This is a brief timeline of what is taking place on the Earth of Rynyn's game. After two years, I figured I should get a timeline done!
Timeline
• 2014: Man goes back to the moon. The Americans stake their claim on the moon by establishing a base on the moon.
• 2021: Important steps are taken in fusion power and a fusion plant is first developed by a joint American and Japanese corporate bridge. A new era in energy has begun.
• 2022: There are large bases on the moon. The population at this time is 2000, semi-permanent residents.
• 2026: The first man steps foot on Mars.
• 2027: A fusion plant is small enough to fit is a car.
• 2030: By this time, there are many colonies on Mars. The population is 1000. During this time, humanity has many off world holdings.
• 2032: The first Martian is born. Little Illianna is born to happy parents.
• 2033: Ciao Wei, a Chinese scientist develops the fusion-pulse drive, cutting travel time to Mars form six months to six weeks. It is an incredible leap forward.
• 2035: The first generation of Mechasuits is unveiled.
• 2036: Terrorist release a bioterror plague that wipes out bio-engineered grain that feeds America. Kansas becomes a hellhole. Algae becomes an important food staple.
• 2047: Dr. Louis Murphy is developing human clones.
• 2049: Zachary Sword wins the US account with his Longsword Class Mechasuit. He becomes one of the richest men in the world because of it.
• 2050: Dr. Murphy develops finds a mutant gene that lets him develop clones with psychic powers. They have a shortened lifespan, something that Dr. Murphy argues with.
• 2060: Sword Industries make the Broadsword Class Mechasuit. They are developing even larger size mecha but are stymied by reaction times.
• 2061: Evangeline Gray forms a secret society to counter the growing corruption in the government. She retirees from the Senate. Only females are allowed into the upper echelons.
• 2062: Evangeline meets Helen for the first time.
• 2063: Helen finds that she cannot bear children. She goes crazy and disappears from sight, including from Royo, whom is a top level intelligence operative. She is with Evangeline.
• 2065: An alien species destroy a deep space patrol. They are known as the Cross for their cross shaped ships.
• 2066: The Cross invade Mars and quickly take over. There were over 30000 people on Mars at this time. There is no word from Mars.
• 2066: Helen meets Chrystana McLyn, who works for the military as an analyst. They are soon dating each other.
• 2066: Emily, a clone who creates singularities, ends up destroying greater Los Angeles when she creates a black with a radius of some 14 miles. The cover story is it is the Cross. Helen was seriously wounded, the only survivor of the black hole.
• 2067: The Cross invades the Earth. The clone known as Rynyn is decanted and it is soon found out that she can create singularities. Helen Reece, Emily old handler is recalled to duty. She is the only one who has the experience to train somebody who can control singularities.
• 2069: The war in growing bad for humanity.
• 2070: Helen calls Royo Gibson to come and take Rynyn away. There are many reasons why, but her life is in danger. Royo, who is known as Hugh at the time, takes her and hides out in Seattle.
• 2071: Ryn, with help from Hugh, Amanda, Jayne and soldiers assembled by Evangeline rescue Helen from the clutches of Becky from the Clone Ark. Hugh dies with the wounded Becky in a black hole measuring approximately 2.5 miles in radius.
• 2071: Lucy Sword, the only daughter becomes head of Sword Industries when her father dies. She asks, at the insistence of Ryn, Evangeline Gray for help.
• 2071: In order to find a cure for Ryn, Helen and Ryn rejoins the military.
• 2071: Deep space probes detect unknown ship entering the solar system.
• 2071: Operation Firebug!
• 2072: Rynyn and Helen are transferred to a secret base to undergo trails of a new Mechasuit. The Rapier has a PsiLens, a new piece of tech that will increase the wearer’s psychic abilities.
• 2072: Now!
