Tuesday, May 31, 2016

For Young Master Pellinore

This is a version of Galisant / Questing Beast more in line with legends and T.H. White's 'Once and Future King'. 

For Young Master Pellinore. Art by H.J. Ford (1904)
 
Galisant of Legends and Stories
Armor Class: 23
Hit Dice: 10D + 10
Initiative: +5
Movement: 200 feet per round Walking.
Attacks: 2 / +10 (Hooves), 1 / +10 (Bite), and (Baying of Hounds)
Damage: 1D8 Hooves, 1D10 Bite – (*Poison)
All Saves: 10
Magic Resistance: 20%
Size: 4 ft. at the shoulder, and 10 ft. long. (Size of a male African Lion)
Alignment: Lawful
Intelligence: Average Human
Special Abilities:
*Poison: Every time a person takes damage from Galisant's bite, the target must make a save versus Poison. Those that fail their save will take 1D4 damage per round for the next 3 rounds. A single target can suffer from 3 doses of poison at a time.

Infrared Vision: Galisant can see in the Infrared spectrum, allowing her to see perfectly in the dark.

Baying of Hounds: Galisant is able to produce a sound exactly like a pack of baying hounds. The sound can be modulated to create a number of effects. Galisant may use each effect three times per day. Effect I: Galisant brings into being a special favor upon herself and her allies, and causes harm to her enemies. All attacks, damage and saving throws made by those in capable of hearing the baying who are friendly to Galisant are at +1, while those of her enemies are at -1. This bonus/penalty continues as long as Galisant continues to bay. She may attack while baying, but only using her hooves. The bonus ends when she stops baying. Effect II: Her baying can summon a mammal, or several of them, to her locale in order that the creature(s) can attack the Galisant's opponents. The conjured animal(s) remain in the cleric's locale for 20 melee rounds, or until slain. Galisant can call up one or more mammals with hit dice whose total does not exceed 10. The creature(s) summoned will unfailingly attack the opponent(s) of Galisant. Effect III: Galisant lets out a single loud bark that causes a cone-shaped area originating at her mouth and extending outwards in a 60ft cone to be filled with destructive vibrations. It causes 5D4 damage, it also causes deafness for 5 turns on a failed save versus magic.

Pursued But Never Caught: Galisant is always able to find the shortest, most direct route that she is seeking, be it the way to or from or out of a locale. The locale can be outdoors or underground, a trap or even a maze spell. The spell will enable Galisant to select the correct direction which will eventually lead her to egress, and the exact path to follow (or actions to take). She is never hindered by her environment, never receiving movement negatives due to terrain.

Spell Casting: While Galisant is not a true spell-caster, she is able to create a number of effects due to her magical nature. 1 / Week: Geas / Quest – She only bestows quests to those she believes are worthy. Those who successfully complete the quest are granted one of the following: A legendary magical item (GM's choice), Immunity to all natural poisons, Trackless steps, Completely unhindered by forest growth, or Ability to speak to non-magical animals. Those who do something dishonorable by Galisant's standards, lose this ability ability until they engage in another of Galisant's quests. 1 / Day Each: Heal, Restoration, and Resurrection. Galisant only uses her abilities on those she finds worthy.

Filthy Hipster Harold!

Here's the last Forest Manager! Now, all that's left is Virgil and his security force goons!

Furry Hipster. Art by Santolouco (Deviantart)
 
Harold / Sasquatch
MotSP
Close Defense: 28
Ranged Defense: 22
Armour: 1D8 + 1 (Thick Hide)
Hit Dice: 12 (78 hp)
Initiative: +11
Movement: 65 meters per round Walking
Attacks: 2 / +11 (Big Fists) or 1 / +11 (Big Fists) and 1 / +11 (Vintage Ray-Gun)
Damage: 1D10+2 Big Fists – (*Knock Down or **Knock Back), 1D12 Vintage Ray-Gun – (Armor Defeating x2, Igniting, Explosive, Auto-Fire x2, Long Range, Ammo Save: 15)
Saves: 16
Traits / Skills: Giant – Large, Resilient, and Strong. Primate – Foot-Hands. Juggernaut x6. Combat Dodge x6. Armor Eater x6. Knock-Out Blow x6. ***Discerning Tastes. ****Before it Was Cool. *****John Lithgow. ******Psi-Talents.

*Knock Down – Harold (never Harry) is able to knock down individuals from the force of his unarmed strikes. Whenever an individual, smaller than Harold, is struck by an unarmed attack they must make a toughness save or be knocked prone. Knock Down and Knock Back may not be used at the same time.

**Knock Back – Harold is able to knock back individuals from the force of his unarmed strikes. Whenever an individual, smaller than Harold, is struck by an unarmed attack they must make a toughness save or be knocked back 1 meter per point they fail their save. Knock Down and Knock Back may not be used at the same time.

***Discerning Tastes – Harold is only able effected by the cheapest or rarest (most expensive) chemicals, including poisons. Harold likes the cheap stuff, ironically, and the rare stuff because it's the only thing he deigns to be effected by.

