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The World of Edean


Enforcer84

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Re: The World of Edean

 

actually, I'm thinking not. Moreso than D&D these gods, though I want to make them feel unique and real, are probably not going to interact with the mortals of Edean. Perhaps I'll go the "Avatar" route and post a herald of someosort that represents a fraction of the god's powers. They are going to be by and large, Plot devices...

 

 

 

 

 

 

Of course I am fairly addicted to character creation....so who knows?

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Re: The World of Edean

 

Thurakles, the Champion

 

Thurakles is the god of strength, bravery, and competition. A jovial and kind hearted Deity he feels that the persuit of physical perfection is the pinnical of human achievement. He also feels that the strong should protect the weak and that the work it takes to become strong is as important as being strong.

Thurakles is a popular deity among the Priodons. As a matter of fact he often appears as a Priodon when he manifests. When he appears to others, he is a tall, hulking man with a clean-shaven baby face, long black hair, and ever present smile. He wears breeches and uses reinforced Guantlets (he calls them the Gorrung) as weapons. Technically, Thurakles has a mount. A great Lion named Bhurak, but he rarely rides. The two companions most often walk side by side. Thurakles' symbol is a silver wreath arouind a golden medallion (a champions medallion)

 

 

 

 

 

You probably guessed this guy is a bit of Marvel's Thor and Hercules thrown together. Me am clever. :) If you didn't guess, I have blown my cover...:(

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Re: The World of Edean

 

Thukeal, the Victor

Thurakles' opposite number; Thukeal governs bullies, abusers, and strongmen. He is a brutish thug, but wraps himself in the titles Victorious, Champion, and Winner. Whereas Thrakles lives for competition, Thukeal only counts victories. He seeks any and all advantage. Originally, he was blindingly overconfident; however his first meeting with Thurakles ended that, the God of Strength bested the God of Victory. In their second meeting, Thukeal edged his opponent, using dishonest tactics. However, he managed to hide the fact that he cheated from his enemy and Thrurakles took the loss good naturedly. Their third contest, which has been their last for thousands of years, Thukeal made the mistake of not covering his cheating. When the God of Strength found he'd been cheated, his rage was unsurpassed. Thukeal was defeated quite soundly and made haste to find himself elsewhere. The churches of these two deities are at near constant warfare.

Thukeal appears as a tall, bronzed, blonde god, with a perfect physique. His skin literally glows. He appears flawless, only his eyes show him to be the hollow, honorless being that he is. He most often wears reds and gold, wields a great war club he calls Prothar. He rides a beautiful winged stallion Hymon.

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Re: The World of Edean

 

Deias, The Dragon's Daughter

 

Eldest child of Althor, the Dragon's Daughter is a guider of men and the guardian of Magic. Beautiful with long hair the color of lilacs, she tends to dress in light, summer gowns of varying opulence. Deias often is depicted as having soft white wings, linking her patronage of magic to the highly magical Al-Seraph. She loves the people of Edean and sees her self as their guardian protector (much like her father does). She loathes her "Twin" Myrra, the petulant and violent daughter of Hyrod. Deias (DAY-as) wields a staff of gleaming mithril with inlaid golden runes; a Golden Crescent Moon tops the staff and hovering in it's space a brilliant blue gem, completely smooth. She calls her staff Tok. She rides a great Thunder Dragon named Elices.

 

 

 

Edit: it should be noted that the Clan of the Thunder Dragons have marvelous relations with the Al-Seraph and often serve as guardians for the winged peoples emissaries and ambassadors

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Re: The World of Edean

 

Myrra, the Despot

 

Myrra, the petulant, spoiled "Child" of Hyrod, is a conniving, seductive, perverse and depraved goddess. Fickle and deranged, she can appear anywhere from demure hostess, to raging murderess. Tall and beautiful, she has long steel blue hair and gray eyes. Her skin is flawless and fair; she typically wears black "armor" which is basically a series of revealing metallic pieces strapped with leather and covered in translucent cloth. The armor is decorated with ice blue inlays. She is a strong warrior but refuses to give her weapons, mounts, or tools names; as naming them would give thme an identity. She is the goddess, not them.

