlerweile in nahezu allen Teilen der ADL anzutreffen, egal ob als pretzn (spießig sein) oder Gepretz, einer deutsch-or'zet- Verballhornung für Spießbürgertum und die Konzern- gesellschaft an sich. Die Plätze zwei und drei gingen in diesem Jahr an sich entwirklichen (berauscht sein) und floaten (abhängen, relaxen). A L L I A N Z T A G E S S P I E G E L M E H R UNWORT DES JAHRES GEKÜRT Die Gesellschaft für deutsche Sprache wählte „kontraintuitiv“ zum Unwort des Jahres 2078. Damit rügte die Jury den inflationären Gebrauch des Begriffs im Bundestagswahlkampf. Er wurde insbesondere durch die Christliche Volkspartei geprägt. Während die Partei damit in erster Linie Kandidaten von USPD und (in geringerem Maße) ESP anging und deren linksprogrammatische Programmpunkte als weltfremd herabwürdigte, hielt kontraintuitiv Einzug in den Sprachgebrauch nationalkonservativer und rechtsradikaler Kreise. So erregte die AR-Kampagne der Hamburger PNE für Aufsehen, in der CVP-Wahlkampfpa- rolen von vermeintlich minderbemittelten Orks und Trol- len nuschelnd und mit Akzent zitiert wurden. Metahuman Rights Watch klagte vergeblich gegen diese Form der Diffamierung einzelner Bevölkerungsgruppen. A L L I A N Z T A G E S S P I E G E L M E H R ® MEHR SHADOWRUN UNTER: WWW.SHADOWRUN5.DE PDF-VERKAUF UNTER: WWW.PEGASUSDIGITAL.DE DATAPULS ADL Die Allianz Deutscher Länder – ein Flickenland. Hier f n- den sich Trollrepubliken, Elfenstaaten, verseuchte Zonen und riesige Megaplexe. Berlin mit seinem Konf ikt zwischen Kiezen und Konzernhochburgen. Hamburg mit seinen überf uteten Straßen und der verseuchten Nordsee. Der Rhein-Ruhr-Megaplex, ein Schmelztiegel aus Ghettos, In- dustrie und Konzernen. Und gerade weil die ADL so hete- rogen ist, sollten sich Runner hier gut auskennen. Sonst fres- sen einen die Schatten schneller, als man die nächste Grenze erreichen kann.. MEHR UNTER TINYURL.COM/RUNNERGEAR Runner Gear
textdata/thevault/Shadowrun [multi]/LANG/[DE]/5. Auflage/06 - Sonstiges/Novapuls, Extrapuls, Megapuls [Ingame Nachrichten aus der ADL]/2078-12-18 extrapuls-14.pdf
ISW3: INTELLIGENCE/LANGUAGES I 7 7 7 7 7 8 8 8 8 8 9 9 9 9 9 10 10 10 10 10 11 11 11 11 11 12 12 12 12 12 L 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 C se se se se se e e e e e s s s s s s s s s s s s s s s s/t s/t s/t s/t s/t P 1p 1p 1p 1p 2p 2p 2p 2p 2p 2p 2p 2p 2p 2p 2p 3p 3p 3p 3p 3p 3p 3p 3p 3p 3p 3p/1e 3p/1e 3p/1e 3p/1e 3p/1e Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 * details at DM’s discretion ISW4: PRIMARY ABILITIES 4 5 1 2 3 4 5 6 7 8 9 0 detect shifting rooms/walls detect sloping passages find secret doors detect (large) traps detect invisible objects detect evil/good detect metal detect gems detect magic locate object 1-10 5' 5' 5' 5' 10' 10' 30' 30' 10' 30' 11-20 10' 10' 10' 10' 20' 20' 60' 60' 20' 60' 21-30 15' 15' 15' 15' 30' 30' 90' 90' 30' * 1s Digit: Ability 10s Digit: Range ISW5: EXTRAORDINARY POWERS* Roll 1 2 3 4 5 6 7 8 9 10 charm person clairaudience clairvoyance control* cure disease diminution elemental command* ESP etheralness extra damage fire resistance flying free action growth healing heroism illusion levitation mirror image neutralize poison speed spell storing stealth strength telekinesis telepathy teleportation warmth water breathing X-ray vision Roll 11 12 13 14 15 16 17 18 19 20 Roll 21 22 23 24 25 26 27 28 29 30 ISW2a: SINGLE-AXIS ALIGNMENT ISW2b: DUAL-AXIS ALIGNMENT Roll 1-20 21-27 28-30 Alignment lawful neutral chaotic Roll 1-2 3-5 6-7 8-12 13-17 18-19 20-26 27-28 29-30 Alignment chaotic good chaotic neutral chaotic evil neutral good (true) neutral neutral evil lawful good lawful neutral lawful evil Roll on d30 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 ISW1: SPECIAL PURPOSE Special Purpose slay clerics slay fighters slay magic-users slay thieves slay non-human monsters alignment purpose Ability When Used for Purpose blindness confusion fear paralysis +hit/save Ability When Used for Purpose — on successful hit with the sword: blindness: 1-15 rounds on failed save vs. spells confusion: 1-15 rounds on failed save vs. spells fear: 1-5 rounds on failed save vs. spells paralysis: 1-5 rounds on failed save vs. spells +hit/save: +2 “to hit” & +1 to saving throws against Alignment Purpose — based on alignment of sword: lawful sword: slay chaos neutral sword: maintain balance chaotic sword: slaw law KEY TO ISW3 I: INT in BX systems (for 1e, add 5 points) L: number of Languages (may be determined using d30 SBC, p.49) P: powers; p=primary ability; e=extraordinary power C: communication; se=semi-empathy; e=empathy; s=speech; t=telepathy Please refer to your edition of choice for rules regarding sword ego. * Roll for one extraordinary power in place of the primary ability 1 3 2 “d30 Intelligent Sword Generator: © 2014, New Big Dragon Games Unlimited d30 Intellgent Sword Generator
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by Ruslan Kim DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Ruslan Kim and published under the Community Content Agreement for Dungeon Masters Guild. About this Guide Combat is one of three main pillars of the game, apart from exploration and interaction. And it takes a lot of time to prepare and run good combat encounter. The goal of this guide is to help DMs who are running Waterdeep: Dungeon of the Mad Mage adventure to get better understanding on how to run combat encounters, how to make them coherent, memorable and fun! Preparation process divided into 3 steps: 1. Determining Encounter Difficulty. 2. Determining Surprise. 3. Determining Creatures’ Tactics. First step will give you general understanding about how difficult combat encounter might be for your player characters. Each level of WDMM is designed for PCs of particular level. I use a guideline from Encounter Building section in Xanathar’s Guide to Everything (XGE, p. 88) to evaluate how many PCs of corresponding level should be in the party to overcome the encounter. Math is simple. If you have the same number of PCs – it is good fight. If you have more PCs (2/3 of number of PCs is needed) – they will pass it with ease, but it still be challenging. If you have less PCs (3/2 of number of PCs is needed) – encounter will be hard, but still winnable. Also, I put notes about combat difficulty, which I think is important. Depending on this information you can adjust the encounter for your group, skip it entirely or think about possible defeat consequences. Second step is always up to DM, so you should be prepared in advance. General guidance is written in Player’s Handbook (PHB, p. 189). Basically, you should determine who is surprised when the first round of combat begins. To do so, you should know answers for these questions: Are creatures trying to hide? They roll Stealth. Are they successful? Compare results to PC’s Passive Perception score. Are PCs trying to hide? They roll Stealth. Are they successful? Compare results to creatures’ Passive Perception score. Based on the results you will understand who will take actions in the first round of combat and who will not. I also put my notes for the encounters when circumstances may differ from the standard procedure. Third step will help you to understand how to use creatures in combat. Where should they stand? What course of action will be most efficient and logical depending on the lore? Who do they need to attack? Will they fight to the death? Will they flee or surrender? I also put more detailed explanation on how some creature’s abilities and traits work. Abbreviations and Font Styles The following abbreviations are used throughout this guide: PHB = Player’s Handbook MM = Monster Manual DMG = Dungeon Master’s Guide SCAG = Sword Coast Adventurer’s Guide XGE = Xanathar’s Guide to Everything VGTM = Volo’s Guide to Monsters MTOF = Mordenkainen’s Tome of Foes WDMM = Waterdeep: Dungeon of the Mad Mage WDH = Waterdeep: Dragon Heist PC(s) = Player Character(s) AC = Armor Class DC = Difficulty Class CR = Challenge Rating hp = hit points gp = gold piece(s) AoE = Area of Effect RAW = Rules as Written The following font styles are used throughout this guide: Bold style is used for the creatures’ names Italic style is used for the Spells. Bold Italic style is used for the Abilities and Traits. Level 13: Trobriand’s Graveyard This level is designed for four 12th level PCs. If you have more than 4 PCs, you can add more creatures or maximize their hp to make combat encounters more challenging. If you have less PCs, then you can decrease the number of creatures in combat or use less optimal tactics. All creatures in Encounter Difficulty section are compared to 12th level PCs. Area 1 Encounter Difficulty 1 Bore Worm (CR 16, MM, p. 255, with changes) = 4 PCs Surprise Follow the standard procedure to determine surprise. Creatures’ Tactics Bore worm is construct. It won’t communicate, flee, surrender or take captives. Make the Bore Worm use Multiattack against nearest PC. Area 2a Encounter Difficulty 4 Scaladar (CR 8, WDMM, p. 315) = 12 PCs 12 Arbalests (CR 1, MM, p. 224) = 2 PCs Surprise Follow the standard procedure to determine surprise. Creatures’ Tactics Constructs won’t communicate, flee, surrender, take captives or use any kind of tactics. Make the Scaladar and the Arbalests use Multiattack against nearest PC. Area 2b Encounter Difficulty 1 Hobgoblin Captain (CR 3, MM, p. 185) = 1 PC 7 Hobgoblins (CR 1/2, MM, p. 185) = 1 PC Surprise Follow the standard procedure to determine surprise. Creatures’ Tactics Hobgoblins are the race of disciplined warriors oriented on conquest and war. According to VGTM, all goblinoids believe that their god Maglubiyet is the only true god. You can make hobgoblins focus on clerics and paladins in combat. Hobgoblins can negotiate and take captives but would prefer glorious death rather than flee or surrender. Make the Hobgoblin Captain use Leadership at the beginning of the combat, so all its allies within 30 ft. get bonus to attacks and saves. On the next rounds make it use Multiattack against less armored PC within 5 ft. of one of its allies to get benefit of Martial Advantage. Make the Hobgoblins focus on less armored PC within 5 ft. of one of their allies to get benefit of Martial Advantage. Area 4 Encounter Difficulty 1 Shockerstomper (CR 14,WDMM,p.174) = 4 PCs Surprise Follow the standard procedure to determine surprise. Creatures’ Tactics Constructs won’t communicate, flee, surrender, take captives or use any kind of tactics. Make the Shokerstomper use Multiattack against nearest PC. Area 5 Encounter Difficulty 10 Lava Children (CR 3, WDMM, p. 313) = 5 PCs Surprise As a DM you can make PCs surprised when the Lava Children emerge from the walls. Creatures’ Tactics Lava children are born in the Fountains of Creation, also known as the Plane of Magma, which is wedged between the Elemental Planes of Earth and Fire (PHB, p. 300). They can communicate, flee, surrender and take captives to eat them later. Make the Lava Children use Multiattack against PCs wearing metal armor or shield to get Advantage from Metal Immunity trait. They are immune to damage from both magical and non- magical metal weapons, so it’s practical to focus on spellcasters. If the Lava Child has a chance, make it hide inside the metal piles between its turns. They can also flee using this trait. Area 6 Encounter Difficulty 3 Scaladar (CR 8, WDMM, p. 315) = 9 PCs Surprise Follow the standard procedure to determine surprise. Creatures’ Tactics See Area 2a. Area 7b Encounter Difficulty 1 Archmage (CR 12, MM, p. 342, with changes) = 6 PCs 1 Shield Guardian (CR 7, MM, p. 271) = 2 PCs Surprise Follow the standard procedure to determine surprise. Creatures’ Tactics Archmage is intelligent enough to negotiate, flee, surrender or take captives. Shield guardians are constructs created to protect their masters. They can’t communicate and won’t flee, surrender or take captives unless master gives such an order. Assume that the Archmage pre-casted Mage Armor and Mind Blank before the combat. Start the fight with Time Stop. It will give the Archmage an opportunity to take minimum 2 turns without interruption. During the first turn make it cast Mirror Image. On the next turn make it cast Wall of Force trapping inside the dome one or two martial PCs. If it has one more turn, use it to cast 6th level Cone of Cold, which will end Time Stop. If it has more free turns you can make it cast Fire Shield before Cone of Cold. The Archmage has resistance to damage from spells already, but additional damage to melee attackers might be helpful. Continue casting Cone of Cold or 4th level Lightning Bolt spells targeting as many PCs as possible. Use Counterspell against harmful spells. If you decide that it’s time to flee, cast Teleport. The Shield Guardian’s Bound trait only works if the Archmage is within 60 ft., so it must always stay within this distance. Spell Storing trait stores Greater Invisibility. It is great defensive spell, so make the Shield Guardian cast it on the Archmage in the first round of the combat. On the next rounds make the Shield Guardian use Multiattack against less armored PC. Use Shield to protect the Archmage within 5 ft. Area 8 Encounter Difficulty 9 Lava Children (CR 3, WDMM, p. 313) = 5 PCs Surprise As a DM you can make PCs surprised when the Lava Children emerge from the walls. Creatures’ Tactics See Area 5. Area 11a Encounter Difficulty 1 Hobgoblin Warlord (CR 6, MM, p. 185) = 2 PCs 5 Death Dogs (CR 1, MM, p. 321) = 1 PC 4 Hobgoblins (CR 1/2, MM, p. 185) = 1 PC Surprise Follow the standard procedure to determine surprise. Two-Headed trait gives +5 to Death Dog’s Passive Perception score (see Passive Checks, PHB, p. 175). Creatures’ Tactics See Area 2b for general description of hobgoblins. Death dogs are hateful monsters. They don’t communicate, surrender or take captives, but they can flee. Make the Hobgoblin Warlord use Leadership at the beginning of the combat, so all its allies within 30 ft. get bonus to attacks and saves. On the next rounds make it use Multiattack with against less armored PC within 5 ft. of one of its allies to get benefit of Martial Advantage. Make it use Shield Bash until PC gets prone to get Advantage on Longsword attack rolls. Don’t forget to use Parry to avoid melee hits. Make the Death Dogs use Multiattack against nearest or Prone PC. See Area 2b for Hobgoblin’s tactics. Area 11b Encounter Difficulty 6 Hobgoblins (CR 1/2, MM, p. 185) = 1 PC Surprise Follow the standard procedure to determine surprise. Creatures’ Tactics See Area 2b for general description of hobgoblins. According to WDMM, these Hobgoblins spend all their Actions shooting from Flame Cannons. Don’t forget that Flame Cannon attacks work with Martial Advantage, so make the Hobgoblins focus on PCs within 5 ft. of its allies.
textdata/thevault/Dungeons & Dragons [multi]/MGtCE of DotMM 1-23/Monsters' Guide to Combat Encounters - For Dungeon of the Mad Mage Level 13 - Trobriand's Graveyard.pdf
ROLEPLAYING FOR REAL LIFE STAFF AND YOUTH TRAINING AVAILABLE IN HOW TO PROVIDE PEER EDUCATION THROUGH YOUTH ISSUE IMPROVISATIONAL THEATER ROLEPLAYING FOR CONFLICT RESOLUTION EDUCATIONAL THEATRE FOR SOCIAL CHANGE DRAMA THERAPY TRAINING FOR YOUTH DEVELOPMENT Ellen Williams, Expressive Arts 4-H Agent RUTGERS COOPERATIVE EXTENSION 59 Lipman Drive, Waller Hall Room 113,New Brunswick, New Jersey 08901 Phone: (848) 932-9214 Fax: (732) 932-8956 Email: [email protected] Training is provided for staff and youth interested in developing improvisational theatre performances around issues impacting youth (e.g., peer pressure, career choices, substance abuse, identity, violence, relationships, etc.). Youth audiences are more inclined to respond to information if it is presented by their peers. Peer education theater is a particularly effective approach for it “brings to life” situations common to youth’s life experiences and engages youth audiences in interactive discussion. Roleplaying for Real Life enables youth players to explore difficult situations from the safe distance of dramatic enactment. Youth can choose to play themselves or elect to play characters other than themselves. Role reversal leads youth to see situations from others’ perspectives. Drama helps youth Develop empathy for others’ situations Improve decision-making skills Explore consequences Practice refusal skills Explore their values Release emotional tension Increase their self-esteem Rehearse for life situations they will encounter Develop the imagination Improve in communication skills Enhance concentration and focus Develop teamwork/Work toward collective goals Disclose personal concerns in a non-threatening forum Explore alternative behavior by roleplaying various options Reveal thoughts and feelings that might otherwise remain hidden Develop conflict resolution skills Release emotions Experience the natural tendency to play Develop self-discipline Learn more about personal motivations and issues Establish sense of personal control Communication & Expressive Arts In Roleplaying for Real Life; Rehearsal For A Better World, youth identify social issues of concern and improvise original scenarios dramatizing these issues. The process includes: brainstorming of issues, group improvisation activities, scenario development, and techniques for leadership of group discussion. Roleplaying for Real Life; Rehearsal for a Better World   SPECIAL CONSIDERATIONS FOR PRESENTER:  Many youth will have the percep�on that drama  means theatre experience and audi�oning for a part  to perform before an audience. It is important to dis- pel this image so that youth are recep�ve to par�cipa- �on. From the outset, establish the fact that no prior  ac�ng experience is necessary. In Roleplaying for Real  Life : Rehearsal For A Be�er World, the focus is  not   on performance, but rather on group process.   Because the youth are entering the drama�za�ons in  character roles, they are more free to explore issues  than if ac�ng as themselves. In the process of  roleplaying real life scenarios, youth develop the abil- ity to make construc�ve real life choices. In processing  their improvisa�ons through group discussion, youth  iden�fy resolu�ons to the conflicts and issues drama- �zed in the scenarios., in effect “rehearsing for a  be�er world”.  In Roleplaying for Real Life : Rehearsal For A Be�er  World, youth engage in three   levels of improvisa�on,  in which they first create a spontaneous group image,  then move to crea�ng a scene from that image, and  finally improvise this scene before the larger group.             AUDIENCE: Middle-High School Levels Materials Needed: The term “roleplaying” refers to improvisations that explore characters’ responses to dramatic situations. Roleplaying develops imagination, empathy,,decision-making ability, values, clarification, communication skills, teamwork, and conflict resolution skills. Background: Learner Objectives: > Utilize brainstorming techniques to identify social issues >Develop improvisational skills leading to group improvisation >Demonstrate ability to lead group discussion following group scenarios Developed by: Ellen Williams, Expressive Arts 4-H Agent, Associate Professor, Rutgers University, New Brunswick, New Jersey Time: Prep Time:  10 minutes              Lesson Time: 1 1/2 hours              Clean Up Time: 10 minutes  Chalkboard/Easel Paper Chalk/Markers Props and costumes optional Ellen Williams 59 Lipman Drive New Brunswick, NJ Contact Information (848)932-9214 References: North American Drama Therapy Association www. nadta.org Reaching Out For Teen Awareness: A Model For Education Through Interactive Theatre. Theresa Ferrari and P. Vertefeuille. Orono: University of Maine Extension, 1995 Sociodrama: Who’s In Your Shoes? Antonina Garcia and Pat Sternberg. Westport, Ct: Praeger, 2000 Theatre Arts: Imagination in Action. Authors: Kathleen Jamison, Virginia Tech University and Ellen Williams, Rutgers University, National 4-H Council Curriculum, 2013 Roleplaying for Real Life; Rehearsal for a Better World In a circle, begin by conducting a drama warm up/ brainstorming session. Ask each youth to complete the sentence “The biggest concern of my age group is…” Record the responses on a chalkboard or easel. Ask the group to see if there are any commonalities among them. Following group discussion, have the group select their top 3 issues. (for example, unemployment, substance abuse, bullying, etc,). Highlight these on the chalkboard/easel. Now have the group form smaller groups of four. Following is a sample activity leadership text for your reference: “As a group, you have identified the social issues of greatest concern to you. Now, in your groups, you will dramatize those issues. When I call out the issue, as a group, freeze in a position which represents that issue. This group image is called a tableaux. Think of yourselves as characters in a photograph “ ( As you call out issues, each group assumes the tableaux positions). Now as I call out these same issues, assume your tableaux positions, but now each of you will think of who your character might be based on your physical position and facial expression. Turn to your fellow group members and introduce yourselves in character. Together create a scene in which your characters reflect the issue being dramatized. For instance, a youth in a crouched position might become a victim of bullying, another with arms folded a disinterested bystander, etc.” (Repeat this activity until all 3 issues have been dramatized within the groups). “ Now that you have explored all 3 issues, your group will select the one that resonated the strongest with you. Develop that scene further. Leave the resolution of the issue open ended “. Each group presents their scene before the group. “Invite the audience to join you in coming up with possible resolutions. In your group play out those endings that are suggested. Invite those who made those suggestions to assume roles in your scene”. Following each scene, volunteers from each group lead a group discussion on how the resolutions could be implemented “ in real life” to address these social issues. Ask each group if they are interested in developing their scenario more fully and presenting it to outside groups. If so, they could consider Roleplaying for Real Life : Rehearsal For A Better World as community service, peer education, or other educational outreach. initiative. z  Experiential Learning Questions: 1. Share: How did your group determine what issue to dramatize? 2. Reflect: How did your character’s responses relate or not relate to your own personality? 3. Generalize: What did you learn about yourself and your fellow group members in the Improvisation process? 4. Apply: How can you apply to your own life situations the skills you utilized in Roleplaying for Real Life; Rehearsal for a Better World? References: Learning Activities/Procedures:
textdata/thevault/Kid Friendly/1. Parent & GM Advice & Helpful Hints/Therapy with RPGs/Roleplaying-for-Real-Life-Flyer.pdf
“Captain, we’ve lost power to the impulse engines and our weapons are down to 50%!” Using the core starship rules, when a vessel takes damage it either loses SS or CPU. However, a common trope of starship combat involves damage to various systems. When damage occurs to a ship, roll on the following table. *Equal chance of FTL or SUB-L engines Each system can take the same amount of damage as the ship has total SS. Whenever the ship takes SS damage, half of that damage is also applied to a system. Whenever the ship takes a critical hit, all damage is also applied to a system. If a character uses an exploit to target a particular system, he chooses the system rather than rolling for it. Effects of Damage Systems damage works in a similar way to casualties - the vessel takes penalties to related checks at various stages. System damage can be repaired in exactly the same way as SS damage - a Difficult [16] LOG check repairs 2 points of damage. The time needed to do this is shown in the table above. You may need to use engineering or computers to help with that check. Casualties can be restored as normal - a Challenging [13] LOG check to restore one crew member to duty. Remember that the sick bay’s capacity as noted on the stat 1d6 System 1 Engines* 2 Weapons 3 Shields 4 Sensors 5 Comms 6 Environmental DAMAGE REPORT! Casualties Recap Remember that when a ship takes 5 or more damage (after SOAK) it takes 1d6 casualties, and each PC has a 1-in-6 chance of taking 2d6 damage. A ship below its minimum crew complement suffers -1d6 to all actions; a ship below half its minimum crew complement suffers -2d6. A ship below one-tenth of its minimum crew complement cannot function. block limits the number of crew members who can be restored to duty each day. A system reduced to 0 SS is completely destroyed, and cannot be repaired. Engines and shields are reduced by the amount shown in the Performance column (above). For example, if the FTL engines are at 60% the ship suffers -2 to its FTL speed; if the shields are at 80%, they suffer -1 SOAK. Damage Control Panel Use the Damage Control Panel to record damage. In the primary system values area, enter the SS values at 100%, 50%, and 10%. In the coloured columns marked 100%, 50%, and 10%, check the box when the system reaches that level of damage. Damage Penalty Repair Performance 76-99% - 1 turn -1 51-75% -1d6 1 hour -2 11-50% -2d6 1 day -3 10% or below - 1 week -5 DAMAGE CONTROL PANEL Ship Name ______________ System Damage 76-99% 51-75% 11-50% 0-10% Superstructure Engines (FTL) Engines (SUB-L) Weapons Shields Sensors Comms Environmental Casualties CPU 100% 75% 50% 10% Primary Systems (= SS) Casualties (= crew) CPU (= CPU) Crash Landing Sometimes a ship crash-lands and suffers massive amounts of damage. This short section describes how to resolve a crash- landing. When a crash landing occurs, the pilot can make an AGI (piloting) check to mitigate the damage. If nobody is piloting the ship, then the check is assumed to be a roll of zero. It is very unlikely that a crash-landing will result in no damage. A crashed ship takes 1d6 damage multiplied by its class. For example, the Murphy, a Class V ship takes 5d6 damage if it crash-lands. This damage is applied to SS, and every system takes half damage as normal. Roll for each system separately. If the superstructure is reduced to zero, the ship will explode as per the normal rules for ship explosions. Form a countdown pool as normal - the PCs will need to evacuate quickly! The damage can be mitigated by good piloting. The AGI (piloting) check indicates how much damage is mitigated - divide the check by 2. If Sasha is piloting the Murphy and rolls 20 on her check, she mitigates the 5d6 damage it takes by 10 points. This can reduce the damage to zero in some cases. Example of Play The Murphy has crash-landed on an icy world. It’s a Class V ship, so it will be taking 5d6 damage. Sasha rolls 20 on her AGI (piloting) check, and so mitigates the damage by 10 points. The SS takes 19 points of damage, reduced to 9 by Sasha’s piloting. It normally has 20 SS, so it has been reduced to 11. Each system takes 5d6 damage, halved; for simplicity you can roll once and apply the same damage to all systems, or you can roll for each individually. FTL Engines take 18 damage, less Sasha’s 10, leaving 8, which is halved to 4. Sub-L Engines take 12 damage, less Sasha’s 10, leaving 2, which is halved to 1. Weapons take 22 damage, less Sasha’s 10, leaving 12, which is halved to 6. Shields take 19 damage, less Sasha’s 10, leaving 9, which is halved to 4. Sensors take 18 damage, less Sasha’s 10, leaving 8, which is halved to 4. Comms takes 24 damage, less Sasha’s 10, leaving 14, which is halved to 7. Environmental takes 18 damage, less Sasha’s 10, leaving 8, which is halved to 4. Casualties take 25 damage, less Sasha’s 10, leaving 15, which is halved to 7. The Murphy, therefore is left with (out of 20 for each category, and, coincidentally, 20 crew): SS: 11 FTL: 16 SUB-L: 19 Weapons: 14 Shields: 16 Sensors: 16 Comms: 13 Environmental: 16 Crew: 13 Each system can take 20 damage total (the same as the ship’s SS) so the damage report might read something like this: SS down to 55%. FTL down to 80%. SUB-L down to 95%. Weapons down to 70%. Shields down to 80%. Sensors down to 80%. Comms down to 65%. Environmental/life-support down to 80%. 35% casualties. The players don’t need to track the percentages that accurately; their Damage Control Sheet will indicate how much damage is equal to the breaks at 10%, 50%, and 75% for die penalty purposes. The figures are available should you wish to emulate the language used in your favorite sci-fi TV show, however. The PCs would undoubtedly need to start repairs immediately. Luckily, nothing has been damaged too seriously, and the ship will be up and running in short order - at those levels of damage it takes an hour to repair 2 points of damage, and the ship has taken 46 damage across all systems. That’s just 23 hours of repairs, assuming the repair dice rolls go well. The sick bay has a capacity of 5, so it will take 3 days to restore the 13 crew members to active duty, assuming all LOG checks go well. Note that a failed LOG check on a crew member means that crew member is deceased.
textdata/thevault/WOIN/EONS Magazine/Eons 43 - NEW, Rules (Ships) - Damage Report.pdf
No Good Deed... In this scenario, the Delta Green Agents find themselves torn between their duty to the group and their humanity. Overview This scenario is meant to take place during "Classic-Era" Delta Green. With some adjustments to the antagonist it can be changed to current day. Delta Green has recently scored a significant victory over the Karotechia. If you like, this prior operation can involve the players. Regardless, the organization has eliminated a Bischofe and retrieved an occult text known as Die Offene Leere (The Open Void) This text was significant to Dr. Gunter Frank and his experiments with reviving Die Lebenstentoten (The living Dead) as it provided many useful therapies in keeping the returned Nazis mentally stable enough to be useful to the cause after their transition back to life. Dr. Frank wants the book back. In order to retrieve it, he sends Reinhard Galt to do what he does best. Getting the Agents Involved The Agents are given a call by their DG contact and told to get to a major metropolitan city that they are already near( This city is where the last successful DG opp against the Karotechia took place). They are to pass themselves off as FBI Agents and meet with Sandra Blum, the Agent in charge of the investigation and a Delta Green asset besides. 41, Blum is a dark haired sarcastic woman who is all business. Almost immediately after meeting the agents, she puts in a video taken a few hours ago. The Video The video is taken from a security camera located at a busy intersection. A school bus can be seen pulling up to a light and stopping as it turns red. Things proceed normally for about ten seconds before a van swerves from across the street and pulls up alongside the bus. Four masked men (armed with assault rifles and body armor) emerge from the vehicle. Two of them force their way onto the bus, while the other two take up positions on the sides of the bus and begin firing warning shots. The streets quickly clear. A fifth man emerges from the van. Though he too wields a rifle, he wears no apparent armor and his face is visible( He is easily recognizable as Galt should any of the investigators have met him before). Notably, he turns towards the camera and smiles. Then he shoots one of the men in the leg. The man goes down, visibly distressed, while his shooter and his partner both move onto the bus. A few seconds later it speeds away, out of sight. Blum reveals that the students were from the local Jefferson Elementary School, a heavily minority school. Police found the bus within the hour, but the students and assailants were missing. Two teachers and the bus driver were found shot to death. The one captured assailant is under observation at a nearby hospital, and the agents are due to meet with him. Interviewing the Shooter Todd Phelps is well known to police. 37,he's a small time drug dealer who's been in and out of jail most of his life. He has ties with The Aryan Alliance, a local white supremacist movement of twenty or so members. Phelps is being kept under guard, but a badge gets the investigators in. He's cocky and slurs freely, insulting investigators for either their race or gender, or accusing them of being race traitors. He refuses to say anything useful, and if pressed will say he's only willing to speak to those who "are a bit green." If the investigators confirm they're with the group, Phelps open up. He gives them a phone number and tells them to call it. Phelps can offer little useful information. A simpleton with delusions of grandeur, Galt picked him to leave his message for Delta Green, and he has no knowledge of the group beyond the name. If asked about Galt, his tone turns reverent, the only subject he seems respectful towards. The man is an inspiration, he claims, and a true Übermensch within their movement. He insists that he will die for him. The Number Calling the number gets an immediate response. Galt answers on the first ring, and confirms the agents are truly Delta Green by making references that the Agents should understand. If not convinced he hangs up, likely ending the scenario on an unfortunate note. Assuming the investigators convince him, Galt will explain the situation. The children are currently alive. Pressed to confirm this, he allows the agents to speak to a crying child for a few seconds, before returning to the phone to issue his ultimatum. The Agents are to recover Die Offene Leere and trade it for the children's safe return. Galt will allow them ten minutes to decide. If they don't call back within that time frame he will murder a child, and continue to do so every five minutes thereafter. Any attempts to trace the call fail. Galt has brought backup, among them a Bischofe who has magically concealed their location. The Ultimatum The Agents may wish to contact their superiors, who curtly tell them no negotiation is possible. They are to attempt to draw Galt out. Should that fail, the children are a necessary sacrifice to keep forbidden knowledge out of the hands of their enemies. A critical on a persuade roll convinces the superiors to divulge the book's location and its use as a trap. Otherwise however, they won't budge. A few other ways to find the book include: 1. Asking Blum. If the Agents were not directly involved in the prior op, Blum was. Research or a successful spot roll in her office determines she has two kids near the kidnapped children's age. This grants a +20 on a roll to persuade her. 2. The players themselves, if they were involved in the prior operation. The Book Die Offene Leere is in a local Green Box, the location of which is a locker in a barely used gym. The book is scheduled for pick up and transfer to Dr. Wu's collection within the next few days, though sadistic keepers may wish to speed this up and have the courier agent encounter the investigators as they leave. Presuming they attain the book, the investigators can set up the meeting. The Meeting Calling Galt back and offering him the book sets up a meeting. Galt tells the investigators to meet him at a local Chinese restaurant within an hour. The investigators can arrange a raid with the police, but this is unlikely to go well and will expose a great deal of people to prenatural phenomena. Few DG assets are available to assist within the timeframe, though Blum can if previously persuaded assist. What occurs If the pc's decide to attempt to fight Galt is beyond the scope of this scenario. The restaurant is empty, save for Galt and his group, three Aryan Alliance members and a Bischofe. Galt is busy eating some meat dish as the investigators arrive, and will offer them a plate. The food is delicious, though if any investigator partakes they will suffer 1/1d4 san loss once they learn that the dish was made from the restaurant's staff. Once Galt leafs through the book and confirms its veracity, he will give up the children's location. They are being held in an abandoned subway car deep underground, and will be dead within the hour unless the investigators hurry. He'll happily answer any questions the investigators have, but keep in mind this means less time to rescue the children. The Rescue The Keeper should make two hidden Drive and two Navigate rolls for the investigators to get to the children in time. Passing all the rolls enables the safe extraction of the children. Failing one means the group will stumble upon a group of ghouls (4-6) as they are leaving. These creatures are a heretical branch of the faith that consume living flesh. They will have to fight off the creatures while likely being distracted by screaming children. Failing two of the rolls means the investigators will arrive as half of the 24 children have already been killed. Failing three means the entire group has been killed, their dying screams heard as the investigators rush towards them. As an alternative conclusion, the children could already have been murdered by Galt, who then doused them with the Sapphire compound. The "rescue" will then turn into a battle with the zombified children. These pitiful creatures should not be much of a threat physically, but should do great amounts of SAN damage (1d6/1d12). San Rewards & Penalties: Saving the children: +1d6 Failing to save them: -1d8/1d12 Every three children who die: 0/1 Based off the decisions made within the scenario, the PC's may find themselves facing repercussions from DG. If they are involved in an op against the Karotechia again, the occult knowledge the investigators traded should directly inconvenience them.
textdata/thevault/Delta Green [multi]/adventures/Fairfield Project Shotgun Scenarios/Delta Green - Adv - No Good Deed....pdf
Blackjack's Weapons #7 - Railed Branson Hagerty (Blackjack's Shadowrun Page http://shadowrun.html.com/users/blackjack/) Posted August 11, 1997 LongTom Rail Gun Type: Special Concealability: NA Ammo: 1 (rear) Batteries: 5 (top barrel) Mode: SS Damage: 15D Weight: 28 Cost: 1.2 Million Ammo Cost: 50 per 1 Battery Cost: 1000 per 1 Max Range: 2.5 Kilometers (2500 Meters) Perhaps the longest ranged slug weapon in existence, the LongTom rifle can fire a ten centimeter slug nearly two and a half kilometers with unparalleled speed and accuracy. Utilizing redundant rings of EM generators/capacitors and BattBurn 1.5 million volt high discharge disposable batteries, the LongTom provides power and distance normally associated with rail gun artillery. NOTES: The LongTom is 2.25 meters long (yup, it’s big) and can be broken down into two parts, each weighing 14kg and each possessing its own padded carrying case. The LongTom is very fragile; simply carrying it extended distances without the case may damage the barrel alignment. It is also extremely vulnerable to water, excessive heat, and competing electromagnetic fields. Slug rounds load into a chamber at the rear of the weapon and 5 batteries line the front of the barrel. Each shot burns out a battery which can be replaced at any time, as long as the weapon is not charging or holding a charge (see below). BattBurn batteries cannot be recharged. Before firing, the weapon must be ‘charged’, a process that takes a full 30 seconds. After charging, the weapon must be fired within the next 2 minutes or the charge (and the battery) is lost and the process must be started over. In other words, there is a two minute ‘window’ during which the weapon must be fired or you’ve wasted a battery. The LongTom is incompatible with just about every type of weapon enhancement, including Smartgun links, with the exception of extremely powerful MagScopes (I can’t see 2.5 kilometers, can you?) and tripods. >>>>>[Even though this thing is designed to be shoulder fired, I wouldn’t advise it. While it’s pretty well balanced front to back, it’s still a damned heavy weapon to have sitting on your shoulder. Put it on a tripod.]<<<<< Tigger (22:39:12/07-02-58) >>>>>[I agree. Use a tripod. Even if you’re a troll who can comfortably piggyback an Americar, odds are you won’t be able to aim precisely enough if you’re firing at max distance. A one millimeter drift magnifies tremendously over a km and a half. Also, it’s kinda scary having 1.5 million volts sitting right next to your brain.]<<<<< Volt (02:10:21/07-03-58) >>>>>[7.5 million, if you count all the batteries.]<<<<< Tigger (03:19:22/07-03-58) Zenith Rail Gun Type: Special Concealability: 2 Ammo: 4 (clip) Batteries: 4 (top) Mode: SS Damage: 10D Weight: 10 Cost: 950,000 Ammo Cost: 50 per 1 Battery Cost: 1000 per 1 Max Range: 1 Kilometer (1000 Meters) While the Zenith may resemble an overweight SMG, it is actually a compact single shot rail gun, firing a high velocity depleted uranium slug farther and faster than any other weapon its size. NOTES: Rules regarding vulnerability to water and BattBattery burn out and replacement are the same as those applied to the LongTom. Unlike the LongTom, the Zenith does not require pre-charging. The Zenith is incompatible with just about every type of weapon enhancement, including Smartgun links. >>>>>[Now we’re talking. The range and power of a sniping rifle packed into a neat little carrying case.]<<<<< Tigger (19:55:18/07-03-58) >>>>>[Why do the batteries burn out at the same rate as the ‘Tom? The Zenith is smaller and the range is less. I don’t get it.]<<<<< Pugg (20:41:29/07-03-58) >>>>>[The LongTom takes time to charge its rather long barrel, sending the juice through a series of transformers and capacitors so it can ‘spread the joy’ properly through its near mile of electromagnetic and capacitor coils. When the LongTom is fired, the round has a decent amount of time to speed up in the barrel. Since the round is so heavy, speeding it up slowly is simply more efficient than tossing it out of the barrel with a single jolt. (Remember, ‘slowly’ in firearm terms is still very, very, very, very fast.) The Zenith doesn’t have the luxury of a long barrel, so it has to push as hard as it can as soon as you hit the trigger. While this makes for a smaller weapon, you pay a great price in terms of range, accuracy and efficiency.]<<<<< Tigger (22:02:52/07-03-58)
textdata/thevault/Shadowrun [multi]/EXTRAS/Gear/Blackjack/WEAP7.pdf
1 Rules for M MEET TA A--GGA AM MEE OOR RGGA AN NIISSA AT TIIOON NSS Developed by the Tusmit Triad of Québec Farzin Zakikhani ([email protected]) JP Chapleau ([email protected]) Telquenariel ([email protected]) with heartfelt thanks to: Daniel Mayrand, Mike Rosenberg, Rich Baldwin, Steven Cartwright & Brent Carter, for doing most of the work and Bradley Fenton & Christian Plante, who started it all in Tusmit. Version 5, May 27, 2004 DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Gazetteer copyright 2001 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. Version 5, May 27, 2004 2 Content Content __________________________________________________________________________ 2 Regional Meta-Game Organisations___________________________________________________ 4 Organisation Eligibility and Restrictions_______________________________________________ 4 Eligibility ____________________________________________________________________ 4 How to join ___________________________________________________________________ 4 Citizenship ___________________________________________________________________ 5 Feats, Spells and Items Access ____________________________________________________ 5 Feats / Spells / Items Logsheet ____________________________________________________ 5 Class Guidebooks ______________________________________________________________ 6 Certificates ___________________________________________________________________ 7 Leaving a Meta-game Organisation ________________________________________________ 7 Military Organisations _____________________________________________________________ 8 Ranks________________________________________________________________________ 8 The Militia _________________________________________________________________ 9 Regular Units ________________________________________________________________ 10 The Guard_________________________________________________________________ 10 Elite Units ___________________________________________________________________ 11 The Farises ________________________________________________________________ 11 Water Watchers ____________________________________________________________ 13 Non-human units______________________________________________________________ 13 Arvdal (Fearless Shield)______________________________________________________ 14 Dekros (Strong Weapons) ____________________________________________________ 14 Gurtha’Cu (Death Bows) _____________________________________________________ 15 Akh’Faern (Army of the Art) __________________________________________________ 16 Religious Organisations___________________________________________________________ 17 Lay worshipper (All churches)_________________________________________________ 17 Template__________________________________________________________________ 17 The Faiths of Al’Akbar _________________________________________________________ 18 Church of the Exalted Faith of Al’Akbar _________________________________________ 18 Church of the True Faith of Al’Akbar ___________________________________________ 18 Other Faiths in Tusmit _________________________________________________________ 19 Church of Azor’alq__________________________________________________________ 19 Church of Boccob___________________________________________________________ 19 Church of Celestian _________________________________________________________ 19 Church of Corellon Larethian__________________________________________________ 19 Church of Daoud ___________________________________________________________ 19 Faith of Fharlanghn _________________________________________________________ 19 Church of Geshtai___________________________________________________________ 20 Church of Istus _____________________________________________________________ 20 Church of Mouqol __________________________________________________________ 20 Faith of Olidammara ________________________________________________________ 20 Church of Pelor ____________________________________________________________ 20 Church of Xan Yae__________________________________________________________ 21 Church of Zuoken___________________________________________________________ 21 Social Organisations _____________________________________________________________ 22 Supporter of Tusmit _________________________________________________________ 22 Local Hero of Tusmit ________________________________________________________ 22 Hero of Tusmit _____________________________________________________________ 23 Legendary Hero of Tusmit ____________________________________________________ 24 Monks of Zuoken (Al D’ai Shatain and Zefim) ____________________________________ 24 Brotherhood of Bashaarat_____________________________________________________ 24 Mouqollad Consortium – Tusmit District ________________________________________ 25 Version 5, May 27, 2004 3 Order of Pure Blood _________________________________________________________ 26 Sefmur’s College of the Arts __________________________________________________ 26 Sefmur’s College of the Arts, Library ___________________________________________ 27 Sefmur’s College of the Arts, Library ___________________________________________ 28 Sefmur’s College of the Arts, Library ___________________________________________ 29 Tears of the Marid: Thieves’ Guild of Sefmur_____________________________________ 29 Xan Yae’s Ghosts___________________________________________________________ 30 Tribal Organisations______________________________________________________________ 31 Dwarven Homesteaders ______________________________________________________ 31 Patrol of the Great Convention_________________________________________________ 31 Master Smiths______________________________________________________________ 32 Tusman Nomads____________________________________________________________ 32 Udgru Elves _______________________________________________________________ 33 Treewalkers _______________________________________________________________ 33 Elven Warmaster ___________________________________________________________ 34 Appendix 1: Contacts ______________________________________________________________ 35 Version 5, May 27, 2004 4 Regional Meta-Game Organisations Organisation Eligibility and Restrictions Eligibility Only registered members of the RPGA (Role-Playing Games Association) Network may join a meta-game organisation. Once you are eligible to join a meta-game organisation, your character must abide by the requirements as presented in the description of each organisation. Characters may belong to more than one organisation as long as the following guidelines are followed. • Characters can only be part of one Military organisation at a time. Changing Military organisations is usually done because of promotion or demotion. For instance, leaving the Militia for the Guard implies a promotion to the standing army. • Characters cannot belong to more than one Religious organisation at a time, unless the organisations belong to the same faith. Certain exceptions might apply – consult the Tusmit Triad for more information. • Characters may belong to as many Social organisations as desired. • Certain combinations of organisations may incur in game penalties and dangers as the judge of the event (another term for “Dungeon Master”) sees fit. If you feel your character should be allowed to join a meta-game organisation despite not meeting its requirements, you could petition the Tusmit Triad member in charge of meta-game organisations to grant you a special dispensation. Those requests will be evaluated on a case-by-case basis. How to join 1. Print out a copy of the Organisation you wish to join. 2. Enter all the relevant information in the Meta-Game Organisations / Organisations Méta-ludiques table at this link: http://groups.yahoo.com/group/lg-tusmit/database 3. At your next game, make an entry on your Adventure Record (in the Play Notes section) to denote joining the meta-game organisation, and pay whatever dues necessary when joining that group. Your judge at that game will sign that you have paid them at his game. 4. If a meta-game organisation requires that you pay dues on a yearly basis, the cost of those have to be paid in full: a) at the game on which the character join the meta-game organisation for the current year, and b) at the character’s first game of the year, for every subsequent year. 5. If you fail to deduct the Time Unit cost from your yearly total, you will be given a warning by the judge at that game. A second infraction of this sort by a player with the same meta-game organisation and character will result in the immediate voiding of the membership in that meta- game organisation. Version 5, May 27, 2004 5 Citizenship A non-human character born in Tusmit or a human character born outside of Tusmit is considered to be a Tusmit Resident if his home region is Tusmit. A character whose home region is not Tusmit is normally a Foreigner. Humans born in Tusmit are considered a Citizen as of birth, every one else must be part of a Tribal Organisation to be a Tusmit Citizen or earn their citizenship by spending a full year in the Military. Other methods might be available – consult the Tusmit Triad for more information. Feats, Spells and Items Access The meta-game organisations give characters access to many Feats and Spells from the various Class guidebooks, which are not normally allowed in game play. Similarly, the meta-game organisations will give characters access to many items from the Dungeon Master's Guide and the Class Guidebooks that are normally not available for purchase. Further situations will provide opportunities to gain Feats, Spells and items from the Dungeon Master's Guide and/or the Class guidebooks, but joining a regional organisation is still the best method. A list of Feats, Spells and items that are made available through the membership of a particular meta-game organisation will appear in this document, in the description of the meta-game organisation itself, and also on the certificate that is being issued to the player joining that meta-game organisation. Items granted through a meta-game organisation can be purchased for the price listed in the appropriate source book at the conditions described in the description of the meta-game organisation. Feats and Spells granted through a meta-game organisation can only be taken when the character reaches a level that allows it to choose a new Feat or Spell. Those Feats and Spells are not available at character creation (when you can only select Feats or Spells from the Player’s Handbook), so in essence you join your meta-game organisation, even the tribal ones, at the very end of the character creation process. During a game session, if you gain enough Experience Points to gain a level, you advance in level first, and then you pay whatever Time Unit costs are required of your character – including those needed to join a meta-game organisation. Which means you cannot level and take a Feat or a Spell from a meta-game organisation you joined at the very same session. But when you advance in level, you can select a Feat or assign skill points that would make you eligible to join a meta-game organisation, and then join it. While leveling up, you can select a Feat from a Class guidebook if one of your meta-game organisations’ certificate grants access to that particular Feat. You must record it on your “Feats / Spells / Items Logsheet” (more on this further down) and have the judge at your next game sign it. Similarly, at the end of any adventure, you can choose to learn Spells from a Class guidebook that your meta-game organisations’ certificates allow or buy one or several items that your meta-game organisations’ certificates gives you access to. You must record this on your “Feats / Spells / Items Logsheet” and have the judge at the event sign it. A judge may ask you to show him those entries in your Feats / Spells / Items Logsheet. He may also ask you for the meta-game organisation certificate and the Class guidebook in which the Feat, Spell or items can be found. It is within his rights to disallow you the use of those Feats, Spells or items