Wednesday, October 20, 2010
Thursday, September 30, 2010
Ryn in her Rapier Class Mechasuit
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| deviantArt/Shimmering_Sword |
RYN in her Rapier Class Mechasuit
Child Psychic Extraordinaire
Real Name: Rynyn Reece
PL 10 (abilities 32 + powers 72/38 + advantages 8 + skills 19 + defenses 17 = 186 points)
STR 4 STA 2 AGL 2 DEX 2 FGT 3 INT 3 AWR 2 PRE 2
Powers
Singularity Creation via PsiLens
• Ranged Damage 10 [penetrating 10, multiattack, improved critical 2; 42pp]
Telepathy & Domination via PsiLens
• Mind Control 7 [28pp]
o Mental Communication 2 [1pp]
o Danger Sense [1pp]
Rapier Class Mechasuit [removable -9 points]
• ARC System
o Concealment 4 [all visual senses; limit (blending); 4pp]
• Armor
o Protection 5 [5pp]
• Servo Motors
o Enhanced Strength 4 [8pp]
o Leaping 4 (jump jets; 120’) [1pp]
• Life Support System
o Immunity 10 [10pp]
• Radio Suite
o Communication 3 [radio; 12pp]
• Sensors
o Senses 3 [direction sense, low-light, time sense; 3pp]
• Tactical Computer
o Enhanced Ranged Attack 2, Enhanced Dodge 2 [4pp]
Advantages
Attractive, Benefit (Child Psychic), Defensive Roll 3, Equipment 1, Extraordinary Effort, Precise Attack (ranged)
Equipment: knife (2ep), e-reader (1ep), cell phone (1ep), panic button (1ep)
Skills
Athletics 5 (+5), Close Combat: Knife 5 (+8), Deception 4(+6), Expertise: Para-psychological Sciences 4(+7), Insight 2 (+4), Perception 4 (+6), Persuasion 4 (+6), Ranged Combat: handguns 2 (+4), Ranged Combat: Singularities 6 (+8), Technology 2 (+5)
Offense
Initiative +2
Knife +8 close attack, 5 damage
Singularities +10 ranged attack, 10 damage, multiattack, penetrating 10, improved critical 2
Defense
Dodge 10, Parry 3, Fortitude 8, Toughness 10, Will 8
Complications
• Child Psychic: she is part of the Child Psychic program
• Limited Lifespan: she has just realized she is a clone who has a life span of 5 or 6 years. She is coming up on her 5th year
• The Clone Rules: she lives by the clone rules
• Handler: Captain Helen Reece is the only handler who has dealt with a clone who can create singularities
• One of a Kind: she is the only clone who deals in singularities
Here is Ryn in her new Mechasuit the Rapier. It is paired with the Main Gauche which is a modified Broadsword. She is undergoing Rapier trails for the mission to Mars. Unfortunately her limited lifespan is coming into play...
Thursday, August 26, 2010
Gods of Fourth Edition
Gods that are listed in the various books, along with there attended Exarchs. The ones with * are my own personal gods. This is ongoing and will be added to as more information comes to light.
The following was taken from the Points of Light setting located here: Points of Light
Divinities
Most dwell in their Astral Dominions in the Astral Sea. At the height of the hierarchy are the Gods themselves. Under them are their Exarchs and Archangels.
Gods
* Avandra: The goddess of change, Avandra delights in freedom, trade, travel, adventure, and the frontier.
* Bahamut: Called the Platinum Dragon, Bahamut is the god of justice, protection, nobility, and honor.
* Bane: God of conquest and tyranny, and patron of goblins. (Originally called "Achra")
* Corellon: The god of spring, beauty, and the arts, and the patron of arcane magic and the fey.
* Erathis: The goddess of civilization and the muse of great invention, founder of cities, and author of laws.
* Gruumsh: The chaotic evil one-eyed god of destruction, and lord of marauding barbarian hordes.
* Ioun: The goddess of knowledge, skill, and prophecy.
* Kord: The storm god and the lord of battle, who revels in strength, battlefield prowess, and thunder.
* Lolth: The chaotic evil god of shadow, lies, and spiders, and patron of the drow.
* Melora: Goddess of the wilderness and the sea.
* Moradin: God of creation and patron of dwarves, artisans, and especially miners and smiths.
* Pelor: God of the sun and summer, he is the keeper of time.
* Raven Queen: Goddess of death, winter and fate, and patron to the shadar-kai. She was once mortal and ascended to godhood after death. Unlike other deities, she reigns from the Shadowfell rather than the Astral Sea.
* Sehanine: Goddess of the moon and autumn, and patron of trickery and illusions.
* Tharizdun: The chaotic evil god who created the Abyss, and is now chained in the prison plane Carceri.
* Tiamat: The evil goddess of wealth, greed, and envy, and patron of the chromatic dragons.
* Torog: The evil god of the Underdark, and patron of jailers and torturers.
* Vecna: The evil god of undead, necromancy, and secrets. He was once mortal and ascended to godhood after becoming a lich.
* Zehir: The evil god of snakes, darkness, poison, and assassins, and patron to the yuan-ti.
Lesser Divinities
Exarchs of the various Gods.
* Athearsauriv: The "Eye of Heaven" and exarch of Ioun, she was once a Mithril dragon and seer who grants visions to her with bewildering accuracy.
* Baghtru: Exarch of Gruumsh.
* Berronar Truesilver: Exarch and consort of Moradin.
* Clangeddin Silverbeard: Moradin's exarch and patron of dwarf warriors.
