Showing posts with label Personalities. Show all posts
Showing posts with label Personalities. Show all posts

Wednesday, October 9, 2013

Willie The Giant [Blood and Treasure]

"Fee-fi-fo-fum!"
Colossal Giant, Neutral (CN), Low Int.:
HD 17 (136 HP)
AC 21
ATK Club (2d8+4) or boulder (2d8+4)
MV 60
Save F3, R7, W7
XP 1200 (CL 16)
Special: Spells, can only be hit by +2 or better weapons, regenerate, magic resistance 25%

"Pot roast! Chocolate pot roast, with stispacio... with dismashnee... with dismash... with green gravy." -Willie The Giant
Willie is a powerful Mountain Giant who lives in a castle on an abandoned cloud island (made by cloud giants). Willie has used his great strength and magical powers to convert the castle and the island to his use, making it into a comfortable fortress and home. Willie is enormous, standing roughly 100 feet tall and looking much like a Hill Giant though he is far better dressed. Though not evil he can be very greedy and uncaring, such as when he stole the golden harp from Happy Valley and did not care (or was unaware) that the land and the people were suffering.
Willie is incredibly powerful, demonstrating amazing magic powers only needing to chant Fee-Fi-Fo-Fum, and he can perform a number of magical feats. Despite this, he is very childish and not considered very bright, given his fondness for toys and inability to pronounce certain words, such as pistachio. Except for occasional raids and "pranks" on the people below, Willie usually keeps to himself. Occasionally Hill Giant and Ogres from "back home" visit his island, usually bringing trade or looking for a free meal.

Special Qualities: Can only be hit by +2 or better weapons, regenerate, magic resistance 25%
Spells: 3/day- detect invisibility, dispel magic, haste, heroes feast, fly, invisibility, shapechange.


Willie The Giant is a fictional character who appears in the classic Mickey and the Beanstalk segment of Fun and Fancy Free, and later, one of the main protagonists from his other appearances. He was voiced by Billy Gilbert in the original film and is currently voiced by Will RyanI saw this cartoon as a kid and greatly enjoyed the character of Willie in particular. This conversion uses the Blood and Treasure game rules, and is meant as a tribute and not a copyright infringement of any kind. 

Friday, August 30, 2013

Arae Rogues Gallery: Papa Dingle


STRength 9
DEXterity 14
CONstitution 15
INTelligence 17
WISdom 18
CHArisma 16
Alignment: Neutral Good
Race: Gnome
Class: 9th Level Cleric/Illusionist (Evoc and Nec prohibited)
Languages: Common, Gnome, Dwarf, Elf, Sylvan, Troll, Burrowing Animals
Hit Points: 35
Armor Class: 15
Base Attack Bonus: +6 (+6 melee, +7 ranged)
Saving Throws: Fort 9, Ref 12, Will 9
Skills: Decipher script, find secret doors, listen at doors, move silently, riding, trickery
Feats: Alertness, Dodge, Widen Spell
Magic Items of Note: Ole Shuteye (+2 Merciful Mace), Bag of holding type V, Boots of Striding and Springing, +4 Ring of Protection, Ring of Spell Storage (Fools Gold, Lightning Bolt, Mage Armor).

Papa Dingle is a Cleric/Illusionist allied with St. Nicholas (see Saints) and is all but the ruler of the town on Aldmist (see Regional Map 1). He is a kind old gnome with a great bushy beard and the hands of a craftsman. He smells of gingerbread and fresh cut wood, and has a perpetual twinkle in his eye. Papa Dingle is kind, generous and a shrewd businessman who has somehow managed to remain an optimist after years of dealing with guild leaders and nobles.
Papa Dingle is mostly retired from Adventuring, though he does occasionally do a bit of exploring and visits old friends, mostly his old adventuring partners and their descendants. The most likely threat to cause him to stir from his workshop is the appearance of fiends such as servants of the Krampus. When this occurs Papa Dingle is all business, pursuing such threats with terrible determination.
Rather than the standard stronghold of a cleric of his level, Papa Dingle has established a large workshop that creates a large number of magical and mechanical wonders. These are largely toys, but a number of prosthetic limbs, clocks, eyeglasses, spyglasses and minor magical devices are also produced and sold. His workshop has been known to apprentice mechanically skilled children free of charge to the annoyance of the other local guild leaders.