if you cannot produce the proper documentation. Feats / Spells / Items Logsheet You will need to record any Spells, Feats, or item gained through membership to a meta-game organisation on a special logsheet called the Feats / Spells / Items Logsheet. Version 5, May 27, 2004 6 Here is an example of a blank Logsheet. On it, you will need to fill out the top section with your name, your character’s name, your RPGA number and the date at which you are starting this Logsheet. In the top right corner, there is a space to number your Logsheets (if more than one is needed) in sequential order. In the main section, you will indicate: • The Feat, Spell, or item that you acquired • The meta-game organisation that enabled you to do so • The Adventure Record number for the game during which the Judge signed for it • The Judge signature and his RPGA number. A Copy of this Logsheet (in Acrobat .PDF format) will be kept in the same location as this present document. Class Guidebooks In the descriptions of the different meta-game organisations that follow, the name of the Class guidebook where any new Feat or Spell appears is abbreviated between brackets after the Feat or Spell name. The abbreviations used are: DotF Defenders of the Faith MotW Masters of the Wild S&F Sword and Fist S&S Song and Silence T&B Tome and Blood Version 5, May 27, 2004 7 Certificates To demonstrate membership in a meta-game organisation you must possess an Adventure Record showing your character joined or renewed membership in a meta-game organisation for the current year (including paying the dues for that membership). In addition, you must be registered in the database at http://groups.yahoo.com/group/lg-tusmit/database. To use your membership, you must bring a copy of all relevant pages of this document and your Adventure Records. Leaving a Meta-game Organisation If the player does not renew membership in a meta-game organisation at the beginning of the current year, then the membership is considered lapsed. That character will not be able to use any of the benefits of this organisation until the membership is made current. The only exception is for Arcane Spells and Feats learned while a member. The character may re-apply for membership but must meet all initial requirements and expenses once again. Characters who are no longer members may not take new Feats or learn new Spells (or, in the case of divine spellcasters, use Spells) whose access was gained through this organisation. Version 5, May 27, 2004 8 Military Organisations Each sheikhdom contributes to the nation's military force, but the composition of the regional militia follows uniform standards: mostly medium cavalry, with a mixture of archers and light-to-medium infantry. In addition to these standard units, each Sheikhdom has its own special non-human units, including Elven archers and war mages; Halfling scouts and stone slingers; and Dwarf heavy infantry and missile (crossbow) units. Furthermore, each sheikh must provide the Pasha with a certain number of men that will become part of the permanent military force of the nation, the Guard. The best among them will eventually be promoted and become part of Tusmit's elite medium cavalry force, the Farises. Overall, the military of Tusmit is very similar to that of the Paynims, Tiger Nomads and Ekbir, but Tusmit’s differs in two ways: (1) a greater percentage of infantry, and (2) their river patrols, or ‘Water Watchers’. The recent threat of their eastern neighbours in Ket has caused the Tusmit military to change its policies in the hopes of increased military volunteers. Advancement between military divisions can happen in several ways: promotion, service, bribery or extra training. Meta-gaming activities and rewards issued in game play, such as Influence Points, may offer the opportunity of promotion from one military division to a higher one. The alternative method is through years of military service as described under the requirement descriptions for each division. Ranks It is possible for a character to advance in ranks inside a military organisation. The following table lists the ranks available and the “seniority” needed to reach them: Militia No ranks available in the Militia Guard Seniority Male Title Female Title Modern Equivalent Upon joining Jundi Jundiya Private After 26 Time Units Raqeeb Raqeeba Sergeant After 52 Time Units (1 year) Mulazim Mulazima Lieutenant After 78 Time Units Naqeeb Naqeeba Captain After 104 Time Units (2 years) 'Aqeed 'Aqeeda Colonel After 156 Time Units (3 years) Fareeq Fareeqa General Version 5, May 27, 2004 9 Farises Seniority Male Title Female Title Modern Equivalent Upon joining Jundi Awwal Jundiya Oula Private After 26 Time Units Raqeeb Awwal Raqeeba Oula Sergeant After 52 Time Units (1 year) Mulazim Awwal Mulazima Oula Lieutenant After 78 Time Units Ra'id Ra'ida Captain After 104 Time Units (2 years) 'Ameed 'Ameeda Colonel After 156 Time Units (3 years) Fareeq Awwal Fareeqa Oula General Water Watchers Seniority Male Title Female Title Modern Equivalent Upon joining 'Arif 'Arifa Private After 26 Time Units Wakeel Raqeeb Wakeela Raqeeba Sergeant After 52 Time Units (1 year) Ra'is Ruqubaa Ra'isa Ruqubaa Lieutenant After 78 Time Units Muqaddam Maqaddama Captain After 104 Time Units (2 years) Liwa' Liwa'a Commodore After 156 Time Units (3 years) Musheer Musheera Admiral The seniority is calculated based on the number of Time Units the character had left when he first joined the meta-game organisation. For example, a character named Jordi joined the Water Watchers in 592CY when he had 10 Time Units left. He should be making Wakeel Raqeeb (Sergeant) the following year when he has 36 Time Units left, Ra’is Ruqubaa when he has 10 Time Units left (1 year has passed), and so on… The Militia Members of the Militia are a motley crew consisting of Tusmit Citizens and non-Citizens alike. Most of the non-Citizens are in the Militia because they wish to become official Tusmit Citizens and receive all of the benefits that status entails. Militia barracks can be found throughout Tusmit. Requirements: Status...........Tusmit Resident Race.............Any Class............Any Stats.............Any Feats............Proficiency with at least 1 Simple Weapon Time.............Minimum of 2 Time Units per year for active service plus 8 Time Units per Year, including the first, for reserve time. (Pay immediately those 8 TU, but the next 8 TU that would have been spent in Regional and Meta-Regional adventures this year does not cost you any TU) Upon signing, characters may dedicate extra Time Units per year to active service, for every one TU dedicated this way they receive 25gp/year salary (upkeep is not required for TU spent this way) Benefits: • Barracks: Can receive Adventurer’s Standard at 50% of cost when playing a scenario based in Tusmit. • Feats: Dirty Fighting [S&F] • Specific Weapon: Sleep arrow Version 5, May 27, 2004 10 • Mundane Items: Bolas, 2-ball [S&F]; Caber [MotW]; Gnome Battlepick [S&F]; Halfling Skiprocks [S&F]; Orcish Shotput [S&F]; Whip dagger [S&F] • One Simple or Martial weapon and a Light armor from the Player’s Handbook (tables 7-5 and 7-6) of the player’s choice. This equipment, bearing the arms of Tusmit, is given to the character when they join the Militia. It belongs to the character, and they can do whatever they wish to with it, and it does not have to be returned. Regular Units The Guard The Guard is Tusmit's permanent military force. It is composed of soldiers from all around Tusmit. Each sheikhdom is responsible for building and training its own military force. Some of these soldiers will become part of The Guard. They train and work in their respective sheikhdom until the Pasha needs their assistance. His Exalted Splendor of Tusmit always has total control over the Guard and can move troops as he wishes. Members of the Guard are trained in a variety of weapons and armors. Different units make up the Guard. Each sheikh is expected to build and train Guard units such as archers, infantry, scouts and light cavalry. The sheikhdoms and the central government share the upkeep and training expenses of the troops. Requirements: Military........At least 1 year of service in the Militia, or promotion. (This requirement can be bypassed with a 600gp bribe; there are penalties if you are caught bribing an official) Status...........Tusmit Resident Race.............Any Class............Any Stats.............Any Skills ............Ride: 2 ranks Feats............Proficiency with at least one martial weapon; Light Armor Proficiency and Medium Armor Proficiency; Mounted Combat Time.............5 Time Units per Year for active service, plus 8 Time Units per Year, including the first, for reserve time. (Pay immediately those 8 TU, but the next 8 TU that would have been spent in Regional and Meta-Regional adventures this year does not cost you any TU) Upon signing, characters may dedicate extra Time Units per year to active service, for every one TU dedicated this way they receive 50gp/year salary (upkeep is not required for TU spent this way) Benefits: • Barracks: Can receive free Adventurer’s Standard when playing a scenario based in the Tusmit. • Feats: Chink in the Armor [S&S]; Expert Tactician [S&S] • Potions: Shield of Faith +5 • Rings: Protection +2 • Wondrous Items: Cloak of Resistance (+3); Scabbard of Keen Edge; Silversheen • Access to Armor and Shield enhancement up to a +2 armor and a +2 shield • Access to Weapon Enhancement up to a +2 weapon • Access to Weapon Upgrade: Merciful • One Simple or Martial weapon, a Light or Medium armor (Both from the Player’s Handbook tables 7- 5 and 7-6) of the player’s choice and a Tusmit Light Warhorse. This equipment, bearing the arms of Tusmit, is given to the character when they join the Guard. It belongs to the character, and they can do whatever they wish to with it, and it does not have to be returned. If the Tusmit Light Warhorse is lost a new one can be purchased for the same cost as a standard Light Warhorse. Version 5, May 27, 2004 11 Tusmit Light Warhorse: CR 1; Large Animal (5 ft. tall); HD 3d8+9; hp 27; Init +1 (Dex); Spd 60 ft.; AC 14 (-1 size, +1 Dex, +4 natural / touch 10, flat-footed 13); Atks +5 melee (1d4+3, 2 hooves), -1 melee (1d3+1, bite); Face/Reach 5 ft. x 10 ft./5 ft.; SQ Sent; AL N; SV Fort +6, Ref +4, Will +2; Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6. Carrying capacity: Light 0-230 lbs, Medium 231-460 lbs, Heavy 461-690 lbs. Skills and Feats: Listen +7, Spot +7; Weapon Focus (hooves) This beautiful chestnut mare comes directly from the Sheikhdom of Eysami. She has a white stripe running from her forehead down to her nose. This horse knows the following tricks: � War Training: This horse has been bred for strength. This horse can fight while carrying a rider, but the rider must make a Ride check (DC 10) to be able to attack. � Come: The animal comes to the character, even if the animal normally would not do so (such as following the character onto a boat). � Defend: The animal defends the character (or is ready to defend the character if no threat is present). � Stay: The animal stays in place, waiting for the character to return. It does not challenge other creatures that come by, though it will defend itself if it needs to This horse is supplied with no barding and a regular saddle. • Membership in this meta-game organisation is required in order to have access to and/or continue to gain levels in the Watch Detective Adapted Prestige Class [MotW]. Elite Units The Farises Among the cavalry troops, the best men will become part of Tusmit's Farises. The Farises are mounted warriors, experts in horseback combat. They are trained in the use of the shortbow and the lance among other weapons. Farises are respected throughout Tusmit. These troops are loyal to the pasha and must dedicate their lives to the protection of the nation. Because of the rigorous training of these men and the countless sacrifices they must make, they are highly regarded by the population and enjoy a certain prestige that other soldiers can only envy. Despite their prestigious stature among the folk of their homeland, however, their more noble Ekbirian counterparts look upon the Farises of Tusmit with some contempt. Requirements: Military........2 years of service in other Tusmit military organisations or promotion. (For every 4 months missing to qualify you can spend 1 Time Unit for testing qualifications and training in military tactics. i.e. if you have no previous military experience this would cost you 6 Time units.) Status...........Tusmit Citizen Race.............Any Class............Any Stats.............Base Attack Bonus: +5 Skills ............Ride: 5 ranks Feats............Proficiency with short bow and lance; Light Armor Proficiency; Medium Armor Proficiency; Heavy Armor Proficiency; Mounted Combat; Ride-By Attack Version 5, May 27, 2004 12 Time............. 7 Times Units per Year for Active Service, plus 8 Time Units per Year, including the first, for reserve time. (Pay immediately those 8 TU, but the next 8 TU that would have been spent in Regional and Meta-Regional adventures this year does not cost you any TU) Upon signing, characters may dedicate extra Time Units per year to active service, for every one TU dedicated this way they receive 100gp/year salary (upkeep is not required for TU spent this way) Benefits: • A +4 Circumstance bonus to Diplomacy checks when dealing with all members of the Tusmit society. • Barracks: Can receive High lifestyle for free when playing a scenario based in Tusmit. • Feats: Chink in the Armor [S&S]; Expert Tactician [S&S]; Resistance to Energy [MotW] • Wondrous Items: Horseshoes of Speed; Horn of Goodness/Evilness; Horseshoes of the Zephyr; Scabbard of Keen Edge • Access to Armor and Shield Enhancement to a +3 armor and +3 shield • Specific Armor: Equerry’s Armor [DotF, MotW] • Access to Weapon Enhancement to a +3 weapon • Access to Weapon Upgrade: Speed • Membership in this meta-game organisation must be maintained in order to have access to and/or continue to gain levels in the Windrider Adapted Prestige Class [MotW] • Members of the Farises gain access to the following special bonded mounts (see the description of the Paladin in the Player’s Handbook): Griffon; Celestial Tusmit Heavy Warhorse • A suit of Banded Mail armor, a Lance, a Composite Shortbow and a Tusmit Heavy Warhorse. This equipment, bearing the arms of Tusmit, is given to the character when they join the Farises. It belongs to the character, and they can do whatever they wish to with it, and it does not have to be returned. If the Tusmit Heavy Warhorse is lost a new one can be purchased for the same cost as a standard Heavy Warhorse. Tusmit Heavy Warhorse: CR 2; Large Animal (5 ft. tall); HD 4d8+12; hp 44; Init +1 (Dex); Spd 50 ft.; AC 14 (-1 size, +1 Dex, +4 natural / touch 10, flat-footed 13); Atks +7 melee (1d6+4, 2 hooves), +1 melee (1d4+2, bite); Face/Reach 5 ft. x 10 ft./5 ft.; SQ Sent; AL N; SV Fort +7, Ref +5; Will +2; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6. Skills and Feats: Listen +7, Spot +7; Weapon Focus (hooves) From the Sheikhdom of Eysami, these Golden-Brown stallions have been bred and trained for strength and speed, and will bring honour to the rider and the Nation of Tusmit. This horse knows the following tricks: � War Training: This horse has been bred for strength. This horse can fight while carrying a rider, but the rider must make a Ride check (DC 10) to be able to attack. � Advanced War Training: In addition to the normal War Training, this animal has been trained to attack even un-natural creatures, such as Aberrations, Undead, Elementals, etc… � Protect: The animal follows a specific other creature and protects him/her from danger. (Like the “Defend” command, but for another character) This horse is supplied with no barding and a regular saddle. Penalties: • A -2 Circumstance penalty when dealing with members of the Ekbirian Farises. Version 5, May 27, 2004 13 Water Watchers The Water Watchers are an odd group of soldiery set apart from the other units of the military who frown upon them for their love of the water. Even though the Water Watchers love water, they still view the horse as a sacred animal and thereby maintain the respect of their fellow soldiers even if it doesn’t make them friendly with each other. This order of the military consists of lightly armoured soldiers who patrol the major rivers between the sheikdoms and rivers that act as borders between Tusmit and its neighbours. Their primary duty is to act as scouts or mobile watch posts and warn the ground forces of any trouble. Requirements: Military........2 years of service in other Tusmit military organisations or promotion. (For every 4 months missing to qualify you can spend 1 Time Unit for testing qualifications and training in military tactics. i.e. if you have no previous military experience this would cost you 6 Time units.) Status...........Tusmit Citizen Race.............Any Class............Any Stats.............Any Skills ............Swim: 4 ranks Feats............Simple Weapons Proficiency (Monk or Rogue weapon proficiency is sufficient to fulfil this requirement); Proficiency with at least two martial weapons; Light Armor Proficiency Time.............5 Times Units per Year for Active Service, plus 8 Time Units per Year, including the first, for reserve time. (Pay immediately those 8 TU, but the next 8 TU that would have been spent in Regional and Meta-Regional adventures this year does not cost you any TU) Upon signing, characters may dedicate extra Time Units per year to active service, for every one TU dedicated this way they receive 75gp/year salary (upkeep is not required for TU spent this way) Benefits: • Barracks: Can receive Adventurer’s Standard for free when playing a scenario based in Tusmit. • Feats: Expert Tactician [S&S]; Improved Swimming [MotW] • Rings: Swimming • Wondrous Items: Boat, Folding; Cloak of the Manta Ray; Elixir of Swimming; Gloves of Swimming & Climbing • Access to Armor and Shield Enhancement to a +3 armor and a +3 shield • Access to Armor or Shield Upgrades: Aquatic [DotF, MotW] • Access to Weapon Enhancement to a +3 weapon • A Chain Shirt and a Ranseur. This equipment, bearing the arms of Tusmit, is given to the character when they join the Water Watchers. It belongs to the character, and they can do whatever they wish to with it, and it does not have to be returned. Non-human units Twenty-one percent of the population of Tusmit is non-human. To supplement the Guard and the Farises, the Pasha of Tusmit can count on special non-human military units. Those units are not stationed in Sefmur but are rather on stand-by in their respective sheikdoms, ready to answer the call of Tusmit's monarch. Among those special units are Elven archers and war mages, Halfling scouts and stone slingers, and Dwarf heavy infantry and missile (crossbow) units. Most of the Dwarves hail from the Yatils, but Dwarvenfolk from as far as the Crystalmists are welcome as well. The country is also relying on a special Halfling outrider unit to act as messengers between sheikdoms and the capital city. The role of these outriders is crucial, especially in times of crisis. Version 5, May 27, 2004 14 Arvdal (Fearless Shield) Arvdal is what the Halflings have named their special scout/stone slingers units. Since Halflings are relatively common throughout Tusmit, these units can be raised in every sheikhdom. Gnomes, though not nearly as common, are also accepted as members, and are most commonly found in units in the sheikhdom of Suvii and Nahim, though they appear in extremely modest numbers in most Arvdal units. Requirements: Military........At least 6 months of service in the Militia, or promotion. (This requirement can be bypassed with a 300gp bribe; there are penalties if you are caught bribing an official) Status...........Tusmit Resident Race.............Halfling or Gnome Class............Any Stats.............Any Feats............Simple Weapons Proficiency (Monk or Rogue weapon proficiency is sufficient to fulfil this requirement); Light Armor Proficiency Time.............3 Times Units per Year for Active Service, plus 8 Time Units per Year, including the first, for reserve time. (Pay immediately those 8 TU, but the next 8 TU that would have been spent in Regional and Meta-Regional adventures this year does not cost you any TU) Upon signing, characters may dedicate extra Time Units per year to active service, for every one TU dedicated this way they receive 40gp/year salary (upkeep is not required for TU spent this way) Benefits: • Barracks: Can receive Adventurer’s Standard at half price when playing a scenario based in Tusmit. • Feats: Chink in the Armor [S&S]; Dual Strike [S&F]; Shadow [MotW] • Rings: Chameleon Power • Wondrous Items: Bracers of Archery, Lesser; Elixir of hiding; Eyes of the Eagle; Gloves of Dexterity +4; Slippers of Spider Climbing; Vest of Escape • Access to Armor Upgrade: Shadow • A suit of Studded Leather armor and a dagger. This equipment, bearing the arms of Tusmit, is given to the character when they join the Arvdal. It belongs to the character, and they can do whatever they wish to with it, and it does not have to be returned. Dekros (Strong Weapons) The Dekros are the special dwarf heavy infantry and missile (crossbow) units raised in Dihn, Suvii and Keruz. Most of the dwarves hail from the Yatils, but dwarves from as far as the Crystalmists are welcome as well. Requirements: Military........At least 6 months of service in the Militia, or promotion. (This requirement can be bypassed with a 300gp bribe; there are penalties if you are caught bribing an official) Status...........Tusmit Resident Race.............Dwarf Class............Any Stats.............Any Skills ............Any Feats............Simple Weapons Proficiency (Monk or Rogue weapon proficiency is sufficient to fulfill this requirement); Proficiency with at least two martial weapons; Light Armor Proficiency; Medium Armor Proficiency; and Heavy Armor Proficiency Version 5, May 27, 2004 15 Time.............3 Times Units per Year for Active Service, plus 8 Time Units per Year, including the first, for reserve time. (Pay immediately those 8 TU, but the next 8 TU that would have been spent in Regional and Meta-Regional adventures this year does not cost you any TU) Upon signing, characters may dedicate extra Time Units per year to active service, for every one TU dedicated this way they receive 40gp/year salary (upkeep is not required for TU spent this way) Benefits: • Barracks: Can receive Adventurer’s Standard at half price when playing a scenario based in Tusmit • Feats: Chink in the Armor [S&S]; Dirty Fighting [S&F] • Non-Magical Weapons: Grapple Firing Crossbow [S&S]; Grapple Bolts [S&S]; Tumbling Bolts [S&F]; Winch Crossbow [MotW]; Winch Crossbow Bolts [MotW] • Wondrous Items: Amulet of Health (+4); Belt of Giant Strength (+4); Boots of Endurance [MotW] • Specific Armor: Dwarven Plate • Specific weapon: Screaming Bolt • A suit of Masterwork Banded Mail armor, and a Dwarven Waraxe. This equipment, bearing the arms of Tusmit, is given to the character when they join the Dekros. It belongs to the character, and they can do whatever they wish to with it, and it does not have to be returned. Gurtha’Cu (Death Bows) The Gurtha’Cu are the special Elven archer units of Dihn and Khalid. The Wood Elves that hail from the Udgru Forest make up the majority of the ranks, and thanks to the Treaty of Ulamar, they meet the requirements of Citizenship that the other Elves are missing. The Gurtha’Cu are feared for their deadly hit and run tactics. Requirements: Military........At least 6 months of service in the Militia, or promotion. (This requirement can be bypassed with a 300gp bribe; there are penalties if you are caught bribing an official) Status...........Tusmit Resident Race.............Elf or Half-Elf Class............Any Stats.............Any Skills ............Any Feats............Light Armor Proficiency Time.............3 Times Units per Year for Active Service, plus 8 Time Units per Year, including the first, for reserve time. (Pay immediately those 8 TU, but the next 8 TU that would have been spent in Regional and Meta-Regional adventures this year does not cost you any TU) Upon signing, characters may dedicate extra Time Units per year to active service, for every one TU dedicated this way they receive 40gp/year salary (upkeep is not required for TU spent this way) Benefits: • Barracks: Can receive Adventurer’s Standard at half price when playing a scenario based in Tusmit • Feats: Shadow [MotW] • Wondrous Items: Boots of Elvenkind; Bracers of Archery. Lesser; Cloak of Elvenkind; Gloves of Dexterity +4; Quiver of Ehlonna • Specific Armor: Darkwood Buckler; Elven Chain; Mithral Shirt • A Masterwork Chain Shirt, a Composite Longbow and either a Longsword or Rapier. This equipment, bearing the arms of Tusmit, is given to the character when they join the Gurtha’Cu. It belongs to the character, and they can do whatever they wish to with it, and it does not have to be returned. Version 5, May 27, 2004 16 Akh’Faern (Army of the Art) The Akh’Faern are the special Elven War Mage units of Dihn and Khalid. The Wood Elves that hail from the Udgru Forest make up the majority of the ranks, and thanks to the Treaty of Ulamar, they meet the requirements of Citizenship that the other Elves are missing. Enemies often curse the Akh’Faern for their deadly mix of sword and sorcery. Requirements: Military........At least 6 months of service in the Militia, or promotion. (This requirement can be bypassed with a 300gp bribe; there are penalties if you are caught bribing an official) Status...........Tusmit Resident Race.............Elf or Half-Elf Class............Ability to cast Arcane spells Stats.............Any Skills ............Any Feats............Any Time.............3 Times Units per Year for Active Service, plus 8 Time Units per Year, including the first, for reserve time. (Pay immediately those 8 TU, but the next 8 TU that would have been spent in Regional and Meta-Regional adventures this year does not cost you any TU) Upon signing, characters may dedicate extra Time Units per year to active service, for every one TU dedicated this way they receive 40gp/year salary (upkeep is not required for TU spent this way) Benefits: • Barracks: Can receive Adventurer’s Standard at half price when playing a scenario Tusmit • Feats: Arcane Defense [T&B]; Energy Admixture [S&F]; Resistance to Energy [MotW]; Spell Specialization [T&B]; Subdual Substitution [T&B] • Arcane Spells: Acid Orb [T&B]; Cold Orb [T&B]; Electric Orb [T&B]; Fire Orb [T&B]; Otiluke’s Dispelling Screen [T&B]; Sonic Orb [T&B] • Rings: Mage Armor [S&F] • Rod: Empowerment, Lesser • Wondrous Items: Cloak of Charisma +4; Headband of Intellect +4; Pearl of Power (1st); Vest of Resistance (+3) [T&B] • A Longsword or Rapier. This equipment, bearing the arms of Tusmit, is given to the character when they join the Akh’Faern. It belongs to the character, and they can do whatever they wish to with it, and it does not have to be returned. Version 5, May 27, 2004 17 Religious Organisations Lay worshipper (All churches) Not all worshippers of a god are granted divine powers, nonetheless some of theses souls are still devout followers of their god and help further the cause any way they can. This group of people tithes regularly doing most of the menial everyday tasks at the church. For such help, the priests of their order favour them. Requirements: Status...........Tusmit Resident Race.............Any Class............Any Patron..........Same patron as one of the churches below Skills ............Any Time.............None Tithing .........5% Benefits: • A permanent influence with your church, this grants a 50% discount on all clerical spells cast on you by your church (spell components are not discounted and must be paid separately) • Can receive Adventurer’s Standard at 50% of cost when playing an adventure based in Tusmit. • Additionally, you may discount as much of the remaining 50% cost of the divine spells cast on you by performing extra services for your church. This translates to 200gp discount for every 1 TU spent helping at the church (spell components can not be discounted and must be paid separately). These mundane duties represent services that the Divine spell casters of the order are trading off to the initiates. Note: Benefits only start one adventure after the character starts Tithing and all benefits cease when the character stops tithing, Template All churches in Tusmit have the same requirements from their members and offer the same benefits. Requirements: Status...........Tusmit Resident Race.............Any Class............Divine spellcasters Patron..........Same patron as one of the churches below Skills ............Any Time/Cost ....Every year you must choose your method of payment from one listed below: 5 Time units 4 Time units and 200gp 3 Time units and 400gp 2 Time units and 600gp 1 Time units and 800gp 1000gp This trade off represents the amount of casting you do for lay worshippers of your church, who then perform your mundane duties. Version 5, May 27, 2004 18 Benefits: • Can receive free Adventurer’s Standard when playing an adventure based in the Tusmit. • Feats: Sacred Spell [DotF] • Mundane Items: Altar case; Golden holy symbol; Healing Salve • Wands: Cure Light Wounds • Wondrous Items: Incense of Meditation; Strand of Prayer Beads (lesser and standard) • Wondrous Items: Eyes of Dark Aura [S&S] • Access to Armor and Shield enhancement up to a +2 or +3 or +4 armor and a +2 or +3 or +4 shield The Faiths of Al’Akbar Divided roughly into tracts by the followers of his day, the teachings of Al’Akbar cover a wide variety of topics, everything from the traditional Four Feet of the Dragon: Honour, Piety, Generosity and Family, (which Al‘Akbar himself attempted to exemplify on a daily basis) to a plethora of others including cleanliness, love, poetry, art, war, court life and tolerance. He also stressed a need for free thinking and straightforwardness in dealings with others. Paradoxically he also enjoyed a good haggling session and would hold it over no one if they got the better of him in a deal, so long as it did not adversely affect his family or community. He stressed the value of hard work and often claimed that the fruits that could be born of one’s own hands, without the need for magic, were the most precious works of all and needed to be treasured. He was a leader who in some ways was reluctant to let others worship him, as he felt that this would be a betrayal of the Gods that he had served loyally for his entire life. What finally made him change his mind and let his adoring public, for he was a secular as well as religious figure, will probably never be known, but allow it he did and ascended to his own Godhood, leaving his fabulous Cup and Talisman behind along with a message to continue with good works. He became a lesser God, most would agree, due to his unwillingness to steal any other deity’s spotlight. It is ironic then that some of his followers are more devoted than the most vocal priest of Pholtus. Scholars of the True and Exalted Faiths have often disagreed over the number of tracts laid down by the early followers of Al’Akbar, but all agree on the holiness of the texts. It is the foundation of their religions, and their guiding light. Church of the Exalted Faith of Al’Akbar Brought to Tusmit by the Ekbirian missionaries during the Ekbirian occupation of Tusmit, those who follow this faith support the existing political structure. Political and religious beliefs are intertwined and support of the faith is tempered with the understanding that the Pasha, in the past, has had to accept the True Faith under the title of Orem. Those of the Exalted Faith in Tusmit, while fervent and devout, are tolerant of the emergence of the True Faith in the North of Tusmit. In the south, supported by the Exalted background of those in power, they have quietly and confidently managed to maintain a large following despite the ‘enthusiasm’ of those of the True Faith. Church of the True Faith of Al’Akbar Turning from the Exalted Faith in reaction to the high taxes imposed for the creation of hospices and schools devoted to the Exalted Faith, the nobles and farmers of the north found comfort in Al’Akbar’s True Faith – a fanatical version also dedicated to Al’Akbar. Those of the True Faith do not accept the existing political structure. The situation has been worsened by the Pasha’s reluctance to visit with the Grand Mufti – the spiritual leader of the True Faith. Taken as a statement of open defiance against the dominant faith in the north of Tusmit, the clergy and spiritual leaders of the North have taken an aggressive campaign to spread the word of Al’Akbar as interpreted by the Grand Mufti to counter the stability of the Exalted Faith in the South. The True Faith also represents the emergence of an independent Tusmit. Version 5, May 27, 2004 19 Other Faiths in Tusmit Church of Azor’alq Followers of the Banisher of Darkness played an important role in the history of Tusmit, having rid the land of evil menace many centuries ago. Now though, his worship has dwindled across most of Tusmit, but there is still a devoted core of worshippers centered on the large urban settlements of the Southern Sheikdoms where proud warriors and priests practice his Four Principles. A decreased number of worshippers haven’t dimmed the stories told of his accomplishments, and the rumoured location of his fabled resting place in the Pinnacles of Azor’alq in the Dramidj Ocean though. The Son of Light will forever be remembered as a hero from the Hegira. Church of Boccob The following of the Lord of Magic is strong in Tusmit, where magic and the divinatory arts have always been a part of the land. The Church is especially close to the College of the Arts of Sefmur, and it is known to help the College with its magical researches. Church of Celestian Despite a primarily Oeridian following, Celestian still has a large flock of followers amongst the Baklunish of Tusmit who have a strong love of astrology. His followers within Tusmit see him as a sort of consort of Istus who delivers her fates through the arrangement of the stars and heavenly bodies that are his to shape. Worshippers in the South analyze the arrangements and objects in the sky and consult with the priests of Istus, while the simpler, more superstitious folk of the North have there own set of beliefs regarding the omens of the stars, as set down by their forefathers. Church of Corellon Larethian The followers of the Creator and Protector of the Elves have a long and glorious history in Tusmit, and until recently, there has never been much trouble from the humans towards the noble first-born. With the increased tensions between the two races recently, the Church of Corellon has focused even more on the martial aspects of the teachings of Ruler of all Elves. This Dogma does not overshadow the teachings of Magic and the Arts. Church of Daoud Followers of Daoud are often in opposition with followers of more traditional Baklunish faiths, but by deference for this local Hero-God, most faiths turn a blind eye to what they consider to be a “minor nuisance”. Clerics of Daoud are especially active amongst the lower classes, helping the poor and downtrodden of Tusmit’s society. Faith of Fharlanghn Apart from a handful of settled clerics here and there, the followers of The Dwellers on the Horizon can mostly be found on the open road, ministering to travelers and tending to the numerous shrines to Fharlanghn present in the Tusmit countryside. Version 5, May 27, 2004 20 Church of Geshtai Geshtai has a good number of followers and priests, especially along the Tuflik Valley, the Blashikmund and the other waterways throughout Tusmit. Her followers recognize the importance of water as the basic element necessary for life. Farmers in Tusmit always have some thoughts for the Daughter of the Oasis, as she is responsible for the purity of water that is so precious for the farming life. Shrines dedicated to Geshtai can be found along every waterway in Tusmit and those are highly respected by the population in general. Along the Tuflik Valley, priests of Geshtai have taken upon themselves to protect the Tuflik by filtering out any potential danger to the river. Members of the clergy will often be found near or at outposts bordering other countries in order to detect priests and followers of evil deities who could pose a threat to the Tuflik River and, as a consequence, to the Baklunish people. If such a threat is found, it is the duty of the priest to deal with the potential threat. As such, minor priests of Geshtai are always present on the military barges patrolling the rivers that mark the borders of the sheikdoms. Church of Istus The worship of Istus is well spread throughout the country even though her priests are few in numbers. The people of Tusmit tend to believe that they will receive the protection of the Lady of Our Fate as long as they keep true to the dictates of the True Faith. She is called upon at birth to grant the new being a fate that will lead him or her on the path left by the Four Feet of the Dragon. Up to recently, there was no organized clergy of Istus in Tusmit. Her priests most often wandered throughout the country to witness the events that were shaping the history of Tusmit and to be better able in predicting the future. There are many shrines to Istus all over the lands and often worshipers will visit them and offer their services as diviners to anyone who needs to glimpse upon the path they were set on by the Lady of Our Fate. Church of Mouqol Mouqol the Merchant has followers all along the Tuflik Valley, the major trade route in all the Baklunish lands. Priests of Mouqol can be found everywhere where there is trading. They travel regularly from one marketplace to another, from one caravan to another offering their services as appraisers of common and exotic goods and trade protectors. They sometimes run temple buildings or tents in the middle of marketplaces in order to oversee trade and make sure that everything is done properly. These clerics use the power of their deity to deter theft, fraud and magical deception. In order to understand the priesthood of Mouqol, one must first understand that the Bazaar or marketplace is holy ground to them. Faith of Olidammara Officially, there is no Church of Olidammara in Tusmit. Officially, the followers of the Laughing Rogue do not meet regularly in Sefmur’s, Vilayad’s and Blashikdur‘s backrooms and dim-lit alleys to praise their patron. Officially, there is no high priest of leader of this non-existent Church in Sefmur, and there is no truth to the rumours of a link between this non-existent Church and the Brotherhood of Bashaarat or the Tears of the Marid organisations. Church of Pelor Followers of the Sun Father can be found in every civilized nation of the Flanaess, including Tusmit. Local clerics of Pelor oversee most of the temples and shrines to Pelor within Tusmit, and tend to the needs of visiting clerics. Version 5, May 27, 2004 21 Church of Xan Yae The Lady of Perfection has small hidden temples and shrines scattered across the lands. Her clerics are agent of harmony and discipline and work to assure the stability of the universe. They are concerned with political balance and seek out radical factions in order to bend them toward balance. Some priests of Xan Yae travel the lands in order to seek out knowledge that would advance their physical and mental abilities. This is mainly done for personal self-elevation and in order to share the knowledge acquired with other followers of the Lady of Perfection. It is said that he priesthood has begun to train followers in the ways of martial combat, as a response to the monks of the Scarlet Sign. Despite the rumours, the priesthood denies all mention of the existence of these ‘warriors’. Church of Zuoken Zuoken is in the service of Xan Yae. His followers work closely with the priests of the Lady. They are teachers of Da’Shon (a complicated form of martial arts practiced by few) and learners of Edel (the path to perfect mastery of one's mental abilities). As such, followers of Zuoken are often wandering priests or monks in search of physical and mental perfection. In 505 CY, Zuoken stopped manifesting to his faithful; investigation has revealed that his essence is held somewhere in the central Flanaess. His followers continue to seek the exact place of his imprisonment so that he may be freed. Some even suggest that the Mad Arch-Mage Zagyg imprisoned Zuoken below Castle Greyhawk. Version 5, May 27, 2004 22 Social Organisations Supporter of Tusmit By joining this group, you are doing your part in bolstering the defences of this fine nation. You have actively helped members of the community and you are being recognized for such an act. You are given a brooch that identifies you as a Supporter and your name is spread across the land. Due to rising tensions between Tusmit and Ket, Ketites do not respond as favourably toward you. Requirements: Special.........Applicants must have played at least one Tusmit regional adventure Status...........Any Race.............Any Class............Any Patron..........Any Skills ............Any Time/Cost ....One time 600gp donation Other............Spend 1 Influence Point or Favor gained in Tusmit Benefits: • Circumstance modifiers: � -2 penalty on Diplomacy checks with citizens of Ket � -2 penalty on Bluff checks with citizens of Ket � -2 penalty on Gather Information checks with citizens of Ket � -2 penalty on Perform checks in Ket � -2 penalty on Disguise checks in Tusmit � +2 bonus on Diplomacy, Bluff and Gather Information checks in Tusmit • 50% discount on Adventurer’s Standard upkeep for adventures set in Tusmit • Shield upgrade: Animated • Access to Armor and Shield enhancement up to a +2 armor and a +2 shield • Wondrous Items: Boots of Striding and Springing; Vest of Resistance +2 • Items Upgrades: Upgrade Amulet of Natural Armor to +2; Upgrade Ring of Protection to +2 Local Hero of Tusmit Now a seasoned Supporter and adventurer in Tusmit, recognized by many in the region, you continue to help those in needs and do what you can to remove all the threats pose to our great land. Your name is known across the land, your face is recognized by most Tusmites. You are doing more than your share to bring lasting peace into our lands and you are being recognized for such acts. Requirements: Special.........Must be Supporter of Tusmit (paid the costs, they still retain all the benefits) Status...........Minimum Character level 5 Race.............Any Class............Any Patron..........Any Skills ............Any Time/Cost ....One time 800gp donation (-100gp for every 2 months spent as Supporter of Tusmit) Other............Spend 2 Influence Points or Favors gained in Tusmit Annual .........Must play at least 3 rounds of Tusmit regionals every year Version 5, May 27, 2004 23 Benefits: • Circumstance modifiers (they do not stack with the ones from Supporter of Tusmit): � -3 penalty on Diplomacy checks with citizens of Ket � -3 penalty on Bluff checks with citizens of Ket � -3 penalty on Gather Information checks with citizens of Ket � -3 penalty on Perform checks in Ket � -3 penalty on Disguise checks in Tusmit � +3 bonus on Diplomacy, Bluff and Gather Information checks in Tusmit • Free Adventurer’s Standard upkeep for adventures set in Tusmit • Access to Weapon Enhancement up to a +2 weapon • Wondrous Items: Belt of Giant Strength +4 • Items Upgrades: Upgrade Amulet of Health to +4; Upgrade Cloak of Charisma to +4; Upgrade Gloves of Dexterity to +4; Upgrade Headband of Intellect to +4; Upgrade Periapt of Wisdom to +4; Upgrade Vest of Resistance to +3 Hero of Tusmit You never need to introduce yourself once you’re a member of this Faction. Even the most recluse of Tusmites has heard of you and your deeds for this great land. Your name has even spread through the neighbouring lands (for better or worse), the populace cheer for you and villains all want to see your demise. Tusmit Nobles throw a party for you everywhere you go and there is nowhere in the land that you are unwelcome. Requirements: Special.........Must be Local Hero of Tusmit (paid the costs, they still retain all the benefits) Status...........Minimum Character level 9 Race.............Any Class............Any Patron..........Any Skills ............Any Time/Cost ....One time 1000gp donation (-100gp for every 2 months spent as Local Hero of Tusmit) Other............Spend 3 influence points or Favors gained in Tusmit Annual .........Must play at least 4 rounds of Tusmit regionals every year Benefits: • Circumstance modifiers (they do not stack with the previous modifiers): � -4 penalty on Diplomacy checks with citizens of Ket � -4 penalty on Bluff checks with citizens of Ket � -4 penalty on Gather Information checks with citizens of Ket � -4 penalty on Perform checks in Ket � -4 penalty on Disguise checks in Tusmit � +4 bonus on Diplomacy, Bluff and Gather Information checks in Tusmit • Free Rich upkeep for adventures set in Tusmit • Access to Weapon Enhancement up to a +3 weapon • Access to Armor and Shield enhancement up to a +3 armor and a +3 shield • Items Upgrades: Upgrade Amulet of Natural Armor to +3; Upgrade Ring of Protection to +3; Upgrade Vest of Resistance to +4 • Wondrous Items: Winged Boots; • Option to Join the War Council of Tusmit if you are a Tusmit Citizen. This translates to a permanent Influence Point with the War Council of Tusmit. (Contact Triad when you join the War Council of Tusmit) Version 5, May 27, 2004 24 Legendary Hero of Tusmit As a Legendary Hero of Tusmit, you will be remembered for all time. Your deeds will be recorded in all of Tusmit’s literature, your likeness sculpted by the greatest artists and deeds sung by the most eloquent bards the Baklunish culture has to offer. Tusmites simply revere you! Requirements: Special.........Must be a Hero of Tusmit (paid the costs, they still retain all the benefits) Other............Must complete a mini mission (contact Triad if interested) Benefits: • Permanent influence point with all factions in Tusmit • Free Luxury upkeep for adventures set in Tusmit • Request anything from the Pasha Monks of Zuoken (Al D’ai Shatain and Zefim) Followers of Zuoken who have mastered the teachings of Da’Shon belong to an elite group called the Al D’ai Shatain who represents the pinnacle of physical mastery and followers of Zuoken who have mastered the teachings of Edel belong to an elite group called the Zefim who represent the pinnacle of mental mastery. The Al D’ai Shatain and Zefim were formed when Zuoken returned from his ascension and built his first four monasteries in the Ulsprue Mountains. Requirements: Status...........Any, but preferably Tusmit resident Race.............Any, but preferably Baklunish Human Class............Monk Patron..........Xan Yae and Zuoken Time.............4 Time units per year Benefits: • A +1 Competence bonus when dealing with followers of Zuoken. This bonus applies to the following Charisma-related Skills at the judge’s discretion: Bluff, Diplomacy, Gather Information, and Intimidate. • Feats: Blindsight, 5-foot Radius [S&F]; Circle Kick [S&F]; Lightning Fists [S&F]; Mantis Leap [S&F] • Wondrous Item: Amulet of Natural Armor +2; Belt of Giant’s Strength +4; Bracers of Armor +4; Gloves of Arrow Snaring; Gloves of Dexterity +4; Monk's Belt; Periapt of Wisdom +4 • Membership in this meta-game organisation is required in order to have access to and/or continue to gain levels in the Red Avenger Adapted Prestige Class [S&F]. Brotherhood of Bashaarat The Brotherhood of Bashaarat (or "The Brotherhood", for short) is the closest thing to a "legitimate" Thieves' Guild in Tusmit. It operates mostly out of Vilayad, in the southern sheikhdom of Farhini. Legends say Bashaarat was the name of the Master Thief who created the loosely knit network of thieves, cutpurses, fences, stoolies and the occasional sell-sword that would become the Brotherhood. It is run by unknown "Masters", who are rumoured to have ties with either the Court or the Military, and who use their influence to make sure the local authorities turn a blind eye to the Brotherhood’s members’ activities. The Brotherhood recruits mostly amongst Rogues (for obvious reasons) and Bards (who can use the vast information resources of the Brotherhood). Also often wanted are Fighters, Sorcerers and Wizards, though mostly as sell-swords and clients for fenced goods. The Brotherhood do not offer any “activities” of real interest to Barbarians, Monks and Rangers, and it will stay resolutely away from “those touched in the head Version 5, May 27, 2004 25 by the Gods” (Clerics, Druids and Paladins), as a Master was once alleged to have called them (Clerics of Olidammara and Xan Yae are exceptions to this rule). The yearly fees are high (200 gp), and should a member who skipped payment for any number of years wish to renew his membership, he will be asked to pay the past due amounts with a penalty of 50% (300 gp for any skipped year), plus of course the current year fee… also with a 50% penalty (300 gp). Most Brotherhood members who leave do not ask to return. Requirements: Status...........Any Race.............Any Class............Any Patron..........Any Time/Cost .... 4 Time units per year (-1 TU per year for every 200gp, payable every year) Benefits: • Information resources: During a Regional or Adaptable set in Sefmur, Vilayad or Blashikdur, a member of the Brotherhood can have access to the information-gathering resources of the Brotherhood, as long as he is unrestrained and outside captivity. This will add a +2 Competence bonus to any Gather Information, Bardic Knowledge or Knowledge checks. • Fencing resources: After a Regional or Meta-Regional set in Tusmit, a member of the Brotherhood can sell any items he owns for a price that will be between minus 10% or plus 20% of what he would normally get. The DM rolls a D6, and checks the result: 1: 45% of listed price 2-4: 50% of listed price (normal) 5: 55% of listed price 6: 60% of listed price Once this roll has been made, the item must be sold. • Feats: Charlatan [S&S]; Jack of all Trades [S&S]; Obscure Lore [S&S]; Trustworthy [S&S] • Bard Spells: Ambient Sound [S&S]; Easy Math [S&S]; Listening Coin [S&S] • Specialized Items: a member of the Brotherhood can use its connection to acquire 6 items from Table 3-1 and 3-2 of the "Song and Silence" classbook at the listed price. • Membership in this meta-game organisation is required in order to have access to and/or continue to gain levels in the Spymaster Adapted Prestige Class [S&S]. Penalties: • The renewal of lapsed membership is 6 TU (-1 TU for every 200gp) Mouqollad Consortium – Tusmit District The Mouqollad Consortium is a group of wealthy and mostly Baklunish merchants organized into territories and specialities. Although headquartered in Zeif, the Mouqollad Consortium has a strong presence in Tusmit. Many priests of Mouqol are also actively involved with the Mouqollad Consortium. The Worthy Elders, a group of high-ranking clerics of Mouqol are known to be the leaders of the Consortium. These clerics must make sure that trade is done within the rules and regulations of trading and will try to expose any black markets and those who attend them. Requirements: Status...........Tusmit Resident Race.............Any, preferably Baklunish Human Class............Any Patron..........Any, preferably Mouqol Skills ............Bluff: 2 ranks; Diplomacy: 3 ranks Version 5, May 27, 2004 26 Time.............4 Time units per year or 2TU and 400gp per year or 800gp per year (method of payment can be changed every year) Benefits: • A +2 Circumstance bonus to Gather Information checks in civilized regions • Haggle: Can receive Upkeep at half price in civilized regions (Diplomacy (DC 10) check). Failure means the character has offended the host and must pay twice the cost of Upkeep. • Feats: Alluring [S&S]; Charlatan [S&S]; Disguise Spell [S&S]; Multicultural [S&S]; Trustworthy [S&S] • Wondrous Items: Bag of Holding (bag 1); Circlet of Persuasion; Cloak of Charisma +4; Goggles of Minute Seeing; Helm of Comprehend Languages and Read Magic; Stone of Alarm • Membership in this meta-game organisation is required in order to have access to and/or continue to gain levels in the Mindbender Adapted Prestige Class [T&B]. Order of Pure Blood It is unknown whether this is a society of mages or a loosely based group of wizards and priests working towards the same goal. What is known is that the membership is exclusively Baklunish with several mages with an affinity for elemental magic. Requirements: Status...........Tusmit Resident Race.............Baklunish Human Class............Wizard, Sorcerer and Cleric Patron..........Any, preferably Baklunish deities Skills ............Knowledge (Arcana): 2 ranks; Knowledge (The Planes): 3 ranks Time/Cost .... 5 Time units per year (-1 TU per year for every 200gp, payable every year) Benefits: • Library Access: After a Regional or Meta-Regional set in Tusmit, a member of the Order of the Pure Blood may scribe a new spell into his/her spellbook for half the price presented in the Living Greyhawk Campaign Sourcebook. • Feats: Energy Admixture (cold and fire) [T&B]; • Cleric Spells: Divine Flame [DotF]; Knife Spray [DotF]; Sword Stream [DotF] • Wizard/Sorcerer Spells: Cold Orb [T&B]; Energy Buffer [T&B]; Energy Immunity (cold and fire only) [T&B]; Fire Orb [T&B]; Ice Burst [T&B]; Ice Knife [T&B] • Membership in this meta-game organisation is required in order to have access to and/or continue to gain levels in the Alienist Adapted Prestige Class [T&B] • +4 Circumstance bonus to Knowledge (planes) when trying to identify creatures. Penalties: • A -1 Competence penalty when dealing with non-Baklunish humans Sefmur’s College of the Arts Sefmur’s College of the Arts is the premier centre of arcane knowledge and training within Tusmit, although it is rumoured that the Order of Pure Blood is privy to many of the long lost secrets of the ancient elemental Binders of the former Baklunish Empire that the mages of the College are not. Regardless, the College of the Arts prospers nonetheless with hundreds of students flocking to its reputable halls, and even the elderly Alhamazad the Wise, of the Circle of Eight fame, is purported to grace its halls from time to time, even taking time to mentor some of the most promising Baklunish pupils. Students of the College are privileged to have access to fully equipped laboratories, and extensive libraries, but the cost of admission is relatively high. Version 5, May 27, 2004 27 Students of the College gain ranks with semester (roughly 26 Time Units) as a member of the Meta-game organisation: Cabalist.................................... upon entering the College Prestidigitator .......................... after 1 semester Spellbinder............................... after 2 semesters Thaumaturgist.......................... after 3 semesters Magician.................................. after 4 semesters Warlock ................................... after 5 semesters Archmage ................................ after 6 semesters A character joining the College of the Arts begins as a Cabalist, and advances to the next rank (Prestidigitator) after he or she has been a member during 26 consecutive Time Units of game play. This can include the 4 Time Units spent to join, or to renew membership in this meta-game organisation. Requirements: Status...........Any Race.............Any Class............Arcane spellcaster Patron..........Any Skills ............Knowledge (Arcana): 4 ranks; Spellcraft: 4 ranks Time/Cost ....4 Time units per year (-1 TU per year for every 200gp, payable every year) Benefits: • Feats: Arcane Preparation [T&B]; Cooperative Spell [T&B]; Extra Slot [T&B]; Extra Spell [T&B]; Subdual Substitution [T&B]; Sculpt Spell [T&B]; Twin spell[T&B] • Rod: Empower (lesser) ; Maximize (lesser); Substitution (lesser) [T&B] • Ring: Counterspells • Wondrous Items: Headband of Intellect +4; Pearl of Power (1st); Vest of Resistance +2 or +3 [T&B] • Membership in this meta-game organisation is required in order to have access to and/or continue to gain levels in the Magus of the Guild of Ancient Words Adapted Prestige Class (adapted from the Mage of the Arcane Order [T&B]). Sefmur’s College of the Arts, Library Basic Library Access Requirements: Status...........Member of Sefmur’s College of the Arts Cost..............600gp/year Benefits: • Library Access: After a Regional or Meta-Regional set in Tusmit, a member of this meta-game organisation may scribe a new arcane spell into his/her spellbook for half the price presented in the Living Greyhawk Campaign Sourcebook if the spell is from the Player’s Handbook or the list available through College’s Library. Furthermore, the character receives a +2 Circumstance bonus to their Spellcraft check when scribing the spell. • Characters that are members of the library have access to the following spells, which they may scribe into their spellbooks, or learn upon gaining the appropriate level: Version 5, May 27, 2004 28 1st Level Spells - Burning Hands - Cause Fear - Color Spray - Comprehend Languages - Enlarge Person - Expeditious Retreat - Identify - Feather Fall - Shield - Mage Armor - Magic Missile - Magic Weapon - Silent Image - Sleep 2nd Level Spells - Alter Self - Flaming Sphere - Fox’s Cunning - Glitterdust - Invisibility - Knock - Melf’s Acid Arrow - Resist Energy - Scorching Ray - See Invisibility - Spider Climb - Touch of Idiocy - Web 3rd Level Spells - Dispel Magic - Displacement - Fireball - Fly - Greater Magic Weapon - Haste - Invisibility Sphere - Lightning Bolt - Magic Circle vs. Evil - Protection from Energy - Slow - Stinking Cloud - Summon Monster III Sefmur’s College of the Arts, Library Access to the Sages’ Library Requirements: Status...........Member of Sefmur’s College of the Arts and Basic Library Access Skill..............Ability to cast 3rd level arcane spells Cost..............200gp/year Benefits: • Characters that are members of the library have access to the following spells, which they may scribe into their spellbooks, or learn upon gaining the appropriate level: 2nd Level Spells - Ice Knife [T&B] - Indifference [T&B] Filter [T&B] 3rd Level Spells - Icy Burst [T&B] 4th Level Spells - Confusion - Dimension Door - Evard’s Black Tentacles - Fire Shield - Greater Invisibility - Ice Storm - Lesser Globe of Invulnerability - Otiluke’s Resilient Sphere - Scrying - Solid Fog - Summon Monster IV 5th Level Spells - Break Enchantment - Cloudkill - Cone of Cold - Dominate Person - Feeblemind - Passwall - Shadow Evocation - Summon Monster V - Telekenesis - Teleport - Wall of Force Version 5, May 27, 2004 29 6th Level Spells - Acid Fog - Chain Lightning - Contingency - Disintegrate - Globe of Invulnerability - Mass Cat’s Grace - Mass Bear’s Endurance - Stone to Flesh - Summon Monster VI - True Seeing Sefmur’s College of the Arts, Library Access to the Library of High Arcana Requirements: Status...........Member of Sefmur’s College of the Arts and Access to Sage’s Library Skill..............Ability to cast 5th level arcane spells Cost..............200gp/year Benefits: • Characters that are members of the library have access to the following spells, which they may scribe into their spellbooks, or learn upon gaining the appropriate level: 4th Level Spells - Otiluke’s Dispelling Screen [T&B] 5th Level Spells - Energy Buffer [T&B] - Ghostform [T&B] - Mass Fly [T&B] 6th Level Spells - Imbue Familiar with Spell Ability [T&B] 7th Level Spells - Delayed Blast Fireball - Greater Scrying - Limited Wish - Mass Hold Person - Mass Invisibility - Mass Teleport [T&B] - Mordenkainen’s Magnificant Mansion - Power Word Blind - Spell Immunity [T&B] - Spell Turning 8th Level Spells - Bigby’s Clenched Fist - Greater Shadow Evocation - Horrid Wilting - Incendiary Cloud - Iron Body - Maze - Mind Blank - Moment of Prescience - Otto’s Irresistible Dance - Power Word Stun - Prismatic Wall - Protection from Spells - Sunburst - Temporal Stasis 9th Level Spells - Astral Projection - Chain Contingency [T&B] - Etherealness - Foresight - Meteor Swarm - Mordenkainen’s Disjunction - Power Word Kill - Prismatic Sphere - Summon Monster IX - Weird - Wish Tears of the Marid: Thieves’ Guild of Sefmur Sefmur’s guild of thieves is the largest of its kind in all of Tusmit, but is of course dwarfed in comparison by Greyhawk’s guild. Regardless, it is known for its information gathering abilities; Tusmit’s reputation of playing off various domineering nations and parties likely owes a great deal of its success to the guild’s intelligence-gathering abilities, which have undoubtedly often been used by Tusmit’s leaders over the years. Many reason that this is how Tusmit has remained politically independent from Zeif, Ekbir, and Ket, Version 5, May 27, 2004 30 without becoming any region’s sworn enemy. The expression, knowledge is power, exemplifies this guild’s philosophy. Recent events within the nation’s capital have resulted in the swelling of the guild’s ranks as criminal activity has experienced a drastic increase during the last several years. Most of these new members are nothing more than lowly thugs, who conduct the menial street level tasks of the guild and take the fall for larger transgressions. But, those above the common thugs are often referred to as Tears of the Marid, because it is said that they disappear as quickly as a Marid’s tear can evaporate. Tears of the Marid are the true members of the guild. It is because of the Tears of the Marid’s combination of information gathering skills and elusiveness that the guild has earned its reputation. Requirements: Status...........Any Race.............Any Class............Any, preferably rogues Patron..........Any Skills ............Disable Device: 2 ranks; Disguise: 2 ranks; Gather Information: 2 ranks; Hide: 2 ranks; Move Silently: 2 ranks; Open Locks: 2 ranks Time.............3 Time units per year (-1 TU per year for every 200gp, payable every year) Benefits: • Feats: Alluring [S&S]; Charlatan [S&S]; Multicultural [S&S]; Obscure Lore [S&S]; Trustworthy [S&S] • Bard Spells: Ambient Sound [S&S]; Focusing Chant [S&S]; Listening Coin [S&S] • Armor: Mithral Shirt • Ring: Chameleon power • Wondrous Items: Boots of Striding and Springing; Eversmoking Bottle; Gloves of Dexterity +4; Goggles of Minute Seeing; Hat of Disguise; Vest of Escape Xan Yae’s Ghosts Xan Yae’s Ghosts are a group of highly skilled burglars, spies, and cutpurses who live to hone their mental and physical skills in emulation of Xan Yae. According to them only the Lady is perfect, but it should not stop them from seeking the unobtainable. Sacrificing their material existence to training is the only way for them to obtain training from the Lady Herself in the afterlife. Requirements: Special.........Must be sponsored by a member of the organisation Status...........Tusmit Resident Race.............Baklunish Human Class............Any Patron..........Xan Yae and to a lesser extent Zuoken Skills ............Concentration: 2 ranks; Disguise: 1 rank; Hide: 2 ranks; Move Silently: 2 ranks Benefits: • Secret (contact the Tusmit Triad for more details) Version 5, May 27, 2004 31 Tribal Organisations Members of the following Organisations are automatically Tusmit citizens Dwarven Homesteaders Theses dwarves are fiercely independent yet they see the Pasha as their supreme leader due to the treaty of Guldimar which granted them citizenship and land in the Yatils. The dwarves of the Yatils are mostly miners and herders trading their goats, sheep and metals for grain. They are the only people of Tusmit who have the right to mine without paying a high percentage to the local sheik. In return for these benefits the treaty stipulates that the dwarves are responsible for the safety of those travelling the perilous peaks as well as guards for the convict mines and gold shipments in the north. Requirements: Status...........Dwarven resident of the Yatils or Dwarven native of the Yatils (Note: a character may join this meta-game organisation at character creation if he or she was initially from the Yatils. That is the only way to be a native) Race.............Dwarf Class............Any Patron..........Any Skills ............Any Time.............4 Time units per year (-1 Time unit for every 200gp/year spent to cover your responsibilities) if you are not native to the Yatils it costs you an initial 2 Time Units to get settled in on top of the yearly cost. Benefits: • Feats: Knock-Down [S&F] • Spells: Curse of the Brute [DotF]; Divine Flame [DotF]; Divine Zephyr [DotF]; Unfailing Endurance [DotF] • Access to Armor and Shield enhancement up to a +2 armor and a +2 shield • Access to Weapon enhancement: +2 • Choice of one non-magical weapon or armor made from adamantine. • Specific Armor: Mithral Heavy Shield; Mithral Shirt • Wondrous Items: Rope of Climbing • Membership in this meta-game organisation is required in order to have access to and/or continue to gain levels in the King/Queen of the Wild (Mountains or Underground) Adapted Prestige Class [MotW] • Characters that started as a native of the Yatils have the following Circumstance modifiers due to their upbringing: � +2 bonus to Survival checks in the mountains � -2 penalty to Swimming checks in the sea � -4 penalty to Ride checks with horses and ponies Patrol of the Great Convention This group of dwarves is responsible for maintaining the Dwarven side of the treaty of Guldimar. They organize and hire guards to defend the caravans and the mines. They regularly risk their lives fighting the monsters and threats that plague the Yatils. Requirements: Status...........Belong to the Dwarven Homesteaders meta-game organisation Race.............Dwarf Class............Minimum Character level 5+ Patron..........Any Skills ............Any Version 5, May 27, 2004 32 Time.............4 Time units per year (-1 Time unit for every 200gp/year spent hiring guards to cover your responsibilities) Benefits: • Feats: Expert Tactician [S&S]; Resistance to Energy [MotW] • Access to Armor and Shield enhancement to a +3 or +4 armour and a +3 or +4 shield • Access to Weapon enhancement: +3 • Access to Enhancement: Bashing • Mundane Items: Bolas; Triple Dagger; Winch Crossbow • Wondrous Items: Boots of the Winterlands Master Smiths Only the greatest artisans of the age can be considered master smiths these great dwarves share the secrets of some of the greatest weapons and items dwarves create. Requirements: Status...........Belong to the Dwarven Homesteaders meta-game organisation and have been a member for at least one year Race.............Dwarf Class............Any Patron..........Any Skills ............11 ranks in any one craft skill Benefits: • Due to your reputation you receive 250gp/year (this is considered extra money made from standard crafting done at home on your leisure time) • Full time crafting: You can spend as much time as you want crafting because there is always demand for your work. For every TU left unused at the end of the year you receive 100gp. This amount is added on your first AR of every year if you ended the previous year with TU remaining. Tusman Nomads The folk of the Tusman hills are fierce semi-independent hillmen who live off the land. For the most part the Nomads are the remnants of the Ekbirian force brought into Tusmit to ensure loyalty of Ekbir’s newly acquired territory. Though it has been many generations since the invasion they have never been able to become complacent. They wander the hills protecting the land and following the Four Ways. Amongst them are some of the best animal trainers and horsemen the world has seen as well as raging hulks bent on the protection of their families and way of life. The nomads are divided into family groups and are governed loosely as a whole by a council of elders. Requirements: Status...........Any Race.............Half-elf, Half-orc, or Human Class............Any Patron..........Any Skills ............Any Time.............2 Time units per year or 400gp per year Benefits: • Can receive free Adventurer’s Standard when playing a scenario based in the Tusmit. • Feats: Animal Control [MotW]; Animal Defiance [MotW]; Resist Poison [MotW] • Specific Armor: Mithral Breastplate • Wondrous Items: Amulet of Health +4; Amulet of Natural Armor +2 or +3; Belt of Giant Strength +4; Boots of Springing and Striding Version 5, May 27, 2004 33 • -2 Circumstance penalty to Diplomacy and Gather Information with followers of the True Faith of Al’Akbar. • -2 Circumstance penalty to Knowledge (religion) checks relating to non-Baklunish religions. • Membership in this meta-game organisation is required in order to have access to and/or continue to gain levels in the King / Queen of the Wild (Hills or plains) Adapted Prestige Class [MotW] Udgru Elves The Udgru elves live a cloistered existence for the most part and are primarily concerned with the upkeep and protection of their ancestral home and culture. Their social structure recognizes a king who governs over all of the Udgru. Anyone living in the Udgru Forest must belong to one of the many clans. Requirements: Status.......Resident of the Udgru Forest or Native of the Udgru Forest (Note: a character may join this meta-game organisation at character creation if he or she was initially from the Udgru Forest. That is the only way to be a Native of the Udgru Forest; otherwise you must be a resident) Race.........Elf or Half-Elf Class........Any Patron......Any Skills ........Any Time.........4 Time units per year Benefits: • Feats: Expert Tactician [S&S]; Plant Control [MotW] ; Plant Defiance [MotW]; Shadow [MotW, S&S] • Druid Spells: Embrace the Wild [MotW] • Ranger Spells: Embrace the Wild [MotW] • Armor: Darkwood Buckler; Darkwood Shield; Mithral Shirt • Rings: Spell Storing (minor) • Access to Armor and Shield enhancement up to a +2 armor and a +2 shield • Wondrous Items: Boots of Elvenkind; Cloak of Elvenkind; Quiver of Ehlonna • Membership in this meta-game organisation is required in order to have access to and/or continue to gain levels in the King/Queen of the Wild (Forest) Adapted Prestige Class [MotW] • If the Character started as a Native of the Udgru Forest and his home region has never changed. The character also has the following Circumstance modifiers due to their upbringing: � +2 bonus to Diplomacy checks with Wood Elves � +2 bonus to Survival checks in forests � +2 bonus to Knowledge (nature) forest related checks � +2 bonus to Balance checks related to wet surfaces or narrow ledges � -2 penalty to Diplomacy checks with Baklunish Humans � -2 penalty to Gather Information checks with Baklunish Humans � -2 penalty to Appraise checks on non-elven made items � -2 penalty to Ride checks with horses Treewalkers Being a Treewalker comes with great honour and great responsibility. Chosen from among the best fighters or archers in each clan those elves that showed the greatest prowess and cunning were given the borders of their land as a prize to defend. Stray creatures from the Yatils are a constant problem but recently the borders that look towards Ekbir and the north of Tusmit have been more jealously guarded. There are 8 squadrons of Treewalkers that collectively represent the many clans of the Udgru. Requirements: Status...........Member of the Udgru Elves meta-game organisation or by special dispensation Race.............Elf or Half-elf Class............Respected Member of an Elf Bloodline (5+ level) Version 5, May 27, 2004 34 Patron..........Any Skills ............Any Time.............4 Time units per year (-1 TU for every 200gp paid for retainers, payable every year) Benefits: • Feats: Brachiation [MotW]; Chink in the armour [S&S]; Resist Poison [MotW]; Scent [MotW] • Access to Armor and Shield enhancement up to a +3 armor and a +3 shield • Access to Weapon Upgrade: Bane (Humans); Seeking • Wondrous Items: Bow of True Arrows [S&F], Bracers of Archery (lesser), Sleep arrow • +2 Circumstance bonus on Spot and Listen checks to avoid being surprised • -2 Circumstance penalty on Gather information and Diplomacy checks with Baklunish Humans Elven Warmaster The most respected of the Treewalkers may rise in status through distinction in cunning and skill. Their aim is to become a Warmaster and lead one of the 8 squadrons of Treewalkers. War masters act as advisors to the elven king and collectively represent all the elves of the Udgru Forest. There may only be one Warmaster for each of the 8 squadrons. This implies that succession can only occur when a Warmaster dies or is defeated in single combat. Requirements: Status...........Member of the Udgru Elves meta-game organisation or by special dispensation Race.............Elf or Half-elf Class............Respected Member of an Elf Bloodline (level 9+) Patron..........Any Skills ............Any Time.............0 (Included in the special mission requirement) Special.........Defeat a Warmaster of the bloodline, if you lose, you can never challenge him again. The current Warmasters are: � Tua’drel Usul: famous for having lent the aid of his clan to the north of Tusmit against the Ekbirian invaders. He is the weapons master to the king as was his father. [Black Raven Clan] � Or’sra Malika: Verdant lord of incredible repute. [Grey Willow Clan] � Taush Skero: Noble warrior of Corellon and rider of the great eagle Eyerro. [Wyvern Clan] � Rez’uri Jafaya: The black bow, a hater of the Baklunish nation primarily because of the death of her mother at the hand of humans during the rebellion. [Great Bear Clan] � Galadan Torcen: The protector, a moderate on the counsel and a man who has the king’s ear, he is young but was trained by the former Warmaster as his replacement in the ways of the silent clan. [Silent Hunter (Heron) Clan] � Tues’o Baladar, the land: A man changed by the powerful magic he wields. [High clan] � Ur’grd Yerra: Mistress of the woods. [Oaks Clan] � Jak’lar Salamar: commander of the great beast army of the Udgru. [Red Boar Clan] Benefits: • Spells: Bear’s Heart [DotF]; Embrace the Wild [MotW]; Invulnerability to Elements [MotW]; Mass Calm [MotW]; Might of the Oak [MotW]; Protection from All Elements [MotW]; Speak with Anything [MotW]; Thunderswarm [MotW]; True Reincarnate [MotW]; Waterball [MotW] • +4 Circumstance bonus on Diplomacy checks with elves • -2 Circumstance penalty on Diplomacy and Gather Information checks with Baklunish Humans • -4 Circumstance penalty on Disguise checks with Elves • The right to speak to the king and at meetings of the Elven council Version 5, May 27, 2004 35 Appendix 1: Contacts Official Home of the Dungeons & Dragons RPG http://www.wizards.com/dnd Official Home of the RPGA Network http://www.rpga.com Home of the Living Greyhawk Campaign http://www.living-greyhawk.com Official Home of the Nation of Tusmit http://tusmit.living-greyhawk.com Official Discussion Group on Tusmit http://groups.yahoo.com/group/lg-tusmit/ Tusmit Triad member in charge of meta-game organisations Farzin Zakikhani, [email protected] Tusmit Triad [email protected]
textdata/thevault/Living Greyhawk/Metaorg Material/Tusmit/Meta_Orgs_v5.pdf
□ Alchemy int □ Animal empathy cha □ Appraise I int □ Balance I dex* □ Bluff I cha □ Climb I str* □ Concentration I con □ Craft I (_______________) int □ Decipher Script int □ Diplomacy I cha □ Disable Device int □ Disguise I cha □ Escape Artist I dex* □ Forgery I int □ Gather Information I cha □ Handle Animal cha □ Heal I wis □ Hide I dex* □ Innuendo wis □ Intimidate I cha □ Intuit Direction wis □ Jump I str* □ Knowledge (arcana) int □ Knowledge (architecture & engineering) int □ Knowledge (geography) int □ Knowledge (history) int □ Knowledge (local) int □ Knowledge (nature) int □ Knowledge (nobility & royalty) int □ Knowledge (the planes) int □ Knowledge (religion) int □ Listen I wis □ Move Silently I dex* □ Open Lock dex □ Perform I (____________) ( ______________________) ( ______________________) cha □ Pick Pocket dex* □ Profession ( ___________) wis □ Read lips int □ Ride I (________________) dex □ Scry I int □ Search I int □ Sense Motive I wis □ Spellcraft int □ Spot I wis □ Swim I str** □ Tumble dex* □ Use Magic Device cha □ Use Rope I dex □ Wilderness Lore I wis □ ______________________ ____ STR strength DEX dexterity CON constitution INT intelligence WIS wisdom CHA charisma ABILITY SCORE ABILITY MODIFIER TEMPORARY SCORE TEMPORARY MODIFIER TOTAL BASE SAVE ABILITY MODIFIER MAGIC MODIFIER MISC. MODIFIER TEMPORARY MODIFIER ABILITY NAME SAVING THROWS = = = + + + + + + + + + + + + conditional modifiers □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ □□□□□ C H A R A C T E R R E C O R D S H E E T S ® ©2001 Wizards of the Coast, Inc. Made in the U.S.A. Permission granted to photocopy for personal use only. AMMUNITION Skills marked with I can be used normally even if the character has zero (0) skill ranks. Skills marked with � are cross-class skills. *armor check penalty, if any, applies. ** –1 per 5 lb. of gear. FORTITUDE (constitution) REFLEX (dexterity) WILL (wisdom) HP hit points AC armor class TOTAL TOTAL ARMOR BONUS SHIELD BONUS DEX MODIFIER SIZE MODIFIER NATURAL ARMOR 10+ + + + + = MISS CHANCE ARMOR CHECK PENALTY SPEED INITIATIVE modifier TOTAL MISC MODIFIER DEX MODIFIER = + BASE ATTACK bonus SUBDUAL DAMAGE HIT DIE TYPE WOUNDS/CURRENT HP MISC MODIFIER + DAMAGE REDUCTION SPELL RESISTANCE SHIELD/PROTECTIVE ITEM ARMOR BONUS MELEE attack bonus TOTAL STR MODIFIER BASE ATTACK BONUS = + SIZE MODIFIER + MISC MODIFIER + RANGED attack bonus TOTAL DEX MODIFIER BASE ATTACK BONUS = + SIZE MODIFIER + MISC MODIFIER + TOTAL ATTACK BONUS DAMAGE CRITICAL RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES TYPE ARMOR BONUS MAX DEX BONUS CHECK PENALTY SPELL FAILURE SPEED WEIGHT SPECIAL PROPERTIES TEMPORARY MODIFIER + + WEIGHT CHECK PENALTY SPELL FAILURE SPECIAL PROPERTIES WEAPON ARMOR/PROTECTIVE ITEM TOTAL ATTACK BONUS DAMAGE CRITICAL RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES WEAPON SKILL MODIFIER CROSS-CLASS ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ ______ = ______+______+______ SKILL NAME KEY ABILITY ABILITY MODIFIER RANKS MISC MODIFIER SKILLS / MAX RANKS ARCANE SPELL FAILURE _____________________________________________ ______________________________________________ _____________________ _______________________ ________________ ______________ ______________ __________ __________ __________ ____________ __________ ___________ ___________ ___________ Character Name Player Race Class Alignment Level Deity Size Age Gender Height Weight Eyes Hair Skin MONEY GEAR ITEM ITEM SPECIAL ABILITIES/FEATS ©2001 Wizards of the Coast, Inc. Made in the U.S.A. Permission granted to photocopy for personal use only. SPELLS cp — sp — gp — pp — WT. WT. LEVEL 0 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH SPELL SAVE DC SPELLS PER DAY BONUS SPELLS SPELL SAVE DC MOD 0 number of spells known 0 _______________ 1st ____________ 2nd _________ 3rd_____________ 4th ____________ 5th__________ 6th_____________ 7th ____________ 8th__________ 9th_____________ 0: ___________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ 1st: _________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ 2nd: ________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ 3rd:_________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ 4th:_________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ 5th:_________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ 6th:_________________________________ _____________________________________ _____________________________________ _____________________________________ _____________________________________ 7th:_________________________________ _____________________________________ _____________________________________ _____________________________________ 8th:_________________________________ _____________________________________ _____________________________________ 9th:_________________________________ _____________________________________ campaign experience points LANGUAGES Initial languages = Common + racial languages + Int bonus Each additional language (Speak Language) = __ skill points LIGHT LOAD MEDIUM LOAD HEAVY LOAD LIFT OVER HEAD LIFT OFF GROUND PUSH OR DRAG EQUALS MAX LOAD 2 ~ MAX LOAD 5 ~ MAX LOAD TOTAL WEIGHT CARRIED
textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/Other Products/Character Sheets/DnDCharacterSheet.pdf
Landyjscy Mściciele autor: Gerion Do Jego Ekscelencji Generała Ilfalareka, Akarenti miasta Vivane Dziękuję za słowa uznania Waszej Ekscelencji w sprawie raportu o działalności Żelaznego Dziedzictwa na ziemiach buntowników z Kara Fahd. Niniejszym pismem chciałbym uzupełnić informacje zebrane przez naszą agentkę Sorgę Ogniste Serce. Badając powiązania Żelaznego Dziedzictwa, wysłałem kilku zaufanych wywiadowców, by sprawdzili czy ta organizacja nie ma swych korzeni w Landis. Ku mojemu zaskoczeniu, otrzymałem szereg raportów zaprzeczających moim podejrzeniom. Naprowadziły one naszych agentów na mało szkodliwą grupę rebeliantów zwących się Landyjskimi Mścicielami. Pozwolę sobie wyrazić opinię, iż aktywność Mścicieli nie godzi w interesy Thery, a przy lepszej infiltracji tej grupy z całą pewnością będziemy w stanie obrócić jej działania na naszą korzyść. Myślę, że więcej o charakterze tej organizacji powiedzą Waszej Ekscelencji pisma moich zaufanych współpracowników. Przesyłam również niniejszą opinię na Triumfa, do rąk Akarenti Gendela. Z wyrazami szacunku K?nedrick T?pashir Niniejszy raport jest spisaną relacją wietrzniaczki Costrish. Został on zawarty w kryształach pamięci przekazanych tajnemu kurierowi z Landkarden. Costrish dotarła do zaufanej doradczyni Kratis Gron, jasnowłosej czarodziejki Getaft. Jak donieśli nasi szpiedzy, ta orkowa adeptka wcześniej widywana była w Jerris, lecz teraz zdaje się być osobistą archiwistką Kratis Gron. Intensywnej pracy Sorge Ogniste Serce zawdzięczamy to, że Getaft opuściła swego męża, Asoka Łamacza Rąk, wodza zbuntowanego odłamu Kopijników Heroka. Dopytujesz się moja droga o rzecz dotykającą dziejów Kara Fahd. Oczywiście, że imię Eralk Achertain nie jest mi obce. Twierdziłaś, że badasz historię Landis, więc musisz wiedzieć, że splata się ona z losami dawnego Kara Fahd jak dwa źdźbła trawy na Polach Grallen. Ale do rzeczy. Starożytni Landyjczycy od zawsze byli w stanie wojny z Kara Fahd. W całej historii mojego narodu i ludzi z Landis można wyróżnić kilka okresów. Gdybyś była wystarczająco dociekliwa, odnalazłabyś w throalskiej Bibliotece moje pergaminy ?Kara Fahd ? pradawni wrogowie i epoki wojen?, ale twój akcent zdradza korzenie z Rugarii, więc wybaczam ignorancję. Wiedz zatem, że w Złotym Wieku królestwa Kara Fahd, Landis liczyło blisko 180 tysięcy mieszkańców. Większość stanowiły trzy ludzkie plemiona: Galeb, Nachmane i Schrassae. W okresie, który cię interesuje, na tronie Landis zasiadła młodziutka królowa Zarina, córka królowej Mwiinde, a stało się to wedle rachuby krasnoludów z Throalu w 385 roku. Throalscy historycy nazywają ten czas Wojnami Orichalkowymi. Przez blisko czterdzieści lat, moi przodkowie gromili słabych wojowników królowej Zariny i Landis musiało płacić trybut. Radzę ci odszukać Bliźniaczą Bibliotekę wśród ruin Tisoary i poemat ?Kamuflaż?, który opisuje właśnie te wydarzenia. W roku 425 królowa Zarina była już wiekową kobieta jak na ludzkie kryteria, ale władców Landis otaczało osobliwe błogosławieństwo Pasji. W tajemnicy przed orkami, królowa porozumiała się z Therą. W zamian za orichalk i niewolników, Theranie pomogli jej uzbroić silną armię i wyszkolić wielu adeptów. Władcy Kara Fahd, zaangażowani w konflikt z królową trolli z Ustrektu, zaniechali okupacji landyjskich ziem, a nawet, by okazać swą dobrą wolę, zwolnili ludzi z płacenia daniny. W stolicy Landis, Vava, studiował syn władcy Kara Fahd, Kathon Krzywooki. Chyba to wystarczający dowód na ocieplenie relacji między moimi przodkami, a ludźmi starożytnego królestwa? Jakimże zaskoczeniem była więc podstępna agresja ze strony Landyjczyków! Młody królewicz powołał do istnienia grupę ośmiu legendarnych bohaterów Egrandu ah Kara Fahd. Zamiast słać na pewną śmierć zastępy młodych skraacha, wyzwał adeptów królowej Zariny, by stawili czoła ósemce Protektorów Kara Fahd. Wśród landyjskich adeptów ulubieńcami królowej była grupa Dziewięciu Szafirów Landis. Na jej czele stał legendarny adept, Fechmistrz 12 Kręgu, który wedle opowieści był kochankiem królowej. By walka była sprawiedliwa, najmłodszy z owej grupy, adept Zwiadowca, odstąpił od pojedynku. Starcie tych potężnych bohaterów pełne było zawziętości i poświęcenia, z całą pewnością towarzyszyła temu wielka magia. Jednak ludzie nie mogli dotrzymać pola Protektorom Kara Fahd i jeden po drugim padali martwi lub nieprzytomni na piaszczysty brzeg rzeki Zielone Serce. Gdy jako ostatni poległ przywódca landyjskich adeptów, Zarina z okrzykiem bólu wbiegła na miejsce pojedynku. Tuląc do piersi głowę martwego Fechmistrza złożyła krwawą przysięgę, iż nie spocznie, póki ostatni z orków Kara Fahd będzie martwy lub zniewolony. Imię martwego Fechmistrza brzmiało Eralk Achertain. Tego szukałaś. Słowa Czarodziejki Getaft, zapamiętane przez Costrish. Na historię Dziewięciu Szafirów Landis wpadliśmy wcześniej, przesłuchując pewnego więźnia w Ballaize. Został on schwytany w jednej z tawern nad rzeką Żywego Ognia przez ludzi kapitana T?rasque (jednocześnie chciałbym się wstawić u Waszej Ekscelencji za tym dzielnym oficerem, gdyż jego gorliwość w służbie Thery powinna być nagrodzona szybszym odesłaniem do domu z tej barbarzyńskiej krainy). Oto relacja kapitana. Do lorda K?nedricka Zgodnie z dyrektywami Akarenti, zachowaliśmy najwyższą czujność przy śledztwie w sprawie barbarzyńcy Fondala. Znaleziono przy nim podejrzany list do żony niejakiego Kallariana z Jerris. Kobieta była najprawdopodobniej siostrą więźnia. Poza listem Fondal posiadał przy sobie pisma o treści wywrotowej i antytherańskiej, zastosowałem więc tryb przyspieszony śledztwa, który zgodnie z oczekiwaniami zakończył się skazaniem Fondala na odebranie wolności i natychmiastowym odesłaniem go do Twierdzy Jerucz. Dołączyłem pisma do generała Dagendrena, by odpowiednio potraktował tego landyjskiego niewolnika. W trakcie wyciągania zeznań z barbarzyńcy stwierdziłem, iż wywodzi się on z ludu Kleków, a więc plemienia z dalekiej północy tej ciemnej prowincji, które najpóźniej przybyło do dawnego Landis. Swoją drogą, warto zaktywizować, lordzie K?nedrick, Waszych ludzi w Jerris, by odnaleźli owego Kallariana. Fondal zachowywał się dość dziwnie, ale to charakterystyczne jak na członka miejscowych rebeliantów. Dość odporny na tortury, nie oparł się umiejętnościom pani Sorran, garnizonowej Ksenomantki. Z dość nieskładnych zeznań wywnioskowałem, iż jest członkiem jakiejś nielegalnej organizacji. Co do celów i działań tej grupy mam niejasne podejrzenia, że raczej są one wymierzone przeciwko prymitywnym, orkowym rabusiom. Ale na wszelki wypadek odesłałem Fondala w bardziej stosowne miejsce. Wymieniał on imię Guurshuta Nienawistnego, przywódcy Legionu Potępionych, na którego głowę wyznaczono nagrodę w okolicach Lankarden. Bredził coś także o Landyjskich Mścicielach i Morku Achertainie, ale moi uczeni doradcy nie potrafili nic więcej powiedzieć na ten temat. Załączam też raport pani Sorran, być może on naświetli nieco więcej. T?rasque, Kapitan garnizonu w Ballaize. List Aveona Chytrego z Parland poszerza naszą wiedzę. Aveon jest Czarodziejem, badającym ze swą grupą ruiny kaerów w Landis. Znajdujemy w nim silne wsparcie, zwłaszcza teraz, kiedy uwagę Waszej Ekscelencji zaprzątają okolice jeziora Ban. Aveon jest wiernym patriotą i jego prace nad magicznymi artefaktami Landis nie jeden już raz przyczyniły się do ważnych odkryć. Nie musze chyba nadmieniać, że miały one bezpośrednie przełożenie na korzyści dla naszej administracji. Do lorda K?nedricka z Vivane. Pozdrawiam Waszą Lordowską Mość. Podobnie jak ostatnim razem, może Pan liczyć na mą wiedzę, doświadczenie i lojalność. W sprawach rodu Achertaine wiem niewiele, lecz nie omieszkam podzielić się tym, co znalazłem. Badając zniszczony przez Horrory kaer Erythen, z zaskoczeniem odkryliśmy porządną i prawie nietkniętą bibliotekę, która zawierała wiele cennych zwojów zapisanych późnolandyjskim dialektem. Moje zainteresowanie wzbudziły zwłaszcza te pozycje, które traktowały o historii współczesnej pisarzowi, czyli o latach poprzedzających Pogrom. Proszę sobie tylko wyobrazić, że jeden z moich przodków osobiście uczestniczył w obrzędach przekazania Rytuałów budowniczym Erythen! No ale nie będę rozpisywał się o mojej rodzinnej tradycji, z całą pewnością nie są to sprawy godne Waszego zainteresowania. Znalazłem jedną opowieść, traktującą o dalszych losach legendarnych bohaterów Landis. Mork Achertain należał z całą pewnością do tych postaci, będąc wysokokręgowym adeptem ścieżki Zwiadowcy. Po śmierci swego brata i rozpadzie Dziewięciu Szmaragdów Landis, Mork opuścił królestwo z nieznanych powodów. Powrócił do Landis dopiero po śmierci królowej Zariny i tragicznej bitwie na polach lawy. Mork był nie tylko adeptem, lecz również Głosicielem Astendara. Chciał się zmierzyć z klątwą Kathona Krzywookiego, która ściągnęła stagnację i upadek na ziemie Landis. Lecz nawet legendarny bohater sam nie mógł poradzić sobie z tak wielką magią poświęcenia, jakiej użył orkowy wódz. Dlatego przekazał swe dziedzictwo grupie uczniów, którzy przyjęli imię Landyjskich Mścicieli. Ponoć jego prochy zostały złożone w Kryptach Bohaterów miasta Vava, stolicy tego starożytnego królestwa. Starałem się odszukać w ruinach cytadeli Vava ten tajemniczy budynek, lecz Pogrom poczynił wielkie zniszczenia i zarastająca dżungla, wraz z licznymi niebezpieczeństwami, czyni poszukiwania niezmiernie trudnymi. O samej spuściźnie Morka Achertaina nie udało mi się wiele dowiedzieć poza tym, że przetrwała pamięć o Morku wśród landyjskiego pospólstwa, a zwłaszcza jest ona aktywna na północy Landis, nad rzeką Zielone Serce. Sądzę, że Achertainowie byli Klekami i wśród potomków tego plemienia szukałbym dalszych śladów. Ku chwale Wielkiej Thery ? Aveon z Parland, adept Czarodziej, głowa Poszukiwaczy Prawdy. Na uwagę zasługują doniesienia wywiadowcy z osady Curruk. Ten młody człowiek od lat służył wiernie Therze, mimo barbarzyńskiej proweniencji. Pracował w jednej z wielu niepozornych tawern nad rzeką Zielone Serce i był świadkiem interesujących wydarzeń. Niestety z bólem musze stwierdzić, że kilka tygodni milczenia z jego strony, potwierdziły moje podejrzenia. Ostatnio goniec z Landkarden dostarczył pergaminy kapitana Verosto, potwierdzające tragiczną śmierć agenta. Do szlachetnego K?nedricka z Vivane. W swoim comiesięcznym raporcie chciałbym zwrócić Waszej Czcigodności uwagę na kilka wydarzeń w Curruk i okolicach. Dotarły do tej miejscowości co najmniej 3 grupy dziwnych, barsawiańskich adeptów. W załączonych dokumentach przedstawiam ich portrety i moje komentarze. W pierwszej z nich, którą dla orientacji nazwałem Gawędziarzami, tylko orkowa kobieta potrafiła jako tako porozumiewać się w szlachetnym, therańskim języku. Zapamiętałem jej imię ? Zoara Niepohamowana. Z całą pewnością ich celem była wyprawa w groźne ruiny cytadeli Kelensk, wypytywali również o zwoje z Bliźniaczych Bibliotek Landis. Krasnoludzki Wojownik towarzyszący grupie był dość podobny do poszukiwanego w Vivane wichrzyciela, Kameleona Throalczyka, zgłosiłem więc natychmiast moje spostrzeżenia kapitanowi Verosto (uniżenie przypominam się o niewypłaconą nagrodę). Po krótkiej i bolesnej dla buntowników potyczce, zostali oni pojmani i w kajdanach odstawieni do nadrzecznych zagród niewolników. Listę ich dobytku i magicznych przedmiotów załączam również, wierzę, że jest zgodna z raportem kapitana Verosto. Nocą, podszywając się pod landyjskiego buntownika, zakradłem się do zagród, chcąc nakłonić więźniów do złożenia zeznań, które obciążałyby ich samych. Nim jednak wynurzyłem się na brzeg, dostrzegłem zamaskowane postacie przemykające w stronę klatek mimo obecności straży. Z całą pewnością używały magii adeptów, która jednak nie zwiodła mego astralnego amuletu. Osobnicy ci uśpili nieznaną mi substancją Gawędziarzy, wyciągając z klatki jedynie orkową kobietę. Tropiłem ich aż na skraj dżungli, zachowując najwyższą ostrożność. Zoara została pozbawiona odzienia i więzów, a następnie jedna z postaci (najpewniej ludzka kobieta) otworzyła swe żyły i połączyła je srebrnymi sznurami z żyłami nieprzytomnej adeptki. Widziałem już podobne rytuały u therańskich adeptów Uzdrowicieli Krwi. Tym razem miałem pewność, że to są Landyjczycy i to czystej krwi Nachmane. Nie wiem skąd ta pewność, po prostu ją miałem. Gdy Zoara zaczęła dochodzić do świadomości, buntownicy (bo jak inaczej nazwać zamachowców naruszających prawa Thery) odziali ją i czym prędzej umknęli w mrok nocy przy pomocy swej magii. Zgodnie z prawem, ukarałem uciekinierkę śmiercią, nim ta zdołała usiąść o własnych siłach. Dokonawszy obdukcji na zwłokach orczycy, ewidentnie zauważyłem ślady praktykowania magii krwi. Kto wie, czy mój nóż nie przyspieszył jedynie tego, co było nieuniknione. Fragmenty ciała, gdzie wprowadzano magiczne przyrządy, załączam jako dowód i obiekt dalszych badań specjalistów Waszej Czcigodności. Niestety odnalezienie śladów owych zamachowców wykraczało poza moje kompetencje. Z wyrazami szacunku i oddania, Gewrik z Curruk. Zgodnie z moimi domysłami, akcja opisana przez agenta Gewrika była dziełem Landyjskich Mścicieli. Wydałem odpowiednie rozkazy, by uczulić naszych ludzi w Parland, gdzie jak mniemam, ta organizacja ma swe korzenie. Po konsultacjach ze szlachetnym Voluptusem , znawcą lokalnej historii, doszedłem do wniosku, iż Mściciele zgodnie z wolą swego założyciela, Morka Achertaina, starają się odwrócić klątwę legendarnego Kathona Krzywookiego. Oczywiście czynią to eliminując swych historycznych wrogów. Trudno mi stwierdzić, na ile konkurują z samowładną Kratis Gron. Nie wydaje mi się, by w jakikolwiek sposób byli w stanie poważnie zaszkodzić orkowymi rebeliantami. Żaden z naszych szpiegów w Wurchaz nie zauważył owoców pracy Mścicieli. Działają głównie na obszarze dawnego Landis i póki ich poczynania nie dotykają czulej naszej polityki, proponuję ich obserwować, bez stanowczych działań. Niepokoi mnie obecność Uzdrowicieli Krwi w szeregach tej organizacji i duża wiedza wskazująca na posiadanie dziedzictwa Bliźniaczych Bibliotek. Ale podjąłem już właściwe kroki, przygotowując agentów zdolnych do infiltracji Landyjskich Mścicieli. Jeśli nie będą bardziej potrzebni na wschodzie Vivane albo w Barsawii, za miesiąc, góra dwa , rozpoczną swą pracę. K?nedrick T?pashir Informacje dla graczy Niniejsze informacje odnoszą się do wydarzeń z linii fabularnej Earthdawna datowanych na rok 1509, a więc po wylądowaniu therańskiego behemota Triumf na wzgórzach Ayodhya. Dobrze, jeśli prowadzący dysponuje podręcznikami ?Prelude to War? i ?Ork Nation of Cara Fahd”, które uzupełniają informacje zawarte w niniejszym opracowaniu. Jednakże można ich użyć również nie dysponując ww. podręcznikami i osadzając wydarzenie o kilka lat wcześniej. Niesie to ze sobą jedynie taki skutek, że therańskie służby szpiegowskie wiedzą o wiele mniej, niż to przedstawiłem w listach. Pochodzenie organizacji Podwładni Akarenti Ilfaraleka mają sporo informacji, jednakże nie udało im się odkryć całej prawdy. A prawda, jak zwykle w takich przypadkach, wygląda nieco inaczej. Landyjscy Mściciele zostali faktycznie Nazwani przez ostatniego ucznia legendarnego Morka Achertaina, niejakiego Eggobara Dasalan. Stało się to w roku 484 TH. Ten adept ścieżki Zwiadowcy i Złodzieja zabrał ze sobą ostatnią wolę Morka. Celem jego życia, stało się przeciwstawienie klątwie Kathona Krzywookiego. Stworzył więc organizację Mścicieli, która za wszelką cenę starała się zrealizować misję Morka. Duch tego legendarnego adepta często nawiedzał towarzyszy Eggobara, wspierając swoimi mocami działania grupy. W ciągu jednego ludzkiego pokolenia Mściciele nie tylko wytworzyli swoistą ideologię, ale starali się utajnić swoje działania tym bardziej, że Landis chyliło się ku upadkowi. Słabość władców i apatię poddanych tłumaczyli klątwą Kathona. Dopiero po roku 630 przywódcy organizacji zaczęli wspomagać się magią krwi i stworzyli nazwaną grupę, Spadkobiercy Morka. Grupa trwała nieprzerwanie aż do początków Pogromu. Jej zmarli członkowie zastępowani byli nowymi Dawcami Imion, godnymi zaszczytu zasiadania w loży przywódców podczas tajnych zebrań Landyjskich Mścicieli. Wszystko odbywało się rytualnie, a przerwanie kontynuacji Nazywania zawsze odbierano jako zły omen. Mściciele swą siedzibę mieli w mieście Majallan, w którym bardzo wcześnie objawiły się początki Pogromu. Wtedy to spadkobiercy Morka porzucili ziemie Landis szukając schronienia w sąsiadującym księstwie Madaalen. Niestety na krótko przed pogromem, wojna domowa rozpętana przez księcia i jego córkę Eleni skutecznie rozproszyła członków Landyjskich Mścicieli. Część z nich zbiegła do Rugarii, jeden udał się do Throalu, a kilku pozostało w Landis, szukając schronienia w cytadeli Vava. Żaden z nich nie przeżył Pogromu. Vava zostało zniszczone przez Horrory, a wiekowy Oldaren zginął w Throalu, gdy w 1055 TH zawaliły się komnaty nad głową Ersha Wearga, gubernatora Barsawii. Nie są znane też losy rugaryjskich uciekinierów. Skąd więc wzięli się Landyjscy Mściciele w czasach popogromowych? Gdy w 1439 TH otwarto kaer Ikobaro, młody Vicious Darvalen, początkujący adept Zwiadowca, postawił z wielkimi nadziejami pierwszy krok na ziemiach swej dawnej ojczyzny. Wcześnie jednak przeżył ogromne rozczarowanie. Przez lata Pogromu kruche Landis zostało praktycznie całkowicie zniszczone. Żadna z trzech wielkich cytadel nie przetrwała. Gdy Theranie ponownie zajęli Vivane, Vicious był już znanym adeptem, powiększającym swą legendę na ziemiach Rugarii. Wrócił do swej ojczyzny otoczony nimbem sławy w czasach, gdy Throal borykał się z Rebelią Śmierci. Vicious osiągnął prawie szczyt możliwości swej dyscypliny i był ogromnie ceniony nawet w therańskich kręgach. Wtedy to odnalazł w podziemiach zrujnowanej Vavy Krypty Bohaterów. Nikt nie wie dokładnie, co się tam stało, lecz Vicious tamtego dnia znikł z areny dziejów. Legendy mówią, iż zawarł pakt z duchem legendarnego bohatera, Morka Achertaina. Musiał wyrzec się Imienia i całej magii Zwiadowcy. Co dostał w zamian, tego nikt nie wie. W każdym razie, ruiny opuścił nikomu nie znany bohater o imieniu Andovious Achertain. Wkrótce stał się Trubadurem i przywódcą grupy adeptów, która się nazwała Landyjskimi Mścicielami. Do dziś dnia Andovious kieruje organizacją, mimo iż Śmierć dawno powinna się o niego upomnieć. Cele i motywy Mogły by się zdawać, że cel organizacji ? przywrócenie potęgi Landis - jest utopią. W rzeczy samej, Andovious nie jest zainteresowany restytucją monarchii. Zebrał ogromną wiedzę przez dziewięć dekad życia i wiernie służy idei Morka. Trubadur wie, że by odwrócić klątwę Kathona Krzywookiego, należy zatrzeć wszelkie ślady krwi orkowego władcy i zniszczyć jego przedmioty wzorca. W ciągu blisko trzydziestu lat kierowania organizacją, Andovious stworzył swoistą ideologię nienawiści do ludu orków i trolli. Współpracując z Ksenomantami i Czarodziejami Mścicieli, stworzył wiele specyficznych rytuałów i amuletów krwi, wspomagających działania grupy. Od jakiegoś czasu organizację wspierają Uzdrowiciele Krwi, adepci z Rugarii idący mało znaną w Barsawii ścieżką. Andovious zebrał już wszystkie przedmioty wzorca Kathona. Wiele z nich straciła moc wraz ze śmiercią potężnego adepta. Lecz kilka z nich przekształciło się w legendarne artefakty, które teraz służą Andoviousowi. Działalność Landyjscy Mściciele aktywnie działają na ziemiach Landis, na pograniczu odradzającego się Kara Fahd i w prowincji Vivane. Mają kilku agentów prowadzących badania w ruinach Ustrektu i działających w Barsawii w otoczeniu króla Nedena i jego ambasadorów w przymierzu łupieżców ze Lśniących Szczytów ? Handlarzy Żelaza. Celem działań jest odnalezienie potomków Kathona Krzywookiego, w których żyłach płynie choć odrobina krwi tego legendarnego wodza. Odnalezione osoby są zwykle długo obserwowane i w stosownym momencie eliminowane. Andovious jako Trubadur i głosiciel Mynbruje niechętnie przystaje na brutalne i prostackie morderstwo. Szuka wszakże sprawiedliwości. A krzywda jaką Kathon wyrządził Landyjczykom jest niewspółmierna do ich win. Od czasów przyłączenia do grupy Uzdrowicieli Krwi zmienił nieco swe poglądy. Zamiast porwań i otruć, poddaje potomków Kathona osobliwym Rytuałom Krwi, które mogą przeprowadzić wyłącznie Uzdrowiciele. W ich wyniku, moc Kathona zawarta w krwi jego potomka, zostaje trwale usunięta, osłabiając tym samym klątwę. Zwykle taki rytuał bardziej osłabia Uzdrowiciela, niż jego ofiarę. Andovious ma pewność, że z chwilą odnalezienia ostatniego prawnuka władcy Kara Fahd, klątwa przestanie działać i umożliwi Landyjczykom otrząśnięcie się z marazmu. Sojusznicy i wrogowie Bardzo trudno moralnie odnieść się do aktywności Mścicieli. Wśród pospólstwa landyjskiego Mściciele odnajdują pewne wsparcie, lecz zastraszony przez Theran lud boi się otwarcie pomagać członkom organizacji. Uchodzą oni za bohaterów oddanych przywróceniu świetności Landis, za obrońców pokrzywdzonych przez rabusiów z Kara Fahd. Niektórzy znani w Barsawii Landyjczycy starają się wspomóc organizację, zachowując przy tym maksymalną dyskrecję. Kaj Ther, były doradca nieżyjącego króla Varulusa III, jest wielkim sympatykiem Mścicieli. Także Tolan Oddear, historyk z Landis, na stałe współpracujący z Throalską Biblioteką, wspiera na miarę swych możliwości, organizację. Zdałoby się, że przeciwnikami grupy Andoviousa powinni być wszyscy orkowie z odradzającego się Kara Fahd. Tymczasem Kratis Gron i jej podwładni zbyt zajęci są ogarnięciem i uporządkowaniem szalejącej anarchii wśród imigrujących plemion, by zamartwiać się gronem dziwaków z drugiego brzegu rzeki Zielone Serce. Zawziętym przeciwnikiem Mścicieli jest za to Guurshut Nienawistny, szalony przywódca Legionu Potępionych. Klan tego wojownika działa w południowych regionach dżungli, mordując niemiłosiernie każdego człowieka jaki ma nieszczęście nawinąć się pod rękę któregoś z rozwścieczonych jeźdźców. Ostatnio pojmali therańskiego Czarodzieja, który znacząco wsparł orków. Ku utrapieniu Mścicieli, Guurshut, mający wiele dzieci, jest potomkiem Kathona Krzywookiego. Żelazne Dziedzictwo to grupa czcicieli pasji Dis. Ich celem jest unicestwienie wpływów Lochosta poprzez szkodzenie jego ukochanym dzieciom ? orkom. Theranie najwyraźniej mylą działania Mścicieli i kultystów Dis, co Andovious zręcznie wykorzystuje. Żelazne Dziedzictwo nie jest jawnym oponentem Landyjskich Mścicieli. Jednak ostatnimi czasy coraz intensywniej wchodzą sobie w drogę i kto wie jak będzie wyglądała ich wzajemna relacja za kilka miesięcy. Landyjscy Mściciele nie współpracują z lokalnym ruchem oporu. Mają całkowicie odmienny, własny cel. Trudno jednak przewidzieć, jakie kolejne zadania wyznaczy im duch Morka Achertaina, kiedy rozprawią się z klątwą. Wobec Theran mają stosunek obojętny. Póki okupant ulgowo traktuje mieszkańców byłego Landis, grupa nie ma powodów by obrócić się przeciwko Therze. Zresztą byłoby to nierozsądne i naraziło Mścicieli na niepotrzebne ryzyko. Zajęcie wzgórz Ayodhya, śmierć Varulusa i klęska krasnoludów na Polach P?rajjor nie zrobiły wrażenia na Mścicielach. Nic ich nie obchodzi walka wyzwoleńcza Throalu. Nie będą więc ani szkodzić, ani przeszkadzać adeptom z Barsawii. Nie będą jednakże ich wspierać, bez zbieżnych interesów. Odradzający się naród Kara Fahd jest z pewnością czymś nowym, z czym organizacja musi się zmierzyć. Andovious uważa ten proces za bardzo korzystny. W końcu będą mieć w jednym miejscu wiele plemion, wśród których można znaleźć potencjalnych potomków Kathona. Ułatwia to tylko ich misję. W gruncie rzeczy Trubadur uważa, że odrodzenie Kara Fahd pociągnie za sobą odrodzenie Landis. Postacie Andovious Achertain Jest legendarnym bohaterem, adeptem Trubadurem 12 kręgu i Głosicielem Mynbruje. Nim stał się Andoviousem, przemierzał bezdroża Rugarii jako Vicious Darvalen, adept Zwiadowca 14 kręgu. Wydarzenia z Krypty Bohaterów całkowicie zmieniły jego dotychczasowe życie. Poświęcił je dla realizacji celu ? uwolnienia Landyjczyków spod niesprawiedliwej klątwy orkowego wodza. To zwróciło uwagę pasji Mynbruje, która wkrótce ukochała Andoviusa, czyniąc go swoim Głosicielem. Przywódca Landyjskich Mścicieli posiada wiele mocy, jakimi obdarzył go duch Morka, większość z nich odnosi się do cech społecznych, zdolności przywódczych, ogromnej charyzmy i wewnętrznej siły ducha. Poza duchową mocą, jaka zwykle towarzyszy tak legendarnym bohaterom, Andovious jest nadzwyczaj sprawny fizycznie. Dawno już przekroczył dziewięćdziesiąt lat, zachowując przy tym wygląd mężczyzny w średnim wieku. Trubadur jest niezwykle przystojnym człowiekiem. Charakterystyczna dla ludu Schrassae budowa ciała, zielone oczy i przyprószone siwizną skronie, czynią go bardzo atrakcyjnym w oczach płci przeciwnej. Jego głos urzeka każdego słuchacza, a talenty Trubadura i moce Głosiciela czynią go wszechwładnym panem każdego zgromadzenia. Andovious potrafi skutecznie zapanować nad emocjami tłumów. Z rzadka pojawia się w wybranych, landyjskich osadach, by wyłowić co cenniejszych Dawców Imion, którzy mogą posłużyć realizacji jego celów. Stale narażony jednakże na uważne spojrzenia agentów Thery, stara się zachować maksimum dyskrecji, na jaką może być stać tak legendarnego bohatera. Każdy Mistrz Gry ma wolną rękę w tworzeniu statystyk Andoviousa, warto zaznaczyć jednak kilka ważnych elementów. Trubadur wraz z kilkoma najbliższymi przyjaciółmi, stworzył grupę Dziedzictwo Morka. Dzięki przedmiotowi wzorca, poziom jego talentu Pierwsze Wrażenie, obrona fizyczna i społeczna, podwyższone są o 4 punkty. Posiada również utkany wątek do swojego znaczącego przedmiotu wzorca, jakim jest pukiel włosów zapieczętowany w wydrążonym kamieniu. Dzięki niemu obrona magiczna Trubadura jest wyższa o 5 punktów. Bohater osiągnął 5 poziom sławy i Mistrz Gry powinien przeznaczyć na jego stworzenie ponad 3,2 mln punktów legend. Propozycja skróconej statystyki Andoviousa: Zręczność (16):7, Siła Fizyczna (13): 6, Żywotność (14): 6, Percepcja (16): 7,Siła Woli (13): 6, Charyzma (19): 8 Obrony: Fizyczna 15, Magiczna 16, Społeczna 15 Próg Życia 108, Próg Przytomności 88, Próg Ran: 10 Wybrane talenty: Pierwsze wrażenie (25): k20+k10+k8+k4 Prowokacja (20): k20+k8+k6 Historia przedmiotu (19): k20+2k6 Livia Montecalvo Najbliższa duchowo i fizycznie osoba Andoviousa. Dzieli z nim nie tylko wspólne życie, lecz pasję przywrócenia ducha mieszkańcom Landis. Poznała Trubadura wiele lat temu, gdy był jeszcze adeptem przeciętnej sławy. Zajmował się wtedy badaniem groźnych ruin Tisoary i Livia, jako Uzdrowicielka Krwi uratowała mu życie swymi leczniczymi talentami. Livia jest czystej krwi Klekiem, wychowanym na pograniczu Rugarii. Odkryła w niej talenty magiczne głosicielka Garlen. Odważna dziewczyna wyruszyła wtedy na dalekie południe poszukując odpowiedniego mentora. Długo pracowała dla Imperium. Jej umiejętności skrzętnie wykorzystywali dowódcy garnizonów w okolicach Lorafern i obrzeżach Dżungli Seraf. Kiedy zaczęła być Czeladnikiem, porzuciła południe i wróciła w rodzinne okolice. Livia jest wysoką i zgrabną, jasnowłosą kobietą. Niedawno przekroczyła czterdziesty rok życia. Nosi w sobie niespotykaną radość i energię. Lecz w chwilach wyjątkowego skupienia, gdy przymusza energie drzemiące w magii krwi, przemienia się w osobę zupełnie niepodobną do dobrze znanej pani Montecalvo. Swą wiedzą medyczną i znajomością zagadnień magii krwi budzi wielki szacunek. Ma charakterystyczny sposób wypowiadania myśli, jakby życie przed nią nie kryło żadnych tajemnic, a dopiero co odkryta nowość, była prozaiczną oczywistością. Emanujący z niej spokój i ciepło, zwykle otwiera przed nią dusze zgnębionych Dawców Imion. Livia szczerze kocha i jest oddana Andoviousowi. Ich związek trwa blisko dwadzieścia lat i choć formalnie nigdy nie przeszli rytuału małżeństwa, to ukoronowanie ich miłości ? córka Andovia ? jest wielkim powodem do dumy i radości. Livia jest adeptką 8 kręgu i to ona we współpracy z Ksenomantą Nikolisem, stworzyła rytuały pozwalające osłabić zew krwi Kathona Krzywookiego. Podobnie jak w przypadku Andoviousa, to do Mistrza Gry należy ostateczne opracowanie statystyk Livii. Dyscyplina Uzdrowiciela Krwi jest co prawda produktem autorskim pary Lindsell&Stehwien, lecz świetnie została opisana na kartach powieści ?Talisman? i ?Prophecy?. Livia powinna posiadać co najmniej jeden własny przedmiot wzorca (znaczący lub kilka pomniejszych) z utkanym wątkiem. Jest członkinią Dziedzictwa Morka, dostrojoną do przedmiotu wzorca, który wzmacnia jej obronę fizyczną i magiczną, jak również poziom talentu Leczenie krwią o 4 punkty. Nikolis Vesuvio Ten ascetyczny, podstarzały mężczyzna, jest bliskim przyjacielem Andoviousa. Zresztą nie sposób nim nie być, przez tyle lat współpracując z legendarnym Trubadurem. Nikolis przekroczył już dawno pięćdziesiątkę i jest wielce biegłym