* Corona Lysildya: The eladrin mistress of Faen Vardya in Arvandor.
* Edarmirrik: Exarch of Erathis, and once a gluttonous gold dragon with a skill at managing underlings.
* Erevan Ilesere: the Fey Jester, and a member of the Seldarine.
* Fenmarel Mestarine: The Lone Wolf, and a member of the Seldarine.
* Irfeljuhar: An exarch of Tiamat who once served Vecna and is unparalleled at the creation of rituals.
* Kas: A former exarch of Vecna, who betrayed and dismembered the undead god.
* Krag-Ik: Known as "Eight-eye", a beholder turned exarch of Kord.
* Maglubiyet: Once the patron god of goblins, now he is merely an Exarch of Bane.
* Mornujhar: Tiamat's Black Exarch, representing the black dragons.
* Namissi: Tiamat's Blue Exarch, and the true power in the City of Brass.
* Nahua: The Glorious Feathered Emperor of the Cloud Court of he coatls.
* Niuria: An angel of secrets dedicated to Vecna.
* Sekolah: An aquatic exarch of Melora.
* Shevarash: Of the Black Bow, and a member of the Seldarine.
* Thurkearvaeri: An exarch of Bane called the "Nightdancer" who lives to incite war.
* Torzak Belgirn: The Soul forge of Moradin, who crafted the Rod of Law to defeat the Queen of Chaos.
* Vaprak: Exarch of Gruumsh.
* Vivexkepesk: Bahamut's exarch and champion, formerly a brass dragon.
* Vocar: "The Disobedient". A former exarch of Vecna, dwelling in Sigil.
* Xihue: Nahua's rival for Emperor of the Cloud Court, wh sees Nahua as a usurper.
Other Exarchs
My own creations.
* Mitra: the Golden General is an exarch of Bahamut and Pelor.
* Suless: Suless is an exarch of Zehir. She is the exarch of sex and perversion, patron of whores.
The following was taken from the Points of Light setting located here: Points of Light
Divinities
Most dwell in their Astral Dominions in the Astral Sea. At the height of the hierarchy are the Gods themselves. Under them are their Exarchs and Archangels.
Gods
* Avandra: The goddess of change, Avandra delights in freedom, trade, travel, adventure, and the frontier.
* Bahamut: Called the Platinum Dragon, Bahamut is the god of justice, protection, nobility, and honor.
* Bane: God of conquest and tyranny, and patron of goblins. (Originally called "Achra")
* Corellon: The god of spring, beauty, and the arts, and the patron of arcane magic and the fey.
* Erathis: The goddess of civilization and the muse of great invention, founder of cities, and author of laws.
* Gruumsh: The chaotic evil one-eyed god of destruction, and lord of marauding barbarian hordes.
* Ioun: The goddess of knowledge, skill, and prophecy.
* Kord: The storm god and the lord of battle, who revels in strength, battlefield prowess, and thunder.
* Lolth: The chaotic evil god of shadow, lies, and spiders, and patron of the drow.
* Melora: Goddess of the wilderness and the sea.
* Moradin: God of creation and patron of dwarves, artisans, and especially miners and smiths.
* Pelor: God of the sun and summer, he is the keeper of time.
* Raven Queen: Goddess of death, winter and fate, and patron to the shadar-kai. She was once mortal and ascended to godhood after death. Unlike other deities, she reigns from the Shadowfell rather than the Astral Sea.
* Sehanine: Goddess of the moon and autumn, and patron of trickery and illusions.
* Tharizdun: The chaotic evil god who created the Abyss, and is now chained in the prison plane Carceri.
* Tiamat: The evil goddess of wealth, greed, and envy, and patron of the chromatic dragons.
* Torog: The evil god of the Underdark, and patron of jailers and torturers.
* Vecna: The evil god of undead, necromancy, and secrets. He was once mortal and ascended to godhood after becoming a lich.
* Zehir: The evil god of snakes, darkness, poison, and assassins, and patron to the yuan-ti.
Lesser Divinities
Exarchs of the various Gods.
* Athearsauriv: The "Eye of Heaven" and exarch of Ioun, she was once a Mithril dragon and seer who grants visions to her with bewildering accuracy.
* Baghtru: Exarch of Gruumsh.
* Berronar Truesilver: Exarch and consort of Moradin.
* Clangeddin Silverbeard: Moradin's exarch and patron of dwarf warriors.
* Corona Lysildya: The eladrin mistress of Faen Vardya in Arvandor.
* Edarmirrik: Exarch of Erathis, and once a gluttonous gold dragon with a skill at managing underlings.
* Erevan Ilesere: the Fey Jester, and a member of the Seldarine.