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Re: The World of Edean

 

The Dragon Clans

 

The most stable empire in Edean (though this is not saying all that much) is the great Draconic Empire. The Empire is ruled by the nine great clans, each dedicated to and descended from one of the great species of dragons. The People claim that their draconic forefathers were chosen by Kurish himself, from the oldest, greatest, and noblest of their breeds to begat a great people who would guide Edean to its grand destiny. Though others scoff at their pretentiousness, the power possessed by the greatest of the People is enough to convince much of the world of their divine heritage. The Draconic Empire dominates the south west of the great continent. The Empire is led by King Alric Yelir (yeeLEER), a young king who recently lost his father Gorun, to conflicts with the Holy Myran Empire. King Alric is aided by the Council of Nine, representatives from each of the Great Clans who also serve as generals, mages, doctors, and spies for the kingdom. He is yet single.

 

Each of the Great Clans has distinctive bloodlines. They have features, abilities, and attributes to the Great Dragon who was their founder. For the most part, The People look like their human ancestors, a little taller, a little stronger of build, but still human. They take after their patron however in coloring and temperament. Each Clan has a signet, a symbol that appears somewhere on family standards.

 

 

Below are the attribute bonuses and powers commonly associated with each of the great clans: (The powers are broken down further to incorporate abilities shown by exceptional members of the clan but not all members of the clan; these are “Optional†abilities.)

 

Clan Asharis (The Dark Dragon Clan)

Ashrin (as they are called by the other clansmen) are tall, fair skinned and dark haired. They tend to have dark eyes as well. Though there is several negative connotations associated with their Clan and there has been historical fact to back some of these up, the Ashrin are not all evil schemers seeking to elevate themselves to Godhood over all.

There are enough of them that are, however to make the world a tad nervous. The typical Ashrin is smart, strong, and willful. They often study magic, swordplay, and tactics. They make excellent diplomats as they often enjoy the intrigues of court. Naturally they favor dark colors and expensive jewelry. Their Clan signet is a Dark Dragon with its tail forming a circle around a black sun.

 

+2 STR

+2 INT

+1 EGO

+2 PRE

 

Black Magicians: +2 with KS: Necromantic or Unholy Magic

Divine Grace: Damage Reduction 25% vs rED

Nighteyes: Nightvision

 

Optional:

Darkness: Darkness to Sight Group 1" radius, Personal Immunity (+1/4) (12 Active Points)

Merge With Shadows: Invisibility to Sight Group (20 Active Points); Only In Darkness/Shadows (-1/4)

 

 

Clan Ozeaand (the Sea Dragon Clan) (o-ZHI-and)

Most commonly known as the Sea Clan; the Ozeaand have blue or green tinted skin and hair. Their eyes tend towards “cool†colors, green, blue, etc. However it is not uncommon to have Coral Pink eyes or hair, and truly the fantastic colors of tropical fish are also represented now and again. The Sea Clan is the most distant of the great dragon clans. Although equally at home above or below the surface of the oceans, seas, and rivers of Edean, they prefer there solitude, they tend to live their lives beneath the waves. Their greatest cities are marvels akin to icebergs, with large portions built beneath the water. They have a few “Lander†trade cities, mostly on Islands. They favor cool colors and jewelry made from coral, pearls, and similar materials. Their signet is a golden Sea Dragon on a white field. The Dragon is wrapped in an “O†shape.