****Before it Was Cool – Harold has been doing most stuff, before it was cool. Each time, after the first, Harold is damaged by a damage type (cold, energy, heat, etc...) increases his armor value against that type of damage for the next 24 hours. Each time, after the first, Harold is effected by a specific Psi-Talent, Harold receives a +2 cumulative bonus to saves against that specific Psi-Talent for the next 24 hours. If the Psi-Talent does damage, Harold reduces the damage done to him by a cumulative -2 for each time the power is used against him.

*****John Lithgow – Harold is obsessed with an actor from ancient Earth, named John Lithgow. Harold will go out of his way to assist anyone with looks sufficiently enough like John Lithgow. Harold cannot bring himself to hurt someone who looks sufficiently enough like John Lithgow. He has no compunctions about hurting the John Lithgow look-alike's friends.

******Psi-Talents - Psi-Talent: Harold is capable of using certain Psi-Talents a set number of times per day and others at will. Caster level is equal to Harold's Hit-Dice. At-Will each: Knocking (Sasquatch do this in the woods frequently) and Spoon Bending. 4 / Day each: Mindwipe, Silence, and Enthrall. 3 / Day each: Clairvoyance, Speed, and Telekinetic Bonds. 2 / Day each: Earthshaker, Stormcaller, and Stun.

Alpha Blue
Health: 80
Armor: 3
Action Dice: 4d6
#Attacks: 2 [Level: 12]
Special: Big Fists: Those that are struck by Harold's unarmed attacks must make as save otherwise they are knocked prone or knocked back 10 feet. Expensive Irony: Harold is only effected by cheap chemicals (only ironically, of course) or by the really expensive ones. Hipster Jerk: Harold increases his armor by +1 each time he is attacked by the same individual for that individual only. Harold has been taking damage from your character since before it was cool. Lovely Lithgow: Harold is OBSESSED with the ancient Earth actor John Lithgow. If you look enough like John Lithgow, Harold will do anything for you, anything... Harold would never hurt a Lithgow look-alike, but he'd destroy their friends. Totally Unique Powers: Harold is super unique when it comes to brain powers, if you've seen similar ones, then he's using those ironically. He can make creepy knocking and hooting noises come from nowhere, for some reason his species loves doing that stuff. He can also create eerie silences, cause sudden thunderstorms, and localized earthquakes.

OSR
MotSP
Armor Class: 22
Hit Dice: 12D + 30 (Big and Resilient)
Initiative: +5
Movement: 60 feet per round Walking
Attacks: 2 / +11 (Big Fists) or 1 / +11 (Big Fists) and 1 / +11 (Vintage Ray-Gun)
Damage: 1D8+3 Big Fists – (Knock Down or Knock Back), 1D10 Vintage Ray-Gun – (Burning: Causes an additional 1D4 damage each round for 3 rounds. May have up to 3D4 damage continuing at once.) Ammo: 15 Range: Short – 30 ft. Medium – 60 ft. Long – 120 ft.
Saves: 6
Magic Resistance: 30%
Size: 8 feet tall
Alignment: Neutral
Intelligence: Genius (Pretends to be Supra-Genius though)
Special Abilities:
Knock Down: Harold (never Harry) is able to knock down individuals from the force of his unarmed strikes. Whenever an individual, smaller than Harold, is struck by an unarmed attack they must roll beneath their Strength or Dexterity on a D20 or be knocked prone. Knock Down and Knock Back may not be used at the same time.

Knock Back: Harold is able to knock back individuals from the force of his unarmed strikes. Whenever an individual, smaller than Harold, is struck by an unarmed attack they must roll beneath their Strength or Dexterity on a D20 or be knocked back 5 feet per point they fail their roll. Knock Down and Knock Back may not be used at the same time.

Hipster Tastes: Harold is only able effected by the cheapest or rarest (most expensive) chemicals, including poisons. Harold likes the cheap stuff, ironically, and the rare stuff because it's the only thing he deigns to be effected by.

Before it Was Cool: Harold has been doing most stuff, before it was cool. Each time, after the first, Harold is attacked by a specific character, he increases his AC against that character by +1 for the next 24 hours, up to a maximum of +6. Each time, after the first, Harold is effected by a spell from a specific character, Harold receives a +2 cumulative bonus (up to a maximum of +6) to saves against spells cast by that specific character for the next 24 hours. Harold has been taking damage from your character since before it was cool.

Lovely Lithgow: Harold is obsessed with an actor from ancient Earth, named John Lithgow. Harold will go out of his way to assist anyone with looks sufficiently enough like John Lithgow. Harold cannot bring himself to hurt someone who looks sufficiently enough like John Lithgow. He has no compunctions about hurting the John Lithgow look-alike's friends.

Spell-Casting: Harold is capable of casting certain spells a set number of times per day and others at will. Caster level is equal to Harold's Hit-Dice. At-Will each: Audible Glamour (Sasquatch do this in the woods frequently) and Breaking (Opposite effect of Mending). 4 / Day each: Forget, Silence, and Enthrall. 3 / Day each: Clairvoyance, Haste, and Hold Monster. 2 / Day each: Earthquake, Call Lightning, and Power Word Stun.