* Fenmarel Mestarine: The Lone Wolf, and a member of the Seldarine.
* Irfeljuhar: An exarch of Tiamat who once served Vecna and is unparalleled at the creation of rituals.
* Kas: A former exarch of Vecna, who betrayed and dismembered the undead god.
* Krag-Ik: Known as "Eight-eye", a beholder turned exarch of Kord.
* Maglubiyet: Once the patron god of goblins, now he is merely an Exarch of Bane.
* Mornujhar: Tiamat's Black Exarch, representing the black dragons.
* Namissi: Tiamat's Blue Exarch, and the true power in the City of Brass.
* Nahua: The Glorious Feathered Emperor of the Cloud Court of he coatls.
* Niuria: An angel of secrets dedicated to Vecna.
* Sekolah: An aquatic exarch of Melora.
* Shevarash: Of the Black Bow, and a member of the Seldarine.
* Thurkearvaeri: An exarch of Bane called the "Nightdancer" who lives to incite war.
* Torzak Belgirn: The Soul forge of Moradin, who crafted the Rod of Law to defeat the Queen of Chaos.
* Vaprak: Exarch of Gruumsh.
* Vivexkepesk: Bahamut's exarch and champion, formerly a brass dragon.
* Vocar: "The Disobedient". A former exarch of Vecna, dwelling in Sigil.
* Xihue: Nahua's rival for Emperor of the Cloud Court, wh sees Nahua as a usurper.
Other Exarchs
My own creations.
* Mitra: the Golden General is an exarch of Bahamut and Pelor.
* Suless: Suless is an exarch of Zehir. She is the exarch of sex and perversion, patron of whores.
Wednesday, August 18, 2010
Lady Vai
Vai is back for the last Act of the Tears of Taija.
(art by NinjaMasterTK located of deviantArt)
Lady Anistyrnia Vai
PL 12 (205pp)
Abilities: Str 10 (+10) Dex 10 (+0) Con 10 (+0) Int 26 (+8) Wis 24 (+7) Cha 22 (+6)
Skills: Bluff 8 (+14 /+18), Concentration 10 (+17), Craft (Fletcher) 4 (+12), Craft (Jewelry) 4 (+12), Diplomacy 8 (+14/+18), Gather Information 8 (+14), Intimidate 5 (+11) Knowledge (Arcane lore) 14 (+22), Knowledge (Civics) 4 (+12), Knowledge (Theology & Philosophy) 8 (+16), Notice 6 (+13), Perform (Singing) 4 (+10), Sense motive 8 (+15), Languages: (Sidhe, Ancient, Troll, Orc, Dwarf; Base: Common)
Feats: Artificer, Attack Specialization [Sorcery] (5), Benefit [Status: Granddaughter of Aglin Vani]), Connected, Contacts, Dedicated, Dodge Focus (8), Fascinate (2) [Bluff, Diplomacy], Luck, Master plan, Ritualist, Second Chance [Mind control], Speed of thought, Trance, Well informed
Powers
Feature 1 [long lived; 1pp], Flight 3 [50mph; 6pp], Mystic shield 14 [force field; extra: impervious 10; 24pp], Super senses 1 [detect magic; 1pp]
Sorcery 12 (54pp)
→ Mystic Arrow Blast 14 ["The Tears of Taija"; extra: autofire (2), penetrating, learned caster; feats: effects insubstantial (2), homing, improved critical; flaws: side effect (fatigue, always occurs), requires bow and arrow]
→ Mystic Arrow Blast 12 ["Taija’s Storm"; extra: area (cloud), penetrating, selective attack, learned caster; feats: affects insubstantial (2), dimensional; flaws: side effect (fatigue, always occurs), requires bow and arrow]
→ Mystic Arrow Binding 14 ["Taija’s Chains"; snare; extra: duration (sustained), independent, autofire, learned caster; feats: affects insubstantial (2), improved critical; flaws: side effect (fatigue, always occurs), requires bow and arrow]
→ Dispel Magic 14 [nullify magic (2 points); extra: burst area, duration (concentration), learned caster; flaws: side effect (fatigue, always occurs), range to touch]
→ Glamour 7 [illusion (all senses); extra: selective attack, learned caster; flaws: side effect (fatigue, always occurs), phantasm]
→ Telekinesis 12 ["Taija’s Invisible Hand"; extra: damaging, perception, learned caster; feats: precise, subtle; flaws: side effect (fatigue, always occurs)]
→ Teleport 14 [extra: accurate, learned caster; feats: easy, progression (5), turnabout; flaws: side effect (fatigue, always occurs), short range only]
→ Obscure 14 ["Taija’s Miasma"; visual; extra: learned caster; feats: selective; flaws: side effect (fatigue, always occurs)]
→ Scrying 14 ["The Eye of Taija"; ESP (all senses); extra: learned caster; feats: subtle (2); flaws: side effect (fatigue, always occurs)]
