Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Tuesday, September 4, 2018

DnD - gender inclusion since 1978

Borrowed a DnD 1e Players Handbook from a grognard. 
Gary Gygax was using "he or she" in fucking *1978* - WTF is this still a goddamn issue 40 years later??













Model unknown.  Title "Sheridan's Art Fox and Lion"
https://www.instagram.com/p/BcXIlD6BixN/
Model - @fox.and.lionheart
Armor - @mytholon_store
Cloak - @costureroreal
Photography - Sheridan's Art

Friday, June 29, 2018

Fiction Friday - another interpretation of Lolth

ewwww, that's gotta hurt.

Oh, unless the humanoid part is merely a lure for prey; then this is seriously eeeeevil! :-)

Lolth is a fictional  god from DnD, and the queen of the Drow Elves. She's also a serious sociopath, psychopath, and pretty much the definition of cruelty and Evil.  She is too calculating to be considered randomly chaotic, but she is definitely a psycho-hosebeast of the highest caliber.





According to the fine print, the artist is Igor Crechanyi,
and he does some  really gorgeous work!


Friday, April 6, 2018

Fiction Friday - Cinder Ash, aka Ashleigh “Ash” Riley

Okay, so you figured out by now that my "Easter Bunny Costume" was really an April Fool's prank.  If you've followed my blog for a while, you know my usual April Fool prank is a "big reveal" of my secret identity.   At least it was better than that whole "Justin Bieber love slave" thing.  I can't believe I did that.  

Anyway, I got a little carried away with the "Easter Bunny Costume" story, and well, here's the character that came about after I had written the prank off the cuff.  Sometimes ideas take on a life of their own... :-)

-----

Cinder Ash, aka Ashleigh “Ash” Riley

Background and Origin: Ashleigh Riley does not consider herself a nova. In a world where nova are well-understood, and are the only beings with superhuman abilities, this qualifies as a mental disorder.

Instead, she views herself as the host for the flesh of a dead nova-with-no-name.

Ashleigh had a mostly normal life as a coffee barista, trying to make ends meet, and avoid getting raped, while living in New York City.

She doesn't know why she let anyone talk her into attending that particular party, or what the Hell must have been slipped into her drink, but the fragments of memories of being incredibly sick in the tub, and again out back, and finally trying to find her way home are vivid. She vaguely remembers the guys attacking her, and the tall blond nova who saved her before the assholes shot the nova a million times and then ran away. Ashleigh vomited for the hundredth time as the dying nova enveloped Ashleigh, and they both passed out.

A week later, some people in a nova hospital were trying to convince Ashleigh she was a nova, and she had her eruption when she was attacked. It was weeks after they had given up, without finding any sign of nova ability, that she finally stopped laughing at them...

...Ash and Jimmy were working the closing shift at the coffee shop. It was dead and they were preparing to close early when the three guys slipped in. Jimmy let them know it was closing soon, and two guys said no problem, while one did the loo.

Ash took the orders of the two guys. They were scruffy and shady, and seemed familiar, but she didn't know why. Ash gave Jimmy the signal to stay close to the panic button.

While she was delivering the drinks, Loo-Man came out. He and Ash made eye contact, and she threw the tray at him, spewing coffee. Jimmy looked confused, and Loo-Man shot him.

Fugly Scruff grabbed Ash, while Bad Teeth Scruff shouted “What the fuck?!” at Loo-Man.

Loo-Man rubbed his still-smoking manhancer against Ash’s face, and scowled. “So, she didn't die last month. She could identify us. We're taking her with us and finishing it right this time.”

Three squelchy heartbeats later, feeling like her skin turned inside out, Ash was  30cm taller and twice as heavy. She shoved a meter-long bone blade thru Loo-Man’s diseased heart, and he dropped like the sack of wet crap he was.

Fugly and Bad Teeth made a break for the door. In flashy blurry lines, Giant Ash got there first, spiked their knees to cripple them, and pinned them to the floor by driving the cheap metal legs of two shop chairs into the fake wooden floor.

She slapped the store panic button, and applied compress to Jimmy’s bleeding gut. Jimmy’s glazed eyes stared at her, as warmth flowed from her fingers to him.

“Are you an angel?” he asked, with no appreciation of the cliche irony.

“I'm Cinder Ash,” was all the half-naked Amazon said.

Tiny little half-naked Ash was still compressing Jimmy’s gut when the emergency medical team arrived. Jimmy was in shock, but eventually pulled thru, despite the bullet to his liver. The cops hauled Fugly and Bad Teeth away.

Ash returned to the Nova training facility, and told them the whole story. They stopped trying to convince her she was a bit delusional about certain details after she demonstrated the “chest cannons,” and blew out the side of a mountain.

Ashleigh Riley maintains her low-profile job as a barista, and enjoys it. She has accepted a role as “contract hunter” for Team Tomorrow. When they have a “public health risk” nova that needs brought to heel, they sometimes send contractors like the Amazonian Cinder Ash, who rather likes leg breaking.

Combat Tactics: She is a melee brawler. She lacks experience, and lacks finesse, relying on raw power to see her thru.

Personality Traits: Incongruously, she spends most of her time “dormed down,” as she considers it her “natural” form. She views her nova body (where she calls herself “Cinder Ash”) as an aberration, where she is wearing the living flesh of a dead nova.

Ash prides herself on being able to “read” people, and be charming, friendly and make people feel good. She finds her senses “muted,” and her personality “stunted and broody” in her nova form (q.v. Taint).

Where Ashleigh is warm and bubbly, Cinder Ash is dark and moody. Ashleigh doesn't mind video game violence, but you couldn't pay her to watch a horror or slasher film. Cinder Ash would take the money to watch the film, and fall asleep bored. It's not that Cinder Ash likes hurting people, so much as she finds it therapeutic to vent her anger about the shitty world on shitty people. Both of them are opposed to killing, without very good reasons. (Cinder Ash being a bit flexible on “very good” when she has been badly injured, and tends to panic a bit).

Appearance: Ash is 5’3”, and about 105 lbs soaking wet (she weighed herself). She has black hair and brown eyes.

Cinder Ash is 6’4”, and about 220 lbs of hard muscle. She has blond hair and blue eyes.

Powers: She is a fairly standard mid-weight brawler with retractable and morphable blades, and a really nasty “Hail Mary” when in a pinch.

She can lift/press approximately 10 tons under optimal conditions. She is resistant to convention weapons, and even many nova powers. She regenerates, and can extrude "bone" blades and armor plating.

Notes: Cosplay model Jannet in Cosplay. Other model unknown. Character by I.A. Riley, April, 2018.

Document Copyright (C) 2018 by Icarus Anne Riley. All rights reserved. Portions Copyright others; no attempt is made to infringe upon their rights.

Values in red indicate the number of Mega dice to roll. These are separated out, because a single Mega for that comes up 7, 8, or 9 counts as two successes, and a roll of 10 (“0”) counts as three successes. So the dice need to be rolled separately, therefore they are noted separately.

She is built on waaaay more than 30 nova points. I have absolutely no clue what her equivalent cost/value would be.