 

+3 STR

+3 CON

 

Water Magi: +2 with KS: Water Magic

They know the waves: +2 with Navigation (Marine)

Aquatic Adaptation: Life Support (Expanded Breathing: Water; Safe in High Pressure; Safe in Intense Cold)

Sea Life: Environmental Movement (Underwater)

Strong Swimmer: Swimming +6" (8" total)

Water Resilience: Physical Damage Reduction, Resistant, 25%, Inherent (+1/4) (19 Active Points); Only Works Against Water Based Attacks Limited Type of Attack (-1/2)

 

Optional:

Royalty of the Seas: +5 with Survival (Marine)

Have A Drink: Life Support (Eating Character does not eat), 1 Continuing Charge lasting 1 Day (+0), Usable Simultaneously (up to 8 people at once; +1) (6 Active Points); Only To Provide Water To Drink (-1)

Water Walkway: Flight 6", Usable Simultaneously (up to 8 people at once; +1) (24 Active Points); Only In Contact Of Surface Of Water Of Designated Body Of Water (-1/4)

 

Clan Sundaar: (The Storm or Thunder Dragon Clan)

The Sundaar are the rough, tough, warriors and warrior mages of the mountains. Descended from the great Storm Dragon Seandroth, they have taken it upon themselves to guard the Throne of the Draconic Empire. A Sundaar Clansman is generally tall and muscular, with hair ranging from the black of the storm clouds to a brilliant blue of the cloudless sky. Oddly enough, Red hair is not unknown to them either. Their eyes tend to be blue, gray, black, or golden. They live in great mountain fortresses and the towns built around them. They get along well with the Sky Clan, also known as the Ishiraan. The Sundaar Clansmen are also considered the backbone of the Empire’s warriors. Guardians, Bodyguards, elite military units often are manned or at least lead by Sundaar warriors. The Sundaar Sigil is a circle with a dragon head on the left, mouth open; on the right, a bolt of lightning. It is gold on a blue background.

 

 

+5 STR

+2 DEX

+3 PRE

+3 REC

 

Storm Magi: +2 with KS: Storm Magic

Acute Senses: +1 with PER

Lightning Resistance: Energy Damage Reduction, Resistant 25%; Only vs electrical attacks – ½

 

Optional:

Deadly Lightning: RKA 2d6 (Electrical)

Power Device: Aid Endurance 4d6; Technological/Electricity-based END Only (-1), Others Only (-1/2), Only Restores to Starting Values (-1/2)

Weather Eye: Precognitive Clairsentience (Sight Group); Precognition Only (-1), Only To Foresee The Weather (-1), No Range (-1/2), Time Modifiers (-1/2)

Weather Control: Change Environment 8" radius, 4 Temperature Level Adjustment, Varying Effect Limited Group (+1/2)

 

Clan Sherazar: The Flame Clan, friendly rivals with Clan Sundarr. The Sherazar are as fiery as the Sundarr are explosive. The Flame Clan, whose holdings in the south, near the Everbright Desert, has raised some of the most skilled warriors in the empire. Naturally drawn to fire magic, their mages have quite the reputation for destruction and mayhem. The Sherazar tend to have red, orange, gold, and even white hair. Occasionally coal black or smoke gray hair is found, but this is often streaked with red, orange, or yellow. Their eyes tend towards the warm colors as well. The Sherazar Sigil is a gold dragon on a red field.

 

+ 3 DEX

+3 INT

+3 ED

 

Fire Magi: +2 with KS: Fire Magic

Desert People: +2 with Survival (Desert)

Fire Resistance: Energy Damage Reduction, Resistant, 25%, Inherent (+1/4) (19 Active Points); Only Works Against Fire Limited Type of Attack (-1/2)

Heat Sensing: IR Perception (Sight Group)

Heat Resistant: Life Support (Safe in Intense Heat)

 

Optional:

Fiery Warmth: Life Support (Safe in Intense Cold)

Fire Blast: Killing Attack - Ranged 2d6

Kindle Fire: Killing Attack - Ranged 1 point, Sticky (Only Affects Flammables; +1/4), Indirect (Any origin, always fired away from attacker; +1/2), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), Continuous (+1) (19 Active Points); Limited Range (20") (-1/4)

 

Clan Ishiraan: The high born Sky Clan, the Ishiraan are fair skinned and pale haired. Tall and graceful, they live, like the more volatile Sundaar in high mountains or floating citadels. The Ishiraan make up the bulk of the scholars and priests of the draconic empire. They see their magnificent abilities as making them akin to gods. They get along marvelously with the Al-Seraph, and the Ishiraan city of Brezeal has one of the top non Al-Seraph magic colleges in Edean. The Ishiraan sigil is a coiled serpent dragon of silver on a pale blue background. The background is in the shape of a diamond.