→ Resurrection [Healing 9 (Extra: Restoration, Energizing, Resurrection)]
→ Disintegrate 14 [“Taija’s Demonbane Arrow”; extra: learned caster, penetrating; feats: effects insubstantial (2), improved critical (2); flaws side effect (fatigue, always occurs), requires bow and arrow, flaw (limited- demons)]
Combat: Attack +0 (+10 Sorcery) [Unarmed +0, Mystic Blasts +14; 19 20 Crit]; Defense 20 (11 flat footed); Init +8
Saves: Toughness +14 (impervious 10); Fort +11; Ref +10; Will +15
Equipment: The Bow of Heylen (Damage +3; Mighty [3], Improved Critical; free), quiver full of arrows
Drawbacks: power loss (unable to cast when cannot speak or gesture; 4pp), weakness (contact with iron; 1 charisma/20 minutes; 4pp)
Abilities 42 + Skills 24 + Feats 28 + Powers 86 + Combat 4 + Saves 29 Drawbacks 8 = 205pp
Complications: Enemy (The Red Knight Conspiracy), Fame (Unattached Noble), Obsession (Get back what was hers), Hatred (Rapists)
/roll 1[1d20] #tearsoftaija
(art by NinjaMasterTK located of deviantArt)Lady Anistyrnia Vai
PL 12 (205pp)
Abilities: Str 10 (+10) Dex 10 (+0) Con 10 (+0) Int 26 (+8) Wis 24 (+7) Cha 22 (+6)
Skills: Bluff 8 (+14 /+18), Concentration 10 (+17), Craft (Fletcher) 4 (+12), Craft (Jewelry) 4 (+12), Diplomacy 8 (+14/+18), Gather Information 8 (+14), Intimidate 5 (+11) Knowledge (Arcane lore) 14 (+22), Knowledge (Civics) 4 (+12), Knowledge (Theology & Philosophy) 8 (+16), Notice 6 (+13), Perform (Singing) 4 (+10), Sense motive 8 (+15), Languages: (Sidhe, Ancient, Troll, Orc, Dwarf; Base: Common)
Feats: Artificer, Attack Specialization [Sorcery] (5), Benefit [Status: Granddaughter of Aglin Vani]), Connected, Contacts, Dedicated, Dodge Focus (8), Fascinate (2) [Bluff, Diplomacy], Luck, Master plan, Ritualist, Second Chance [Mind control], Speed of thought, Trance, Well informed
Powers
Feature 1 [long lived; 1pp], Flight 3 [50mph; 6pp], Mystic shield 14 [force field; extra: impervious 10; 24pp], Super senses 1 [detect magic; 1pp]
Sorcery 12 (54pp)
→ Mystic Arrow Blast 14 ["The Tears of Taija"; extra: autofire (2), penetrating, learned caster; feats: effects insubstantial (2), homing, improved critical; flaws: side effect (fatigue, always occurs), requires bow and arrow]
→ Mystic Arrow Blast 12 ["Taija’s Storm"; extra: area (cloud), penetrating, selective attack, learned caster; feats: affects insubstantial (2), dimensional; flaws: side effect (fatigue, always occurs), requires bow and arrow]
→ Mystic Arrow Binding 14 ["Taija’s Chains"; snare; extra: duration (sustained), independent, autofire, learned caster; feats: affects insubstantial (2), improved critical; flaws: side effect (fatigue, always occurs), requires bow and arrow]
→ Dispel Magic 14 [nullify magic (2 points); extra: burst area, duration (concentration), learned caster; flaws: side effect (fatigue, always occurs), range to touch]
→ Glamour 7 [illusion (all senses); extra: selective attack, learned caster; flaws: side effect (fatigue, always occurs), phantasm]
→ Telekinesis 12 ["Taija’s Invisible Hand"; extra: damaging, perception, learned caster; feats: precise, subtle; flaws: side effect (fatigue, always occurs)]
→ Teleport 14 [extra: accurate, learned caster; feats: easy, progression (5), turnabout; flaws: side effect (fatigue, always occurs), short range only]
→ Obscure 14 ["Taija’s Miasma"; visual; extra: learned caster; feats: selective; flaws: side effect (fatigue, always occurs)]
→ Scrying 14 ["The Eye of Taija"; ESP (all senses); extra: learned caster; feats: subtle (2); flaws: side effect (fatigue, always occurs)]
→ Resurrection [Healing 9 (Extra: Restoration, Energizing, Resurrection)]
→ Disintegrate 14 [“Taija’s Demonbane Arrow”; extra: learned caster, penetrating; feats: effects insubstantial (2), improved critical (2); flaws side effect (fatigue, always occurs), requires bow and arrow, flaw (limited- demons)]
Combat: Attack +0 (+10 Sorcery) [Unarmed +0, Mystic Blasts +14; 19 20 Crit]; Defense 20 (11 flat footed); Init +8
Saves: Toughness +14 (impervious 10); Fort +11; Ref +10; Will +15
Equipment: The Bow of Heylen (Damage +3; Mighty [3], Improved Critical; free), quiver full of arrows