Cinder Ash - Aberrant

Strength ⬤⬤⬤/⬤⬤⬤ [3] (+3)
     (Brawl ⬤⬤⬤⬤ [7], Might ⬤⬤⬤⬤ [7])
Dexterity ⬤⬤⬤/⬤ [3] (+1)
     (Athletics ⬤⬤⬤ [6], Stealth ⬤⬤ [5])
Stamina ⬤⬤⬤/⬤⬤ [3] (+2)
     (Endurance ⬤⬤⬤ [6], Resistance ⬤⬤⬤ [6])
Perception ⬤⬤/⬤ [2] (+1)
     (Awareness ⬤⬤ [4])
Intelligence ⬤⬤ [2]
     (Linguistics ⬤⬤ [4], Science ⬤ [3])
Wits ⬤⬤⬤ [3]
     (Arts ⬤ [4], Biz ⬤ [4], Rapport ⬤⬤⬤⬤ [7], Weave ⬤ [4])
Appearance ⬤⬤⬤/⬤ [3] (+1)
     (Disguise ⬤ [4], Style ⬤⬤ [6])
Manipulation ⬤⬤⬤ [3]
     (Streetwise ⬤⬤⬤ [6], Subterfuge ⬤⬤⬤ [6])
Charisma ⬤⬤⬤ [3]
     (Carousing ⬤⬤⬤⬤ [7], Etiquette ⬤ [4], Perform ⬤ [4])

Quantum ⬤⬤⬤⬤⬤
Quantum Pool 50
Willpower ⬤⬤⬤⬤⬤ ⬤⬤⬤⬤
Taint ⬤⬤⬤⬤
Combined Soak - Bashing 13, Lethal 10
Health levels - Bruised, Hurt, Injured, Wounded (cannot sprint), Maimed (movement halved), Maimed (movement halved), Maimed (movement halved), Maimed (movement halved), Maimed (movement halved), Maimed (movement halved), Maimed (movement halved), Crippled (can only move one meter per turn), Incapacitated, Dead

Backgrounds
Attunement ⬤⬤⬤
Backing ⬤⬤
Dormancy ⬤⬤⬤⬤⬤
Eufiber ⬤⬤
Node ⬤⬤⬤
Resources

In her “dormed down” state, she has no Physical Abilities, no Mega-Attributes, and no Quantum Powers, but otherwise is the same.
Powers
Armor ⬤⬤ (Extras: Super-Heavy)
Body Modification (Gills, Extra Health Levels +6 “Maimed”)
Claws ⬤⬤⬤⬤⬤
Danger Sense ⬤⬤⬤
Healing ⬤ (She doesn't consciously know she has this ability)
Invulnerability ⬤ (she gains 6 automatic successes against heat and fire)
Mega-Appearance ⬤⬤ (?)
Mega-Dexterity ⬤ (Accuracy, Fast Movement)
Mega-Perception ⬤ (Ultrasonic Hearing, Telescopic Hearing)
Mega-Stamina ⬤⬤ (Hardbody, Regeneration)
Mega-Strength ⬤⬤⬤ (Shockwave)
Quantum Bolt ⬤⬤⬤⬤⬤ (Extras: Jet/Stream)
Quantum Bolt ⬤⬤⬤⬤⬤ (Extras: MIRV)




“The Reflex Cannon”Her Reflex Cannon power (aka “Chest Cannon,” or “Boob Blasters”) is a standard multi-action, that burns a lot of Quantum Pool, can only be performed as written here, she can't hold back to reduce the damage, and since she finds it emotionally repulsive, she has to make a Difficulty 4 Willpower test to use the ability, unless her current Wound level is Wounded or worse (in which case panic about being hurt more means she can invoke this ability without needing a Willpower test.)
  • Activate Mega-Dexterity Accuracy Enhancement. (1 Quantum Pool, running total cost 1);
  • Activate Quantum Bolt with Jet/Stream Enhancement in the direction of the target she is most angry at, or afraid of - note that the target can be out of range. Resolve the attack. (3 Quantum Pool, running total cost 4);
  • Activate Quantum Bolt with MIRV - if the original target is still standing, then it pretty much becomes target of the entire barrage. If the original target is nearly down, or totally down, then the MIRV skews to nearby targets that she is angry at, or afraid of, or even just sometimes random objects as impressive collateral damage. (3 Quantum Pool, running total cost 7)



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Sourcebooks Aberrant RPG (White Wolf Publishing, 1999), Aberrant Player's Guide (White Wolf Publishing, 2000)

Random backstory generator - http://www.pbegames.com/lifepath/ .

Random name generator - http://www.behindthename.com/random/ .

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Sunday, April 1, 2018

Happy Easter!

So, here is a picture of me at Indiana Comic Con this weekend. The Con just wrapped up, sorry I missed you there.

Figured I'd get in one last cosplay before the baby bump really starts to show. I was also trying to pitch my idea for a new "mild-manned coffee barista gets wrapped in alien skin suit and gains superpowers kind of like 'guyver bio booster' only sexier."

Like the guyver, the "chest plates" open up, revealing powerful "reflex cannons," which blow shit up, and cause a lot of collateral damage. As you might imagine, use of the cannons is extremely exhausting, so she does it rarely.

The "ears" on top are extrasensory antenna, giving her different cool abilities, but mostly enhanced hearing and "danger sense."

The hair is mine. I had the dumb idea to lighten it.  It was a dumb idea, because I know better - as I discovered that time I tried "to go green," even "gentle" chemicals rip up my scalp. If you look closely, you might see bits of the white scalp healing lotion the doctor gave me the last time I was this stupid. (Clortrimizole, or something. I can't find it right now.)

Pitching my idea, I got lots of, ahem, "interest," but I don't think anyone will actually offer any money.

Ah, well. At least I had fun.



Friday, March 30, 2018

Fiction Friday - Maggie-Ann Blackgoo Bristleweed

Background and Origin: “Mab,” as she prefers to be called, arrived in Earth from Geos a few years ago. She came by conventional FTL spacecraft, rather than the more obvious portal-gate from a medieval fantasy world, but that's probably one of the less enigmatic things about her.

Her place of birth was Wraicrolis, a small city, a fairly civilized place. By sheer chance, the city happens to be located on a large plain, near several mineral mines, and just a bit upstream from a natural ocean gulf. A century ago, give or take, a great battle between the gods leveled the area, turning the ground into a kind of natural concrete - infertile for crops, but just right for growing a spaceport for the galactic community that wanted to welcome Geos into the fold.

Mab and her sister were raised by neighbors, after her parents were called to service by their guild, and never returned.