 

+3 Dex

+3 Int

 

Air Magi: +2 with KS: Air/Wind Magic

Cold enough for you?: Life Support (Safe in Intense Cold)

Wind Resistance: Physical Damage Reduction, Resistant, 25%, Inherent (+1/4) (19 Active Points); Only Works Against Wind Attacks (-1/2)

Let me catch my breath Life Support (Extended Breathing: 1 END per 5 minutes)

 

 

Optional:

I can breathe just fine: (Increase Life support to: Life Support (Self-Contained Breathing)

True Flight: Flight 10"

Gale Blast: Energy Blast 4d6, Double Knockback (+3/4) (35 Active Points); Does Not Work Under Water Or In Vacuum (-1/4)

Swift as the Winds: +1 SPD

 

Clan Rhanne: The Forrest Clan, the Rhanne (Pronounced Rain) are staunch allies of the Yggridsil and the Priodon, and often serve as the guardians of the great Forrest of Dragons. The clan holdings are generally cities built in, around, or on the high branches of trees. Notable exceptions include the exquisitely carved wooden city of Groveport on the Irongate River. The Rhanne are an exotic looking people, dark skinned, hair and eyes the various shades of leaves from Greens (the most common) to the bronze, red, yellow, and purple of the fall leaves. They tend to be sturdy if not exactly graceful.

The Rhanne excel at agriculture and along with their “aloof†cousins the Ishiraan, form the backbone of the clergy. They also make up a great deal of the Empire’s scouting and commando corps. Their symbol is a green dragon on a bronze field.

 

+3 STR (Strong as oaks!)

+3 Con (Steadfast as a redwood!)

-3 Dex (Quick as a…tree)

 

Druids : +2 with KS: Wood Magic

Bark-like skin : Damage Resistance (2 PD/2 ED)

Thicket Master : Environmental Movement (Undergrowth)

 

Optional:

Brachiating : Swinging 15" (15 Active Points); Only In Forests (-1)

Forest Wardens: +5 with Survival (Arctic/Subarctic Forests, Temperate/Subtropical Forests, Tropical Forests)

Rooted : Knockback Resistance -6" (12 Active Points); Costs Endurance (-1/2)

Tangling Growth : Entangle 4d6, 4 DEF (40 Active Points); OIF (plants of opportunity) (-1/2)

 

Clan Onyx : The Earth or Stone Clan, like the Sundaar, the Onyx Clan is known for the strength and durability of its people. Large and powerful of build the typical Onyx Clansman stands over six feet tall, and has a broad, thick build, even their women tend towards brawny rather than svelte. Their skin tends towards darker tones, their hair and eyes are the colors of various metals and gems. The Clan Holdings, the steppes in the north, near the Sundaar’s mountain homes. Expert Miners and craftsmen, they are also a backbone of the military. Their cities tend towards great stone buildings. They are surprisingly artistic and introspective. The Clan Onyx symbol is a black dragon on a brass background

 

+10 Str

+5 Con

 

Stone Mages : +2 with KS: Earth Magic

Monolithic Presence : Knockback Resistance -1"

Earth Resistance : Physical Damage Reduction, Resistant, 25%, Inherent (+1/4) (19 Active Points); Only Works Against Earth/Stone Based Limited Type of Attack (-1/2)

 

 

Optional:

Body of the Earth Dragon: Armor (3 PD/3 ED)

Divine Miner : Tunneling 6" through 8 DEF material (36 Active Points); OIF (Any Digging Tool; -1/2)

Earthquake Fist : Energy Blast 8d6, Hole In The Middle (+1/4), Explosion (+1/2) (70 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Restrainable (-1/2), Only Affects Targets On The Ground (-1/4)

Mountaineers : +5 with Survival (Mountain)

 

 

Clan Glyziir: The Ice Clan, prounounced Glacier, live in the highest peaks of the northern mountains and, the only Dragon Clan to leave their homelands, have a significant presence in the frozen north, near the Holy City of Parohne. Tall and lean, with pale skin and hair, the Ice Clansmen are very tough and hardy. They have an undeserved reputation as aloof or “cold†simply because they tend not to waste their time with bluster. Their sigil is a white dragon on blue background.