Monday, May 30, 2016

The Questing Beast

So, this is the Questing Beast / Glatisant. You may remember her from T.H. White's Once and Future King. She is the 5th forest manager. Just 1 more to go, damn my slow pace.


Here she is in all her glory. Art by Deimos-Remus (Deviantart)

Questing Beast / Glatisant
MotSP
Close Defense: 24
Ranged Defense: 24
Armour: 1D12 / + 2 (Thick Hide and Fur)
Hit Dice: 13 (52 hp)
Initiative: +12
Movement: 70 meters per round Walking
Attacks: 2 / +13 (Hooves) and 1 / +13 (Bite) or 2 / +13 (Hooves) and 1 / +13 (Plasma Breath)
Damage: 1D10 Hooves – (*Shock-Wave x2), 1D12 Bite – (Armor Defeating and **Poison), 1D10 Plasma Breath (***Spreading, ****Continuous, Igniting, Volt, and Range: Point Blank)
Saves: 17
Traits: Feline – Acute Hearing, Graceful, Natural Weapons, Night Vision, Rapid Reaction, Wary, Vibration Sense. Ophidian – Coil. *****Psi-Talent.

*Shock-Wave: When an individual is struck by a shock-wave weapon, it produces a shock-wave that strikes all other targets in a 1 meter radius. Every time shock-wave is taken the radius is increased by 1 meter. The shock-wave does one less die-type than a direct hit. The targets may make Reflexes saving rolls to avoid the shock-wave damage.

**Poison: Every time a target is struck by the Questing Beast's bite attack, and at least 1 point of damage is suffered after armor protection, the target must make a Toughness save. If they fail their save, they take an additional 1D8 points of damage, this damage cannot be reduced by armor/force-fields/psi-talents.

*** Spreading: This ability adds 1 meter to either side of the projectile's/beam's path. The attacker makes a single attack-roll, if the attack roll exceeds the defense score of anyone caught in the path of the attack, they suffer damage as normal.

****Continuous: The attack damages everyone in the path and range of the beam/projectile. The attacker makes a single roll, all those in the path of the beam/projectile whose defense is less than the roll, are hit.

*****Psi-Talent: Glatisant is capable of using certain Psi-Talents a set number of times per day and others at will. Caster level is equal to Glatisant Hit-Dice. At-Will each: Bearing and Light-Heal. 4 / Day each: Mindbolt, Beguile, and Sleep. 3 / Day each: Enthrall, ESP, Heat, and Mindwipe. 2 / Day each: Missile Shield, Clairvoyance, Speed, and Suggestion. 1 / Day each: Melee Shield, Intellect Blaster, and Geas.

Alpha Blue
Health: 85
Armor: 4
Action Dice: 4d6
#Attacks: 3 [Level: 13]
Special: Trippy Bite: Anyone who is damaged by Glatisant's bite suffer from mind-blowing hallucinations if they fail their save to resist the poison. Thunder Hoof: Glatisant's hoof strikes cause shock-waves that damage others who are within 7 feet of the target. Those in the range of the shock-waves may make a save to avoid being damaged. Plasma Spew: The Questing Beast can spew out a beam of plasma like that fired from a shoulder mounted plasma cannon. F'ing With Your Mind Man: Your mind, is her mind's toy to play with. She is capable of dominating the weak-minded, especially the unimaginative. Those that fail their save are forced go on a 'quest' for her.

OSR
Armor Class: 24
Hit Dice: 13
Initiative: +7
Movement: 200 feet per round Walking.
Attacks: 2 / +13 (Hooves), 1 / +13 (Bite), and (Plasma Breath)
Damage: 1D10 Hooves, 1D12 Bite – (*Poison), and Plasma Breath (7D6)
All Saves: 5
Magic Resistance: 25%
Size: 4 ft. at the shoulder, and 10 ft. long. (Size of a male African Lion)
Alignment: Lawful
Intelligence: Supra-Genius
Special Abilities:
*Poison: Every time a person takes damage from Galisant's bite, the target must make a save versus Poison. Those that fail their save will take 1D4 damage per round for the next 3 rounds. A single target can suffer from 3 doses of poison at a time.

Plasma Breath: Every 1D4 rounds the Questing Beast may breathe a 90 ft. long 15 ft. wide line of plasma. The plasma does 7D6 damage. Those that make a successful save versus breath, only take ½ damage. Glatisant may make a breath attack along with her normal attacks.

Spell Casting: Glatisant is capable of using certain spells a set number of times per day and others at will. Caster level is equal to Glatisant Hit-Dice. At-Will each: Command and Cure Light Wounds. 4 / Day each: Magic Missile, Charm Person, and Sleep. 3 / Day each: Enthrall, ESP, Heat Metal, and Forget. 2 / Day each: Clairvoyance, Haste, and Suggestion. 1 / Day each: Protection from Normal Weapons, Maze, and Geas.

Thursday, May 26, 2016

Small Update - Baku!

So, I was kinda lazy today, so I only made one Forest Manager. Two more to go!

 
Lady of Dreams, Mistress of the Mind.