She has the following siblings:
  • An older sister that still lives with her childhood caretakers. After an industrial accident, Se’len is a bit of an idiot savant. There is no one better in all of Wraicrolis at starship engine repair, and her employer commands high prices for her time. When she’s modding an engine, Se’len comes alive, and can even speak in full sentences, vocalizing a deep education and grasp of the most minute trivia of the smallest part of an engine, even what planet and the corporate politics that lead to production of one design over another. Without an engine around, though, she is like a dull-witted child, barely aware of her environment, who likes to scribble in her picture books.
Mab has experienced the following important events:
  • She found that she had an adopted older sister that she never knew she had;
  • Her long-term relationship ended when her partner broke up with her without reason;
  • Long and grueling travel gave her greater stamina, and a Dragon Pact, granting her magical power. The Dragon knows where Mab is, but she hopes 17.3 light years is too far away for the Dragon to call in the debt;
  • A crash disaster swept at the spaceport forced her to find a home elsewhere;
  • She made an enemy, a supernatural creature of some kind. She completely ignores the other. They have ties to the criminal world or the black market. The rivalry grew into something stronger;
  • She made an enemy, someone that worked for her. Thunderdome! They are a somewhat important local figure. Racial, religious or political bias caused the rift;
  • She obtained a pet, a supernatural creature of some kind, but had to leave it behind;
  • She made a friend, someone she worked with regularly. They have military connections.
  • A personal grudge held by a local military figure forced her to flee to a new region.
Combat Tactics: She activates her eldritch shield, then hurls lightning. Her lightning stroke allows her to aim at the space her target is standing in, thus increasing her effective accuracy. Targets that get too close get the enervation pulse. It isn't necessarily powerful, but it can affect many targets, and even one or two pulses can really disrupt the damage curve of bricks and martial artists.

She enjoys channeling the power of the Dragon for flashy bursts, and thinks of combat largely as “powerful offense wins.” She views Dragon Stamina and Elemental Resistance as utility magic, but their persistent nature disturbs her, as she feels the constant energy presence, and feels like the Dragon is watching her. She rarely has these two latter abilities prepared, unless specifically expecting to need them.

Personality Traits: Helpful, courageous, aggressive. Mab likes to make a difference, and has no qualms being assertive about it.

Quote: “To deny the evil in one's heart is to constrain it, and let fester like kimchee, until it explodes. Better, by far, to acknowledge it, own it, tame it and control how and when it trespasses on the world.”

Appearance: 5’3”, 112 lbs., waist length black hair, brown eyes. She favors rags and doesn't care about clothing at all. She has wild, unkempt hair. She has distinctive scars and tattoos. She has one of her old toys that she keeps with her at all times as a keepsake.

Powers: She has an academic study of magic, but lacks the necessary “spark” to channel it herself. It's not obvious, and she doesn't advertise it, but she has a magic tattoo that lets her channel magical power. The tattoo represents a pact she negotiated with an ancient dragon, allowing her to tap the dragon's power, which her skill allows her to shape and channel.

Geos is a mixed culture of magic and technology. She is familiar with both, and able to figure out new technological devices and magical artifacts quickly.

Notes: Model unknown. Character by I. A. Riley, March, 2018.

Her Mind Control is enough to make most targets forget what they were doing for just a minute or two. It lasts just long enough to leave most humans confused about the last few minutes, even once their memory returns, because by that point new stimulus and assumptions have filled in the gaps, and now they have contradictory assumptions and beliefs about what happened in those few minutes.

The memory fog used Inventing Points instead of Arsenal, mostly due to the sheer cost in CP. I really wanted an effect like this, since she is precisely the type who prefers her privacy and would be happy if people forgot she was ever there.

I wanted her to have a mix of offensive, defensive, movement, and utility powers. I had fun visualizing the powers I wanted, and then mucking about with the different mechanics to see what I could work out.

Inspired by a G+ post.
Need to tell Fern Kali it is ready :)
https://plus.google.com/+IcarusAnneRiley/posts/3rgoDyJoR4U



Maggie-Ann Blackgoo Bristleweed - Mighty Protectors

Strength 10 (Carrying Capacity 78 lbs., Basic HTH d4)
Endurance 18 (Save 12, Heal 2.8)
Agility 14 (Save 11)
Intelligence 24 (Save 13)
Cool 24 (Save 13, Initiative 2d6)

Hit Points 20
Power 96
Physical Defense 2 (8)
Mental Defense 4
Move 14
Inventing Points 27
Wealth d4
Luck 12-
Weight x lbs.
Total Cost 90 + 80 - 20 = 150

Abilities
Arsenal: Magical Abilities, 4×25 CP slots, 6 options (30 CP)
Durability: Hit Points +5 (5 CP)
Energy: Power +30 (15 CP)
Experience Levels: Attack +0, Defense +1, Skills +1 (5 CP)
Heightened Attack: Damage +1 all attacks (2.5 CP)
Heightened Cool: Bright, CL +12, IN +8 (included above)
Heightened Expertise: Attack +1 all attacks (2.5 CP)
Arcane Skills - Inventing: Add +15 Inventing Points (15 CP)
Luck: Luck +2 (5 CP)

Arsenal Options (Choose 4)
  1. Lightning Stroke - Electrical Bolt: Damage d8+d10, Range 36”, PR=4 (12.5), Modifiers: Area Effect (1” dia.) (+2.5), Arsenal (-2.5), Reduced PR (+12.5) (25 aCP)
  2. Summon Magic Carpet - Flight: Acceleration 16, Top Speed 64, PR=4/hour (10), Area Effect (1” dia., Moves With Self) (+7.5), Arsenal (-10), Fast Acceleration 2 (+5), PR instead of Charges (+0), Reduced PR (+12.5) (25 aCP)
  3. Eldritch Shield - Shield: Physical Defense +6, Breakpoint +6, PR=1/use (10), Modifiers: Arsenal (-12.5), Innate (+2.5), PR instead of Charges (+0), Reduced PR (+20), Parry Bonus +2 (+5) (25 aCP)
  4. Enervation Pulse - Siphon: Damage 2d6 Entropy Strength loss, PR=1 (15), Modifiers: Area Effect (5” dia., Offset) (+10), Armor Piercing (2 points) (+2.5), Arsenal (-12.5), PR instead of Charges (+0), Reduced PR (+20), Suppress (-10) (25 aCP)
  5. Dragon Stamina - Regeneration: Heal 1 hit point per round of rest (17.5), cannot regenerate magic damage (-2.5), Modifiers: Arsenal (-12.5), Increased Charges (unlimited) (+22.5) (25 aCP)
  6. Elemental Resistance - Adaptation: Electromagnetics, High Temperatures, Low Temperatures, Poison, Venom, PR=2 per hour (20), Modifiers: Arsenal (-12.5), PR instead of Charges (+0), Reduced PR (+17.5) (25 aCP)

Gear Pool/Inventions/Power Stunts
Memory Fog - Mind Control: Save @ -4, Range 24”, PR=8 (15), Modifiers: Area Effect (5” dia., Vaporous) (+7.5), Duration (2 rounds between recovery saves) (+2.5), Immunity (+2.5), Reduced Range (-2.5), ‘Silent' Mind Control (+5), Single Command (“Forget Recent Memories”) (-5) (25 iCP)


Weaknesses
TBD (-10 CP)
Diminished Senses (Imperceptive): She can be a bit hyper-focused, and fail to notice things, suffering -3 on all Perception checks (-10)


Combat Summary
Initiative: 2d6 (avg 7)
Unarmed: Attack 14-, Damage d4+1 (avg 3.5)
Lightning Stroke: Attack 15- (AE), Damage 2d10 (avg 11)
Memory Fog: Attack 17- (AE), Effect Save @ -5
Enervation Pulse: Attack 15- (AE), Damage 2d6+1 (AP2)

Boilerplate

Document Copyright (C) 2018 by Icarus Anne Riley. All rights reserved. Portions Copyright others; no attempt is made to infringe upon their rights.