adeptem Ksenomantą. Nie tak dawno opuścił go Duchowy Mistrz, po tym jak mężczyzna z sukcesem zyskał wtajemniczenie w arkana 11 kręgu swej dyscypliny. Nikolis jest na pozór dość arogancki, ale za tą maską kryje się dociekliwy badacz, pełen specyficznego humoru, który równie dobrze jak z duchami, radzi sobie z naburmuszonymi Dawcami Imion. Swego czasu Nikolis był hulaką i birbantem znanym w całym Vivane. Potrafił w pijanym zwidzie szafować na lewo i prawo mocami Ksenomanty, siejąc prawdziwą trwogę w barsawiańskiej części miasta. Od czasu jednak, gdy powinęła mu się noga w Zniszczonej Dzielnicy i z trudem zachował swą wolność, spoważniał i odkrył głębię swego powołania. Andoviousa poznał przy okazji odkrywania tajemnic Vava, gdy Trubadur zwrócił się do niego w pewnej skomplikowanej sprawie dotyczącej przestrzeni astralnej. Od tamtych dni, urok jaki zawładnął Nikolisem nie minął. Andovious może sobie pozwolić na wszystko wobec Ksenomanty, a ten nadal pozostanie mu lojalny. Do śmierci, albo i dłużej. Oczywiście Nikolis również należy do Dziedzictwa Morka. Dysponuje wieloma magicznymi przedmiotami, jak również swoim głównym przedmiotem wzorca. Mistrz Gry tworząc tego bohatera powinien pamiętać, że osiągnął on 4 poziom sławy i powinien wydać na jego stworzenie nie mniej niż 2 mln punktów legend. Ksenomanta ma maksymalnie rozwiniętą Wszechstronność i czerpie z niej wszystko co najlepsze. Sahri Kavokan Sahri to chodząca skarbnica wiedzy o Landis. Bez mądrości tej Czarodziejki Mściciele byliby nic nie znaczącą grupą nawiedzonych idealistów. Dzięki Sahri odkryli jak mogą zaspokoić oczekiwania Morka Achertaina. Dla Czarodziejki zaś, było to największe wyzwanie z jakim spotkała się w swoim życiu. Sahri jest najmłodszą spośród członków dziedzictw Morka i grona ścisłych przywódców organizacji. Wkrótce zacznie czterdziesty rok życia. Dość mało atrakcyjna fizycznie, zwraca jednak uwagę wtedy gdy zacznie mówić. Jej popisy logicznego myślenia i wywody teoretyczne potrafią zbić z pantałyku niejednego uczonego. Mimo całej swej wiedzy i poważaniu, jakie zyskała ta adeptka 9 kręgu wśród barsawiańskich magów, Sahri nie jest do końca szczęśliwa. W chwilach kobiecej chandry obiecuje sobie najwymyślniejsze kuracje piękności i magiczne zabiegi Iluzjonistów, byle tylko dowartościować się w swych oczach i podbudować swoją próżność. Na szczęście dla Mścicieli, Sahri miewa niezwykle rzadko chandrę. To Andovious odkrył jej geniusz, zasięgając kiedyś wiedzy wśród grona mistrzów ścieżki Czarodzieja. Ta drobna, ciemnowłosa kobieta z łatwością wyszukiwała w pamięci cytaty z Clessio, Thystrio czy Tornovira, którymi starała się objaśnić Trubadurowi dręczące go wątpliwości. Swą wiedzą zaimponowała przywódcy Landyjskich Mścicieli, wkrótce też, porwana urokiem Landyjczyka, dołączyła do grona jego wielbicieli. Sahri jest barsawianką, wychowaną na przedmieściach Travaru. Szybko jednak znalazła swe miejsce w podziemiach Throalu, i po kilku trudnych latach wkroczyła na ścieżkę Czarodzieja. Z jakichś osobistych przyczyn nie znosi trolli, ale nikomu się na ten temat nie zwierzała. Wydarzenia ostatnich dwóch lat, a więc śmierć Varulusa i okupacja Baraswii miały na nią destrukcyjny wpływ. Andovious nie mogąc oderwać myśli kobiety od wydarzeń w Barsawii, dał jej po prostu intelektualne wyzwanie. Od kilku miesięcy Sahri intensywnie działa wśród członków administracji Throalu, którzy mają bezpośredni kontakt z przymierzem Handlarzy Żelazem ze Lśniących Szczytów. Sahri tropi poczynania Odnowicieli Ustrektu, tajnej organizacji działającej w tym przymierzu. Czarodziejka szuka wskazówek, które mogłyby pomóc Mścicielom poprzez odkrycie powiązań starożytnego Ustrektu z Kathonem Krzywookim. W szeregach Mścicieli znajdziemy blisko osiemdziesięciu Dawców Imion, z których połowa to adepci, a blisko ćwierć stanowią adepci niskiej magii. Wszyscy członkowie organizacji są ludźmi, a większość z nich ma landyjskie korzenie. Znajdziemy jednak kilku Barsawian, synów Rugarii, a nawet jednego, marakańskiego adepta Złodzieja. Mistrz Gry na potrzeby własnej kampanii powinien przygotować sobie stosowne pomoce. Jeśli zamierza wprowadzić do gry wątek Landyjskich Mścicieli, to zależnie od potęgi drużyny, może zaaranżować szereg spotkań. O ile nie będą to spotkania z przywódcami organizacji, to powinien mieć na uwadze, że wśród adeptów Mścicieli, najwięcej znajdzie Uzdrowicieli Krwi, Zwiadowców i Złodziei. Jest również kilku Czarodziejów, Wojowników i Trubadurów, a także jeden młodszy Ksenomanta i Zbrojmistrz. Najlepiej poziom zaawansowania napotkanych członków organizacji dostosować do oczekiwań i możliwości bohaterów graczy.. Przedmioty Wspominaliśmy o specyficznych rytuałach i przedmiotach, jakimi posługują się Landyjscy Mściciele. W tym miejscu przedstawiamy najważniejsze z nich. Amulety krwi Przedmioty te przygotowuje Nikolis. Przez lata udoskonalał swe umiejętności tworzenia amuletów, w czym aktywnie pomagają mu najlepsi specjaliści współpracujący z organizacją. Zew krwi Kathona (Rozwzorcowanie 1) Amulet jest niewielkim, górskim kryształem nasączonym krwią potomka Kathona Krzywookiego. Nikolis zwykle umagicznia te przedmioty w pobliżu miejsca śmierci orkowego bohatera, wkraczając dzięki swoim mocom, do przestrzeni astralnej. W ostatecznej fazie rytuały pomaga mu wiele duchów służebnych i sprzymierzonych. Kryształ umieszczony pod skórą wnika w strukturę ciała Dawcy Imion, zadając mu 1 punkt wyczerpania, które można wyleczyć po zdjęciu amuletu. Tak wyposażony Dawca Imion może wykonać test Percepcji, by stwierdzić, czy w jego otoczeniu nie ma jakiegoś potomka Kathona. Trudnością testu jest obrona magiczna orka, a zasięg działania równy jest zasięgowi wzroku postaci (nocą amulet jest bezużyteczny, chyba, że noszący go człowiek postrzega astralnie). Każda aktywacja zadaje 1 punkt wyczerpania. Do wykrycia obecności wystarczy przeciętny sukces (bohater zyskuje przeświadczenie, że w gronie obserwowanych orków znajduje się jakiś potomek Krzywookiego). Sukces duży pozwala z całą pewnością stwierdzić, która to postać. By pozbyć się amuletu, należy wykonać test Siły Woli o trudności równej obronie magicznej jego twórcy (16). Udana próba powoduje rozerwanie skóry i wypchnięcie kryształu siłą woli poza organizm. Próbę można podjąć raz dziennie. Bohaterowie mogący dodawać karmę do testów Percepcji, czy Siły Woli, mają do tego prawo zarówno przy testach wykrywania orków, jak i usuwania amuletu. Poskramiacz orków (Rozwzorcowanie 2) Jest to wspólne dzieło Nikolisa i Andoviousa, służące dobrze członkom organizacji. Amulet przypomina mosiężny, gładki pierścień, pozbawiony wszelkich ozdób. Założenie go na palce prawej dłoni powoduje 2 punkty Wyczerpania (w chwili założenia, duch zaklęty w pierścieniu sięga po moc krwi Dawcy Imion). Można je wyleczyć dopiero po zdjęciu pierścienia. Jednorazowa aktywacja, pozwala Dawcy Imion dodać 2 stopnie do jakichkolwiek testów oddziaływania wobec przedstawicieli rasy orków, albo podnieść o 2 swoją obronę społeczną, gdy jakikolwiek ork usiłuje oddziaływać na nią. Każda aktywacja zadaje 1 punkt wyczerpania, który może być wyleczony w normalny sposób. Podobnie jak w przypadku Zewu Krwi, by pozbyć się pierścienia, noszący go Dawca Imion musi wykonać test Siły Woli, tym razem o trudności równej obronie magicznej ducha zaklętego w amulecie krwi (11). Próbę można podjąć raz dziennie. Trucizny Landyjska Krew Tę zabójcza miksturę używali Mściciele w początkach swej działalności. Nim Andovious uległ wpływom Livii. Trucizna ta jest wyłącznie do dyspozycji Landyjskich Mścicieli i w żaden sposób nie może wpaść w ręce bohaterów graczy targujących się na pierwszym, lepszym straganie w Landis. Trucizna jest przygotowywana w rytuałach krwi i jak wskazuje nazwa, członkowie organizacji używają do tych celów krwi własnej. Jako że jest to dość plugawa odmiana magii, astralne postrzeganie flakonów wypełnionych trucizną, od razu powinno dać do zrozumienia badaczowi, że ma do czynienia z silną i destrukcyjną magią krwi. Obrona magiczna trucizny to 11. Landyjska Krew jest trucizną śmiertelną, musi jednak dostać się do krwioobiegu ofiary. Zwykle Mściciele usypiali swe ofiary, a następnie posługiwali się narzędziami Uzdrowicieli Krwi (srebrny przewód zakończony po obu stronach orichalkowymi wenflonami), by wkłuć się w żyły ofiary i delikatnie wtłoczyć w nie porcję trucizny. Ofiara musi natychmiast wykonać test Żywotności o stopniu równym obronie magicznej trucizny. W przypadku przeciętnego sukcesu ofiara otrzymuje dwie rany, w przypadku dużego ? tylko jedną. Ogromny sukces oznacza, że trucizna nie zadziałała. Nieudany test aktywizuje magię trucizny i sprawia, że ofiara nieodwracalnie umrze po roku i jednym dniu od zadania trucizny. Takiej postaci nie można wskrzesić w żaden ze znanych sposobów, a magia użyta do tego celu, podobna jest do efektów rytuałów Kluczy Śmierci. Pomysły na przygody Organizacja Landyjskich Mścicieli sama w sobie nie jest zbyt interesująca dla graczy. Wstąpienie w jej szeregi niesie zbyt wielkie uzależnienie się od Andoviousa Achertaina i nie pozwala na swobodną grę. Natomiast dla Mistrza Gry może być skarbnica pomysłów na kilka sesji, albo całą kampanię. Po drugiej stronie barykady Bohaterowie opuszczają serce Barsawii i kierują się ku południowym granicom. Wybierając przesmyk między Lśniącymi Szczytami i Górami Delaryjskimi, wkraczają w środek nieudolnie tworzącej się państwowości orków. Swymi talentami i doświadczeniem starają się pomóc Kratis Gron w opanowaniu rozprzestrzeniającego się chaosu. Niespodziewanie ginie kilku wodzów, pretendujących do ręki Kratis (tym sposobem legitymizujących posiadanie tronu przyszłego Kara Fahd). Oskarżenia padają na najbliższych współpracowników Kratis Gron, jednak bohaterowie graczy odkrywają krok o kroku ślady, prowadzący ich do Landyjskich Mścicieli. Ten pomysł wymaga od prowadzącego dobrej znajomości kultury orkowej w Barsawii i zacięcia do prowadzenia krwawych intryg politycznych. W tle może umieścić nie tylko łowców niewolników, pracujących dla generała Dagendrena z Jerucz; czy theańskich szpiegów manipulujących otoczeniem legendarnej Cratis (jak agentka Sorge Ogniste Serce). Z całą pewności przydadzą się prowadzącemu ?Mieszkańcy Barsawii t2?, ?Powietrzna Przystań i Vivane?, a najbardziej ?Ork Nation of Cara Fahd?. Ci, którzy wykorzystują firmowe kampanie, mogą znaleźć Landyjskich Mścicieli użytecznymi, podczas kampanii ?Blades?. Badając historie orkowych legend z całą pewnością dotrą do ruin Landis, a kto wie, może staną okoniem samej organizacji? Nowa dyscyplina Wśród członków Mścicieli jest grono Uzdrowicieli Krwi. Jak zaznaczono w tekście, pomysł pochodzi z powieści osadzonych w świecie Earthdawna (?Talisman? i ?Prophecy?). Sama dyscyplina została opracowana przez Graeme Lindsell i Roberta Stehwiena. Szczegóły uważny Mistrz Gry znajdzie w internecie. Prowadzący może uznać tę dyscyplinę za interesującą i wprowadzić w jej arkana któregoś ze swoich graczy. By pozostała część drużyny nie usychała z nudów, można ich w całkiem interesujący sposób zapoznać z Landyjskimi Mścicielami, zależnie oczywiście od charakteru całej grupy. Podwójni agenci Tym razem to Thera, a konkretnie mistrz wywiadu K?nedrick T?pashir zainteresuje się bohaterami graczy. Oczywiście ten t?skrang z domu Carinci jest zbyt dumny by osobiście kontaktować się z barbarzyńcami (chyba że osiągnęli co najmniej 3 poziom sławy). Zwykle czyni to poprzez któregoś ze swych agentów. Działania Landyjskich Mścicieli zbyt wiele cierpliwości kosztują therańskiego szpiega. Chce użyć barsawiańskich przynęt, by mieć powody do interwencji. I jak zwykle czynią to Carinci, chce to zrobić w białych rękawiczkach. Postacie graczy mogą podjąć delikatną grę. Z jednej strony udawać sympatię dla bardzo hojnej Thery i starać się pozyskać zaufanie Landyjskich Mścicieli (niestety drużyna powinna być wybitnie ?ludzka?, choć jakiś ork dodałby smaku). Z drugiej, mogą skontaktować się z Okiem Throalu i odegrać rolę podwójnych agentów, pracując dla starego J?Rola, który obecnie sprawuje pieczę nad throalskim wywiadem. Stawka jest wysoka, a gracze musza obracać się w kilku strefach wpływów (Thera, Throal, Mściciele i z całą pewnością orki z Kara Fahd). Pomocą dla Mistrza Gry będą tu pozycje ?Powietrzna Przystań i Vivane?, ?Therańskie Imperium? i ?Secret Societies of Barsaive?. Przygoda standardowa na pozór Piękna żona niejakiego Kallariana z Jerris, zwróci się o pomoc do naszych adeptów. Jej brat, żyjący w okolicach Parland od dłuższego czasu nie daje znaku życia. Ha, adepci nie mogą odmówić. Kallarian to przecież autorytet wśród skrybów Wielkiej Biblioteki, jeden ze współautorów wiekopomnego dzieła Mieszkańców Barsawii. Jeśli adepci nie lubią uczonych i skrybów, a muszą jednak skonsultować się z wybitnym historykiem, proponuję podsunąć im Tolana Oddeara, Landyjczyka, sojusznika Mścicieli. On może naprowadzić drużynę na Kallariana i jego żonę. Co stało się z niesławnym bratem, imieniem Fondal wiemy z relacji kapitana T?rasque (on sam pewnie zażywa już wczasów w łaźniach Thery). Przed graczami staje jednak prawdziwe wyzwanie, odnaleźć Fondala i o ile żyje, uwolnić go z Jerucz. Niewykonalne? Nie dla naszych adeptów. A przy okazji poszukiwań śladów Fondala natrafią na Landyjskich Mścicieli. Zresztą Fondal był ich członkiem. Kto wie, czy Andovious nie pokieruje delikatnie bohaterów, by uwierzyli, że to oni naprawdę chcą dokonać bohaterskiego uwolnienie tego niewiele znaczącego dla organizacji człowieka? Mistrzowi Gry do realizacji tego wątku wystarczy w zupełności ?Powietrzna Przystań i Vivane?. Choć może pokusić się o wprowadzenie motywów łączących Fondala i Czarodziejkę Sahri (tylko taki nieudacznik jak Fondal mógł wzbudzić zainteresowanie takiej brzyduli jak Sahri), co skieruje znów adeptów w ruiny Ustrektu. Tam mogą zając odpowiednie stanowisko wobec działań Sahri skierowanych przeciwko Odnowicielom Ustrektu. Zależnie od składu drużyny, bieg wydarzeń może przybrać nieoczekiwany obrót. Wtedy dobrze by było mieć pod ręką ?Crystal Riders of Barsaive? i ?Prelude to War?.
textdata/thevault/Earthdawn/LANG/[PL]/Earthdawn - Landyjscy Msciciele.pdf
CONDITION Current Maximum Hit Points (15+ST+2xEN) _________ _________ Other Wounds Rads _______ _________________________ Poison _______ _________________________ ARMOR Base AC (AG) _____ AC Bonuses _____ AC _____ Armor: _____________________ DT/DR Base +/- Total Condition Normal ___/___ ___/___ ___/___ Helmet: ____________________ Laser ___/___ ___/___ ___/___ Condition Fire ___/___ ___/___ ___/___ Other: ____________________ Plasma ___/___ ___/___ ___/___ Condition Explode ___/___ ___/___ ___/___ ____________________ Helmet DT/DR: Condition Normal: ______ Laser: ______ Notes: _____________________ Fire: ______ Plasma: ______ _______________________________ Sneak ___% ___% ___% Lockpick ___% ___% ___% Safe Cracking ___% ___% ___% Electronic Lockpick ___% ___% ___% Steal ___% ___% ___% Traps ___% ___% ___% Complex Traps ___% ___% ___% Demolitions ___% ___% ___% Science, Biology ___% ___% ___% Science, Chemistry ___% ___% ___% Science. Computers ___% ___% ___% Science, Geology ___% ___% ___% Science, Invent ___% ___% ___% Science, Teach ___% ___% ___% Repair, Electronics ___% ___% ___% Repair, Firearms ___% ___% ___% Repair, Mechanical ___% ___% ___% Repair, Melee ___% ___% ___% Repair, Plumbing ___% ___% ___% Repair, Woodwork ___% ___% ___% Pilot, Aircraft ___% ___% ___% Pilot, Watercraft ___% ___% ___% Pilot, Landcraft ___% ___% ___% Pilot, Warcraft ___% ___% ___% Speech ___% ___% ___% Barter ___% ___% ___% Gambling, Cheating ___% ___% ___% Gambling, Dice ___% ___% ___% Gambling, Cards ___% ___% ___% Gambling, Sports ___% ___% ___% Gambling, Machines___% ___% ___% Wilderness Lore ___% ___% ___% Tracking ___% ___% ___% Navigation ___% ___% ___% Swimming ___% ___% ___% Climbing ___% ___% ___% Sexual Prowess ___% ___% ___% _____________ ___% ___% ___% _____________ ___% ___% ___% PRIMARY STATISTICS Stat Min/Max Avrg. Base +/- Total Strength _____ _____ _____ _____ ____ Perception _____ _____ _____ _____ ____ Endurance _____ _____ _____ _____ ____ Charisma _____ _____ _____ _____ ____ Intelligence _____ _____ _____ _____ ____ Agility _____ _____ _____ _____ ____ Luck _____ _____ _____ _____ ____ Name ___________________________ Sex ___________ Race ___________________________ Age ____________ Height ______ Weight _______ Eyes _________________ Hair ________________ Skin color __________________ Appearance _____________________________________ SECONDARY STATISTICS Base +/- Total Action Points (1/2 AG +5) ________ ________ ______ Carry Weight (25 lbs+25xST) ________ ________ ______ Melee Damage (ST-5, no less than 1) ________ ________ ______ Poison Resistance (5xEN) ________ ________ ______ Radiation Resistance (2xEN) ________ ________ ______ Electricity Resistance ________ ________ ______ Gas Resistance ________ ________ _______ Sequence (2xPE) ________ ________ ______ Healing Rate (1/3 EN round down) ________ ________ ______ Critical Chance (LK) ________ ________ ______ Implant Endurance (10x(IN+EN)) ________ ________ _______ SKILLS Base +/- Total AIM, Direct Fire ___% ___% ___% AIM,Indirect Fire ___% ___% ___% Bows ___% ___% ___% Crossbows ___% ___% ___% Pistols ___% ___% ___% Rifles ___% ___% ___% Shotguns ___% ___% ___% Assault Shotguns ___% ___% ___% Sub-Machine guns ___% ___% ___% Assault Rifles ___% ___% ___% Machine Guns ___% ___% ___% Miniguns ___% ___% ___% SPP Launchers ___% ___% ___% TLP Launchers ___% ___% ___% Reactive Fluid ___% ___% ___% Small Beam ___% ___% ___% Large Beam ___% ___% ___% Small Plasma ___% ___% ___% Large Plasma ___% ___% ___% Pulse Weapons ___% ___% ___% Unarmed ___% ___% ___% Boxing ___% ___% ___% Brawling ___% ___% ___% Powered Boxing ___% ___% ___% Blunt Weapons ___% ___% ___% Axes and Cleavers ___% ___% ___% Swords ___% ___% ___% Spears ___% ___% ___% Knives ___% ___% ___% Throwing ___% ___% ___% Primitive Thrown ___% ___% ___% Grenades ___% ___% ___% First Aid ___% ___% ___% Doctor ___% ___% ___%
textdata/thevault/Fallout/Fallout (2d20)/Character Sheet/Fallout - Character Sheet 1.pdf
Darf zum eigenen Gebrauch photokopiert werden, Copyright © 2007 by Ulisses-Spiele GmbH, alle Rechte vorbehalten. Sonderfertigkeiten (ausser Kampf) Gaben (F) TaW Kampftechniken BE AT • PA TaW Dolche D BE–1 • Hiebwaffen D BE–4 • Raufen C BE • Ringen D BE • Säbel D BE–2 • Wurfmesser C BE–3 • • • • • • • • • • • Körperliche Talente (D) TaW Athletik (GE•KO•KK) BEx2 Klettern (MU•GE•KK) BEx2 Körperbeherrschung (MU•IN•GE) BEx2 Schleichen (MU•IN•GE) BE Schwimmen (GE•KO•KK) BEx2 Selbstbeherrschung (MU•KO•KK) — Sich Verstecken (MU•IN•GE) BE–2 Singen (IN•CH•CH/KO) BE–3 Sinnenschärfe (KL•IN•IN/FF) spez. Tanzen (CH•GE•GE) BEx2 Zechen (IN•KO•KK) — Gesellschaftliche Talente (B ) TaW Menschenkenntnis (KL•IN•CH) Überreden (MU•IN•CH) Natur-talente (B) TaW Fährtensuchen (KL•IN•IN/KO) Orientierung (KL•IN•IN) Wildnisleben (IN•GE•KO) Wissenstalente (B) TaW Götter / Kulte (KL•KL•IN) Rechnen (KL•KL•IN) Sagen / Legenden (KL•IN•CH) Sprachen & Schriften (var.) Komp. TaW Muttersprache: Handwerkliche Talente (B) TaW Heilkunde Wunden (KL•CH•FF) Holzbearbeitung (KL•FF•KK) Kochen (KL•IN•FF) Lederarbeiten (KL•FF•FF) Malen/Zeichnen (KL•IN•FF) Schneidern (KL•FF•FF) MU: KL: IN: CH: FF: GE: KO: KK: BE: Darf zum eigenen Gebrauch photokopiert werden, Copyright © 2007 by Ulisses-Spiele GmbH, alle Rechte vorbehalten. Raufen 10 / 3 +0 Ringen 10 / 3 +0 Darf zum eigenen Gebrauch photokopiert werden, Copyright © 2007 by Ulisses-Spiele GmbH, alle Rechte vorbehalten. BE: Ba RB LB LA RA Br Rü Ko Name Art INI AT PA TP LE RS KO GS AU MR LO TK ZK (1 Dukaten = 10 Silbertaler = 100 Heller = 1000 Kreuzer) Darf zum eigenen Gebrauch photokopiert werden, Copyright © 2007 by Ulisses-Spiele GmbH, alle Rechte vorbehalten. Darf zum eigenen Gebrauch photokopiert werden, Copyright © 2007 by Ulisses-Spiele GmbH, alle Rechte vorbehalten. BE: Ba RB LB LA RA Br Rü Ko Name Art INI AT PA TP RS KO GS AU MR LO TK ZK (1 Dukaten = 10 Silbertaler = 100 Heller = 1000 Kreuzer) Darf zum eigenen Gebrauch photokopiert werden, Copyright © 2007 by Ulisses-Spiele GmbH, alle Rechte vorbehalten. SE Zaubername Probe ZfW ZD Kosten Reichweite WD Anmerkungen Komp. Rep. Merkmale Haus? Lern Name Rasse Kultur Profession Repräsentationen Merkmale Begabungen Unfähigkeiten MU KL IN CH FF GE KO KK MR AE: AU: LE: Darf zum eigenen Gebrauch photokopiert werden, Copyright © 2007 by Ulisses-Spiele GmbH, alle Rechte vorbehalten. SE Zaubername Probe ZfW ZD Kosten Reichweite WD Anmerkungen Komp. Rep. Merkmale Haus? Lern Name Rasse Kultur Profession Repräsentationen Merkmale Begabungen Unfähigkeiten MU KL IN CH FF GE KO KK MR AE: AU: LE: Darf zum eigenen Gebrauch photokopiert werden, Copyright © 2007 by Ulisses-Spiele GmbH, alle Rechte vorbehalten. 2 Name Rasse Kultur Profession Repräsentationen Merkmale Begabungen Unfähigkeiten MU KL IN CH FF GE KO KK MR Ritualname Probe Dauer Kosten Wirkung / Anmerkung Magische Vor- / Nachteile: Magische Sonderfertigkeiten: Regeneration: AsP / Phase Artefakte / Tränke: Anmerkungen: Allgemein: (A) Aufrechterhalten, A: Aktion, AsP: Astralpunkt, Haus: Hauszauber, Komp: Komplexität, KR: Kampfrunde, Lern: Lernschwierigkeit, Med: Große Meditation, Mod: Modifikation nach Rasse, Kultur und Profession, MR: Magieresistenz, pAsP: permanente AsP, Rep: Repräsentation, SE: Spezielle Erfahrung, SF: Sonderfertigkeit, SR: Spielrunde, WD: Wirkungsdauer, ZD: Zauberdauer, ZfP*: bei der Probe übrig behaltene Zauberfertigkeitspunkte, ZfW: Zauberfertigkeitswert • Merkmale: Anti: Antimagie, Besw: Beschwörung, Dämo: Dämonisch, Eign: Eigenschaften, Einfl: Einfluss, Elem: Elementar, Form: Form, Geis: Geisterwesen, Heil: Heilung, Hell: Hell- sicht, Herr: Herrschaft, Illu: Illusion, Krft: Kraft, Limb: Limbus, Meta: Metamagie, Objk: Objekt, Rufe: Herbeirufung, Scha: Schaden, Tele: Telekinese, Temp: Temporal, Umwt: Umwelt, Vers: Verständigung • Traditionen / Repräsentationen: Ach: Achaz-Kristallomanten, Bor: Borbaradianer, Dru: Druiden, Elf: Elfen, Geo: Geoden, Hex: Hexen, Mag: Gildenmagier, Sch: Schelme, Srl: Scharlatane (MU+IN+CH)/2 Mod. Vor-/Nachteil SF Med. Zukauf Max. pAsP Aktuell + + + + + = – = (MU+KL+KO)/5 Modifikationen Vor-/Nachteil Sonderfertigkeiten aktuell MR + + + = RITUALE AE Ritualkenntnis ( ): Ritualkenntnis ( ): Darf zum eigenen Gebrauch photokopiert werden, Copyright © 2007 by Ulisses-Spiele GmbH, alle Rechte vorbehalten.
textdata/thevault/Dark Eye, The [multi]/LANG/[DE]/Das Schwarze Auge/006. weiteres Material/002. Dokumente/DSA41_Heldendokument.pdf
Cleric Titles, Elf Male and Female Names Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Elf Male Names Roll on the table to find out what the Kobold Ninja is now aware of. The Kobold Ninja knows elven names and cleric titles. Who knows what deeds the Kobold Ninja will do with such knowledge. Who knows what evil lurks in the minds of bugbears? The Kobold Ninja knows. 1 Abbot/Abbess 2 Ablak 3 Adept 4 Anax 5 Aspirant 6 Ayatollah 7 Blessed/Cursed 8 Bodhisattva 9 Brother/Sister 10 Cantor 11 Faithful 12 Holy/Unholy 13 Initiate 14 Lama 15 Lustful 16 Minstral 17 Patriarch 18 Perfect 19 Priest 20 Seeker 1 Aelfina 2 Afsan 3 Almedovar 4 Dhoquis 5 Dreusean 6 Elaoth'via 7 Elik 8 Feradre 9 Fiyaspar 10 Gaelzair 11 Kannissor 12 Kaspar 13 Malro 14 Nimviaim 15 Pylasah 16 Raeronmah 17 Thoarimus 18 Tiaki 19 Veram'ah 20 Yather Cleric Titles Elf Female Names 1 Aerniaumil 2 Armalad 3 Azarahdoro 4 Caeiahelaral 5 Corriro 6 Cyiten 7 Elsan 8 Firnae 9 Fislae 10 Jaothi 11 Kethollen 12 Kyathir 13 Laitae 14 Lamitenimil 15 Maraesti 16 Mywynavin 17 Nuen 18 Ruanesa 19 Thaasel 20 Zaevaria OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (‘Wizards’). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Kobold Ninja Random Lists: Cleric Titles, Elf Male and Female Names. Copyright 2010, Jon Brazer Enterprises. Author: Dale C. McCoy, Jr. Art: Imsael Bergara Open Content: The three random tables. Product Identity: Everything else. 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textdata/thevault/Pathfinder/1st Edition/3rd Party/Jon Brazer Enterprises/Kobold Ninja Random Lists Cleric Titles and Elf Male and Female Names.pdf
The Making of Power Behind the Throne —By Graeme Davis The Making of Power Behind the Throne —By Graeme Davis cubicle7games.com XII DEVELOPER DIARY WARHAMMER FANTASY ROLEPL AY THE MAKING OF POWER BEHIND THE THRONE by Graeme Davis Power Behind the Throne — The Enemy Within Director’s Cut, Volume 3 PDF is currently in development. While we continue to commission artwork and playtest the adventures, we wanted to share Graeme Davis’s insights on creating the Director’s Cut. With such an evocative title it’s hard not to be curious about what secrets dwell within Power Behind the Throne! Following on from the trials, hazards, and frustrated heroism of Death on the Reik, Power Behind the Throne delves deeper into the political machinations of The Empire which will feature much more heavily as The Enemy Within campaign progresses. Brimming with subterfuge, political manoeuvres and betrayal, the Characters are left wondering — just who is the true power behind the throne of Middenheim? Despite the city streets being draped in carnival colours, Middenehim is brimming with resentment and barely restrained outrage. Political machinations have brought old grudges to the fore. Whether Sigmarite or Ulrican, Dwarf or Human, Wizard or decent citizen, everyone has an axe to grind, and there is only so much that cheap ale and spectacle can paper over. The Characters must tread carefully through these tensions, with ever a careful eye cast over their shoulder, if they are to survive the events of Power Behind the Throne! We asked Graeme Davis — the power behind the campaign — to reflect back to share the story behind the embryonic stages of the impressive campaign. There is some disagreement about the origins of Power Behind the Throne, but the consensus is that it was not originally written for WFRP. Art by SAm mAnley cubicle7games.com XII DEVELOPER DIARY WARHAMMER FANTASY ROLEPL AY In the mid-1980s, Carl Sargent was a researcher in psychology and parapsychology at Cambridge University. I teasingly called him the Peter Venkman of gaming, after Bill Murray’s character in the movie Ghostbusters. By chance, Cambridge was where the publisher of Advanced Dungeons & Dragons decided to establish its short-lived UK subsidiary, and Carl began gaming. This is the point where memories become unreliable. I remember being told that Carl’s gaming group included several people who later came to Games Workshop, including Enemy Within co-author Phil Gallagher and White Dwarf editor Paul Cockburn. Carl ran an adventure full of political intrigue titled something like ‘Intrigue in Elyrria,’. The adventure was successful and it was suggested that he rewrite it for WFRP, and the new Enemy Within campaign. When I began working on the Director’s Cut of Power Behind the Throne, I tried to confirm my memories with others who were there, hoping to get more details. But no one else remembered the story as I do. Sadly, Carl died in 2018, so there is no way to confirm the facts with him. But really, all that matters is that Carl created an adventure that is packed with intrigue, and challenging for both GM and players. Power Behind the Throne is still revered, and I had a lot of fun developing it for the Director’s Cut. Carl went on to write much more for WFRP – even taking over the running of Flame Publications after Mike Brunton and I left and for many other games from other publishers. We wanted to make sure that Power Behind the Throne could be played separately with just the WFRP rulebook, but there was so much more to explore, and build, and expand on in Middenheim – so we did. The result was Warhammer City, a separate and much more extensive sourcebook on Middenheim that included contributions from almost everyone on Games Workshop’s writing team. More on that later. To the best of my knowledge, no one had ever attempted to publish an adventure like Power Behind the Throne before. The plot was so dense, with so many moving parts, and we knew that the GM was going to need some serious help. Developer Derrick Norton devised an excellent array of GM aids to solve the problem. There was a chart to keep track of the major events of Middenheim’s famous Carnival, showing at a glance when and where each event took place and which of the major NPCs was in attendance. Each major NPC also had a schedule card of their own, so the GM could see where they would be at any given time — with space for the GM to write in any changes or additions to an NPC’s schedule that might arise during the course of play. Given the importance of building up influence at the court of Graf Boris Todbringer, there was also a summary card giving basic details of all the major figures at court, including the amount of influence each could bring to bear on the party’s behalf. Derrick gives his own account of developing Power Behind the Throne as one of the guest commentators in the Power Behind the Throne Companion. Even with these, many of the GMs who had run Power Behind the Throne in the years since its first publication reported that it was hard work for the GM, so when I started to plan the Director’s Cut, I aimed to make it easier without losing any of the depth and complexity that were so important to the original. As with Death on the Reik, I found opportunities to re-order information so that it was easier to find in the heat of a gaming session, as well as making it easier to navigate your way around the book. I divided the adventure into accessible steps, and made sure that the timing and progression of events were as clear as possible. There was also some work to do in providing a smoother transition from Death on the Reik, both within the narrative and in terms of power. The original campaign had jumped straight from escaping Castle Wittgenstein to approaching Middenheim, glossing over the fact that the party would be travelling half-way across the Empire. Luckily, I had a couple of existing resources to turn to. The first was ‘Carrion Up the Reik,’ which James Wallis had written for the Hogshead reprinting of the original Power Behind the Throne, was famous — or rather, notorious — for the brutal way in which the Characters lost their barge and were forced away from the river. James tells the full story in the guest commentary he provided for the Death on the Reik Companion. I used parts of that, and added a few gentler ways to lure the party into the overland journey to Middenheim. There was also ‘The Grapes of Wrath,’ which Carl had written in answer to the same problem. It was first published in White Dwarf 98 (February 1988), shortly before Power Behind the Throne was released, and was reprinted in a compilation for WFRP 1st edition called The Restless Dead. Set just off the Altdorf to Middenheim road, this adventure gave the Characters a chance at some more experience but had little to do with the campaign’s main plot. cubicle7games.com XII DEVELOPER DIARY WARHAMMER FANTASY ROLEPL AY I kept most of ‘The Grapes of Wrath’ back for the Power Behind the Throne Companion. By pure chance, it dovetailed nicely with the parts of ‘Carrion up the Reik’ that I had adapted into an optional B-plot for the Death on the Reik Companion, and allowed me to advance that storyline in a most satisfactory manner. Before Carl had settled on the title ‘The Grapes of Wrath,’ the adventure was known around the GW Design Studio as ‘Flying Death Skulls’ after its signature encounter. I went with that title, since I had made so many changes that the adventure was no longer just an update of ‘The Grapes of Wrath.’ I found a lot more interesting material for the Power Behind the Throne Companion, too. A few sections were excerpted from the original, or from Warhammer City, taking care not to interfere with Cubicle 7’s Middenheim sourcebook (PDF due for release 2020). There are some encounters and incidents set in the city, an interesting NPC who could replace a fallen Character, and an expanded look at the Graf ’s Garden Party, the social event of the Carnival. The Slaaneshi Cult of the Jade Sceptre receives the same treatment that the two previous Companions gave to the Purple Hand and the Red Crown, and the cult of Ulric is examined in detail. There is some information on Middenlander Characters, and how they differ from the Reikland Humans described in the WFRP rulebook. And there are a few other exciting elements that I won’t divulge here. You’ll just have to wait until the book comes out. Like its predecessors, the Power Behind the Throne Companion also has two guest commentaries. Derrick Norton’s contribution has already been mentioned, and the second slot is a tribute to Carl Sargent by his long-time collaborator, Marc Gascoigne. Some of you may know that Carl dropped out of gaming in the mid-1990s and seemed to disappear, sparking a great deal of rumour and conjecture. Marc finally fills in the blanks. To return to Power Behind the Throne, I also needed to do some work on the ending. It was rather abrupt in the original, not giving the Characters a clear path forward into the rest of the campaign. At the time, there was a very good reason for this: the rest of the campaign was in flux. When Power Behind the Throne was released, The Horned Rat — which was to have been next, according to the original plan — had been dropped in favour of Ken Rolston’s Something Rotten in Kislev. That was still being written, and not enough was known about it to build substantial links into Power Behind the Throne. This time, knowing that The Horned Rat would be next in the Director’s Cut and having already prepared a detailed plan for Games Workshop’s approval, the path was clearer and the ending could be made much more satisfactory. In fact, it is scarcely an ending at all, moving seamlessly into the start of The Horned Rat as. . . well, you’ll have to wait and see! cubicle7games.com Art by SAm mAnley cubicle7games.com XII DEVELOPER DIARY WARHAMMER FANTASY ROLEPL AY A little extrA bit: Dieter HelSnicHt, tHe Doom lorD of miDDenHeim Dieter Helsnicht first appeared in Warhammer lore in 1994, in the Undead army book for the 4th edition of the Warhammer battle game. While this master necromancer did not achieve the notoriety of the Lichemaster Heinrich Kemmler, his legend lives on in Middenheim and its surroundings. Characters who study the history of Middenheim, or listen to old stories, may learn Helsnicht’s name and some parts of his story. Despite persistent rumours of his survival, he has not been seen since the Battle of Beeckerhoven some 13 centuries ago. Most believe Helsnicht is nothing more than an ancient legend. Though there may be a secretive group of necromancers who see him as their patron — and whose leader may claim to have studied under him — more on that later. The search for his hidden fortress would make a deadly adventure on a par with venturing into the terrifying Castle Drachenfels. It is outside the scope of the Enemy Within campaign, though, but one to consider in the future. Even so, Helsnicht will be aware of the troubles afflicting the Empire, and he will doubtless be planning to take advantage of them. If your players are having too easy a time of it (they really shouldn’t, but you never know) you might have him fly in on his Manticore to exact revenge on the city that expelled him. Or, you could have him add to the complications of Empire in Ruins when that is published, bursting out of the Forest of Shadows at the head of an Undead horde to attack all living forces within reach. Art by SAm mAnley cubicle7games.com XII DEVELOPER DIARY WARHAMMER FANTASY ROLEPL AY Dieter HelSnicHt’S Story A powerful Middenheimer wizard during the Age of Three Emperors, Helsnicht read the legends of Nagash and made the unholy pilgrimage to Nagashizzar. He returned to Middenheim a changed man, and it was only a matter of time before grim rumours led the authorities to his door. Helsnicht escaped on the back of a Manticore, and it was widely thought that he established a hidden fortress deep in the Forest of Shadows, where he conducted his foul research and trained junior necromancers as apprentices. He returned a few years later at the head of an Undead army, ravaging the north and striking terror into the populace until he was stopped at the Battle of Beeckerhoven in 1244 IC. His Manticore fled the battlefield carrying his wounded body, which was never recovered. Helsnicht survived his wound, and would threaten Middenheim and the north many more times from his secret fortress deep in the Forest of Shadows, mounted on his Manticore and carrying a Chaos Runesword. He became one of the world’s most dreaded necromancers, and many deluded souls sought his tutelage. Traits: Combat Aware 5 (as Talent), Commanding Presence (as Talent), Dark Vision, Fear 1, Leader (included in profile), Prejudice (the living), Spellcaster (Death, Necromancy), Weapon +9 Trappings: Manticore mount, Chaos Runesword, Staff of Flaming Death Chaos Runesword: Dieter’s cursed blade bears runes that add +10 to his WS and Strength when he attacks with it. It also gives him one additional attack per Round. Staff of Flaming Death: This skull-topped staff can cast a Screaming Skull spell once per Round. It requires no casting roll necessary and there is no chance of a miscast or any other mishap. Spells: Helsnicht knows any spell from the Lores of Necromancy or Death which seems convenient. He is particularly fond of rituals to raise new servants, often spending longer than is wise in preparation of such undead thralls. In battle, he is ferocious and unyielding, and will seek to slay his most powerful foes outright with a Screaming Skull spell or, failing that, the razor edge of his Chaos Runesword. If you thought the sewers of Bogenhafen had a rancid stench — wait until your Characters have plumbed the fetid depths of Middenheim’s ruling class! There are a lot of opportunities for your Characters to have more grim and perilous adventures in the favoured City of the White Wolf, including attending a lively carnival filled with fascinating characters. Watch out for exciting events, fascinating operas, and rare opportunities to ascend the Empire’s intractable social structure. But most of all, watch your back. DIETER HELSNICHT DIETER HELSNICHT M WS BS S T I Agi Dex Int WP Fel W 4 67 64 52 44 56 43 52 65 75 43 20 cubicle7games.com cubicle7games.com XII DEVELOPER DIARY WARHAMMER FANTASY ROLEPL AY DeAtH on tHe reik compAnion upDAte Along with Graeme’s excellent retrospective on the creation of Power Behind the Throne, we are also including some art for the upcoming Death on the Reik Companion. Along with a plethora of NPCs, encounters and optional rules, the Companion includes a River Bestiary of unique threats present on the Reik and other rivers of The Empire. nAiADS The near mythical Naiad are said to haunt certain stretches of the Reik. While otherwise educated scholars scoff at the idea of watery, almost ethereal spirits granting their favour and curses on a capricious whim. Poets have written volumes about the ever-changing beauty of the creatures, while more wary folk speak of the terrible aspects they adopt when angered. Indeed, it was once the fashion among certain romantic souls to search for a Naiad spouse in lonely stretches of the Reik. While most returned unfulfilled, a few are never seen again — whether this is due to their achieving marital bliss, or something more sinister, remains an open question. AmoebAe Scholars at The Imperial Zoo are unclear if the large, ravenous Amoebae that stalk calmer sections of the Reik are examples of smaller creatures that have grown large due to their diet, environment, or the influence of Chaos, or if they are a distinct species that solely preys on larger creatures. Regardless, Amoebae are a known hazard deftly avoided by skilled Riverfolk, and a deathly hazard to unwary travellers. A few wreckers are rumoured to keep a handful of these creatures in a covered pit, throwing hapless victims to a terrible demise. The Amoebae dutifully excrete metal weapons, coin, teeth fillings and other valuables, which are collected by the wreckers at the end of each month. Art by SAm mAnley CubiCle 7 entertainment ltd. © Copyright games Workshop limited 2020
textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/4th Edition/Enemy Within Developer Diaries/The Enemy Within - Developer Diary #12.pdf
A NEW INNATE MAGIC-USER CLASS FOR FEYWILD-INSPIRED SETTINGS CREDITS Writing & Game Design: Micah Muldowney Layout & Graphic Design: Micah Muldowney Art / Illustrations: Used under public domain and Creative Commons CONTENTS THE FEYWEAVER CLASS……...…....…………...... 1 Creating a Feyweaver.……...…………........... 2 Quick Build………....……..….…………........... 2 The Feyweaver Table…....….…………........... 2 CLASS FEATURES………...…………..…...….......... 3 Spellcasting..….......….…………........................ 3 Fey Nature………..….….....….…………........... 4 Feyshifting…………….....….…………........... 4 The Twisted Path…........…....…………........... 5 Greater Feyshifting...….....….…………...........5 Fey Sight………...…...….....….…………........... 5 Protean Terrain...…...….....….…………........... 5 Mab’s Blessing…..…........…...…………........... 6 FEY COURTS ………...……..............……............... 6 Unseelie Court...….....….....….………….......... 7 Seelie Court…..……….……...…………............ 9 FEYSHIFTING………...……..............……............... 11 Feyshifting...….....….....….…………..................11 Greater Feyshifting...…....…...…….................. 13 Gloamshifting………...……….……..…........... 15 Glowshifting…..……………….……..…........... 16 ON THE COVER Allaryn Treehame, a wood elf and intimate of the Seelie Court, invokes Mab’s blessing to take on the mystical form of his fey ancestors. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Micah Muldowney and published under the Community Content Agreement for Dungeon Master’s Guild he redcap stalks closer to its prey. The foliage hiding it begins to sway hypnotically. All of a sudden, it can’t remember why it is there and stands up, grinning foolishly at the pixie in the hollow before it. An old man speaks a word of power and the air shimmers and thickens. His party swims through it to the top of a nearby cliff, leaving their perplexed pursuers scratching their heads. These heroes are Feyweavers – enigmatic magic users that conjure the essence of the Feywild itself. Some are born in the Feywild, while others have only touched its powers through circumstance. All, however, can spin the mystery and deception of the Feywild in to the world around them. 1 A Feyweaver derives its power from its connection to the Feywild and its magics. The realms of the Feywild mirror (and are never far from) the material plane, and a blessed few are granted the ability to bridge the gap and weave the nature and magic of that parallel world into their own, or even shape the feywild to their will when they enter it. Feyweavers harbor a deep and abiding connection to the feywild and its denizens that often informs their outlook, personality, and identity. Most often, they come from races that find their origin in the feywild, like elves, pixies, harengon, or changelings – though their ranks include other races, particularly with a Feylost background or that are fey touched. They can be chaotic or capricious in nature and often think and prioritize differently than others. In particular, their view on time, distance, reality, memory, and truth can feel esoteric to their allies and enemies alike. Generally Feyweavers ascribe to the philosophy of either the Seelie or Unseelie court, which can have a major impact on their goals – though there are some with a more independent bent. You can make a Feyweaver quickly by following these suggestions. First, make Charisma your highest Ability score. Your next highest should be Constitution. Second, choose the Feylost or haunted one background. Third, take the minor illusion or mage hand cantrip. Level Prof. Bon. Features Spells Known 1st +2 Spellcasting (2/rest), Fey Nature 2 2nd +2 Feyshifting 2 3rd +2 Court Feature 2 4th +2 Ability Score Improvement 2 5th +3 - 3 6th +3 Court Feature 3 7th +3 The Twisted Path 3 8th +3 Ability Score Improvement 3 9th +4 Spellcasting (3/rest) 3 10th +4 Court Feature 4 11th +4 Greater Feyshifting 4 12th +4 Ability Score Improvement 4 13th +5 Fey Sight 4 14th +5 Court Feature 4 15th +5 - 5 16th +5 Ability Score Improvement 5 17th +6 Protean Terrain 5 18th +6 - 6 19th +6 Ability Score Improvement 6 20th +6 Mab’s Blessing, Spellcasting (4/rest) 6 2 As a Feyweaver, you gain the following class features: Hit Dice: 1d8 per Feyweaver level Hit Points at 1st Level: 8 + CON modifier Hit Points at Higher Levels: 1d8 (or 5) + CON modifier per Feyweaver level after 1st Armor: Light and medium armor, shields Weapons: Simple weapons Tools: A musical instrument of your choice Saving Throws: Charisma, Wisdom Skills: Persuasion and two skills of your from Acrobatics, Perception, Deception, Performance, Insight, and Nature. Language: Common and Sylvan. You start with the following equipment, in addition to the equipment granted by your background:  Any simple weapon  6 javelins or a light crossbow and 30 bolts  Leather or hide armor and a shield  An explorer’s pack  A trinket from the feywild, like an unfading flower or stone that faintly hums a song of the Seelie court  A Musical Instrument Due to your connection with the Feywild, you possess a degree of innate magical power related to the enchantment, conjuration, and illusion schools of magic. At the 1st level, you learn any 2 cantrips of your choice from the enchantment, conjuration, or illusion schools. You may change one of them for another if you choose any time you learn a spell. 3 You do not gain spell slots, but rather are innately able to cast known spells a set number of times per short or long rest. At the first level, you learn 2 spells from the enchantment, conjuration, or illusion schools, each of which you can cast at the first level 2 times per long rest. You learn an additional spell at the 5th, 10th, 15th, and 20th levels, and they may be cast at the second and third level beginning at the 3rd and 5th levels respectively. You may change out one or more of your known spells any time you learn a new spell or increase the level of spells you can cast. You may cast each spell 3 or 4 times per long rest at the 9th and 18th levels. Charisma is your spellcasting ability for your Feyweaver spells and magical abilities. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for any spell or ability you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Your exposure to the Feywild has given you the Fey Ancestry, Trance, and Fey Step traits regardless of race. At level 2, you gain the ability to permeate the barriers between the material plane and the Feywild, imbuing your surroundings with its very nature and magic. As an action, you may effused a 10x10 ft. square located within 50 ft. with the magic of the feywild. At the 6th and 11th level the area of effect grows to up to five 10x10 ft. squares places within 100 ft., and ten 10x10 ft. squares within 500 ft. Effects that don’t have a visible component can either be invisible, or have a visual marker (shimmering air, ethereal colored outline, etc.) as you choose. Choose 1 feyshifting ability from the list, and you gain additional abilities at the 3rd, 7th, 11th, 14th and 19th levels. You may use feyshifting a number of times equal to your charisma modifier per short or long rest (minimum of 1). Unless otherwise specified, the duration is 4 concentration, thought you can concentrate on more than one instance of feyshifting at once, and concentration for spellcasting is held separately. At the 3rd level you choose an Fey Court that exemplifies your style and philosophy as a Feyweaver. The Court you choose grants you features at 3rd Level and again at the 7th, 10th, and 14th levels. When you reach 4th level, and again at the 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Beginning at 7th level, when you use your fey step ability, your range extends to 90 feet, you may take 1 willing creature with you, you may do it as a reaction, and you may also use it to enter or return from the Feywild. When you reach the 11th level, your ability to draw magic and power from the feywild increases. When you choose new feyshifting abilities, you may select from the greater feyshifting list. You learn an additional feyshifting ability. At the 13th level, by peering through the twisted space of the Feywild, you can use an action to view your surroundings from any point you can see within range. While using Fey Sight, you can move and act normally, but cannot see from your own eyes. If you cannot see yourself from your viewpoint, you act as if blinded. If you can, you see yourself in the third person. You gain advantage on dexterity skills and saves, but suffer disadvantage on charisma based skills and checks if you cannot see the other creature’s face, and on attack rolls. You can see anything that you could see from the new vantage point, potentially creating line of sight to creatures that would otherwise be hidden from your view. At the 17th level, you can call on your mastery of fey magic to cause the terrain around you to temporarily shift. Choose a 1000 foot cube of terrain that includes your location within it. You may rearrange the landscape however you 5 wish, provided it retains the same features (size and shape of hill or wooded areas, number of streams, etc.). All creatures remain where they were relative to the feature they are located on or above. The duration of this effect is 1 hour or until dismissed, at which time the area returns to its original geography. You can use this ability once per long rest When you reach 20th level, you gain the ability to physically manifest your affinity to the spirits and magic of the Feywild. As action, for 5 minutes you sprout gossamer wings and gain a flying speed equal to your walking speed, gain the magic resistance trait, and may cast the invisibility spell on yourself at will. Other creatures roll saves against your spells or magical abilities that would cause them to be charmed (Seelie Court) or frightened (Unseelie Court) with disadvantage. Like all creatures tied to the nature and magic of the Feywild, Feyweavers are typically connected to a one of the rival Fey Courts – either the Seelie or Unseelie. While outsiders may see them as being ‘good’ or ‘evil,’ the Fey themselves, who are generally unconcerned with abstract moral concerns, make no such distinctions. Rather, the courts are true rivals – a mirror image of each other, with competing conceptions of the ideals of beauty, power, and greatness, fueled by (and paralleling) the rivalry of their sovereigns. Day and night are neither good nor evil. Both are beautiful, and each has its adherents. Often the differences between the two lies merely in focus and style rather than substance. 6 7 The Unseelie, Gloaming, or Winter Court is ruled by the Queen of Air and Darkness. Her court tends to value the same ideals shared by all Fey (beauty, prestige, greatness, power etc.) but tend to hold the view that beauty and greatness flow from power, not the other way around. Somewhat Machiavellian in their outlook, Unseelie Fey often believe it is more important to be feared than loved. After all, you can always have a good working relationship with someone who knows who is boss. Because of this, the Unseelie Court can be more welcoming and inclusive than the Seelie Court to creatures of beauty, talent, and power, regardless of their Fey origin (or lack thereof). But they can also be more aggressive or even malicious towards those they see as outsiders. Feyweavers of the Unseelie Court gain proficiency in the intimidation and sleight of hand skills. Your connection to the Unseelie Court affords you some measure of the powers of the Queen of Air and Darkness. At the 3rd level, whenever you choose a new Feyshifting ability, you may choose from the Gloamshifting list as well as the general list. Starting at level 6, speak telepathically to any creature you can see within 60 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand a language. When speaking telepathically to a creature, you may add images to your communication, giving you advantage on intimidation or deception rolls against them. Starting at the 10th level, you may imbue your attacks, both physical and magical, with the mind-scarring magic of the gloaming. You may add you Charisma modifier psychic damage to damage rolls, and targets become frightened of you for one minute on a critical hit. At the 14th level, the majesty and mystique of your presence inspires fear in your enemies. You may use a bonus action on each to force a creature within 15 feet to make a saving throw against your spell DC, which they make with disadvantage if they are intimidated by you. on a failed save, they becom frightened of you. Creatures frightened by this effect may make a wisdom saving roll against your spell DC at the end of each of their turn. If they roll a successful save, they are immune to this effect for 24 hours. You may use this ability a number of times equal to your Charisma Modifier per long rest. 8 9 The Seelie or Summer Court is ruled Queen Titania and her Consort Oberon. Unlike the court of her rival, the Seelie Fey tend to hold the view that power and greatness flow from adoration and worship, lending primacy to beauty, pleasure, and hidden knowledge. In their view, a devotee will work harder and with greater loyalty than any slave. Because of their emphasis on position and beauty, the Seelie Court tends to be more hierarchical in nature than the Unseelie, and less welcoming to non or part-fey creatures, who they may see as impure – unless they come bringing unusual or powerful gifts, like potent secrets or magical items. Ever diplomatic and creative, Feyweavers of the Seelie Court gain expertise in the persuasion skill and one set of artisan tools of your choice. Your connection to the Seelie Court affords you some measure of the powers of the Queen of Light. After the 3rd level, whenever you choose a new Feyshifting ability, you may choose from the Glowshifting list as well as the general list. At the 6th level, you gain the power to flood with an overwhelming sense of wellbeing. Whenever you use the help action or succeed in a persuasion check against a creature, you may force them to make a wisdom saving throw against your spell DC. On a failed throw, the target is charmed by you for one minute, seeing you as a friendly acquaintance. This effect ends if it takes any damage from you or your allies. You may use this ability twice per long rest. Starting at the 10th level, the magnetism and mystique of your Fey magic tugs even at your enemies sensibilities. When you make attacks rolls, you may your Charisma modifier, even if it uses it already. On a critical hit, the target has disadvantage on all attacks until the end of your next turn. When revealed, your mystical splendor inspires awe and reverence in those around you. Beginning at the 14th, whenever any creature targets you for harm, you may use your reaction to force them to make a Charisma saving throw against your spell save DC. On a failed save, it can't target you this turn, and must target another creature within range or the action is wasted. They automatically fail if you have never harmed them. On a success, it can target you this turn, but has disadvantage on saving throw it makes against your spells, social skills, or abilities on your next turn. 10 Awakened Earth: The earth shifts and moves to match a location in the Feywild. Choose one of the following effects:  Raise the earth along one side of a line of any shape within the area of effect 20 feet above the other side. The line may be a circle.  