Combat
Papa Dingle prefers to avoid combat if he can, but is no coward. When negotiations and trickery are not enough, he will use his considerable magic. He will usually begin by casting sanctuary on himself, followed by protective spells such as mage armor, mirror image or improved invisibility. After protective measures are in place he will use powerful illusions to befuddle opponents and aid allies.
Spell-like Abilities: 1/Day- Audible glamer, dancing lights and prestidigitation.
Magic User Spells Prepared: 0-Level- Detect Magic, Message, Read Magic, Wizard Mark, 1st Level- Animate Rope, Color Spray, Identify, Mage Armor, Phantasmal Force, 2nd Level- Continual Flame, Improved Phantasmal Force, Mirror Image, Wizard Lock, 3rd level- Blink, Dispel Magic, Spectral Force, 4th level- Improved Invisibility, Mnemonic Enhancer
Divine Spells Prepared: 0-Level- Cure Minor Wounds, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, 1st Level- Bless, Comprehend Languages, Cure Light Wounds, Remove Fear, Sanctuary, 2nd Level- Animal Messenger, Consecrate, Cure Moderate Wounds, Know Alignment, Make Whole, 3rd level- Create Cookies and Milk (Create Food and Water), Cure Disease, Cure Serious Wounds, Locate Object 4th level- Cure Critical Wounds, Divination, 5th level- Commune

Papa Dingles Spellbook
0-Level- All
1st Level- Alarm, Animate Rope, Change Self, Color Spray, Detect Secret Doors, Expeditious Retreat, Feather Fall, Fool’s Gold, Identify, Mage Armor, Magic Aura, Phantasmal Force, Unseen Servant, Ventriloquism
2nd Level- Alter Self, Blur, Continual Flame, Detect Invisibility, Glitterdust, Hideous Laughter, Hypnotic Pattern, Improved Phantasmal Force, Invisibility, Knock, Magic Mouth, Mirror Image, Misdirection, Phantom Trap, Rope Trick, Wizard Lock, 
3rd Level- Blink, Deep Slumber, Displacement, Nondetection, Gentle Repose, Illusory Script, Invisibility Sphere, Lightning Bolt, Sleet Storm, Spectral Force, 
4th Level- Charm Monster, Dimension Door, False Forest, Hallucinatory Terrain, Ice Storm, Illusory Wall, Improved Invisibility, Phantasmal Killer, Shadow Conjuration, Solid Fog, Stoneskin
5th Level- Break Enchantment, Dream, Fabricate, Mage’s Private Sanctum, Major Creation, Mirage Arcana, Persistent Illusion, Secret Chest, Seeming

Tuesday, May 28, 2013

Pangea: Looking For Writers

The setting of Pangea is a big one, and I think one that needs fleshing out. Its a huge paleolithic fantasy setting full of dark corners, burgeoning cultures and primordial wonders just waiting to be fleshed out and brought to life by creative minds.

For those who are unfamiliar, Pangea is a fantasy setting where ancient Adamu (H. Sapiens) compete with other human kin in a world chock full of prehistoric monsters and magic. I'm going for an "Ancient Atlantis meets The Lost World" pulp kind of stuff here.

So, I am making this proposition; If there are any writers out there interested in writing a short story or two set in Pangea, I will produce one of more illustrations for it and post it on this blog. You can contact me at asiddall at msn dot com.

For quick reference of Pangea:




Wednesday, March 27, 2013

Savage Babes: Loana the Fair One



Things are a bit busy around here right now, so instead of a more in-depth article I will begin a series of short features that will present prehistoric beauties. A proper cave-woman is not only beautiful, but strong, tough and handy with a weapon.

So to start this series off I present to you Loana the Fair One, played by none other than the super-babe Raquel Welch in the 1966 adventure/fantasy classic One Million Years B.C. In this movie we find grunting cavemen, savage dinosaurs, and enough violence to put your average pre-teen to teenage boy into fits of testosterone poisoning.