Mighty Protectors and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2017 Monkey House Games. All rights reserved. Made in the U.S.A.

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In this case, I set the options to “Hillbilly” and “Witch,” and decided I liked the weird name that resulted. It sounded very “medieval fantasy world,” to me.

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Monday, March 12, 2018

Musical Monday - Patty Gurdy - What the Hell is a Hurdy Gurdy?

Until recently, I would have sworn that a "Hurdy-Gurdy" was one of those made up noises, like "Razzle Frazzle."

Turns out, the Hurdy-Gurdy is a real thing, and people really play them, and they're kind of cool.  I could totally see my DnD bard picking one up :-)

I really like that Patty explains this weird thing.  It is clear that quite a bit of serious engineering went into designing the Hurdy-Gurdy.  I mean, according to the Wikipedia article, this instrument is over a millennia old!




"The hurdy-gurdy is generally thought to have originated from fiddles in either Europe or the Middle East (e.g., the rebab instrument) some time before the eleventh century A.D.[2] The first recorded reference to fiddles in Europe was in the 9th century by the Persian geographer Ibn Khurradadhbih (d. 911) describing the lira (lūrā) as a typical instrument within the Byzantine Empire."

That is an old design, and very impressive. I mean, I'm sure the design has changed a lot over ten centuries, but the core seems to remain the same - that is, strings, a wheel and keys.

Now, as a historical/political aside for a moment, here in the 21st century, we like to think of Europe and it's descendants (specifically the full-of-itself United States) as the "civilized and industrialized world."  But, go back and read that quote above.  The use of the fiddle in Europe was recorded by the "savages" of the Middle East.  In other words, when the Europeans were still picking their noses and congratulating themselves for being able to shape iron, the Middle East had colleges with scholars who kept records of what the Euro-savages were using to make music.

Speaking of engineering, "The pitches on the organistrum were set according to Pythagorean temperament and the instrument was primarily used in monastic and church settings to accompany choral music."  Who does that?  Especially in the 9th century?

And here is an example of Patty Gurdy actually playing one.  "Sweet Dreams" is a classic song, for a long of reasons, not the least of which is that it has a very recognizable sound.




And, just for comparison, here is the timeless original:




Actually, I find it amusing that the "Who am I to disagree?" line is almost quaint by today's standards where kink is practically vanilla.  Ah, the impact of the Internet in mainstreaming the weird.


Friday, November 3, 2017

Fiction Friday - A Singing Paladin

Mariëlle Sylvia Altink - A Singing Paladin


Background & Origin: She was a minstrel, with a natural talent for remembering songs and music, before her conversion of faith.

She was working as a minstrel at a popular carnival town. A high-level adventuring party came through. They had just lost a companion, and were drowning their sorrows in drink. An angel appeared at the table, and called the company by name - “the company that numbers eight shall go forth and do this quest!”  By random dumb luck, she was sitting and chatting with them, and suddenly found herself part of the legendary group, and magically enthralled into a quest!

The adventuring group knew they were stuck with her, and she was stuck with them, so they made the best of it and trained her up right away into her new career. She has a lot of energy and was a fast study.

Combat Tactics:  The crossbow is for sniping when there is time to prepare.  Otherwise, she carries javelins for either a quick thrust, or a quick throw.  Once the target is close enough, she hits people with her greataxe.

Her core powers make her a bit of a rallying point for her allies. She stays to the front, with the mainline damage dealers, as frontline tank and healer.

She treats her primary role as frontline support, and her favorite combat spell is bless, since her and her allies get a huge boost for relatively minor resource consumption (allies within 10 feet of her, and under a bless effect, gain +4+1d4 bonus on every saving throw).

Personality Traits: At heart, she is a philosopher and entertainer, but she got caught up in something bigger than herself, and has embraced it.  If nothing else, it let’s her collect new songs and music she would never have encountered before.

Appearance: 5’ 5” and a muscular build. Her hair is auburn-red.

Powers:  She is a half-elf paladin with a natural talent for learning and remembering songs and music.  

Powers: Extensive martial training and spell casting.

Notes:  Model unknown.  Character by I.A. Riley November, 2016.


scandanavian woman.jpg
(model unknown)

Mariëlle Sylvia Altink - D&D 5e


Neutral Good Half-Elf Paladin 7

Strength     16 (+3)
Dexterity     10
Constitution     14 (+2)
Intelligence     8 (-1)
Wisdom     12 (+1)
Charisma     18 (+4)

Hit Points    60
Armor Class     18
Speed         30 ft

Proficiency Bonus: +3
Saving Throw Totals:  Strength (+7), Dexterity (+4), Constitution (+5), Intelligence (+3), Wisdom (+8), Charisma (+11) (italics means proficient save)(modifiers already include her Aura of Protection) 

Racial Features: Immune to magical sleep effects; Darkvision 60 ft; advantage on saving throws against being charmed; bonus skills

Background:  Entertainer
Background Features: By Popular Demand (she can always play for room and board)

Combat Proficiencies:  Simple Weapons; Martial Weapons; All Armor; Shields;
Skill Proficiencies: Acrobatics (+3), History (+2), Insight (+4), Medicine (+4),  Performance (+7), Religion (+2)
Tool Proficiencies: Disguise Kit, Musical Instrument (lyre)

Languages: Common, Elvish, Halfling

Class Features:  
  • Aura of Devotion (her and friendly creatures within 10 feet of her can't be charmed while she is conscious);
  • Aura of Protection (when conscious, she and any friendly creatures within 10 feet gain +4 to all saving throws)
  • Channel Divinity (1 use, short or long rest to recover);
    • Sacred Weapon (for one minute, held weapon is treated as magical, gains +4 attack bonus, sheds light to 20/40-foot radius);
    • Turn the Unholy (any fiend or undead must DC 15 Wisdom save or flee from her presence for one minute);
  • Divine Health (immune to disease);
  • Divine Sense (sense celestials, fiends and undead, 60 ft radius, 5 uses, recharge with long rest);
  • Divine Smite (expend paladin spell slots to add radiant damage to melee attacks, chosen after hitting the creature; 1st level slot adds +2d8, 2nd level slot adds +3d8, add +1d8 more if target is undead or a fiend);
  • Extra Attack (she gets two attacks with the Attack action);
  • Spellcasting (DC 15; Spell slots 4/3; typical spells prepared 1st- bless, cure wounds, divine favor, protection from evil and good, sanctuary, shield of faith, 2nd- aid, lesser restoration, magic weapon; spell slots recharge with long rest);
  • Lay on Hands (35 hit points; can be used to treat other conditions; recharge with long rest);
  • Sacred Oath (Oath of Devotion) (Honesty, Courage, Compassion, Honor, Duty).

