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Fenixcrest

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Everything posted by Fenixcrest

  1. Re: Dark Sun profanating spell effect I do something like this with druids in the game I'm running. They all share a fairly large "regional" regenerating END reserve that changes randomly from phase to phase to reflect other druidic activity in the area, and if it ever hits zero then it's bad news for everybody as the region becomes basically a magical deadzone for anywhere from days to weeks, causing things like crop failure and mass exodus of wild animals and other things that druids would have been trying to avoid in the first place.
  2. Re: how do you like your fantasy games Really, that's kind of true for most non-superhero genres. In a world populated mostly by "normal people," the PCs tend to be the ones that make the normal people say, "I CAN'T BELIEVE YOU JUST DID THAT." For example, if there is a legal misunderstanding that involves the normal person, he will get arrested, maybe roughed up, and have to sit in the town lock-up until somebody helps him out. If the PCs end up having that same misunderstanding, they're often liable to start a giant brawl that doesn't end until a guard is willing to listen to their explanation of what happened there. See similar results involving highway robbery, only this time one of the parties involved gets slaughtered in the forest.
  3. Re: terminator where thepeople scrapes with damage I've done a variation of this with demons and lycanthropes. There's no real point build for them, but I guess I'd call it some kind of 0-point talent: When they take damage that doesn't actually "hurt" them, they still look like they've taken the damage. So, you shoot a werewolf with an elephant gun that's not loaded with silver ammo, and it looks like you've blown off half his torso, but in a couple of seconds it's all grown back/stitched itself together. If it's for a player character, though, I think the Shape Shift with a limitation to give it a cumulative self-dispel from damage, like what Sean Waters posted, is pretty elegant in a setting where looking like a robot is socially harmful.
  4. Re: Zelda HERO And finally, here are PCs. They don't have their background info filled in, but I will discuss what I can recall before each entry. Sir Thurgood Johann Snivelson III was an Arcane Knight of Arcadia. He was informally banished to Hyrule by way of transferring him there as a foreign aid officer by order of superiors who were afraid that his amazing good looks would allow him to take over their jobs. Modeled almost completely after the Prince Facade of Arcadia who appeared in the old Legend of Zelda cartoon series, Snivelson was obsessed with appearances and utterly terrified of basically all forms of filth. This quirk resulted in multiple good times for all in cases like the time the party mage, Satori, exploded a Moblin while Thurgood was still engaged in melee combat with it. The nearest body of water was half a mile away. Thurgood was so beautiful that he could unleash a Flash to sight group by smiling at an opponent, and by the end of the campaign he had achieved a superhuman COM of 33. Sir Thurgood Johann Snivelson III Player: Joe Val Char Cost 13 STR 3 11 DEX 3 10 CON 0 13 BODY 6 13 INT 3 13 EGO 6 16 PRE 6 28 COM 13 3 PD 0 2 ED 0 2 SPD 0 5 REC 0 24 END 2 25 STUN 0 6" RUN 0 2" SWIM 0 2 1/2" LEAP 0 Characteristics Cost: 42 Cost Power END Arcane Blade Spells, all slots OIF (Sword of Oppurtunity, Arcane Knights' Glove; -1/2), Arrangement (-1/4), Incantations (-1/4), Gestures (-1/4), Requires A Power: Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) [Notes: Spells can be cast without the Knights' Glove, but incur a -1 per 10 Active Point penalty, rather than -1 per 20.] 12 1) Mana Spin (Spirit Domain): Area Of Effect (up to 2" radius; +3/4), Selective (+1/4) for up to 30 Active Points of Swords (30 Active Points); OIF (Sword of Oppurtunity, Arcane Knights' Glove; -1/2), Arrangement (-1/4), Incantations (-1/4), Gestures (-1/4), Requires A Power: Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 3 18 2) Ice Blade (Water Domain): Entangle 4d6, 5 DEF, Lingering (For one Turn (+1/2); +0) (45 Active Points); OIF (Sword of Oppurtunity, Arcane Knights' Glove; -1/2), Arrangement (-1/4), Incantations (-1/4), Gestures (-1/4), Requires A Power: Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 4 6 3) Postive Blade (Light Domain): Penetrating (+1/2) for up to 30 Active Points of Swords (15 Active Points); OIF (Sword of Oppurtunity, Arcane Knights' Glove; -1/2), Arrangement (-1/4), Incantations (-1/4), Gestures (-1/4), Requires A Power: Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 1 18 4) Wind Blade (Forest Domain): Naked Modifier: Does Knockback (+1/4), Double Knockback (+3/4) for up to 30 Active Points, Lingering (1 Turn; +1/2) (45 Active Points); OIF (Sword of Oppurtunity, Arcane Knights' Glove; -1/2), Arrangement (-1/4), Incantations (-1/4), Gestures (-1/4), Requires A Power: Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 4 3 Pearly Whites: Sight Group Flash 1d6 (5 Active Points); No Range (-1/2), Requires A COM Roll (-1/4) 1 Powers Cost: 57 Cost Skill 3 Power: Magic 12- 2 PS: Arcane Knight 11- 2 KS: Order of Arcane Knights 11- 3 Language: Ancient Hylian (Magical Dialect) (fluent conversation; literate) 4 WF: Common Missile Weapons, Blades, Two-Handed Weapons 2 TF: Equines, Rafts 3 Acrobatics 11- Skills Cost: 19 Cost Perk 16 Fringe Benefit: Basic 8- Contact, Corporal, Improved Equipment Availability Military equipment, Low Justice: Character has the right to mete out justice., Membership, Security Clearance 2 Money: Well Off Perks Cost: 18 Cost Talent 5 Custom Talent [Notes: Caster can only cast a specific type of spell.] Talents Cost: 5 Val Disadvantages 0 Normal Characteristic Maxima 10 Dependence: Freshly Laundered Clothes Incompetence: -1 to Skill Rolls and related rolls per time increment (Common, 1 Hour) 25 Psychological Limitation: Ew.... is that mud? (Very Common, Total) 10 Rivalry: Professional (; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Distinctive Features: Glove of the Arcane Knight (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Watched by Order of Arcane Knights 8- (Mo Pow, NCI, Watching) 5 Psychological Limitation: Fixation on reflective surfaces (Uncommon, Moderate) Disadvantage Points: 65 Base Points: 75 Experience Required: 1 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 141 Height: 1.90 m Hair: Blonde Weight: 90.00 kg Eyes: Blue Appearance: Personality: Quote: Background: Powers/Tactics: Campaign Use: Satori was half zora and half human. An eccentric reject from both racial communities, she spent a lot of time reading books and playing in dangerous spots. As an adult, she has become a highly specialized mage, basically a non-enfranchised battlepriest, who commands spells for manifesting the element of Positive Energy. Because her spells concentrated on a pure energy element, I employed house rules to state that if her magic bolts come into contact with another pure element, such as fire or water, then the two would combine and transmute into the appropriate quasi-element at the time of detonation. As mentioned above with the exploding moblin, Satori had scored a critical hit against a moblin berserker, who at the time was actually on fire; the result was that the fire transmuted into elemental Radiance, and the moblin burst like a very hot, very gory water balloon all over Thurgood. She was hunted by a unique poe she had angered a long time ago, Mr. Cedric. He was a poe with some black magic spells, capable of summoning a magical raven familiar who also had some black magic spells. Satori Player: Eric Val Char Cost 11 STR 1 12 DEX 6 12 CON 4 13 BODY 6 17 INT 7 10 EGO 0 10 PRE 0 14 COM 2 2/7 PD 0 2/7 ED 0 2 SPD 0 4 REC 0 44 END 10 25 STUN 0 6" RUN 0 10" SWIM 0 2" LEAP 0 Characteristics Cost: 36 Cost Power END Positive Energy Spells (Ring Talisman), all slots OIF (-1/2), Gestures (Requires both hands; -1/2), Requires A Power: Magic Roll (-1/2) 12 1) Positive Energy Infusion: Healing BODY 3d6 (30 Active Points); OIF (-1/2), Gestures (Requires both hands; -1/2), Requires A Power: Magic Roll (-1/2) 3 10 2) Positive Energy Bolt: EB 5d6 (25 Active Points); OIF (-1/2), Gestures (Requires both hands; -1/2), Requires A Power: Magic Roll (-1/2) 2 5 3) Positive Energy Aura: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2), Gestures (Requires both hands; -1/2), Requires A Power: Magic Roll (-1/2), Nonpersistent (-1/4), Limited Power Power loses about a fourth of its effectiveness (Visible Protective Field; -1/4) 0 Racial Powers 13 1) Swimming +8" (10" total) (x4 Noncombat) 1 5 2) Nightvision 0 6 3) Life Support (Expanded Breathing; Safe in High Pressure) [Notes: Breathe underwater] 0 Powers Cost: 51 Cost Skill 3 Survival (Marine, Custom Adder) 12- [Notes: Custom adder is Temperate Marsh/Swamp] 7 Power: Arcane Magic 14- 2 KS: The Undead 11- 4 Language: Ancient Hylian (completely fluent; literate) 3 PS: Jewelry 12- 2 KS: Rings 11- 3 Stealth 11- Skills Cost: 24 Cost Talent 10 Custom Talent Talents Cost: 10 Val Disadvantages 0 Normal Characteristic Maxima 15 Vulnerability: 1 1/2 x BODY Fire (Very Common) 0 Susceptibility: Arid environment 1d6 damage per Day (Uncommon) 10 Social Limitation: Doesn't quite belong in either culture (Frequently, Minor) 5 Psychological Limitation: Hates ghosts (Uncommon, Moderate) 15 Hunted: Mr. Cedric 11- (As Pow, Harshly Punish) Disadvantage Points: 45 Base Points: 75 Experience Required: 1 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 121 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Personality: Quote: Background: Powers/Tactics: Campaign Use: Saru was a Gerudo warrior. 300 years ago, when Nabooroo betrayed Ganondorf, Saru was one of her handmaidens who got frozen inside a crystal as punishment. Thurgood freed her from this state some months before the campaign began, and she has been his loyal follower ever since. She specializes in high-speed hand to hand combat, and wore a pair of heavy, studded, metal gauntlets for most of the campaign's run. She had the ability to engage a brief burst of speed, breaking the sound barrier and allowing her to move up to 5" in an instant, a teleport meant to get the drop on opponents or allow her access to places not safely passable by leaping. She'd been frozen for 300 years, and as a result was socially awkward due to culture shock. We represented this by having her speak as though she came out of an Archie comic book. Saru Player: The Brian Wong Val Char Cost 15 STR 5 15 DEX 15 10 CON 0 10 BODY 0 15 INT 5 10 EGO 0 10 PRE 0 10 COM 0 3 PD 0 3 ED 1 3 SPD 5 5 REC 0 20 END 0 23 STUN 0 9" RUN 6 2" SWIM 0 5" LEAP 2 Characteristics Cost: 39 Cost Power END Racial Powers 2 1) Life Support (Safe in Intense Heat) 0 5 2) Hearing Group Flash Defense (5 points) 0 22 3) Spatial Awareness (Unusual Group) 0 8 Move Faster Than the Eye: Teleportation 5" (10 Active Points); Must Pass Through Intervening Space (-1/4) 1 Powers Cost: 37 Cost Martial Arts Maneuver Twisting Serpent 4 1) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike 4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 4) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 5d6 Strike, Must Follow Block Martial Arts Cost: 16 Cost Skill Racial Skills 3 1) Stealth 12- 3 2) Seduction 11- 3 Acrobatics 12- 3 Climbing 12- 3 Concealment 12- 4 Language: Modern Hyrulian (old dialect) (completely fluent; literate) 0 PS: Explorer (Custom Adder) 11- 2 AK: Hyrule 300 years ago 11- 2 AK: Gerudo 300 years ago 11- 3 WF: Common Missile Weapons, Blades Skills Cost: 26 Cost Talent 3 Lightning Reflexes: +2 DEX to act first with All Actions Talents Cost: 3 Val Disadvantages 0 Normal Characteristic Maxima 10 Social Limitation: Considered to be thieves and eccentrics. (Frequently, Major, Not Limiting In Some Cultures) 10 Vulnerability: 1 1/2 x STUN/effect Magic (Common) 10 Psychological Limitation: Loves a challenge (Common, Moderate) 0 Social Limitation: Uses weird old slang (Occasionally, Minor, Custom Adder) 0 Distinctive Features: Wears the symbol of her dead tribe (Easily Concealed; Noticed and Recognizable; Detectable Only By Small Group) 15 Psychological Limitation: Must keep her face covered (Common, Strong) Disadvantage Points: 45 Base Points: 75 Experience Required: 1 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 121 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Personality: Quote: Background: Powers/Tactics: Campaign Use: Kiiro was an unwitting career criminal from a small, autonomous village on the fringe of Hyrule, where the people were a sort of communist utopia. Now, in the outside world, the man has no sense of property or ownership. Coupled with his fantastic abilities of stealth, this makes him one of the most wanted men in Hyrule... if only somebody could get a clear look at his face at the scene of the crime. Blind the Thief, in fact, has been hired by the Kingdom of Hyrule (under an assumed identity) to identify him and bring him to justice. Kiiro makes up with his unlucky tendency to blunder even to best of plans with the use of a magical pendant he "borrowed" from one of Blind's own men, capable of creating phantasmal noises of his choice if he survives long enough for it to go off. Kiiro actually bordered on being a problem character. His player was fiendishly clever with that pendant, but his abilities were enabling for the other PCs, his reputation made good adventure hooks, and he didn't abuse his sneak attack with the super-stealth, so it all balanced out. Kiiro Player: Chris Val Char Cost 13 STR 3 14 DEX 12 13 CON 6 11 BODY 2 13 INT 3 13 EGO 6 10 PRE 0 12 COM 1 4 PD 1 3 ED 0 3 SPD 6 6 REC 0 26 END 0 25 STUN 0 6" RUN 0 2" SWIM 0 2 1/2" LEAP 0 Characteristics Cost: 40 Cost Power END 21 Preternatural Stealth: Invisibility to Sight and Hearing Groups , Custom Adder, No Fringe (37 Active Points); Requires A Stealth Roll (-1/2), Limited Power Power loses about a fourth of its effectiveness (No Fringe only when not attacking; -1/4) 4 4 Charm of Convenient Distractions: Hearing Group Images 1" radius, +/-3 to PER Rolls (14 Active Points); Extra Time (5 Minutes, -2), IIF (A small, silver charm pendant, like a bell with no hammer in it. A clear crystal is mounted inside it. Warn around the neck.; -1/4) 1 4 Sneak Attack: +10 STR (10 Active Points); Limited Power Power loses about half of its effectiveness (Only vs. Surprised Opponents; -1), Limited Power Power loses about a third of its effectiveness (Only for making direct attacks with melee weapons/hth (no grabs); -1/2) 2 Powers Cost: 29 Cost Skill 20 +2 Overall 10 +2 with Agility Skills 4 WF: Common Melee Weapons, Common Missile Weapons 3 Stealth 12- 3 Lockpicking 12- 3 Climbing 12- 3 Acrobatics 12- 3 Contortionist 12- 3 Concealment 12- 3 Security Systems 12- Skills Cost: 55 Cost Perk 1 Money: Well Off Perks Cost: 1 Cost Talent 6 Combat Luck (3 PD/3 ED) 3 Lightning Reflexes: +2 DEX to act first with All Actions Talents Cost: 9 Val Disadvantages 0 Normal Characteristic Maxima 20 Psychological Limitation: No Sense of Property (Very Common, Strong) 5 Reputation: THIEF, 8- 15 Hunted: Municipal Guard 8- (Mo Pow, Harshly Punish) 10 Unluck: 2d6 10 Psychological Limitation: Code Against Killing (Common, Moderate) Disadvantage Points: 60 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 134 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Personality: Quote: Background: Powers/Tactics: Campaign Use: My offer of concept art remains open, if people want me to upload it tomorrow.