And so it is perfect for Pangea.

Raquel Welch is one of those women who did not diet (owing her figure to pasta), and is STILL gorgeous despite being in her 70s.

Friday, December 7, 2012

Atomic Dawn: Androids

Androids are a major player race in Mutant Future, and in my home campaign of Atomic Dawn, Androids are associated with several major powers. They are tough, versatile, and all of them have mutation-like powers that can easily raise them to superhuman levels of ability. But as characters, androids offer some very interesting role-playing opportunities. Though made on an assembly line, or grown in a vat, androids have minds. They think, hope and dream, and often consider their role in the universe more thoroughly than do human beings.
Androids in Mutant Future can be clearly mechanical to so human like that even they may not realize that they are artificial beings. Basic Androids are basically really advanced robots, Synthetic Androids are beings made from synthetic flesh and (milky-white) blood, much like Bishop from the Alien Franchise. Replicant Androids are bio-engineered creatures who are indistinguishable from naturally born persons who live for a mere five years. 
In my home campaign of Atomic Dawn, androids are not always dug up from ancient sites, but are still being made by certain groups. And though these groups are themselves quite sophisticated, the androids themselves are almost always left out of the loop.
In my home campaign, androids come primarily from the following sources:

CostMart

The manufacturing giant CostMart has continued to exist even long after its creators have been burned to ash. Now this super chain of stores and manufacturers continues to produce abundant but lower-quality goods for sale in its many stores, superstores and mobile kiosks. 
As an organization run and staffed primarily by androids, it is the largest producer of androids in Merica. Replicants form the bulk of androids that work for CostMart (as they die before promotion is a possibility), though a large number of Basic and Synthetic models are also produced.
CostMart adroids come in all shapes and sizes, and are often hired out by the corporation for a wide range of uses (see models below). Others leave the corporation for the sake of adventure, or in an effort to represent the companies ideals to the wider and wilder world.

C.A.R.S.O.N.
The A.I. known only as C.A.R.S.O.N. (see Map) is known to command a large number of Basic androids and apparently has the capability to build and supply a veritable army of them. Thankfully this Greater A.I appears to be uninterested in conquest, but is rather interested in researching the many strange beings found in the age of the Atomic Dawn. 
Androids in service to C.A.R.S.O.N. are usually on fact-finding missions, seeking out some obscure facts or seeking to educate the often ignorant denizens of the blasted lands. Most have a military look about them and all are educated in the ways of warfare.

Android Models
Androids have and are constructed for a wide variety of functions, and though many are "generic" models with no particular function in mind, different “models” of androids exist with ability ranges might differ. Some sample models of android are presented below.

Diplomat (Face)
Created as assistants, salesbots and assorted forms of entertainer (ahem), diplomatic androids are the most human-friendly androids you are likely to meet. All are physically attractive, charming and intelligent, though most are not buit for hard use.
+1 INT, +2 CHA, -1 STR and -2 CON
Recommended Powers:
Physical: Fragrance Development,
Mental: Empathy, Intellectual Affinity (Trade), Mental Barrier, Neural Telepathy, Precognition, Quick Mind

Labor
Used primarily in factories and mines, labor androids are built for endurance. Labor androids are heavily built, physically strong and made to survive in harsh conditions. They are not built for social interation however.
+2 CON, +1 STR, and –1 INT, -2 CHA
Recommended Powers:
Physical: Density Alteration (Self), Energy Retaining Cell Structure, Epidermal Photosynthesis, Gigantism, Increased Physical Attribute (CON)
Mental: Accumulated Resistance

Soldier
Soldier model androids were and are used in military and law enforcement roles. Soldier androids are always powerfully built and clearly made for battle. Soldier Androids are usually simple (not stupid) and prefer head-on solutions to situations.
+2 STR, +1 DEX, and –3 INT
Recommended Powers:
Physical: Increased Physical Attribute (STR or CON), Natural Armor (Heavy), Night Vision, Regenerative Capability
Mental: Ability Boost, Force Screen