Equipment: Splint mail armor (AC 17); greataxe (attack +6, 1d12+3 damage, reroll a 1 or 2); five (5) javelins (attack +6, 1d6+3 damage, range 30/120); heavy crossbow (attack +3, damage 1d10, range 100/400); twenty (20) quarrels; Musical instrument (6-string lyre); the favor of an admirer (a love letter); a costume; an explorer's pack; 250 gp

b462cb417dd57fa9339a1895a4972036.jpg
Source - https://www.pinterest.com/sk37chyz/axe-wielders/  - Mariette Jacobs - www.artstation.com

Document Copyright (C) 2016 by I.A. Riley. All rights reserved.  Portions Copyright others; no attempt is made to infringe upon their rights.

Random backstory generator - http://www.pbegames.com/lifepath/ .

Random name generator - http://www.behindthename.com/random/ .



Friday, October 27, 2017

Fiction Friday - Death Ray Eyes - Ketut Ece Van Middlesworth

Background & Origin: She had a hard youth, being yanked from her home by social services, then running away to the Big City in her early teens, after getting fed up being bounced around foster homes.  Her superstrength emerged shortly before she ran away - feeling that sense of power gave her the idea she could survive. She managed to survive, falling in with organized crime as an enforcer and aid women in positions of control.

She has the following siblings:
  • A younger half-sister that she still keeps in touch with, but they're not particularly close. Her sister  doesn't know she is now a supervillain;
  • A younger sister that she has lost touch with.  Every once in a while, she makes noises about finding this sister, but hasn't put any real effort into it.

She has experienced the following important events:
  • She found that she has an older sister that you never knew she had;
  • She fell in love and thought about marriage;
  • She made a friend, a surrogate parent who offers advice, perhaps too much advice. They are an important figure both locally and beyond the immediate area;
  • Her relationship choices were sub-par, and she found yourself two-timing a steady partner. They found out and broke up;
  • An incapacitating accident left her laid up for several months;
  • She was involved in several casual relationships, each lasting a month or more, but none become serious

Combat Tactics:  Generally, she just punches people, because it is effective.  She has no problem using her “death ray vision” on especially dangerous foes, or even just to make a point about how powerful and badass she is.

Personality Traits: inspirational, courageous, adventurous,

Appearance:  She favors steampunk fashion, dark and comfortable. She wears her hair long and flowing.

Powers:  She has superhuman strength and endurance. She can generate an unrevealed energy as beams from her eyes that is lethal to all life forms and damaging even to non-organic material.

She carries a steel shield that she calls her “Steam Shield.”

Notes:  Model unknown.  Character by I.A. Riley, August, 2017.

The powers were all random, but I decided I wanted her to have a ranged attack, and then I just went a bit mods happy with the Death Touch.

388ac0c1-c53b-4669-983d-fff5b32a1eec.jpg
(model unknown)


Ketut Ece Van Middlesworth - Mighty Protectors

Strength 29 (Carrying Capacity 3840 lbs., Basic HTH d6+d8)
Endurance 19 (Save 12, Heal 2.8)
Agility 16 (Save 11)
Intelligence 18 (Save 12)
Cool 18 (Save 12, Initiative d8+1)

Hit Points 26
Power 82
Physical Defense 1
Mental Defense  2
Move 21
Inventing Points 9
Wealth d6
Luck 10-
Weight x lbs.
Total Cost 100 + 65 - 15 = 150

Powers
Death Vision: Death Touch: Damage d6 Entropy, Range 7”, PR=5, Modifiers:  Range (ST/4”), Armor Piercing 3, Reduced PR (30 CP)

Heightened Attack:  Damage +4 with Death Touch (10 CP)

Heightened Endurance: EN +9, IN +6 (included above)

Heightened Strength: ST +15 (included above)

Wealth: d6 Wealth roll (2.5 CP)


Gear
Armored Costume: Adaptation: High Temperatures, Low Temperatures, Armor: Kinetic 1, Energy 2, Biochemical 1, Entropy 2, Modifiers:  Multifunction Gear (15 CP)

Steam Shield: Shield:  Physical Defense +4, Breakpoint x (7.5 CP)


Weaknesses
TBD (-15 CP)


Combat Summary:
Initiative: d8+1 (avg 5.5)
Unarmed: Attack 14-, Damage d6+d8 OR 2d6+1 (both avg 8)
Death Vision: Attack 14-, Damage d6+4 OR d12+1 (both avg 7.5)


Boilerplate


Document Copyright (C) 2017 by I.A. Riley. All rights reserved.  Portions Copyright others; no attempt is made to infringe upon their rights.

Mighty Protectors and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2017 Monkey House Games. All rights reserved. Made in the U.S.A.

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Friday, September 29, 2017

Zak Smith?

Who the crap is Zak Smith, and should I care?

A lot of my gamer friends are talking about this guy - AGAIN! He's like some kind of cyclical force of nature that stirs up shit every couple of months, or something. Why the crap does he have so much influence?

No, I don't want to Google him. That's too damn much noise. I want to hear from you! Because I care about you, and I value the distilled thoughts in your head.



Friday, September 8, 2017

Fiction Friday - TitanLil - the broken remnants of Titanium Lilly

TitanLil (formerly Titanium Lilly)


Terrible things can happen to even the most stalwart mind after being held prisoner for a year by a psychotic torturer who revels in forcing his victims to consume their own flesh in order to avoid worse torments.

It would be unkind and wrong to describe Lilly's mind as merely "damaged." What's left today is definitely cunning, and cruel, but more alien than human.




(see also this post for my speculation on this freaky-ass image)


TitanLil - Villains & Vigilantes


Strength 24, Endurance 33, Intelligence 15, Agility 13, Charisma 11, 120 lbs., level 6

Basic Hits 3; Hit Mod. (2.0) (4.2) (1.2) (1.3) = 13.104; Hit Points 39; Power 85; Move 70" ground; Accuracy +1; Damage Mod. +1; Heal 3.0; Detect Hidden 8%; Detect Danger 12%; Carrying Capacity 1027 lbs.; Basic HTH 1d10

Metal Summoning (Ice Powers) (x2): Identical to Ice Powers, but material does not "melt"; instead it persists automatically for E turns (PR=5, no action, to buy another E turns). The metal encasing a target does damage per turn by weight, crushing pressure (being too tight and constrictive) and spikes/rough edges on the interior.
She has trained and reduced the PR cost of this power to PR=3 per use (and PR=3 for maintenance).

Heightened Endurance B: +20

Heightened Senses: Just as she can see light, she can automatically detect all ferrous metals, quantity and type, within C/3 inches (round up). She only has to pay attention and she knows.

Heightened Strength A: +10

Magnetic Powers: She has trained and reduced the PR cost of this power to PR=3 per use (and PR=3 for maintenance).