Baku
MotSP
Close Defense: 25
Ranged Defense: 25
Armour: 1D8 / 15 HP *Field of Dream-Fog (Refreshes at a rate of 5 per round)
Hit Dice: 14 (56 hp)
Initiative: +13
Movement: 30 meters per round Walking / 200 meters per round **Dream-Stepping / Unlimited Range ***Dream-Summoned
Attacks: 2 / +13 (Claws) and 1 / +13 (Tusks)
Damage: 1D10 Claws – (Armor Defeating x2) and 1D12 Tusks – (Armor Defeating x3)
Saves: 18
Traits: Nocturnal – Acute Hearing, Infrared Vision, and Night Vision. ****Psi-Talents.
*Field of Dream-Fog: Baku produces a thick miasma of Dream-Fog around herself when she is threatened. This fog of dream-stuff acts as a force-field that refreshes at a rate of 5 per round.
**Dream-Stepping: Baku is capable of teleporting adjacent to any creature able to dream as long as they are within 200 meters of her. The creature does not need to be within line of sight, this ability is not impeded by obstacles between Baku and her target creature.
***Dream-Summoned: Once per day Baku may directly teleport to anyone in Elysium who calls out “Baku-san, come eat my dream.”. Baku may chose not to teleport to the person, and knows the identity of as well as the most recent dream of the caller.
**** Psi-Talents: Baku is a true queen of dreams and the minds that produce them. Baku is capable of manipulating the minds of any creature capable of dreaming. Baku is capable of using certain Psi-Talents a set number of times per day and others at will. Caster level is equal to Baku's Hit-Dice At-Will each: Sleep, ESP, and Truth Sense. 4 / Day each: Beguile, Mind Message, Mindbolt, and Telekinetic Shield. 3 / Day each: Enthrall, Mind Wipe, and Silence. 2 / Day each: Clairvoyance, Speed, and Suggestion. 1 / Day each: Confusion, and Melee Shield.

Alpha Blue
Health: 90
Armor: 3 + 1D4 (Dream-Fog)
Action Dice: 4d6
#Attacks: 3 [Level: 14]
Special: Dream-Fog: Baku produces a thick miasma of Dream-Fog around herself when she is threatened. This fog of dream-stuff acts as a force-field that gives +1D4 armor. Dream-Stepping: Baku is capable of teleporting adjacent to any creature able to dream as long as they are within 200 meters of her. The creature does not need to be within line of sight, this ability is not impeded by obstacles between Baku and her target creature. Dream-Weaver: Once per day Baku may directly teleport to anyone in Elysium who calls out “Baku-san, come eat my dream.”. Baku may chose not to teleport to the person, and knows the identity of as well as the most recent dream of the caller. Dream-Mistress: Your mind, is her mind's submissive slave-monkey. She is capable of dominating the weak-minded, especially the unimaginative.

OSR
Armor Class: 25 (29 w/ Dream-Fog)
Hit Dice: 14
Initiative: +7
Movement: 40 Feet Walking / 300 Feet Dream-Stepping
Attacks: 2 / +14 (Claws) and 1 / +14 (Tusks)
Damage: 1D8 Claws / 1D10 Tusks
All Saves: 3
Magic Resistance: 40%
Size: 11' Tall (Size of African Bush Elephant)
Alignment: Neutral
Intelligence: Supra-Genius
Special Abilities:
Field of Dream-Fog: Baku produces a thick miasma of Dream-Fog around herself when she is threatened. This fog of dream-stuff adds +4 to Baku's AC.
Dream-Stepping: Baku is capable of teleporting adjacent to any creature able to dream as long as they are within 300 feet of her. The creature does not need to be within line of sight, this ability is not impeded by obstacles between Baku and her target creature.
Dream-Summoned: Once per day Baku may directly teleport to anyone in Elysium who calls out “Baku-san, come eat my dream.”. Baku may chose not to teleport to the person, and knows the identity of as well as the most recent dream of the caller.
Spell Casting: Baku is a true queen of dreams and the minds that produce them. Baku is capable of manipulating the minds of any creature capable of dreaming. Baku is capable of casting certain spells a set number of times per day and others at will. Caster level is equal to Baku's Hit-Dice At-Will each: Sleep, ESP, and Detect Lie. 4 / Day each: Charm Person, Message, Magic Missile, and Shield. 3 / Day each: Enthrall, Forget, and Silence. 2 / Day each: Clairvoyance, Haste, and Suggestion. 1 / Day each: Confusion, and Protection From Normal Melee Weapons.

Tuesday, May 24, 2016

Forest Managers of Elysium

Here's the 1st half of the Forest Managers in Elysium!