Scout/Recon
Built to be fast, quiet and perceptive, scout androids are lightly built. Many are slim and some have shapeshifting powers allowing them to blend in with organic creatures. Many scout androids find work as assasins, advance soldiers and monster hunters.
+1 STR, +2 DEX, and -3 CHA
Recommended Powers:
Physical: Chameleon Epidermis, Increased Sense (Vision, Hearing), Metamorph, Quickness, Regenerative Capability
Mental: Know Direction

Technician (Tech-Droids)
Built to manufacture and maintain the miraculous machines of the Ancients, Technician androids are greatly prized. Tech-Droids are seen as almost magical beings who have access to arcane lore (not far from the truth), with many setting themselves up as wizards and asking exorbitant fees. 
+3 INT, -1 STR, -2 CHA
Recommended Powers:
Physical: Dwarfism, Increased Sense (touch)
Mental: Intellectual Affinity (Tinkering), Neural Telekinesis, Night Vision, Quick Mind


Android Equipment
Equipment designed specifically for the use of androids is typically no-frills and plain to look on, but resistant to harm. Many of these items are designed to link up with an androids power core and powers, and so are not normally usable for non-androids. 

Necron Series Environment Suit
Environmental suits designed for the use of Basic and Synthetic androids. Necron suits are favored by CostMart android operatives, but can be purchased by independent androids for a nominal fee of 250gp. 
These bulky jumpsuits are made of reinforced Ballistic Nylon (AC 4) and have numerous pouches and pockets, allowing for the wearer to carry 10 pounds of goods while leaving his/her/its hands free. When worn by a Basic or Synthetic Android, Necron Armor grants the following: 

Night Vision Goggles allowing the wearer to clearly discern heat
sources in the dark as the mutation thermal vision to a
distance of 240’.
Complete protection against gases and other airborne contaminants.
Complete protection against radiation classes 1-5, treating the class of radiation as if it is 5 lower. The suit will alert the android of the presence of radiation with an internal pop-up on the suits goggles.


Monday, April 4, 2011

Atomic Dawn: Mr. Nicholas

Mr. Nicholas
I reckon you done what you done because you didn't know I was who I was. And if I hadn't been who I was, I'd have still been much obliged for you to have done what you done." -Mr. Nicholas
Mr. Nicholas is an aged but powerful man with a thick beard, ham-sized hands, and deep set eyes set in a creased brow. He comes across as an old grump to most upon first acquaintance, but this is largely an act for business and safety sake. When around friends and children, Mr Nicholas is full of laughter and very generous.
Mr. Nicholas is a very successful merchant and inventor who has made a name for himself in many a remote locale as a purveyor of quality whiskey and seller of trade goods all across Merica and the Kooba Isles. He is widely known to be tough but honest, and willing to trade with nearly anyone except known man-eaters and slavers (whom he hates). Because of his accomplishments and growing influence amongst independent merchants and junk traders, Mr Nicholas now has a 10,000gp bounty on his head posted by the Mega-corporation CostMart, though none have yet survived attempts to collect this tempting sum.
Mr. Nicholas started out as a ambitious junk merchant, but has come very far over the years due to his brilliant mind, solid work ethic, and more than a little luck. Now he has several fortress hidey-holes where he brews moonshine and maintains repair facilities, the largest rumored to be somewhere near Mount Robson. His personal technological skills allow Mr Nicholas to understand and build devices of late 1800's to early 1900's level of technology. More advanced devices are beyond him though he can repair light damage and utilize advanced materials with exceptional skill.
Race: Pure Human
Level: 10
Hit Points: 76
Armor Class: 5
THAC0: 15
Alignment: Neutral (Neutral Good)
STR 12 (+0 to attack and +0 to damage)
DEX 11 (+0 to missile attacks and initiative and -0 to armor class)
CON 16 (+0 on poison saving throws)
INT 21 (+30% to technology and 5 languages, English, French, Inuktitut, Nakoda, Spanish)
WIL 14
CHA 17 (-1 to reaction rolls, 6 retainers at morale 9 each)
Skills: Academics 40% (70% on tech checks), Business 50%, Crafting 60% (90% on tech rolls), Diplomacy 30%, Outdoors 30%, Perception 40%, Piloting (airship) 20%, Politics 30%.
Equipment: Ballistic Nylon Long-johns (Red), Borealis II Airship (see below), Dagger, Carbine, Laser Pistol Mk 2, Force Field Belt, several tons of trade goods, lots of moonshine.