Create a chasm 25 feet deep and 10 feet wide in a straight line within the area of effect. Creatures on the line make a dexterity saving throw, falling to the bottom on a failure.  Divert the course of a river or change the shape of a lake or other body of water within the area of effect.  Create one 5-foot pieces of cover (i.e. a trench, a jutting rock, etc.) within each 10x10 ft. square. The cover may be ¾ or full as you wish. Ensorcelled Element: You alter how the elements behave within the area of effect. Choose one of the following effects:  Sheets of roaring flame fill the area. Creatures that enter or start their turn there make a dexterity save, taking 2d8 fire damage on a failed save and half that on a success. Damage doubles once you have Greater Feyshifting.  A powerful wind fills the area up to 100 feet high. Choose a direction – up or down. Both make projectile weapons miss automatically and dispel any mists, clouds, or smoke. Updrafts double jumping height, and downdrafts cause creatures to fall prone on a failed strength save against your spell DC when they enter the area.  You control the flow of existing water. If you choose down, creatures in the area make a strength saving throw against your spell DC at the beginning of their turn or sink 30 feet, and can use their action each turn to repeat the roll to resurface. If you choose a direction, creatures make the same roll, and move 30 feet in that direction on a failed roll.  The earth moves in the area in the direction of your choice at 30 feet per turn. Creatures that try to move in the area make a DC 12 dexterity save, falling prone on a failure.  Creatures that enter or start their turn in the area roll a die. On an even number they are struck by lightning from a clear sky. They make a dexterity save against your spell DC, taking 3d10 lightning damage on a failed save, or half as much damage on a success.  Sleet falls 40 feet tall within the area. The area is heavily obscured and the ground is difficult terrain. When creatures enter or start their 11 turn there, they make a dexterity saving throw against your spell DC, falling prone on a failed save. Elemental Binding: You alter nature of the terrain within the area of effect to imitate another. Choose one of the following effects:  Earth – Creatures may walk over the top of water or in the air on a flat surface placed as you choose in the area up to 100 feet high.  Water – Creatures may sink, swim, or walk through earth or air as you would in water to a depth or height of 100 feet. When the effect ends, creatures either falls or are ejected to the nearest space on the surface, taking 2d10 bludgeoning damage and become stunned until the end of their next turn.  Air – Creatures can breathe under water and move normally in the area. They have a swim speed equal to their walking speed.. Charmed Flora: You cause living Fey plants to sprout and grow in the area. Choose one of the following effects:  The plant growth in the area grows per the plant growth spell.  The area is filled with shrieker mushrooms that emit a shriek audible for 300 feet any time a creature moves within the radius.  The tongue of madness plant fills the area. Creatures within the area of the spell compulsively speak aloud their every thought.  Obliviax fills the area. While within 60 feet of the moss, you may use your turn to make a spell attack targeting a creature standing on the obliviax. On a hit, the creature losses all of its memories for the last 24 hours and may act confused. Any creature, including yourself, may eat some of the moss to gain the lost memories. They must make a DC 14 Constitution save. On a success, they gain the memories. On a failure, they are poisoned for 2d10 turns. Any lost memories return to a creature after 1d6 hours.  The area is filled with Timmask. When first entering the area and at the beginning of every turn spent within the area, creatures must make a DC 12 Constitution saving throw or suffer the effect of a confusion spell for the duration of their turn. The effect ends immediately for any creature that leaves the area. Arcane Abeyance: Your fey influence alters the use and potency of magic in the area. Choose a type of magic – Arcane, divine/pact, or psionics. Users of that kind of magic suffer one effect you choose from the list below.  All creatures have disadvantage on spell attack rolls and advantage on spell saving rolls that originate from the area  Spells take 2 consecutive actions to cast  Spellcasters make a wisdom saving throw against your spell DC every time they cast a spell. On a failed throw, the spell fails  Magic items have no effect in the area.  Spellcaster makes a wisdom saving throw every time they cast a spell. On a failed throw, the spell targets a random creature or location within range  Spellcasters take 1d8 damage for each level of spell cast.  Spellcaster has disadvantage on constitution checks to maintain concentration. Arcane Empowerment: Your fey influence increases the potency of magic in the area. Choose a type of magic – Arcane, divine, nature, pact, or psionics. Users of that kind of magic suffer one effect you choose from the list below. 12  All creatures have advantage on spell attack rolls and disadvantage on spell saving rolls that originate from the area.  Spells that take 1 action can be cast as a bonus action.  Cantrips can be cast as opportunity attacks  Spells attack rolls of 19 or 20 and spells with saves that are failed by 5 or more do not expend a spell slot  Spellcasters gain temporary hit points equal to twice the level of each spell cast  Spellcasters have advantage on constitution checks to maintain concentration Battleground of the Ages: Your chosen area of terrain alters the flow of battle. Choose one of the following effects:  Only ranged or melee attacks can be made  Ranged or melee attacks are made at advantage or disadvantage  Creatures get plus or minus 4 to AC  All magic weapons and armor gain an additional plus or minus 1  Any creature that ends its turn and hasn't moved 15 feet takes 2 damage per CR or character level (minimum of 2)  Attacks score a critical hit on an 18, 19, or 20  All attacks are made at advantage or disadvantage  On a hit, creatures may make an additional attack, up to a maximum of four  Any creature that reduces another creature to zero hit points gains 2d6 temporary hit points  All melee or spell damage gains +1d8 extra damage  Armor does not add to creatures’ AC  All creatures have the same number of attacks as the creature with the greatest or least number  Creatures that do not harm other creatures on their turn gain +5 AC until the beginning of their next turn.  Creatures take 2x their modifier psychic damage when hit for the ability score of your choice.  Any creature that misses an attack takes 1d8 psychic damage.  Any creature that moves on its turn takes damage equal to your charisma modifier.  All strength-based melee attacks gain plus or minus 5 damage  Range is doubled or halved for ranged attacks, your choice  Any creature that takes a hit becomes frightened  All creatures regain HP equal to your charisma modifier at the beginning of their turn if they took damage this round. Fey Portal: Using the twisted and irregular space and time of the feywild, you create a 10x10 ft. portal through which creatures can pass. You can create one for each 10x10 square of effect. It can be oriented in any direction and up to 60 feet in the air. The portals can move creatures either through space or through time. For space portals, you must create at least two portals for it to work.  Space – Choose another portal that each is paired with. When a creature enters one of the portals, it immediately exits the paired portal.  Time – Creatures that enter the gateway disappear and reappear on the other side 1d6 turn later. Awakening: You awaken the trees and animals inside of the area. You may give them a single, 13 simple command, which they endeavor to obey to the best of their ability while the effect lasts. If they leave the area for any reason, they are no longer awakened. Perils: Your environment grows harsh and hazardous at your command. Choose one of the following effects:  Create a geyser for each 10x10 square in the area of effect that erupts every 1d6 turns. Any creature on the geyser when it erupts makes a dexterity save against your spell DC and is thrown 60 feet in the air and take 4d8 fire damage on a failed throw or in not thrown and takes half as much damage on a successful one. Creatures within 10 feet of the geyser must make a dexterity saving throw or take 2d8 fire damage on a failed throw and no damage on a success.  Create patches of quicksand within the area of effect. Creature must succeed in perception check to notice the quicksand, as determined by your DM considering the terrain. A creature entering the quicksand must make a DC 13 strength saving throw or sink under the quicksand. The creature may use its action every turn to repeat the saving throw. On a successful save, a sunk creature resurfaces and a surfaced creature leaves the area of the sand. If the creature fails three saving throws while sunk, they lose consciousness. Creatures that have sunk have full cover and are restrained  Create a 10-foot wide lava flow of a length and shape you choose in the area of effect. A creature that moves into the area of the lava or starts their turn there takes 4d8 fire damage. Flamable objects and creatures ignite on contact, and creatures that sustain fire damage must use an action to put out the fire or take 1d6 flame damage at the beginning of each turn.  The ground within the area twists and sprouts hard spikes and thorns. The area becomes Difficult Terrain. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels  The area is filled with blinding light. On entering the area and at the beginning of every turn, creatures make a constitution save or goes blind for while in the area and takes 2d8 radiant damage. Creatures in the area also have disadvantage on attacks and attacks are made with advantage against them because of the glare  The area is filled with magical darkness that foils darkvision. Calamity: You conjure forth the destructive powers of a natural disaster from the Feywild. Choose one of the following effects:  A wave of water that crashes down in the area. Each creature must make a Dexterity saving throw against your spell DC, taking 4d8 bludgeoning damage and becoming knocked prone on a failure or taking half damage on a success. The water extinguishes all exposed flames in area and vanishes.  A whirlwind howls down to a point in range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. It moves 30 feet in a random direction within the area at the beginning of each of your turns. If creature enters the whirlwind’s space, it makes Dexterity saving throw against your spell DC, taking 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a large or smaller creature that fails the save becomes restrained within the whirlwind. A restrained creature can use its 14 action to make a Strength or Dexterity check against your spell DC, freeing itself on a successful save, and being pulled 5 feet higher on a failure.  You create a seismic disturbance. Each creature in that area must make a Dexterity saving throw against your spell DC, taking 3d12 bludgeoning damage on a failed save or half as much damage on a success. If you concentrate on the effect, creatures in the area have disadvantage of concentration checks, and must make a strength saving throw against your spell DC at the start every turn and fall prone on a failed throw.  You cause an avalanche or landslide. Rocks or mud roll from the top of a hill or cliff to the bottom. Creatures in the area must make a dexterity saving throw against your spell DC, taking 5d10 bludgeoning damage on a failed save and becoming restrained or taking half as much damage on a successful one. While restrained, creatures have full cover. They can use an action to make a strength save against your spell DC to end the restrained condition.  You create a sandstorm in the affected area. The area is difficult terrain for the duration and creatures in it are blinded, deafened, heavily obscured, and must make a strength saving throw when they enter or at the beginning of each turn within the effect or take 2d8 bludgeoning damage, move 10 feet in a random direction, and be knocked prone.  You create a volcanic eruption. The area is obscured by thick black ash 30 feet tall, blinding and obscuring all creatures within. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind disperses the cloud after 4 rounds. A strong wind disperses it after one round. Freaky Friday: At the end of a round, if there are more than one creatures in the area they must all make a Wisdom saving throw against your spell DC. If more than one fail, then all failing creatures swap bodies with another creature that failed. They retain their personalities, knowledge, and mental stats, and mental saving throws, but adopt the physical stats and saving throws of their new body. They lose any physical skills (acrobatics, athletics, sleight of hand, etc.) but retain mental ones. They adopt the racial features of the new body, and also retain all class features that the new body could reasonably do (i.e. they would retain their spellcasting ability if the other body could cast spells). They remain swapped as long as at least one of the creatures remains in the area. Lunacy: You wreath the area in Fey magic that can strain – or even break – the minds of the weak, causing them to descend into madness. When creatures enter the area, they must make a wisdom saving throw against your spell DC. On a failed save they are driven temporarily mad. At the beginning of each turn while they remain in the area, they roll on the temporary madness table and act on the result for that turn. Prior to rolling on the short-term madness table each turn after the first, they may repeat the saving throw. On a successful save, they may act normally for that turn. Their madness ends if they exit the area. 15 Loathing: The magic within the area arouses disgust in the minds of those within. When entering the area and at the beginning of every turn they start here they make a wisdom saving throw or suffer the effect until the beginning of their next turn. Creatures are immune to these effects if they are immune to being charmed. Choose one of the following effects:  Creatures think they perceives a loathsome, threatening creature just out of its sight. They can’t use reactions, and melee attack rolls against it have advantage.  Creatures suffer delusional paranoia and must use its action to target a random creature in range with attacks or other damaging effects.  The area is surrounded by an insubstantial wall of repulsion 10 feet high. Creatures can’t move through the wall until the start of their next turn.  Creature to regard all other beings as unspeakably horrifying entities. They takes 1d6 psychic damage per creature within 5 feet of them. On a successful save, the target takes only half the initial damage. Darkling Dread: Your magic you weave stokes the fears hidden in the minds of all sentient beings. When entering the area and at the beginning of every turn they start here they make a wisdom saving throw or become frightened of you until the beginning of their next turn. Choose one of the following effects that if suffers while frightened:  You implant the fear of something deep into the mind of your victim. If they fail the initial save, for the next 412 hours, whenever they are confronted with the thing, they must make a wisdom save against your spell DC or become frightened of it.  The creatures’ fear bubbles into an unreasoning rage, causeing it to lash out at random. On each of its turns, it uses its bonus action to make an attack at a random creature in range if it is able. It is compelled to make any opportunity attack that are possible.  Fear and doubt cloud the creature’s ability to make decisions. They cannot use their reaction, can only make one attack on their turn, may only take an action or a bonus action, not both, and have a 10% chance of doing nothing on their turn but move.  The creature suffers vivid hallucinations and has difficulty telling what is real. They must make a DC 14 perception check against other creatures to make sure they are real before they can target them in any way.  The creature falls prone and its movement is reduced to 0 while it remains frightened.  Every time the creature fails a wisdom check to end the frightened condition, it gains one level of exhaustion. If it succeeds in ending the frighened condition on itself, all levels of exhaustion gained this way are removed. Amity: Creatures entering or starting a turn in the area for the first time must make a Wisdom saving throw, becoming charmed by you on a failed save provided you are also within the area. If they succeed, they are immune to this effect for 24 hours. The charmed creature regards you as a friendly acquaintance until the effect ends, they leave the area, or until you or your companions do anything harmful to it. When the effect ends, the creature knows it was charmed by you. You may give the charmed creature a non-violent task to perform, which they do to the best of their ability provided performing the service itself does no cause 16 them harm and does not go completely contrary to the creature’s nature or alignment. Exhortation: Your commands inspire action and allegiance, holding your enemies captive. On entering the area and at the beginning of each turn in the area, creatures make a wisdom saving throw against your spell DC. On a failed throw, you choose an effect from the list for that specific target. If they succeed, they roll additional saving throws with advantage, and become immune to the effect on a second successful save. Creatures that can’t be charmed are immune to this effect.  Speak a one-word command to the creature or creatures. The target must follow the command on its next turn.  Ask a question of target within range. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target replies with a truthful answer.  You command the creature or creatures’ divulgence, learning information based on the number of saving throws it fails. With one failed throw, you learn its key memories from the past 3 hours, and you double the duration for each failed throw thereafter.  You plant a false memory or idea in the mind or memory of the creature or creatures. If they fail one throw, it lasts until they leave the area. It lasts 2 hours on a second failed throw and the duration doubles for each additional failed throw. Anonymity: Creatures within the area are wreathed in an aura of unimportance. Other creatures outside the area can see the them, but will either ignore them or treat them as the lowest priority in combat, social situations, etc. unless they do something to make them think otherwise (i.e. attack, etc.). Because of this disinterest, they don’t provoke opportunity attacks. If there is no interaction, other creatures later forget that they saw them at all. 17
textdata/thevault/Dungeons & Dragons [multi]/Micah Muldowney/The Feyweaver.pdf
5� Trade Chart-3 5 Trade and Commerce Carrying freight between worlds is the basis of interstellar commerce. Trade-3 Directly create the Trade Classifications for a world without creating the UWP (if the situation will not otherwise use the UWP). The UWP can be laboriously created later if necessary. Pick one of the two tables and roll 4D for the row followed by 1D for the column. The result is the Trade Classifications for the world. WORLD TRADE CLASSIFICATIONS 1 4D 1 2 3 4 5 6 4 De Ba De He Po Fl Oc Di Hi Ic In Va De He Ba De He Hi In Na Po 5 He Ba De Hi In As Va Ba He Na Po Pi De Hi Pr De He Hi In Po 6 He Di He Po Ba Fl He Ba De Na Po Pi Ic Va Di De He Na Ni Po 7 De Pi Fl Oc Ph De Po Di He Na Ni Po De He Hi He Hi In Na Po 8 Fl Ba Fl Hi Oc De Ri Ph De He Po Ba Na Va Ph Pi De Hi In Na Po 9 Di De He Lo Fl Wa Ph De He Po Di Hi In Na Va Hi Ic In Na Va 10 Ag Oc Ph Pi Fl Hi Wa Ic Na Ph Pi Fl He Ni As Hi In Na Va 11 Ri Wa Ph Na Pi He Ni Hi Po Ni Oc 12 In Fl Ni Ni Pa Hi In Ic Va Fl Lo 13 Ni Ga Va Po De Lo Ri 14 (blank) (blank) (blank) (blank) (blank) (blank) 15 Lo Ph Wa Pi Ic Fl 16 In Lo Wa Ni Va Ag Pi De Po Lo Va 17 Po Hi Pr Na Ni Pa Ph Po Ph Ri Wa 18 Na Hi In Oc Po Ph Pi Hi Ic In Na Ag Ni Ri Ga As Na Va Ph Pi 19 Ba De Po Ph Hi In Po Ri Ga Pa Ph As Na Ni Va Ic Na Va Ph Pi 20 Lo Oc De Ni Ri De Ni Pr De Na Ni Po De Po Ba De Na Po Ph Pi 21 Fl Di De Hi Po Oc Ri Ph Ic Na Va Pi De He Ph He Na Po Ph Pi 22 Oc Ba He Po Di Fl He Di Ag Ni Ga Pr Hi Oc Pr De He Na Po Pi 23 Oc Di De He Pi As Va Di As Na Va Pi Ic Va Ba De He Po Ph Pi 24 De Di De Ph Pi Fl Oc Ba Ic Na Ni Va De He Di De He Na Po Ph Pi WORLD TRADE CLASSIFICATIONS 2 4D 1 2 3 4 5 6 4 De Ph Ni Oc Pr Ri Pa Ph Oc Pi Fl Oc De He Ph Pi 5 Oc Ph Na Po Pi De Lo Po As Va Wa Di De He Po Pi 6 Ic Ba Ni Oc Ri Ni Ri Wa Hi In Na Po Pi Na Po Ph Pi 7 Ic Di Fl Lo Wa Hi Wa Pr Na Ni Po Oc Ri Hi In Na Po 8 Po Ba De Po Pi Fl Ni Oc Ag Ri Ga Ic Lo Va De Hi In Po 9 Po Di He Ph Pi Ic Na Pi Ic Na Ni Ag Ni Pr De Hi Na Po 10 Ga Ba He Hi In Fl He Lo Ri Wa Ph As Ni Va Ic Va Ph Pi 11 Ga Di Fl He Ph Na Ph Pi Fl He Ni De Ni Po Ri Ph 12 Na Po Ic Lo Fl Ph Ic Pi Fl He Ic Ni 13 He Pi Ag Ri Ni Ri Ni Wa Ag Ga Ag 14 (blank) (blank) (blank) (blank) (blank) (blank) 15 Ba Di De He Oc Hi 16 Lo Po Fl Hi Wa Pi De Ni He Lo Ni Po 17 Lo Ga Ag Ni Ph Pi Hi Wa Hi Ga Ni Pr 18 Fl Wa Hi Ic In He Lo Po Fl He Hi Ag Ni Ri He Hi In Po 19 Va Ba Fl Lo Oc Ag Ni Ga Hi Ga Pr Pa Ph Pi He Po Ph Pi 20 Va Di Fl Ni Wa Ni Ga Pa De Na Po Ic Ni Va De Na Po Ph 21 De Hi Na Po Ph Ni Wa Pr De He Ni As Lo Va De Po Ph Pi 22 De He He Po Pi Na Va Pi Ga Pa Ph Na Ni Va De He Ni Po 23 De Ri Ic Va Pi Wa Ph Pi Ic Ph Pi He Ni Po De He Lo Po 24 Hi Oc Hi Na Po Hi In Wa He Po Wa Ba De He Hi In For example, Scout Eneri Dinsha discovers a new world. To determine quickly what that world is, he decides to roll on Table 2. He rolls 4D for the row (= 4+3+5+1 = row 13) and 1D for the column ( = 3 = column 3 ). He has discovered a Ni Ri Non-Industrial Rich world. USING THESE CHARTS These World Trade Classification Charts allow the random creation of TCs without the generation of complete world details or UWPs. Trade in Uncharted Territory For a trading ship travelling in unknown territory, these tables create potential Market Worlds. Without fully creating UWPs, the Referee can present several possible worlds and allow the trader to make decisions about profitability. Trading Maps. Any reasonable trader makes inquiries about what lies ahead. Those inquiries can produce trading maps (often sketched on the back of a napkin) showing a series of worlds and their TCs. Character Homeworlds Character homeworlds and birthworlds depend on TCs for the skills they confer. These charts create the essential TCs without fully detailing UWPs. Destinations Patrons and information sources often describe worlds based on their TCs. Destination worlds can be defined using these charts. Discoveries A Scout Discovery can be quickly defined using these charts. Land Grants Noble Land Grants can be defined using these charts. REVERSE WORLD CREATION Worlds can be created based on their known TCs. The process of elimination determines which world details are available based on the TCs. Other details are selected or created.
textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=5213 Trade Charts 3.pdf
www.steamscapes.com Rivalry - Chapter 2 (Option B) [Note - Chapter 2 is divided into two paths, A and B. Option A, released separately, is an adventure path that reflects a choice of travel by train out of New Orleans following the events of Chapter 1. This is considered the default option. Option B involves travel by airship. It should only be attempted by a party with a skilled Aviator, and it can be more difficult in multiple ways. Both storylines will rejoin for Chapter 3.] Prologue You have recently completed a short retrieval job on behalf of the Wells Fargo office in New Orleans in the Confederation of Texas. It is now clear that there are agents working on behalf of the Southern Pacific Railroad itself that have been responsible for lost Wells Fargo shipments, mostly of advanced technology. You have just finished thwarting the theft of a prototype mining automaton bound for San Francisco. Because of the ongoing threat, you have now been hired to escort the automaton in transit all the way to the office in San Francisco, the capital of the Rocky Mountain Republic. You have decided your expertise will allow you to take the speedier but more dangerous air route west. You will take a Wells Fargo light courier zeppelin, and you are solely responsible for your own travels. Scene 1 – Setting Out The first day or two of travel are largely uneventful. The characters may travel with impunity west across the state of New Orleans into East Texas and resupply quite easily in Austin. After Austin, however, the Aviator will discover that prevailing winds paired to a low-dipping jet stream are making travel across the middle of Texas territory to be very difficult. The pilot will have a choice of either dipping south directly over Mexico or veering north, still in Texas but approaching the border of the Plains Tribal Federation. In either case, the party will have to plan on resupplying in the wilderness, and in particular cutting their own wood to fuel the airship’s small but somewhat inefficient steam engines. The party will have to decide whether to fly at night to escape detection, which risks increasing the pilot’s fatigue and also makes landings more dangerous. Flying during the day makes it more likely the airship will be seen, but also makes easier the party’s own Notice rolls to spot pursuers. Depending on which route the heroes take, they are going to face a number of difficulties. In both cases, water is an important and ongoing concern. If they head north, the Brazzos River is the most reliable source of water, but following it will take the airship almost directly to the Red River, which is the border of the PTF. Travel along the Red River will mean interacting with some of the bison herds that are being watched by Apache and Comanche scouts. Some of those scouts may try to track the party’s movements. Much of North Chihuahua is very dry, so they will have few choices but to risk it. If they travel over Mexico, both water and landing sites will be even more scarce, as they will have to fly over the rocky deserts between the Sierra Madre ranges. They will have to spend several days making difficult flying and survival decisions before a new complication arises. At any point during this stage of the scenario, the heroes may choose to reconsider their travel plans. They may divert back to Austin and instead take a train. If they do so, simply switch to Chapter 2 (Option A). The GM should give the party enough hardship to make it clear that they are choosing the more difficult route. If they definitely wish to continue, go on to Scene 2. Scene 2 – The Chase GM Note: Your job at this point is to engage the characters in a chase. This will take one of two forms, depending on which route they chose to fly. Prior to this, you should build the tension by asking them repeatedly to make decisions about survival. In the case of flying over the northern part of Texas, drifting close to the Plains Tribal Federation, this is www.steamscapes.com done by choosing where to land and find fuel and water. Ask whether they are flying through the day or night so as to raise the possibility that they might be spotted. If they continue trying to travel by night, make the Aeronautical Navigation rolls more difficult, and also suggest that the pilot is growing fatigued. In the case of flight over Mexico, the landings themselves should be more dangerous because of the rocky terrain. Make the Piloting rolls more difficult, and consider forcing the group to Repair damage if they happen to fail at one. In addition, there should be more Survival rolls to find water for travel over Mexico. Once the tension has been raised, the chase will ensue. In both cases, this should be considered a standard-length chase using the Chase Rules in Savage Worlds Deluxe, Chapter 4. (Page 82 in the full-sized SWD, page 94 in the SWD Explorer’s Edition.) The specific scenarios for each chase are as follows: Airship Chase Over Texas Over northern Texas, the adventurers will actually be chased in the air by Apache and Comanche pirates flying two airships of unknown design. (The group may later do some research and discover that these are dirigibles of French origin.) The pirate crews will attempt to shoot holes in the adventurers’ zeppelin. Ordinarily these would be considered Called Shots, but this is balanced out by the size of the airship itself. This is true for the heroes shooting back as well. All shots to an airbag will ignore armor. Because each airship has a single pilot, cards are drawn and Advantage is determined only once for each vehicle. The pirates will continue to have the +2 speed bonus. However, Steamhands or other heroes with the Repair skill may attempt appropriate cooperative rolls to support their Aviator by working the boilers and ballast. Also remember that the Ace Edge will allow the Pilot to spend bennies to soak damage done to the zeppelin. The GM may adjust the difficulty on this chase by raising the enemy Piloting skill. The default should be the same as the hero Aviator’s, but increasing it will make it more likely that the adventurers’ airship will be brought down. It should be at least possible for the heroes to escape and avoid further conflict. Foot Chase Across the Sierra Madre While out looking for water, the adventurers will happen upon a small camp of bandits on their way north to raid into Texas. The bandits will spot the heroes and chase them. If some party members (such as the Aviator) are still at the zeppelin, this chase will involve only those who are actually away from the airship. Because this is a foot chase, Advantage is determined individually with all appropriate modifiers. Terrain is difficult, providing a -2 for everyone. Injured heroes may keep going, but any bandits injured during this chase will retreat and not be available for the chase itself. After five turns of chase, the heroes and any uninjured attackers will arrive at the zeppelin. Proceed directly to Scene 3. Scene 3 – Defending the Zeppelin If the party was shot down over Texas, then they will need to defend themselves at the crash site. The typical procedure for air pirates is to land and engage a downed vessel on the ground. If the party is able to defend themselves successfully, they may either repair their own zeppelin or take the pirate ship. If the party ran afoul of bandits in Mexico, then they will need to either drive off the bandits completely or simply hold out long enough to take off. In either case, this is going to be a difficult fight. All of the opponents are Wild Cards, and there are as many enemies as there are party members. However, initiative should still be determined for the enemies on a group basis. (One group for the bandits, two different groups for the pirates.There are also some slight mitigating factors for each scenario: Fighting Off the Pirates The attacking pirate force is split evenly between Saboteurs and Braves. If the fight seems to be going very badly for the group, the Saboteurs may focus more on attempting to disable the zeppelin itself than on attacking the heroes. This is of course GM’s discretion. You may determine how deadly you would like this fight to be, but keep in mind that with this many Wild Cards it could potentially be extremely dangerous. The stats for the attacking force are as follows: www.steamscapes.com SABOTEURS Attributes: Agility d8, Smarts d6, Strength d6, Spirit d8, Vigor d6 Pace: 6, Parry: 6, Toughness: 5 Skills: Fighting d8 Sabotage d8 Equipment: Tomahawk (Str +d8) BRAVES Attributes: Agility d8, Smarts d6, Strength d8, Spirit d6, Vigor d8 Pace: 6, Parry: 5, Toughness: 6 Skills: Fighting d6, Shooting d8 Equipment: Bow There is a pilot as well who remained behind, but he is unarmed and will be easy to defeat should the party wish to take over the pirate airship. Escaping the Bandits There are only as many bandits as heroes who were out looking for water, which may mean that the heroes outnumber their opponents once the chase is complete. This is especially true if any of the bandits were injured during the chase itself, because they will retreat immediately rather than continuing on. However, because the bandits are Wild Cards, it is also possible that there may be some injured party members. If this fight seems to be going particularly badly for the adventurers, the GM may make it easier for them to take off quickly, thus allowing them to escape rather than having to defeat the entire group of bandits. The stats for the bandits are as follows: BANDITS Attributes: Agility d8, Smarts d6, Strength d6, Spirit d6, Vigor d6 Pace: 6, Parry: 5, Toughness: 5 Skills: Fighting d6, Shooting d8 Equipment: Colt 1860 Army If for some reason this fight goes too easily for the adventurers, the GM can always make the rest of the bandit camp ride up on horseback. The size of those reinforcements are of course GM’s discretion. Epilogue The rest of this part of the journey will proceed uneventfully. When you arrive in San Francisco to deliver the automaton, you share your amazing exploits with the Wells Fargo office. Soon you discover that everyone in town wants to buy you a drink and hear your story firsthand. Even the Governor has sent you an invitation to dinner. All of this attention and more exciting events await in Chapter 3! This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product. ©2013 Four-in-Hand Games Keep up to date with every episode! Like us on Facebook at https://www.facebook.com/Steamscapes! We love feedback! Let us know what you think about the ongoing Plot Point Campaign at either our Facebook page or in the Licensee section of the Savage Worlds Forums (http://www.peginc.com/forum).
textdata/thevault/Savage Worlds System (SWADE) [multi]/Steamscapes/Savage Worlds - Steamscapes - Adv - Rivalry - Chapter 2 (Option B).pdf
WRITER’S EDITION GW01 GANGSTER LONDON WRITER’S EDITION CREDITS Playset written by Graham Walmsley Script and additional content by Will Hindmarch Edited by Steve Segedy Cover art by Jason Morningstar Gangster London was Playset of the Month, February 2010. BOILERPLATE This playset is an accessory for the Fiasco role-playing game by Bully Pulpit Games. This Playset is copyright 2010 by Graham Walmsley. The script and ad- ditional content is copyright 2011 by Will Hindmarch. Fiasco is copyright 2009 by Jason Morningstar. All rights are reserved. For more information about Fiasco or to download other Playsets and materials, visit www.bullypulpitgames.com. If you’d like to create your own Playset or other Fiasco-related content, we’d like to help. Write us at [email protected]. “When you play, play hard.” - Theodore Roosevelt THE SCORE A NASTY PIECE OF WORK A dead body, a Cockney drug-dealer selling from the back of the kebab shop, three suitcases full of blue flake cocaine and an unexploded World War Two bomb—these are a few of the things that make for a proper East End fiasco. This Playset is for fans of films with a certain ugly, stylish sensibility. Maybe you’re just a working-class bloke looking to catch a break, and your mate from the pub knows a guy who has a sure thing. Only it’s not a sure thing and then your mate’s dodgy girlfriend gets involved, and then the Russians find out what you’ve done and it’s all going to go tits-up, isn’t it? MOVIE NIGHT Lock, Stock and Two Smoking Barrels, The Bank Job, Sexy Beast. Writer’s Edition? This is a special edition of Gangster London, including Will Hindmarch’s exploration of using Fiasco as a writer’s tool. See page 12 for more in- formation. relationships... 1 WORK 1 Me and this bloke I used to work with 2 Me and my boss from work 3 Me and this bloke from work 4 Me and this bloke who fixed our car / plumbing / electrics 5 Me and this bloke I bought something off of 6 Me and my doctor / lawyer / accountant 2 FRIENDSHIP 1 Former cellmates 2 Army buddies 3 This bloke from down the pub 4 “I saved his life, you know” 5 “I’ve known him since school” 6 “We’re just mates, we’re not like shagging or anything.” 3 ODD 1 Alcoholics Anonymous 2 Salvation Army 3 Young Conservatives 4 Socialists 5 Environmental campaigners 6 Probation officer and criminal ...in GANGSTER LONDON 4 ROMANCE 1 Secret lovers 2 Married 3 Separated 4 On-again, off-again partners 5 Stalker and stalkee 6 Don’t like each other much, but can’t stop shagging 5 CRIME 1 Criminal boss and underling 2 Gamblers 3 Small-time housebreakers 4 Con man and mark 5 Drug dealers 6 Hoodies 6 FAMILY 1 Siblings 2 Cousins 3 Distant relatives who have never met 4 Parent and child or stepchild 5 Uncle / aunt and nephew / niece 6 Parent-in-law / son- or daughter-in-law NEEDS... 1 TO GET LAID 1 …to prove something 2 …to get something you want 3 …to forget about getting dumped 4 …to rekindle an old romance 5 …for the first time 6 …for the last time 2 TO GET SOME ANSWERS 1 …about Ned’s “Four o’clock meeting in Brixton” 2 …about someone’s infidelity 3 …to a question of parentage 4 …from the police, about an unsolved crime 5 …about the accident that still haunts you 6 …about Shelley’s commitment to the enterprise 3 TO GET REVENGE 1 …on Steps and his crew 2 …on the Russians who humiliated you 3 …on a co-worker 4 …on a television personality 5 …on a family member 6 …on a police detective ...in GANGSTER LONDON 4 TO GET RESPECT 1 …from the London criminal underground 2 …by showing everybody who the real boss is 3 …from your lover, by keeping an unfortunate promise 4 …from a family member, by backing their plan 5 …from yourself, by standing up to a bully 6 …by going straight at last 5 TO GET RICH 1 …by ripping off a dealer 2 …by running eastern European prostitutes 3 …by robbing a family business 4 …by working a political deal in the neighborhood 5 …by opening a kebab shop 6 …by finding a buyer for these diamonds you “found” 6 TO GET OUT 1 …of London before the Russians find you 2 …of debt, through one last bold deal 3 …of a relationship gone dangerously sour 4 …of your interminable marriage 5 …of an obligation to a powerful criminal 6 …of England before Scotland Yard catches up with you LOCATIONS... 1 RESIDENCES 1 Flat 253, Broadwater House 2 “The Rivings” 3 23 Mulberry Grove 4 Raddeston Place 5 Villa El Mariachi, Costa Del Sol 6 The Squat 2 HOUSES 1 Penthouse 2 Auction House 3 Whorehouse 4 Family house 5 Country house 6 Warehouse 3 LANDMARKS 1 The British Library 2 The Tower of London 3 The River Thames 4 Canary Wharf 5 The Millennium Dome 6 Kew Gardens ...in GANGSTER LONDON 4 FOOD AND DRINK 1 Ali’s Cafe 2 The Crown and Anchor 3 Grabber’s Nightclub 4 Stan Fish’s Gentleman’s Entertainment Club 5 The Ivy 6 The Royal India Tandoori 5 WORKPLACES 1 Reiman, Losser and Reiman, a large bank 2 The pig farm 3 Jacob Fein, jeweller 4 Captain Comic, books and graphic novels 5 Bulldog English’s specialist bookstore 6 The Paper Recycling Plant 6 ODDITIES 1 Cat rescue home 2 Royal Northern Hospital 3 The Lodge of the Masonic Order of the Stars 4 A synagogue 5 Locker 3867 At Waterloo Station 6 “You Do Not Ask What Goes On Back There” OBJECTS... 1 UNFORTUNATE 1 Forty chickens in eighty cages 2 Hydroponic cannabis-growing facility 3 Collection of priceless stamps, ruined 4 “Peckham Rolex” electronic ankle monitor 5 Dead body 6 Ten thousand leaflets about Jesus 2 TRANSPORTATION 1 Motorbike 2 Nondescript white van 3 Subaru Impreza 5-door wagon 4 Milk float 5 Speedboat 6 Rolls Royce 3 WEAPON 1 Sawn-off shotgun 2 “Jesus Christ, it’s a fucking katana!” 3 An unexploded World War Two bomb 4 Antique duelling pistols 5 Three hand grenades 6 A water pistol that looks like a real gun ...in GANGSTER LONDON 4 INFORMATION 1 Angus’ mysterious last words 2 A conversation you shouldn’t have been listening to 3 A contract; maybe a legally binding one 4 An encrypted CD 5 Property deeds 6 Compromising photographs 5 VALUABLES 1 Ten thousand pounds in 5 pence pieces 2 An arse-load of diamonds! 3 Vintage car 4 “All you need to know is: what’s in here is fucking valuable.” 5 Suitcase full of cash 6 Purebred cat 6 EXTRA-LEGAL 1 The strongest weed you will ever smoke 2 Three suitcases full of blue flake cocaine 3 Five thousand fake passports 4 Six Romanian asylum-seekers 5 Floor plans of a Ministry of Defence establishment 6 “This is the most dangerous weapon you have ever laid your dirty little hands on.” A chav-tastic INSTA-setup Relationships in gangster London For three players… * Friendship: Mates from prison * Crime: Drug people * Family: Siblings For four players, add… * Romance: Secret lovers For five players, add… * Community: Church friends Needs in gangster London For three players… * To get revenge: On the Russians who humiliated you For four or five players, add… * To get rich: By opening a Kebab shop OBJECTS in gangster London For three or four players… * Weapon: A water pistol that looks like a real gun For five players, add… * Unfortunate: Collection of priceless stamps, ruined LOCATIONS in gangster London For three, four or five players… * Food and drink: The Crown and Anchor 12 USING FIASCO AS A WRITER’S TOOL We asked our friend, author and game designer Will Hindmarch, to say a few words about using Fiasco as a writer’s tool. Will being Will, this simple request turned into an epic investigation into the nature of the writer’s process, and the intersection of word count and exhilarating play. Much of what he has to say appears in The Fiasco Companion, but— Will being Will—he also gave us a very thorough worked example that included a meaty and kick-ass script. The script is worth reading for entertainment alone, but when coupled with his thoughts on repurposing Fiasco’s Setup phase in the service of writing, it is a slice of fried gold. WILL HINDMARCH SAYS... This won’t be entirely “in a writer’s head,” but it’ll be lone- ly fun. I’ve wanted to write a one-act play (or something like it) based on a Fiasco Playset for some time, so let’s see how it goes. To give this a shot, I took Graham Walmsley’s Playset, Gangster London and drew a little three-sided play space out of it. I didn’t roll dice. I just picked things that I thought intersected in interesting ways, grabbing what struck me as compelling options off the list— but not necessarily the most compelling items. I wanted to chal- lenge myself to work with somewhat more subdued selections. As soon as I started picking Relationships, though, a sto- ry started to emerge. It was everything I could do to avoid sort- ing out the whole story at once—to “break it,” as TV writers say. I wanted some things to emerge naturally through the telling. As of this writing, I’ve laid out the cards, assigned Relationships, a Need, a Location, and an Object and I’m ready to write. oddities you do not ask what goes on back there relationship odd alcoholics anonymous NEED TO GET RICH selling diamonds you ... found relationship Friendship I saved his life once, you know relationship Small time housebreakers Object information OVERHEARD conversation JONNY NICK IAN THE SETUP GANGSTER LONDON: AN EXERCISE Written by Will Hindmarch www.wordstudio.net www.gameplaywright.net Based on “Fiasco: Gangster London” by Graham Walmsley EXT. IAN AND JONNY’S GARAGE — DAY It’s a tiny little ground-level garage in London’s East End, one in a row of look-alikes crammed into the rear arches at the base of a big brick building. A big blue door blocks off the garage from the alley it would open onto. A lorry wobbles down the cobblestones outside. Two blokes, IAN (26, in skinny jeans and a sweatjacket) and NICK (42, regular jeans and a wind-breaker) stride up the alley and enter the garage. INT. IAN AND JONNY’S GARAGE — DAY IAN waves NICK in and pulls the big blue door shut behind them. As IAN fiddles with the lock, NICK takes a few HESITANT STEPS into the garage. There’s no car, just a table and chairs under a low, arched ceiling, and a narrow red door on the back wall. NICK You know, this is my first time here. IAN I know. NICK You guys own this place? IAN Almost. We’re hoping to get it paid off soon. In time to sell it when the gallery owners eventually make their way down here. NICK Almost. So you and Jonny share a mortgage or something? IAN Or something. Not to any bank, if that’s what you’re thinking. NICK nods. IAN (CONT’D) Have a seat. NICK does. IAN doesn’t. IAN (CONT’D) Fancy a Coke? NICK You didn’t bring me down here for a Coke, did you now? IAN (beat) No. NICK Then what? IAN I wanted to talk to you about something. IAN walks in a slow circle around the table. NICK You want to sit? IAN I want to stand. 2 NICK Okay. IAN So... NICK (cheeky) What is it, my son? IAN I have a job coming up. A meeting. Me and Jonny do. And... NICK You’re afriad you’ll take a drink. IAN I’m thinking I have to. I know I want to, even though I don’t want to, but I’m thinking I have to. NICK Ian. IAN I know! NICK Ian. IAN I know. NICK I think I’ll take that Coke now. 3 EXT. IAN AND JONNY’S GARAGE — CONTINUOUS A YOUNG BLOKE (26, ratty jeans and a hoodie) walks up to the big blue door and PAUSES. He reacts, as if he hears something. He peers through a crack in the door, then puts his ear to it. INT. IAN AND JONNY’S GARAGE — CONTINUOUS NICK sips Coke out of a can. IAN paces. IAN It’s an important meeting, though. It’s about, you know, it’s about our future. Mine and Jonny’s. NICK If you start drinking again, Ian, you have no future. IAN I know that, don’t I? NICK Then you can’t be serious about this. Take the meeting and just don’t drink. IAN I can’t do that. NICK Have a fucking Sprite! IAN I can’t do that. You don’t know these people. I need to look hard in front of these gents if I want them to take me seriously, don’t I? 4 NICK You need to decide where your future lies, my son. If you go back into the bottle-- IAN I’m talking about one drink. NICK --then I can’t help you. IAN Fucking great sponsor. NICK I am. I am a fucking great sponsor. This is tough love, mate. I saved your life once, you know, and I’m not going to give you fucking permission to put it back in the fucking bottle now, am I? IAN I’m not looking for-- NICK Hell you’re not. Let me ask you this, young man: Why can’t Jonny go? IAN Alone? NICK Yes. IAN Because. NICK That’s a crap answer. Why can’t he go on his own? 5 IAN doesn’t answer. NICK (CONT’D) Is he not up to it? No minerals? No sense for this sort of thing? IAN He might... you know. NICK No, I don’t know. IAN He might... fuck it up. EXT. IAN AND JONNY’S GARAGE — CONTINUOUS The YOUNG MAN looks around, then puts his ear back to the door. INT. IAN AND JONNY’S GARAGE — CONTINUOUS NICK slurps soda and scratches his beard. IAN stands still. NICK That’s because Jonny’s something of a fuckup, Ian. IAN Jonny’s great at what he does, but first impressions... NICK Yeah. IAN resumes pacing. 6 NICK (CONT’D) Then here’s what you do. You bring a flask. IAN I do? NICK You do. A flask with tea in it. IAN Really. NICK Fucking iced tea or apple juice or whatever you like. You drink out of that. IAN And if they pour me a shot? NICK doesn’t say anything. IAN (CONT’D) What do I do if they pour me a fucking whisky? NICK Then you decide whether you and I are ever to speak again, Ian. A KNOCK shakes the big blue door. A key works the lock. IAN Shit. IAN rushes to the door but is too late. The YOUNG MAN from outside has it open. IAN (CONT’D) Hey, mate. 7 NICK (beat) Hello, Jonny. JONNY Nick. Didn’t expect to see you here in our villainous lair. NICK Wouldn’t think so. JONNY Everything all right, then? IAN Everything’s fine. Good, even. JONNY You shites don’t look it. Am I interrupting? IAN We were just-- NICK Not at all. I’m just off actually. Said what I need to say. NICK stands up and heads for the red door. NICK (CONT’D) Loo through here? IAN and JONNY both puts hands out to stop NICK. IAN No! JONNY Fuck, mate, no! 8 IAN We don’t have a loo here. NICK (beat) All right. IAN Yeah. Sorry. JONNY There’s a pub up the alley. You can piss there. NICK Right. Well. NICK crosses to the big blue door. NICK (CONT’D) Ian, my son, you let me know? IAN Right. NICK Ta, then, boys. NICK leaves. IAN and JONNY stand in silence for a moment. JONNY I miss anything? IAN No. I just, you know, no. JONNY Alcky talk, then? IAN Yes, actually. 9 JONNY (nodding) You ready for tonight? IAN (beat) Yes. INT. CROWN AND ANCHOR PUB - UPSTAIRS - NIGHT We’re upstairs at the Crown and Anchor, a narrow, worn-down, badly lit pub. All the tables are empty except one, which is ringed by three surly blokes in leather coats. The remains of game birds lay scattered on four plates for four people sat around the table: IAN and JONNY sit together on one side. Opposite them are a pair of gentlemen in patterned suits. One wears a WHITE SCARF (60s), the other wears DARK GLASSES (30s) with tortoise-shell rims. A pint stands in front of IAN, untouched. IAN So we’re sorted, then? WHITE SCARF If you accept our terms for the first delivery, to prove yourselves... IAN (looking at Jonny) We do. WHITE SCARF Good. Then future deals should be considerably more lucrative. For us both. 10 (MORE) Boys, I think your days of moving silverware and Blu- Ray players are over. DARK GLASSES (accented) Welcome to big time. IAN Thank you. JONNY Yeah, thanks, you two. What do you say we celebrate? IAN looks at JONNY. JONNY (CONT’D) No? WHITE SCARF Fine idea. WHITE SCARF snaps his fingers and twirls a finger in the air. A waiter brings over SHOT GLASSES and A BOTTLE. He POURS. IAN looks from the shot glasses to JONNY, who doesn’t return the look. WHITE SCARF and DARK GLASSES raise their glasses. JONNY does likewise, and finally looks to IAN... Who gently raises his. JONNY (to Ian) To the future. To not working alone. WHITE SCARF To bigger things. 11 WHITE SCARF (CONT'D) Everyone but IAN drinks. One of the BODYGUARDS nods his head toward IAN and says something in a foreign language. IAN looks from the BODYGUARD to JONNY and, eyes on JONNY, drinks. BEGIN MONTAGE — JONNY AND IAN DRINK: - JONNY and IAN at a nightclub with DARK GLASSES and his BODYGUARDS, where JONNY hands IAN a shot and then pats him on the belly - JONNY and DARK GLASSES with their arms around each other, singing, while IAN rubs his eyes - IAN with his hand in the air to get a bartender’s attention - IAN tosses his flask in the garbage - IAN tosses back a shot - JONNY, elated, hands in the air, as IAN drops a shot into a Guinness - IAN up in some BRICK OF A BLOKE’s face. Their eyes wide, their neck veins bulging. - JONNY backing IAN up, pointing a finger in the BRICK’s face, yelling until his face is red. - IAN and the BRICK brawling. IAN’s in a headlock. JONNY’s on the BRICK’s back. - DARK GLASSES sits in a booth full of smiling women, laughing - IAN and JONNY kicking the shit out of the BRICK, who’s on all fours on the club floor - IAN, battered, on all fours in the club bathroom, puking in a toilet. Alone. 12 INT. IAN AND JONNY’S FLAT — MORNING A mobile chimes. JONNY, bleary, goes over to IAN, who’s bruised and passed out on a couch, and fishes IAN’s mobile out of his jacket. CLOSE ON MOBILE SCREEN: “FROM: NICK I need to talk to you. It’s about work.” JONNY clicks REPLY and types out “Meet me at the garage right now” JONNY snaps the mobile shut. INT. IAN AND JONNY’S GARAGE — DAY JONNY’s sitting at the table when a KNOCK comes at the blue door. JONNY walks over and lets NICK in. JONNY locks the door behind him. NICK looks around. NICK Where’s Ian? JONNY You don’t want to talk to Ian, I don’t think, Nick. NICK What’s that supposed to mean? JONNY Ian’s pretty sure you don’t want to see him, not after last night. 13 NICK (beat) I see. JONNY He thinks you’re pretty furious with him. He wonders why you want to piss on his chances. NICK Really. He said that. JONNY Sure he did. He said you wanted him to throw away everything we’d worked for. NICK I know what he’s worked for. I know what he’s thrown away. I saved his life, you know? JONNY Sure I do. I know what you’ve done for Ian. NICK Right, then. JONNY If you want to talk work, let’s talk. NICK Without Ian? JONNY I’ll take it to Ian. NICK I don’t think-- 14 JONNY I’m no fuckup, Nick. I’m good at what I do. Just not so much at first impressions. Right? NICK (beat) Right. This isn’t... I’m not talking about a “job” job. Not exactly. JONNY Let’s hear it. NICK I just have some things I want moved. Sold. JONNY Uh huh. NICK Family things. JONNY You understand we don’t pawn things, don’t you, Nick? NICK I don’t want these pawned. I want them turned into quid and quietly. My sister can’t know what happened to them. JONNY What are we talking about? NICK I’m sorry? JONNY What things? 15 NICK Jewelry. JONNY Oh yeah? NICK Yeah. Diamonds. My sister came into them through her husband’s side of the family and I don’t think they know what they’re worth. They’re old. Twenties or thirties, at least. My sister’s just going to sit on them. JONNY And you want us to go get them. NICK No! I... I’ll get them. I want you to sell them for me. JONNY When? NICK Right away. JONNY Wait. Do you have them now? NICK I... Yes. JONNY You have them with you right now? NICK I brought them, you know, for Ian. 16 JONNY Sure. NICK So, will you boys help me out? JONNY (beat) Our cut is twenty percent. NICK Is that-- JONNY That’s a friendly rate, Nick. I’m not a villain. NICK Right, then. JONNY Now, then. Let’s see what you’ve got. INT. CROWN AND ANCHOR PUB - UPSTAIRS - NIGHT A pile of jewelry spills out of a plastic bag onto a sticky wooden table. JONNY sits alone across from WHITE SCARF and DARK GLASSES, both standing, both dressed more casually than we saw them last. The bodyguards form a triangle around the table. JONNY So, what do you think? DARK GLASSES and WHITE SCARF exchange looks. DARK GLASSES I think you are idiot. 17 JONNY What? What? DARK GLASSES You think we are idiots? JONNY What? I don’t-- DARK GLASSES This is how you prove yourself to us? With this shit? JONNY What do you mean? JONNY looks around at the bodyguards. DARK GLASSES These? Are fake. JONNY No, no. It’s old, but-- DARK GLASSES Aren’t even very good fakes. JONNY They’re... not diamonds? DARK GLASSES They’re fucking fuck all! JONNY Oh, shit. DARK GLASSES We give you this chance. This one chance-- JONNY Not one chance! Just let me-- 18 DARK GLASSES --and you waste our time with this artificial shit! JONNY No! I don’t! I-- WHITE SCARF Do you think so little of us, Jonathan? JONNY What? WHITE SCARF Or are you so stupid? Such a... DARK GLASSES Fuckup. WHITE SCARF Such a fuckup? JONNY You don’t understand, I just- - DARK GLASSES (to White Scarf) He’s not answering. WHITE SCARF Answer my question, Jonny. Is this skulduggery or stupidity? Are you a liar or are you stupid? JONNY I... JONNY looks at everyone, in turn. 19 JONNY (CONT’D) I’m stupid. I swear! I’m so fucking stupid! DARK GLASSES Yes. You are. WHITE SCARF And you’ve made us look stupid, haven’t you? JONNY Not on purpose. I swear. I fucking swear it. WHITE SCARF Let’s talk about how you can make it up to us, then. JONNY Yes. Absolutely. Just tell me what to do. WHITE SCARF Be a canvas. JONNY A... I’m sorry? DARK GLASSES Yes you are. WHITE SCARF Be a canvas. Be a canvas on which these men can paint a message for all of your filthy, idiotic, mouth- breathing, third-rate shites of cohorts to read. These men will paint them a picture, a picture in bruises, all over your miserable waste-of-flesh body. 20 (MORE) And you will show your lowly scum-slurping wannabe- gangster brethren what happens when you waste our time. DARK GLASSES Then we hang you in a gallery for all your hipster friends to piss on. WHITE SCARF That’s right. JONNY I... I... JONNY opens and closes his mouth, trying to find words. As he searches, the triangle of muscle closes in on him. FADE TO BLACK. 21 WHITE SCARF (CONT'D) I gave myself about 15 pages to explore the setup I’d selected out of the Playset, without doing any major self-editing. I chose to write my piece in something approximating screenplay format because it’s quick and, obviously, cinematic. It seemed to fit the material. Notice, by the way, that I picked two elements—a Relationship and a Location—defined by dialogue. I wanted the challenge of rolling those into the telling, but ended up not getting both lines of dialogue directly into my piece. I didn’t want to force it. (I could’ve kept writing to get to the scene in which the missing Location line is spoken outright, but I didn’t get that far before I reached the 15 pages I’d set for myself.) Almost immediately, I broke from Fiasco’s scene-setting customs, though, and lost track of exactly which character each scene was about. My scenes were focused on dramatizing the facts established on the cards (because my imaginary audience presumably wouldn’t have access to the cards). They were also mostly about more than one character at a time, which is just the way those scenes developed in the telling. I used the cards as a place to start, then got wrapped up in the story and didn’t think to pursue the game’s format through the rest of the exercise. Put another way, this shows that those cards defining the spaces between characters are fruitful. It shows how stories—especially theatrical stories—are so often about the collisions of characters rather than the plight of single character. It shows how Fiasco’s setups are wonderfully provocative and inspiring. With just a quick jaunt through a Playset, I immediately had a character dynamic interesting enough that I pursued it for fifteen pages of solo playtime, with ease. Something I didn’t do, at least not on purpose, was build the scenes around Fiasco’s resolution method. I didn’t build in specific turning points, hinges on which each scene results in a positive or negative outcome for each character. Such turn- ing points emerged naturally, but not quite scene by scene. This highlights, for me, how Fiasco’s narrative architecture isn’t quite the literal scene but rather a more compelling metric: the question. A Fiasco scene doesn’t end until an important question is answered: good or bad, yes or no, success or failure. Which die is assigned? Which goals are met and which schemes are con- founded? Where are the victories and where are the defeats? 32 Because the question and the scene all but overlap in Fiasco, you have little exposition. You have leaner stories. In play, we don’t need to establish things like our Relationships, because we established them during the selection process. Our writers (the play- ers) are our audience (the players). I’ve seen Fiasco groups establish facts on the ground and dramatize known story elements in actual play, but such things almost necessarily manifest only when they serve double duty, when they carry some interest beyond just exposition. For example, in my exercise, I have a short scene that explains why two characters meet in the following scene. In play, we might estab- lish the premise of a scene through out-of-character negotiation— behind-the-scenes talk where we’re playing the parts of writers and directors, rather than actors. “Okay,” we say, “this is a scene between Jonny and Nick, in the garage, after Jonny has responded to a text message on Ian’s phone, so Nick thinks he’s coming to meet Ian. Let’s start it with Nick walking in to find Jonny, and just Jonny, waiting for him.” In my exercise, the outcome of that scene—a black die given to Jonny— results in a completely different scene that answers t he q ue s t io n : Ho w doe s this s c e ne tur n out for Jonny? This would be fair game in a Fiasco session, I’ll bet, though I’ve never seen it happen myself. This is what I mean by the question, rather than the scene, as the unit of play in Fiasco. The question—”What color die does Jonny get for this scene?”—could actually result in a whole scene that dramatizes the black die, showing us not how the scene goes wrong in the moment but, rather, how it leads to bad things for Jonny is a scene that follows right on the heels of the first scene, dramatically speaking. “Here are some diamonds to sell,” Nick says to Jonny. Smash-cut to Jonny in trouble, discovering too late, in the follow-up scene after the black die is bestowed, that the diamonds are fakes. Jonny’s turn ends with him being surrounded by gangster muscle… and then we’re on to the next player. – Will Hindmarch, 1 February 2011 33