Steely and Greedy

Fafnir
MotSP
Close Defense: 24
Ranged Defense: 24
Armour: 1D12
Hit Dice: 12 (48hp)
Initiative: +11
Movement: 10m per round walking / 55m per round flying.
Attacks: 2 / +11 (Claws) and 1/+11 (Laser Breath)
Damage: 1D12 Claws (*Rending, Armor Defeating) / 1D10 Laser Breath (Auto-fire x3, Igniting, Armor Defeating x3, Long Range)
Saves: 16
Traits: Robotic – Interface, Brother Machine, and Painless. Reptilian – Cold Blooded, Infrared Vision, and Scales. **Soporific Drone, ***Overclock, and ****Neural Overload
*Rending – Each time a character takes damage, after armor reduces the damage, the character takes an additional point of damage each round. Each successful instance of damaging a target adds another point of ongoing damage. If a successful Medicine or First Aid skill check is made, as well as any effect that would restore hit-points, ends all the continuing damage. The continuing damage is due to the ragged wounds left behind by the attack, any being that does not bleed or have blood is immune to this effect.
**Soporific Done – Fafnir is able to produce an almost sub-sonic drone that can cause an individual to drop into a deep sleep. Treat this ability as the Sleep Psi-Talent with Fafnir's Hit-Dice as the caster level. He may use this power 4 times per day.
***Overclock – Fafnir is able to overclock his processor speed, allowing him to act faster than normal. Treat this ability as the Speed Psi-Talent with Fafnir's Hit-Dice as the caster level. He may is this power 2 times per day.
****Neural Overload – Fafnir is able to produce an electromagnetic shock wave that overloads the neural processes of organics and machines. Treat this ability as the Stun Psi-Talent with Fafnir's Hit-Dice as the caster level. He may use this power 1 time per day.

Alpha Blue
Health: 80
Armor: 4 + 1D6
Action Dice: 4d6
#Attacks: 3 [Level: 12]
Special: Flight: Fafnir is capable of flight 5 times faster than a human. Laser Breath: Fafnir has the ability to 'breathe lasers' as one of his attacks, this ability ignores armor and may target up to 3 people at once. Rending Claws: Fafnir's claws cause 1 point of continuing damage from bleeding. This type of damage may be applied multiple times, once for each successful melee hit. Any type of successful medical attention will end all instances of bleeding damage on a character. Soporific Drone: 4 times per day, Fafnir can produce a soporific tone that can cause individuals to fall into a deep slumber on a failed save. Overclock: 3 times per battle, Fafnir can act twice in a single round. Neural Overload: Once per day, Fafnir can cause a single target to fall unconscious for 4 rounds, no save.

OSR
Armor Class: 24
Hit Dice: 12
Initiative: +6
Movement: 40 Feet Walking / 150 Feet Flying.
Attacks: 2 / +12 (Claws) and 1 / +12 (Bite)
Damage: 1D10 Claws (Wounding) / 3D6 Bite
All Saves: 4
Magic Resistance: 25%
Size: 48' Long
Alignment: Lawful
Intelligence: Supra-Genius
Special Abilities:
Machine: Fafnir is immune to all mind-effecting abilities and illusions.

Laser Breath: Once every 1D4 rounds, along with the all his normal attacks, can 'breathe' a wide swathe of lasers. All those caught in the 45 foot long and 15 foot wide area take 12D4 damage, a successful save versus breath reduces the damage by half.

Wounding Claws – Each time a character takes damage, the character takes an additional point of damage each round. Each successful instance of damaging a target adds another point of ongoing damage. If a successful Medicine or First Aid skill check is made, as well as any effect that would restore hit-points, ends all the continuing damage. The continuing damage is due to the ragged wounds left behind by the attack, any being that does not bleed or have blood is immune to this effect.

Soporific Done – Fafnir is able to produce an almost sub-sonic drone that can cause an individual to drop into a deep sleep. Treat this ability as the Sleep spell with Fafnir's Hit-Dice as the caster level. He may use this ability 4 times per day.

Overclock – Fafnir is able to overclock his processor speed, allowing him to act faster than normal. Treat this ability as the Haste spell with Fafnir's Hit-Dice as the caster level. He may is this ability 2 times per day.

Neural Overload – Fafnir is able to produce an electromagnetic shock wave that overloads the neural processes of organics and machines. Treat this ability as the Hold Monster spell with Fafnir's Hit-Dice as the caster level, however, no save is allowed. He may use this power 1 time per day.

Lady of Weaves and Webs.

Arachne
MotSP
Close Defense: 25
Ranged Defense: 25
Armour: 1D10 + 1 / 20 HP Force-Field
Hit Dice: 13 (52hp)
Initiative: +12
Movement: 30 meters per round, may effortlessly climb any surface.
Attacks: 2 / +12 (Claws – Hands), 6 / +12 (Claws – Legs), and +11 *Spit Gravity-Web
Damage: 1D8 Claws – Hands (Armor Defeating) and 1D12 Claws – Legs (Armor Defeating x3)
Saves: 17
Traits: Insectoid – Chitin, Extra Action x6, and UV Vision. **Psi-Talents.
*Spit Gravity-Web: The first hit massively changes the gravity in a small area and can rip flesh from bones. Longer term - for the length of the encounter - each hit also halves the target’s movement. D10 damage, -1 accuracy, Close Range. Useable once 1D4 rounds.
** Psi-Talents: Arachne can use certain Psi-Talents a limited number of times per day. Her Hit-Dice are considered her level when determining talent effects. 4/Day each – Bearing, Light Heal, Mindbolt, and Beguile. 3/Day each – Enthrall, ESP, Mindwipe, and Silence. 2/Day Each – Flight, Speed, Suggestion, and Telekinetic Bonds. 1/Day each – Confusion, Melee Shield, Moderate Heal, and TeleStep.