 

+5 CON

+3 BOD

+2 PD

+2 ED

 

Frost Mages: +2 with KS: Ice Magic

Temperature Adaptation: Life Support (Safe in Intense Cold; Safe in Intense Heat)

Heat Sensing: IR Perception (Sight Group)

Ice Walking: Environmental Movement (Ice)

Cold Resilience: Energy Damage Reduction, Resistant, 25%, Inherent (+1/4) (19 Active Points); Only Works Against Cold (-1/2)

 

 

Optional

Ice Darts: Killing Attack - Ranged 1d6

Sense Temperature: Detect Temperature 11- (Unusual Group), Sense

Summon Snow Storm: Change Environment 64" radius, -3 to Hearing Group PER Rolls, -3 to Sight Group PER Rolls, -3 Temperature Level Adjustment, Long-Lasting 20 Minutes, Multiple Combat Effects, Varying Combat Effects (79 Active Points); Extra Time (Extra Segment, Character May Take No Other Actions, -3/4)

Tundra Walkers: +5 with Survival (Arctic/Subarctic)

 

Clan Luminus: The Light Clan. This is the “Royal Family†so to speak. The Light Clan is the greatest and most mythic of them all. Every King; save for Pharos the Tyrant, came from the Clan of Light. The Clansmen of Luminus tend towards perfect appearance as befitting a king. Their features vary as far as eyes and hair go, though golden blonde hair with brilliant blue eyes is considered common. Their Sigil is a great golden dragon on a field of white.

 

+1 STR

+1 DEX

+1 CON

+1 BODY

+3 INT

+2 EGO

+8 PRE

+4 COM

 

Light Magic: +2 with KS: Holy Magic

Elemental Resistance: Energy Damage Reduction, Resistant, 25%, Inherent (+1/4) (19 Active Points)

Long Live the Kings: Life Support (Longevity: 200 Years)

Touched by Gods: Luck 2d6

 

Optional

Create Light: Sight Group Images x4" Radius (+1/2), +4 to PER Roll (33 Active Points); Only To Create Light (-1)

Blinding Soul: Sight Group Flash 3d6, Personal Immunity (+1/4), Explosion (+1/2), Penetrating (+1/2) (34 Active Points)

Holy Beam: Killing Attack - Ranged 2d6 (30 Active Points); Increased Endurance Cost (x2 END; -1/2), Beam (-1/4)

 

 

 

okay, I was right. There were only nine elements and nine clans. I had one too many.