Sidekick: An apparently normal 14 year-old boy named Yun.  How he got connected to TitanLil has not been revealed. Their relationship is weird, and dynamic, but he appears to worship her, even as he is terrified of her.  He is definitely her servant, and he usually correctly interprets her wishes. He helps her dress, bathe, and acts as her mouthpiece, speaking because she doesn't.  He sometimes appears to be listening to something no one else can hear, as if she is talking to him.  He appears afraid of her, even though she has never been observed to hurt him. In fact, she once destroyed an Intercrime base after TitanLil found out that an agent punched Yun in the head during a training exercise.

Diminished Senses: She only has one eye. -4 "to hit" with all ranged attacks, and -4% Detection rolls.

Lowered Intelligence: -6.  Her mind is shattered, and her behavior often appears alien.  The only telepath known to have tried reading her shattered mind said "What's left is definitely human, and that makes it worse!" before he stunned the interviewers and fled, getting lost somewhere in undeveloped China.

Willpower:  The insanity that drives her makes her physically and mentally more resilient.  She can use this for variable benefits, and also defense. PR=1 per use as defense.

Mute:  She never talks. It is unrevealed if this is a physical, or mental, deformity.


Friday, September 1, 2017

Fiction Friday - Titanium Lilly


Titanium Lilly - Villains & Vigilantes

Strength 24, Endurance 33, Intelligence 15, Agility 13, Charisma 11, 120 lbs., level 6

Basic Hits 3; Hit Mod. (2.0) (4.2) (1.2) (1.3) = 13.104; Hit Points 39; Power 85; Move 70" ground; Accuracy +1; Damage Mod. +1; Heal 3.0; Detect Hidden 8%; Detect Danger 12%; Carrying Capacity 1027 lbs.; Basic HTH 1d10

Metal Summoning (Ice Powers) (x2): Identical to Ice Powers, but material does not "melt"; instead it persists automatically for E turns (PR=5, no action, to buy another E turns). The metal encasing a target does damage per turn by weight, crushing pressure (being too tight and constrictive) and spikes/rough edges on the interior.
She has trained and reduced the PR cost of this power to PR=3 per use (and PR=3 for maintenance).

Heightened Endurance B: +20

Heightened Senses: Just as she can see light, she can automatically detect all ferrous metals, quantity and type, within C/3 inches (round up). She only has to pay attention and she knows.

Heightened Strength A: +10

Magnetic Powers:  She has trained and reduced the PR cost of this power to PR=3 per use (and PR=3 for maintenance).

Pet: A liquid-metal wolf-like creature. Weight is 450 lbs., Natural Weaponry +3/+6

Diminished Senses: She only has one eye. -4 "to hit" with all ranged attacks, and -4% Detection rolls.




Friday, August 25, 2017

Fiction Friday - Cuesta Sword Saint

Yaffa Gamila Cuesta

Background & Origin: She is a mutant who has also had special combat training (her swordplay is practically Zen). She is a licensed chiropractor. She was born in Vine, a parallel Earth that developed a medieval fantasy setting. She has been on Earth about ten years and shows no signs of aging. She turned her therapy skills into a daytime profession.

She was born a beyond the edge of civilization. She was raised by her birth parents, who were serfs or servants of some noble. They are alive and well.

She has the following siblings:
  • An older brother that still lives with her childhood caretakers;
  • A younger brother that suffered grave misfortune, unjustly imprisoned for some crime;
  • A younger sister that is dead, dying under mysterious circumstances;
  • An older brother that bears her a grudge for some past transgression;
  • An older sister that she still keeps in touch with, but they're not particularly close;
  • An adopted younger sister that is dead, killed in an accident;
  • A younger brother that she still keeps in touch with, but they're not particularly close. 
She has experienced the following important events:
  • She made an enemy, a childhood foe who resurfaced. They're annoyed by her presence. They have ties to the criminal world or the black market. The hate springs from a criminal charge, justified or false;
  • She obtained a pet, a supernatural creature of some kind; 
  • An incapacitating accident left her laid up for several months; 
  • She made an enemy, someone that worked for her. There's lots of yelling when they're around each other. They have some close family ties that give them minor clout. The hate springs from a criminal charge, justified or false; 
  • Oops, pregnancy! Her partner left her behind; 
  • She obtained a pet, a bizarre creature of some kind; 
  • Working with performers developed her oratory skills and presence; 
  • She became involved in a serious relationship that lasted at least a year. 
Combat Tactics: Her first action is Evasion, then it's all about the sword.

Personality Traits: sly, inspirational, arrogant.

She had been on Earth for ten years, and long enough to get clinical training and licensing. Despite that, she - like a lot of people it turns out - still hasn't really assimilated and retains a chronic “fish out of water” problem.

This makes her hesitant and risk-averse in situations not related to performing her clinical profession (fixing people, no problem, as long as someone else is reassuring her the paperwork is done) or combat (the same precision with pressure points, joint locks and weak spots that makes her a good healer also makes her a deadly killer - or was that the other way around?).

Appearance: 5’6”, 135 lbs.

She wears her hair long and flowing. She has many tattoos and only regrets not having more skin. Each tattoo represents a personal achievement of some kind, including service to her family and (back on Vine) noble lady.

Powers: She has exceptional endurance and superhuman speed, coordination and reaction time.

She has a magic sword, and has mastery with any kind of sword, or sword-like weapon.

Notes: This was random chargen. Turns out she is kind of a combat monster. She typically has three actions per turn, a crazy high chance of hitting her foes (with the sword), and can do enough damage to take many opponents out of the fight in one hit.

I'm thinking V&V is crazy flexible, but also crazy fragile and easy to “unbalance” in a lot of ways.

We reconciled this a bit by playing up (but not overplaying to the point is irritation) the “fish out of water” hesitation thing, giving other PCs some screen time when otherwise Yaffa’s crazy high attributes might have made her a natural star. Because, you know, I may be a strong and dominant personality, but I have more fun when everyone at the table has a chance to shine :)

I'm working on Living Legends and Mighty Protectors hacks, but both systems have better controls over runaway damage powers, so I'm not really happy yet with either hack.




Yaffa Gamila Cuesta - Villains & Vigilantes

Str 15, End 24, Int 13, Agl 27, Cha 23, 135 lbs., level 7

Basic Hits 3; Hit Mod. (1.4) (3.0) (1.1) (2.8) = 7.8936; Hit Points 24; Power 79; Move 66” ground; Carrying Capacity 390 lbs.; Basic HTH 1d6; Accuracy +5; Damage Mod. +3; Detect Hidden 16%; Detect Danger 20%; Heal 2.1; Inventing Points 9.1

Heightened Agility B: +14
Heightened Attack: Damage +7 with all attacks
Heightened Charisma A: +8
Heightened Endurance B: +15
Heightened Expertise: Attack +4 “to hit” with swords, such as her Special Weapon
Heightened Senses: She has infravision, ultrasonic hearing, and enhanced (though not superhuman) senses of smell and taste, +6% Detect Rolls
Special Weapon Device: Magic Sword, Attack HTH +5 “to hit,” Damage HTH +2d6, unique and virtually indestructible, plus see below.
Special Requirement (Weakness): The magic sword has its own requirements to keep its enchantment active, or it just works like a normal sword.
Training: Attack +2 “to hit” with unarmed HTH, Attack +2 “to hit” with Special Weapon

Stormguard, Bringer of the Crown
Weapon: broadsword
Alignment: good
Wielded By: a specific bloodline
Look: seems to blur when moved
Fame: hardly known
Quirk: none
Main Effect: can blind opponents
Secondary Effect: gives the wielder semi-prophetic dreams
Restriction: can only be used by females
Restriction: gives the wielder mood swings
Current Status: undefined
Created: in secret
Created: to save a realm
Draws Power From: past triumphs

Combat Summary:
Unarmed: Attack HTH +7 “to hit,” Damage 1d6+10 or 3d8 (avg 13.5)
Sword: Attack HTH +16 “to hit,” Damage 3d6+10 or 3d12+1 (avg 20.5)

Boilerplate Stuff

Model  Ryan Ashley Malarkey. Character by I.A. Riley, July, 2017.