Alpha Blue
Health: 85
Armor: 3 + 1D6
Action Dice: 4d6
#Attacks: 3 [Level: 13]
Special: Spit Gravity-Web: Once every 1D4 round Arachne may spit a gravity-web at a target. Along with doing normal damage, the target is held immobile for a 4 rounds, or 2 rounds with a successful save. Wall Crawler: Arachne is capable of climbing any surface. Psychic Mojo: Arachne is capable of telepathy, telekinesis, jaunting (teleporting) short distances, dominate the weak-minded, and electrocuting people with lightning that shoots out of her fingers.

OSR
Armor Class: 24
Hit Dice: 13
Initiative: +7
Movement: 40 Feet Walking, may climb any surface as if permanently under the effects of the Spider Climb Spell.
Attacks: 6 / +13 (Claws) and 1 / +12 (*Spit Gravity-Web)
Damage: 1D6 Claws (Wounding) / 1D8 (*Spit Gravity-Web)
All Saves: 3
Magic Resistance: 30%
Size: 8' Tall
Alignment: Lawful
Intelligence: Supra-Genius
Special Abilities: Arachne has the ability to cast the following spells with a caster level equal to her Hit-Dice -
4/Day each – Command, Cure Light Wounds, Magic Missle, and Charm Person.
3/Day each – Enthrall, ESP, Forget, and Silence 15' Radius.
2/Day Each – Fly, Haste, Suggestion, and Hold Person.
1/Day each – Confusion, Protection From Normal Weapons, Cure Serious Wounds, and Dimension Door.

Charming and Dangerous

Reynard
MotSP
Close Defense: 22
Ranged Defense: 22
Armour: 1D8
Hit Dice: 10 (40hp)
Initiative: +9
Movement: 30m per round walking
Attacks: 2 / +9 (Claws) and 1 / +9 (Bite) OR 1 / +9 (Claw), 1 / +9 (Bite), and 1 / +9 (BFL 9 x 10^3 a.k.a Big Foxy Laser 9000)
Damage: 1D8 Claws (Armor Defeating x6) / 1D10 Bite (Armor Defeating x6) / 1D10 Big Foxy Laser 9000 (Armor Defeating x2, Long Range, Igniting, Explosive, Ammo Save: 15)
Saves: 14
Traits: Canine – Acute Hearing, Acute Sense of Smell, Fur, and Natural Weapons.
Trap Master: As long as Reynard is unseen, he may set a trap each round without making a sound. Reynard possesses a BFBT 9 x 10^3 (a.k.a Big Foxy Bag of Traps 9000), and can pull an infinite number of random traps from it. He may only have a number of active traps equal to his Hit-Dice.

Random Trap – 1D4: Trap stats may be found on MoTSP core book pg. 156.
  1. Plasma Mine
  2. Primitive Pit Trap (Works in a similar manner to a portable hole that disappears when the victim escapes)
  3. Shotgun Mine
  4. Unmatter Orb

Fox of Charm and Illusions: Reynard is able to use certain Psi-Talents at will, and others a certain number of times per day. Reynard's caster level is equal to his Hit-Dice. At-will: *Change Self and Beguile. 2/day each: Enthrall and Suggestion. 1/day each: Confusion and Mass Suggestion.

*Change Self – Reynard is capable of making himself look like any species of humanoid with any kind of appearance. Reynard is unable to recreate the looks of a specific person.

Alpha Blue
Health: 70
Armor: 2 + 1D6
Action Dice: 3d6
#Attacks: 3 [Level: 10]
Special: Like a Dog But Better: Reynard has an incredible sense of smell and hearing. He also has super-luxuriant fur to keep him warm. Reynard's teeth and claws are incredibly sharp. Handsome and Tricky: Reynard is capable of setting up a trap faster than a Blue-Light District sex bot can turn a trick. Sexy By Any Standard: Reynard is capable of making himself look like any species of humanoid with any kind of appearance. Reynard is unable to recreate the looks of a specific person. A Mind is A Sexy Thing to Waste: Reynard is capable of dominating the weak-minded... WITH HIS BRAIN POWERS!!!

OSR
Armor Class: 22
Hit Dice: 10
Initiative: +5
Movement: 40 Feet Walking.
Attacks: 2 / +10 (Claws) and 1 / +10 (Bite) OR 1 / +10 (Claw), 1 / +10 (Bite), and 1 / +10 (BFL 9 x 10^3 a.k.a Big Foxy Laser 9000)
Damage: 1D6 Claws / 1D8 Bite / 1D12 (Plus 1D4 burning damage for 2 rounds and x3 damage on a critical hit) Ammo: 15 Range: Short – 50 ft. Medium – 100 ft. Long – 200 ft.
All Saves: 6
Magic Resistance: 20%
Size: 6' Tall
Alignment: Neutral
Intelligence: Supra-Genius
Special Abilities:
Spell Casting: Reynard is capable of casting the following spells with a caster level equal to his Hit-Dice: At-will: Change Self and Charm Person. 2/day each: Enthrall, Suggestion, and Audible Glamour. 1/day each: Confusion, Mass Suggestion, and Hallucinatory Terrain.