textdata/thevault/Fiasco [multi]/Playsets/Fiasco - Gangster London (writer's edition).pdf
Into the Void A Starfaring Fiasco Playset by GremlinLegions Into The Void Credits Written by GremlinLegions Cover by GremlinLegions Boilerplate This playset is intended to be an accessory for the Fiasco role-playing game by Bully Pulpit Games, copyright 2009 by Jason Morningstar. All rights are reserved. The Score Where No One Has Gone Before In the golden age of cinema and television, when people would look up to the stars, they would see grand adventures between good and evil, with intrepid space explorers venturing out into the unknown, making the Galaxy a better place for one and all. Of course, we know better. People will be just as rotten in space as they are planetside, bringing their pettiness, bickering, backstabbing, and greed to the stars. Sure, they may talk about grand plans and bettering humanity, but its only a matter of time before someone starts to claim planets and asteroids for their own, leading to the next great gold rush. For the sake of this playset, we’re assuming that we haven’t gotten too far outside of our system. This isn’t Star Trek or Star Wars where warp drives and hyperspace coordinates are easily available...hell, they aren’t even valid theories yet. While spacecraft have advanced since the 20th Century, going from Earth to Mars still takes several weeks, and further out can take upwards of months to a year. All that time aboard a ship can lead to many poor decisions as crewmates start to lose patience with each other. Movie Night Firefly and Serenity, Defying Gravity, Planates (anime), Moonlight Mile (anime) Relationships... A Confederates a Old squad-mates b Imperial Investigators c Crusading Senator & Secretary d Mentor & Student e Professional Associates f Commander & XO B Adversaries a Traitor & Former Ally b Corrupt Senator & Investigator c Bounty Hunter & Quarry d Rival Clans e Former Enemies f Professional Rivals C Romance a Once But Never Again b Together Now & Forever c Unrequited Affection d Forbidden Affection e Unhealthy Obsession f At Each Others’ Throats D Family a Estranged Parent & Child b Siblings Separated by Conspiracy c Twins Separated at Birth d Distant Cousins e Clones of the Same Original f Members of the Same Clan E Criminal a Fugitive Smugglers b Assassin & Target c Spy & Informant d Scoundrel & Mark e Thief & Fence f Crime Lord & Enforcer F Destiny a You’re Not My Father! b Survivors of Tragedy c Keepers of the Doctrine d Witnesses to a Crime e Student Seeking a Master f Called by Alien Voices ...In the Cold Depths of Space Needs... A To Escape a ...from the shadow of past mistakes b ...from indentured servitude c ...from an abusive master d ...from corrupting psychic influence e ...from immense debt owed to a crime lord f ...from government scrutiny B To Get Even a ...with a former lover b ...with the greedy freighter captain c ...with a former master d ...with the colony on Titan e ...with the Emperor f ...with a junk trader on Europa C To Find a ...the lost Delta Five space station b ...the criminals who killed your lover c ...a safe passage through the Kuiper Belt d ...the origin of a strange, repeating signal e ...the last remaining copy of Paradise Lost f ...Grendel the Red’s trove of stolen supplies D To Save a ...a child from slavery b ...your colony from destruction c ...your credits for a transplant d ...a friend from his addiction e ...the Empire from corrupting forces f ...the Empire from alien invaders E To Hump a ...anyone and everyone you can b ...a perfect clone of yourself c ...the last pure-strain human d ...on the pristine grasses of Earth e ...your Master’s daughter/son f ...your way to power and influence F To Steal a ...anything not riveted down b ...the plans to the Imperial prototype space probe c ...the Emperor’s genetic code d ...the gold reserves on Phobos e ...the Moon f ...the fastest ship in the system ...In the Cold Depths of Space Locations... A Planetary a Olympus Mons, Mars b The Ruins of New York City, Earth c Beta Regio Highlands, Venus d Caloris Basin, Mercury e High Orbit above Pluto f Rings of Saturn B Moons a The base of Mons Esam, Moon b Beneath the Ice, Eurpoa c Sulfur Fields, Io d Voltaire Crater, Deimos e Zhang Xi Iron Mines, Ganymede f MicroCraft Research Facility, Nereid C stations a International Space Station IV, Jupiter b Olympus Mons Space Elevator, Mars c Terra Station Zero, Earth d Imperial Defense Platform, Saturn e “Shangri-La” Station ...somewhere f Institut d’Astrophysique de Vénus D colonies a Cinnabar Colony, Mars b Emerald City, Moon c New Nippon, Moon d Galileo Colony, Callisto e Hades Base, Pluto f Atlantis Colony, Europa E secret a Tortuga Crater Haven b Imperial Cloning Facility c Hei Long Triad Station d Sentinel Laser Station e Nomad Orbiting Free Market f Singularity Research Station F Unexpected a Rogue Planet b Ruins of Ancient Martian City c Hyperspace Gate d Hidden Alien Colony e Young Black Hole f Orbiting Obsidian Slab ...In the Cold Depths of Space Objects... A Equipment a Duct Tape b Satellite Relay Communicator c Poorly Maintained Spacesuit d Laser Welder e Medical Droid f Breach Sealant B Weapon a Laser Pen b Taser c Flechette Pistol d Carbon-steel tubing e Combat Blade f Slugthrower Rifle C Transport a Orbital Shuttle b Interplanetary Freigher c Gravcycle d Snubfighter e Luxury Cruiser f Modified Smuggler’s Transport D Information a Incriminating Data on a Prominent Senator b Statistics on Declining Birth Rates c A Hermetically-Sealed Letter from 1908 d Three Datachips e Severed Droid Head f Detailed Stellar Charts E Contraband a Crate of Gauss Rifles b Organically Grown Herbs c Five Kilograms of Fertility Medication d Two Vials of “Spice” e Stolen Imperial Uniform f Imperial Encryption Decoder F Strange a Cryogenically Preserved Eyeballs b Octopus Puppet c Child’s Voice Modulating Toy and Black Helmet d Thirteen Floppy Disks Threaded with Dental Floss e Quartz Crystal f Small Bag of Bear-Shaped Jelly Candies ...In the Cold Depths of Space An Interplanetary Insta-Setup Relationships in the Cold Depths of Space For three players… Confederates: Commander & XO Adversaries: Professional Rivals Family: Distant Cousins For four players, add... Romance: Once But Never Again For five players, add... Criminal: Spy & Informant Needs in the Cold Depths of Space For three players… To Get Even: With the greedy Freighter Captain For four or five players, add... To Find: The Lost Delta Five Space Station Locations in the Cold Depths of Space For three, four or five players… Colonies: Galileo Colony, Callisto Objects in the Cold Depths of Space For three or four players… Transport: Interplanetary Freighter For five players, add… Information: Severed Droid Head
textdata/thevault/Fiasco [multi]/Playsets/Fiasco - Into the Void.pdf
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2008 Wizards of the Coast, Inc. Visit the LIVING GREYHAWK website at www.rpga.com. ADP8-03 Expedition to the Ruins of Greyhawk A Four-Part Dungeons & Dragons® Living Greyhawk™ Adapted Adventure Version 1 Adapted By Creighton Broadhurst What secrets protected by fiendish traps and fierce monsters lurk in the dungeons under Castle Greyhawk? A four-part core adapted adventure set in the Domain of Greyhawk for characters level 8-15 (APLs 8-12). Resources for this adventure [and the authors of those works] include Expedition to the Ruins of Greyhawk [Jason Bulmahn, James Jacobs, Erik Mona]. 598 CY ADP8-03 Expedition to the Ruins of Greyhawk Adaptation Page 2 RPGA® SANCTIONED PLAY To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide D&D® campaign set in the GREYHAWK setting—it must be sanction as part of an RPGA event. This event could be a big convention, or a group of friends playing at a game store or at home. To sanction an RPGA event, you must be at least a HERALD-LEVEL™ gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and is reported to the RPGA in a timely manner. The person who runs the game is the session Dungeon Master (or just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the session DM. You must be at least a HERALD-LEVEL GM to run this adventure. Sanctioning and reporting this adventure, accomplishes a couple of things. First, it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second, players and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2008. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. PLAYERS READ NO FARTHER If you plan to play this adventure, stop reading now. The rest of the adventure text is for the DM only. If you read farther than this section, and are playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. PREPARING FOR PLAY You need copies of the following D&D rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual and a copy of the Living Greyhawk Sourcebook. Core adventures often utilize new rules items – including classes, prestige classes, races, feats, spells, and equipment (including magic items) – that do not appear in any of the three core D&D books. The full write-up of any featured feats, spells, or equipment appears in Appendix 2. Information on featured classes, prestige classes, and races appears in the relevant creature’s stat block. This adventure includes all the information required to run these characters. The DM should double-check that he fully understands any new rule items presented in this adventure before play begins. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Refer to Appendix 1 for full information on NPCs and monsters. For your convenience, Appendix 1 is split by APL Along with this adventure, you will find a RPGA session tracking sheet. If you are playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You will also find a LIVING GREYHAWK adventure record (AR). You need one copy of this for each participating player. LIVING GREYHAWK LEVELS OF PLAY This adventure’s challenges are proportionate to the modified average character level of participating PCs. Before play begins, calculate the Average Party Level (APL) by following the process below: 1. Determine the character level for each of the PCs. Each PC may bring one animal, plus any creatures gained from class abilities to help in combat. (PCs can bring more creatures but they cannot help in combat). If you deem that the animal bestows a significant benefit in combat add the animal’s CR to the level of the PC it is accompanying for calculating APL. (Animals gained from class abilities and one standard horse, warhorse, or riding dog for a PC with Mounted Combat do not affect APL). 2. Sum the results of step 1 and divide by the number of characters playing in the adventure. Round to the nearest whole number. 3. If there are six PCs, add one to that average. Throughout this adventure, APLs categorize the level of challenge the PCs face. APLs are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. Experience and Treasure: APL affects the amount of experience and gold a PC can gain at the end of the adventure. A player character more than three levels higher than the APL at which the adventure is played cannot participate. If a player character is more than two levels away from the APL at which the adventure is played, he suffers a 50% penalty to the amount of gold and XP gained in the adventure. These APL calculation rules reference version 7.0 of the Living Greyhawk Campaign Sourcebook. If you are playing this adventure in 2008, check the current version of the LGCS and follow any updated rules presented within. ADP8-03 Expedition to the Ruins of Greyhawk Adaptation Page 3 PLAY NOTES This document presents all the information the DM requires to run Expedition to the Ruins of Greyhawk as part of the Living Greyhawk campaign. The adventure comprises four parts: • Part 1: Chapters 1-3 • Part 2: Chapter 4 • Part 3: Chapter 5 • Part 4: Chapter 6 The PCs should play the adventure parts in order; to do otherwise creates a distorted play experience and will negatively impact the players’ enjoyment of the adventure. Once a DM starts to run any part of this adventure, he cannot participate as a player in subsequent parts. GREYHAWK RUINS For maximum enjoyment of this adventure, it is recommended that the players should have first completed all four adventures comprising the “Greyhawk Ruins” plot arc. NPCS OF NOTE This adventure features a number of NPCs of note. Among these are the wizard Vayne and General At-Ur Rehmat. Unfortunately, both these individuals have seen significant development in Living Greyhawk that precludes their appearance in this adventure. Thus, instead of using these individuals use the following personages: Vayne: Raesene Blackcloak General At-Ur Rehmat: General Timor Reestann Both have identical stat blocks and similar background to the featured NPCs. Improvise background details as appropriate. ADP8-03 Expedition to the Ruins of Greyhawk Adaptation Page 4 Part 1: Chapters 1-3 TIME UNITS AND UPKEEP This is a five-round core adapted adventure set in the Domain of Greyhawk. All characters pay 2 Time Units per round. Adventurer’s Standard Upkeep costs 12 gp per time unit. Rich Upkeep costs 50 gp per time unit. Luxury Upkeep costs 100 gp per time unit. Characters that fail to pay at least Standard Upkeep retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly benefits) as detailed in this adventure. A character that does not pay for at least Standard Upkeep may avoid the above-described penalties by living off the wild. If the character possesses four or more ranks in Survival and succeeds on a DC 20 Survival check, he heals temporary ability damage as if he had Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). PCs may Take 10 on this roll. Chapters 1 and 5 of the LGCS present more information about lifestyle and upkeep. ENCOUNTERS TO RUN The notes in this section deal with chapters 1-3 of Expedition to the Ruins of Greyhawk, which comprises the following combat encounters: • 1-1 Low Road to Greyhawk: EL 11; page 36 • 2-1 Rival Explorer: EL 10; page 50 (only two kobold bodyguards) • 2-2 Ghostly Scholar: EL 10; page 52 • 2-3 Burrowing Menace: EL 8; page 54 • 3-1 The War Wagon: EL 10; page 70 • 3-2 Feasthall: EL 9; page 72 • 3-3 Nerull’s Temple: EL 10; page 74 • 3-4 The Quartermaster: EL 8; page 73 • 3-5: Atolamyr’s Chamber: EL 10; page 76 • 3-6 The Elevator: EL 8; page 78 • 3-7 Guarded Elevator: EL 11; page 80 (only three hobgoblin archers) • 3-8 Den of the Dark Naga: EL 9; page 79 • 3-9 Chasm of Woe: EL 10; page 82 • 3-10 The Arena: EL 11; page 84 • 3-11 General’s Quarters: EL 9; page 86 ADP8-03 Expedition to the Ruins of Greyhawk Adaptation Page 5 EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. 1-1: Low Road to Greyhawk Slay the bandits APL 8 330 XP 2-1: Rival Explorer Slay Logras and his minions APL 8 300 XP 2-2: Ghostly Scholar Destroy Viliryth APL 8 300 XP 2-3: Burrowing Menace Destroy the xorns APL 8 240 XP 3-1: The War Wagon Destroy the undead APL 8 300 XP 3-2: The Feasthall Slay the orcs and Kilsog APL 8 270 XP 3-3: Nerull’s Temple Kill the monsters APL 8 300 XP 3-4: Quartermaster Defeat Therrat and his animated objects APL 8 240 XP 3-5: Atolamyr’s Chamber Defeat Atolamyr and his succubus ally APL 8 300 XP 3-6: The Elevator Defeat the flesh golem guardian APL 8 240 XP 3-7: Guarded Elevator Defeat the goblins and their allies APL 8 330 XP 3-8: Den of the Dark Naga Slay Sassinal APL 8 270 XP 3-9: Chasm of Woe Defeat the servants of Iuz APL 8 300 XP 3-10: The Arena Defeat the servants of Iuz APL 8 330 XP 3-11: General’s Quarters Defeat the vrock APL 8 270 XP Story Award Explore the dungeons APL 8 180 XP Discretionary Roleplaying Award APL 8 1,125 XP Total Possible Experience APL 8 5,625 XP TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has its treasure listed in this section. Treasure is split into three categories: loot, coins, and magic. Loot: The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting takes at least 10 minutes for every five enemies. If the characters are unable to loot the bodies, they do not gain this gold. If it is reasonable that characters can go back to loot the bodies, and those bodies are still there, characters may gain the loot. Coin: The coin total is the number of gold pieces each character gains if they take the coin, gems, and jewelry available. A normal adventuring party can usually gather this wealth in a round or so. Magic: Magic treasure is the hardest to adjudicate, because magic items are varied and because PCs may want to use them during the adventure. Many times PCs must cast identify, analyze dweomer, or similar spell to determine the item’s properties and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used during the adventure, the PCs do not gain its gp value or access to it in the Items Found field of the AR. How much do they get? Add the gp value of all claimed treasure from each encounter. This is how much each PC gets. Write the total in the GP Gained field of the AR. Treasure Cap APL 8: 6,500 gp ADP8-03 Expedition to the Ruins of Greyhawk Adaptation Page 6 Total Possible Treasure APL 8: 17,662 gp 1-1: Low Road to Greyhawk APL 8: Loot 809 gp; Magic 2,401 gp; potion of cure serious wounds (2) (124 gp [62 gp each]), potion of resist energy (2) (50 gp [25 gp each]), cloak of resistance +1 (83 gp), eyes of the eagle (208 gp), +1 throwing axe (8) (1,536 gp [192 gp each]), potion of cure moderate wounds (16) (400 gp [25 gp each]); Total 3,210 gp. 2-1: Rival Explorer APL 8: Loot 172 gp; Magic 597 gp; potion of cure moderate wounds (25 gp), scroll of wall of ice (58 gp), staff of fire (91 gp), amulet of natural armor +1 (166 gp), cloak of resistance +1 (83 gp), ring of protection +1 (166 gp), potion of cure light wounds (8 gp [4 gp each]); Total769 gp. 2-2: Ghostly Scholar APL 8: Magic 454 gp; scroll of inflict critical wounds (58 gp), wand of magic missiles (CL 5) (34 gp), +1 ghost touch breastplate (362 gp); Total 454 gp. 3-1: The War Wagon APL 8: Loot 73 gp; Magic 336 gp; +1 breastplate (3) (336 gp [112 gp each]; Total 409 gp. 3-2: Feasthall APL 8: Loot 55 gp; Magic 296 gp; +1 greatsword (196 gp), potion of cure moderate wounds (4) (100 gp [25 gp each]); Total 351 gp. 3-3: Nerull’s Temple APL 8: Loot 133 gp; Coin 50 gp; Magic 48 gp; scroll of invisibility (4) (48 gp [12 gp each]); Total 231 gp. 3-4: The Quartermaster APL 8: Loot 1 gp; Magic 328 gp; +1 rapier (193 gp), potion of cure moderate wounds (25 gp), scroll of invisibility (12 gp), +1 studded leather armor (98 gp); Total 329 gp. 3-5: Atolamyr’s Chamber APL 8: Loot 151 gp; Magic 845 gp; +1 flaming longsword (692 gp), potion of cure serious wounds (2) (124 gp [62 gp each]), wand of cure light wounds (29 gp); Total 996 gp. 3-6: The Elevator APL 8: Magic 1,526 gp; +2 flaming longsword (1,526 gp); Total 1,526 gp. 3-7: Guarded Elevator APL 8: Loot 339 gp; Coin 25 gp; Magic 4,999 gp; potion of cure light wounds (6) (24 gp [4 gp each]), +1 shock arrow (24) (4,008 gp [167 gp each]), +1 keen short sword (692 gp), javelin of lightning (2) (250 gp [125 gp each]), potion of levitate (25 gp); Total 5,363 gp. 3-8: Den of the Dark Naga APL 8: Coin 302 gp; Magic 504 gp elemental gem (air) (187 gp), figurine of wondrous power (silver raven) (317 gp); Total 806 gp. 3-9: Chasm of Woe APL 8: Loot 54 gp; Magic 929 gp; oil of magic weapon (4 gp), scroll of sound burst (12 gp), scroll of heal (137 gp), wand of searing light (206 gp), +1 full plate (208 gp), +1 greatsword (196 gp), ring of protection +1 (166 gp); Total 983 gp. 3-10: The Arena APL 8: Magic 2,235 gp; +1 handaxe (192 gp), +2 breastplate (362 gp), ring of minor energy resistance (fire) (1,000 gp), ring of counterspells (333 gp), cloak of resistance +1 (83 gp), gauntlets of ogre power (333 gp), potion of cure serious wounds (2) (124 gp [62 gp each]); Total 2,235 gp. ADVENTURE RECORD ITEMS �Boon of Ricard Damaris: You have returned the Blade of Chaos to Ricard Damaris and he is very pleased. As well as providing you with free Rich upkeep during Expedition to the Ruins of Greyhawk, he may also offer other aid in the future. ITEM ACCESS APL 8: • Eyes of the eagle (Adventure; DMG) • Staff of fire(Core; DMG) • Wand of magic missile (Adventure; CL 5; DMG) • +1 ghost touch breastplate (Adventure; DMG; 4,350 gp) • +1 flaming longsword (Any; DMG) • Wand of cure light wounds (Any; DMG) • Elemental gem (air) (Adventure; DMG) • Figurine of wondrous power (silver raven) (Adventure; DMG) • +2 flaming longsword (Any; DMG) • +1 shock arrow (Any; DMG) • +1 keen short sword (Any; DMG) • Javelin of lightning (Any; DMG) • Scroll of heal (Core; DMG) • Wand of searing light (Core; DMG; CL 5) • Ring of minor energy resistance (fire) (Core; DMG) • Ring of counterspells (Core; DMG) ADP8-03 Expedition to the Ruins of Greyhawk Adaptation Page 7 Part 2: Chapter 4 TIME UNITS AND UPKEEP This is a three-round core adapted adventure set in the Domain of Greyhawk. All characters pay 2 Time Units per round. Adventurer’s Standard Upkeep costs 12 gp per time unit. Rich Upkeep costs 50 gp per time unit. Luxury Upkeep costs 100 gp per time unit. Characters that fail to pay at least Standard Upkeep retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly benefits) as detailed in this adventure. A character that does not pay for at least Standard Upkeep may avoid the above-described penalties by living off the wild. If the character possesses four or more ranks in Survival and succeeds on a DC 20 Survival check, he heals temporary ability damage as if he had Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). PCs may Take 10 on this roll. Chapters 1 and 5 of the LGCS present more information about lifestyle and upkeep. ENCOUNTERS TO RUN The notes in this section deal with chapter 4 of Expedition to the Ruins of Greyhawk, which comprises the following combat encounters: • 4-1 The Wizards’ Laboratory: EL 14; page 100 • 4-2 Chamber of Seven Secrets: EL 11; page 99 • 4-3 Escape from the Guildhall: EL 11; page 102 • 4-4 Iuzites Attack: EL 14; page 104 • 4-5 Haunted House: EL 10; page 103 • 4-6 Rogue Returned: EL 12; page 106 • 4-7 Zouken’s Finest: EL 11; page 107 ADP8-03 Expedition to the Ruins of Greyhawk Adaptation Page 8 EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. 4-1: The Wizards’ Laboratory Defeat the beholder, Galubgex APL 10 420 XP 4-2: Chamber of Seven Secrets Defeat the proctors APL 10 330 XP 4-3: Escape from the Guildhall Defeat or evade Ascariel APL 10 330 XP 4-4: Iuzites Attack Destroy the agents of Iuz APL 10 420 XP 4-5: Haunted House Destroy the cold shadows APL 10 300 XP 4-6: Rogue Returned Slay or capture Fidd APL 10 360 XP 4-7:Zouken’s Finest Defeat Zouken’s finest APL 10 330 XP Story Award Recover Zagig’s Key APL 10 750 XP Discretionary roleplaying award APL 10 810 XP Total Possible Experience APL 10 4,050 XP TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has its treasure listed in this section. Treasure is split into three categories: loot, coins, and magic. Loot: The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting takes at least 10 minutes for every five enemies. If the characters are unable to loot the bodies, they do not gain this gold. If it is reasonable that characters can go back to loot the bodies, and those bodies are still there, characters may gain the loot. Coin: The coin total is the number of gold pieces each character gains if they take the coin, gems, and jewelry available. A normal adventuring party can usually gather this wealth in a round or so. Magic: Magic treasure is the hardest to adjudicate, because magic items are varied and because PCs may want to use them during the adventure. Many times PCs must cast identify, analyze dweomer, or similar spell to determine the item’s properties and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used during the adventure, the PCs do not gain its gp value or access to it in the Items Found field of the AR. How much do they get? Add the gp value of all claimed treasure from each encounter. This is how much each PC gets. Write the total in the GP Gained field of the AR. Treasure Cap APL 10: 6,900 gp Total Possible Treasure APL 10: 11,123 gp 4-1: The Wizard’s Laboratory APL 10: Magic 1,667 gp; ring of invisibility (1,667 gp): Total 1,667 gp. 4-2: Chamber of Seven Secrets APL 10: Magic 4,575 gp; +2 thundering greatclub (3) (4,575 gp [1,525 gp each]): Total 4,575 gp. 4-3: Escape from the Guildhall APL 10: Magic 1,600 gp; ring of force shield (708 gp), wand of fox’s cunning (375 gp), figurine of wondrous power (silver raven) (317 gp), sovereign glue (200 gp); Total 1,600 gp. 4-4: Iuzites Attack APL 10: Loot 112 gp; Magic 2,022 gp; oil of magic weapon (4) (20 gp [5 gp each]), scroll of harm (4) (552 gp [138 gp each]), +2 splint mail (4) (1,450 gp [362 gp each]); Total 2,134 gp. 4-6: Rogue Returned APL 10: Loot 40 gp; Magic 1,107 gp; +1 rapier (193 gp), potion of cure moderate wounds (25 gp), +2 studded leather armor (348 gp), boots of striding and swinging (458 gp), cloak of resistance +1 (83 gp); Total 1,147 gp. ADP8-03 Expedition to the Ruins of Greyhawk Adaptation Page 9 ADVENTURE RECORD ITEMS �Zagig’s Key: You possess Zagig’s Key, which enables you to continue your exploration of the dungeons below Castle Greyhawk. �Notice of the Archmage: You have met the archmage Mordenkainen. Such a powerful individual has many interests, allies, and enemies in the Flanaess. Who know what future schemes of his you might be wittingly or unwittingly drawn into... �Iquoyan’s Boon: You have bested three of Zuoken’s finest in ritual combat. As a mark of your prowess, Iquoyan gifts you with a fist-sized ruby that marks you to followers of Zouken as a an honourable and skilled fighter. The ruby grants you a +4 circumstance bonus to all Charimsa-based checks made against followers of Zouken. You cannot sell it. ITEM ACCESS APL 10: • +2 thundering greatclub (Adventure; DMG) • Ring of invisibility (Core; DMG) • Ring of force shield (Core; DMG) • Wand of fox’s cunning (Any; DMG) • Figurine of wondrous power (silver raven) (Any; DMG) • Sovereign glue (Core; DMG) • Scroll of harm (Any; DMG) • Boots of striding and springing (Core; DMG) ADP8-03 Expedition to the Ruins of Greyhawk Adaptation Page 10 Part 3: Chapter 5 TIME UNITS AND UPKEEP This is a three-round core adapted adventure set in the Domain of Greyhawk. All characters pay 2 Time Units per round. Adventurer’s Standard Upkeep costs 12 gp per time unit. Rich Upkeep costs 50 gp per time unit. Luxury Upkeep costs 100 gp per time unit. Characters that fail to pay at least Standard Upkeep retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly benefits) as detailed in this adventure. A character that does not pay for at least Standard Upkeep may avoid the above-described penalties by living off the wild. If the character possesses four or more ranks in Survival and succeeds on a DC 20 Survival check, he heals temporary ability damage as if he had Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). PCs may Take 10 on this roll. Chapters 1 and 5 of the LGCS present more information about lifestyle and upkeep. ENCOUNTERS TO RUN The notes in this section deal with chapter 5 of Expedition to the Ruins of Greyhawk, which comprises the following combat encounters: • 5-1 The Pool of Black Ruin: EL 9; page 130 • 5-2 Verbeeg Caverns: EL 10; page 131 • 5-3 Iaxithrax’s Lair: EL 10; page 132 • 5-4 Vyrthoon’s Redoubt: EL 10; page 134 • 5-5 Kalystys’s Prison: EL 13; page 135 • 5-6 Golem Forge: EL 12; page 136 • 5-7 Mining Cavern: EL 12; page 138 • 5-8 Statue of Nerull: EL 10; page 139 • 5-9 Ruined Barracks: EL 12; page 140 • 5-10 Ruined Homes: EL 11; page 141 • 5-11 Underdark Staircase: EL 13; page 142 • 5-12 Avagozel’s Library: EL 12; page 148 • 5-13 Chapel of the Old One: EL 11; page 144 • 5-14 Summoning Chamber: EL 13; page 146 EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. 5-1: The Pool of Black Ruin Destroy the black pudding APL 10 270 XP 5-2: Verbeeg Caverns Defeat the verbeeg APL 10 300 XP 5-3: Iaxithrax’s Lair Defeat Iaxithrax and his minions APL 10 300 XP 5-4: Vyrthoon’s Redoubt Slay Vytthoon APL 10 300 XP 5-5: Kalystys’s Prison Destroy Kalystys APL 10 390 XP 5-6: Golem Forge Defeat Ajah-Kahar, Bailak and their minions APL 10 360 XP 5-7: Mining Cavern Slay Mashface APL 10 360 XP 5-8: Statue of Nerull Destroy the statue APL 10 300 XP 5-9: Ruined Barracks Destroy the black pudding APL 10 360 XP 5-10: Ruined Homes Destroy the fungus APL 10 330 XP ADP8-03 Expedition to the Ruins of Greyhawk Adaptation Page 11 5-11:Underdark Staircase Defeat Shyrath and his arrow demon minions APL 10 390 XP 5-12: Avagozel’s Library Slay Avagozel APL 10 360 XP 5-13: Chapel of the Old One Destroy the skeletons and Lorzag APL 10 330 XP 5-14: Summoning Chamber Destroy Bittertonge, Raesene and the rutterkins APL 10 390 XP Story Award Objective(s) met: APL 10 760 XP Discretionary roleplaying award APL 10 1,350 XP Total Possible Experience APL 10 6,750 XP TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has its treasure listed in this section. Treasure is split into three categories: loot, coins, and magic. Loot: The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting takes at least 10 minutes for every five enemies. If the characters are unable to loot the bodies, they do not gain this gold. If it is reasonable that characters can go back to loot the bodies, and those bodies are still there, characters may gain the loot. Coin: The coin total is the number of gold pieces each character gains if they take the coin, gems, and jewelry available. A normal adventuring party can usually gather this wealth in a round or so. Magic: Magic treasure is the hardest to adjudicate, because magic items are varied and because PCs may want to use them during the adventure. Many times PCs must cast identify, analyze dweomer, or similar spell to determine the item’s properties and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used during the adventure, the PCs do not gain its gp value or access to it in the Items Found field of the AR. How much do they get? Add the gp value of all claimed treasure from each encounter. This is how much each PC gets. Write the total in the GP Gained field of the AR. Treasure Cap APL 10: 11,500 gp Total Possible Treasure APL 10: 29,155 gp 5-2: Verbeeg Caverns APL 10: Loot 450 gp; Coin 10 gp, Magic 1,829 gp; +1 glaive (6) (1,154 gp [192 gp each], +1 breastplate (6) (675 gp [112 gp each]); Total 2,289 gp. 5-3: Iaxithrax’s Lair APL 10: Loot 225 gp; Coin 5 gp, Magic 915 gp; +1 glaive (3) (577 gp [192 gp each], +1 breastplate (3) (337 gp [112 gp each]); Total 1,145 gp. 5-4: Vyrthoon’s Redoubt APL 10: Magic 1,293 gp; wand of greater invisibility (945 gp), +2 studded leather armor (348 gp); Total 1,293 gp. 5-5: Kalystys’s Prison APL 10: Magic 3,791 gp; bracers of armor +3 (750 gp), amulet of health +4 (1,333 gp), ring of protection +2 (667 gp), ring of force shield (708 gp), cloak of resistance +2 (333 gp); Total 3,791 gp. 5-6: Golem Forge APL 10: Loot 212 gp; Coin 5 gp, Magic 2,123 gp; minor ring of cold resistance (1,000 gp), +1 full plate (221 gp), +1 heavy steel shield (98 gp), +1 frost composite longbow (717 gp), potion of cure serious wounds (62 gp), potion of eagle’s splendor (25 gp); Total 2,340 gp. 5-7: Mining Cavern APL 10: Loot 169 gp; Magic 1,667 gp; ring of invisibility (1,667 gp); Total 1,836 gp. 5-9: Ruined Barracks APL 10: Magic 450 gp; Murlynd’s spoon (450 gp); Total 450 gp. 5-11:Underdark Staircase APL 10: Loot 2 gp; Coin 14 gp, Magic 9,275 gp; potion of invisibility (25 gp), wand of cure moderate wounds (2,520 gp), +1 light fortification full plate (471 gp), +2 unholy heavy mace (2,693 gp), +2 cloak of resistance (333 gp), periapt of Wisdom +2 (333 gp), +1 composite longbow (4) (2,900 gp [725 gp each); Total 9,291 gp. 5-13: Chapel of the Old One APL 10: Loot 138 gp; Coin 87 gp, Magic 946 gp; lesser rod of extend (250 gp), +1 flaming greatsword (696 gp) Total 1,171 gp. 5-14: Summoning Chamber APL 10: Loot 1,004 gp; Coin 42 gp, Magic 4,504 gp; bone wand (1,361 gp), wand of scorching ray (41 gp), wand of displacement (50 gp), wand of ghoul touch (240 gp), scroll of ADP8-03 Expedition to the Ruins of Greyhawk Adaptation Page 12 planar binding (137 gp), scroll of lesser planar binding (2) (188 gp [94 gp each]), scroll of summon monster VI (137 gp), scroll of summon monster V (93 gp), scroll of summon monster III (31 gp), scroll of wall of force (94 gp), ring of protection +1 (167 gp), +1/+1 quarterstaff (717 gp), headband of intellect +2 (333 gp), portable hole (1,667 gp), +1 studded leather armor (3) (294 gp [98 gp]; Total 5,550 gp. ADVENTURE RECORD ITEMS �Whiteshiver Mushrooms: You can purchase drafts of whiteshiver elixir (EttRoG 222). Whiteshiver elixir costs 1,500 gp a vial and bestows the plant type upon the drinker for 1o minutes. �Nerull’s Blessing: As a full-round action, you can call out to Nerull and demand that a soul be returned to its body. This effect functions like a raise dead (CL 20th), without the normal time limit or the need for a material component. You cannot use this ability on yourself if you are killed. You can use ability only once. �Lord Henway’s Thanks: Lord Henway offers you his thanks for returning one or more of this pet aurumvoraxes. Unfortunately, he is a little short of cash right now and instead of your agreed upon reward offers to use his extensive contacts in the free city to find an item you wish to purchase. Designate any one item that you once had or currently have adventure access to. You now have core access to that item. You may use this favour once. ITEM ACCESS APL 10: • Wand of greater invisibility (Adventure; DMG) • Ring of force shield (Core; DMG) • +1 frost composite longbow (Any; DMG) • Minor ring of cold resistance (Core; DMG) • Ring of invisibility (Core; DMG) • Murlynd’s spoon (Core; DMG) • +1 light fortification full plate (Any; DMG) • Lesser rod of extend (Any; DMG) • +2 unholy heavy mace (Adventure; DMG) • Bone wand (Adventure; Expedition to the Ruins of Greyhawk) • Wand of scorching ray (Any; DMG) • Wand of displacement (Any; DMG) • Wand of ghoul touch (Any; DMG) • Scroll of planar binding (Any; DMG) • Scroll of lesser planar binding (Any; DMG) • Scroll of summon monster VI (Any; DMG) • Scroll of summon monster V (Any; DMG) • Scroll of wall of force (Any; DMG) • Portable hole (Adventure; DMG) ADP8-03 Expedition to the Ruins of Greyhawk Adaptation Page 13 Part 4: Chapter 6 TIME UNITS AND UPKEEP This is a three-round core adapted adventure set in the Domain of Greyhawk. All characters pay 2 Time Units per round. Adventurer’s Standard Upkeep costs 12 gp per time unit. Rich Upkeep costs 50 gp per time unit. Luxury Upkeep costs 100 gp per time unit. Characters that fail to pay at least Standard Upkeep retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly benefits) as detailed in this adventure. A character that does not pay for at least Standard Upkeep may avoid the above-described penalties by living off the wild. If the character possesses four or more ranks in Survival and succeeds on a DC 20 Survival check, he heals temporary ability damage as if he had Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). PCs may Take 10 on this roll. Chapters 1 and 5 of the LGCS present more information about lifestyle and upkeep. ENCOUNTERS TO RUN The notes in this section deal with chapter 6 of Expedition to the Ruins of Greyhawk, which comprises the following combat encounters: • 6-1 Hall of the Juggernaut: EL 13; page 190 • 6-2 Raknian’s Retreat: EL 13; page 192 • 6-3 Temple of Boccob: EL 13; page 194 • 6-4 Intellect Devourer: EL 13; page 196 • 6-5 Shodei’s Laboratory: EL 13; page 198 • 6-6 Garden of Golden Ruin: EL 11; page 197 • 6-7 Zagig’s Ziggurat: EL 12; page 200 • 6-8 The Great Spiral Staircase: EL 12; page 201 • 6-9 Chamber of the Orb: EL 13; page 202 • 6-10 Gallery of Wonder: EL 13; page 204 • 6-11 Royal Court: EL 14; page 206 • 6-12 Arrival at the Isle: EL 12; page 203 • 6-13 The Dormant King: EL 12; page 208 • 6-14 The Ichor Shrine: EL 14; page 211 • 6-15 Warden’s Ziggurat: EL 14; page 209 • 6-16 Livashti’s Chapel: EL 15; page 212 • 6-17 The Godtrap: EL 17; page 214 EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. 6-1: Hall of the Juggernaut Destroy the juggernaut and the redcaps APL 12 390 XP 6-2: Raknian’s Retreat Defeat Raknian and his aurumvoraxes APL 12 390 XP 6-3: Temple of Boccob Destroy the temple guardians APL 12 390 XP 6-4: Intellect Devourer Prison Destroy the intellect devourers APL 12 390 XP 6-5: Shodei’s Laboratory Slay Shodei APL 12 390 XP 6-6: Garden of Golden Ruin Destroy the yellow musk creeper and its creatures APL 12 330 XP 6-7: Zagig’s Ziggurat Destroy Mavaug APL 12 360 XP 6-8: The Great Spiral Square Destroy Han-Tan Chun APL 12 390 XP 6-9: Chamber of the Orb Slay Wedrah and Aluuq APL 12 390 XP 6-10: Gallery of Wonder Defeat Komoghet and his guards APL 12 390 XP 6-11: Royal Court Slay Lyndurm ADP8-03 Expedition to the Ruins of Greyhawk Adaptation Page 14 APL 12 420 XP 6-12: Arrival at the Isle Slay the island ape APL 12 360 XP 6-13: The Dormant King Slay the Dormant King APL 12 340 XP 6-14: The Ichor Shrine Slay Vejakilar and the cultists APL 12 420 XP 6-15: Warden’s Ziggurat Destroy the hezrous APL 12 420 XP 6-16 Livashti’s Chapel Slay Livashti and Riggby APL 12 450 XP 6-17: The Godtrap Destroy the false Iggwilv and her minions APL 12 510 XP Discretionary roleplaying award APL 12 1,145 XP Total Possible Experience APL 12 7,875 XP TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has its treasure listed in this section. Treasure is split into three categories: loot, coins, and magic. Loot: The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting takes at least 10 minutes for every five enemies. If the characters are unable to loot the bodies, they do not gain this gold. If it is reasonable that characters can go back to loot the bodies, and those bodies are still there, characters may gain the loot. Coin: The coin total is the number of gold pieces each character gains if they take the coin, gems, and jewelry available. A normal adventuring party can usually gather this wealth in a round or so. Magic: Magic treasure is the hardest to adjudicate, because magic items are varied and because PCs may want to use them during the adventure. Many times PCs must cast identify, analyze dweomer, or similar spell to determine the item’s properties and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used during the adventure, the PCs do not gain its gp value or access to it in the Items Found field of the AR. How much do they get? Add the gp value of all claimed treasure from each encounter. This is how much each PC gets. Write the total in the GP Gained field of the AR. Treasure Cap APL 12: 16,500 gp. Total Possible Treasure APL 12: 52,376 gp. 6-2: Raknian’s Retreat APL 12: Magic 3,019 gp; breastplate of command (915 gp), +2 buckler (347 gp), +1 mighty cleaving bastard sword (695 gp), cloak of Charisma +2 (333 gp), ring of protection +2 (667 gp), potion of haste (62 gp); Total 3,019 gp. 6-3: Temple of Boccob APL 12: Magic 1,708 gp; amulet of health +2 (333 gp), ring of force shield (708 gp), ring of protection +2 (667 gp); Total 1,708 gp. 6-5: Shodei’s Laboratory APL 12: Magic 3,485 gp; ring of protection +2 (667 gp), headband of intellect +4 (1,333 gp), wand of displacement (213 gp), wand of phantasmal killer (1,190 gp), wand of resist energy (82 gp); Total 3,485 gp. 6-9: Chamber of the Orb APL 12: Magic 3,152 gp; potion of cure moderate wounds (25 gp), scroll of song of discord (94 gp), scroll of mass suggestion (137 gp), wand of grease (55 gp), +1 chain shirt (119 gp), +1 merciful whip (692 gp), cloak of Charisma +2 (333 gp), wand of magic missile (CL 9th, 495 gp) +1 mithral chain shirt (175 gp), +1 keen rapier (193 gp), ring of protection +1 (167 gp), amulet of natural armor +1 (2) (334 gp [167 gp each]), gloves of Dexterity +2 (333 gp); Total 3,152 gp. 6-10: Gallery of Wonder APL 12: Loot 19 gp; Magic 2,733 gp; gloves of Dexterity +2 (333 gp), belt of giant strength +4 (1,333 gp), ring of protection +2 (667 gp), slippers of spider climbing (400 gp); Total 2,752 gp. 6-11: Royal Court APL 12: Loot 88 gp; Coin 208 gp, Magic 2,997 gp; +1 thundering light crossbow (685 gp), Murlynd’s spoon (450 gp), headband of intellect +2 (333 gp), gloves of Dexterity +2 (333 gp), +1 greatsword (6) (1,196 gp [196 gp each]); Total 3,293 gp. 6-14: The Ichor Shrine APL 12: Loot 663 gp; Coin 250 gp, Magic 5,426 gp; +1 seeking composite longbow (700 gp), gloves of arrow snatching (333 gp), ring of protection +2 (667 gp), potion of cure moderate wounds (6) (150 gp [25 gp each]), potion of fly (6) (372 gp [62 gp each]), +1 breastplate (6) (672 gp [112 gp ADP8-03 Expedition to the Ruins of Greyhawk Adaptation Page 15 each], rod of wonder (1,000 gp), wand of stoneskin (1,228 gp), amulet of natural armor +1 (167 gp), ring of protection +1 (167 gp); Total 6,339 gp. 6-16 Livashti’s Chapel APL 12: Coin 250 gp, Magic 6,142 gp; wand of glibness (656 gp), lesser rod of extend metamagic (250 gp), scroll of demand (300 gp), scroll of greater dispel magic (137 gp), scroll of heal (137 gp), scroll of project image (137 gp), scroll of restoration (67 gp), +1 animated heavy steel shield (764 gp), +3 keen spiked chain (2,694 gp), cloak of charisma +2 (333 gp), ring of protection +2 (667 gp); Total 6,392 gp. 6-17: The Godtrap APL 12: Coin 1,417 gp, Magic 20,819 gp; wand of magic missile (CL 9th, 111 gp), bracers of armor +8 (5,333 gp), ring of protection +3 (1,500 gp), ring of freedom of movement (3,458 gp), amulet of health +4 (1,333 gp), gloves of Dexterity +4 (1,333 gp), boots of levitation (625 gp), circlet of persuasion (375 gp), dusty rose ioun stone (417 gp), pale green ioun stone (2,500 gp), stone of good luck (1,667 gp), pearl of power (5th- level) (2,083 gp), true seeing ointment (4) (84 gp [21 gp each]); Total 22,236 gp. ADVENTURE RECORD ITEMS �True Seeing Ointment: You have core access to ointment of true seeing (CL 11th; 250 gp per application). �Scrolls: You have access to the following scrolls and may craft them as normal: demand, greater dispel magic, heal, project image, restoration, song of discord, mass suggestion. �Wands: You have core access to the following wands and may craft them as normal: displacement, phantasmal killer, resist energy, magic missile (CL 9th); grease, stoneskin glibness. �Blessing of Zouken: You have freed the god Zouken from the godtrap and in exchange he grants you a permanent +1 insight bonus to AC and on Will saving throws. �Robilar Returned: You have freed Robilar from the godtrap and touched him with the Orb of Opposition. He is grateful for rescuing him from Lynn and may help you in the future. �Thanks of Your Comrades: You have saved the free city from a terrible enemy and the folk of your affiliation are grateful. You receive a +3 bonus to your affiliation score with your first or primary affiliation. Note the name of the affiliation here: ITEM ACCESS APL 12: • Breastplate of command (Adventure; DMG) • +1 mighty cleaving bastard sword (Core; DMG) • Ring of force shield (Any; DMG) • +1 keen rapier (Any; DMG) • +1 mithral chain shirt (Any; DMG) • +1 merciful whip(Core; DMG) • Slippers of spider climbing (Any; DMG) • +1 thundering light crossbow (Core; DMG) • Murlynd’s spoon (Adventure; DMG) • +1 seeking composite longbow (Any; DMG) • Gloves of arrow snatching (Any; DMG) • Rod of wonder (Adventure; DMG) • +1 seeking composite longbow (Core; DMG) • Gloves of arrow snatching (Any; DMG) • +1 animated heavy steel shield (Core; DMG) • +3 keen spiked chain(Core; DMG) • Lesser rod of extend metamagic (Adventure; DMG) • Boots of levitation (Core; DMG) • Circlet of persuasion (Core; DMG) • Dusty rose ioun stone (Adventure; DMG) • Pale green ioun stone (Adventure; DMG) • Stone of good luck (Core; DMG) • Pearl of power (5th-level) (Any; DMG) • True seeing ointment (Adventure; DMG) • Ring of freedom of movement (Any; DMG)
textdata/thevault/Living Greyhawk/Modules/Adaptables/598/ADP8-03 - Expedition to the Ruins of Greyhawk (APL 8-12)/ADP8-03 - Expedition to the Ruins of Greyhawk Parts 1-4.pdf
SMITH AND ROBARDS AMMO CATALOG Rocket bullets Price: $70 This rocket powered bullet picks up speed as it goes, adding to the impact by +2 damage for each increment but as they burn out quickly the range is halved. Malfunction: The bullet spins wildly out of control and turns back on the shooter. Treat this as suppressive fire against anyone within a small burst template. Long shot bullets Price: $50 This slim bullet is made out of ghost steel and can travel much farther with maintained accuracy doubling the range. Malfunction: The bullet explodes in the gun dealing 2d4 of damage to the holder. The gun will not work until it has been repaired. Detonation bullets Price: $100 A small warhead that explodes on impact causing 2d6 of damage to anyone within a small burst template who doesn’t make a successful Agility roll. The original target gets a -2 penalty to his Agility roll and if he fails the extra damage is added to the normal shooting damage. Smith and Robards occasionally sell a more high explosive version of this bullet for $200. These devilish rounds deal 3d6 of damage but malfunctions on a roll of one or two. Malfunction: The bullet explodes in the gun dealing 2d6 of damage to everyone within a small burst template. The gun will not work until it has been repaired. Heat seeking bullets Price: $50 This little high-tech bullet ignores -1 penalty to called shoots. Malfunction: The bullet locks on another target, hitting the nearest ally. Flabbergast bullets Price: $40 An electrically charged bullet that causes a target to make a Vigor roll or be shaken even if the attack deals no damage. Malfunction: The bullets electrical charge goes off in the gun making the shooter automatically shaken. Piercing bullets Price: $80 The coating on this bullet is made to rip through almost everything adding +2 AP and damage to the attack. If the attack causes a wound the bullet has burst through the target, subtract 4 from the shooting roll to see if the bullet hits another target in a straight line from the shooter. Malfunction: The bullet explodes in the gun dealing 2d6 of damage to the holder. The gun will not work until it has been repaired. Premium silver coated bullet Price: $30 A ghost steel bullet coated with pure high quality silver. This bullet deals magic damage and one additional d6 of damage against creatures with a weakness to silver. Malfunction: The gun jams and can’t be fired until someone makes a successful repair roll. Inferno shells Price: $45 These ghost rock filled shells literarily turn your shotgun into a flamethrower. Anyone within a cone template must make an opposed Agility roll versus your shooting roll or take 3d6 of damage. Malfunction: The shell explodes in the shotgun dealing 3d6 of damage to anyone within a small burst template. Should the shotgun have been loaded with more than one Inferno shell then all shells explode causing 3d8 of damage to everyone within a medium burst template. The shotgun will not work until it has been repaired. Shrapnel shells Price: $60 The shot of this shell will spread more effectively allowing you to hit a small burst template at medium range and a medium burst template at long range. Malfunction: The shell backfires dealing 2d6 of damage to the holder.