Drawbacks: power loss (unable to cast when cannot speak or gesture; 4pp), weakness (contact with iron; 1 charisma/20 minutes; 4pp)
Abilities 42 + Skills 24 + Feats 28 + Powers 86 + Combat 4 + Saves 29 Drawbacks 8 = 205pp
Complications: Enemy (The Red Knight Conspiracy), Fame (Unattached Noble), Obsession (Get back what was hers), Hatred (Rapists)
/roll 1[1d20] #tearsoftaija
Tuesday, July 27, 2010
Rynyn (upgraded and in 3e)
Here she is, upgraded to Mutants and Masterminds 3e (there DC Adventures)
(image by shelovessnow located on deviantArt)
RYN
Child Psychic Extraordinaire
Real Name: Rynyn
PL 8 (abilities 32 + powers 56 + advantages 8 + skills 21 + defenses 17 = 134 points)
STR 0 STA 2 AGL 2 DEX 2 FGT 3 INT 3 AWR 2 PRE 2
Powers
Singularity Creation
• Ranged Damage 8 [penetrating 8, multiattack, improved critical 2; 34pp]
Telepathy & Domination
• Mind Control 5 [20pp]
o Mental Communication 2 [1pp]
o Danger Sense [1pp]
Advantages
Attractive, Benefit (Child Psychic), Defensive Roll 3, Equipment 1, Extraordinary Effort, Precise Attack (ranged)
Equipment: knife (2ep), e-reader (1ep), cell phone (1ep), panic button (1ep)
Skills
Athletics 5 (+5), Close Combat: Knife 5 (+8), Deception 4(+6), Expertise: Cooking 3 (+6), Expertise: Para-psychological Sciences 4(+7), Insight 2 (+4), Perception 4 (+6), Persuasion 4 (+6), Ranged Combat: handguns 2 (+4), Ranged Combat: Singularities 6 (+8), Technology 3 (+6)
Offense
Initiative +2
Knife +8 close attack, 1 damage
Singularities +8 ranged attack, 8 damage, multiattack, penetrating 8, improved critical 2
Defense
Dodge 8, Parry 3, Fortitude 8, Toughness 5, Will 8
Complications
• Child Psychic: she is part of the Child Psychic program
• Limited Lifespan: she has just realized she is a clone who has a life span of 5 or 6 years. She is coming up on her 5th year
• The Clone Rules: she lives by the clone rules
• Handler: Captain Helen Reece is the only handler who has dealt with a clone who can create singularities
• One of a Kind: she is the only clone who deals in singularities
(image by shelovessnow located on deviantArt)RYN
Child Psychic Extraordinaire
Real Name: Rynyn
PL 8 (abilities 32 + powers 56 + advantages 8 + skills 21 + defenses 17 = 134 points)
STR 0 STA 2 AGL 2 DEX 2 FGT 3 INT 3 AWR 2 PRE 2
Powers
Singularity Creation
• Ranged Damage 8 [penetrating 8, multiattack, improved critical 2; 34pp]
Telepathy & Domination
• Mind Control 5 [20pp]
o Mental Communication 2 [1pp]
o Danger Sense [1pp]
Advantages
Attractive, Benefit (Child Psychic), Defensive Roll 3, Equipment 1, Extraordinary Effort, Precise Attack (ranged)
Equipment: knife (2ep), e-reader (1ep), cell phone (1ep), panic button (1ep)
Skills
Athletics 5 (+5), Close Combat: Knife 5 (+8), Deception 4(+6), Expertise: Cooking 3 (+6), Expertise: Para-psychological Sciences 4(+7), Insight 2 (+4), Perception 4 (+6), Persuasion 4 (+6), Ranged Combat: handguns 2 (+4), Ranged Combat: Singularities 6 (+8), Technology 3 (+6)
Offense
Initiative +2
Knife +8 close attack, 1 damage
Singularities +8 ranged attack, 8 damage, multiattack, penetrating 8, improved critical 2
Defense
Dodge 8, Parry 3, Fortitude 8, Toughness 5, Will 8
Complications
• Child Psychic: she is part of the Child Psychic program
• Limited Lifespan: she has just realized she is a clone who has a life span of 5 or 6 years. She is coming up on her 5th year
• The Clone Rules: she lives by the clone rules
• Handler: Captain Helen Reece is the only handler who has dealt with a clone who can create singularities
• One of a Kind: she is the only clone who deals in singularities
Thursday, July 22, 2010
Quari Flamedrinker
(pic by anez_erynlis on deviantArt)Quari Flamedriker, Duergar Blasphemer Level 20 Controller (Leader)
Medium natural humanoid (devil) XP 2,800
HP 191; Bloodied 96
AC 34; Fortitude 31; Reflex 31; Will 32
Speed 5
Resist fire 10, poison 10
Initiative +14
Perception +18
Darkvision
Traits
Crush Nonbelievers (fire, poison)
Aura sight; Quari and each ally within the aura can score critical hits on rolls of 19–20 against prone targets and deal 10 extra fire and poison damage on critical hits against prone targets.