  5. Re: Zelda HERO Okay, here's a few NPCs. This setting took place after Ocarina of Time, but before Link to the Past, so Blind the Thief and his gang are still alive and kicking. Here are writeups of Blind and one of his minions. I suppose he should have the perks for leading an organization, but he's an NPC, so I didn't bother inflating his points. He was meant to undergo character development during the campaign, picking up some martial maneuvers and acquiring a magic mask that gave him a demon form resembling his boss fight in LttP, but he didn't end up showing up during the game's run enough for it to come up. Blind Player: npc Val Char Cost 10 STR 0 26 DEX 66 10 CON 0 15 BODY 10 15 INT 5 10 EGO 0 20 PRE 10 2 COM -4 2/5 PD 0 2/5 ED 0 3 SPD 0 4 REC 0 20 END 0 25 STUN 0 6" RUN 0 2" SWIM 0 2" LEAP 0 Characteristics Cost: 87 Cost Power END 5 Empty Eyes: UV Perception (Sight Group) 0 23 Unnatural Powers of Stealth: Invisibility to Sight and Hearing Groups , No Fringe (35 Active Points); Requires A Stealth Roll (-1/2) 3 25 Luck 5d6 0 Powers Cost: 53 Cost Skill 3 Acrobatics 14- 3 Acting 13- 3 Breakfall 14- 3 Climbing 14- 3 Concealment 12- 3 Contortionist 14- 5 Cramming 3 Gambling 12- 3 Lipreading 12- 3 Lockpicking 14- 3 Persuasion 13- 3 Shadowing 12- 3 Stealth 14- 3 Streetwise 13- 3 WF: Common Missile Weapons, Blades, Clubs, Fist-Loads 0 PS: Rogue (Custom Adder) 11- 0 Language (idiomatic; literate) (5 Active Points) 3 Language (completely fluent) Skills Cost: 50 Cost Talent 16 Crippling Blow Talents Cost: 16 Cost Equipment END $75 Cuir-Bouilli: Armor (3 PD/3 ED) (9 Active Points); Independent (-2), OIF Durable (-1/2), Real Armor (-1/4), Activation Roll 15- (-1/4) [Notes: Covers all locations but head, neck, hands] 0 Dagger: Killing Attack - Hand-To-Hand 1d6-1, Reduced Endurance (0 END; +1/2), Ranged (+1/2) (20 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) [Notes: Can Be Thrown] 0 Dagger: Killing Attack - Hand-To-Hand 1d6-1, Reduced Endurance (0 END; +1/2), Ranged (+1/2) (20 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) [Notes: Can Be Thrown] 0 Knife: Killing Attack - Hand-To-Hand 1/2d6, Reduced Endurance (0 END; +1/2), Ranged (+1/2) (20 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) [Notes: Can Be Thrown] 0 Knife: Killing Attack - Hand-To-Hand 1/2d6, Reduced Endurance (0 END; +1/2), Ranged (+1/2) (20 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) [Notes: Can Be Thrown] 0 Knife: Killing Attack - Hand-To-Hand 1/2d6, Reduced Endurance (0 END; +1/2), Ranged (+1/2) (20 Active Points); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4) [Notes: Can Be Thrown] 0 Sword, Short: Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), STR Minimum 1-5 (-1/4), Real Weapon (-1/4) 0 Flashbomb: Sight Group Flash 6d6, Explosion (+1/2) (45 Active Points); Independent (-2), OAF (-1), Range Based On Strength (-1/4), Real Weapon (-1/4) 4 Blind's Oni Mask: Multiform (300 Character Points in the most expensive form) (Instant Change) (65 Active Points); OIF (-1/2), Restrainable (-1/2) 0 Equipment costs shown above are for reference only, and are not included in Total Cost. Val Disadvantages 0 Normal Characteristic Maxima 10 Susceptibility: Sunlight 3d6 damage per Hour (Very Common) 15 Physical Limitation: Sensitive Eyes (Attacks as blind in full daylight, defends as normal) (Frequently, Greatly Impairing) 10 Social Limitation: Outcast (Frequently, Minor) 15 Distinctive Features: Snow white skin, hair, and eyes (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Show-off (Very Common, Moderate) 10 Reputation: Cold-hearted thief, 11- Disadvantage Points: 75 Base Points: 75 Experience Required: 56 Total Experience Available: 56 Experience Unspent: 0 Total Character Cost: 206 Height: 1.70 m Hair: White Weight: 60.00 kg Eyes: White Appearance: Blind's skin, hair, and eyes are all pure snow white. He is of average height and extremely slight build. He prefers to wear clothes that are completely black, and he owns a set of hard leather armor, which is also black. Personality: Quote: Background: Powers/Tactics: Campaign Use: #37 Player: npc Val Char Cost 10 STR 0 20 DEX 30 10 CON 0 15 BODY 10 15 INT 5 15 EGO 10 15 PRE 5 2 COM -4 4 PD 2 6 ED 4 3 SPD 0 4 REC 0 20 END 0 40 STUN 15 8" RUN 4 2" SWIM 0 4" LEAP 2 Characteristics Cost: 83 Cost Power END Alchemy, all slots Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4); all slots Extra Time (6 Hours, Character May Take No Other Actions, -3 3/4), OAF Fragile Expendable (Easy to obtain new Focus; Flask; -1 1/4), Limited Power Power loses about half of its effectiveness (Requires a lab and ingredients; -1), Concentration (0 DCV; -1/2), Side Effects (Unpredictable effects if alchemy fails.; -1/4) 6 1) Alchemic Grenade: RKA 2d6, Explosion (+1/2) (52 Active Points); Extra Time (6 Hours, Character May Take No Other Actions, -3 3/4), OAF Fragile Expendable (Easy to obtain new Focus; Flask; -1 1/4), Limited Power Power loses about half of its effectiveness (Requires a lab and ingredients; -1), Concentration (0 DCV; -1/2), Range Based On STR (-1/4), Side Effects (Unpredictable effects if alchemy fails.; -1/4) [Notes: Ingredients: Gunpowder// A garish orange liquid that smells of sulfur. Explodes on impact. #37 is carrying 10 of these] 5 5 2) Red Potion 1: Healing BODY 3d6 (37 Active Points); Extra Time (6 Hours, Character May Take No Other Actions, -3 3/4), OAF Fragile Expendable (Easy to obtain new Focus; Flask; -1 1/4), Limited Power Power loses about half of its effectiveness (Requires a lab and ingredients; -1), Concentration (0 DCV; -1/2), Side Effects (Unpredictable effects if alchemy fails.; -1/4) [Notes: Ingredients: cost varies. About 40 rupees, assuming 4 rupees per ChuChu carcass.// The jelly of 10 red ChuChus.// A sickly sweet red liquid. #37 has one of these] 4 6 3) Smokey Splash: Darkness to Sight Group 3" radius, Uncontrolled (Duration of one turn for every 3 the roll is made by, with a minimum of one turn.; +1/2) (52 Active Points); Extra Time (6 Hours, Character May Take No Other Actions, -3 3/4), OAF Fragile Expendable (Easy to obtain new Focus; Flask; -1 1/4), Limited Power Power loses about half of its effectiveness (Requires a lab and ingredients; -1), Concentration (0 DCV; -1/2), Range Based On Strength (-1/4), Side Effects (Unpredictable effects if alchemy fails.; -1/4) [Notes: Ingredients: gunpowder, the skull of a Blue Bubble, a Keese's eye// A thick, tar-like, purple substance. Upon ignition, it produces a cloud of inpenetrably murky black smoke. #37 has one of these] 5 Powers Cost: 17 Cost Skill 2 KS: Dead-Eye Bandits 11- 3 KS: Explosives 12- 3 WF: Blades, Clubs, Fist-Loads, Staffs, Thrown Knives, Axes, and Darts, Thrown Rocks, Unarmed Combat 2 PS: Extortionist 11- 1 TF: Equines, Flying Beasts 5 SS: Chemistry 14- 3 Climbing 13- 3 Riding 13- 3 Power: Alchemy 12- 3 Persuasion 12- 3 Streetwise 12- 2 Weaponsmith (Incendiary Weapons) 12- 20 +2 Overall Skills Cost: 53 Cost Perk 6 Reputation: Merciless madman, who once burnt half of Hyrule Castle Town (A large group) 11-, +3/+3d6 15 Follower Perks Cost: 21 Cost Talent 6 Combat Luck (3 PD/3 ED) Talents Cost: 6 Val Disadvantages 20 Normal Characteristic Maxima 20 Psychological Limitation: Pyromaniac (Very Common, Strong) 15 Hunted: All Hyrulean Authorities 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish) 10 Reputation: Out of his skull, 11- 5 Psychological Limitation: Doesn't like people to see his face (Uncommon, Moderate) 5 Distinctive Features: Horrible burn scars on face (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Custom Adder) 5 Distinctive Features: Prematurely gray hair (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Distinctive Features: Dead-Eye mask (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses) Disadvantage Points: 95 Base Points: 75 Experience Required: 10 Total Experience Available: 30 Experience Unspent: 20 Total Character Cost: 180 Height: 1.60 m Hair: Gray Weight: 80.00 kg Eyes: Blue Appearance: Personality: Quote: Background: Powers/Tactics: #37 is a mad bomber and arsonist. He prefers to fight using various explosives and incendiaries. Campaign Use: Member of Blind's gang, the Dead-Eye Bandits This is a Dark Knight, sort of the evil version of an Arcane Knight, who was built to be a recurring villain in the service of a background big-bad. He was actually modeled after the villain Wolzard, from Mahou Sentai Magiranger, who I thought at the time was stylish as heck . I've character design illustrations of Christopher around here somewhere. Heck, if you guys want, maybe tomorrow I can post all my concept art for the campaign. Christopher Melchior Drake Player: npc Val Char Cost 15 STR 5 12 DEX 6 13 CON 6 10 BODY 0 15 INT 5 14 EGO 8 25 PRE 5 16 COM 3 3/11 PD 0 3/11 ED 0 2 SPD 0 6 REC 0 35 END 5 30 STUN 5 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 48 Cost Power END Dark Knight Spells, all slots Limited Power Power loses about two-thirds of its effectiveness (Gestures, Incantations, Foci blade and shield; -1 1/2) 6 1) Shadow Claw: Armor Piercing (+1/2) for up to 30 Active Points of Swords (15 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Gestures, Incantations, Foci blade and shield; -1 1/2) 1 12 2) Darkness Slash: RKA 2d6 (30 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Gestures, Incantations, Foci blade and shield; -1 1/2) 3 15 3) Binding Sword: Entangle 4d6, 5 DEF (45 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Gestures, Incantations, Foci blade and shield; -1 1/2), No Range (-1/2) 4 32 4) Vampire Blade: Transfer 3d6 (BODY to Sword), Reduced Endurance (1/2 END; +1/4), Lingering (One Turn; +1/2) (79 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Gestures, Incantations, Foci blade and shield; -1 1/2) 3 Powers Cost: 65 Cost Martial Arts Maneuver 4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 25 STR 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm 1 Weapon Element: Blades Martial Arts Cost: 12 Cost Skill 3 Power: Arcane Magic 12- 0 PS: Arcane Knight (Custom Adder) 11- 2 PS: Dark Knight 11- 2 KS: Ganonic Lore 11- 3 Power: Arcane Magic 11- 3 High Society 14- 3 Interrogation 14- 3 WF: Common Melee Weapons, Thrown Knives, Axes, and Darts, Thrown Rocks 10 +1 Overall 3 +1 with Blades Skills Cost: 32 Cost Perk 13 Fringe Benefit: Lieutenant, Security Clearance Perks Cost: 13 Cost Talent 5 Custom Talent [Notes: Caster can only cast a specific type of spell.] Talents Cost: 5 Cost Equipment END Dark Plate: (Total: 29 Active Cost, 5 Real Cost) Armor (8 PD/8 ED) (24 Active Points); Independent (-2), Extra Time (20 Minutes, Only to Activate, Character May Take No Other Actions, -1 1/2), OIF (-1/2), Real Armor (-1/4) (Real Cost: 4) plus +5 PRE (5 Active Points); Independent (-2), OIF (-1/2) (Real Cost: 1) [Notes: Covers Chest, Arms, Hands, Legs, Feet, Thighs This ornate, high-quality Full Plate armor has a distinctly sinister appearance to it: it is fashioned to have numerous curving, sharp outcroppings, and its sheen is stained a shade of twighlight violet.] 0 Gohma Plate: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Independent (-2), OIF (-1/2), Real Armor (-1/4) [Notes: Covers Head, Stomach, Vitals, Shoulders The shoulder covering, helm, and waistclothes of this armor are made from the chitin of a Ghoma, and are a mysterious shade of matte black.] 0 $30 Dark Knight Shield (Medium) +2: (Total: 30 Active Cost, 7 Real Cost) EB 2d6 (10 Active Points); Independent (-2), OAF Durable (-1), STR Minimum 13 (-1/2), Real Weapon (-1/4) (Real Cost: 2) plus +4 with DCV (20 Active Points); Independent (-2), OAF Durable (-1) (Real Cost: 5) [Notes: Designed as part of the set of Christopher's Armor, this Shield's main part is made of the the same violet steel as his plate. It is engraved with the Ganonic Key, and this engravement is filled with silver. Below the Key is a True Necromantic enchantment for defensive power, seemingly burnt into the steel itself. The Key and part of the Necromancy circle are covered by two great plates of Gohma armor, which can slide down to reveal them both and slide back shut again, operated by a switch on the shield's handhold.] 1 Sword, Broad: Killing Attack - Hand-To-Hand 1d6+1, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), STR Minimum 6-14 (-1/2), Real Weapon (-1/4) [Notes: This beautifully crafted longsword boasts a shining, almost mirror-like blade, and an ornate, bat-like crossguard made of violet steel like the rest of Christopher's armaments, which is mounted with a shining garnet stone on one side. An engravement at the base of the blade reads, "And Hellfire and Shadow shall follow in His wake"] 0 Splendid Sword: +5 PRE Bomb: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); Independent (-2), OAF (-1), Range Based On Strength (-1/4), Real Weapon (-1/4) 6 Scroll of Shocking Blade: Stretching 20", Does Not Cross Intervening Space (+1/4) (125 Active Points); Independent (-2), OAF Fragile (-1 1/4), 3 Charges (-1 1/4), Only To Cause Damage (-1/2) [3] Equipment costs shown above are for reference only, and are not included in Total Cost. Val Disadvantages 0 Normal Characteristic Maxima No Age Restriction 20 Social Limitation: Subject to Orders (Very Frequently, Major) 15 Psychological Limitation: Hates Arcane Knights (Common, Strong) 15 Distinctive Features: Fell Aura (Not Concealable; Extreme Reaction; Detectable Only By Unusual Senses) 10 Reputation: Traitor to Arcadia, 14- (Known Only To A Small Group) 15 Hunted: Arcadian Military 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish) Disadvantage Points: 75 Base Points: 75 Experience Required: 25 Total Experience Available: 25 Experience Unspent: 0 Total Character Cost: 175 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Personality: Quote: Background: Powers/Tactics: Campaign Use: Nina was designed as a recurring non-villainous nuisance and/or ally, likely to show up out of nowhere to challenge the PCs for any fancy weapons they just found in a dungeon dive. Nina Al'ira Player: npc Val Char Cost 15 STR 5 23 DEX 48 10 CON 0 10 BODY 0 10 INT 0 10 EGO 0 12 PRE 2 10 COM 0 3/16 PD 0 2/15 ED 0 3 SPD 0 6 REC 2 24 END 2 23 STUN 0 7" RUN 2 2" SWIM 0 4" LEAP 1 Characteristics Cost: 62 Cost Power END 2 Life Support (Safe in Intense Heat) 0 5 Hearing Group Flash Defense (5 points) 0 22 Spatial Awareness (Unusual Group) 0 Stolen Arts, all slots Increased Endurance Cost (x2 END; -1/2) 10 1) The Sword that Erupts: Naked Modifier: Armor Piercing (+1/2) for up to 30 Active Points (15 Active Points); Increased Endurance Cost (x2 END; -1/2) [Notes: Nina draws her sword and performs a quick cut, which so so intense that it actually emits visible, white light.] 2 Powers Cost: 39 Cost Martial Arts Maneuver Art of the Serpent Blade 4 1) Weapon Bind (The Serpent's Coil): 1/2 Phase, +1 OCV, +0 DCV, Bind, 25 STR 4 2) Martial Block(The Serpent's Scale): 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 3) Martial Strike(The Serpent's Tooth): 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike Martial Arts Cost: 12 Cost Skill 2 KS: Rare Blades 11- 4 Language (completely fluent; literate) 0 Language (idiomatic; literate) (5 Active Points) 0 PS: Mercenary (Custom Adder) 11- 3 Stealth 14- 3 Seduction 11- 3 Fast Draw 14- 4 WF: Common Melee Weapons, Thrown Knives, Axes, and Darts, Thrown Rocks, Thrown Sword 10 Two-Weapon Fighting (HTH) 4 Survival (Temperate/Subtropical, Desert) 11- 3 +1 with Swords 3 Traveler 0 1) AK: Gerudo Desert (Custom Adder) 8- 1 2) AK: Facade (2 Active Points) 11- 1 3) AK: Hyrule (2 Active Points) 11- 1 4) AK: Nabooru (2 Active Points) 11- 1 5) AK: Ruto (2 Active Points) 11- Skills Cost: 43 Cost Talent 6 Combat Luck (3 PD/3 ED) Talents Cost: 6 Cost Equipment END Razor Edge (katana): (Total: 55 Active Cost, 19 Real Cost) HKA 1 1/2d6, Ranged (Throwable; +1/2), Reduced Endurance (0 END; +1/2) (50 Active Points); OAF (-1), STR Minimum 12 (-1/2), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) (Real Cost: 17) plus +1 with HTH Combat (5 Active Points); OAF (-1) (Real Cost: 2) 0 Mid Razor (wakizashi): (Total: 30 Active Cost, 11 Real Cost) HKA 1d6, Reduced Endurance (0 END; +1/2), Ranged (Throwable; +1/2) (30 Active Points); OAF (-1), STR Minimum 8 (-1/2), Real Weapon (-1/4) (Real Cost: 11) 0 $90 Studded Cuir-Bouilli Leg Guards and Boots: Armor (3 PD/3 ED) (9 Active Points); Independent (-2), Activation Roll 11- (-1), OIF Durable (-1/2), Real Armor (-1/4) [Notes: Protects legs and feet] 0 $200 Plate Armor Shoulder and Forearm Guards: Armor (7 PD/7 ED) (21 Active Points); Independent (-2), Activation Roll 11- (-1), OIF Durable (-1/2), Real Armor (-1/4) [Notes: Protects Shoulders, Forearms.] 0 Equipment costs shown above are for reference only, and are not included in Total Cost. Val Disadvantages 0 Normal Characteristic Maxima No Age Restriction 10 Social Limitation: Considered to be thieves and eccentrics. (Frequently, Major, Not Limiting In Some Cultures) 10 Vulnerability: 1 1/2 x STUN/effect Magic (Common) 10 Psychological Limitation: Loves a challenge (Common, Moderate) 5 Distinctive Features: Scar between her shoulder blades (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: The Black Rock Assassins 8- (Mo Pow, Harshly Punish) [Notes: The Black Rock Assassins have placed a permanent hit on Nina's head, for her theft of their precious ceremonial sword, the Shadow's Joy.] 5 Distinctive Features: Tattoo of a green viper running down her right arm (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Psychological Limitation: Curiosity (Uncommon, Strong) [Notes: Sometimes Nina just has to poke at things that common sense would tell her not to.] 10 Enraged: Somebody breaks her sword (Uncommon), go 11-, recover 14- Disadvantage Points: 75 Base Points: 75 Experience Required: 12 Total Experience Available: 12 Experience Unspent: 0 Total Character Cost: 162 Height: 1.60 m Hair: Red Weight: 70.00 kg Eyes: Blue Appearance: Nina is an attractive, dark-skinned young woman with long, fiery red hair and a truly colossal nose. She wears brightly colored clothing, over which she wears studded leather armor on her legs, and light plate armor on her arms. Personality: Nina is a highly confident, somewhat greedy young woman whose lust for the clamor of combat is outweighed only by her drive to possess the world's greatest collection of valuable swords. Her ultimate goal is to acquire the legendary Master Sword, which was lost after the defeat of Ganon. Nina's mercenary rates are very reasonable, but she does demand rights on every valuable sword the party comes across. Quote:"Dibs on the golden claymore that darknut was swinging around." Background: Nina was born in the Gerudo valley, the daughter of a skilled swordsmith named Rarira. Fascninated by swordplay above all other aspects of Gerudo ways, she sought the way of the warrior, rather than the way of the thief. Nina left the valley when she was 16, seeking to test her skills with the blade, and arrived in Kakariko, where she discovered the Adventurers' Guild. The idea of associating with a group of people who considered it their job to explore dangerous places and discover fabulous treasures appealed to her, and she joined up right away. Since then, she has traveled the world as a mercenary, always returning to Kakariko village between journeys. She has taken to seeking out rare, ancient, and valuable swords and blades, and taking them for herself. She has even met with master warriors, and learned their arts from them, although nobody knows under what conditions. Powers/Tactics: Nina wears light armor and wields her two favorite swords, the Razor Edge and the Mid Edge, katana- and wakazashi-like blades from a country to the north. She is incredibly fast and nimble, and likes to run into the fray, opening up the battle with her first Stolen Art, the Blade that Erupts. From there, she proceeds to attack the vital points of every enemy around her with incredible ferocity. Nina is currently training to achieve the Follow-Up Attack talent, by way of cutting straight through her target and then into a nearby one. Campaign Use: Nina is a stock character who may be encountered at random and/or hired on as a mercenary.