textdata/thevault/Deadlands [multi]/Misc/DL - Smith and Robards Ammo Catalog.pdf
1/5 Savant fou : défauts de fabrication d’inventions mardi 3 mai 2005, par Dr Pendelton "Pour beaucoup d’entre nous, la Science n’est pas seulement l’étude et l’application des formules et des raisonnements qui nous sont si chers. C’est aussi une forme d’expression. Nous sommes les artistes de la raison : nous exprimons notre amour à travers notre créativité et l’élaboration d’engins formidables auxquels nous donnons vie grâce à la roche fantôme et à notre génie. Je ne peux pas regarder l’homme automate du Dr Hellstromme, l’insecticide anti-tique de Dr Spencer, ou le lanceur d’éclairs de Lightning Kid sans être rempli d’admiration devant la vitesse avec laquelle la science a progressé ces dernières années." Les principales armes d’un Savant Fou contre les horreurs de l’Ouest Sauvage sont les machines inspirées par les démons et fonctionnant à la roche fantôme. Ces créations défient les lois de la science, sans pour autant les faire voler en éclats. Cependant, de nouveaux savants peuvent éprouver des difficultés à créer des plans capables de repousser les limites de la science. Les joueurs qui jouent ces génies peuvent se contenter des gadgets du livre des règles et du supplément Smith & Robards, mais ils auront peut-être envie de concevoir leurs propres machines. Alors que les Hucksters apprennent de plus en plus de sorts au fur et à mesure que leurs pouvoirs augmentent, et que d’autres sortent de leur tombe avec des pouvoirs venus tout droit de l’enfer, un Savant Fou peut se sentir bloqué avec toujours le même lance-flammes. Pour résoudre ce problème, un Savant peut utiliser les Défauts de Fabrication pour dessiner les plans de sa machine. De la même façon que les Handicaps donnent des points supplémentaires et des couleurs aux personnages, les Défauts rendent les machines plus faciles à inventer et à construire, tout en leur donnant un certain style. Une machine peut avoir jusqu’à 10 points de Défaut. Ces points peuvent être utilisés de trois façons différentes : 1) Pour chaque point investi en Recherche, le joueur peut tirer une carte supplémentaire au cours de la réalisation du plan, afin d’obtenir plus facilement la main de poker nécessaire. Les cartes supplémentaires rendent le travail plus facile, mais donnent une occasion supplémentaire aux manitous de frapper. 2) Pour chaque point investi en Design, le joueur diminue le SD du jet de Construction de 1. 3) Le joueur peut diviser le temps de construction par le nombre de points investis en Construction. Exemple : Lightning Kid, le fameux "Tireur de la Raison", veut fabriquer un nouvel engin. Il veut 2/5 concevoir une paire de gants de protection afin d’être protégé lorsque son canon à éclairs est défaillant. Il jette un œil à la liste des Défauts de Fabrication, et en choisit deux : Assourdissant et Rouillé. Assourdissant signifie que les gants émettent un gémissement suraigu lorsqu’ils fonctionnent, et Rouillé signifie qu’ils peuvent s’endommager facilement au contact de l’eau. Le savant reçoit au total 3 points pour ces Défauts. Il place 1 point en Recherche et 2 points en Design. Quand il tire les cartes pour le plan, il a le droit à une carte supplémentaire (en plus des autres cartes qu’il obtient éventuellement grâce à des degrés). S’il peut construire son engin, la difficulté sera diminuée de 2. Tu trouveras ci-dessous la liste des Défauts de Fabrication qu’un Savant Fou peut utiliser pour ses inventions. Le Marshal peut bien sûr choisir d’éliminer, de modifier ou d’ajouter tous les Défauts qu’il désire. La plupart des Défauts sont destinés aussi bien à des appareils purement mécaniques, qu’à des machines fonctionnant à la roche fantôme. Toutefois, un Marshal observateur remarquera que certains Défauts conviennent mieux à certains engins. Arrêtez-le ! 1 En général, le bouton "arrêt" est un détail important d’une machine. Apparemment, tu n’es pas du genre à t’embêter avec ça. Pour arrêter ton engin, tu dois faire un jet Faisable (5) en bidouiller. Assourdissant : 1 Ton engin fait un raffut épouvantable. Il fait un tel boucan que tout jet de Perception ou de furtivité subit un malus de -2. Attends que ça chauffe ! 1-5 La science des Savants Fous n’est pas faite pour les engins qui marchent au quart de tour. Avant de pouvoir fonctionner correctement, une machine a parfois besoin de chauffer suffisamment longtemps pour produire de la vapeur. S’il s’agit de ton Gatling gun, ce laps de temps peut t’être fatal. Pour chaque niveau de ce Défaut, l’engin doit chauffer pendant 1 round avant d’être utilisé normalement. La machine se met en marche progressivement, et l’utiliser pendant cette période de chauffe peut être dangereux. Mais si tu y tiens, tu dois utiliser une action et faire un jet Difficile (9) en bidouiller avec un malus de -1 pour chaque round de chauffe que tu veux supprimer. Un échec signifie que l’action est gaspillée, et une réussite signifie que la machine fonctionne normalement (mais avec un malus de -4 pour ce round). Si tu te plantes, tes potes n’auront peut-être pas envie de voir le résultat. Colonne de fumée : 1 Quand tu mets ta machine en marche, tu as l’impression qu’il y a comme un gros cigare attaché à l’arrière. Ta machine crache une fumée noire qui impose un malus de -2 à tous les jets de Perception. Contrefaçon : 2 Les savants sont constamment en compétition les uns avec les autres. Les combats qui en résultent ont entraîné l’ouverture de bureaux spécialisés dans le dépôt de brevets. D’un autre côté, de nombreux savants commandent des objets à Smith & Robards, puis les démontent pour savoir comment ils ont été fabriqués. Tu es l’un de ces hombres sans scrupule. Les points que t’apporte ce Défaut peuvent seulement être utilisés pour avoir plus de cartes ou pour modifier le temps de construction. Au contraire, le SD du jet de Construction 3/5 augmente de 2 points puisque tu n’as pas de plan sur lequel te baser. Engin défectueux : 1/3 La fonction principale de l’engin ne marche pas dans certaines situations. Un chariot à vapeur ("wagon-vapeur") peut devenir incapable d’avancer dans le sable, et un gilet pare-balles peut fondre sous la chaleur d’un lance-flammes. Le nombre de points reçus pour ce Défaut dépend si la substance en cause est rare ou ordinaire. - 1 Rare : un lance-flammes qui est inefficace contre de la roche fantôme, un vélocipède qui est incapable de monter un terrain en côte rocailleux, etc. - 3 Ordinaire : un gilet pare-balles qui fond à la chaleur, les ailes d’un ornithoptère qui ne sont pas à l’épreuve des balles, etc. Erreur de calcul : 1-5 Les savants sont généralement des as en maths, mais tu étais trop occupé à dormir en classe ou à rêver de ton Canon Destructeur. Tes calculs mathématiques ne sont pas toujours très justes. Le niveau de ce Défaut correspond au malus qui s’applique à tous les jets de compétence nécessaires pour se servir de ton engin. Si tu choisis un niveau d’Erreur de calcul de 2 pour construire ton Canon Destructeur, tous tes jets en tirer subiront un malus de -2. Et ça tient debout ? 2 Tu es peut-être timbré, mais t’as l’impression qu’il manque quelque chose à ton engin ici ou là. Bien que l’ensemble tienne à peu près bon, lors d’une secousse un peu brutale - une chute le long d’une falaise, ou un bon coup sur la tête d’une Chauve-Souris Diabolique quand tu n’as plus de munitions - il est cassé net. Pour le faire marcher à nouveau, tu dois faire un jet Rude (7) en bidouiller. Forte consommation : 3 Ton engin consomme énormément, qu’il s’agisse de roche fantôme, d’huile ou de munitions. Quand tu te sers de ton engin, lance un d6 à chaque jet de dommages et/ou chaque jet de fiabilité. Si tu fais 1, ton gadget a consommé la dernière goutte de ce qui lui sert de carburant. Tant que ton engin n’est pas réapprovisionné, il ne fonctionnera pas. Gros tas de boulons : 1-3 La plupart des blouses blanches passent plus de temps au milieu de leurs papiers qu’au milieu des vaches. Ou bien tu as la peau sur les os, ou bien tu devrais apprendre à faire des engins un peu plus légers. Si ton engin est un Gros tas de boulons, une Force minimale est nécessaire pour s’en servir. Tu trouveras le type de dé minimal dans le tableau ci-dessous. Niveau et Dé nécessaire - 1 d4 - 2 d6 - 3 d8 Incompréhensible : 2 Cet appareil a un nombre impressionnant de leviers et de boutons et, bien sûr, les savants fous ne sont pas du genre à laisser le mode d’emploi. Si tu ne sais pas te servir de cet engin de malheur, tu dois faire un jet d’Astuce Difficile (9). Les autres savants sont capables de trouver comment s’en servir un peu plus facilement : leur difficulté est Faisable (5). La roue de la fortune : 1/3 T’as acheté ce dont tu avais besoin, et tu tentes ta chance. L’arme que tu as construite a des performances très aléatoires. Parfois tu presses 4/5 la détente et tu envoies tes adversaires vers un aller simple pour la Lune. Mais d’autres fois, tu es à peine capable de les amocher. Niveau et dommages - 1 Détermine un type de dé de dommages lors de la construction de l’engin. A chaque coup, tire une carte de ton Deck d’Action pour connaître le nombre de dés. - 3 Tire une carte de ton Deck d’Action pour connaître le nombre et le type de dé, comme lors de la création d’un personnage. Les Jokers Rouges ont comme toujours des effets étranges. Pour le niveau 1, tire une seconde carte et utilise-la, mais ajoute un d12 supplémentaire aux dommages. Pour le niveau 3, tire une autre carte et multiplie par deux le nombre de dés (par exemple, 2d12 devient 4d12). Les Jokers Noirs entraînent automatiquement une casse. Machine de l’enfer : 1/3/5 Lorsque les manitous ont chuchoté leurs révélations à ton oreille, ils ont apporté un peu de leur environnement avec eux. Quand elle est en marche, ta machine émet suffisamment de chaleur pour frire un œuf, un steak ou peut-être même un homme. Niveau Dommages - 1 1d4 points de souffle par round - 2 2d6 points de souffle par round - 3 3d8 points de souffle par round Mécanisme de précision : 1 Normalement, il suffit d’appuyer sur un bouton pour mettre une machine en marche. Ta machine doit être réglée de façon très précise, et tu dois faire un jet Faisable (5) en Bidouiller pour la mettre en marche. Pas au point : 5 Avant d’être utilisées sur le terrain, les inventions sont testées de nombreuses fois dans des laboratoires propres et à l’environnement contrôlé. Malheureusement, ton engin aurait eu besoin de quelques tests supplémentaires. A chaque fois que ton engin est utilisé dans des conditions qui ne sont pas idéales (températures extrêmes, engin tombé dans une rivière, utilisé comme un gourdin de fortune, etc.) le Marshal peut te demander de faire un jet de Fiabilité. Etant donné que l’Ouest est une région rude et impitoyable, cela peut t’être demandé souvent. Le bon côté de choses, c’est que si tu réussis ton jet, tu reçois une pépite. Porte-malheur : 1-3 Même si certaines inventions se ressemblent, elles conservent toujours leur propre "caractère". Quand ton cheval est une vraie bourrique, tu dois le cajoler avec des mots gentils... ou avec un bon coup de pied dans les flancs. Le nombre de points dépend de la complexité du rituel que tu dois réaliser pour que ton engin marche. - 1 : Mineur (actionner le démarreur trois fois) - 2 : Majeur (redémarrer le chariot à vapeur régulièrement) - 3 : Arcane (remplacer le mécanisme après chaque utilisation) Problème de pièces ? 3 Des fois, il faut bien faire avec ce qui traîne dans le labo. Les composants de ta machine ne sont pas forcément des matériaux solides, et la machine a besoin d’un entretien constant. Si le savant ne passe pas au moins une heure à nettoyer et à entretenir sa machine, la Fiabilité diminue de 2 points par jour où cet entretien n’est pas réalisé. Rouillé : 2 5/5 L’eau recouvre les trois quarts de la planète. L’eau arrose les cultures, désaltère le gosier, et c’est même dans l’eau que la vie est apparue. L’eau endommage également ton engin si elle entre en contact avec lui. Que ton engin se retrouve sous une pluie battante, ou qu’il se retrouve immergé pendant un bref instant, tu devras faire un jet Rude (7) en bidouiller pour qu’il fonctionne de nouveau. Touche pas à ça ! 1/2 Quelque part sur l’appareil, se trouve une zone essentielle à son fonctionnement. Il peut s’agir d’une soupape de sécurité, d’un levier qui actionne le système de refroidissement de la chaudière à roche fantôme ou, la plupart du temps, d’un bouton rouge qui déclenche le système d’auto-destruction. Si cette zone reçoit une balle, est actionnée, ou est affectée d’une façon ou d’une autre, une catastrophe survient. Une personne engagée en combat au corps à corps avec l’utilisateur de la machine peut toucher la zone en réussissant un jet opposé. - 1 : Si on appuie sur le bouton, le savant doit immédiatement faire un jet de Fiabilité. Il doit continuer à faire un jet de Fiabilité à chaque round, jusqu’à ce qu’il parvienne à annuler la procédure ou jusqu’à ce qu’il échoue un jet. - 2 : Comme décrit plus haut, mais chaque jet de Fiabilité subit un malus cumulatif de -2. Ce malus s’applique à partir du deuxième jet. Unique : 5 Il existe de nombreux engins uniques et étranges dans l’Ouest Sauvage, mais tu possèdes l’unique exemplaire de cet engin. Qu’il s’agisse d’un accident de labo, de plans perdus, ou d’un sens très développé de la paranoïa, les plans de ton engin ne sont plus en ta possession. Par conséquent, si ton engin venait à être perdu ou détruit, tu devrais tout recommencer depuis le début pour en construire un autre.
textdata/thevault/Deadlands [multi]/LANG/[FR]/Aides de Jeu/DL FR - Savant fou - Défauts de fabrication déinventions.pdf
PRODUCT NO. FO327 FOLLOW US ON FACEBOOK, TUMBLR, AND TWITTER! E-MAIL US AT: [email protected] ABANDONED ARTS© PRESENTS: NINE NEW FEATS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 2 ARCANE ARMORER You can more effectively shape planes of force into magical armor. PREREQUISITES: Spell Focus (conjuration) BENEFIT: Whenever a conjuration (creation) spell that you cast would grant an armor bonus to one or more targets, that bonus is increased by 1 for the duration of the spell. BARRIER SPELL [METAMAGIC] You can more safely cast spells with prolonged casting times. BENEFIT: You may alter any spell with a casting time of 1 round or longer so that the coalescing energies of the spell form a protective barrier around the caster during the extended casting process. As long as you are in the process of casting a spell altered by this metamagic feat, you gain spell resistance and an armor bonus to your AC equal to three times the spell level of the modified spell. When the casting of the spell is complete (or disrupted or otherwise interrupted), these bonuses expire. A barrier spell takes up a spell slot one level higher than the spell’s actual level. BOLSTERED HEALTH A breadth of experience as a healer has bolstered your physical toughness. BENEFIT: You gain a number of additional hit points equal to three times the spell level highest-level conjuration (healing) spell that you can cast. CHANNEL HEALTH You can channel healing spells at the expense of your own health. PREREQUISITES: Con 11 BENEFIT: Whenever you cast a conjuration (healing) spell to restore a variable number of hit points to one or more targets, you may endow the spell with greater strength at the expense of your own physical and mental stamina. If you do, you may re-roll any single die rolled as a part of the spell’s effects and take the greater of the two rolls. After casting a spell in this way, you gain the fatigued condition for a number of rounds equal to twice the level of the conjuration (healing) spell cast. If you were fatigued before casting the spell, you take 1d6 points of nonlethal damage per spell level and become exhausted instead. DIMENSIONAL STRIKER Your confounding dimensional agility affords you an offensive advantage in combat. PREREQUISITES: Dimensional Agility1, Dimensional Assault1, Dimensional Dervish1, Dimensional Savant1, abundant step class feature or the ability to cast dimension door, base attack bonus +12 BENEFIT: When you use your Dimensional Savant feat to effectively “flank with yourself” as described by that feat, your melee attacks deal an additional 1d6 points of damage each to flanked opponent. DRAMATIC TELEPORTATION Your teleportation magic seems to tear the world down around you. PREREQUISITES: caster level 12th BENEFIT: You can cast conjuration (teleportation) spells in exceedingly dramatic fashion, accompanied by a flickering flash and an earth-shaking sound like the fabric of reality being torn asunder. Opponents that witness your dramatic entrance via teleportation spell take a -4 penalty on the first initiative check they make within the next minute. PERSISTENT SUMMONS Your summoning spells are all but impossible for lesser spellcasters to dispel. PREREQUISITES: Spell Focus (conjuration) BENEFIT: Creatures that you summon with conjuration (summoning) spells cannot be dispelled by any spell with a caster level lower than your own. SEETHING SUMMONS You can share your seething rage with creatures that you conjure. PREREQUISITES: moment of clarity rage power, Augmented Summoning BENEFIT: When you cast a conjuration (summoning) spell while raging, any living, non- mindless creature summoned by your spell is conjured in a rage (as though affected by a rage spell). This effect persists for as long as you continue to rage. WONDERWORKER You can create miraculous displays visible from across tremendous distances. PREREQUISITES: divine spellcaster level 5th, Spell Focus (conjuration) BENEFIT: Whenever you cast a 6th level or higher divine spell you may choose to work a grandiose and miraculous marvel of faith into the effects of your spell as a free action. If you do, your spell is accompanied by a tremendous display of wonder appropriate to the divine portfolio of the deity that you worship (a gigantic swarm of butterflies, a cacophony of wailing spirits, a massive veil of swirling leaves and petals, and so on). This tremendous divine display is visible from up to a mile away and fills an area with a radius of 50 ft. per spell level, and is centered on the target or targets of the spell (or on you, if the spell does not target one or more creatures). The wondrous display is an instantaneous effect; it does not persist long enough to provide cover or concealment. In addition to the visual display produced by your spell, creatures with Intelligence scores of 3 or higher within the area of the spell may become inspired or demoralized. Creatures that worship the same deity that grants your divine spells are inspired by the miracle, and may not be demoralized or shaken for 1 round. Creatures whose alignments are diametrically opposed to that of your deity are shaken for 1 round if their total Hit Dice are equal to or less than the level of the spell that you cast in this way. 1: See the Pathfinder® Roleplaying Game: Ultimate Combat ™ sourcebook for a description of this feat. 3 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. 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(h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Abandoned Arts Presents: Feats of Conjuration © 2013, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. CREDITS Design and editing by Daron Woodson. Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Learn more about the Pathfinder Roleplaying Game at www.paizo.com.
textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/Feats of Conjuration.pdf
Feats of Envy Feats of Envy Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Product No. FO103 [email protected] Presents Presents Roleplaying Game Roleplaying Game Feats of Sin This installment of the More Feats! product line introduces a new kind of feat: the sin feat. Sin feats are designed to represent a character’s vices and moral failings, though they are by no means restricted to evil or non-good characters. Though a few sin feats are supernatural in nature, and some even grant bonuses of the profane type, characters of any faith or alignment may wrestle with sinful vices – grappling with and overcoming such a moral complication often serves to highlight a character’s heroism. Many sin feats provide benefits and effects which scale with the number of sin feats that a character possesses. Where applicable, these scaling bonuses are listed in the description of each feat’s benefits. Some sin feats’ prerequisites require a character to possess some number of other sin feats first, or may allow a character to bypass other prerequisites if they do. For example, a feat might list “Iron Will or one other sin feat” in the prerequisite line. These feats need not share a theme (like wrath, lust, or greed) with the feat listing the prerequisite; all sin feats are equal to one another for the purposes of fulfilling prerequisites like these. ACQUISITIVE [SIN] You are adept at evaluating the worth of other people’s possessions. Prerequisite: Appraise 3 ranks or one other sin feat Benefit: You gain a +2 profane bonus on Appraise skill checks made to appraise objects that do not belong to you. Additionally, you can attempt to appraise any item as a move action. You need not interact with an object firsthand in order to do so; you may appraise an item by observing it at a distance of 10 ft. or less. • If you possess five other sin feats, you gain a +2 profane bonus on CMD checks made to disarm or steal an object whose value you have appraised (even if, unbeknownst to you, you appraised its value incorrectly). Normal: Attempting to appraise an item is a standard action. ARCANE JEALOUSY [SIN] You bitterly deny any power greater than your own. Prerequisite: ability to cast arcane spells, Spellcraft 1 rank Benefit: You gain a +1 profane bonus on saving throws against arcane spells higher-level than you can cast, yourself. You must successfully identify such a spell in order to apply this bonus against it. • If you possess five other sin feats, this bonus increases to +2. CONNIVING COMPANION [SIN, TEAMWORK] You’re a natural schemer. Benefit: Whenever you would gain a bonus from an allies’ aid another action, you may grant that bonus instead to any ally that also possesses this feat. To do so, you must spend an immediate action scheming and planning, speaking in a language that the designated ally can hear and understand. COVETOUS COUNTERSPELL [SIN] You envy your rival’s spells. Prerequisite: ability to cast prepared spells, two other sin feats Benefit: Once per day, when you successfully counter a spell that appears in your spellbook or on your known spells list, you may prepare that spell in an available spell slot as an immediate action. To prepare a spell in this way, it must be at least one level lower than the highest-level spell that you can prepare. CURSE OF CUPIDITY [SIN] You prefer to build yourself up by bringing others down, wielding an avaricious curse. Prerequisite: ability to cast spells, Greater Sunder or three other sin feats Benefit: You can make a special sunder check with only a touch. If your check succeeds, your sunder check deals damage equal to 1d6 plus your Wisdom modifier. If the object would gain the broken condition, it is instead subject to your curse of cupidity. An object so affected loses all special properties; a magical or masterwork weapon or piece of armor becomes non-magical, staves become ordinary quarterstaffs, potions become ordinary bottles of water, scrolls become non-magical scraps of parchment, gold becomes copper, wondrous items lose all special properties, and so on. Equipment so affected cannot be restored by spells like mending or make whole, but may be wholly and automatically repaired by a remove curse spell. Presents... Presents... 2 DENY THE GODS [SIN] You covet the power of the gods. Benefit: You gain spell resistance 10 against divine spells. • If you possess two other sin feats, your spell resistance increases to 12. • If you possess three other sin feats, this spell resistance increases to 14. • If you possess four other sin feats, this spell resistance increases to 16. EMBITTERING AURA [SIN] An aura of bitterness surrounds you, tearing emotion and joy away from those around you. Prerequisite: character level 5th Benefit: You exude a powerful aura of bitter loneliness that strips away benefits and bonuses related to companionship, emotion, and teamwork. Creatures within 5 ft. of you lose the following abilities and benefits, if they possessed them: access to teamwork feats, empathic links or skill bonuses derived from familiar special abilities or bonded mounts, and the effects “harmless” spell effects with the emotion descriptor. Such effects are suppressed for as long as an affected creature remains within the aura. • If you possess two other sin feats, your embittering aura also suppresses flanking bonuses. Affected creatures may still provide flanking for other creatures, but do not receive a bonus for flanking. • If you possess three other sin feats, the range of your embittering aura is increased to 10 ft. • If you possess four other sin feats, your embittering aura suppresses all positive morale bonuses (except for morale bonuses granted by a rage spell or the rage class feature). ENVIOUS SPELL [METAMAGIC] You are eager to prove the superiority of your spells over that of your rivals’. Benefit: You may alter a spell so that it may serve you better in countering instances of that very same spell. Whenever you use an envious spell to counter another instance of that same spell (for example, if you use an envious fireball to counter a fireball spell), you gain temporary hit points equal to the level of that spell. Temporary hit points gained in this way do not stack. An envious spell takes up a spell slot one level higher than the spell’s actual level. • If you possess five other sin feats, the temporary hit points granted by this feat increase to twice the spell level of the altered spell. JEALOUS HEART [SIN] You take pleasure in putting others down. Prerequisite: Intimidate 1 rank or 1 other sin feat Benefit: Whenever you successfully demoralize an opponent with the Intimidate skill, that opponent loses any morale bonuses that it benefits from, (except for morale bonuses granted by a rage spell or the rage class feature). When you strip away a morale bonus in this way, you gain a +2 Feats of Envy Feats of Envy 3 morale bonus on ability checks, saving throws, and skill checks for 1 minute. PERILOUSLY PARANOID [SIN] Your thoughts crawl and seethe with jealousy and paranoia. Prerequisite: Iron Will or one other sin feat Benefit: Whenever you fail a saving throw against a mind-affecting effect that would detect or “read” your thoughts (including any effect which would compel or control your actions or thoughts in any way), your mind turns on your attacker instinctively. As long as the effect lasts, your opponent is sickened by a skin-crawling sense of unease and unwelcome. STEAL THE LIMELIGHT [COMBAT, SIN] You can’t stand it when an ally steals the show. Prerequisite: base attack bonus +3 Benefit: Whenever an ally confirms a critical threat roll, you gain a +2 profane bonus on critical threat confirmation rolls for 1 hour, or until you confirm a critical threat, whichever comes first. • If you possess two other sin feats, this bonus is increased to +3. • If you possess three other sin feats, this bonus is increased to +4. • If you possess four other sin feats, you also gain +4 bonus on damage rolls after confirming a critical hit modified by this bonus. This bonus is applied only once; it is not multiplied by the critical hit. WICKED WISH [SIN] So intense is your desire for what others have that the gods have heard your wish. Prerequisite: character level 9th, five other sin feats Benefit: You gain a +1 inherent bonus to a single ability score, as though you had used a wish spell to improve that score. This bonus counts against the +5 limit for inherent ability scores (see the wish spell description for details). OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co- adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney- MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor. Abandoned Arts Presents: Feats of Envy 2015, Daron Woodson; Author: Daron Woodson; Artist: Rick Hershey; Layout: Troy Daniels. 4
textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/Feats of Envy.pdf
1 The Get away Running from the law or in hot pursuit of a bootlegger, chances are the characters will get into some sort of chase during the game. Whether it's a run through crowded city streets, a duel between trucks on a lonely mountain road, or a policeman riding horseback through the city parks, you need to know how your character can stay ahead in a chase. The rules are the same for all modes of travel from foot chases to high speed boat races. Cars In these rules, the word car means any type of motor vehicle. Ie Boat, plane or motorcycle. When characters are traveling in a car, one character must be Driving. Car Movement all Vehicles have two speeds; slow and fast. The distance a car can move in one turn is shown on the CAR MOVEMENT TABLE this is considered one length for chase purposes. Speed Feet 15’ map 5’ map Slow 30 2 squares 6 squares Fast 75 5 squares 15 squares 2 A car must move at slow speed for at least two turns before it can move at fast speed. A car moving at fast speed can slow down (brake) to slow speed at the end of any turn. A car moving at slow speed can stop at the end of its move on any turn. A car moving at fast speed can stop by braking to slow speed at the end of a turn. It must then drive at slow speed or two turns, md can stop at the end of the second turn. Optional Movement Rates Using these optional rules, cars can move at any speed that is an even multiple of 10 miles per hour (10, 20, 30, 40, etc.). A car moves 15 feet per turn for every 10 mph of its speed. For example, a car traveling at 40 mph will move 60 feet per Game turn (4 X 16 = 60). Traffic Driving around town and chasing cars is of course affected by Traffic density at various times of day. The amount of traffic found in downtown areas at various times are shown on the TRAFFIC DENSITY TABLE. The Effects of Traffic Density. Traffic density affects the chance that a driver will crash. A character’s Driving score is modified by the types of traffic as follows: TRAFFIC DENSITY TABLE Time of Day Type of traffic Modifier 1O:O1 p.m. to 6:OO a.m. Light +10 6:O1 a.m. to 9:30 a.m. Heavy -20 9:31 a.m. to 12:OO noon Moderate 0 12:01 p.m. to 1:30 p.m. Heavy -20 1:31 p.m. to 3:30 p.m. Moderate 0 3:31 p.m. to 6:30 p.m. Heavy -20 6:31 p.m. to 1O:OO p.m. Moderate 0 Keeping Track of Car Movement. When used on the maps, the car counters should be placed so the front of the counter is pointing in the direction the car is moving. When the car moves, the counter is moved the appropriate number of squares on the map. (On the 15-feet-per-square map, the front half of the counter shows the position of the car. Who has the lead? Most cases involve two sides, or two characters. In either case, the person or group being chased is called the Leader, and the person or group doing the chasing is called the Follower. You need to know how far apart the Leader and the Follower are when a chase begins. All chases use the term Lengths instead of squares as its measurements. The number of lengths that the leader covers before the Follower takes after him is called the leader’s head start. Roll 1d10 for length. 3 HOW FAST IS EVERYBODY GOING? From a stop Add leaders head start + leaders move – follower move Each turn moving Leaders move – followers move = lengths ahead Closing the gap: this can be done by: Taking risk, such as taking a corner too fast, jumping over obstacles, flying too low Hazards In a chase, there’s a bunch of different kinds of obstacles and complications that can come up. Here’s a sample but not comprehensive list. In general, the checks to pass these obstacles are at a -20. If you fail the check, you drop back 1d10 lengths; if you roll a critical failure you take 5 bruise damages from a collision or similar mishap. Roll 1d10 for what type, or choose one: 1. law enforcement- run into cop or right through a police operation 2.Simple– barrels, gate, street vendor’s blanket, etc. 3.Barrier– fruit cart, unexpected turn 4.Wall – traditional “end of alley” wall, fence 5.Gap– ditch, open manhole, pit 6.Traffic– pedestrians, bootleggers, taxi 7.Squeeze – crawlspace, hole in wall, between two parked trucks 8.Water – river, wharf, pool, fountain 9.Terrain – gravel, mud bank, slick cobblestones 10. Construction Site- Piles of brick, workers, supply trucks Country Road Hazards D10 1. law enforcement- run into cop or right through a police operation 2. Gap– ditch, washed out road, pit 3. Terrain – gravel, mud bank, snow 4.Swerve to make or miss– fruit cart, unexpected turn off 5. fallen tree or farm animals block the road 6. Slow moving tractor or horse cart 7. Herd of cattle, sheep or horses block the way 8. Barn raising had blocked the road with dozens of cars and wagons. 9. law enforcement- run into a cop chasing someone else! 10. Bootleggers loading trucks 4 Special Driving Actions There are three-special driving actions: racing turns, bumping and cutting off. Racing Turns. A driver using a racing turn sends the car into a skid by slamming on the brakes and then uses the skid to turn the car around 180 degrees. This action can only be attempted at fast speed. It requires a Driving check with a modifier of -30. Failing the Driving check means the car crashes. If you pull this off you can gain 1d10 lengths. Bumping. Trying to force another car to crash by smashing into its side arrear is called bumping. A car can bump at any speed. When a driver tries to bump another car, both drivers must make Driving checks. The driver who is bumping checks normally. The driver who is being bumped checks with a modifier of -30. If both drivers try to bump at the same time, both check with modifiers of -30. A driver can bump only once every three turns. Cutting Off. Forcing another car off the road by passing it and then turning directly in front of it is called cutting off. Cutting off can be done at any speed. The driver who is cutting off the other car must make a Driving check. If the check fails, neither car crashes. If the check is successful, the driver of the car being cut off must make a Driving check with a modifier of -30. Special Maneuvers Special driving maneuvers can be attempted by the driver when the car has all tires intact and is traveling at high speed. Bootleg Reverse A car making a bootleg reverse uses the brakes to cause the vehicle to skid into a 180° turn and come to a complete stop. This maneuver is often performed as a way to quickly reverse direction. The maneuver takes two rounds to complete – one to turn to 90° and another to complete the skid to 180°. Firing guns from Cars Driving a car takes two hands, so a character who is driving cannot fire a gun. If the car is stopped, a driver who has a weapon must spend a turn drawing it or picking it up from the seat before he can fire it. Shooting At Cars Shooting at cars is handled exactly as the basic game with one exception. When a burst from an automatic weapon hits a car, the attacker must check to see where each bullet hits. Bullets that hit the windshield or a window will wound one passenger each. The game judge determines which passenger each bullet hits, either choosing randomly or by considering the angle of the shot and the arrangement of the passenger’s in the car. Bulletproofing Bulletproofing increases a car’s Hit Points by 10 and reduces its top speed by 20 mph. The windshield and windows of a bulletproofed car can withstand five single shots or one burst before shattering. 5 Bulletproofing costs one-half as much as the car being bullet-proofed. Touring cars cannot be bulletproofed. Vehicle Hits When vehicles are hit, roll for hit location to determine the effect. Roll Effects 1-2 Tire Hit: The vehicle takes 2 points of damage and suffers a Tire Blowout and the driver must roll to not crash at a -30. 3-5 Internal Damage: The vehicle takes normal damage and the engine is critically damaged and will stop in 1d10-1 rounds. 6-9 Body Hit: The vehicle takes normal damage. See also Passenger Injuries. 10 Windshield Hit: The vehicle takes a single point of damage and the window is broken. (If there are no windshields, the vehicle takes no damage but passenger injuries must still be resolved.) Automobiles Here is a list of classic American automobile types from the era. Other dangers Boats Pedestrians Any pedestrian who is about to be hit by a car should be checked for surprise on the turn before he will be hit. This check is not needed if the pedestrian could see the car coming. If the pedestrian is not surprised, he is allowed to make an Agility check on the next turn. A success check means the pedestrian dodged just in time to avoid the car. The pedestrian is hit if he fails his Agility check. Type Passengers Max speed Hit points Coupe 1-3 50 mph 25 +d10 Limousine 1-7 70 mph 40+ 2d10 Sedan 1-4 60mph 35 +10 Sport 1-2 75mph 25+d10 Sport Touring 1-6 65mph 30 +d10 Touring 1-6 60mph 30+d10 Truck Light 1-3 50mph 50+2d10 Truck heavy 1-3 50mph 70 +3d10 Motorcycle 1-2 75mph 15+ d10 Type Passengers Max speed Hit points Row 1-3 5 mph 5 +d10 Sail 1-7 25 mph 20+ 2d10 Tug 1-12 30mph 35 +10 Sport 1-2 55mph 25+d10 Fishing boat 1-20 15 mph 30 +d10 Cargo 1-40 25mph 55+ d10 6 Any pedestrian who is hit by a car must roll on the CRASH DAMAGE TABLE. The pedestrian is injured exactly as if he were a passenger in a car crash. He is allowed to make a Luck check if the injuries are severe enough to kill him. Hitting a pedestrian has no effect on a car. Collisions with Pedestrians A car colliding into a pedestrian takes no damage from the collision, except cosmetic damage, while the passenger takes 4points of damage per 10 mph the vehicle was travelling at. Collisions with Other Vehicles A crash happens automatically whenever two cars are in the same space at the same time during their normal movement. In addition, the driver of a car must make a Driving check whenever 1. The driver is surprised; 2. The driver is injured by gunfire or struck in a fistfight, 3. One of the car’s tires is hit by gunfire; 4. The car goes through an intersection at fast speed; 5. The car is traveling at fast speed and makes a turn that is tighter than 45 degrees; 6. The driver attempts a racing turn or tries to bump or cut off another car (bumps, cut offs and racing turns are explained below). A driver who fails one of these Driving checks must consult make a nerve check or get into a crash and they then take damage based on the nature of the collision. Head-On Collision: Combine the speeds of both vehicles. Each vehicle takes 1d10 damage per 10 mph, while passengers in each vehicle take 3 damage per 10 mph. Sideswipe: A sideswipe does 1d10 damage to the vehicle hit and 1d10-1 damage to the attacking vehicle. Passengers in each vehicle take 1d3-1 damage. Rear End Collision: Subtract the speed of the vehicle hit from the attacking vehicle. The vehicle hit takes 1d10 damage per 10 mph while the attacking vehicle takes 1d6-1 damage per 10 mph. Passengers in each vehicle take 3 damage per 10 mph. T-Bone Collision: Use the speed of the attacking vehicle. The vehicle hit takes 1d10 damage per 10 mph while the attacking vehicle takes 1d10-1 damage per 10 mph. Passengers in each vehicle take 3 damage per 10 mph. Running aground: When a boar strikes some part of land they may become beached and unable to move. The player should make a Luck check at -10 per 5 mph they were going. 7
textdata/thevault/Gangbusters/Gangbusters (osr)/3rd Party/Resources/Gangbusters - Car Chase Rules 02.pdf
T H E N E X T W A V E Définir votre Alienoïd Avant de jouer, choisissez un nom et un profi l d’alienoid puis notez sa pureté, son doute et ses cases de blessures. Profils Vétéran : purété 4, doute 2 Infi ltrateur : pureté 2, doute 1 Vous pouvez jeter un dé en plus quand vous utilisez le sensorezo. Coeur tendre : pureté 2, doute 2 Vous commencez le jeu avec un sentiment bénin ( ) Crâne d’oeuf : pureté 3, doute 1 Vous pouvez garder un matös de plus quand vous passez par la section Kiou. Force de la nature : pureté 3, doute 1 Vous avez une case de blessure en plus. Taupe de la section VIPER : pureté 4, doute 0 Jeune naïf : pureté 3, doute 0 Stratège : pureté 3, doute 1 Vous pouvez garder un cervö de plus quand vous passez par la section Kiou. Collectionneur : pureté 3, doute 1 Vous pouvez garder un gün de plus quand vous passez par la section Kiou. Section Kiou La section Kiou distribue l’équipement de mission. Quand vous êtes sur l’Arche, vous pouvez vous y rendre et réquisitionner du matös ou des cervö. L’administration étant ce qu’elle est, battez le paquet de carte Kiou, et par ordre croissant de doute, tirez chacun 3 + pureté cartes, gardez-en trois maximum (y compris celles que vous avez déjà) et défaussez les autres. Dés de discrétion Le meneur vous donne des dés de discrétion chaque fois que vous vous intégrez à la foule humaine. Le barême est le suivant : • vous faites ce qu’un humain vous demande : 1 dé • vous lisez des pensées humaines : dés = Foule Avoir des dés de discrétion c’est bien, ça permet de réussir la mission. En avoir trop, c’est pas bon : on risque d’atrapper des sentiments. Régler un problème Le meneur va mettre des cartes de problème sur la table. Sur chaque carte, il y a des dés (de 1 à 3). Quand vous voulez régler un problème, expliquez au meneur comment vous vous y prenez. Pacifi quement : vous jouez contre votre nature. Lancez un dé, plus autant de dés de discrétion que vous voulez. • Chaque 1 fait gagner un dé d’alerte au meneur. • Chaque dé > pureté enlève un dé au problème et vous fait gagner un dé de discrétion. Violemment : vous êtes la fi erté de votre race. Lancez un dé, plus autant de dés de discrétion que vous voulez, plus les KILLS ( ) de votre arme. • Chaque 1 fait gagner un dé d’alerte au meneur. • Chaque dé ≤ pureté enlève un dé au problème. • Si le problème n’est pas résolu ou si foule > 1, la violence éclate. • Le meneur gagne dés d’alerte = foule. Quand tous les dés sont retiré d’un problème, le problème est réglé. Le meneur retire la carte. Si il ne reste plus de cartes de problème sur la table, les joueurs décrivent ensemble comment ils réussissent l’étape du Plan en cours et le meneur coche l’étape sur le Plan. Si c’est la dernière étape, la mission est un succès. Violence Quand la violence éclate, le meneur l’indique sur le tableau de jeu en posant un dé sur la case violence. Tant que c’est le cas : • on ne peut régler les problèmes que par la violence. • les alienoids risquent d’être blessés. Blessures En cas de violence, les alienoids risquent de prendre des baf- fes. Après chaque jet de dés, comparez le plus gros problème et la foule, et cochez autant de cases de blessures que le plus petit des deux (eg si la foule est de 3 et que le plus gros problème est de 2 dés, cochez 2 cases de blessures). Si vous devez cocher une case et qu’elles sont toutes pleines, vous êtes mort ! Fuir les problèmes Si vraiment vous n’en pouvez plus, essayez de vous cacher un moment. Ca fonctionne exactement comme quand vous tentez de régler un problème : agissez pacifi quement ou violemment et lancez les dés. A lieu d’enlever un dé d’alerte, vous reculez simplement le compteur de foule d’un cran. SENTIMENTS TRAHISON SCORES NOM BPM pureté Doute BLESSURES sentiment bénin sentiment grave 1/2 2/2 enveloppe détruite enveloppe endommagée Force de la nature mal en point T H E N E X T W A V E L I V R E T D U J O U E U R sensorezo Vous pouvez toujours communiquer télépathiquement avec les autres membres de votre squad. Quand la situation vous dépasse, vous pouvez vous connecter aux cerveaux humains environnant pour glâner des informations. Gagnez des dés de discrétion = foule. Le meneur doit répondre à autant de questions que de dés gagnés, et en étant le plus clair possible sur la situation. bioprocesseur mimétique Cet organe vous permet de prendre forme humaine. Quand vous tuez un humain, vous pouvez recharger votre BPM en pompant le fl uide cérébral de la victime. Quand vous prenez une nouvelle enveloppe humaine, consommez une recharge. Quand vous réparez votre enveloppe humaine ou changez d’apparence, consom- mez une demi recharge. Dans les deux cas, si foule ≤ 1, la violence cesse et le meneur perd 2 dés d’alerte. Quand un alienoid déchire totalement ou partiellement son enveloppe humaine, ça ne lui coûte rien. Fin de mission La mission se termine si le plan réussit, ou si les joueurs décident d’abandonner la mission et de retourner sur l’Arche. Si vous avez dénoncé un camarade, effacez un sentiment ou perdez un point de doute (min. 1). Si vous effacez un sentiment grave, gagnez également un point de pureté. Si vous avez été survécu à un interrogatoire de la section VIPER, gagnez un sentiment bénin ou perdez un point de pureté (min. 1). Si vous avez abandonné la mission, vous ne gagnez rien de plus. Si la mission est un succès, par contre, tous les survivants peuvent, sans obligation, choisir une des op- tions suivantes : • Augmenter ou diminuer son score de pureté ou de doute d’un point (max. 5, min. 1). • Effacer ou ajouter un sentiment bénin ( ) sans modifi er son score de doute. • Garder une carte Kiou pour soi. Elle compte pour la limite de 3 et vous pouvez la rendre quand vous voulez. Sentiments A trop s’intégrer, on attrape des sentiments. Quand vous avez plus de dés de discrétion que votre score de pureté, vous êtes assaillis de pensées étranges et contre-nature : remettez autant de dés de discrétion que votre pureté dans la réserve, et cochez d’un une case de sentiment et gagnez un point de doute. C’est un sentiment bénin. Nier ses sentiments Quand vous voulez, vous pouvez décider de nier un sentiment bénin. Gommez un de votre fi che et perdez un point de doute. Le meneur a droit à un coup, et vous perdez tous vos dés de discrétion. Accepter ses sentiments A tout moment, vous pouvez décider de vivre avec. Transformez le en : votre sentiment est maintenant grave. Notez sa nature («franche amitié virile», «joie de- vant un coucher de soleil», «pitié pour une petite fi lle»). Ce moment de grâce vous permet de calmer la violence, mais c’est à vous d’expliquer ce revirement de situation. De plus, vous pouvez ajouter autant de dés que la Foule (0-3) à votre jet si vous tentez de régler pacifi quement ce problème particulier, et vous pouvez jeter les dés là, maintenant, avant que le meneur ne fasse un coup. Si vous acceptez votre sixième sentiment, vous disparais- sez une fois le problème résolu pour rejoindre la résis- tance humaine. Créez un nouvel alienoid. Inquisition Quand l’inquisition se pointe, faites la somme de votre score de doute et de vos dés de discrétion restants. Celui qui a le plus haut total est interrogé par la section VIPER. En cas d’égalité, celui avec le plus petit score de pureté est questionné. Si l’égalité persiste, les deux sont interrogés. De plus, le total le plus bas peut dénoncer un camarade à la section VIPER. En cas d’égalité, c’est celui avec le plus grand petit score de doute qui choisit. Si l’égalité persis- te, personne ne dénonce personne. Le meneur distribue ses dés d’alerte restants entre les alienoids interrogés. Quand vous êtes interrogé, lancez les dés que le meneur vous donne. Si au moins un dé fait moins votre score de doute, vous êtes considéré hérétique et éliminé. Créez un nouvel alienoid.
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 CRINWIN Horde, small, hoarder, intelligent, cautious, stealthy HP 3 Armor 1 (dodging, reflexes) Damage claws, rocks, or stolen tools d6 (close, crude), choking fingers d6+2 (hand) Special Qualities arboreal (climb and jump like squirrels) Instinct to covet z Mimic noises, words, cries for help z Hide or vanish into the trees z Snatch something and dart away Keep your mouth shut out here, hear me? Those tree-dwelling savages are listening. Next thing you know, one of us gets lured off in the night cuz we hear you asking for help. Get found in the morning, dead and naked and blue around the throat. Yup, keep your mouth shut, and kill ever damn one o’ those bastards you see. NAILADD Group, stealthy HP 6 Armor 2 (carapace) Damage poisonous bite d8 (hand) Special Qualities webs, prodigious leaps Instinct to drag off prey z Leap on prey and pin it to the ground z Inject a paralytic venom z String up prey in a web cocoon, to slowly eat later So far, these man-sized spiders have thankfully avoided the hunters and trappers in the Wood. And they certainly haven’t come near town. But they’re out there, rest assured, and growing in numbers. What else could be stringing up deer and crinwin in webs thirty feet off the ground and sucking them dry. Gods, you better hope it’s just spiders. Illo: looking up at canopy, a few sets of  eyes (big, pale, maybe no pupils) looking  down at you; long spindly limbs, too‐long  fingers and toes, taut gray skin, hairless,  big jaws & canines (baboon‐like)  Illo: big spiders (jumping spiders, kind  with two big forward‐looking eyes), may‐ be one jumping on adventurer, another  retrea�ng up its web with its prey  HAGR Solitary, large, terrifying HP 16 Armor 1 (thick hide) Damage meaty hands 1d10+3 (close, forceful) or tree trunk 1d10+5 (reach, crude, forceful) or hurled heavy thing 1d10+3 (thrown, near, forceful) Special Qualities evil eye, that makes brave warriors quail to look upon it Instinct to compulsively shape its environment z Pluck things from the ground, as if weightless z Obsessively stack things to exacting standards z Throw a tantrum when things aren’t just right Misshapen brutes with sagging flesh and one bulging eye so filled with hate it’ll stop you dead in your tracks. They spend their days collecting fallen branches, looking for just the right one to add to their home of rotting logs. The others they pile neatly, reverently. Sure- ly they were servants of the Green Lords, once bred to build, and now long ages hence, building still. FEATHERED DRAKES Group, stealthy, organized HP 6 Armor 1 (scales) Damage claws & bite d8+2 (hand, messy, 1 piercing) or boney crest d6 (close, forceful) Instinct to pick off weak-looking prey z Charge heedlessly through the brush z Slip through the trees, unseen and unheard z Let their prey spot one while the others surround it A bit taller than a grown man, with claws yea-long, teeth like a saw, and that ridge on their heads they use to go crashing through the woods. Might follow a party for days without anyone knowing it, waiting for someone to get separated or fall behind. Then? Then they close in for the kill.