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Creatures: BlobsBlobsVal**Char**Cost**Roll**Notes0****STR*****-10******9-****Lift 25.0kg; 0d63****DEX*****-21******10-****OCV:**1/DCV:**113****CON*****-20******12-5****BODY****-10******10-0****INT*******-10******9-****PER Roll 9-0****EGO*****0******9-****ECV:**05****PRE******-5******10-****PRE Attack:**1d60****COM*****-5******9-3/4****PD*********9******Total:**3/4 PD (0/1 rPD)4/5****ED*********9******Total:**4/5 ED (0/1 rED)1****SPD*******0******Phases: 73****REC*******026****END*****0******Total Characteristic Cost:**-67Movement: Running:**5"/10"Cost**Powers**END13**Smash:**Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2) 22**Digestion:**Killing Attack - Hand-To-Hand 1 point, Personal Immunity (+1/4) (6 Active Points); Only vs organic material (-1), No STR Bonus (-1/2), No Knockback (-1/4), Gradual Effect (1 Turn (Post-Segment 12); -1/4) 160**It's a blob of goo:**Automaton (Takes No STUN)9**Gooey:**Armor (1 PD/1 ED)10**Small:**+2 with DCV27**Body of Goo:**Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2), Always On (-1/2)**Mage Blob6**1) Quicker:**+2 DEX3**2) "Smarter":**+3 INT15**3) Elemental Strike:**Killing Attack - Ranged 2d6 (30 Active Points); 4 Charges (-1) [4]\tab Notes:**The possible types are:Blue - LightningRed - FireWhite - IceBrown - AcidGreen - Water18**4) Better Defended:**Armor (2 PD/2 ED)\tab Notes:**This amound is added to the "Gooey" armor for Mage Blobs.**Greater Blob\tab Notes:**Greater Blobs do not get the DCV bonus. They are not small.5**1) Stronger:**+5 STR 16**2) Quicker:**+2 DEX10**3) Tougher:**+5 CON6**4) Bigger:**+3 BODY18**5) Better Defended:**Armor (2 PD/2 ED)\tab Notes:**This amound is added to the "Gooey" armor for Mage Blobs.30**6) Acid Lash:**Killing Attack - Ranged 1d6, Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (45 Active Points); No Range (-1/2) 424**7) Acid Spittle:**Killing Attack - Ranged 1/2d6, Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (30 Active Points); Limited Range (8") (-1/4) 3**Metal Blob8**1) Stronger:**+8 STR 19**2) Quicker:**+3 DEX16**3) Tougher:**+8 CON72**4) Better Defended:**Armor (8 PD/8 ED)\tab Notes:**This amound is added to the "Gooey" armor for Mage Blobs.27**5) Retreat!:**Running 11", x4 Noncombat 3180**6) Tough As Molten Metal:**Energy Damage Reduction, Resistant, 75%180**7) Tough As Molten Metal:**Physical Damage Reduction, Resistant, 75%Skills12**Smashy Smashy:**+4 with Smash**Mage Blobs15**1) Elemental Strike:**+5 with Elemental Strike**Greater Blob12**1) +4 with Smash, Corrosive Spittle, Corrosive Lash**Blob "Knight"24**1) Combat Monster:**+3 with All CombatTotal Powers & Skill Cost:**817Total Cost:**75025+ Disadvantages20**Physical Limitation: No manipulatory limbs (All the Time, Greatly Impairing)25**Distinctive Features: Blob (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)5**Physical Limitation: Small (Infrequently, Slightly Impairing)675 Experience PointsTotal Disadvantage Points:**750Background/History:**Blobs are common in the consol games. They are generally the first monsters you face. Yet with the magic of "Palette Swapping" you can fight Blobs all the way to level 100!

So this is a basic blob with options on improving it.Personality/Motivation:**The lowest form of blobs have no motivation beyond eating and reproducing. Heck the second one is a stretch. The artificially evolved blobs are geared towards serving their masters and guarding items. The naturally evolved blobs tend to try to continue this trend by reproducing and securing safety. Blob Kings seek to create an empire of slime somewhere in the world.Quote:**...Powers/Tactics:**Low blobs merely punch at foes and then try to digest them.

Mage Blobs use their elemental attacks...then punch and digest

Metallic Blobs punch and digest, but they are timid and if assaulted they will often run

Greater Blobs will team up on an individual and try to wear them down. Use of corrosive attacks is common.

Blob Kings summon other types of blobs to serve as knights. Then they will use thier own elemental and physical attacks. Not quite as tough as Metallics they are none the less quite tough for Blobs.Campaign Use:**Early encounters followed by the occasional first level dungeon monster.Appearance:**Gumdrop shaped or teardrop shaped puddles of translucent goo. Evolved Blobs often have brains floating in their centers. King Blobs actually have facial features as well. Metallics look like tear drops of molten gold or silver.