Trap Master: As long as Reynard is unseen, he may set a trap each round without making a sound. Reynard possesses a BFBT 9 x 10^3 (a.k.a Big Foxy Bag of Traps 9000), and can pull an infinite number of random traps from it. He may only have a number of active traps equal to his Hit-Dice.

Random Trap – 1D4
  1. Glyph of Warding (Blast)
  2. Scything Blade Trap
  3. Basic Arrow Trap
  4. Camouflaged Pit Trap (Works in a similar manner to a portable hole that disappears when the victim escapes)

Glyph of Warding (Blast): Spell; spell trigger; no reset; 2d8 damage, multiple targets (all targets within 5’); caster level: 5.
Scything Blade Trap: Mechanical; location trigger; automatic reset; +8 BTH, 1d8 damage; creator level: 5.
Basic Arrow Trap: Mechanical; proximity trigger; manual reset; +5 BTH, 1d6 damage; creator level 5.
Camouflaged Pit Trap: Mechanical; location trigger; manual reset; 10’ fall, 1d6 damage; creator level 5.

Like a Dog But Better: Reynard has an incredible sense of smell and hearing. He also has super luxuriant fur to keep him warm (+2 to saves versus cold effects).

Sunday, May 22, 2016

Elysium! No, not the movie. The place in Circle City!

So, I still need to do the stat for the security forces, Virgil, and the forest managers. But, here is the fluff for the place itself!

Not a perfect representation of the arcologies, but you get the idea...
 
Elysium
Manager: Virgil The Recluse – Virgil lives in a penthouse at the top of the 'north-most' tower, taking up the an entire floor. His face is seen rarely, while his influence is constant. Those that have seen Virgil describe him as an over two-meter tall elderly man with long hair and matted beard, his body thin to the point of being malnourished. His employees are legion, occupying positions in every level of the four towers, each willing to fulfill Virgil's every whim. His every action is focused to gaining more control over the people Elysium. Though he is a tyrant, his laws and actions move toward the betterment of the inhabitants of the wilds and towers. The aura of the circle does much to ensure the smooth operation of the circle, allowing him to have 'problems' disposed of quietly. He can be dealt with, most often through intermediaries, if a deal can help him in his endless pursuit of control.
Feeling: Hope and Ease
Description: Twilit parkland of rolling grassland and forests of prismatic trees fill the majority of this circle. Four towers stretch towards the sky, each situated at a cardinal direction. Octagonal in shape, their smooth, silvered glass sides flow two-thousand meters into the sky. Edges limned with rainbow hued neon, the top of each side bearing a hologram of the tower's namesake. The towers are arcologies, containing in their entirety the housing, commercial, and industrial districts of Elysium. These towers are the best Circle City has to offer in the way of comfort and safety. The culture here is far from perfect, as the mental frailties in all sentient species still exist. Willful ignorance, purposeless hate, and unquenchable greed still hold sway over the minds of the residents, but these feelings are greatly eased by the aura of the borough.

Outside of the towers is the parkland, a rolling expanse of manicured grass fields and forests of rainbow foliage. Arrayed at perfect intervals around the circle, each field or forest standing on the opposite side from the others. The fields are filled with creatures both mundane and fantastical, even embodied concepts reside among the grasses, ideas barely held in check by physicality. All the creatures of this place are re imagined in holograms and chrome, perfect and artificial. Pavilions can be seen in regular intervals, architectural recreations of Earth's past done up in glass, neon, and sharp angles. Within the forests are greater creatures of artistry and craftsmanship. Each forest is managed by a being crafted to meet impossible standards, its mind as complex, or even more so, as any natural sentient. Powerful and knowledgeable about many secrets of the city and the galaxy, they can be convinced to give aid for a price. While peaceful, the managers of these forests can be moved to extreme acts of violence if respect they demand is not given.

The deep-rail stations in the wilds stand in stark contrast to the fantastical forms that surround them. The gray, concrete cubes easily spotted among the myriad of colors and natural shapes. They hold the same positions as they do in any other circle. The stations in the four towers are simple stairwells leading down to subway platforms.

Morning: In the wilds, the artificial birds begin to sing as the nocturnal animals return to their nests and burrows. Though true day doesn't exist in Circle City, the behavior of the cybernetic creatures gives the mind the impression of night's end. In the towers people move up and down the mirrored and neon hallways, traveling to various levels on their way to work.

Mid-Day: The activity level of the outside is at its peak, artificial animals going about their routines of living, breeding, and dying. Within the towers, industry has reached full tilt, pumping out the products bought and consumed on all the other levels.

Night: The daytime animals flee to their nests and burrows, hiding from the predators of the night. Sounds of the fields and forest change as the silicon crickets take up their starlit chorus. Within the towers, people make their ways home from business and industry, some making their way toward centers of nightlife. Bars and clubs run the gamut of aluminum-lined simplicity to hologram laden extravagance. All kinds of entertainment and pleasure can be had for cash or credit, though they would be labeled 'tame' by the more jaded connoisseurs from other circles. 