  6. Re: Zelda HERO Monsters! So many monsters. Height and Weight, eye/hair color entries often aren't accurate, and there are places where I forgot to update text and names based on my decision to use "bokoblins" instead of "goblins" Bokoblin, generic Player: npc Val Char Cost 10 STR 0 10 DEX 0 14 CON 8 12 BODY 4 15 INT 5 20 EGO 20 10 PRE 0 4 COM -3 2 PD 0 3 ED 0 3 SPD 10 5 REC 0 28 END 0 24 STUN 0 6" RUN 0 2" SWIM 0 3" LEAP 1 Characteristics Cost: 45 Cost Power END 5 UV Perception (Sight Group) 0 6 +2 PER with all Sense Groups 0 5 Sight Group Flash Defense (5 points) 0 Powers Cost: 16 Cost Skill 2 WF: Common Melee Weapons 3 Stealth 11- 4 Survival (Temperate/Subtropical, Mountain) 12- 2 +1 with Swords Skills Cost: 11 Val Disadvantages 0 Normal Characteristic Maxima 15 Psychological Limitation: Greedy (Common, Strong) 20 Enraged: Swindled (Uncommon), go 14-, recover 11- 10 Psychological Limitation: Curious (Common, Moderate) Disadvantage Points: 45 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 72 Height: 1.50 m Hair: Brown Weight: 60.00 kg Eyes: Brown Appearance: Goblins are small, lanky, wiry humanoids. They have rough skin that ranges from yellow to green, are generally hairless. Goblins have canine features, with an elongated, houndish head, although the nose is notably pig-like. Goblins have dark, featureless eyes. Personality: Bokoblins are hyper-capitalist, and live as life-long mercenaries. Quote: Background: It is very rare to find a bokoblin tribe acting alone. They prefer to act as supplemental forces to other groups, such as moblins, darknuts, or wizrobes, for there is safety in numbers. Bokoblins are greedy, cowardly, and disorganized creatures who seem to live solely for blood and treasure. Bokoblins worship Hatred, Lies, and Ganon. Bokoblins, much like Miniblins, tend to live in collective filth, with little to no concept of privacy. Like Moblins, they follow their leader militantly. Bokoblins are always lead by the smartest of their tribe, usually some sort of caster. Powers/Tactics: Campaign Use: Bubble, Blue Player: npc Val Char Cost 0 STR -10 20 DEX 30 10 CON 0 10 BODY 0 10 INT 0 10 EGO 0 10 PRE 0 0 COM -5 2/5 PD 2 2/8 ED 0 3 SPD 0 2 REC 0 20 END 0 15 STUN 0 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 3 Cost Power END 9 Fiery Aura: FF (3 PD/6 ED) 1 117 Curse Aura: (Total: 130 Active Cost, 117 Real Cost) Drain DEX 3d6, Costs END Only To Activate (+1/4), Damage Shield (Offensive; +3/4), Continuous (+1) (90 Active Points) (Real Cost: 90) plus Mental Illusions 8d6 (40 Active Points); No Range (-1/2) (Real Cost: 27) 12 12 Hovering: Flight 6" 1 10 Hard Bones: Physical Damage Reduction, 25% 0 Powers Cost: 148 Val Disadvantages 20 Normal Characteristic Maxima 20 Vulnerability: 2 x BODY Positive Energy (Common) 30 Susceptibility: Holy Ground 3d6 damage per Phase (Common) Disadvantage Points: 70 Base Points: 75 Experience Required: 6 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 151 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: The Bubble appears to be a floating skull of an animal or man, sheathed in roaring flame. Personality: Due to its composition, the Bubble immitates the Undead entities from which it was derived, and attacks other life forms. However, since it is not technically alive or dead, even though it is made from the remains of dead things, it does not respond to attempts to Turn it. Bubbles have been seen devouring the things they have killed, but it is unknown whether they derive any sort of nutriment from this activity. Quote: Background: Long thought to be a form of Undead, as it turns out, the Bubble is actually a being that forms as a biproduct of the undead. Mages have learned that the Undead leave a sort of scar in the mana-stream, which slowly bleeds power into the world. This combined with their own negative energies, creates a sort of parasitic entity which latches onto the remains of organic life, forming the Bubble. Powers/Tactics: The Bubble rushes immediately toward the first living thing it sees, and bites into it while burning it with its aura. Blue Bubbles are different in this regard; they are unable to directly harm their victims. Instead, they inflict a strange curse on them, which induces confusion and delerium. Campaign Use: Bubble, Generic Player: npc Val Char Cost 5 STR -5 20 DEX 30 10 CON 0 10 BODY 0 10 INT 0 10 EGO 0 10 PRE 0 0 COM -5 3/6 PD 2 2/8 ED 0 3 SPD 0 3 REC 0 20 END 0 18 STUN 0 6" RUN 0 2" SWIM 0 1" LEAP 0 Characteristics Cost: 22 Cost Power END 9 Fiery Aura: FF (3 PD/6 ED) 1 33 Fiery Aura, part deux: HKA 1d6, Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (49 Active Points); No STR Bonus (-1/2) 0 12 Hovering: Flight 6" 1 15 Sharp Teeth: HKA 1d6 (1d6+1 w/STR) 1 10 Hard Bones: Physical Damage Reduction, 25% 0 Powers Cost: 79 Val Disadvantages 20 Normal Characteristic Maxima 20 Vulnerability: 2 x BODY Positive Energy (Common) 30 Susceptibility: Holy Ground 3d6 damage per Phase (Common) Disadvantage Points: 70 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 101 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: The Bubble appears to be a floating skull of an animal or man, sheathed in roaring flame. Personality: Due to its composition, the Bubble immitates the Undead entities from which it was derived, and attacks other life forms. However, since it is not technically alive or dead, even though it is made from the remains of dead things, it does not respond to attempts to Turn it. Bubbles have been seen devouring the things they have killed, but it is unknown whether they derive any sort of nutriment from this activity. Quote: Background: Long thought to be a form of Undead, as it turns out, the Bubble is actually a being that forms as a biproduct of the undead. Mages have learned that the Undead leave a sort of scar in the mana-stream, which slowly bleeds power into the world. This combined with their own negative energies, creates a sort of parasitic entity which latches onto the remains of organic life, forming the Bubble. Powers/Tactics: The Bubble rushes immediately toward the first living thing it sees, and bites into it while burning it with its aura. Campaign Use: ChuChu, Black Player: npc Val Char Cost 10 STR 0 10 DEX 0 10 CON 0 6 BODY -8 5 INT -5 5 EGO -10 10 PRE 0 0 COM -5 4/24 PD 2 2/22 ED 0 2 SPD 0 4 REC 0 20 END 0 16 STUN 0 4" RUN -4 0" SWIM -2 4" LEAP 2 Characteristics Cost: -30 Cost Power END 2 Outer Hide: Damage Resistance (4 PD) 0 10 Sticky: Clinging (normal STR) 0 10 Slam: HA +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2) 1 10 Slap: Drain STR 1d6 1 26 Digestion: RKA 1d6, Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (52 Active Points); No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Only against grabbed targets; -1/2) 0 11 LS (Safe in High Pressure; Self-Contained Breathing) 0 14 Digging: Tunneling 1" through 4 DEF material 1 100 Hard to Kill: FF (20 PD/20 ED), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (100 Active Points) 0 Powers Cost: 183 Cost Skill 7 Concealment 12- Skills Cost: 7 Val Disadvantages 20 Normal Characteristic Maxima 25 Accidental Change: Turns into brittle stone (DEF 5, BOD 5) when exposed to the natural light of the sun Always (Common) [Notes: Turning to stone breaks the creature's force field; for all intents and purposes, it is knocked out.] Disadvantage Points: 45 Base Points: 75 Experience Required: 40 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 160 Height: 1.50 m Hair: nil Weight: 100.00 kg Eyes: Yellow Appearance: Distinctly alien in appearence, the ChuChu is a round, brightly colored, somewhat translucsent globule of gelatinous tissue, with two bulging yellow eyes peering out from its "front" side. Personality: Normal animal motivations Quote: Background: The ChuChu is an esoteric variety of life which falls neither under the category of animal, fungus, or ooze, but rather a strange cross between the three. ChuChus have a dim animal intelligence, and are capable of movement via a cluster of tiny pseudopods that extend from the bottom of its body. They have no apparent need to breathe, and are sticky enough to stick to walls. ChuChus usually dwell in dark forests or underground caverns, although they have been rarely known to live in open areas, hiding in the ground until night time. Although only the Black ChuChu is actually harmed by sunlight, all ChuChu species fear it. ChuChu normally feeds on smaller creatues, though some have been known to absorb Hylians. Usually the ChuChu will just take a piece of a larger creature. Powers/Tactics: The ChuChu slams its body against its target until it is weakened, and then wraps around it to begin digestion. Yellow and Blue ChuChus also electrocute their target by reflex. Blue and Green ChuChus are able liquify their bodies, rendering them difficult to damage, and able to slip through tiny cracks; they use this power to sneak up on prey and to flee from dangerous foes. Campaign Use: ChuChu, Blue Player: npc Val Char Cost 10 STR 0 10 DEX 0 10 CON 0 6 BODY -8 5 INT -5 5 EGO -10 10 PRE 0 0 COM -5 4 PD 2 2 ED 0 2 SPD 0 4 REC 0 20 END 0 16 STUN 0 4" RUN -4 0" SWIM -2 4" LEAP 2 Characteristics Cost: -30 Cost Power END 2 Outer Hide: Damage Resistance (4 PD) 0 10 Sticky: Clinging (normal STR) 0 10 Slam: HA +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2) 1 10 Slap: Drain STR 1d6 1 26 Digestion: RKA 1d6, Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (52 Active Points); No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Only against grabbed targets; -1/2) 0 11 LS (Safe in High Pressure; Self-Contained Breathing) 0 14 Digging: Tunneling 1" through 4 DEF material 1 33 Liquify: Desolidification (affected by Magic, Energy), Costs END Only To Activate (+1/4) (50 Active Points); Cannot Pass Through Solid Objects (-1/2) 4 81 Electrified: EB 5d6, Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (81 Active Points) 0 Powers Cost: 197 Cost Skill 7 Concealment 12- Skills Cost: 7 Val Disadvantages 20 Normal Characteristic Maxima Disadvantage Points: 20 Base Points: 75 Experience Required: 79 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 174 Height: 1.50 m Hair: nil Weight: 100.00 kg Eyes: Yellow Appearance: Distinctly alien in appearence, the ChuChu is a round, brightly colored, somewhat translucsent globule of gelatinous tissue, with two bulging yellow eyes peering out from its "front" side. Personality: Normal animal motivations Quote: Background: The ChuChu is an esoteric variety of life which falls neither under the category of animal, fungus, or ooze, but rather a strange cross between the three. ChuChus have a dim animal intelligence, and are capable of movement via a cluster of tiny pseudopods that extend from the bottom of its body. They have no apparent need to breathe, and are sticky enough to stick to walls. ChuChus usually dwell in dark forests or underground caverns, although they have been rarely known to live in open areas, hiding in the ground until night time. Although only the Black ChuChu is actually harmed by sunlight, all ChuChu species fear it. ChuChu normally feeds on smaller creatues, though some have been known to absorb Hylians. Usually the ChuChu will just take a piece of a larger creature. Powers/Tactics: The ChuChu slams its body against its target until it is weakened, and then wraps around it to begin digestion. Yellow and Blue ChuChus also electrocute their target by reflex. Blue and Green ChuChus are able liquify their bodies, rendering them difficult to damage, and able to slip through tiny cracks; they use this power to sneak up on prey and to flee from dangerous foes. Campaign Use: ChuChu, Green Player: npc Val Char Cost 10 STR 0 10 DEX 0 10 CON 0 6 BODY -8 5 INT -5 5 EGO -10 10 PRE 0 0 COM -5 4 PD 2 2 ED 0 2 SPD 0 4 REC 0 20 END 0 16 STUN 0 4" RUN -4 0" SWIM -2 4" LEAP 2 Characteristics Cost: -30 Cost Power END 2 Outer Hide: Damage Resistance (4 PD) 0 10 Sticky: Clinging (normal STR) 0 10 Slam: HA +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2) 1 10 Slap: Drain STR 1d6 1 26 Digestion: RKA 1d6, Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (52 Active Points); No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Only against grabbed targets; -1/2) 0 11 LS (Safe in High Pressure; Self-Contained Breathing) 0 14 Digging: Tunneling 1" through 4 DEF material 1 33 Liquify: Desolidification (affected by Magic, Energy), Costs END Only To Activate (+1/4) (50 Active Points); Cannot Pass Through Solid Objects (-1/2) 4 Powers Cost: 116 Cost Skill 7 Concealment 12- Skills Cost: 7 Val Disadvantages 20 Normal Characteristic Maxima Disadvantage Points: 20 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 93 Height: 1.50 m Hair: nil Weight: 100.00 kg Eyes: Yellow Appearance: Distinctly alien in appearence, the ChuChu is a round, brightly colored, somewhat translucsent globule of gelatinous tissue, with two bulging yellow eyes peering out from its "front" side. Personality: Normal animal motivations Quote: Background: The ChuChu is an esoteric variety of life which falls neither under the category of animal, fungus, or ooze, but rather a strange cross between the three. ChuChus have a dim animal intelligence, and are capable of movement via a cluster of tiny pseudopods that extend from the bottom of its body. They have no apparent need to breathe, and are sticky enough to stick to walls. ChuChus usually dwell in dark forests or underground caverns, although they have been rarely known to live in open areas, hiding in the ground until night time. Although only the Black ChuChu is actually harmed by sunlight, all ChuChu species fear it. ChuChu normally feeds on smaller creatues, though some have been known to absorb Hylians. Usually the ChuChu will just take a piece of a larger creature. Powers/Tactics: The ChuChu slams its body against its target until it is weakened, and then wraps around it to begin digestion. Yellow and Blue ChuChus also electrocute their target by reflex. Blue and Green ChuChus are able liquify their bodies, rendering them difficult to damage, and able to slip through tiny cracks; they use this power to sneak up on prey and to flee from dangerous foes. Campaign Use: ChuChu, Red Player: npc Val Char Cost 10 STR 0 10 DEX 0 10 CON 0 6 BODY -8 5 INT -5 5 EGO -10 10 PRE 0 0 COM -5 4 PD 2 2 ED 0 2 SPD 0 4 REC 0 20 END 0 16 STUN 0 4" RUN -4 0" SWIM -2 4" LEAP 2 Characteristics Cost: -30 Cost Power END 2 Outer Hide: Damage Resistance (4 PD) 0 10 Sticky: Clinging (normal STR) 0 10 Slam: HA +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2) 1 10 Slap: Drain STR 1d6 1 26 Digestion: RKA 1d6, Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (52 Active Points); No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Only against grabbed targets; -1/2) 0 11 LS (Safe in High Pressure; Self-Contained Breathing) 0 14 Digging: Tunneling 1" through 4 DEF material 1 Powers Cost: 83 Cost Skill 7 Concealment 12- Skills Cost: 7 Val Disadvantages 20 Normal Characteristic Maxima Disadvantage Points: 20 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 60 Height: 1.50 m Hair: nil Weight: 100.00 kg Eyes: Yellow Appearance: Distinctly alien in appearence, the ChuChu is a round, brightly colored, somewhat translucsent globule of gelatinous tissue, with two bulging yellow eyes peering out from its "front" side. Personality: Normal animal motivations Quote: Background: The ChuChu is an esoteric variety of life which falls neither under the category of animal, fungus, or ooze, but rather a strange cross between the three. ChuChus have a dim animal intelligence, and are capable of movement via a cluster of tiny pseudopods that extend from the bottom of its body. They have no apparent need to breathe, and are sticky enough to stick to walls. ChuChus usually dwell in dark forests or underground caverns, although they have been rarely known to live in open areas, hiding in the ground until night time. Although only the Black ChuChu is actually harmed by sunlight, all ChuChu species fear it. ChuChu normally feeds on smaller creatues, though some have been known to absorb Hylians. Usually the ChuChu will just take a piece of a larger creature. Powers/Tactics: The ChuChu slams its body against its target until it is weakened, and then wraps around it to begin digestion. Yellow and Blue ChuChus also electrocute their target by reflex. Blue and Green ChuChus are able liquify their bodies, rendering them difficult to damage, and able to slip through tiny cracks; they use this power to sneak up on prey and to flee from dangerous foes. Campaign Use: ChuChu, Yellow Player: npc Val Char Cost 10 STR 0 10 DEX 0 10 CON 0 6 BODY -8 5 INT -5 5 EGO -10 10 PRE 0 0 COM -5 4 PD 2 2 ED 0 2 SPD 0 4 REC 0 20 END 0 16 STUN 0 4" RUN -4 0" SWIM -2 4" LEAP 2 Characteristics Cost: -30 Cost Power END 2 Outer Hide: Damage Resistance (4 PD) 0 10 Sticky: Clinging (normal STR) 0 10 Slam: HA +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2) 1 10 Slap: Drain STR 1d6 1 26 Digestion: RKA 1d6, Penetrating (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (52 Active Points); No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Only against grabbed targets; -1/2) 0 11 LS (Safe in High Pressure; Self-Contained Breathing) 0 14 Digging: Tunneling 1" through 4 DEF material 1 81 Electrified: EB 5d6, Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (81 Active Points) 0 Powers Cost: 164 Cost Skill 7 Concealment 12- Skills Cost: 7 Val Disadvantages 20 Normal Characteristic Maxima Disadvantage Points: 20 Base Points: 75 Experience Required: 46 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 141 Height: 1.50 m Hair: nil Weight: 100.00 kg Eyes: Yellow Appearance: Distinctly alien in appearence, the ChuChu is a round, brightly colored, somewhat translucsent globule of gelatinous tissue, with two bulging yellow eyes peering out from its "front" side. Personality: Normal animal motivations Quote: Background: The ChuChu is an esoteric variety of life which falls neither under the category of animal, fungus, or ooze, but rather a strange cross between the three. ChuChus have a dim animal intelligence, and are capable of movement via a cluster of tiny pseudopods that extend from the bottom of its body. They have no apparent need to breathe, and are sticky enough to stick to walls. ChuChus usually dwell in dark forests or underground caverns, although they have been rarely known to live in open areas, hiding in the ground until night time. Although only the Black ChuChu is actually harmed by sunlight, all ChuChu species fear it. ChuChu normally feeds on smaller creatues, though some have been known to absorb Hylians. Usually the ChuChu will just take a piece of a larger creature. Powers/Tactics: The ChuChu slams its body against its target until it is weakened, and then wraps around it to begin digestion. Yellow and Blue ChuChus also electrocute their target by reflex. Blue and Green ChuChus are able liquify their bodies, rendering them difficult to damage, and able to slip through tiny cracks; they use this power to sneak up on prey and to flee from dangerous foes. Campaign Use: Darknut, generic Player: npc Val Char Cost 20 STR 10 15 DEX 15 14 CON 8 10 BODY 0 10 INT 0 10 EGO 0 15 PRE 5 6 COM -2 6 PD 2 3 ED 0 2 SPD 0 7 REC 0 35 END 4 35 STUN 8 8" RUN 4 2" SWIM 0 4" LEAP 0 Characteristics Cost: 54 Cost Power END 9 +3 PER with all Sense Groups 0 20 Targeting with Smell/Taste Group 0 10 Tracking with Smell/Taste Group 0 15 Teeth: HKA 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points) 0 Powers Cost: 54 Cost Skill 7 WF: Common Melee Weapons, Common Missile Weapons, Flails, Nets, Staffs 10 +2 with HTH Combat 3 Armorsmith 12- 6 Weaponsmith (Flails, Maces And Hammers, Muscle-Powered HTH, Spears And Polearms, Swords And Daggers) 11- 3 Paramedics 11- 3 Tactics 11- 3 Teamwork 12- 4 Survival (Temperate/Subtropical, Underground) 11- 3 Tracking 11- Skills Cost: 42 Val Disadvantages 20 Normal Characteristic Maxima 15 Psychological Limitation: Hates Hylians (Common, Strong) 15 Psychological Limitation: Overconfident (Very Common, Moderate) Disadvantage Points: 50 Base Points: 75 Experience Required: 25 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 150 Height: 2.00 m Hair: Black/Gold Weight: 100.00 kg Eyes: shades of Brown to Red Appearance: Darknuts are essentially anthropomorphic dobermans. They are typically quite tall, with statuesque builds, covered in black fur, golden on the belly and snout. They have triangular ears which are constantly perked up, listening to everything around them. Personality: Darknuts are fascinated by two things above all else: combat and profit. Darknuts love a good fight; it's in their blood. They appreciate a challenge, and they long for the clang of steel on steel and the acrid scent of blood on the air. However, they also recognize that such things are risky business, and that skills such as theirs are worth quite a lot in the open military market. Quote: Background: Darknut society is based on a strict and mercenary military structure. They care little for good or evil, and fight for the highest bidder. As such, Darknut tribes usually worship Wrath and Lies, although a sparse few of the more righteous segments of the Darknut race seek the favor of Din in the valor of combat. A given tribe of Darknuts typically has 50 to 100 adults, essentially its own military unit. In addition to these, there are