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Re: The World of Edean

 

King Blob

Val**Char**Cost**Roll**Notes

55****STR*****0******20-****Lift 51.2tons; 11d6 [5]

12****DEX*****6******11-****OCV:**4/DCV:**4

25****CON*****30******14-

26****BODY****14******14-

13****INT*******3******12-****PER Roll 12-

17****EGO*****14******12-****ECV:**6

40****PRE******15******17-****PRE Attack:**8d6

6****COM*****-2******10-

 

21****PD*********0******Total:**21 PD (10 rPD)

24****ED*********0******Total:**24 ED (10 rED)

4****SPD*******18******Phases: 3, 6, 9, 12

16****REC*******0

50****END*****0

67****STUN***0******Total Characteristic Cost:**98

 

Movement:

Running:**18"/36"

Leaping:**11"/22"

Swimming:**2"/4"

 

 

Cost**Powers**END

**King Blob

30**1) Acid Lash:**Killing Attack - Ranged 1d6, Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (45 Active Points); No Range (-1/2) 4

24**2) Acid Spittle:**Killing Attack - Ranged 1/2d6, Penetrating (+1/2), Uncontrolled (+1/2), Continuous (+1) (30 Active Points); Limited Range (8") (-1/4) 3

30**3) Better Defended:**Armor (10 PD/10 ED)

52**4) Body Of Goo:**(Total: 142 Active Cost, 52 Real Cost) Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2), Always On (-1/2) (Real Cost: 27) plus Killing Attack - Ranged 1/2d6, Personal Immunity (+1/4), Damage Shield (+1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1), Affects Physical World (+2) (62 Active Points); Only vs organic material (-1), Always On (-1/2) (Real Cost: 25)

112**5) Call Blobs:**Summon 8 150-point Blobs, Expanded Class of Beings Any type of Blob (+1/4), Reduced Endurance (1/2 END; +1/4), Slavishly Devoted (+1) (112 Active Points) 5

52**6) Elemental Strike:**Killing Attack - Ranged 2d6, Variable Special Effects (Limited Group of SFX; Elemental Effects: Acid, Darkness, Electricity, Fire, Ice, Light, Stone, Wind, Water ; +1/4), Explosion (+1/2) (52 Active Points) 5

\tab Notes:**The possible types are:

Blue - Lightning

Red - Fire

White - Ice

Brown - Acid

Green - Water

**SIZE, HUGE

18**1) Greater Mass:**+9 BODY

24**2) Greater Mobility:**Running +12" (18" total) 2

45**3) Greater Strength:**+45 STR 4

18**4) Heavy:**Knockback Resistance -9"

15**5) More Impressive:**+15 PRE

17**6) Reach:**Stretching 4", Reduced Endurance (0 END; +1/2) (30 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)

9**7) Tougher:**+9 ED

Talents

3**Lightning Reflexes: +2 DEX to act first with All Actions

Skills

15**Elemental Strike:**+5 with Elemental Strike

24**Combat Monster:**+3 with All Combat

12**Skilled Combatant:**+4 with Smash, Corrosive Spittle, Corrosive Lash

12**Smashy Smashy:**+4 with Smash

 

Total Powers & Skill Cost:**512

Total Cost:**610

 

150+ Disadvantages

15**Physical Limitation: Huge, up to eight times human size (16m, or 4.1-8"; -6 DCV, +6 to PER Rolls to perceive) Frequently, Greatly Impairing

25**Distinctive Features: Blob King (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)

20**Psychological Limitation: Desires a "Kingdom" for it's kind (Very Common, Strong)

400 Experience Points

 

Total Disadvantage Points:**610

 

 

 

Background/History:**

 

Personality/Motivation:**

 

Quote:**

 

Powers/Tactics:**

 

Campaign Use:**

 

Appearance:**

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Re: The World of Edean

 

Gere Convention #4:

"The Mindless blob was carrying 5 gold and a minor healing potion"

 

 

Even moreso than the early editions of D&D that served as rolemodels for them, the console RPG's suffer from the unrealistic premise that every being that you might encounter and be forced to slay has a monetary value or treasure associated with it.

If you want to do this (for genre purposes), then there should be significant price spikes for better items in Edean. Otherwise the "Blob economy" would produce thousands of millionares.

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