Ganesha, whose compassion knows no bounds.
 
Tower Names – 1D8
  1. Ganesha – Hindu god/deva, remover of obstacles, patron of the arts and sciences, and divine exemplar of wisdom and intelligence.
  2. Prometheus – Greek god who brought the knowledge of, and skill to create, fire to humanity at the cost of endless torture by the other gods.
  3. Fukurokuju – Shinto god of wisdom and longevity, and one of the Seven Lucky Gods of the Shinto pantheon.
  4. Nabu – Babylonian god of wisdom and writing, son of Marduk and Sarpanitum.
  5. Kvasir – A Norse traveling spirit who was a teacher and spreader of knowledge. He was created when the Aesir and Vanir mixed their saliva together.
  6. Odin – Chief of the Norse deities, he hung himself from a tree for nine days and nights to gain all the wisdom contained within the world.
  7. Omoikane – Shinto deity of wisdom and intelligence. He is also a deity of good counsel able to hold multiple thoughts in his head at once, or combine the thoughts of multiple people to achieve a particular goal.
  8. Thoth – Egyptian deity of arbitration, arts of magic, the physical sciences, and judgment of the dead.
Fafnir, he's a big robot dragon who loves money.

Forest Managers - 1D6
  1. Fafnir – A dragon of titanic size who is obsessed with material wealth.
  2. Arachne – Half-woman, half-spider, she is obsessed with: weaving, clothing, tapestries, textiles, and anything to do with thread or rope.
  3. Reynard – An anthropomorphic fox who is obsessed with music, humor, and practical jokes.
  4. Baku - A chimera with an elephant’s trunk, rhinoceros eyes, an ox tail, and tiger paws. Baku is obsessed with art inspired by, or inspires, dreams and the imagination.
  5. Questing Beast / Glatisant – A creature that has the head and neck of a snake, the body of a leopard, the haunches of a lion, and the feet of a hart. It is obsessed with 'quests', which is really just a way of saying it likes to send people off to do things for it.
  6. Sasquatch / Harold – A two and a half meter tall humanoid whose features combine that of humans and simians and is completely covered with hair. Harold is obsessed with: obscure movies, cheap beer, obscure micro-brews, poorly edited and recorded music, irony, out of style clothing, and an actor from ancient Earth named John Lithgow.
The aura makes you feel this awesome, but not look this awesome...

The Aura: One of the greatest forms of control Virgil has, is the aura's ability to convince people not to leave Elysium. Upon deciding to leave Elysium, each character must make a save in order to bring themselves to leave the peaceful place. Care must be taken when making plans to leave, Virgil becomes displeased when attempt to leave and will use his security force to keep people from doing so. When making plans to leave in private, there is a 1 in 6 chance Virgil's security force will attempt to stop the characters. If plans are made in public, there is a 3 in 6 chance the security force will attempt to stop the characters. As to why Virgil doesn't block off the deep-rail stations, or why his security force doesn't follow people down into the deep-rail stations, that information remains secret. Those that fail their roll (or those who have yet to make a save due to negative score bonuses) must be physically removed from the circle, usually while they are kicking and screaming, attracting security forces. Standard mechanics still apply to avoiding the aura's influence on character behavior. A separate roll is required to leave.

Mechanics for the Aura and Leaving
Machinations of the Space Princess: A character may make a number of saves each day to bring themselves to leave Elysium based upon their Wisdom score bonus. Every character may make 1 save per day plus their Wisdom score bonus, an hour must pass before a save may made again. Negative bonuses mean that multiple days must pass before a save can be made. A Will save is required in order to leave Elysium.

Negative Score Bonuses
-1: 2 Days must pass before a save can be made.
-2: 3 Days must pass before a save can be made.
-3: 4 Days must pass before a save can be made.
-4: 5 Days must pass before a save can be made.

Alpha Blue: A character may make a number of saves to bring themselves to leave Elysium each day equal to their level. Each save must be made at least an hour apart, if the character is greater than level 1. The results of a save determine level of success and other events effecting a character's will to leave.

Save Results
6: Character not only overcomes the influence of the aura, but is able to coax another character through the influence as well. Choose another character, they too are now able to fight off the influence of the aura.
5 – 4: Character overcomes the influence of the aura and can now bring themselves to leave.
3 – 2: Character fails to overcome the influence, but may make another roll in an hour if they are greater than level 1.
1: Character cannot bring themselves to leave Elysium, and cannot make any further saves for the rest of the day.

OSR: A character may make a number of saves each day to bring themselves to leave Elysium based upon their Wisdom score bonus. Every character may make 1 save per day plus their Wisdom score bonus, an hour must pass before a save may made again. Negative bonuses mean that multiple days must pass before a save can be made. A save versus Device is required in order to leave Elysium.

Negative Score Bonuses
-1: 2 Days must pass before a save can be made.
-2: 3 Days must pass before a save can be made.
-3: 4 Days must pass before a save can be made.