usually around another 40-50 juveniles, who are less skillful than their adult counterparts. Each Darknut tribe is led by a General, and the General typically has one Lieutenant for every 25 adults in the tribe. Leadership is determined by a formal duel to the death, in the case of Generals, and appointment by the General in the case of Lieutenants. Powers/Tactics: Darknuts prefer to be prepared in combat. They favor large swords, sturdy shields, and heavy plate armor. This is part of the cost that they demand for their services: they must be properly outfitted by their employer, or if they possess equipment already, then the employer must help them keep it well maintained. Darknuts prefer hand to hand weapons, although some may opt to use range weapons in the name of strategy. Campaign Use: Dodongo Player: npc Val Char Cost 25 STR 20 10 DEX 0 20 CON 20 25 BODY 40 10 INT 0 5 EGO -10 15 PRE 5 0 COM -5 10 PD 7 10 ED 8 2 SPD 0 9 REC 0 40 END 0 48 STUN 0 6" RUN 0 2" SWIM 0 5" LEAP 0 Characteristics Cost: 85 Cost Power END 9 Tough Hide: Damage Resistance (8 PD/10 ED) 0 20 Targeting with Smell/Taste Group 0 23 Firebreathing: RKA 2 1/2d6 (40 Active Points); Extra Time (Extra Segment, -1/2), Limited Range (6"; -1/4) 4 Powers Cost: 52 Cost Skill 4 +2 with Firebreathing Skills Cost: 4 Val Disadvantages 20 Normal Characteristic Maxima 15 Physical Limitation: Big and Slow: -2 to DCV (All the Time, Slightly Impairing) 15 Physical Limitation: Reflexively Swallows Anything that Enters its Mouth (Frequently, Greatly Impairing) Disadvantage Points: 50 Base Points: 75 Experience Required: 16 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 141 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Dodongo is a massive, green, reptilian quadraped. It's about 5 meters in length once full-grown. It drags itself about with slow, lumbering steps, and its beady little eyes stare out from its armored skull like tiny, black pearls. When Dodongo breathes fire, it opens its mouth and inhales deeply, as small glowing particles of light gather into its throat, and then roars loudly, expelling a massive gout of fire. Personality: Normal animal motivations. It should be noted that, due to some flaw in its nature, Dodongo will swallow anything that enters its mouth. This is normally not a problem for it- the Dodongo has a highly durable digestive tract. However, if it were to swallow anything incendiary or explosive, it could get seriously injured. Quote: Background: Dodongo originated in the Death Mountains, thriving in their volcanic caves for centuries. They are able to ingest almost anything organic, and are completely omnivorous. They are, however, voracious hunters, and have plagued the mountain-dwelling Goron people since they were first discovered over 1500 years ago. Powers/Tactics: Dodongo have a mysterious crystaline organ in their throat, which is somehow able to gather arcane energies and release them in the form of a great, billowing torrent of fire. It is unknown how the Dodongo came to possess this physical feature, and mages have been unable to make it produce flame once removed from the beast; it should be noted, however, that a disembodied "throat stone" acts as a sort of arcane lightning rod, attracting magical energy into itself from the surrounding area. Campaign Use: Draed Player: NPC Val Char Cost 20 STR 10 15 DEX 15 10 CON 0 10 BODY 0 10 INT 0 0 EGO 0 25 PRE 15 0 COM -5 3 PD 6 5 ED 12 2 SPD 0 6 REC 0 20 END 0 0" RUN -12 0" SWIM -2 0" LEAP -4 Characteristics Cost: 35 Cost Power END 60 Automaton (Takes No STUN) 0 90 Cloth Body: Physical Damage Reduction, Resistant, 50% 0 15 Does Not Bleed 0 67 Feeds on Fear: (Total: 90 Active Cost, 67 Real Cost) Drain PRE 3d6, Reduced Endurance (0 END; +1/2) (45 Active Points) (Real Cost: 45) plus Healing BODY 3d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Self Only (-1/2), Linked (Drain; -1/2) (Real Cost: 22) 0 30 Flight 10", Position Shift, x4 Noncombat 3 16 Cloth Body: Desolidification (40 Active Points); Does Not Protect Against Damage (-1), Cannot Pass Through Solid Objects (-1/2) 4 32 IR Perception (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting 0 Powers Cost: 310 Val Disadvantages 10 Susceptibility: Holy Ground 1d6 damage Instant (Common) 20 Susceptibility: 1d6 damage per Segment (Uncommon) 10 Vulnerability: Positive Energy (Common) 25 Psychological Limitation: Lives to spread terror (Very Common, Total) 10 Physical Limitation: Blind, compensating sense (Frequently, Slightly Impairing) Disadvantage Points: 75 Base Points: 75 Experience Required: 195 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 345 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Personality: Quote: Background: Powers/Tactics: Campaign Use: Drake Player: npc Val Char Cost 25 STR 20 20 DEX 30 20 CON 20 20 BODY 20 10 INT 0 13 EGO 6 25 PRE 20 10 COM 0 17/21 PD 21 16/20 ED 20 4 SPD 10 11 REC 6 40 END 0 43 STUN 0 6" RUN 0 2" SWIM 0 5" LEAP 0 Characteristics Cost: 173 Cost Power END 18 Breath Weapon: EB 8d6 (40 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4) 4 12 Armored Hide: Armor (4 PD/4 ED) 0 12 Claws: HKA 1d6 (2d6 w/STR) (15 Active Points); Reduced Penetration (-1/4) 1 15 Teeth: HKA 1d6 (2d6 w/STR) 1 35 Wings: Multipower, 35-point reserve 3u 1) Wings: Flight 15", x4 Noncombat (35 Active Points) 3 1u 2) Wings: Gliding 15" (15 Active Points) 0 Powers Cost: 96 Cost Skill 8 +1 with All Combat 7 Stealth 15- Skills Cost: 15 Val Disadvantages 0 Normal Characteristic Maxima 10 Physical Limitation: Enormous (Frequently, Slightly Impairing) [Notes: -4 DCV +4 to perceive] 15 Physical Limitation: Animal Intellect (Frequently, Greatly Impairing) 10 Physical Limitation: Limited Manipulation (Frequently, Slightly Impairing) 10 Psychological Limitation: Overconfident (Common, Moderate) Disadvantage Points: 45 Base Points: 75 Experience Required: 164 Total Experience Available: 178 Experience Unspent: 14 Total Character Cost: 284 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Personality: Quote: Background: Powers/Tactics: Campaign Use: Goblin, generic Player: npc Val Char Cost 10 STR 0 10 DEX 0 14 CON 8 8 BODY -4 15 INT 5 10 EGO 0 10 PRE 0 4 COM -3 2 PD 0 3 ED 0 3 SPD 10 5 REC 0 28 END 0 20 STUN 0 6" RUN 0 2" SWIM 0 3" LEAP 1 Characteristics Cost: 17 Cost Power END 5 UV Perception (Sight Group) 0 6 +2 PER with all Sense Groups 0 5 Sight Group Flash Defense (5 points) 0 Powers Cost: 16 Cost Skill 2 WF: Common Melee Weapons 3 Stealth 11- 4 Survival (Temperate/Subtropical, Mountain) 12- 2 +1 with Swords Skills Cost: 11 Val Disadvantages 0 Normal Characteristic Maxima 15 Psychological Limitation: Greedy (Common, Strong) 20 Enraged: Swindled (Uncommon), go 14-, recover 11- 10 Psychological Limitation: Curious (Common, Moderate) Disadvantage Points: 45 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 44 Height: 1.50 m Hair: Brown Weight: 60.00 kg Eyes: Brown Appearance: Goblins are small, lanky, wiry humanoids. They have rough skin that ranges from yellow to green, are generally hairless. Goblins have canine features, with an elongated, houndish head, although the nose is notably pig-like. Goblins have dark, featureless eyes. Personality: Goblins are hyper-capitalist, and live as life-long mercenaries. Quote: Background: It is very rare to find a goblin tribe acting alone. They prefer to act as supplemental forces to other groups, such as moblins, darknuts, or wizrobes, for there is safety in numbers. Goblins are greedy, cowardly, and disorganized creatures who seem to live solely for blood and treasure. Goblins worship Hatred, Lies, and Ganon. Goblins, much like Miniblins, tend to live in collective filth, with little to no concept of privacy. Like Moblins, they follow their leader militantly. Goblins are always lead by the smartest of their tribe, usually some sort of caster. Powers/Tactics: Campaign Use: Gohma, generic Player: npc Val Char Cost 10 STR 0 15 DEX 15 20 CON 20 10 BODY 0 10 INT 0 10 EGO 0 15 PRE 5 10 COM 0 2/12 PD 0 4/14 ED 0 3 SPD 5 6 REC 0 40 END 0 30 STUN 5 6" RUN 0 2" SWIM 0 5" LEAP 3 Characteristics Cost: 53 Cost Power END 30 Armored Shell: Armor (10 PD/10 ED), Limited Coverage Nearly 360 Degrees (No armor on eye (headshot); +0) 0 18 Claws: HKA 1d6 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); Reduced Penetration (-1/4) 0 22 Fangs: HKA 1d6 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points) 0 27 Piercing Gaze: Entangle 2d6, 1 DEF, Takes No Damage From Attacks All Attacks (+1/2), BOECV (Mental Defense applies; +1), Range Modifiers Apply (-1/4) (34 Active Points); Concentration (1/2 DCV; -1/4) 3 5 UV Perception (Sight Group) 0 20 IR Perception (no Sense Group), Range, Targeting 0 10 Magical Creature: Power Defense (10 points) 0 Powers Cost: 132 Cost Skill 20 +4 with DCV Skills Cost: 20 Val Disadvantages 20 Normal Characteristic Maxima Disadvantage Points: 20 Base Points: 75 Experience Required: 110 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 205 Height: 1.00 m Hair: nil Weight: 80.00 kg Eyes: Glowing Aquamarine, with red pupils. Appearance: Gohma is a beetle-like creature of unknown origin, normally about the size of a medium-to-large dog (St. Bernard). It is covered completely in a black, armored shell which is harder than steel. Its only unprotected part is its great, bulging eye. Personality: Normal animal motivations. Gohma often live small, unorganized colonies, having exhibited a sort of pack mentality when together. Quote: Background: Gohma is a beetle-like carnivore. It dwells in low-light areas, such as deep forests and underground caverns. Gohma first appeared about 500 years ago, having never been seen before. It is presumed to be the result of either a magical experiment in transmutation, or a very curious permanent conjuration. Nonetheless, Gohma has spread throughout the Wisdom continent, and has shown startling adaptability. More than any other creature, Gohma has been discovered in numerous subtypes, having changed in just one or two generations to exist comfortably in any new environment, from freezing cold to volcanic heat. There are some cases of Gohma even spontaneously changing its form to adapt to a sudden, new type of danger. Powers/Tactics: Gohma is nearly invincible, except for its vulnerable eye. It prefers to tackle its opponents and maul them into submission. Campaign Use: Gohul Player: npc Val Char Cost 25 STR 20 10 DEX 0 20 CON 20 15 BODY 10 10 INT 0 5 EGO -10 25 PRE 20 0 COM -5 5/15 PD 0 4/14 ED 0 4 SPD 20 9 REC 0 40 END 0 38 STUN 0 8" RUN 4 5" SWIM 3 10" LEAP 10 Characteristics Cost: 92 Cost Power END 15 IR Perception (Sight Group), +5 to PER Roll, Tracking 0 12 Claws: HKA 1d6 (2d6 w/STR) (15 Active Points); Reduced Penetration (-1/4) 1 30 Fangs: HKA 2d6 (3 1/2d6 w/STR) 3 17 Shell: Armor (10 PD/10 ED) (30 Active Points); Full Coverage Helmet, Long Jacket, High Boots (Protects Locations 3-5, 9-14, 16-18; -3/4) 0 Powers Cost: 74 Cost Skill 3 Climbing 11- 3 Breakfall 11- 9 +3 with Strike, Grab, Move Through Skills Cost: 15 Val Disadvantages 0 Normal Characteristic Maxima 25 Distinctive Features: Oh shi- (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses) 20 Enraged: Berserk Takes BODY (Common), go 8-, recover 14- 20 Susceptibility: Holy Ground 1d6 damage per Segment (Uncommon) 5 Physical Limitation: Extraplanar (Infrequently, Slightly Impairing) 20 Psychological Limitation: Eat, eat, eat (Common, Total) Disadvantage Points: 90 Base Points: 75 Experience Required: 16 Total Experience Available: 16 Experience Unspent: 0 Total Character Cost: 181 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: The features of whatever creature Gohul used to be are visible amongst its newly acquired parts, though in various states of decay depending on the creature's age. Most of the face is forced out of the way to make space for a single great, Gohma-like eye, bony protrusions, harder than steel, have forced their way through the flesh to form external armor on the back, limbs, and chest, as well as huge, razor-sharp claws. The teeth change in this way as well, becoming long and hard like diamonds. The creature looks altogether twisted when it feeds, often needing to contort its body so that the mouth, forced down below its new head, can reach its prey. Personality: Gohuls are driven by hunger and rage, and little else. If they have fed recently, they will wander and search for more food, but if they are starved then they will become dormant until a food source makes itself present. Quote: Background: A variety of undead of unknown origin, though it is theorized that they came from another plane. Gohul are fairly rare, often appearing in barren places where there is little life, they assume a state of dormancy that resembles a pile of bone remains until food approaches near, at which point they attack and devour any animal life, be it alive or dead. When they first appeared several hundred years ago, they were thought to be a new form of Famine, though this was quickly disproven by the creature's lack of any degree of allegiance to or fear of Famine priests. The process behind Gohul's transformative venom seems to be more like a disease than a standard corruptive energy effect, so some scholars have categorized it as "Negative Life," rather than necessarily "undead." Enforcing this theory further is the fact that its hit locations are still present. Powers/Tactics: Gohul are strangely reminiscent of Gohma. Its eye gives it infrared vision, and its armored shell is extremely tough, granting it 10 DEF against attacks. The creature has an impressive leaping ability, and uses this as its standard mode of attacking prey. Campaign Use: Helmaroc Player: npc Val Char Cost 25 STR 20 16 DEX 18 8 CON -4 14 BODY 8 8 INT -2 5 EGO -10 23 PRE 16 10 COM 0 8/15 PD 3 9/16 ED 8 3 SPD 4 8 REC 2 16 END 0 38 STUN 7 4" RUN -4 0" SWIM -2 5" LEAP 0 Characteristics Cost: 64 Cost Power END 33 Wings: Multipower, 50-point reserve, (50 Active Points); all slots Restrainable (-1/2) 3u 1) Wings: Flight 20" (40 Active Points); Restrainable (-1/2) 4 1u 2) Wings: Gliding 12" (12 Active Points); Restrainable (-1/2) 0 6 Big: Knockback Resistance -3" 0 10 Long Neck: Stretching 2" 1 20 Talons: HKA 1 1/2d6 (3d6+1 w/STR) (25 Active Points); Reduced Penetration (-1/4) 2 10 Beak: HKA 1/2d6 (1d6+1 w/STR) 1 10 Clear Eyes: +5 PER with Sight Group 0 Powers Cost: 93 Cost Skill 4 +2 with Talons Skills Cost: 4 Cost Equipment END $350 Plate Armor: Armor (7 PD/7 ED) (21 Active Points); Independent (-2), OIF Durable (-1/2), Real Armor (-1/4) [Notes: Covers Head] 0 Equipment costs shown above are for reference only, and are not included in Total Cost. Val Disadvantages 0 Normal Characteristic Maxima 15 Physical Limitation: Animal Mind (Frequently, Greatly Impairing) 5 Physical Limitation: Large (Infrequently, Slightly Impairing) [Notes: -2 DCV, +2 to be seen] 15 Physical Limitation: Very Limited Manipulation (Frequently, Greatly Impairing) Disadvantage Points: 35 Base Points: 75 Experience Required: 51 Total Experience Available: 51 Experience Unspent: 0 Total Character Cost: 161 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Personality: Quote: Background: Powers/Tactics: Campaign Use: Miniblin, generic Player: npc Val Char Cost 10 STR 0 20 DEX 30 8 CON -4 5 BODY -10 6 INT -4 3 EGO -14 8 PRE -2 4 COM -3 2 PD 0 2 ED 0 3 SPD 0 4 REC 0 16 END 0 14 STUN 0 6" RUN 0 2" SWIM 0 2" LEAP 0 Characteristics Cost: -7 Cost Power END 10 Clinging (normal STR) 0 5 Teeth: HKA 1 point (1/2d6 w/STR) 1 5 Wide Eyes: Nightvision 0 6 Sharp senses: +2 PER with all Sense Groups 0 1 Damage Resistance (1 PD/1 ED) 0 Powers Cost: 27 Cost Skill 15 +3 with DCV 3 Contortionist 13- 3 Acrobatics 13- Skills Cost: 21 Val Disadvantages 0 Normal Characteristic Maxima 15 Psychological Limitation: Loves shinies (Very Common, Moderate) Disadvantage Points: 15 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 41 Height: 1.00 m Hair: red, blue, or green Weight: 30.00 kg Eyes: yellow-green Appearance: One of the more outlandish moblinoids, miniblins have more in common with goats than dogs. However, their pig-like nose reveals their moblinoid nature. A miniblin has an unusually large head, with a large, dominant mouth full of sharp teeth, accentuated by a pair of huge buck-teeth. Its large eyes shine yellow, sparkling with sadistic glee. Miniblins have short, cloven-hoofed legs, and a tiny pair of twisting horns sprouts from the top of their heads. Miniblins have two spindly fingers on each hand, plus a thumb. A tiny, pointed tail juts out an inch or two out of the creature’s waist. The skin of a miniblin tends to be a dark shade of a primary color; red, blue, or green. Personality: Miniblins love treasure; they will do anything to get their hands on shiny metals and gems. They won’t necessarily do much with it (unless it’s weapons and such), but they are deeply attracted to bright objects. It’s not uncommon for a miniblin pack to ravage a village or some travelers for their valuables, and leave the people, for the larger part, unharmed. Of course, if the miniblins are also hungry, they are just as likely to try and eat the people they encounter. Quote: Background: Miniblins live in large tribal packs, dwelling in caves and tunnels in the hills and forests. They live in absolute filth, with no concept of privacy whatsoever, crawling over each other and bickering constantly over food scraps and such. The only remotely clean thing in their lair is usually their treasure horde, which helps motivate them to get things done. The pack is generally led by an alpha male and an alpha female, who are usually either casters or have greater combat ability than their peers. Miniblins are often employed as light fighters by evil beings, because they work for very little, as long as it’s shiny. Miniblins worship Fear and Lies. Powers/Tactics: Campaign Use: Miniblin, shaman Player: npc Val Char Cost 10/30 STR 0 20 DEX 30 8 CON -4 5/9 BODY -10 6 INT -4 6 EGO -8 8 PRE -2 4 COM -3 2 PD 0 2 ED 0 3 SPD 0 4 REC 0 16 END 0 14/18 STUN 0 8" RUN 4 2" SWIM 0 2"/6" LEAP 0 Characteristics Cost: 3 Cost Power END 10 Clinging (normal STR) 0 5 Teeth: HKA 1 point (1/2d6 w/STR) 1 5 Wide Eyes: Nightvision 0 6 Sharp senses: +2 PER with all Sense Groups 0 1 Damage Resistance (1 PD/1 ED) 0 4 Dark Blessings: Elemental Control, 24-point powers, (12 Active Points); all slots OAF Fragile (Unholy Symbol; -1 1/4), Requires A Power: Unholy Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 4 1) Unholy Blessing: +1 Overall, Uncontrolled (Lasts 1d6 turns; +1/2), Usable Simultaneously (up to 8 people at once; +1) (25 Active Points); OAF Fragile (Unholy Symbol; -1 1/4), Requires A Power: Unholy Magic Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4) 2 5 2) Unholy Stamina: Aid REC 3d6 (30 Active Points); OAF Fragile (Unholy Symbol; -1 1/4), Requires A Power: Unholy Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 0 Unholy Magic, all slots OAF (Unholy Symbol; -1), Requires A Power: Unholy Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 15 1) Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,600 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Costs END Only To Activate (+1/4), Usable As Attack (+1) (45 Active Points); OAF (Unholy Symbol; -1), Requires A Power: Unholy Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 4 18 2) Fiery Bonds: (Total: 66 Active Cost, 18 Real Cost) Entangle 2d6, 2 DEF, Takes No Damage From Attacks Limited Group (+1/4) (25 Active Points); OAF (Unholy Symbol; -1), Linked (HKA; -1/2), Requires A Power: Unholy Magic Roll (-1/2), Cannot Form Barriers (-1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 7) plus HKA 1d6, Costs END Only To Activate (+1/4), Damage Shield (+1/2), Continuous (+1) (41 Active Points); OAF (Unholy Symbol; -1), No STR Bonus (-1/2), Requires A Power: Unholy Magic Roll (-1/2), Linked (Entangle; -1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 11) 6 Powers Cost: 73 Cost Skill 15 +3 with DCV 3 Contortionist 13- 3 Acrobatics 13- 7 Power: Unholy Magic 13- Skills Cost: 28 Cost Talent 12 Turn Undead Talents Cost: 12 Val Disadvantages 0 Normal Characteristic Maxima 15 Psychological Limitation: Loves shinies (Very Common, Moderate) Disadvantage Points: 15 Base Points: 75 Experience Required: 26 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 116 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Personality: Quote: Background: Powers/Tactics: Campaign Use: Miniblin, warrior Player: npc Val Char Cost 15 STR 5 20 DEX 30 12 CON 4 12 BODY 4 6 INT -4 6 EGO -8 10 PRE 0 4 COM -3 5 PD 2 2 ED 0 3 SPD 0 5 REC 0 24 END 0 26 STUN 0 8" RUN 4 2" SWIM 0 3" LEAP 0 Characteristics Cost: 34 Cost Power END 10 Clinging (normal STR) 0 5 Teeth: HKA 1 point (1/2d6 w/STR) 1 5 Wide Eyes: Nightvision 0 6 Sharp senses: +2 PER with all Sense Groups 0 1 Damage Resistance (1 PD/1 ED) 0 Powers Cost: 27 Cost Skill 15 +3 with DCV 3 +1 with Spears (HTH) 3 Tactics 10- 3 Contortionist 13- 3 Acrobatics 13- Skills Cost: 27 Val Disadvantages 0 Normal Characteristic Maxima 15 Psychological Limitation: Loves shinies (Very Common, Moderate) Disadvantage Points: 15 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 88 Height: 1.00 m Hair: red, blue, or green Weight: 30.00 kg Eyes: yellow-green Appearance: One of the more outlandish moblinoids, miniblins have more in common with goats than dogs. However, their pig-like nose reveals their moblinoid nature. A miniblin