Document Copyright (C) 2017 by I.A. Riley. All rights reserved. Portions Copyright others; no attempt is made to infringe upon their rights.

Villains & Vigilantes and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2010 Monkey House Games. All rights reserved. Made in the U.S.A.

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Friday, July 21, 2017

Fiction Friday - Nastja Simone

Nastja Ella Simone

Background & Origin:  She was working on her PhD in robotics when she got tapped to join a secret project that was funded by the military, contacted to a private corporation, and using university students and faculty to develop the designs in modular fashion. Although nearly a hundred people at the university were s omehow part of the project, only a handful knew it even existed and only two knew the full scope.

Nastja was one of the cogs in the wheels. She is a very talented roboticist, with supplemental training in cybernetics and artificial intelligence. Her work is integral to the exoskeleton on which the suit operates.

A motorcycle accident resulted in brain damage and she lost motor control over her legs. Despondent, she helped design some brain implants intent on having them installed in herself, to restore lost motor function.  When all conventional avenues turned her away, she sought out an underground neuroroboticist. She doesn't talk about the deal she made with Alexi, but she still can't walk. However, her overall brain function erupted, and she felt the trade was acceptable.

She returned to university, and blew through her classes. She got drawn deeper into the secret power armor project to figure out why the control interfaces were driving volunteers mad (they all got pulled from the project while medications still allowed them normal lives). While the root problem remains elusive, it turns out Nastja’s implants allow her to control the suit without any side effects.

She didn't build the suit, but she has trained to maintain and repair it regularly, and upgrade it occasionally.

Her place of birth was a rural village, a tiny collection of farms. She was raised by relatives.

She has the following siblings:
  • A younger brother that she has lost touch with;
  • A twin brother that bears her a grudge for some past transgression;
  • An adopted older brother that still lives with her childhood caretakers - he became “institutionalized,” and now works to help other kids survive the orphanage system.

She has experienced the following important events:
  • Blind luck provided her with a financial windfall, found cash, an inheritance, or something similar;
  • She made an enemy, a clan, gang or other small group. Nastja and the enemy are both equally annoyed with each other. This enemy have some close family ties that give them minor clout. Racial, religious or political bias caused the rift;
  • She performed a vital task for a military leader, who is now in her debt;
  • She made an enemy, a clan, gang or other small group. There's lots of yelling when they're around each other. They are not particularly important in the grand scheme of things. Nastja took advantage of them via scam or brute force;
  • A serious relationship ended when her partner died, murdered by someone. She don't know who.
  • An incapacitating accident left her laid up for several months, and permanently disfigured;
  • Her relationship choices were sub-par, and she found herself two-timing a steady partner. He never found out.


Combat Tactics:  She is a melee fighter, and a dirty one. Leg sweeps, sand in the eyes, picking someone up and throwing him in front of a bus - it's all fair game to make the fight end as fast as possible.

Personality Traits:
Rude, compassionate, nurturing.  

Appearance:  5’5”, 117 lbs.

Powers:  In addition to being a gifted cyberneticist and roboticist, she has brain implants that give her enhanced intelligence and motor function. Despite that, her legs still don't work. Her doctors have begun telling her the paralysis is psychosomatic, and she tells them to eat shit and die.

She wears an armored powersuit/exoskeleton, designed for law enforcement and peacekeeping (rather than military) applications, that enhances her strength, has electroshock combat pads, and allows her to use her legs normally.

She has minimal training in any kind of combat, and is only an average hand-to-hand fighter.

Notes:  Model unknown (if there even was one).  Photomanip artist unknown.  Character by I.A. Riley, June, 2017.

Document Copyright (C) 2017 by Icarus Anne Riley. All rights reserved.  Portions Copyright others; no attempt is made to infringe upon their rights.

Villains & Vigilantes, Living Legends and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2010 Monkey House Games. All rights reserved. Made in the U.S.A.

Unofficial Living Legends Companion written by Patric L. Rogers, Copyright © 2010-2017 by Monkey House Games. All rights reserved.

Mighty Protectors and the Monkey House Games logo are trademarks owned by Monkey House Games, ©2017 Monkey House Games. All rights reserved. Made in the U.S.A.

Sourcebooks Marvel Superheroes Advanced Set (TSR, 1986), Realms of Magic (Kim Eastland, TSR, 1986), The Ultimate Powers Book  (David E. Martin, TSR, 1987), 4C System (Michael Hammes, Philip Reed, 2007).

Random backstory generator - http://www.pbegames.com/lifepath/ .

Random name generator - http://www.behindthename.com/random/ .



Random height/weight generator - http://tower.newcenturycomputers.net/hwcalc.html .

Name - Nastja - Feminine form of ANASTASIUS. This was the name of a 4th-century Dalmatian saint who was martyred during the persecutions of the Roman emperor Diocletian. Due to her, the name has been common in Eastern Orthodox Christianity (in various spellings). As an English name it has been in use since the Middle Ages. A famous bearer was the youngest daughter of the last Russian tsar Nicholas II, who was rumoured to have escaped the execution of her family in 1918.

Mighty Protectors has a very different design view of Armor and persistent protection than its predecessors. Consequently, it is extremely expensive to get comparable values.  So I went with Invulnerability to the most common Damage Type she is likely to encounter, and called it a wash.



(artist unknown)
(model, if there was one, is unknown)

Nastja Ella Simone - Villains & Vigilantes

Str 29 (11), End 14, Int 29, Agl 19, Cha 15, 117 lbs., level 2

Basic Hits 3; Hit Mod. (2.2) (1.4) (1.6) (1.3) = 6.4064; Hit Points 19; Power 91; Move 62” ground; Carrying Capacity 1509 lbs.; Basic HTH 1d10; Accuracy +3; Damage Mod. +5; Detect Hidden 20%; Detect Danger 24%; Heal 0.9; Inventing Points 4.8

Armor B Device:
  • ADR 128 - the good news is that it is heavily plated, padded and insulated, including climate control system. The bad news is maintenance and repair is a bitch. Every time she gets hit, roll percentile dice. If the roll is less than the current ADR, then reduce the ADR by the damage taken, and she suffers no personal injury. She can “roll with the blow” normally to protect the armor; 
  • Heightened Strength B: +18; 
  • Natural Weaponry: Built-in electroshock pads in the gloves and striking surfaces give her +3 “to hit” with unarmed HTH (just don't think about it too hard), and +6 damage; 
  • Heightened Defense: Motion sensors and reflex enhancers enable her to avoid more attacks (opponents are -4 “to hit” her) while she is conscious, mobile, and aware of the attacker. 
Heightened Intelligence B Device: Brain implants, some of which are mounted on the outside of her skull, give her +19 Intelligence. These are permanent and difficult (but not impossible) to disable.