Standard Actions
m Iron Mace (fire, necrotic, weapon) • At-Will
Attack: +25 vs. AC
Hit: 1d8 + 5 damage, and ongoing 5 fire and necrotic damage (save ends).
R Eyes of Asmodeus • At-Will
Attack: Ranged 10; +24 vs. Fortitude
Hit: The target is weakened and marked until the end of the duergar blasphemer’s next turn.
Aftereffect: The target is slowed (save ends).
Miss: The target is slowed (save ends).
R Infernal Quills (fire, poison) • At-Will
Attack: Ranged 10; +25 vs. AC
Hit: 1d8 + 6 fire and poison damage, ad the target takes ongoing 5 fire and poison damage and a -2 penalty to attack rolls (save ends).
R Flame Strike (fire, necrotic) • Encounter
Attack: Ranged 10 (blast 1); +24 vs. Reflex
Hit: 4d10 + 7 fire and necrotic damage. The target takes 10 fire and necrotic damage (save ends).
Minor Actions
R Quick Quill Strike • Encounter
Effect: The duergar blasphemer makes an infernal quills attack.
Triggered Actions
M Sinner's Slip (psychic) • Encounter
Attack (Immediate Interrupt): Targets the triggering enemy; +24 vs. Will
Hit: The enemy’s attack instead targets the ally of the attacker nearest to it. If no target is available, the attacker is knocked prone and takes 3d6 + 6 psychic damage.
Other Powers
C Preach Submission • At-Will
Action: Minor 1/round.
Attack: Close burst 10 (targets one creature); +25 vs. Will
Hit: The target is marked (save ends). If the target is already marked by the duergar blasphemer, it is knocked prone.
Skills Bluff +19, Dungeoneering +23, Religion +21
Str 17 (+13) Dex 18 (+14) Wis 26 (+18)
Con 23 (+16) Int 23 (+16) Cha 19 (+14)
Alignment evil Languages Common, Deep Speech, Dwarven
Equipment robes, iron mace
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
Quari is a priestess of Asmodeus who worked for Tilgar (though not willingly). More to come in the next interlude.
Monday, July 19, 2010
Gyuar
(photo by angelsm84 on deviantArt)Gyuar, Infernal Medusa Level 20 Elite Controller
Medium immortal humanoid XP 5,600
Initiative +18 Senses Perception +21
HP 382; Bloodied 191
AC 36; Fortitude 33; Reflex 34; Will 34
Immune petrification; Resist 10 fire, 15 poison
Saving Throws +2
Speed 7
Action Points 1
m Snaky Hair (standard; at-will) • Poison
+25 vs AC; 1d6 + 8 damage, and the target takes ongoing 10 poison damage and takes a -2 penalty to Fortitude defense (save ends both)
m Whip of Fire (standard; at-will) • Fire
Reach 10; +25 vs AC; 3d6 + 8 and the target takes ongoing 10 fire (save ends). The target is pulled two squares.
C Petrifying Gaze (standard; at-will) • Gaze, Petrification
Close blast 5; blind creatures are immune; +24 vs Fortitude; 3 the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is petrified (no save)
Hellish Fury (standard; at-will)
Make two Whip of Fire attacks.
Alignment Evil Languages Common, Supernal
Skills Bluff +23, Diplomacy +23, Intimidate +23, Stealth +23
Str 21 (+15) Dex 26 (+18) Wis 22 (+16)
Con 23 (+16) Int 17 (+13) Cha 27 (+18)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
The party had fun fighting her! She was killed by Hakkan, dead on the nose!