has an unusually large head, with a large, dominant mouth full of sharp teeth, accentuated by a pair of huge buck-teeth. Its large eyes shine yellow, sparkling with sadistic glee. Miniblins have short, cloven-hoofed legs, and a tiny pair of twisting horns sprouts from the top of their heads. Miniblins have two spindly fingers on each hand, plus a thumb. A tiny, pointed tail juts out an inch or two out of the creature’s waist. The skin of a miniblin tends to be a dark shade of a primary color; red, blue, or green. Personality: Miniblins love treasure; they will do anything to get their hands on shiny metals and gems. They won’t necessarily do much with it (unless it’s weapons and such), but they are deeply attracted to bright objects. It’s not uncommon for a miniblin pack to ravage a village or some travelers for their valuables, and leave the people, for the larger part, unharmed. Of course, if the miniblins are also hungry, they are just as likely to try and eat the people they encounter. Quote: Background: Miniblins live in large tribal packs, dwelling in caves and tunnels in the hills and forests. The pack is generally led by an alpha male and an alpha female, who are usually either casters or have greater combat ability than their peers. Miniblins are often employed as light fighters by evil beings, because they work for very little, as long as it’s shiny. Miniblins worship Fear and Lies. Powers/Tactics: Campaign Use: Minor Fairy, Greater Player: Val Char Cost -10 STR -20 15 DEX 15 10 CON 0 3 BODY -14 20 INT 10 15 EGO 10 10 PRE 0 10 COM 0 0 PD 0 2 ED 0 3 SPD 5 6 REC 8 30 END 5 5 STUN -3 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 2 Cost Power END 70 Fairy Magic: Variable Power Pool (Magic Pool), 40 base + 30 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (70 Active Points) 15 Flight 6", Position Shift, x4 Noncombat (22 Active Points); Restrainable (-1/2) 2 Powers Cost: 85 Cost Skill 2 KS: Fairy Society 11- 2 KS: Arcane And Occult Lore 11- 2 KS: Flora And Fauna (mundane) 11- 2 KS: Legends And Lore 11- 6 Language: Ancient Hylian (imitate dialects; literate) Skills Cost: 14 Val Disadvantages 0 Normal Characteristic Maxima 20 Physical Limitation: Tiny (All the Time, Greatly Impairing) 5 Vulnerability: 1 1/2 x BODY Negative Energy (Uncommon) Disadvantage Points: 25 Base Points: 75 Experience Required: 1 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 101 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Personality: Quote: Background: Powers/Tactics: Campaign Use: Moblin, berserker Player: npc monster Val Char Cost 30/40 STR 30 14 DEX 12 23 CON 32 20 BODY 20 5 INT -5 8 EGO -4 15 PRE 5 4 COM -3 15 PD 16 8 ED 3 2 SPD 0 11 REC 0 46 END 0 47 STUN 0 10" RUN 4 2" SWIM 0 6"/8" LEAP 0 Characteristics Cost: 110 Cost Power END 10 Fangs/Claws: HKA 1/2d6 (1d6+1 w/STR) 1 3 Tough Skin: Damage Resistance (4 PD/2 ED) 0 6 Berserk Power: +10 STR (10 Active Points); No Figured Characteristics (-1/2), Limited Power Power loses about a fourth of its effectiveness (Only when Berserk; -1/4) 2 3 Berserk Speed: Running +2" (10" total) (4 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only while Berserk; -1/4) 1 5 UV Perception (Sight Group) 0 3 +1 PER with all Sense Groups 0 Powers Cost: 30 Cost Skill 2 Survival (Temperate/Subtropical) 10- 4 WF: Common Melee Weapons, Common Missile Weapons 4 +2 with any single Weapon Skills Cost: 10 Val Disadvantages 0 Normal Characteristic Maxima 15 Psychological Limitation: Hates Humans (Very Common, Moderate) 45 Enraged: Berserk In combat (Very Common), go 14-, recover 8- Disadvantage Points: 60 Base Points: 75 Experience Required: 15 Total Experience Available: 15 Experience Unspent: 0 Total Character Cost: 150 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Personality: Quote: Background: Powers/Tactics: Campaign Use: Moblin, generic Player: npc monster Val Char Cost 30 STR 30 14 DEX 12 23 CON 32 20 BODY 20 8 INT -2 8 EGO -4 15 PRE 5 6 COM -2 11 PD 8 8 ED 3 2 SPD 0 11 REC 0 46 END 0 47 STUN 0 8" RUN 4 2" SWIM 0 6" LEAP 0 Characteristics Cost: 106 Cost Power END 10 Fangs/Claws: HKA 1/2d6 (1d6+1 w/STR) 1 2 Tough Skin: Damage Resistance (2 PD/2 ED) 0 5 UV Perception (Sight Group) 0 3 +1 PER with all Sense Groups 0 Powers Cost: 20 Cost Skill 2 Survival (Temperate/Subtropical) 11- 4 WF: Common Melee Weapons, Common Missile Weapons Skills Cost: 6 Val Disadvantages 0 Normal Characteristic Maxima 15 Psychological Limitation: Hates Humans (Very Common, Moderate) 30 Enraged: Takes BODY (Very Common), go 11-, recover 8- Disadvantage Points: 45 Base Points: 75 Experience Required: 12 Total Experience Available: 12 Experience Unspent: 0 Total Character Cost: 132 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: : Moblins are brutish, canine humanoids. They have dark skin that ranges in color from gray, brown, red, and any combination of those shades. Their bodies are covered in coarse, dark hair which varies in thickness, accumulating mostly on the head and back. Moblins have a face like a bulldog, although they have a notably pig-like nose. A Moblin’s average height is about 7 feet, and the average weight is about 400 lbs. Moblins have beady, feral red eyes. Personality: Moblins are as cowardly as they are strong and as greedy as they are huge. A Moblin will refuse to do anything that it wasn't already planning to do before unless it is either very well-compensated or terrified of the individual giving orders. Moblins hate all non-Moblinoids, and opress their lesser kin. They consider almost every life form that is not outright toxic to be a viable food source. Quote: Background: Moblins are highly militant, and delight in acting as mercenaries to evil warlords. A tribe of moblins functions like a military unit. The leader of any given tribe is called the Captain. He is always the toughest and meanest moblin, and he keeps his tribe in line using brute force and scare tactics. A Captain usually has 2 or 3 Lieutenants, who act as advisors and agents for him; at least one of these Lieutenants is a cleric to Hatred or Ganon. All other members of a tribe are Grunts, the standard soldiers, which are generally male, or Pups, those moblins too young to be fully effective in combat. Pups and females are not usually part of the tribe’s combat force, but both are highly fierce in their own right. Moblin females are just as powerful as moblin males, but somebody needs to keep the Pups in line. Moblin Pups fight as hobgoblins (see MM). Equipment: Moblins like to keep their armor shined and their weapons sharp; it gives them pride and strikes fear into their enemies. Moblins favor maces and polearms as their weapons, especially making use of spears and glaives. The favored armor of the moblins is the breastplate, but most of them wear hide armor. Powers/Tactics: Campaign Use: Moblin, shaman Player: npc monster Val Char Cost 25 STR 20 14 DEX 12 20 CON 20 20 BODY 20 10 INT 0 15 EGO 10 15 PRE 5 4 COM -3 10 PD 7 7 ED 3 2 SPD 0 9 REC 0 40 END 0 43 STUN 0 8" RUN 4 2" SWIM 0 5" LEAP 0 Characteristics Cost: 98 Cost Power END 10 Fangs/Claws: HKA 1/2d6 (1d6+1 w/STR) 1 2 Tough Skin: Damage Resistance (2 PD/2 ED) 0 5 UV Perception (Sight Group) 0 3 +1 PER with all Sense Groups 0 4 Unholy Blessing: Elemental Control, 24-point powers, (12 Active Points); all slots OAF Fragile (Unholy Symbol; -1 1/4), Requires A Power: Unholy Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 5 1) Unholy Might: Aid STR 2d6, Ranged (+1/2) (30 Active Points); OAF Fragile (Unholy Symbol; -1 1/4), Costs Endurance (-1/2), Requires A Power: Unholy Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 3 4 2) Unholy Blessing: +1 Overall, Uncontrolled (Lasts 1d6 turns; +1/2), Usable Simultaneously (up to 8 people at once; +1) (25 Active Points); OAF Fragile (Unholy Symbol; -1 1/4), Requires A Power: Unholy Magic Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4) 2 10 Hellfire: RKA 2d6 (30 Active Points); OAF (Unholy Symbol; -1), Requires A Power: Unholy Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 3 5 Unholy Terror: Drain PRE 1d6, Ranged (+1/2) (15 Active Points); OAF (Unholy Symbol; -1), Requires A Power: Unholy Magic Roll (-1/2), Gestures (-1/4), Incantations (-1/4) 1 Powers Cost: 48 Cost Skill 2 Survival (Temperate/Subtropical) 11- 4 WF: Common Melee Weapons, Common Missile Weapons 0 PS: Shaman (Custom Adder) 11- 2 KS: Religion 11- 7 Power: Unholy Magic 14- Skills Cost: 15 Cost Talent 12 Turn Undead Talents Cost: 12 Val Disadvantages 0 Normal Characteristic Maxima 15 Psychological Limitation: Hates Humans (Very Common, Moderate) 10 Vulnerability: 1 1/2 x BODY Positive Energy (Common) Disadvantage Points: 25 Base Points: 75 Experience Required: 73 Total Experience Available: 73 Experience Unspent: 0 Total Character Cost: 173 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Personality: Quote: Background: Powers/Tactics: Campaign Use: Octorock, generic Player: npc Val Char Cost 25 STR 20 10 DEX 0 15 CON 10 20 BODY 20 10 INT 0 10 EGO 0 10 PRE 0 0 COM -5 8 PD 3 3 ED 0 2 SPD 0 8 REC 0 30 END 0 41 STUN 0 6" RUN 0 10" SWIM -2 5" LEAP 0 Characteristics Cost: 46 Cost Power END 25 Water Jets: Swimming +10" (10" total) (x16 Noncombat) 2 5 Tentacles: Extra Limbs (8) 0 15 Tentacles: Stretching 3" 1 5 Nightvision 0 9 +3 PER with all Sense Groups 0 4 Tough Hide: Damage Resistance (6 PD/2 ED) 0 10 Suckers: Clinging (normal STR) 0 35 Rock Spitting: EB 7d6 3 Powers Cost: 108 Cost Skill 18 +6 with any Grab, Strike, Block [Notes: Usually for Sweeping/extending(in the case of Block), but may sometimes be used if multiple tentacles attempt a single attack.] Skills Cost: 18 Val Disadvantages 20 Normal Characteristic Maxima 10 Vulnerability: 1 1/2 x BODY Electricity (Common) Disadvantage Points: 30 Base Points: 75 Experience Required: 67 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 172 Height: 2.20 m Hair: Brown Weight: 400.00 kg Eyes: Brown Appearance: A great, bloated Octopus, its mottled skin is splotched in purples and earth tones. It has two bulging, yellow eyes, and a sort of puckered mouth just below the eyes. It has 8 long, suckered tentacles extending from the bottom of its body, and its head bulges grotesquely above its face. This upper part is often covered in hard spikes, and pulses when the creature spits up rocks. Personality: Octorocks have a voracious appetite for any sort of fresh meat. They attack anything smaller than themselves, attempting to pummel and squeeze it to death before swallowing it whole. Octorocks ignore or flee from creatures larger than themselves, unless cornered or provoked. They are Daiurnal, and usually seek out natural caves at night. Occasionally, Octorocks will invade artificial structures while seeking shelter, and attack any inhabitants it finds. The creature often consumes rocks and stones; partly to aid its digestive process, and partly to regurgitate later as projectile attacks. Despite its ferocity, the Octorock is highly intelligent, and can be trained by a diligent master. It understands the concept of weapons, though it does not use any sort of tools itself. Quote: Background: For as long as anybody can remember, the Octorock has been a fearsome predator of the ocean. However, in recent centuries, they have been sighted in shallower, fresh water, such as lakes and rivers. Some eyewitnesses report seeing them on land, but that's just ludicrous... Powers/Tactics: The Octorock is a fearsome carnivore that can swim at high speeds and grapple with incredible power. It can also regurgitate rocks at a high velocity. Campaign Use: Big Poe Player: npc Val Char Cost 0 STR -10 15 DEX 15 10 CON 0 20 BODY 20 15 INT 5 0 EGO 0 25 PRE 15 0 COM -5 0 PD 0 7 ED 18 2 SPD 0 10 REC 16 20 END 0 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 60 Cost Power END 22 Poe: Elemental Control, 44-point powers 15 1) Flight 10", Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (45 Active Points); Always On (-1/2) 0 45 2) Ghostly Form: Desolidification (affected by Magic), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Always On (-1/2) 0 49 3) Lantern Swing: EB 8d6, Affects Physical World (+2) (120 Active Points); No Range (-1/2), Extra Time (Extra Segment, -1/2) 12 68 4) Fireballs: RKA 2d6, Affects Physical World (+2) (90 Active Points) 9 75 5) Madness Aura: Drain INT, EGO, STUN, END 2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Offensive; +3/4), INT, EGO, STUN, END simultaneously (+1), Continuous (+1), Affects Physical World (+2) (135 Active Points); Always On (-1/2) 0 10 No Hit Locations 0 15 Does Not Bleed 0 60 Automaton (Takes No STUN) 0 51 LS (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 0 10 Mental Awareness, Increased Arc Of Perception (360 Degrees) 0 5 Nightvision 0 9 Damage Resistance (6 ED) 0 9 +3 PER with all Sense Groups 0 15 Hearing Group Flash Defense (5 points) 0 15 Sight Group Flash Defense (5 points) 0 Powers Cost: 473 Val Disadvantages 35 Susceptibility: Holy Ground 3d6 damage per Segment (Common) 20 Vulnerability: 2 x BODY Positive Energy (Common) 25 Psychological Limitation: Hates the living (Very Common, Total) 5 Distinctive Features: Aura of Undeath (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) Disadvantage Points: 85 Base Points: 75 Experience Required: 373 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 533 Height: 2.00 m Hair: nil Weight: 2.00 kg Eyes: Varies (glowing) Appearance: This ghostly entity appears to be a vaguely humanoid figure, shrouded in a dark, tattered cloak. Violent tendrils of darkness whip around the creature, slashing out of the cloak and around it, forming a disconcerting, shadowy aura. Two points of colored light shine out from within the creature’s hood. It carries a kind of ghostly lantern, made from hooked claws of darkness, which carries a baleful and ghastly light, like a kind of glowing darkness, in the same color as its eyes. Personality: Poes are beings of pure magic and darkness, and are subject to an existence that amounts to essentially the worst hangover of all time, combined with the most horrifying hallucinagenic experience of all time. The sight of living beings causes them to fly into an irrational rage, and they will go out of their way to kill the offender. Poes cannot be reasoned with, and exist only to displace their miseries onto others. Quote: Background: The four sisters Poe, Joelle, Beth, Amy, and Meg, were witches of the most evil sort. Over a thousand years ago, they formed a foul coven in the Lost Woods. There they lived in an opulent mansion, the product of their family’s wealth. However, riches and luxury were not enough for the power-hungry sisters. Using their magical talents, they consorted with the dark god, Madness. In exchange for great power, they promised Madness 1000 souls. These they delivered in the form of kidnapped victims. They were devoured by Madness, their souls became the undead known as Poe. The sisters themselves were given their power: immortality in undeath, transformed into ghastly apparitions of themselves. They ravaged the land with their ghostly army of madness, until a mighty sage sealed them away in their own mansion, trapping their horrible essences in four magical torches. However, the mansion has been lost since the time of Ganon, and they say that strange lights appear in the Dark Forest… could the sisters Poe be returning for more? Powers/Tactics: The Poe floats aimlessly about the area, constantly bombarding its surroundings with a kind of auditory aura of madness; strange whispers and horrible moans, that eminate from its very tortured soul. At times, it will descend into the ground in order to ambush a victim, which it lashes out at with its touch attack. When a Poe is killed, its body dissolves into nothingness like a flame snuffing out in slow motion, and its lantern falls to the ground and shatters; a flame in the lantern’s color remains in that place for 5 rounds, and then fades to nothing. Poes often patrol the place of their death or burial, and are found occasionally in ancient forests, swamps, ruins, and graveyards. Poes are ruled over by Madness. Campaign Use: Poe, generic Player: npc Val Char Cost 0 STR -10 10 DEX 0 10 CON 0 10 BODY 0 15 INT 5 0 EGO 0 25 PRE 15 0 COM -5 0 PD 0 7 ED 18 2 SPD 0 10 REC 16 20 END 0 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 25 Cost Power END 13 Poe: Elemental Control, 26-point powers 9 1) Flight 6", Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (27 Active Points); Always On (-1/2) 0 51 2) Ghostly Form: Desolidification (affected by Magic), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Always On (-1/2) 0 38 3) Lantern Swing: EB 6d6, Affects Physical World (+2) (90 Active Points); No Range (-1/2), Extra Time (Extra Segment, -1/2) 9 33 4) Madness Aura: Drain INT and EGO 1d6, INT and EGO simultaneously (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Offensive; +3/4), Continuous (+1), Affects Physical World (+2) (62 Active Points); Always On (-1/2) 0 10 No Hit Locations 0 15 Does Not Bleed 0 60 Automaton (Takes No STUN) 0 51 LS (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 0 10 Mental Awareness, Increased Arc Of Perception (360 Degrees) 0 5 Nightvision 0 9 Damage Resistance (6 ED) 0 9 +3 PER with all Sense Groups 0 15 Sight Group Flash Defense (5 points) 0 15 Hearing Group Flash Defense (5 points) 0 Powers Cost: 343 Val Disadvantages 35 Susceptibility: Holy Ground 3d6 damage per Segment (Common) 20 Vulnerability: 2 x BODY Positive Energy (Common) 25 Psychological Limitation: Hates the living (Very Common, Total) 5 Distinctive Features: Aura of Undeath (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) Disadvantage Points: 85 Base Points: 75 Experience Required: 208 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 368 Height: 2.00 m Hair: nil Weight: 2.00 kg Eyes: Varies (glowing) Appearance: This ghostly entity appears to be a vaguely humanoid figure, shrouded in a dark, tattered cloak. Violent tendrils of darkness whip around the creature, slashing out of the cloak and around it, forming a disconcerting, shadowy aura. Two points of colored light shine out from within the creature’s hood. It carries a kind of ghostly lantern, made from hooked claws of darkness, which carries a baleful and ghastly light, like a kind of glowing darkness, in the same color as its eyes. Personality: Poes are beings of pure magic and darkness, and are subject to an existence that amounts to essentially the worst hangover of all time, combined with the most horrifying hallucinagenic experience of all time. The sight of living beings causes them to fly into an irrational rage, and they will go out of their way to kill the offender. Poes cannot be reasoned with, and exist only to displace their miseries onto others. Quote: Background: The four sisters Poe, Joelle, Beth, Amy, and Meg, were witches of the most evil sort. Over a thousand years ago, they formed a foul coven in the Lost Woods. There they lived in an opulent mansion, the product of their family’s wealth. However, riches and luxury were not enough for the power-hungry sisters. Using their magical talents, they consorted with the dark god, Madness. In exchange for great power, they promised Madness 1000 souls. These they delivered in the form of kidnapped victims. They were devoured by Madness, their souls became the undead known as Poe. The sisters themselves were given their power: immortality in undeath, transformed into ghastly apparitions of themselves. They ravaged the land with their ghostly army of madness, until a mighty sage sealed them away in their own mansion, trapping their horrible essences in four magical torches. However, the mansion has been lost since the time of Ganon, and they say that strange lights appear in the Dark Forest… could the sisters Poe be returning for more? Powers/Tactics: The Poe floats aimlessly about the area, constantly bombarding its surroundings with a kind of auditory aura of madness; strange whispers and horrible moans, that eminate from its very tortured soul. At times, it will descend into the ground in order to ambush a victim, which it lashes out at with its touch attack. When a Poe is killed, its body dissolves into nothingness like a flame snuffing out in slow motion, and its lantern falls to the ground and shatters; a flame in the lantern’s color remains in that place for 5 rounds, and then fades to nothing. Poes often patrol the place of their death or burial, and are found occasionally in ancient forests, swamps, ruins, and graveyards. Poes are ruled over by Madness. Campaign Use: Poe, Lost Player: npc Val Char Cost 0 STR -10 10 DEX 0 10 CON 0 10 BODY 0 15 INT 5 0 EGO 0 25 PRE 15 0 COM -5 0 PD 0 7 ED 18 2 SPD 0 10 REC 16 20 END 0 0" RUN -12 0" SWIM -2 0" LEAP 0 Characteristics Cost: 25 Cost Power END 13 Poe: Elemental Control, 26-point powers 9 1) Flight 6", Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (27 Active Points); Always On (-1/2) 0 51 2) Ghostly Form: Desolidification (affected by Magic), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); Always On (-1/2) 0 38 3) Lantern Swing: EB 6d6, Affects Physical World (+2) (90 Active Points); No Range (-1/2), Extra Time (Extra Segment, -1/2) 9 33 4) Madness Aura: Drain INT and EGO 1d6, INT and EGO simultaneously (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Offensive; +3/4), Continuous (+1), Affects Physical World (+2) (62 Active Points); Always On (-1/2) 0 10 No