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1 Credits Authors: Mauro Longo, Giuseppe Rotondo Cover art: Igor Myszkiewicz Editing: Andy Slack Art: Jeff Preston Layout: Irek Winnicki Special Thanks: MK This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product. ©2015 Gramel , Tropicana, Beasts and Barbarians, Dread Star Dominions and all related marks and logos are trademarks of Gramel. All Rights Reserved. Produced under license by Studio 2 Publishing, Inc. The Studio 2 logo is a trademark of Studio 2 Publishing, Inc. All rights reserved. A One Page Adventure for Tropicana by Mauro Longo and Giuseppe Rotondo 2 Gorillaconda 3 An introductory adventure for Tropicana, for 3-6 Novice Heroes or a Startup Agency. LowFy TV Studio is shooting its new monster movie in San José, featuring a giant prehistoric gorilla-anaconda hybrid. But on the set things keep going wrong day after day and rumours begin to circulate that the movie is cursed! Introduction LowFy sent their best director, Miguel Bahia, to San José to make a low-budget direct-to- TV monster movie: Gorillaconda! (tagline: “Yes, exactly!”). But everything on the set goes wrong: vermin infestations, thefts, people vanishing, and the 90’s starlet Darla Hendricks is always dazed and confused by odd nightmares. To the people on the set, the movie is cursed and the Gorillaconda could also be more “real” than expected. Heroes can be part of the troupe; actors, TV stars, local guides or guards, drivers, pilots, private security, reporters or paparazzi, or any other kind of people useful for a US movie. As an Agency, they could be hired by the producer to handle logistics and security on the set. One way or another, they soon find themselves in big trouble! Game Master Background There is no Gorillaconda, of course, and the movie is not cursed at all. All the accidents on the set have a mundane origin and are actually due to director Miguel Bahia and his factotum Wilson Stripes. The director was assigned a very low budget and his career is in free-fall, so he decided to fuel the legend of a “Cursed Movie” as a sort of viral advertising boost for his new “masterpiece”, before his own final downfall. The heroes will understand this situation just before the final showdown... Scene 1 Action! Your jungle camp is now shrouded in darkness and only a few torches and campfires shed some light on it. Your native guides fled in the afternoon, terrified by local legends about the monstrous “Temburo-Suka”, the “Ape- Snake”... Until tonight you thought that it was a legend and your group was here just to make a sensational documentary about this living fossil... But now you’ve changed your mind: distant drums echo through the jungle, the coming storm shakes the trembling trees and the colossal Gorillaconda emerges crawling from the bush, beating its fists on its chest and screaming its hideous cry at the stars! ...and Cut! The heroes and NPCs are on the set of this Z-movie, while the director is shooting this terrible scene. They are very close to an Azcali village on the Rio Grande, Ayleguà, which provides most of the supplies for the movie. After two weeks on the set, they know that the movie sucks, that everything is going wrong and that the director Miguel Bahia and the “star” Darla Hendricks are going completely crazy They also have a “real gorilla” in a cage, from San José Wildlife Park, for the close ups. She is very docile and good-tempered, her name is Bonga and, of course, rangers and veterinarians from the Park ensure she is in her best condition. At a certain point, Darla comes out from her van and starts screaming: enormous spiders have invaded her van... When she arrives in front of the Heroes and the other people, and everybody is looking at her… she looks at something over their heads and screams again… Tropicana  4 Attracted by the smell of Bonga, a Gigantopithecus comes out from the jungle and storms the set! Wildcard: Koenig (1): this giant ape (Gigantopithecus Koenigswaldi) is one of the rarest living fossils of the Boca Verde, the mostly-unexplored jungle of San José. Scientists barely know about it, and only a few have actually seen one. Lucky you, guys! The monster ravages the set, destroying everything, and the rangers there insist that nobody hurts it, or all permits for the movie will be revoked. So, the heroes must find a way to distract it, scare it away, render it unconscious, or capture it. The rangers have a suitcase with 3 sedative shots and the appropriate rifle to shoot them, but the dose is not meant for a giant ape, so Koenig is allowed a Vigor roll to resist the effect and avoid falling unconscious. Scene 2 A Cursed Movie In the following days, there are a lot of incidents. Problems solved with brilliant solutions surely deserve a Benny. Choose one or more of the following problems: Off-road truck. Sunrise. During a journey to shoot on-location in the jungle, the heroes are all on a truck with other people. Suddenly, the truck goes off-road and seems to be going downhill through the jungle, completely out of control. One or more heroes must reach the driver’s cabin from the outside, by making a Climbing roll. On a failure, they suffer one Fatigue level due to bumps and bruises from the branches and trees; on snake eyes, the character falls and suffers 2d6+2 damage, but may attempt an Agility roll to grasp a rope dangling from the truck. Once in the cabin, driving the truck to safety is relatively easy: one successful Driving roll is enough. If the roll fails, all characters on the truck must make a Vigor roll or suffer a Fatigue level from Bumps and Bruises. The driver is sleeping in the cab. Once awake, he says someone must have cast a “curse of sleep” on him, but he is just drunk (which can be discovered with a successful Notice roll) and he was also drugged by Stripes (which requires a successful Knowledge (Science or Medicine) roll while examining his bottle of whiskey). Vermin in the food. During lunch on the set, worms come out of all the dishes. The cook screams that “black magic” has spoiled his food, but the truth is that the catering staff has stolen the money for the food and bought spoiled canned food. Most of the workers and actors threaten to give up, and a Persuasion roll is needed to convince them to stay. A romantic getaway. During the night, Bonga hears a love call from the jungle and runs away from her cage. The heroes need to follow her tracks in the Boca Verde and find her. But… will they be cruel (and strong) enough to bring her back to a cage again, now she is with her new mate? The rangers’ sedative shots (if they still have some left) automatically put her to sleep. Vanished cameras. One morning, the director screams that all his best cameras have vanished and he can’t shoot anymore. Someone (Stripes) stole them and the heroes need to find them and recover them from a fence in San José. The Heroes might catch up with Stripes along the road to San José (the cameras are hidden inside his car trunk) or on his way back to the set (with $30,000 in cash in a suitcase), or they will need a successful Streetwise roll to locate them on the black market of the city, and work out some way to buy (or steal!) them back. Bad dreams. Darla Hendricks is always dazed and dizzy on the set and her acting is even worse than usual. She says she has bad dreams every night because of “the curse”, but the truth is, she is taking too many pills (sleeping pills and painkillers). The heroes can find them inside her van and try to replace them with placebos or change her bad mood in other ways, cheering her up or proving that there is no curse after all.  Gorillaconda  5 Scene 3 the Director’s Cut As one of Miguel Bahia’s movies, Gorillaconda! should end with a massive explosion. The final scene takes place on an old sternwheel riverboat that has already been filled with explosives. By now, the heroes have probably figured out that Bahia himself is behind all the problems: it was him who gave the drugs to Darla to keep her calm, he ordered his henchman to steal and sell the cameras to recover $30,000, he let the catering staff pocket half of the money as he pocketed the other half, and so on… Some of this information may be discovered with Streetwise and Notice rolls, poking and nosing around, if the heroes ask the right worker, or examine Darla’s drugs, for example. In any event, when the heroes confront him (or if they do not know how to proceed in the adventure), Darla starts screaming from the riverboat. Bahia is trying to accomplish his last “curse” for the movie, to ensure that one last tragedy will put his horrible movie under the international spotlight. He has ordered Stripes to cut the ropes mooring the riverboat, tie Darla on board and set the boat on fire, with all the explosives already in place. The heroes should reach the riverboat and save Darla, while it is heading towards a waterfall, everything is on fire and the explosives might detonate at any moment. 1. Reaching the drifting riverboat: One Swimming roll per hero, or one Boating roll (+2) for the whole group if the heroes use one of the smaller boats available. 2. Getting on board: Each hero must succeed at a Climbing roll (+2). Note that a smart and daring character might try something braver, like swinging from a liana to reach the boat and get aboard right away (with an Agility roll at -2). As usual, reward smart and daring moves with a Benny! 3. Freeing Darla: One Agility or Strength roll to quickly untie or cut the ropes. 4. Jumping off the boat: Jumping into the river requires no roll, but taking Darla with you requires a Strength roll or a Persuasion roll, as she is paralysed by fear and shock. Complications: Fire! The boat is on fire so characters who roll snake eyes while on the boat catch fire and suffer d10 damage! See Savage Worlds Deluxe rules for fire damage. The fire is spreading! Smoke and fire are engulfing the boat. Roll a d6 each round: on 4 or more, the fire on the boat spreads: to represent this, the fire gains one token, or two if you roll a 6 (it starts with one token). For each token, all Agility, Strength and associated skill rolls suffer a -1 modifier, due to the smoke and flames, to a maximum of 5 tokens total. Complications: Explosives! There are three crates of low quality explosives, each in a different place. The heroes find each of them with a successful Notice roll. The easiest way to prevent them from going off is throwing them into the river. Tropicana  6 Once there are 5 or more fire tokens, the explosives go off on a roll of 4+ on a d6, rolled every round! They inflict 3d6 damage to all characters aboard the boat. Complications: Waterfall! The boat is drifting along the river towards the waterfall. Represent this with “advance tokens”. The boat starts with one, and gains one with a roll of 4 or more on a d6, or two tokens if you roll a 6. When the ship has 5 or more advance tokens, it goes over the waterfall! All characters aboard suffer 3d4+1 damage (or 2d4 if they succeed in an Agility roll), but the fire is extinguished (and the boat is destroyed). Optional Complications: At your discretion, in the general chaos, Bahia might order Stripes to shoot the heroes. Bonga might break free and try to save Darla on her own, but once aboard might (on a failed Spirit roll) panic because of the fire, and attack those who want to save the actress, unless soothed with a successful Spirit roll (-4). And of course, if Koenig hasn’t been captured, he might show up again, and jump on the boat to attack everyone! Miguel Bahia Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6 Skills: Driving d6, Fighting d4, Intimidation d6, Notice d8, Swimming d4, Taunt d8. Charisma: -2; Pace: 6; Parry: 4; Toughness: 5 Hindrances: Greedy (Major), Mean Edges: Iron Will, Level Headed, Luck Bonga Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6 Skills: Climbing d8, Fighting d4, Intimidation d4, Notice d6, Swimming d4, Survival d4, Throwing d4 Pace: 8; Parry: 4; Toughness: 5 Special Abilities: Bite/Claw/Fist: Str+d4 Koenig Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d10 Skills: Climbing d8, Fighting d8, Intimidation d6, Notice d6, Survival d6, Swimming d4, Throwing d6 Pace: 8; Parry: 6; Toughness: 10 Special Abilities: Bite/Claw/Fist: Str+d4 Large: Attackers add +2 to all attack rolls against him. Size +3: Koenig is huge! Darla Hendricks Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6 Skills: Acting d4, Fighting d4, Persuasion d6, Swimming d4 Charisma: +2; Pace: 6; Parry: 4; Toughness: 5 Hindrances: Habit (Major, painkillers and sleeping pills) Edges: Very Attractive Wilson Stripes Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6 Skills: Driving d6, Fighting d4, Intimidation d6, Notice d6, Streetwise d6, Swimming d4 Pace: 6; Parry: 4; Toughness: 5 Hindrances: Greedy (Major) Gear: Revolver (12/24/48, 2d6+1 damage, RoF 1, Shots 6, AP 1)
textdata/thevault/Savage Worlds System (SWADE) [multi]/Tropicana/Savage Worlds - Tropicana - Adv - Gorillaconda.pdf
PPPA AAV VVIIILLLLLLO OON NN N NNO OOIIIR RR Page 286
textdata/thevault/Pavillon Noir - [FR]/Pavillon Noir - Aides de jeu/carte.pdf
Color-In Kingdom Rules 1-6 PLAYERS | AGES 8+ | 30-60 MINUTES COMPONENTS: • 5 dice (Construction Dice) • 4 dice of the same colour (Royal Family Dice) • 1 dice of a different colour (Royal Duties Dice) • 6 colored pencils or markers (in yellow, orange, red, purple, blue, and green - ideally a set for each player, but 1 set can be shared) • Print 1 copy of the Province Sheet for each player • Print Enough copies of the Construction Guidelines so all players can easily see a copy 4 or 10 Placement: Must touch a colored-in space Score: 1 VP per Sherbet Factory Bonus VP: 5 VP per Sherbet Factory if they have at least 1 of each other type of Construction adjacent Sherbet Factory (Orange) 3 or 11 Placement: Must touch a colored-in space Score: 5 VP per Soylent Farm if adjacent to at least 1 Brick Road Bonus VP: 5 VP per Soylent Farm if they also are adjacent to at least 1 People Eater Forest Soylent Farm (Green) 0 or 7 Placement: Place anywhere Score: 1 VP per Strawberry Field if not adjacent to any colored-in spaces Bonus VP: 10 VP for most fields Strawberry Field (Red) 6 or 8 Brick Road (Yellow) Placement: Must touch a colored-in space Score: 2 VP per Brick Road if exactly 2 other Brick Roads are adjacent Bonus VP: 10 VP for longest road 5 or 9 Placement: Must touch a colored-in space Score: Each group of connected DaBaDee Waterways scores VP based on how many spaces are in the group # Spaces Total VP # Spaces Total VP 1 1 6 21 2 3 7 28 3 6 8 36 4 10 9 45 5 15 10+ 55 DaBaDee Waterway (Blue) 2 or 12 Placement: Place anywhere Score: Increasing VP for total number of People Eater Forests in your Province # Spaces Total VP # Spaces Total VP 1 1 6 21 2 3 7 28 3 6 8 36 4 10 9 45 5 15 10+ 55 People Eater Forest (Purple) Color-In Kingdom Construction Guidelines Province: Copycat Bonus VP: ! VP for each other player who copies your Construction (max 25) Final Score: Strawberry Fields: .................. Brick Roads .................. DaBaDee Waterways .................. Sherbet Factories .................. Soylent Farms .................. People Eater Forests .................. Copycat Bonus .................. Total Royal Duties Dice Number 1 2 3 4 5 6 Province Sheet OVERVIEW Color-In Kingdoms is a Roll-and-Write game where players are the lead architects trying to build a beautiful Province for the Royal Family, but, being hampered by the whims of that same family. Each of the 4 Royal Family Dice represents the construction desire of that family member, the 1 Royal Duties Dice represents pressing duties family members must attend to, so removes them from the pool for that turn. Victory Points (VP) will be awarded at the end of the game based on the scoring as outlined on the Construction sheet. SET UP • Give each player a copy of the Province sheet, make sure all players can see a Construction Guidelines sheet, and have easy access to a set of pencils or markers. • Make sure there is a central area where the Construction Dice can be rolled and viewed by all players. • Each player names their Province. • The player wearing the most colorful outfit is the starting player. Game design by Sye Robertson syelon.com [email protected] @syelon on Instagram & Twitter GAMEPLAY The current player: 1. Rolls the 5 Construction Dice 2. Crosses off the number matching the Royal Duties Dice in the top right hand corner of their Province sheet if it has not been marked off yet. If it has been marked off, ignore this step. 3. Puts aside the Royal Duties Dice and any Royal Family dice that match it exactly. For example, the Royal Duties Dice shows a 4, any Royal Family Dice also showing a 4 are put aside. 4. From the remaining Royal Family Dice the player selects 2 dice (and only 2) then declares what they are constructing (by coloring in on the Province Sheet following the Construction Guidelines placement rules) the building that matches the number. For example, the player has a 2, 6, and 1 available from the Royal Family Dice. They choose the 6 and the 1 making a total of 7, thus meaning that they construct a Strawberry Field by coloring in an empty space in their Province. If the player cannot combine 2 Royal Family Dice (as there are less than 2 available) or they do not wish to use them, they declare it a 0, meaning that they will build a Strawberry Field. Players can always build a Strawberry Field no matter what they rolled. Each other player now has the option of copying the current player, to do this they declare that they are copying and then construct the same type of construction (following the Construction Guidelines placement rules). The current player writes down how many people copied them in a square of the Copycat Bonus VP section of the Province Sheet and will receive 1 VP for each person who copied them. Once all players have finished Constructing (coloring in), the current player passes the Construction Dice to the player on their left and the process is repeated. END GAME There are 3 ways the end of the game can be triggered: • A player marks off all 6 numbers in the Royal Duties section • A player fills all 25 squares in the CopyCat Bonus VP section • A player completely fills their Province and has no spaces left to construct anything When one of these happens all other players get 1 more turn then the game is over and scoring commences. SCORING Each player uses the Construction Guidelines to work out their score for each Construction type and writes it down on their Province sheet in the Final Scoring section. If there is a tie for any Bonus VP all tied players get the bonus. The player with the most VP wins! Game design by Sye Robertson | @syelon Province: Copycat Bonus VP: 1 VP for each other player who copies your Construction Final Score: Strawberry Fields: .................. Brick Roads .................. DaBaDee Waterways .................. Sherbet Factories .................. Soylent Farms .................. People Eater Forests .................. Copycat Bonus .................. Total Royal Duties Dice Number 1 2 3 4 5 6 Province Sheet | Game design by Sye Robertson | @syelon 4 or 10 Placement: Must touch a colored-in space Score: 1 VP per Sherbet Factory Bonus VP: 5 VP per Sherbet Factory if they have at least 1 of each other type of Construction adjacent Sherbet Factory (Orange) 3 or 11 Placement: Must touch a colored-in space Score: 5 VP per Soylent Farm if adjacent to at least 1 Brick Road Bonus VP: 5 VP per Soylent Farm if they also are adjacent to at least 1 People Eater Forest Soylent Farm (Green) 0 or 7 Placement: Place anywhere Score: 1 VP per Strawberry Field if not adjacent to any colored-in spaces Bonus VP: 10 VP for most fields Strawberry Field (Red) 6 or 8 Brick Road (Yellow) Placement: Must touch a colored-in space Score: 2 VP per Brick Road if exactly 2 other Brick Roads are adjacent Bonus VP: 10 VP for longest road 5 or 9 Placement: Must touch a colored-in space Score: Each group of connected DaBaDee Waterways scores VP based on how many spaces are in the group # Spaces Total VP # Spaces Total VP 1 1 6 21 2 3 7 28 3 6 8 36 4 10 9 45 5 15 10+ 55 DaBaDee Waterway (Blue) 2 or 12 Placement: Place anywhere Score: Increasing VP for total number of People Eater Forests in your Province # Spaces Total VP # Spaces Total VP 1 1 6 21 2 3 7 28 3 6 8 36 4 10 9 45 5 15 10+ 55 People Eater Forest (Purple) Color-In Kingdom Construction Guidelines Game design by Sye Robertson | @syelon
textdata/thevault/Kid Friendly/4. Roll & Write Collection/Color-In Kingdoms.pdf
Death & Heroic Deeds (Meta-Organization Supplement - September, 2002) Verbobonc Mounted Borderers The Mounted Borderers, as a group, are considered the most capable soldiers the Viscounty has to offer. As the only military arm directly reporting to the Viscount, their duties are many. The Mounted Borderers are responsible for patrolling the frontiers of Verbobonc, from the difficult terrain of the Lortmils to the deep forests of the Gnarley. They are central to the Viscounties defense and make up the majority of its heavy cavalry. They are also responsible for the administration of justice for many of the small thorps and villages that lie on the Viscounty’s borderers. In this capacity, they are empowered by the Viscount to actively investigate injustice, pursuing those doing wrong, and bringing them to justice. To this end, Borderers are entreated with help from local magistrates and sheriffs, though they are not obliged to. When conflicts arise between different Nobles and/or their retainers, the Mounted Borderers are the first to investigate, and if necessary, arrest those breaking the Viscount’s laws. It should be clear that while the Mounted Borderers themselves do not have jurisdiction over a noble, they are vested with the power to bring a noble, or their vassals, in front of the Viscount to answer charges. Requirements To qualify to join the Verbobonc Mounted Borderers, a character must fulfill all the following criteria. Each level’s requirements are independent of the previous level. Trooper Ride, Gather Information and Spot: 1 rank Speak Language: Common plus one of the following: Elven, Gnome, Dwarf, Halfling or Orc Alignment: Any Good Residency: Verbobonc Resident Annual Time Units: 2 TU Special: Base Attack +2 Corporal Gather Information and Spot: 1 rank Ride: 2 ranks Feat: Mounted Combat Speak Language: Common plus one of the following: Elven, Gnome, Dwarf, Halfling or Orc Alignment: Any Good Residency: Verbobonc Resident Annual Time Units: 4 TU Special: Base Attack +4, Must have served 4 months real calendar time as a trooper or receive a promotion due to meritorious service. Sergeant Gather Information, Intimidate and Spot: 1 rank Ride: 3 ranks Feat: Mounted Combat Speak Language: Common plus one of the following: Elven, Gnome, Dwarf, Halfling or Orc Alignment: Any Good Residency: Verbobonc Resident Annual Time Units: 6 TU Special: Base Attack +5, Must have served 6 months real calendar time as a trooper or receive a promotion due to meritorious service. Benefits All Mounted Borderers have the following benefits: Uniform – Uniform Tabard with appropriate rank insignia that is to be worn during play in Verbobonc Regional Campaign Adventures unless it would severly hinder the duties of the Borderers. Quartermaster - Mounted Borderers are able to purchase items from Table 7-4, 7-5, 7-7, 7-8 Dry Goods and Liquids and 7-9 from the Players Handbook at a 10% discount. Garrison Room: Mounted Borderers may seek refuge a garrison or station during an adventure. The Borderers is provided with a clean room for resting and replacement of any standard equipment that may be required. (This does not relieve Lifestyle costs.) Injured Borderer’s are attended to during the night allowing for the provision of long term care. The Borderer’s mount is tended by the blacksmith to include medical care [mundane], feeding and grooming. The animal’s tack will be cleaned, repaired or replaced as necessary. Equipment (Mundane) - Alchemist’s arrow, mercurial longsword, bolas, tumbling bolt and ward cestus from Sword and Fist: a Guidebook to Fighters and Monks. Specials - Mounted Borderers are able to purchase superior mounts from the finest horse breeders of Verbobonc. These mounts cost more than the normal breed but are especially trained for the rigors of the wilds of Verbobonc. Courser: light war horse; CR1; Large Animal; HD 3d8+12; hp 35; Init +1 Spd 60 ft.; AC18 (touch 11, flatfooted 17); Atk +4/+4 melee (1d4+3, hoof); -1 melee (1d3+1, bite); Face 5 ft. by 10ft. / 5 ft.; SQ: Scent; AL N; SV Fort +7, Ref +4, Will +2; Str 16, Dex 14, Con 18, Int 2, Wis 13, Cha 6. Skills: Listen +7, Spot +7. Cost: 325 gp includes masterwork studded leather barding, military saddle, saddlebags and all tack. This aminal have been trained for battle granting it a +2 morale bonus verse fear. Each mount is also taught the tricks: Assist Defend, Home and Subdue from the Masters of the Wild: a Guidebook to Barbarians, Druids and Rangers. Destier: heavy war horse; CR2; Large Animal; HD 4d8+16; hp 45; Init +1 Spd 50 ft.; AC18 (touch 11, flatfooted 17); Atk +6/+6 melee (1d6+4, hoof); +1 melee (1d4+2, bite); Face 5 ft. by 10ft. / 5 ft.; SQ: Scent; AL N; SV Fort +8, Ref +5, Will +2; Str 18, Dex 14, Con 18, Int 2, Wis 13, Cha 6. Skills: Listen +7, Spot +7. Cost: 575 gp includes masterwork studded leather barding, military saddle, saddlebags and all tack. This aminal have been trained for battle granting it a +2 morale bonus verse fear. Each mount is also taught the tricks: Assist Defend, Home and Subdue from the Masters of the Wild: a Guidebook to Barbarians, Druids and Rangers. Trooper Military Presence – Troopers receive a +1 insight bonus to Gather Information skill checks the boundary of the Verbobonc Campaign. Feats - Duel Strike, Eyes in the Back of Your Head, Power Lunge, Sharp Shooting, Shield Expert from Sword and Fist: a Guidebook to Fighters and Monks. Corporal Military Presence – Corporals receive a +1 insight bonus to Gather Information skill checks the boundary of the Verbobonc Campaign. Military Training - Corporals are trained heavily in calvalry duties receiving a +1 compentecy ride skill checks. Feats - Duel Strike, Expert Tactician, Eyes in the Back of Your Head, Hold the Line, Improved Overrun, Knock-down, Pin Shield, Power Lunge, Remain Concious, Sharp Shooting, Shield Expert from Sword and Fist: a Guidebook to Fighters and Monks; and Faster Healing from Masters of the Wild: a Guidebook to Barbarians, Druids and Rangers. Equipment (Magical) - the Ring of Mage Armor and the following weapon special abilities: Merciful, Seeking and Sure Striking from Sword and Fist: a Guidebook to Fighters and Monks; the scared scabbard and the armor special ability Called from Defenders of the Faith: a Guidebook to Clerics and Paladins; Breaker Bottles, Jumping Caltrops and Spool of Endless Rope from Song and Silence: a Guidebook to Bards and Rogues. Sergeant Military Presence – Sergeants receive a +2 insight bonus to Gather Information skill checks the boundary of the Verbobonc Campaign. Military Training - Sergeants are trained heavily in calvalry duties receiving a +2 compentecy Ride skill checks. Feats - Close Quarters Fighting, Death Blow, Duel Strike, Expert Tactician, Eyes in the Back of Your Head, Hold the Line, Improved Overrun, Knock-down, Pin Shield, Power Lunge, Remain Concious, Sharp Shooting, Shield Expert from Sword and Fist: a Guidebook to Fighters and Monks; and Dwarf’s Toughness, Faster Healing from Masters of the Wild: a Guidebook to Barbarians, Druids and Rangers. Equipment (Magical) - the Amulet of Mighty Fist (+1), Ring of Mage Armor and the following weapon special abilities: Merciful, Seeking and Sure Striking from Sword and Fist: a Guidebook to Fighters and Monks; the Scared Scabbard and the armor special ability Called from Defenders of the Faith: a Guidebook to Clerics and Paladins; Breaker Bottles, Jumping Caltrops and Spool of Endless Rope from Song and Silence: a Guidebook to Bards and Rogues; Equerry’s Armor and the armor special ability Ease from Masters of the Wild: a Guidebook to Barbarians, Druids and Rangers. Regional Adaptable Prestige Classes - Sergeants are able to petition to attend advanced officer training to become officers or compete for a seat in the Warmaster Training Course. There are two seats annually avaialbe from the Mounted Borderers to receive appointments to Warmaster Training Course. The Warmaster is an Regional Adaptabled Prestige Class that requires Verbobonc Meta-Campaign Documentation. Notify the Verbobonc Meta-Campaign Director early in your career to ensure you best oppertunity to join this elite corp of warriors. Players must present Regional Campaign Documentation to the DM prior to event play. Verbobonc Mounted Borderers
textdata/thevault/Living Greyhawk/Metaorg Material/Verbobonc/VER-RUP1-MountedBorderer_Sept02.pdf
www.games-workshop-fr.com Les doctrines stratégiques des Tau favorisent la manœuvre sur la défense statique, ce qui signifie qu’une position n’est âprement défendue qu’en cas d’extrême urgence. Le recours aux nodes d’interdiction de zone permet aux unités de ligne de la Caste du Feu de se redéployer en sécurité face à un assaut ennemi de grande envergure tout en ralentissant l’adversaire et en lui infligeant des pertes. De plus, cela évite le sacrifice inutile des Guerriers de Feu, car les armes des nodes d’interdiction ne sont opérées que par des drones. Les nodes d’interdiction de zone sont employés par les Tau pour défendre des installations vitales et peuvent déclencher des tirs antipersonnel et antichars dévastateurs que seul un ennemi très déterminé pourra essuyer. Chaque node est un emplacement d’arme stationnaire contrôlé par une intelligence artificielle très avancée. Des plus, les nodes sont reliés entre eux par un réseau, ce qui leur permet de combiner leurs tirs. Les résultats des tirs croisés des nodes sur une cible sont toujours spectaculaires, et en plus d’une dizaine d’occurrences certifiées, des nodes d’interdiction de zone sont parvenus à détruire des véhicules super-lourds. Il est même arrivé lors de la Bataille de Dal’yth que sept de ces machines ouvrant le feu de concert parviennent à pulvériser un Titan Warhound. NODE D’INTERDICTION DE ZONE POINTS: 175 Canons Rail jumelés Senseur d’acquisition de cible Poste d’observation Alliage nano-cristallin (équivalent à 40mm de blindage composite ou 120mm de plastacier) UNITÉ: 1 Node TYPE: Véhicule Super-lourd (immobile) POINTS DE STRUCTURE: 2 ARMEMENT: Canons Rail jumelés en tourelle. ARME PORTÉE F PA SPÉCIAL Canon Rail (munition solide) 180ps 10 1 Lourde 1 (sous-munition) 72ps 6 4 Lourde 1, gabarit 5ps Sous-munition : Au lieu de tirer un projectile standard, le Node d’Interdiction de Zone peut faire feu avec ses sous-munitions explosives. Lorsque vous effectuez vos jets pour blesser contre les figurines touchées par l’explosion, vous pouvez relancer les jets pour blesser ratés. Tir Croisé : Les Nodes d’Interdiction de Zone sont reliés par un réseau qui leur permet de synchroniser leurs tirs. Déclarez avant d’effectuer vos jets pour toucher que vous effectuez un Tir Croisé avec deux Nodes ou plus, puis désignez leur cible. Vous ne pouvez utiliser que des munitions solides pour ces tirs. Effectuez vos jets pour toucher avec vos Nodes. Si au moins deux tirs font mouche, tous les tirs qui touchent bénéficient alors de la règle spéciale Tueur de Titans. BLINDAGE CT AVANT FLANC ARR. 3 12 12 12
textdata/thevault/Warhammer/40k/LANG/[FR]/5th Edition - French/Apocalypse Datasheets/Empire Tau - Node d'Interdiction de Zone.pdf
1 PRODUCT NO: SP006 [email protected] Feats and plot hooks for the command and greater command spell. Facebook Tumblr Twitter Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo. com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Abandoned Arts Presents: Spell Power Command 2 COWERING COMMAND [SPELL POWER] Your command inspires trembling fear. Prerequisites: ability to cast command or greater command Benefit: You can command a creature to cower for 1 round when you cast a command or greater command spell (“cower”). The commanded creature is frozen in fear on a failed save and can take no actions. A cowering character takes a –2 penalty to AC and loses his Dexterity bonus to AC (if any). This is a fear effect. GLUTTONOUS COMMAND [SPELL POWER] Your command conjures up a terrible hunger. Prerequisites: ability to cast command or greater command Benefit: You can command a creature to eat ravenously when you cast a command or greater command spell (“eat”). This command has no effect if food or edible content is not within arm’s reach of the creature. On a failed saving throw, an affected creature spends its next turn taking no action other than to eat the closest consumable, edible food or drink at hand. Creatures will not consume or imbibe anything overtly, directly harmful, (like a thorny fruit or the contents of a bottle labeled “poison”) but will otherwise consume available edibles without concern for safety – even if those edibles were plainly laid out by an enemy. Note that different creatures have different perceptions of what is and is not edible. A red dragon or an orc might consider a fresh corpse to be edible food, where a human or a pixie would not. Stranger creatures, like xorn and rust monsters, might have wildly different ideas about what is and is not edible. KNEELING COMMAND [SPELL POWER] Your command bends the knee. Prerequisites: ability to cast command or greater command Benefit: You can command a creature to bend the knee when you cast a command or greater command spell (“kneel”). The subject kneels down on a failed save, effectively falling prone but taking only half of the usual penalties (and gaining only half of the usual benefits) of the prone condition. Additionally, the creature’s downcast gaze grants other creatures concealment from the kneeling creature. SCREAMING COMMAND [SPELL POWER] Your command elicits a mad scream. Prerequisites: ability to cast command or greater command Benefit: You can command a creature to scream at the top of its lungs when you cast a command or greater command spell (“scream”). The subject stands in place for 1 round on a failed save; it can take no actions other than to scream loudly, but is not considered helpless. SQUIRMING COMMAND [SPELL POWER] Your command makes foes squirm with discomfort. Prerequisites: ability to cast command or greater command Benefit: You can command a creature to squirm SPELL POWER: COMMAND Presented below are several feats and exciting plot hooks centered around a unifying theme: the command and greater command spells. These spells were first featured in the Pathfind- er® Roleplaying Game: Core Rulebook and are referenced here and here for your convenience. SPELL POWER FEATS Spell power feats interact with specific spells or groups of closely-related spells, modifying the way those spells function for characters that possess them. Spells modified by a spell power feat are harder to identify with the Spellcraft skill. The DC of such a check is increased by +1 for every spell power feat that modifies the spell. A successful check reveals the names and effects of each of the spell power feats modifying the identified spell. 3 with discomfort and distress when you cast a command or greater command spell (“squirm”). The subject is sickened and staggered for 1 round on a failed saving throw. WEEPING COMMAND [SPELL POWER] Your command evokes tearful weeping. Prerequisites: ability to cast command or greater command Benefit: You can command a sighted creature to weep profusely for 1 round when you cast a command or greater command spell (“weep”). A weeping creature’s vision is impaired on a failed save; other creatures gain concealment from the subject, benefitting from a 50% miss chance (instead of the usual 20%). Additionally, the subject takes a -2 penalty to AC and moves at half speed while weeping. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Abandoned Arts Presents: Spell Power: Command © 2016, Daron Woodson; Author: Daron Woodson, Layout by Troy Daniels, Art by Rick Hershey and Fat Goblin Games Command Plot Hooks The following plot hooks and concepts are intended to inspire you with clever and memorable ways to implement the command and greater command spells into your campaign, or simply to bring to mind new and interesting ideas for adventures and quests. • A maze of deadly traps is made all the more lethal by the addition of command spells woven betwixt and between them, urging explorers to “halt,” “approach,” or “flee” directly into booby-trapped passages. • A dangerously-zealous inquisitor in the service of a tyrannical priest roams the streets of an oppressed metropolis, using a unique command spell to issue irresistible edicts to the citizenry, seeking out potential heretics and other enemies of the faith. Her one-word command? “Confess.” • A deviously-cursed wand of greater command afflicts the wand’s wielder with the very same command issued to his or her intended targets. • Assassins use command spells to force a terrified theatrical actor to act out his own truly-lethal death scene onstage, using commands such as “approach,” “kneel,” and “fall,” to disguise the assassination as part of a willing performance.
textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/Spell Power Command.pdf
Armor Degradation Branson Hagerty (Blackjack's Shadowrun Page http://shadowrun.html.com/users/blackjack/) Posted February 17, 1997 Body armor shouldn’t stick around forever, especially when it gets wracked up as much as it does in Shadowrun. Armor can only take so many hits before it simply falls apart or, at the very least, loses the rigidity or coverage required for it to give an actual armor benefit. Eventually the armor becomes a holed up rag giving no more protection than would a handi-wipe. Hence my armor degradation rules. Variation 1 makes a little bit of sense but may be a little rough. I use variation 2 because I think this situation is handled much better through a simple GM judgment call. Variation 1 If the total number of rounds which has impacted the character’s armor exceeds double the total armor rating then the level drops by one. In other words, if the total armor rating is 8 then, after the armor receives 16 bullets, the rating drops by 1 starting at the top layer of armor. I think this rule is a bit, but not a whole lot, better than FASA’s because it would normally be more realistic to determine armor loss by the number of bullets, not damage. A sniping round may end up virtually killing somebody wearing an armor jacket but would have little effect on the armor, creating a fairly small hole on the grand scale of things. For the purpose of armor degradation the GM may wish to double the bullet “value” of weapons firing exceptionally large rounds, such as HMGs, Shotguns, MMGs, etc. For hardened armor the GM may wish to half the value of light weapon bullets, while keeping the bullet count for heavy weapons at 1 per bullet. The big down side of this variation is it requires book-keeping, which is why I prefer variation 2. Variation 2 Basically, the GM determines when the armor rating of a PC should drop by taking into account how much they’ve been wracked up. If somebody takes a couple 6 round bursts from a HVAR, you can bet a bit of armor’s been shredded. But, at the same time, it may only take a few rounds from a shotgun to do the same armor damage because, with shot, it ravages a larger area and, with slug, the bullets are really, really big. Assault rile rounds may not even phase Heavy armor, but a stream of slugs from an HMG should be chipping armor left and right. There are so many different kinds of bullets, firing rates, and so on and so forth that to specialize rules for each kind of weapon would be an enormous headache.
textdata/thevault/Shadowrun [multi]/EXTRAS/Alernate Rules/RULEdegradation.pdf
CODE NAME: LEGAL NAME: NATIONAL ORIGIN: ID RANK: XP: VOC. FRAMEWORK: TEAM NAME: AGILITY: STRENGTH: SMARTS: SPIRIT: VIGOR: STATISTICS PARRY: PACE: CHARISMA: TOUGHNESS: STRAIN: EDGES FOCUSES VOCATION FRAMEWORK ATHLETICS: FIGHTING: HEALING: SHOOTING: DRIVING: SKILLS NOTICE: PILOTING: SPECIALIZATIONS INC WOUNDS -1 -2 -3 FATIGUE -1 -2 SHAKEN HINDERANCES NARRATIVE HOOK: BACKSTORY: LANGUAGES INVENTORY TOTAL GEAR POINT VALUE: HISTORY CONTACTS WEAPON DAMAGE RANGE ROF AP WEIGHT GP SHOTS NOTES GEAR WEIGHT GP NOTES GEAR WEIGHT GP NOTES ARMOR WEIGHT VALUE GP NOTES VEHICLE ACC/TS SIZE TOUGHNESS CREW NOTES WEAPONS: CYBERNETICS STRAIN EFFECT POWERS ARCANE BACKGROUND NAME RANGE PP DURATION NOTES MAX PP
textdata/thevault/Savage Worlds System (SWADE) [multi]/Freedom Squadron/Digital Extras Bundle/Savage Worlds - Freedom Squadron - Blank Character Sheet.pdf
Pathfi nder Paper Minis™ © 2012 Paizo Publishing, LLC Permission granted to print for personal use only Skull and Shackles Skull and Shackles Skull and Shackles Bestiary Pathfi nder Paper Minis™ © 2012 Paizo Publishing, LLC Permission granted to print for personal use only Tidepool Dragon Tidepool Dragon Tidepool Dragon Incutilis Incutilis Host Familiar, Dodo Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC Permission granted to print for personal use only Familiar, Dwarf Caiman Familiar, Giant Isopod Familiar, Seal Familiar, Marine Iguana Familiar, Mongoose Familiar, Osprey Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC Permission granted to print for personal use only Familiar, Parrot Familiar, Sea Krait Familiar, Snail Kite Familiar, Toucan Tiger Fish Varisian Hagfish Varisian Hagfish Varisian Hagfish Tiger Fish Tiger Fish Sahuagin, Shark-blooded Sahuagin, Shark-blooded Sahuagin, Spined Sahuagin, Spined Sahuagin, Spined Sahuagin, four-armed Sahuagin, four-armed Sahuagin, 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Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC Permission granted to print for personal use only Jigsaw Shark Jigsaw Shark Jigsaw Shark Voidstick Zombie Voidstick Zombie Coral Capuchin Skeleton, Albatross Skeleton, Albatross Voidstick Zombie Stabbing Beast Galvo Werecrocodile Werecrocodile Skeleton, Eagle Skeleton, Eagle Skeleton, Eagle Skeleton, Albatross Skeleton, Eel Skeleton, Eel Skeleton, Eel Skeleton, Manta Ray Skeleton, Manta Ray Skeleton, Manta Ray Skeleton, Seagull Skeleton, Seagull Skeleton, Seagull Skeleton, Shark Skeleton, Shark Skeleton, Shark Skeleton, Vulture Skeleton, Vulture Skeleton, Vulture Zombie, Albatross Zombie, Albatross Zombie, Albatross Zombie, Devil Ray Zombie, Devil Ray Zombie, Devil Ray Zombie, Eagle Zombie, Eagle Zombie, Eagle Zombie, Eel Zombie, Eel Zombie, Eel Zombie, Manta Ray Zombie, Manta Ray Zombie, Manta Ray Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC Permission granted to print for personal use only Tidepool Dragon Tidepool Dragon Tidepool Dragon Incutilis Incutilis Host Familiar, Dwarf Caiman Familiar, Osprey Familiar, Sea Krait Familiar, Parrot Familiar, Dodo Familiar, Marine Iguana Familiar, Mongoose Familiar, Giant Isopod Familiar, Seal Familiar, Toucan Familiar, Snail Kite Tiger Fish Tiger Fish Tiger Fish Varisian Hagfish Varisian Hagfish Varisian Hagfish Sahuagin, Malenti Sahuagin, Malenti Sahuagin, Malenti Sahuagin, four-armed Sahuagin, four-armed Sahuagin, Shark-blooded Sahuagin, Shark-blooded Sahuagin, Spined Sahuagin, Spined Sahuagin, Spined Sea Urchin, Black Spot Sea Urchin, Black Spot Sea Urchin, Black Spot Sea Urchin, Giant Diadem Sea Urchin, Giant Diadem Sea Urchin, Giant Diadem Comozant Wyrd Comozant Wyrd Comozant Wyrd Ship in a Bottle Ship in a Bottle Ship in a Bottle Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC Permission granted to print for personal use only Zombie, Shark Zombie, Shark Zombie, Shark Zombie, Vulture Zombie, Vulture Zombie, Seagull Zombie, Vulture Zombie, Seagull Zombie, Seagull Sea Urchin, Ravenous Urchin Swarm Ship in a Bottle, Bottled Armada Helicoprion Shark Lorelei Hammerhead Shark Nothosaur Seaweed Siren Tetrolimulus Crocodilian, Marine Crocodile Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC Permission granted to print for personal use only Giant Puffer Fish Drowning Devil Swordfish Drowning Devil Ship sentinel, Sea Sorcerer Ship sentinel, Mariner’s Muse Ship sentinel Ship sentinel, Ballista Markman Fish, Dunkleosteus Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC Permission granted to print for personal use only Tiberolith Kapre Gargiya Narwhal Crocodilian, Saltwater Crocodile Scorpion (Stabbing Beast) Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC Permission granted to print for personal use only Giga Clam Urtleytlar, the Tempest Queen Faceless Whale Pathfi nder Paper Minis™ © 2012 Paizo Publishing, LLC Permission granted to print for personal use only Shark, Angustiden Crocodilian, Deinosuchus Pathfi nder Paper Minis™ © 2012 Paizo Publishing, LLC Permission granted to print for personal use only Cetacean, Crimson Whale Addu Pathfi nder Paper Minis™ © 2012 Paizo Publishing, LLC Permission granted to print for personal use only Kronosaurus Zeuglodon Pathfi nder Paper Minis™ © 2012 Paizo Publishing, LLC Permission granted to print for personal use only Kelpie’s Wrath Bakekujira Pathfi nder Paper Minis™ © 2012 Paizo Publishing, LLC Permission granted to print for personal use only Cetacean, Blue Whale Ugash-Iram Pathfi nder Paper Minis™ © 2012 Paizo Publishing, LLC Permission granted to print for personal use only
textdata/thevault/Pathfinder/1st Edition/Paper Minis/Paper Minis - Skulls & Shackles Bestiary.pdf
REPULSOR EXECUTIONER UPDATE The Repulsor Executioner has been released for the forces of the Adeptus Astartes, and its datasheet can be found in its construction guide. On that datasheet is the <Chapter> Faction keyword, meaning it belongs to Space Marine Chapters from Codex: Space Marines. You can, however, take this unit as part of another Space Marine Chapter not found within that publication. To do so, replace the <Chapter> keyword in every instance on that unit’s datasheet with Blood Angels (or the keyword of a Blood Angels successor Chapter, e.g. Flesh Tearers), Dark Angels (or the keyword of a Dark Angels successor Chapter, e.g. Angels of Absolution), Space Wolves or Deathwatch. For example, if you include a Repulsor Executioner and you decide it is from the Space Wolves Chapter, its <Chapter> keyword becomes Space Wolves and its Transport rule reads: ‘This model can transport 6 Space Wolves Primaris Infantry models. Each Mk X Gravis model takes up the space of 2 other models. It cannot transport Jump Pack models.’ If you are playing a game that uses points values, the points cost for this model and any new items of wargear it has is found below: RANGED WEAPONS WEAPON POINTS PER WEAPON Heavy laser destroyer 40 Twin icarus ironhail heavy stubber 10 UNIT MODELS PER UNIT POINTS PER MODEL (Excluding wargear) Repulsor Executioner 1 215
textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/5) FAQs/2019 FAQs/40k 8e - repulsor_executioner_update_en.pdf
5� Weapon Fillform 5� Weapon Design As the weapon is designed insert the design values and details into this Fillform. Values may be inserted in any order as the design is considered: the ultimate requirement is that the values balance and properly reflect the charts and tables. Weapons 2 BUILDING WEAPONS This Fillform allows an interactive design process which ultimately produces a final weapon design. Tech Level. Tech Level for a weapon is the minimum level required for manufacture. WEAPONS MANUFACTURER Manufacturer Surface or Orbital Factory? TL LL WEAPONS Q R E B S Chart Item Description Model TL Range Mass Burden H1 H2 D1 D2 H3 D3 KCr 000, Cr ,000 3 Type Gun G 6 4 9 -1 * 2 5 3 SubType 4 Descriptor Plasma P 5 4 x2.5 Pen 3 Burn 3 x2 5 Burden 5 Stage 6 Notes Recoil= Hi Loud= Vloud Flash= Bright Heat= Hot Vacc= UW= No CQ= -3 7 Options Q R E B S 5 User Man 8 Controls Off-Single-Override 5 Portability Portable +1 +2 Totals 11 5 22 -1 Pen 5 Burn 3 10,000 WEAPON DESCRIPTION Model LongName (Stage-Burden-Descriptor-Type-User-Portability-TL) PGMP-11 Plasma Gun Man Portable- 11 The basic information required to describe a weapon. Wx: WEAPON EXTENSION Range Cost Mass QREBS Effects Wx: R=5 Cr10,000 22.5 kg B= -3 Pen-5 Burn-3 The basic information required to use a weapon.
textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=1730 Weapon Design 010 Fillform Example.pdf
LPC1: GENERAL FORM/BASE HD LPC2: VISAGE General Form (Body) S M L amorphous 2 4 6 ape-like 2 5 8 baboon-like 1 3 5 bat-like 1 2 4 bear-like 3 5 7 beetle-like 1 2 5 bird-like 1 3 5 bison-like 2 5 8 cat-like 1 3 5 centipede-like 1 3 5 crab-like 1 3 5 crocodile-like 3 6 9 dragon-like 2 5 8 elephant-like 2 6 10 fish-like 1 2 3 frog-like 1 2 4 goat-like 1 2 3 human-like 1 2 4 human-like, hunched 1 2 4 human-like, pot-bellied 1 3 5 human-like, arched back 1 2 4 lion-like 2 4 6 lizard-like 2 5 8 pig-like 2 4 6 rat-like 1 3 5 slug-like 1 3 5 snake-like 1 2 3 spider-like 1 2 3 wasp/bee-like 1 2 3 weasel-like 1 3 5 Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 LPC6: APPENDAGES 1 2 3 4 5 6 7 8 9 0 0 arms, 2 legs (biped) 0 arms, 4 legs (quadruped) 0 arms, 6 legs (hexapod) 0 arms, 8 legs (octopod) 2 arms, 2 legs (biped) 2 arms, 4 legs (quadruped) 2 arms, 6 legs (hexapod) 4 arms, 2 legs (biped) 6 arms, 2 legs (biped) 11-20 pairs of legs (multiped) 10s Digit: Length 1-10 long arms/ short legs 11-20 average arms/legs 21-30 short arms/ long legs 1s Digit: Appendages Roll 1d3 for size [1=small; 2=med.; 3=large] LPC7: HAND/ARM FEATURES Roll on d30 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 animal-like centipede-like frog-like human-like insect-like octopus-like Arms Hand Features claws hooks pincers talons tentacled LPC8: FOOT/LEG FEATURES Roll on d30 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 animal-like bird-like human-like insect-like octopus-like serpentine Legs Foot Features claws hooves suckers talons webbed LPC5: BACK/WINGS Roll on d30 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 normal crested humped maned ridged spiked Back Wings none bat-like bird-like insect-like fan-like Visage blistering bubbling convulsing crackling decaying diseased drooling dusty gibbering glaring festering fevered filthy gurgling menacing moldy oozing pulsating putrid rank raw rotting scintillating shaking shivering stretched twitching ulcerated wrinkled vile Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 “d30 Fiend Generator I”: © 2016, New Big Dragon Games Unlimited d30 Fiend Generator I LPC4: BODY SURFACE/DENSITY 1 2 3 4 5 6 7 8 9 0 bald/smooth bumped/warty chitinous feathered furry hairy/bristled leathery scaly slimy wrinkled/folded 10s Digit: Density 1-10 thin (+1 AC) 11-20 average 21-30 thick (–1 AC) 1s Digit: Surface LPC3: BODY SHAPE/MUSCLE Roll on d30 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 ½ normal HD ±0 HD +1d3 hp +1 hp/HD +1 HD +1d3 HD Muscle Shape fat long short thin skeletal
textdata/thevault/OSR Generic/Old School Adventures D30 Accessories (OSR)/NBD d30 Encounters; Generators/d30 Fiend Generator 1 (OSR).pdf
Parley Parley Parley Plunder Plunder Plunder &&& YOU ARE THE CREW OF THE PIRATE FRIGATE DAUNTLESS, bearing an English letter of Marque. Your mission is to sail the Caribbean Sea, plunder ships of enemy nations, and maintain the crew. CAPTAIN MAYNARD was injured in your last battle and is unconscious in his quarters, leaving you to fend for yourselves. No matter your role, you have the most experience, so the rest of the crew look up to you. PLAYERS: CREATE CHARACTERS Choose a style for your character: Adventurous, Dedicated, Grizzled, Naive, Tactical, Roguish, Savvy Choose a role: Carpenter, Cook, Helmsman, Officer, Gunner, Navigator, Rigger, or Swabbie Choose your number, from 2 to 5. A high number means you’re better at PARLEY (negotiation, navigation, combat strategy). A low number means you’re better at PLUNDER (swordsmanship, feats of strength, looting) Give your pirate a thematic 18th century name, like Thaddeus Thompson You have: the clothes on your back (including a cool hat or bandana), standard-issue cutlass, flintlock pistol (short range, one shot per reload) and six shots. Player goal: Get your character involved in high seas adventures and probably say “Arr” a lot. Character goal: Choose one or create your own: Become Captain, Woo in Port, Bury Your Treasure, Get a Peg Leg, Plunder a Merchant Ship PLAYERS: CREATE THE SHIP As a group, pick two strengths for the Dauntless: Fast, Nimble, Loyal Crew, Extra Guns, Reinforced Hull, Experienced Medic, Durable Sails. Also, pick one problem: Noisy (squeaky planks and humming rudder), Short on Ammo (both cannon balls and crew’s pistol ammo), Infamous (merchant ships know it on sight), Inferior Cannons (bad at long range) ROLLING THE DICE When you do something risky, roll 1d6 to find out how it goes. Roll +1d if you’re prepared and +1d if you’re an expert (The GM will tell you how many dice to roll based on your character and the situation). Roll your dice and compare each die result to your number. If you’re using Parley (tactics, charm) you want to roll under your number. If you’re using Plunder (fighting, tenacity) you want to roll over your number. If none of your dice succeed, it goes wrong. The GM says how things get worse somehow. If one die succeeds, you barely manage it. The GM inflicts a complication, harm, or cost. If two dice succeed, you do it well. Yarr! If three dice succeed, you get a critical success. The GM tells you some extra effect you get. If you roll your number exactly, you Shiver Me Timbers! You get special insight into what’s going on. Ask the GM a question and they’ll answer you honestly. Some good questions: Do they have answers? Who’s behind this? What’s the best way to ____? What’s really going on? You can change your action if you want to, then roll again. HELPING: If you want to help someone else when they roll, say how you try to help and make a roll. If you succeed, give them +1d. 1. 2. 3. 4. 0 1 2 3 ! A THREAT... 1. The Dutch 4. Rival pirate 2. The French 5. Bounty hunter 3. The Spanish 6. Evil twin WANTS TO... 1. Destroy/kill 4. Fortify 2. Kidnap/steal 5. Control 3. Purchase 6. Manipulate THE... 1. Governor of Bermuda 4. Island of Tortuga 2. Sugar Trade 5. Treaty of Utrecht 3. Treasure Fleet 6. Shipbuilding Industry WHICH WILL... 1. Eliminate piracy in the Caribbean 4. Uncover a spy on the ship 2. Bankrupt the British Government 5. Spawn famine in the New World 3. Give area control to the Spanish 6. Trigger world peace GM: CREATE A PIRATICAL ADVENTURE Roll or choose on the tables below: GM: RUN THE GAME Find out how they defeat the threat. Introduce the threat by showing evidence of its recent badness. Before a threat does something to the characters, show signs that it’s about to happen, then ask what they do. “The merchant ship is running out their long guns, ready for a fight. What do you do?” “The tavern wench throws mead on your face. What do you do?” Call for a roll when the situation is uncertain. Don’t pre-plan outcomes-let the chips fall where they may. Use failures to push the action forward. The situation always changes after a roll, for good or ill. Ask questions and build on answers. “Have any of you been to Tortuga before? When? What happened?” PARLEY & PLUNDER is a hack of LASERS & FEELINGS! LASERS & FEELINGS was written by John Harper, whose name sounds piratey. [email protected] onesevendesign.com Like its forefather before it, this game is licensed under C C B Y - N C - S A 4 . 0 International License: http://creativecommons.org/ licenses/by-nc-sa/4.0/sa/4.0/ This is usually where the author of this hack would put a byline or something. Enjoy this spyglass instead.
textdata/thevault/Kid Friendly/3. Rules Lite Collection/Lasers & Feelings Hacks/Parley and plunder.pdf