Borealis II
The Borealis II is a rigid airship (ala Zeppelin) though using helium, advanced materials and impressive armors and salvaged gadgets to make it far more reliable than its WWI predecessors. Photovoltaic cells and Ethanol burning engines supply most of the power for the airship. This 784 ft long vessel can carry up to 72 tonnes (71 LT; 79 ST) of cargo. When flying at top speed it would take just over 37 hours for the Borealis II to cross Merica (barring weather and hostile forces), though with the many dangers to bypass this is rarely done.
Mr Nicholas uses this vessel as his primary home, and so it is equipped with a well-stocked but small workshop, a comfortable lounge/study, and a still. As much of the vessel is cobbled together from fallen robots and junked relic vessels, the overall effect is a bit slap-dash, but the vessel is tough and very reliable. The living quarters can best be described as "rustic pigsty".
Presently the crew of the Borealis II consists of a small tribe of Homo Erectus and an assortment of androids, humans and mutants, all of whom are fanatically loyal to Mr Nicholas and his officers. There is always at least one Blacksmith and one Scholar aboard, with the rest being treated as (Sky) Sailors in regards to skill. The entire crew is male save for the cook, a Canisoid by the name of Wilma who cooks all the four food groups- Beans, bacon, whiskey and lard. Salads are strictly forbidden.
The Borealis II is equipped with docking facilities that hold a high altitude hovertruck and four hoverbikes (see Mutant Future page 132 for details) so that cargo and personnel may be transported on and off of the Borealis II without landing. All of these vehicles have Duralloy Armor (AC 2), and the truck is pressurized for 10.000 feet.
Required Crew: 50
Top Speed: 87 mph
Cargo: 72 tonnes
Structural Hit Points: 300
Armor: Reactive Armor Skin (AC 1)
Weaponry: 3 Machineguns (1 top, 1 fore, 1 aft)
Dimensions: Length 784 ft, Beam- 133 ft, Height- 146 ft.
Special: Class IV sensor system, Holo Projector, Stealth Skin (invisible to radar),

Monday, July 19, 2010

Mutant Future: X-Men Mutants

The other day I was having a conversation relating to the "comic book physics" aspect of Mutant Future (a major draw for me). And the subject of the classic, original X-Men came up. Back in those earlier days, the characters were not as cosmic as they are now, with the heroes being low-powered enough to worry about bullets but special enough to save the day against larger threats.

So below I have some brief writeup of the original Uncanny X-Men.



Angel (Warren Worthington III)
Race: Mutant Human
Level: 1
STR 16
DEX 18
CON 14
INT 17
WIS 12
CHA 15
AC: 7
Hit Points: 56
Mutations: Complete Wing Development, Increased Sense (sight), Weak Will (pampered playboy).

A mutant, Angel originally possessed a pair of large feathered wings extending from his back enabling him to fly. He is the heir and CEO of the multi-billion dollar Worthington Industries. This privileged background resulted in Warren being stereotyped as an arrogant and self-absorbed playboy during his early years with the X-Men.
Note: In game terms, angel is a bit of a wuss. Of course, in the comics he was slapped around pretty hard. So its all good.

Beast (Hank McKoy)

Race: Mutant Human
Level: 1
STR 18
DEX 18
CON 17
INT 18
WIS 15
CHA 12
AC: 5
Hit Points: 68
Mutations: Increased DEX, Increased STR, Mental Affinity (martial), Quick Mind, Simian Deformity.