Wersa, Guardian of the Statues
(photo by jerseyblackeagle on deviantArt)Wersa Level 20 Elite Brute
Large immortal animate XP 5,600
Initiative +12 Senses Perception +13
HP 472; Bloodied 236
AC 32; Fortitude 33; Reflex 31; Will 29
Immune disease; poison; Resist 10 weapon; Vulnerable 5 thunder
Saving Throws +2
Speed 5
Action Points 1
m Stone Claw (standard; at-will)
Reach 2; +23 vs AC; 3d6 + 8 target is dazed (save ends)
M Stone Dead (when wersa drops to 0 hit points) • Polymorph
Wersa turns into a statue, and the square it occupies becomes difficult terrain that provides cover. If Wersa was reduced to 0 hit points by a melee attack using a weapon, it makes the following attack against that weapon’s wielder; +20 vs Reflex; the target is disarmed, and the weapon is stuck partially inside the statue. An adjacent creature can yank out the weapon by spending a standard action. The statue crumbles to dust at the end of the encounter
Surprising Burst of Speed (standard; encounter)
Wersa shifts 12 squares. At any point during its shift, Wersa makes a basic melee attack.
Alignment Evil Languages Common, Supernal
Str 23 (+16) Dex 14 (+12) Wis 17 (+13)
Con 26 (+18) Int 12 (+11) Cha 17 (+13)
Equipment Heart of Astral Diamond
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
Wersa died surprisingly easily. I should have given him something else as he was stopped right in the middle of doing his Surprising Burst of Speed.
Thursday, July 8, 2010
Skast
Skast is Kala's panther she has had since she and he was young. They both have a dominant personality that so far he is winning.
(from the DnD Monster Manual)
Skast, Fey Panther Level 6 Skirmisher
Medium fey beast XP 250
Initiative +9 Senses Perception +10; low-light vision
HP 71; Bloodied 35
AC 20; Fortitude 18; Reflex 20; Will 18
Speed 8 , Climb 6
m Bite (standard; at-will)
+11 vs AC; 1d10 + 4 damage, and the fey panther shifts 1 square
Charging Pounce
When the fey panther charges, it deals an extra 1d6 damage and knocks the target prone.
Fey Step (move; encounter) • Teleportation
The fey panther can teleport 5 squares.
Alignment Unaligned Languages —
Skills Stealth +12
Str 15 (+5) Dex 19 (+7) Wis 14 (+5)
Con 15 (+5) Int 3 (–1) Cha 12 (+4)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
(from the DnD Monster Manual)Skast, Fey Panther Level 6 Skirmisher
Medium fey beast XP 250
Initiative +9 Senses Perception +10; low-light vision
HP 71; Bloodied 35
AC 20; Fortitude 18; Reflex 20; Will 18
Speed 8 , Climb 6
m Bite (standard; at-will)
+11 vs AC; 1d10 + 4 damage, and the fey panther shifts 1 square
Charging Pounce
When the fey panther charges, it deals an extra 1d6 damage and knocks the target prone.
Fey Step (move; encounter) • Teleportation
The fey panther can teleport 5 squares.
Alignment Unaligned Languages —
Skills Stealth +12
Str 15 (+5) Dex 19 (+7) Wis 14 (+5)
Con 15 (+5) Int 3 (–1) Cha 12 (+4)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
Tuesday, July 6, 2010
Pismol the Gnome
(art by Danteofthe13 on deviantART)Pismol Level 6 Lurker
Small fey humanoid XP 250
Initiative +14 Senses Perception +10; low-light vision
HP 58; Bloodied 29
AC 21; Fortitude 17; Reflex 18; Will 16
Speed 5
m Dagger (standard; at-will) • Weapon
+9 vs AC; 1d4 + 2 damage
Tuck and Roll (move; recharge 6)
Pismol shifts three squares and makes a dagger attack.
Combat Advantage
Pismol deals 1d6 extra damage against any creature granting combat advantage to it.
Fade Away (immediate reaction, when pismol takes damage; encounter) • Illusion
The gnome becomes invisible until after it hits or misses with an attack or until the end of its next turn.
Reactive Stealth
If the gnome has cover or concealment when it rolls initiative at the start of an encounter, it can make a Stealth check to become hidden.
Blur of Movement (immediate reaction, when pismol is hit by an enemy; at-will) • Teleportation
Pismol teleports 1 square.
Alignment Unaligned Languages Common, Elven
Skills Stealth +13, Bluff +9, Thievery +13
Str 11 (+3) Dex 20 (+8) Wis 14 (+5)
Con 16 (+6) Int 12 (+4) Cha 12 (+4)
Equipment Leather Armor, Dagger x3
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
The gnome is being groomed to be a thorn in Kala's side.
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