Hit Locations 0 15 Does Not Bleed 0 60 Automaton (Takes No STUN) 0 51 LS (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 0 10 Mental Awareness, Increased Arc Of Perception (360 Degrees) 0 5 Nightvision 0 9 Damage Resistance (6 ED) 0 9 +3 PER with all Sense Groups 0 15 Sight Group Flash Defense (5 points) 0 15 Hearing Group Flash Defense (5 points) 0 Powers Cost: 343 Val Disadvantages 35 Susceptibility: Holy Ground 3d6 damage per Segment (Common) 20 Vulnerability: 2 x BODY Positive Energy (Common) 25 Psychological Limitation: Hates the living (Very Common, Total) 5 Distinctive Features: Aura of Undeath (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) Disadvantage Points: 85 Base Points: 75 Experience Required: 208 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 368 Height: 2.00 m Hair: nil Weight: 2.00 kg Eyes: Varies (glowing) Appearance: This ghostly entity appears to be a vaguely humanoid figure, shrouded in a dark, tattered cloak. Violent tendrils of darkness whip around the creature, slashing out of the cloak and around it, forming a disconcerting, shadowy aura. Two points of colored light shine out from within the creature’s hood. It carries a kind of ghostly lantern, made from hooked claws of darkness, which carries a baleful and ghastly light, like a kind of glowing darkness, in the same color as its eyes. Personality: Poes are beings of pure magic and darkness, and are subject to an existence that amounts to essentially the worst hangover of all time, combined with the most horrifying hallucinagenic experience of all time. The sight of living beings causes them to fly into an irrational rage, and they will go out of their way to kill the offender. Poes cannot be reasoned with, and exist only to displace their miseries onto others. Quote: Background: The four sisters Poe, Joelle, Beth, Amy, and Meg, were witches of the most evil sort. Over a thousand years ago, they formed a foul coven in the Lost Woods. There they lived in an opulent mansion, the product of their family’s wealth. However, riches and luxury were not enough for the power-hungry sisters. Using their magical talents, they consorted with the dark god, Madness. In exchange for great power, they promised Madness 1000 souls. These they delivered in the form of kidnapped victims. They were devoured by Madness, their souls became the undead known as Poe. The sisters themselves were given their power: immortality in undeath, transformed into ghastly apparitions of themselves. They ravaged the land with their ghostly army of madness, until a mighty sage sealed them away in their own mansion, trapping their horrible essences in four magical torches. However, the mansion has been lost since the time of Ganon, and they say that strange lights appear in the Dark Forest… could the sisters Poe be returning for more? Powers/Tactics: The Poe floats aimlessly about the area, constantly bombarding its surroundings with a kind of auditory aura of madness; strange whispers and horrible moans, that eminate from its very tortured soul. At times, it will descend into the ground in order to ambush a victim, which it lashes out at with its touch attack. When a Poe is killed, its body dissolves into nothingness like a flame snuffing out in slow motion, and its lantern falls to the ground and shatters; a flame in the lantern’s color remains in that place for 5 rounds, and then fades to nothing. Poes often patrol the place of their death or burial, and are found occasionally in ancient forests, swamps, ruins, and graveyards. Poes are ruled over by Madness. Campaign Use: ReDead, generic Player: npc Val Char Cost 20 STR 10 5 DEX -15 20 CON 20 25 BODY 30 5 INT -5 10 EGO 20 30 PRE 20 -10 COM 0 7 PD 18 7 ED 18 1 SPD 0 10 REC 4 40 END 0 4" RUN -4 0" SWIM -2 0" LEAP -4 Characteristics Cost: 110 Cost Power END 67 Petrifying Gaze: Entangle 4d6, 2 DEF, Takes No Damage From Attacks All Attacks (+1/2), BOECV (Mental Defense applies; +1), Range Modifiers Apply (-1/4) (67 Active Points) 7 30 Death Touch: Drain BODY 3d6 3 12 Damage Resistance (4 PD/4 ED) 0 10 No Hit Locations 0 15 Does Not Bleed 0 60 Automaton (Takes No STUN) 0 50 LS (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 0 Powers Cost: 244 Val Disadvantages 35 Susceptibility: Holy Ground 3d6 damage per Segment (Common) 20 Vulnerability: 2 x BODY Positive Energy (Common) 20 Psychological Limitation: Hates the Living (Common, Total) 25 Susceptibility: Sunlight 2d6 damage per Turn (Very Common) Disadvantage Points: 100 Base Points: 75 Experience Required: 179 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 354 Height: 1.80 m Hair: Brown Weight: 80.00 kg Eyes: Brown Appearance: The ReDead's flesh has been charged with negative energy, giving it the appearance of a filthy skeleton, coated in a sort of transluscent, gelatinous, dripping mud. It moves with slow, lurching steps, and moans incoherently. ReDead has an almost unbearable stench of rot about it. Personality: ReDead's mind is completely dead on the inside. The creature is only barely capable of moving around. Only one single, feeble thought remains in its blackened psyche: the living can still exist as whole beings, while ReDead is forced to exist as an empty husk; ReDead uses all its strength to kill the living on sight. ReDead attack the closest living target, and are only just smart enough to back away from sunlight and holy power. Quote: Background: Nobody really knows when the first ReDead appeared. For as long as anybody can remember, they have been found in abandoned and desecrated tombs. Every once in a while, though, they manage to come out from these places. Slow moving and dull-witted, these creatures wander at random. Sometimes, on long streaks of heavy, stormy weather, one or two of them make it into a civilized area, and all hell breaks loose. Powers/Tactics: ReDead will paralyze its chosen target with its gaze, and then attempt to crush and drain the poor bastard to death. Campaign Use: Skulltula, adult Player: npc Val Char Cost 10 STR 0 15 DEX 15 15 CON 10 15 BODY 10 5 INT -5 5 EGO -10 10 PRE 0 0 COM -5 2/7 PD 0 3/6 ED 0 2 SPD 0 5 REC 0 30 END 0 28 STUN 0 6" RUN 0 2" SWIM 0 4" LEAP 2 Characteristics Cost: 17 Cost Power END 10 Spider Legs: Clinging (normal STR) 0 8 Armored Shell: Armor (5 PD/3 ED) (12 Active Points); Limited Coverage [61-180] Degrees (Only protects top half of body; -1/2) 0 20 Targeting with Smell/Taste Group 0 30 Huge Fangs: HKA 1d6+1 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points) 0 64 Venom: Drain BODY, CON 2d6, Uncontrolled (+1/2), CON and BODY simultaneously (+1/2), Continuous (+1), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (80 Active Points); Linked (Huge Fangs; -1/4) 8 5 Venom Sacs: Endurance Reserve (40 END, 1 REC) (5 Active Points) 0 15 Webbing: Swinging 10", x4 Noncombat 1 29 Webbing: Entangle 4d6, 3 DEF, Entangle And Character Both Take Damage (+1/4) (44 Active Points); Cannot Form Barriers (-1/4), Limited Range (10"; -1/4) 4 Powers Cost: 181 Cost Skill 9 Concealment 13- 3 Stealth 12- 4 +2 with Webbing Skills Cost: 16 Cost Talent 22 Danger Sense (self only, out of combat, Function as a Sense) 10- Talents Cost: 22 Val Disadvantages 20 Normal Characteristic Maxima Disadvantage Points: 20 Base Points: 75 Experience Required: 141 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 236 Height: 1.80 m Hair: Brown Weight: 70.00 kg Eyes: Brown Appearance: A huge arachnid, the size of an adult Hylian, with a shiny exoskeleton. The Skulltula's top half has the strange appearance of a Hylian-like skull. This is actually its face, and it contains its eyes, mouth, and nose. Skulltula's face is very hard, but it has a weak, soft underbelly. The creature in this adult stage is capable of producing a crimson bioluminescence beneath its face-plate. Adult Skulltulas also have greater amounts of more potent venom then their younger kin, and are capable of spinning strong webs to entrap their prey. Personality: Normal animal motivations. Skulltulas are able to coexist peacefully with other Skulltulas, and do not fight over food or territory. Quote: Background: Skulltulas are found throughout the world, in almost all climes except the frozen tundra. The Skulltula is not like other spiders; it is highly resiliant to damage, and its venom, while powerful, does not last very long. Due to its strange, skull-like appearance, many scholars theorize that it originally had supernatural origins. Powers/Tactics: Campaign Use: Skulltula will spray webs at its target, and then procede to bite it and inject its venom, hopefully killing the target, which it then feeds on at leisure. Skulltula, baby Player: npc Val Char Cost 0 STR -10 10 DEX 0 3 CON -14 3 BODY -14 10 INT 0 2 EGO -16 3 PRE -7 8 COM -1 0/2 PD 0 1/2 ED 0 2 SPD 0 1 REC 0 6 END 0 5 STUN 0 2" RUN -8 2" SWIM 0 3" LEAP 3 Characteristics Cost: -67 Cost Power END 3 Armored Shell: Armor (2 PD/1 ED) (5 Active Points); Limited Coverage [61-180] Degrees (Only protects top side of body; weak underbelly; -1/2) 0 10 Spider Legs: Clinging (normal STR) 0 20 Targeting with Smell/Taste Group 0 10 Huge Fangs: HKA 1/2d6 1 30 Venom: Drain CON, BODY 1d6, Uncontrolled (+1/2), CON and BODY simultaneously (+1/2), Delayed Return Rate (points return at the rate of 5 per 20 Minutes; +3/4), Continuous (+1) (37 Active Points); Linked (Huge Fangs; -1/4) 4 2 Venom Sacs: Endurance Reserve (12 END, 4 REC) Reserve: (5 Active Points); REC: (4 Active Points); Extra Time (20 Minutes, -2 1/2) 0 Powers Cost: 75 Cost Skill 10 Concealment 17- (15 Active Points); Self Only (-1/2) 30 +6 with DCV 15 Stealth 17- Skills Cost: 55 Cost Talent 22 Danger Sense (self only, out of combat, Function as a Sense) 11- Talents Cost: 22 Val Disadvantages 20 Normal Characteristic Maxima 15 Physical Limitation: Takes +10" knockback, when applicable (Frequently, Greatly Impairing) Disadvantage Points: 35 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 85 Height: 0.20 m Hair: Brown Weight: 1.00 kg Eyes: Red Appearance: A large arachnid with a shiny exoskeleton. The Skulltula's top half has the strange appearance of a Hylian-like skull. This is actually its face, and it contains its eyes, mouth, and nose. Skulltula's face is very hard, but it has a weak, soft underbelly. The creature in this juvenile stage is capable of producing a blue-violet bioluminescence beneath its face-plate. Personality: Normal animal motivations. Skulltulas are able to coexist peacefully with other Skulltulas, and do not fight over food or territory. Quote: Background: Skulltulas are found throughout the world, in almost all climes except the frozen tundra. The Skulltula is not like other spiders; it is highly resiliant to damage, and its venom, while powerful, does not last very long. Due to its strange, skull-like appearance, many scholars theorize that it originally had supernatural origins. Powers/Tactics: Campaign Use: Tektite, generic Player: npc Val Char Cost 15 STR 5 20 DEX 30 10 CON 0 10 BODY 0 10 INT 0 5 EGO -10 10 PRE 0 10 COM 0 5 PD 2 2 ED 0 3 SPD 0 5 REC 0 20 END 0 23 STUN 0 6" RUN 0 2" SWIM 0 8" LEAP -3 Characteristics Cost: 24 Cost Power END 3 Armored Carapace: Damage Resistance (4 PD/2 ED) 0 18 Powerful Legs: Leaping +8" (8" forward, 4" upward) (Accurate, x4 Noncombat) 2 10 Fangs: HKA 1/2d6 (1d6+1 w/STR) 1 5 IR Perception (Sight Group) 0 Powers Cost: 36 Cost Skill 3 Breakfall 13- Skills Cost: 3 Val Disadvantages 20 Normal Characteristic Maxima 15 Psychological Limitation: Afraid of Fire (Common, Strong) Disadvantage Points: 35 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Total Character Cost: 63 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: A large insect-like creature, the Tektite is a 4-legged carnivore with a brightly colored exoskeleton, usually red or blue. It has 3 small eyes, which surround one very large eye, about the size of a human fist. These eyes are red, with green irises surrounding 3 pupils each. Its torso is basically rectangular, having only one segment to it. It has 4 long, yellow legs, which have 3 small claws at the ends. A pair of large mandible fangs extends from a fiercely toothed mouth below its eyes. Personality: Tektites have normal animal motivations. Quote: Background: The Tektite lives in mountainous regions and foothills, as well as subterranean areas therein. It does not object to other Tektites living in the same area as it, but fiercely fights them for food if there is a dispute. Powers/Tactics: The Tektite prefers to pounce on its prey from above in a move-through, and generally attacks using move-by after that, unless it feels it can get an effective tackle. Campaign Use: Wizrobe, adept Player: npc Val Char Cost 10 STR 0 15 DEX 15 10 CON 0 10 BODY 0 15 INT 5 20 EGO 20 10 PRE 0 8 COM -1 2/5 PD 0 2/6 ED 0 3 SPD 5 10 REC 12 30 END 5 20 STUN 0 6" RUN 0 2" SWIM 0 8" LEAP 9 Characteristics Cost: 70 Cost Power END 11 Wizrobe Common Magicks: Elemental Control, 40-point powers, (20 Active Points); all slots Incantations (-1/4), Requires A Power: Arcane Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Gestures (-1/4) 15 1) Wizrobe Teleportation: Teleportation 20", Position Shift, x4 Noncombat (50 Active Points); Gestures (Requires both hands; -1/2), Incantations (-1/4), Requires A Power: Arcane Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 5 8 2) Firebolt: (Total: 40 Active Cost, 16 Real Cost) RKA 2d6 (30 Active Points); Increased Endurance Cost (x2 END; -1/2), Incantations (-1/4), Requires A Power: Arcane Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Gestures (-1/4) (Real Cost: 13) plus RKA 1/2d6 (10 Active Points); OAF Fragile (Crystal Wand; -1 1/4), Increased Endurance Cost (x2 END; -1/2), Incantations (-1/4), Requires A Power: Arcane Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Gestures (-1/4) (Real Cost: 3) 8 13 3) Summon 4 100-point Monsters, Expanded Class of Beings Limited Group (+1/2), Devoted (+3/4) (67 Active Points); OAF Fragile (Crystal Wand; -1 1/4), Extra Time (Extra Segment, -1/2), Incantations (-1/4), Requires A Power: Arcane Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Gestures (-1/4) 7 17 Magic Sight: Detect A Class Of Things 12- (Unusual Group), Discriminatory, Range, Sense 0 8 Magical Being: Power Defense (8 points) 0 57 Mageweaving: Variable Power Pool, 40 base + 17 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (70 Active Points); all slots Requires A Power: Arcane Magic Roll (-1/2), Incantations (-1/4) Powers Cost: 129 Cost Skill 2 PS: Artifice 11- 2 KS: Wands 11- 5 Power: Arcane Magic 14- 2 Survival (Underground) 12- Skills Cost: 11 Cost Equipment END Enchanted Robe: Armor (3 PD/4 ED) 0 Crystal Wand: Endurance Reserve (100 END, 10 REC) Reserve: (20 Active Points); REC: (10 Active Points); Extra Time (1 Day, -4), OAF Fragile (-1 1/4) 0 Equipment costs shown above are for reference only, and are not included in Total Cost. Val Disadvantages 0 Normal Characteristic Maxima 15 Susceptibility: Antimagic zones 1d6 damage per Phase (Uncommon) 20 Distinctive Features: Raw magic pouring out of eyes and mouth (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 15 Psychological Limitation: Covets magic and enchanted items (Common, Strong) Disadvantage Points: 50 Base Points: 75 Experience Required: 85 Total Experience Available: 91 Experience Unspent: 6 Total Character Cost: 210 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: Personality: Quote: Background: Powers/Tactics: Campaign Use: Wizrobe, generic Player: npc Val Char Cost 5 STR -5 15 DEX 15 10 CON 0 10 BODY 0 15 INT 5 20 EGO 20 10 PRE 0 8 COM -1 1/4 PD 0 2/6 ED 0 3 SPD 5 9 REC 12 30 END 5 18 STUN 0 6" RUN 0 2" SWIM 0 7" LEAP 8 Characteristics Cost: 64 Cost Power END 7 Wizrobe Common Magicks: Elemental Control, 24-point powers, (12 Active Points); all slots Incantations (-1/4), Requires A Power: Arcane Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Gestures (-1/4) 9 1) Wizrobe Teleportation: Teleportation 10", Position Shift, x4 Noncombat (30 Active Points); Gestures (Requires both hands; -1/2), Incantations (-1/4), Requires A Power: Arcane Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 3 9 2) Firebolt: (Total: 35 Active Cost, 14 Real Cost) RKA 1 1/2d6 (25 Active Points); Increased Endurance Cost (x2 END; -1/2), Incantations (-1/4), Requires A Power: Arcane Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Gestures (-1/4) (Real Cost: 11) plus RKA 1/2d6 (10 Active Points); OAF Fragile (Crystal Wand; -1 1/4), Increased Endurance Cost (x2 END; -1/2), Incantations (-1/4), Requires A Power: Arcane Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Gestures (-1/4) (Real Cost: 3) 6 9 3) Summon 100-point Monsters, Expanded Class of Beings Limited Group (+1/2), Devoted (+3/4) (45 Active Points); OAF Fragile (Crystal Wand; -1 1/4), Extra Time (Extra Segment, -1/2), Incantations (-1/4), Requires A Power: Arcane Magic Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Gestures (-1/4) 4 17 Magic Sight: Detect A Class Of Things 12- (Unusual Group), Discriminatory, Range, Sense 0 5 Magical Being: Power Defense (5 points) 0 28 Mageweaving: Variable Power Pool, 20 base + 8 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (35 Active Points); all slots Requires A Power: Arcane Magic Roll (-1/2), Incantations (-1/4) Powers Cost: 84 Cost Skill 2 PS: Artifice 11- 2 KS: Wands 11- 5 Power: Arcane Magic 14- 2 Survival (Underground) 12- Skills Cost: 11 Cost Equipment END Enchanted Robe: Armor (3 PD/4 ED) 0 Crystal Wand: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); REC: (10 Active Points); Extra Time (1 Day, -4), OAF Fragile (-1 1/4) 0 Equipment costs shown above are for reference only, and are not included in Total Cost. Val Disadvantages 0 Normal Characteristic Maxima 15 Susceptibility: Antimagic zones 1d6 damage per Phase (Uncommon) 20 Distinctive Features: Raw magic pouring out of eyes and mouth (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 15 Psychological Limitation: Covets magic and enchanted items (Common, Strong) Disadvantage Points: 50 Base Points: 75 Experience Required: 34 Total Experience Available: 40 Experience Unspent: 6 Total Character Cost: 159 Height: 2.00 m Hair: Brown Weight: 100.00 kg Eyes: Brown Appearance: The Wizrobe is a gaunt humanoid of average height. Its skin ranges in color from blue to purple, and blending shades between the two. Raw, untamed magical energy pours from its eyes and mouth. The teeth of a Wizrobe are largely the same as a Hylian's, and its ears are pointed like a Hylian's. Wizrobes prefer to wear brightly colored, flowing robes, often covered in magical glyphs and signs. They usually have some sort of headwear, such as a hood or a very broad hat. They often tattoo themselves with magical glyphs and signs, in both their language and in the other scripts. Wizrobes are completely hairless. Personality: Wizrobes are normally very collected, anaylitcal individuals. However, they covet enchanted items and magical knowledge more than any other thing. The offer of a sufficiently interesting piece of magic can coerce a Wizrobe into doing just about anything. One of the great dreams of many Wizrobe scholars is to become powerful enough to completely discard their physical form and become one with the Manastream itself. Quote: Background: Wizrobes are an ancient race, at least as old as the Elder Hylians, although the two peoples were largely seperate from each other throughout remembered history. They built vast underground cities, eerie and majestic caverns of great, swirling towers and bright, shining crystals. They lived below the ground in these places, surfacing only occasionally the make brief notes about the status of the world above and to engage in trading of magical ideas and goods with the people of the surface. However, when Ganon appeared and started his conquering war on Hyrule, he found the Wizrobes to be sure allies; completely entranced by his offers of magical power and treasure, the Wizrobes were Ganon's most loyal followers. Only after he was defeated did they realize what atrocities they had committed. As such, five years after Ganon's defeat by the Hero, the Wizrobe leaders agreed to sign a treaty of alienation, and vowed to leave Hyrule forever. Now, they are only found in kindgoms outside of Hyrule's boarders. That is what the Wizrobes wish they could say. In reality, there are still several small colonies of Wizrobes who remain loyal to Ganon's deific power lurking below Hyrule's forests and meadows. Wizrobe society is based on an academic structure. A small group of Wizrobes (less than 10) is called a Forum. A group less than 50 is called a Senate. More than that is a full Colony, usually based in its own city. Wizrobe leaders are known as High Councilors, or Adept Wizrobes. In a normal society, there is usually one Councilor for every 50 normal Wizrobes. Rumors persist of a "Wizrobe King," a sealed-away being who has become a god-like spectre of pure mana. Powers/Tactics: Wizrobes will start by summoning a monster if the ability is available. After this, they will try to stay out of the way of the enemy while lashing out with Fireballs. Should this prove ineffective or unwise, the wizrobe will Teleport to safety. As a last resort, they will use melee weapons. Campaign Use: Wizrobes usually appear in groups of 2-5, in undergound areas. They are usually neutral to intruders, unless they are loyal to Ganon or the forces of True Necromancy.