Henry Philip McCoy was born in Dunfee, Illinois, in the United States, to Norton and Edna McCoy. Hank is born with a vast intellect, unusually long arms and legs, and unusually large hands and feet for a human; in fact, his body's proportions are comparable to those of a gorilla and later stories reveal his nickname in school was "Magilla Gorilla".
Henry's mutation more fully manifests during adolescence, providing greater strength and agility, and although his powers allow him to briefly excel in athletics during his remaining time at school, he soon attracts the animosity of his fellow students and other non-mutant humans. As he seeks refuge, he is approached by Professor Charles Xavier, who invites him to study at "Xavier's School for Gifted Youngsters".
Note: Beast is the most diverse of the X-Men IMO. Hes strong, fast and very intelligent. I liked him far better before the blue hair nonsense.

Cyclops (Scott Summers)

Race: Mutant Human
Level: 1
STR 14
DEX 16
CON 16
INT 12
WIS 14
CHA 9
AC: 8
Hit Points: 64
Mutations: Automatic Power (cannot turn off eye laser if visor is removed), Disintegration (Optic Blast when "cutting loose"), Energy Ray (Optic Blast/Laser).

Scott is the first X-Man recruited by Charles Xavier and as one of the original five X-Men, Cyclops has had a large presence in X-Men-related comics since their inception. He has also been featured in almost every adaptation of the team in other media. In practically every incarnation of the character, he has almost always been shown to be not only Charles Xavier's most loyal student, but also the one who most believes in his dream of mutant and human equality.
Note: Cyclops was a one-trick pony in the comics, but he had alot of heart. Later on they made him pretty awful and self-absorbed, completely abandoning the original idea of a true believer in equality.

Iceman (Robert "Bobby" Louis Drake)
Race: Mutant Human
Level: 1
STR 14
DEX 16
CON 15
INT 14
WIS 11
CHA 16
AC: 4
Hit Points: 60
Mutations: Energy Ray (cold), Force Screen/Greater (ice shield), Natural Armor (ice), Reflective Epidermis (cold), Temperature Control (cold).

A mutant, Iceman has the ability of cryokinesis where he can freeze anything around him and can also turn his body into ice. Although he is an Omega-level mutant, Drake has yet to tap his full mutant potential. He has, however, begun to take more interest over the years in developing his abilities.
Note: Iceman has always been a character full of human-ness. He goofed around alot, playing games and trying to keep things light. They messed around with this character, but he has largely retained his charm.

Marvel Girl (Jean Grey)

Race: Mutant Human
Level: 1
STR 10
DEX 12
CON 12
INT 14
WIS 17
CHA 18
AC: 10
Hit Points: 48
Mutations: Empathy, Force Screen (Greater), Neural Telekinesis, Psionic Flight, Unique Sense (Mental Energy).

Jean Grey-Summers is a mutant born with telepathic and telekinetic powers. Her powers first manifested when she saw her childhood friend being hit by a car.

Professor X (Charles Xavier)

Race: Mutant Human
Level: 12
STR 10
DEX 6
CON 9
INT 18
WIS 21
CHA 17
AC: 11
Hit Points: 36
Mutations: Frailty, Increased Willpower, Mental Barrier, Mental Phantasm, Metaconcert, Mind Reflection, Neural Telepathy, Possession, Unique Sense (Mental Energy).

Professor Charles Xavier is paraplegic, although his body houses one of the world's most powerful mutant minds. As a high-level telepath, Xavier can read, control and influence human minds. A scientific genius, he is also a leading authority on genetics, mutation, and psionic powers.
Xavier’s goals are to promote the peaceful affirmation of mutant rights, to mediate the co-existence of mutants and humans and to protect society from antagonistic mutants. To achieve these aims, he founded Xavier's School for Gifted Youngsters (later named the Xavier Institute) to teach mutants to explore and control their powers.
Note: Xavier is an extremely powerful person. Not just because of his psychic powers, but because of his money and access to hyper-technology. With his super-computer CEREBRO and his extensive labs he can scan the entire planets minds, create armies of robots (the DANGER ROOM), and otherwise mess with just about anyone.
I have granted him more than standard numbers of mutant powers to represent his growing prowess (perhaps gained through exposure to "alien energies").

DISNEY & DRAGONS: D&D in Fantasyland

Many times, in recent years I have encountered would-be players of Dungeons and Dragons whose sole experience with the fantasy genre h...