Physical Handicap: An accident damaged her legs, and she needs prosthetics (or cool power armor) to move faster than 6” per turn.

Invention: With her helmet on, the suit provides Adaptation, with 8 charges. Each hour or use as defense expands one charge. Charges can be refreshed by spending one hour in her workshop. The helmet also has a 15-minute backup air supply for when the charges run out.

Training: +1 “to hit” with unarmed HTH attacks

Gear: She also carries a radio, energy pistol, smartphone, first aid kit, and nightstick. If she is feeling mean, she adds a knife and sword, but worries about the serious injuries from cutting people.

Combat Summary:
Unarmed: Attack HTH +4 “to hit,” Damage 1d10+5 or 1d20 (both avg 10.5)

Shock Pads: Attack HTH +7 “to hit,” Damage 1d10+11 or 3d10 (both avg 16.5)

Energy Pistol: Attack HTH +5 “to hit,” Damage 1d10+5 or 1d20 (both avg 10.5), Range 57”

Nightstick: Attack HTH +5 “to hit,” Damage 1d4+1d10+5 (avg 13)


Nastja Ella Simone - Living Legends

PHYS 22/d10
DEFT 11/d6
REFL 16/d8
INTL 22/d10
COOL 11/d6
VITL 11/d6
Mass 53 Kgs (d3 Mass effect)

Total Cost: BCs (83) + Skills (13) + Powers (99) - Weaknesses (-25) = 170 CP

Skills

4 @ +2 Levels (5) (+7) [13 CP]
  • Electronics (INTL/S): d12
  • Science (INTL/S): Robotics, d12
  • Unarmed (DEFT/G): Punch, Kick, d10

Powers

Bionics: Brain implants increase INTL, included above

Power Armor

  • Armor: 11 vs all Physical Damage Types, plus Other (87), Modifiers: Ablative (-3), Equipment [suit] (-3) [39 CP];
  • Adaptation: Asphyxiation, High Temperatures, Low Temperatures (3) (+5), Modifiers: Equipment [suit] (-3) [4 CP];
  • Heightened PHYS: +15 (15), Modifiers: Equipment (-3) [10 CP];
  • Natural Weaponry: Skill Bonus +3, Damage Bonus +3 Blunt Kinetic [crushing] damage (27), Modifiers: Equipment (-3) [18 CP];


Mundane Equipment

Nightstick [8 CP]
  • Skill Bonus: Add +2 to Weapon [bludgeons] skill (7), Equipment [carried] (-3) [-3 CP]
  • Natural Weaponry: Add +0 Blunt Kinetic [crushing] damage to weapon [bludgeons] skill (0), Equipment [carried] (-3) [0 CP]
  • Parry (shield bonus): Non
Generic Energy Pistol [11 CP]

  • Skill Bonus: None
  • Power Blast: d8 Energy [pure energy] (16), Range [12”] (+0), Equipment [carried, size 0.3m] (-3) (+1), Charges [7ch, clip, reload as single action] (-1) [11 CP]
  • Equipment Armor: Standard Equipment value of 6

Medical Kit [4 CP]

  • The damage form can vary depending on the special effects. On “modern” Earth the damage form would typically be [chemical] (e.g. “flesh-like polymer”), but in more fantastic or high-tech settings it might also be [poison] (e.g. “healing stimulants”) or [disease] (e.g. “genetically engineered super-blood platelets”).
  • Healing: Hits, +1 level, Biochemical (8), Charges [22ch] (-1), Equipment [carried] (-3), Roll Required [Medicine skill, roll 2+, required per use] (-1) [4 CP]
  • Equipment Armor: Standard Equipment value of 6

Radio Transceiver [5 CP]

  • Radio Transmission: 3 channels, audio only, 10 km (4), Verbal Trigger (-1), Linked [to Basic Radio Sense] (-1), Equipment [carried, size 0.1m] (-3) (+3) [3 CP]
  • Heightened Senses: Basic Radio Sense (2), Only 3 Channels (-2), Ranged (+3), Activation Required [to a Persistent power] (-2), Equipment [carried, size 0.1m] (-3) (+3) [2 CP]


Weaknesses

Persecuted: She has enemies (Uncommon, Major) [-10 CP]

Physical Handicap: An accident damaged her legs, and she needs prosthetics (or cool power armor) to move faster than 2” per turn. (Major) [-15 CP]


Nastja Ella Simon - Mighty Protectors

Strength 21 (Carrying Capacity 960 lbs., Basic HTH d10+1)
Endurance 12 (Save 11, Heal 1.6)
Agility 18 (Save 12)
Intelligence 24 (Save 13)
Cool 15 (Save 11, Initiative d6+1)

Hit Points 18
Power 75
Physical Defense 2 (6)
Mental Defense 3
Move 17
Inventing Points 12
Wealth d6
Luck 10-
Weight 117 lbs. (192 lbs. in armor)
Total Cost 80 + 95 - 25 = 150

Powers

Bionics: Increased Intelligence (included above)
Wealth: d6 Wealth roll (2.5 CP)

Gear - Power Armor


  • Adaptation: Asphyxiation, High Temperatures, Low Temperatures, Modifiers: Multifunction Gear (12.5 CP)
  • Armor: Kinetic 4, Energy 4, Biochemical 4, Entropy 4, Modifiers: Multifunction Gear (27.5 CP)
  • Heightened Defense: Physical Defense +4, Modifiers: Multifunction Gear (7.5 CP)
  • Heightened Strength: ST +10, Modifiers: Multifunction Gear (7.5 CP)
  • Invulnerability: Kinetic, Modifiers: Multifunction Gear (17.5 CP)


Gear - Off-The-Shelf Items

Arsenal: She has a pool of six (6) devices she can choose from when at base, and carry any four (4) at one time. Each can be worth up to 15 CP (20 CP)

  • She carries an energy pistol, smartphone, first aid kit, and nightstick. GM said I don't need to worry about the CP for each, so I'm not.


Weaknesses

Physical Handicap: An accident damaged her legs, and she needs prosthetics (or cool power armor) to move faster than 2” per turn. (-15 CP)

Nemesis: TBD (-10 CP)

Combat Summary

Initiative: d6+1

Unarmed: Attack 15-, Damage d10+1 or d12 (and 6.5)

Energy Pistol: Attack 15-, Damage d10 (avg 5.5)

After subtracting for Armor, but before rolling with the blow, she takes ½ damage from Cold, Heat, and Fire, and ¼ damage from physical attacks like punches, bullets, knives and falling.