  7. Re: Zelda HERO Okay, here's every writeup that I did, plus some PC and NPC sheets from the campaign, and what campaign notes I have on my computer. MEGAPOST, GOOOO! I took a lot of creative license to flesh out the setting and give things like currency some credibilty. On currencies: Currencies of Hyrule The Ruppee is the standard currency of the kingdom of Hyrule. It is the only widely accepted money in said kingdom, and the border kingdoms also accept it in most cases. A standard Ruppee is a stained glass crystal mounted in an angular ring of a precious metal (either gold, silver, or copper.) The front of the crystal has Hyrule’s crest on it, and an engraved surface on the ring, which reads “BY THE GODDESSES, LET HYRULE BE FREE.” The back of the crystal is blank, and the back of the ring has shapes molded into it. The side of the ring has a rough textured surface. Standard Ruppees come in three types: Green, Blue, and Red. Green Ruppees have a green crystal and a copper ring, and are worth 1 Ruppee.. Blue Ruppees have a blue crystal and a silver ring, and are worth 5 Ruppees. Red Ruppees have a red crystal and a gold ring, and are worth 20 Ruppees. In addition to the above types, there is also a kind of Silver Ruppee, which consists of a large, clear glass crystal, inside of which is a wafer of platinum. The front of the wafer is engraved with Hyrule’s crest, and the back reads “BY THE GODDESSES, LET HYRULE BE FREE.” It is worth 100 Ruppees. Other currencies exist in Hylia. The Gerudo freely make use of any currency that enters their kingdom, as well as rupee-shaped metal coins that they produce themselves. Many kingdoms use standard metal coins, some areas share currency, such as the kingdoms that border Hyrule, which all share the Ruppee, sometimes in addition to their own currency. Some countries use a glass-and-metal coinage, in a different shape than the Rupppee. The ancient Hylians used triangular metal coins. One side was engraved to look like the Triforce, the other side had the Hylian symbol for wealth. Some truly ancient dungeons may contain these coins. Most merchants in Hyrule will only take the Ruppee as money; people with other monies may have to find a moneylender or currency broker to exchange their coins for Ruppees. A price guide for armor is attached as a comma-separated value file. On gods and cosmology- you can see here where this was originally a D&D adaptation before I switched it over to HERO because I didn't want to deal with balancing the monsters for Challenge ratings Hyrule’s cosomology Will Jennes Hyrule’s deities: Good: Din, Goddess of Power. Din represents raw power and chaotic energy. She controls the basic, natural cycle of creation and destruction. Her domains are: Fire, War, Strength, Chaos, Destruction, and Sun. Din appears as a statuesque amazon with fiery red hair. She wears glowing, red-hot armor, and has 6 arms, each one wielding a burning scimitar. CG. Favored Weapon: Scimitar. Nayru, Goddess of Wisdom. Nayru represents order and peaceful tranquility. She is the protector of life and the guardian of knowledge. Her domains are: Air, Water, Protection, Law, Knowledge, and Healing. Nayru appears as a fair maiden with aqua-blue hair, clothed in a flowing blue gown. She has a pair of great, white-feathered wings extending from her back. LG. Favored Weapon: Mace. Farore, Goddess of Courage. Farore represents the radiant energy of life, and the innovating drive of curiosity. Her domains are: Earth, Luck, Animal, Good, Plant, Travel, and Magic. Farore appears as a slender, sylvan woman with forest green hair and pointed ears. She wears a simple traveling dress, colored in earth tones, and flowers bloom at her feet, which are bare. NG. Favored Weapon: Staff. Evil: Ganon, the Overlord (Demigod) Formerly the King of the Gerudo, Ganon achieved godlike power when he claimed the Triforce of Power. Sealed away by a mighty hero, Ganon is still worshipped by the descendents of his minions. His domains are: Evil, War, and Magic. Ganon has two forms. His first form is his Gerudo form, a tall, gangly, heavily muscled man with broad shoulders, dark skin, and red hair. He wears a defiant sneer, and is often clad in ominous black armour. His divine form is a monstrous, pig-like demon with great, curved horns, and hideous, beady eyes that glow like embers. He radiates a horrible dark aura, which causes corruption and despair all around him, and taints everything that he touches with the stink of brimstone and ill intent. NE. Favored Weapon: Trident. Darkness, the Nameless Horror Darkness is a massive, nameless entity that possesses 7 distinct forms. It represents all the evil that was cast out of the light when the Goddesses came to Hyrule. Fear A creeping chill on your spine warns you that something is amiss. Just outside your field of vision, something inconceivably horrible is breathing down your neck with its foul and icy breath. Fear is the essence of uncertainty, and the messenger of Darkness. Domains: Evil, Knowledge, Destruction. CN. Favored Weapon: Short Sword. Lies A strange man in a dark cloak offers you an opportunity that you can’t refuse. Grinning maniacally as you sign his unholy contract, he may be the last thing you ever see. This facet of darkness concerns itself with foul play and deceit. Domains: Trickery, Luck, Chaos. LE. Favored Weapon: Dagger. Death A disconcerting figure shrouded in shadow stands bleakly atop a nearby hill. It carries a great, silvery scythe, and watches, with a cold, faceless gaze, as all things slowly pass. Then, when it senses the breeze turn chill with sadness, it leaps from its perch to descend upon that which has passed from life. Although many facets of Darkness have power over certain undead, Death has sway over all of them. Domains: Death, Destruction, Luck. N. Favored Weapon: Scythe. Famine A burning wind blows through the desert, a horrible presence that constantly hungers for any sustenance that it can take. Famine delights in squeezing the life out of those creatures unfortunate to cross its path, leaving the emaciated remains for its brothers. Domains: Destruction, Fire, Air. NE. Favored Weapon: Whip. Hatred It wells up inside of you, and claws at your mind. Hatred leads to malice, and brings indiscriminate violence. Hatred is a great, bloated shadow that covers entire lands, driving those that it catches in its vile grip to do horrible things, starting pointless wars, ruining ancient truces, and crumbling civilizations. Hatred spawned the Moblinoid monsters, and fuels their war machine to this day. Domains: War, Chaos, Fire. CE. Favored Weapon: Glaive. Madness In the corner of your eye, just on the edge of your vision, an indescribably horrible mass of writhing tentacles squirms in sublime agony; its huge, inhuman eye pierces deep into your soul. This is Madness, Darkness in the mind. This facet of darkness watches over unnatural creatures such as Gohma and ChuChus. Domains: Magic, Knowledge, Evil. CN. Favored Weapon: Staff. Wrath A corrosive spasm rips through you, and you feel the sudden urge to kill the first thing that moves. Wrath whispers terrible secrets in your ear, and reminds you that your enemies are mocking you. With a hooked claw, it points at the conspirators, and all you can do is correct them with all your force. Wrath urges us to bring a swift end to our enemies… but were those enemies really our friends? Domains: Chaos, Evil, Destruction. CE. Favored Weapon: Flail. The Planes: Structure The Material Plane is a finite area, encapsulated in a great, revolving sphere of planar force. There is one single planet, Hylia, with a diameter of about 8,000 miles, which rests motionless in the center of the sphere. One white moon orbits Hylia, and also revolves on its own axis. Surface-to-surface distance from Hylia to moon is about 200,000 miles. The distance from Hylia’s surface to the universal force-sphere is 500,000 miles. Hylia’s moon is about 200 miles in diameter. While Hylia itself does not revolve or move, the universe-sphere does revolve. The sphere is dotted all along its surface large pools of light; thin spots in the universe where the plane’s aura shines through. One side of the sphere is dominated a massive vortex of Quasi-Elemental Radiance, the sun. The other side is dominated by a similarly huge vortex of Quasi-Elemental Vacuum, the void of space. These vortices are fixed in place on the surface of the universe-sphere, but they revolve along with the sphere itself, producing a 24-hour day/night cycle. The surface of the universe-sphere is a semi-solid wall of force. Approaching it is like trying to force two powerful magnets together. It is possible, with a great deal of effort, to pierce the wall (it’s much easier to pass through one of the thin spots). Beyond this border is the Astral Plane. An Ethereal Plane surrounds the Material Plane, as a kind of non-space, reachable by True Necromancy and other strange phenomena. The Shadow Plane intersects with Hylia, and passes through to other Material Planes, as well, but does not touch the Ethereal Plane. 4 Elemental Planes exist, along with 2 Energy Planes; Earth, Fire, Air, Water, Positive, and Negative. These planes blend together to form Para- and Quasi-Elemental Planes where they intersect. Earth + Fire = Magma. Earth + Water = Grime. Fire + Air = Smoke. Water + Air = Ice. Positive Earth = Mineral. Negative Earth = Dust. Positive Fire = Radiance. Negative Fire = Ash. Positive Air = Lightning. Negative Air = Vacuum. Positive Water = Steam. Negative Water = Salt. These planes constantly bleed material and energy into the Material Plane via vortices. There are two Outer Planes: The Realm of Good, and the Realm of Darkness. They will each have their own section below. There are demiplanes everywhere. The most prominent is the Golden Realm of the Triforce, a kind of utopian paradise that closely mimics Hylia. It has links to Hylia and the Astral. Others exist, as well. The multiverse as a whole is overlapped and affected by a Plane of Temporal Energy, although some demiplanes are surrounded by temporal anomalies. As usual, the Astral is timeless. All other planes, unless specifically noted, are generally within the bounds of Normal Time. Knowledge The knowledge that many planes exist is available, and common amongst magic users. All people are generally aware of the Golden Realm, as there are many epic tales about it and the Triforce; they are also aware of the Realms of Good and Evil, as these are religiously important, like heaven and hell. People are aware of the basic structures of these Outer Planes, and the gods who live there. The Elemental Planes, Astral Plane, Ethereal Plane, and Shadow Plane are generally known only to scholars and educated officials, and are only known in any detail by magic users, who might contact those planes. Nobody is really sure about the form that the Material Plane takes; that is to say, nobody is fully aware that the plane is just a big, closed sphere in the Astral Plane. Five hundred thousand miles is a lot of distance to cover, particularly whilst dealing with the dangers of space. Other demiplanes are only known by those who have discovered them or otherwise learned of their existence. Details: The Material Plane The Material Plane is not actually accessible from the Astral Plane as the Astral is from the Material. Once you cross the border, you’re stranded unless you can get back through a color pool or a spell. The Astral Plane The Astral Plane deviates a bit from the standard D&D Astral Plane. All of its natural features are present, including the occasional dead elder god. However, there aren’t any Githyanki. Instead, the Astral Plane tends to be a sort of no-man’s land/battlefield for celestials and fiends. It’s also where Ganon’s fortress is located, but people don’t know that. The Ethereal Plane The Ethereal Plane behaves just as it does in the normal D&D cosmology. However, its Curtain gates can only lead to the Material Plane and certain demiplanes. The Plane of Shadow The Shadow Plane appears to be a bizarre, twisted reflection of Hylia on its borders. However, unlike Hylia, it is not spherical. Instead, it extends into infinity on all sides, leading eventually to Deep Shadow, and then to other realities. Elemental and Energy Planes They are infinite, but they blend into each other by and by. However, the Positive and Negative Energy Planes never touch each other. Nor do the Earth and Air Planes, nor the Fire and Water Planes, except in small pockets. The Outer Planes: The Realm of Good The Realm of Good has three layers, which exist in a state of spatial non-relatedness, which is to say, they are all there, but they don’t really have relative locations. They just kind of exist. Each layer is infinite, and they are connected by portals of both permanent and temporary types. Traits: Normal Gravity Normal Time Infinite Size Divinely Morphic/Normal Morphic Minor Positive-Dominant: Fast Healing 2. Strongly Good-Aligned: -2 penalty to INT, WIS, and CHR checks on non-good characters. Normal Magic The Wild Domain of Din: A land of impossibly huge mountains, raging waters, vast deserts, and frozen tundras, the Domain is a universe of extreme terrain. Din herself makes a stronghold in the mouth of a massive volcano in the center of this layer, called “Din’s Watchtower,” a mountain of such massive scope that it completely dwarfs even the largest mountain on Hylia, Mt. Din’s Fury. From here, Din surveys her domain with eternal vigilance, smiting all evil that dares to soil her realm with its presence. It is fully possible to travel the Domain for a lifetime, and never arrive in the same place twice. However, if one stays on the rivers that snake through its impossibly deep valleys, one will eventually arrive someplace useful. All rivers begin at Din’s Watchtower, as great flows of liquid magma. As they cool, they turn into the rivers that form the Domain’s lifeblood. These rivers flow eventually into the great raging ocean of Maelstrom. This is the heaven that Gorons go to, as well as fierce human warriors. It is also the heaven that the extinct Shiekah dwell upon. Links to other layers: The Maelstrom ocean can be used to reach the Tranquil Depths of Nayru. Depending on the intent of the travelers, and the direction of the winds, they might simply sail into it. However, it’s far more common for travelers to be caught in a storm, and find themselves hurled into the other layer amongst the rubble of their craft. One permanent portal exists to the Depths, a massive whirpool called “Maelstrom’s Fury,” which deposits survivors high up in the skies of the Depths. Occasionally, a great shock of forest or jungle will appear in the Domain. Any who tread too deeply into these woodlands will find themselves in the Untamed Expanse of Farore The Tranquil Depths of Nayru: The Depths are a vast, peaceful ocean, so smooth as to resemble an eternity of aqua-blue glass. This uniform tranquility is pierced only by occasional islands and archipelagos of colorful sand and beautiful, organic-looking crystalline structures. The oceans of the Depths stretch down into infinity, and the sky never ends. The water is both pure and salty, whatever suits the needs of its inhabitants; it’s more about the concept of water than the actual substance. The islands in the Depths do not cling to the ocean floor, as none exists; rather, they float like massive icebergs of stone and crystal. From the center of this layer rises the great Sanctuary of Nayru, like a shining beacon of light. A huge, spindly tower made up of a great, spiraling crystal formation, the Sanctuary rises 10 miles into the sky, ending in a kind of gigantic, pearly birdcage, Nayru’s throne. A great city, Sanctuary’s Halo, can be found in the form of numerous districts on the islands around the Sanctuary. Nayru herself can be seen sometimes, gliding through the skies and cavorting along the ocean’s surface. This is the heaven of the Zora, as well as those humans who sought inner peace and ultimate wisdom. This is also the heaven that the extinct Hylians dwell on. Links to other layers: Occasionally, a massive storm system will form over the Depths. Those who are swept too deeply into those storms will find themselves on the Maelstrom, in Din’s Domain. A great silver tree rises up from the Depths, on an island to the east of the Sanctuary, its roots forming a dome over the water, and bending together beneath the surface to form a portal to Farore’s Expanse, marking the source of the Untamed River. This tree, Farore’s Oak, exists just off the coast of Courage Isle, where a small colony of Kokiri make their home. The Untamed Expanse of Farore: The Expanse is a great, rolling landscape of endless forests, jungles, and plains; all the green places in the world that house vast numbers and varieties of life forms. Lush and vibrant, this world has all the intensity of the Domain, with all the tranquil beauty of the Depths. Forests deepen to jungles, and thin to rolling meadows. Great, tree-covered, emerald mountains rise from the landscape, and sparkling sapphire lakes dot the terrain. A great river, the Untamed, snakes erratically through this Layer, spreading life throughout the land. Rising up from the center of this plane is Farore’s Tree of Life, a massive oak tree, 5 miles tall and over a mile wide. Farore possesses an Outpost in the highest branches of the tree, a great mansion in the sky. This is the heaven of the Kokiri, who dwell in a great sylvan wood around the Eldest Deku, the ancient spirit from whom all the Deku Trees were begat. This is also the heaven of those humans who sought adventure and new discoveries in their lives, as well as the wild and crafty Gerudo. Links to other Layers: The Expanse has no specific, permanent portals. It has many incidental ones, though. If one delves deeply enough into the caves in the Expanse’s mountains, one will eventually come out in Din’s Domain. If one were to dive deep enough into the Expanse’s lakes, one would find themselves in the Depths of Nayru. If a person follows the Untamed long enough, depending how they navigate the tributaries, one could find oneself either in the valleys of the Domain, or the ocean of the Depths. Petitioners in the Realm of Good: Additional Immunities: Fire, Cold Resistances: Acid 20, Electricity 20. Other Special Qualities: none. Petitioners in the Realm of Good appear as they did in life, and gradually take on celestial features, eventually merging with their patron Goddess and changing into angelic entities. The Realm of Evil The Realm of Evil has only one layer, to speak of. This layer sometimes divides itself into lesser sub-sections when the need arises, but they always coexist with each other on the same special level. The Realm itself is alive; it is the physical form of the evil god-entity, Darkness. Traits: Objective Directional Gravity Normal Time Infinite Size Sentient Morphic No Elemental or Energy Traits. Strongly Evil-Aligned: -2 to INT, CHR, and WIS checks to non-evil creatures. Mildly Chaos-Aligned: -2 to CHR checks to lawful creatures. Wild Magic (arcane). The swirling cacophony of Darkness: Darkness is a great, chaotic whirlwind of phantoms and shadows, wherein massive hunks of jagged stone drift at random, impacting at times with catastrophic results. The rocks range in size from a pointy soccer ball to a small continent, and are filled with pores, caves, and caverns. There are cities of demons built on and in these giant rocks, filled with countless petitioners in transit. The undead rove freely throughout this plane, sometimes bursting in through massive wells of negative energy that form at random throughout the chaos. Petitioners in the Realm of Evil: Additional Immunities: Cold, Negative Energy Additional Resistances: Electricity 20, Fire 20. Other Special Features: Incorporeal Petitioners in the Realm of Evil appear as twisted, ghostly shadows of themselves. They rove about the plane, slowly soaking up its dark power and eventually becoming Fiends. As phantoms and low-ranking Fiends, the more powerful denizens of the Realm tend to use them as cannon fodder in the war against the Realm of Good. On languages: Languages of Hyrule Modern Hylian: The common tongue of Hyrule, and most of Hylia, it is the native tongue of the Hyruleans. It is a tonal language, consisting of 75 distinct sound patterns, which are used in varying intensities to express ideas and concepts. Its written form is made up of 75 angular glyphs with dot patterns to indicate variances. Ancient Hylian: The language of the ancient Hylians, it is not used commonly anymore. Some scholars know it extensively, although many professionals know it to some degree or another. Many religious texts are written at least partially in Hylian, and all magic is pronounced in a special dialect of Hylian, although magical script is generally expressed in a combination of Hylian and Hyrulian, based on knowledge and necessity. Hylian, like Hyrulean, is a tonal language. It contains 100 distinct sound patterns, utilized in varying intensities to express ideas and concepts. Its written form is made up of complex, angular pictographs. Zoran: Zoran, similar to Hyrulean, is a purely tonal language. However, it flows much more smoothly than Hylian, a sort of musical humming specialized for use underwater. Zoran has no written form; it is passed down purely by teaching and observation. Goron: Goron is a simple phonetic language, carried out by sharp grunts of sound. Its written form is made up of 30 round symbols with dots and circles inside them. Gerudo: Gerdudo is complex phonetic language. Fast-flowing, with a whole lot of consonants, it is designed to express the most information in the least amount of time. Its written form is made up of long, swirling, snake-like script that flows into itself, forming a sort of rippling, deviating line. Moblin: A loud, discordant language like dogs barking and snarling, Moblin is a phonetic tongue which mostly expresses threats, base desires, simple prepositions, and euphemisms derived therefrom. It has no written form. Miniblin: A weird, disjointed tonal language, Miniblin comes out as a rhythmic chant of high-pitched tones, separated by “deh” sounds. It has no written form, although the Miniblins themselves are fond of drawing simple pictures around their lairs. Wizrobe: A loud, tonal language, Wizrobe sounds like a sort of sustained, wavering vocal wail. Wizrobe has an extremely complex structure, and is used to express magical power in addition to normal conversation. Its written version is just as complex as its spoken form, made up of twisting, waving signs that go up and down in lines, like music. Darknut: Darknuts speak a language that conists of short yelps and growls, like those of a dog. Its written form is made of about 30 angular zig-zag patterns. On calendar, not very detailed here. Details are in the attached comma-separated values file. 300 days, divided evenly into 10 months. On the generals of the economy and pricing structure The average wage of a labor-class Hyrulean is about 90 rupees per week (9 rupees per day), assuming it costs about 80 rupees to live at a basic level each week. This covers farmhands, domestic workers, teamsters, and the like. A simple meal, prepared, is about 6 rupees. However, if one does one's own cooking, it comes down to about 2 rupees. So, living at bare simplicity, food costs about 6 rupees a day once it is distributed out. At this level of wages, there are then 30 rupees remaining for other costs, such as clothes, tools, housing, and recreation. Hyrule is a dangerous place, so weapons and armor, of a basic sort, are fairly affordable. A basic wooden buckler is about 40 rupees, and a simple steel sword is about 100 rupees. A bronze sword might be cheaper, around 60 or 70 rupees. A full suit(all 10 hit locations) of soft leather armor is 90 rupees. With a few weeks of saving, any citizen can easily come to own any of these, an important investment especially for those living on the edgeof a populated area.One bomb is 100 rupees. A healing potion is 40 rupees. No license is needed for bombs and weapons, but laws for "accidental discharge" will kick your ass if you're not careful. For reference to pricing, one loaf of bread costs one rupee. Ergo, many small items are sold in bulk. A pound of cuckoo is 3 rupees, a pound of beef is 5 rupees. A half dozen apples are 1 rupee, as is a pitcher of basic ale. A bottle of cheap wine is 2 rupees. A simple, rough tunic is 5 rupees. A simple pair of flimsy boots is 15 rupees. A pair of sturdy boots is 25 rupees. A night's rent in a basic, private room is 10 rupees.It's about 5 rupees if you're staying in a communal sleep hall. Player Characters start with 800 rupees. Each point of the Wealth perk grants an additional 150 rupees. Death and Taxes: Citizens are expected to pay an Annual Tax every year during the 6th month, consisting of 3% of their income in the previous year. The tax collectors are surprisingly good at knowing how much you made. There is a fee of 3 rupees to enter the gates of Hyrule Castle Town if you are not a resident thereof. The kingdom charges 500 rupees per month for an Adventurer's Charter, which grants frontier police powers and the right to keep what treasures are found in the wilderness (subject to Annual Tax). Without an Adventurer's Charter, the slaying or major injury of beings in the Trinity Alliance ( Human, Goron, Zora ) is a crime, even if they tried to rob you, unless it can be proven that they cut you first. Also, without a charter, the kingdom reserves the right to claim any treasure which is deemed historically significant or important for the safety of the country. Kakariko Village has the only official "Adventurer's Guild" in the kingdom, and received an excellent deal on a sort of mass charter. Members pay a fee of 100 rupees per month to pay the charter tax, use the stable, and receive the newsletter. General magic nuts and bolts: Regarding Magic Types: Common Arcane and Divine Magic: Use raw purchase with Gestures, Incantations, RSR: Magic. A caster can have an Elemental Control of spells in a category that he specializes in. Spellsong: Use Multipowers with Incantations, RSR: Spellsong. Spells may or may not need to be played throughout the effect. Gestures are replaced by OAF: Musical Instrument. True Necromancy: Raw purchase with Incantations, Gestures, RSR: True Necromancy, OIF: components and trappings, Extra Time (rituals). Alchemy: Raw purchase with Trigger, RSR: Alchemy, OAF: Flask(fragile and easy-expendable -1.25), Limitation: Requires proper laboratory and ingredients (-1), Extra Time (6 hour minimum), Concentration 0DCV, Side Effects (Unpredictable effects if alchemy fails -1/4). One activation produces one "dose", +1 per 3 the check is made by, up to a total of 4 doses. An alchemist can produce simple chemical compounds, such as acids and salts, with a successful SS: Chemistry check, assuming lab is properly upkept. Normal bad conditions penalties apply. An alchemist's lab, properly maintained, about 250 rupees per month, is assumed to have stocks of basic chemical elements and compounds. These include normal salt (sodium chloride), zinc, magnesium, copper, lye, and the like. Complex chemicals, such as acids, many bases ( lye (Sodium Hydroxide) is an exception ), and salts must be prepared with SS: Chemistry. For each month that a lab is not properly maintained, a -2 penalty is applied to alchemy and SS: Chemistry checks made with its facilities, including with the lab's skill, itself. Lab costs cover furniture, tools, and basic chemicals, but do not cover unusual ingredients, containers. Alchemy is tiring work. The alchemist loses long-term END equal to the END cost of the power after the processing is complete. Continuous alchemy powers are to be bought with Uncontrolled, and their duration will be based upon the skill roll, arbited by the GM. Basic Hyrule Player's Information: Hyrule Campaign World Player Information William Jennes THE WORLD! Nations: Hyrule and its bordering nations, a brief summary Hyrule: This is the center of the campaign. Of all the nations in its vicinity, Hyrule was hit the hardest by Ganon’s conquest 300 years ago. Though the kingdom has been rebuilt, the land is still scarred by his influence: the Lost Woods have decayed into a vast swamp, and the ruins of Old Hyrule Castle Town and parts of Kakariko Village have been abandoned to the wilderness. Hyrule is ruled by the benevolent King Baldric Lee Carmichael Hyrule III and Queen Anna Elizabeth Hyrule. The heir to the throne is Crown Prince Percival Ozymandias Hyrule XVII. Hyrule has a thriving economy, and its craftsmen are known for fine metalwork. Arcadia: Arcadia is located to the west of Hyrule. A firm ally to the Hyrulian royal family since before the time of Ganon, Arcadia’s officials to this day regret their failure to successfully remove Ganon from the throne. As a culture, Arcadia’s people are largely concerned with being pretty. It is one of the largest points of social interaction to be the cleanest, most well-dressed person in the room. Not surprisingly, Arcadia’s chief exports count among the highest-quality cosmetics and perfumes on Hylia. Arcadia is ruled by King Eruole Octavius Façade IV and Queen Delia Rose Façade. The heir to the throne is Princess Ophelia Janine Façade II. It should be noted that the style of arcane swordsmanship utilized by Arcane Knights throughout the region was originally developed and researched by Arcadia’s Facadic Knights. Gerudo: Gerudo is a kind of pseudo-nation located to the east of Hyrule. Its territories are ruled over by numerous factions and tribes of the Gerudo people, which cover the vast Gerudo Desert, as well as the region known as the Haunted Wasteland. This is a dangerous region to travel in; while the Gerudo harbor no ill will toward Hyrule or any other nation in the region, and are in fact deeply apologetic about unleashing Ganon on them, the fact still remains that they are a bandit culture. The Gerudo economy is largely based on what they “acquire” from travelers and nations bordering their desert. It should also be noted that the largest Gerudo tribe, Nabooroo’s Sisters, has recently claimed sovereign rulership over the nation east of the Desert. This nation was formerly known as Gigote, but is now called Nabooroo. Ruto: Located to the south of Hyrule, Ruto borders the Great Dragon Ocean. Ruto has a vast stone wall around its land borders, to keep unwanted wars and insurgents out of its territory. It was thanks to this wall that Ruto remained relatively free of Ganon’s influence for about 2 years, until it was finally breached by his hordes of the undead. To this day, Ruto is more plagued than any other nation in the region by roving ghosts and walking corpses. Despite this, Ruto’s coastal region is still fairly safe, so its fishing and ship-building industries are still booming. Due to the high degree of danger involved with traveling through the rest of the country, though, international trade with Ruto is reduced and very expensive. Named for a great Zora queen over a 1000 years ago, the nation has a vast Zora city deep below the oceans near its coast. Ruto is ruled by King Dartmouth Robert Montello I, and Queen Lylia Uru Montello of the Zora. Dagura: To the north of Hyrule is the great Goron nation of Dagura. This heavily mountainous region is filled with vast underground tunnels and extravagant cavern cities. Ruled over by high wise man Garathiar, these Gorons keep largely to themselves. They are always happy to engage in trade for exotic foreign minerals, though, in exchange for their vast deposits of precious stones and metals, as well as their high-quality explosives. Dagura is the origin point of the order of fighting monks known as Steel Knuckles. Races: Zora: Blue, fish-like people, Zora have gills and can survive both on land and in water. It should be noted that they are mammals, despite their fish-like appearance. Zora often have unusual, vestigial fish-parts on them, most commonly an entire tale extending from their skull. Instinct: Survival(Marine) 2pts. Swimming +8”, x4 noncombat. 13pts. Nightvision 5pts. Life Support: Breathe Underwater, Safe in High Pressure. 6pts. Smells like seafood: Distinctive Feature. -5pt. Vunerable to Fire: 1.5x BODY from Fire. -15pts. Susceptibility: 1d6 damage per day in arid environments. 0pts. Goron: Huge, red-brown mountain people. Incredibly strong by nature, Gorons subsist on mineral deposits found in rocks and stone. Rolling Rock: Running +5”, Lockout(held objects and spells), only works in special segmented armor. 5pts. Life Support: Safe in intense heat. 2pts. HUGE!: +10 STR, Knockback Resist –1”, Damage Resist 4PD/1ED. 14pts. Social: Too huge for most foreign furniture and facilities. 5pts. Social: Doesn’t eat normal food- swallows rocks, instead. 0pt. Physical: Extremely heavy, sinks like a rock. (Also, sell back all swimming). 15pts. Physical: Huge. –1 DCV. 5pts. Gerudo: Amazonian women from the desert, Gerudo are naturally stealthy and sly. They must venture out of their country in order to breed, as the Gerudo race gives birth to a male only once every 100 years or so. Gerudo have dark skin, often red, brown, or black hair, and are known for their extremely long, pointed noses. Stealth: 3pts. Seduction: 3pts. Life Support: Safe in intense heat. 2pts. Hearing Group Flash Defense. 5pts. Spatial Awareness: 22pts. Reputation: Thieves and Eccentrics. Frequent. 10pts. Vulnerable to Magic: 1.5x Stun/Effect. Psychological: Loves a Challenge. Special Classes: Arcane Knight: Knights who have a magical talent for enchanting swords and blades. These types of casters are popular amongst many royal families. The art itself has its origins in the nation of Arcadia. Power: Magic 3pts. PS: Arcane Knight 2pts KS: Order of Arcane Knights 2pts Language: Ancient Hylian(Magical Dialect) 2pts WF: Blades, 2-handed weapons 2pts Fringe Benefits: 8- contact, rank Corporal, 30% discount on weapons/armor, Low Justice, Membership and Security Clearance(military). Lesser Casting(Arcane Blade). 5pts. 30 pts of Arcane Blade spells. Distinctive Features: Arcane Knight’s Glove. 5pts Hunted: Watched by the Order of Arcane Knights 8-. 10pts. Steel Knuckle: An order of fighting monks with its origins in the Goron nation of Dagura, Steel Knuckles specialize in heavy gauntlets. They seek to purify themselves through combat. KS: Steel Knuckle Tradition 2pts. Martial Arts 11pts. +5 STR 5/10pts. Holy Fist I: Turn Undead 12pts. Holy Fist II: Energy Blast 6d6, Positive Energy, No Range. 20pts. Psychological: Forbidden from using any non-fistload weapon. Total. 15pts. Spell Dancer: Extremely talented members of the Zora race who are able to use their divine heritage to cast complete arcane magics using nothing but advanced gestures. Dance spells require only a DEX roll. PS: Spell Dancer 2pts. +8 DEX 24pts. Casting(Arcane Magic) 10pts. 30pts of Arcane Spells. Shadow Fang: The most elite of the Gerudo bandit classes, Shadow Fangs are a proud order of silent warriors. They specialize in a weapon called the Viper Claw, a large, curved knife/sword, and are learned in a secret arcane art called “Shadow Arts,” a form of cantrip which requires no incantations or sound whatsoever. Power: Shadow Arts 3pts. PS: Shadow Fang 2pts. KS: Shadow Fang 2pts. Acrobatics 3pts. 15 points of Shadow Arts WF: Viper Claw (unusual melee) 1pt. 11 points of Serpent Blade martial arts Psychological: Absolute loyalty to tribe 15pts. Total. Magic Arcane Magic Arcane Magic is bought as individual powers. All arcane magic must have at least –3/4 worth of limitations, and this must include a form of RSR: Power Skill Magic. Full arcane casting requires a 10pt. Casting talent. Limited casting requires a 5 pt. Casting talent. An untalented person with Power: Magic is able to use Spellsong Cantrips, 5 active-point spells which MUST have incantations. Arcane magic can affect the Body, Mind, and Space, and can call beings and energies from other planes to this one. It can also create and manipulate energies and matter on this plane. Divine Magic Good divine magic is limited to Turning Undead and invoking blessings. A Holy Man (5pt. Talent, also requires reputations and appropriate psych limitations) may be granted a tight elemental control of holy powers if sufficiently pious. Evil divine magic works in the same way, gamewise, as arcane magic, but does not detect the same way, nor does it follow the same rules. True Necromancy Forbidden magic. In addition to the powers of arcane magic, it can affect the Soul, Time, and send material from this plane to other planes. True Necromancy: Raw purchase with Incantations, Gestures, RSR: True Necromancy, OIF: components and trappings, Extra Time (rituals). Alchemy Alchemy: Raw purchase with Trigger, RSR: Alchemy, OAF: Flask(fragile and easy-expendable -1.25), Limitation: Requires proper laboratory and ingredients (-1), Extra Time (6 hour minimum), Concentration 0DCV, Side Effects (Unpredictable effects if alchemy fails -1/4). One activation produces one "dose", +1 per 3 the check is made by, up to a total of 4 doses. An alchemist can produce simple chemical compounds, such as acids and salts, with a successful SS: Chemistry check, assuming lab is properly upkept. Normal bad conditions penalties apply. An alchemist's lab, properly maintained, about 250 rupees per month, is assumed to have stocks of basic chemical elements and compounds. These include normal salt (sodium chloride), zinc, magnesium, copper, lye, and the like. Complex chemicals, such as acids, many bases ( lye (Sodium Hydroxide) is an exception ), and salts must be prepared with SS: Chemistry. For each month that a lab is not properly maintained, a -2 penalty is applied to alchemy and SS: Chemistry checks made with its facilities, including with the lab's skill, itself. Lab costs cover furniture, tools, and basic chemicals, but do not cover unusual ingredients, containers. Alchemy is tiring work. The alchemist loses long-term END equal to the END cost of the power after the processing is complete. Continuous alchemy powers are to be bought with Uncontrolled, and their duration will be based upon the skill roll, arbited by the GM. HERO System writeups now follow. A list of example Arcane Knight spells: Cost Power END arcane blade, all slots Limited Power Power loses about two-thirds of its effectiveness (-1 1/2) 12 1) Mana Spin (Spirit Domain): Area Of Effect (up to 2" radius; +3/4), Selective (+1/4) for up to 30 Active Points of Swords (30 Active Points); Limited Power Power loses about two-thirds of its effectiveness (-1 1/2) 3 18 2) Ice Blade (Water Domain): Entangle 4d6, 5 DEF, Lingering (For one Turn (+1/2); +0) (45 Active Points); Limited Power Power loses about two-thirds of its effectiveness (-1 1/2) 4 15 3) Negative Blade (Shadow Domain): Drain BODY 3d6, Lingering (One Phase; +1/4) (37 Active Points); Limited Power Power loses about two-thirds of its effectiveness (-1 1/2) 4 6 4) Postive Blade (Light Domain): Penetrating (+1/2) for up to 30 Active Points of Swords (15 Active Points); Limited Power Power loses about two-thirds of its effectiveness (-1 1/2) 1 18 5) Wind Blade (Forest Domain): Naked Modifier: Does Knockback (+1/4), Double Knockback (+3/4) for up to 30 Active Points, Lingering (1 Turn; +1/2) (45 Active Points); Limited Power Power loses about two-thirds of its effectiveness (-1 1/2) 4 Powers Cost: 69 Total Character Cost: 69 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 The next post will be monster writeups, followed by PCs, followed by NPCs. The files attached are .txt, but should be renamed to .csv before loading them into a spreadsheet application.
  8. Re: Zelda HERO As it turns out, I've actually run a Zelda campaign. After I finish upgrading my virus scanner and stuff, I will post all of my HERO Designer files and any notes I can find. IIRC, that was back when I still wrote down most of my non-character sheet campaign notes instead of typing them like a smart person >_> EDIT: Thread necromancy! You've tricked me, Evangle!
  9. Re: how do you like your fantasy games I've typically run fantasy games with kind of a weird hybrid of "realism settings." Characters, both PCs and NPCs, tend to have access to all sorts of magic and cool "special moves." At the same time, though, I make heavy use of the hit location table and disabling effects. Makes the players behave with appropriate caution, but allows combat sequences to have some real action movie-style brutality, especially on critical hits and the like. "Your Bolt of Radiance blasts through his knee like a hot knife through butter; the orc falls to the ground with a fearful scream." "The creature leaps through the air at a high speed; the sharp horn on its head lands right in the exposed part of your armor by your shoulder. Now it is stuck there, glaring at you with its one eye and impotently trying to free itself. You are bleeding " "Your axe finds a new home in the Baron's vitals."
  10. Re: Slow Gas Trap I'm back to participate Okay, so my plan wasn't really for unavoidable total party kill haha. That would just be the plan of whoever built the dungeon. I'm just wondering what the appropriate mechanic for increasingly urgent suffocation is, and whether that type of thing should, at first, anyway, be made statistically transparent to PCs. "The air seems sort of weird here. You feel fatigued, and suffer from Long Term Endurance effects..." I feel like that should probably happen before the hallucinations and death, but the problem is as stated above in the Tomb of Horrors comments: veteran PCs are accustomed to paranoia. I foresee the first game-mechanic clue of a toxic atmosphere, maybe the second one, would incline my group to abandon tomb and return to town without their McGuffin. Heaven forbid they bring a canary with them, or something. TL;DR version: when does, "OH NOES IT'S THE AIR ALL AROUND US" become part of the description of the weird sensations the party is experiencing, in your opinions?
  11. Re: Magic: SFX or mechanically distinctive? I lean toward "mechanical distinction based in campaign lore." In my current project, wizards and priests both buy spells using 2-point perks, one perk per spell, and their spell power is limited by the talents "Arcane Spells," "Holy Rune Spells" and whathaveyou, which are just VPPs. This represents the ability to learn new spells on the go without having to save up points forever, and includes a houserule allowing new spells to be temporarily stored in "Cramming" slots at the cost of reliability. Druids are the same way, but their power is distinct from the others in that their spell END comes from an external battery in the form of local leylines. Necromancers' END comes from a blood- or soul-fetter, which is a recovering END reserve that needs to be occasionally "rekindled" by one of several macabre and often quite criminal rituals. The running theme of most major fields of magic in this campaign are that you invest a large number of points up front in your VPP, representing your years spent learning, and the rest you can pick up using your background understanding of the art. Also, the VPPs for all of these magic types require that the character have ranks in the appropriate knowledge, professional, and Magic Power skills. The idea here is to make a spellcaster spend enough points on the ability to cast magic that if he wants to access very powerful spells, he is forced to forgo proficiency in physical combat and/or social interaction.
  12. Here's a nice weird one. I have a feeling this might be moved to rules discussion for debate, but I thought I'd ask here first. I'm thinking of a trap to use in a Fantasy HERO dungeon, in which the facility is gradually flooded with a not-immediately-deadly gas like, say, helium, that will still suffocate you once there's enough saturation. The immediate thought would be to use the "holding your breath" rules, but by the time the PCs figure out what's up, it seems likely that they'll have been breathing and talking normally the whole time, especially if they're acting in character and think that the squeaky voices they have are due to some odd magic if the party alchemist fails his knowledge checks. The idea is that the dungeon builders planned for any would-be plunderers to be too deep into the tomb to escape suffocation by the time anybody catches on. I guess the main question is, "should I skip directly to the suffocation rules once I decide the saturation has reached that point, or is there a gradual light-headedness to full-on inability to breathe scale that you recommend using?"
  13. Re: What Makes a Good Non-Human Fantasy Race? Typically, I try to make my (PC) races somewhat alien, in that they are a different species, but still human-like in a way. That is, in the category of sapient races, there are two broad subcategories: psychologically compatible with humans (PC races), and all the others (NPC races). One example from a lot of the worlds I've built, including the current one, is that humans are a form of goblinoid. What seperates them from orcs, goblins, and the like, though, is the fact that they are physically wired for things like emotional compassion and extended bouts of "rational" thought. The goblins, on the other hand, remain as essentially vicious little eating machines who have figured out things like language, structural engineering, and metallurgy, as well as their own form of culture, which is a culture completely incompatible with humans, who are food. A human trying to talk to a goblin in gobbish is about the same as a goblin trying to talk to a human in northwestern commontrade, a largely frustrating exercise in which the other party doesn't ever answer questions in a way that the asker deems useful or sane, and usually results in somebody getting stabbed. The elves, on the other hand, while technically a form of fey that has nothing to do with mankind or its ancestry, are able to interact with and largely empathise humans, and vice-versa, leaving only minor confusion about why humans go to great lengths to alter the land around their settlements, or why elves insist that their roads are very clearly marked and laid out when nobody else can ever seem to tell them apart from the rest of the forest floor.
  14. Re: independent power supply? This could be an END Reserve. However, as the power supply itself is a seperate component, I would actually apply Charges to the device with the stipulation that some (n charges)/time are recovered ONLY when the device is hooked to its power supply.
  15. Re: Components and Failed Spells I don't have my book on me, so I'm not sure what the actual ruling is. I know that in the past, though, I've allowed casters to simply keep trying the skill roll in subsequent phases, spending END each time, with the SFX being that the character is just taking a highly unusual amount of time to get the spell to fire off.
  16. So, I had a somewhat entertaining thought today. It seems like it shouldn't be allowed, but maybe it is- If a Vehicle is struck with a sticky power, does it therefore affect all of the vehicle's occupants/passengers, as well? My thought was, "Well, they are technically in contact with the vehicle." It seems like one of those weird rules calls I may have to make one day, so I figured I should get it out of the way right now.
  17. Re: Language Games and Fantasy Languages I have a friend who, whenever he runs games, if there's somebody speaking a language that nobody in the party knows, he just uses the "Durka Durka!" talk from Team America: World Police.
  18. Re: Language Games and Fantasy Languages THIS. This is brilliant. I want to steal this idea. Not really sure how I'd go about executing it, though.
  19. Re: A thought about magic damage Yes, I had considered that. My general thought is that, since INT provides much less combat utility than STR, then the benefit of being able to use it at range would balance out... particularly since, using these rules, a magic user would be encouraged to dump a lot of points into INT rather than STR, leaving them with not much to work with in terms of physical damage, lifting, leaping, grappling, and physical defense.
  20. A very simple house rule occurred to me just now, which I find rather appealing: Perhaps magic receives a damage bonus from INT. As we know, INT costs the same per degree as STR does, but, in most cases, provides significantly lower value (perception and background skills, that's about it). However, let us say that all magic receives a damage/effectiveness bonus from INT, the way physical melee attacks receive STR bonuses- Bonus active points from INT, up to base effectiveness. So, a wizard with INT 30 and a 4d6 Normal Damage fireball could do up to 8d6 with that fireball. Any thoughts?
  21. Re: I need Post apoc Gang names "Kings of" whatever is always good. "Road Kings" "Kings of New Las Vegas" and so on. "YOU SERIOUSLY THINK YOU CAN COME THROUGH HERE WITHOUT PAYING THE TOLL? AIN'T YOU NEVER HEARD OF THE ROUTE 666 SPEED KINGS?!"
  22. Re: Why are so many people upset that Cryptic is only using the Champions IP? I don't know why this is even up for argument... anywhere. I would never even consider playing any MMO type of game that used the HERO System as its actual, working rule set, and this is why: Once I have finished filling in my character sheet, I get to wait for GM approval for who knows how long (think of the player to GM ratio here!). I bet said GM will miss things, too, and there will be horribly broken or just not useful characters everywhere. Do you know why I assume there is a GM? Because, as was stated earlier in the thread, without GM oversight, it's a trivially simple matter to build an unstoppable juggernaut, and the ratio of people who would build that juggernaut to people who wouldn't is balanced in extreme favor of the "juggernaut" side... and even with GM oversight, and I know this from being a GM, there will always be some clever bastard who slips something innocuous-looking past you, that turns out to be a huge game breaker. It is my opinion that people who are still trying (impotently) to pressure Cryptic into adopting anything resembling HERO as we know it are completely, depressingly naive regarding the nature of MMO's (huge player base, significantly less huge staff), MMO players (balanced strongly in favor of "playing games as a competitive sport", as opposed to "playing games to role play a lovingly-crafted character"), and, in fact, the HERO System (How much freedom are we really willing to afford players of this game? Do you want to be in the same virtual city as 10,000 total munchkins who have meticulously crafted a damage-shield/absorption/regeneration AoE constant damage to all enemies in the vicinity + invulnerability power feedback loop? What if it's only the 1,000 of them that managed to make it past the exasperated, overworked, and outnumbered character generation-oversight GMs?).
  23. Re: Pokemon: Gotta Build 'em All Regarding paying points for capturing Pokemon- I think this can be, potentially, safely handwaved as an Everyman Power for pokemon trainers. The limitations are present in the gameworld- powerful pokemon are highly resistant to capture attempts, you can only carry 6 pokemon at once, all your other pokemon need to be stored remotely (maybe players have to pay for this service in the fleshed-out paper and dice world). Additionally, it would be, I think, reasonable to apply to rule of Badges to all pokemon, rather than just ones received through trade: you need to have a certain gym badge, or a certain number of badges, perhaps, in order to control a captured pokemon. I would be tempted to attribute minor powers to badges, major in the hands of gym leaders, but that's another story entirely. There was also some discussion from you in the other thread about Pokeballs, and think that some sort of Transform might be ideal, if it's going to be based on BODY, though I've written similar powers that use XDM, instead, which prevents the device from "wearing down" its target on its own. An example, from my partial Ghostbusters document: GHOST TRAP: Extra-Dimensional Movement (to inside ghost trap; 20 pts). Usable as attack (+1). Area Effect: Cone 6” (+1/2). Trigger (step on the button; +1/4). Ranged (+1/2). 75 Active. Reduced Range: 8” (-1/2). Range Based on STR (-1/4). OAF (Ghost Trap; -1). Charges: 1 6-hour fuel cell. (-0). Only works on ghosts (-1/2). 23 RP. · Concerning the Ghost Trap Dimension: When the ghost is initially caught in the trap’s field, it can make a save roll based on its remaining BODY in order to escape. As soon as the fuel charge runs out, the ghost is free to leave the trap at its leisure.
  24. Re: Is it fun to play RPGs online? My experience with the process has been enjoyable. As long as both parties (GM and players) keep it honest, and the GM is good at communicating positions and scenes, it's quite viable to run most sorts of encounters such that only the GM actually possesses a precise copy of the hexmat. I've been on both sides of the field in d20 and HERO in AIM chatrooms and such, and it's worked out pretty well.
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