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Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Rajadesh

Post by Thorpocalypse »

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Loving the art and feel of the Indian style block of MTG, here is my domain based on it...

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RAJADESH

The land of Rajadesh is a living work of art, owing its bright existence to the tangible presence of aether. Aether is the raw magical energy that inhabits the space between planes in the Multiverse, with its anchor in this world being in Rajadesh. While it's nominally present on many areas of the world, in Rajadesh it's a critical part of the ecosystem. The life-giving energy infuses the natural world, sculpting the earth and waterways, drawing trees and plants into delicate twisting patterns, and attracting wild creatures like a magnetic force.

Ever since the ingenious inventor Avaati Vya developed a process to refine volatile raw aether, it has also been inextricably woven into the country's culture of inspired invention. The Consulate, Rajasdesh's governing body, recognized the potential of aether as a fuel and designed distribution methods to ensure that it was accessible to all. Their efforts led to a country-wide inventors' renaissance, a time of hope, optimism, and boundless creativity. Now, clockwork automotons walk the streets, whirling thopters flit over the markets, and elegant gear-driven mechanisms raise and lower the very streets and buildings of the cities themselves.

As bright and wondrous as Rajadesh is, it still faces its share of strife. A faction known as the renegades believes that the Consulate is infringing on their freedoms. They refuse to adhere to safety regulations and aether quotas, and they undermine the Consulate's efforts to provide structure and lawfulness. But renegade activity aside, this is a time of celebration. The Consulate has recently announced the Inventors' Fair, a month-long festival to celebrate the myriad inventions of the Great Aether Boom. Airships will race, automaton constructs will battle, genius minds will face-off, and elegant design will reign supreme. Nothing will stop the people of Rajadesh from basking in the brilliance of their genius creations.

Or so they believe. ;)

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PCs:

Rajan (Arcane Archer)

NPCs:


Archetypes:


Races:

Aetherborn
Vedalken

Creatures:

Aetheride Whale
Automaton (Servo)
Automaton (Thopter)
Tiger (Sabretooth Tiger)
Last edited by Thorpocalypse on Sun Feb 04, 2018 5:34 am, edited 2 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

112 - Aetherborn

Post by Thorpocalypse »

Image

When you have the chance, take it. Laugh, sing, dance. Don't allow the night to end.
When the time comes, let go. Nothing lasts forever. - Aetherborn proverb


AETHERBORN
PL4


OPL: 4; DPL: 4; HP: 0

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 2, DEXTERITY 2, FIGHTING 4, INTELLECT 1, AWARENESS 2, PRESENCE 2

SKILLS: Athletics 1 (+3), Deception 2 (+4), Expertise [Aether] 4 (+5), Insight 4 (+6), Intimidation (+2), Perception 2 (+4), Persuasion (+2), Stealth 1 (+3), Technology 2 (+3)

ADVANTAGES: Equipment (1), Languages (1) (Common, 1 other, Base: Rajadeshi), Trance

POWERS:
Aetherborn Physiology: Immunity 2 (Starvation and thirst, Sleep), Senses 3 (Darkvision, Low-light Vision), Protection 1; 6 pts
Aetherborn Empahty: Senses 3 (Detect Emotions [Mental], Acute Ranged); 3 pts
Lifeforce Drain: Weaken Stamina 3 (Extra: Linked [Healing], Reach [5 ft]), Healing 3 (Extra: Linked [Weaken, Flaw: Limited to self only); 7 pts

EQUIPMENT:
(5 pts)
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts

OFFENSE:
Initiative +2
Close Attack +4 [Unarmed +2; Dagger +3, Critical 19-20; Lifeforce Drain Weaken +3]
Ranged Attack +2

DEFENSES:
Dodge +4 [DC14] Parry +4 [DC14]
Toughness +3 (+3 without Defensive Roll), Fortitude +4, Will +4

COMPLICATIONS:
Genderless: Aetherborn are genderless.
Hedonist: Due to the fact that aetherborn only live a few years at the maximum, most of aetherborn are all about living life to the fullest.
Monstrous Appearance: Aetherborn are obvious to spot due to their glowing eyes and grey skin that may be cracking as they slowly return to the aether there were born of.

Abilities 34 + Skills 8 (16 ranks) + Advantages 3 + Powers 16 + Defenses 6 = 67 / 67
AETHERBORN RACIAL TEMPLATE: 24 pts
ABILITIES: +1 STR, +1 STA, +1 PRE
SKILLS: None
ADVANTAGES: Languages (1) (Common, 1 other, Base: Rajadeshi), Trance
POWERS:
Aetherborn Physiology: Immunity 2 (Starvation and thirst, Sleep), Senses 3 (Darkvision, Low-light Vision), Protection 1; 6 pts
Aetherborn Empathy: Senses 3 (Detect Emotions [Mental], Acute Ranged); 3 pts
Lifeforce Drain: Weaken Stamina 3 (Extra: Linked [Healing], Reach [5 ft]), Healing 3 (Extra: Linked [Weaken, Flaw: Limited to self only); 7 pts
COMPLICATIONS:
Genderless: Aetherborn are genderless.
Hedonist: Due to the fact that aetherborn only live a few years at the maximum, most of aetherborn are all about living life to the fullest.
Monstrous Appearance: Aetherborn are obvious to spot due to their glowing eyes and grey skin that may be cracking as they slowly return to the aether there were born of.

Comments: I really dig the Aetherborn race that was introduced in the Kaladesh block of the Magic the Gathering last year (2017) so I am incorporating them into my own similar setting. I plan on whipping up several types of them as time goes on, just because they are really neat.

--

Aetherborn spontaneously came into being on Rajadesh as a byproduct of the aether refinement process. "Families" of Aetherborn lay territorial claim to areas where young Aetherborn have manifested and instruct them in the way of their kind. Their bodies are in constant flux, as the aether residue they're made of gradually dissolves and is reclaimed by the aethersphere. Thus, their lives are short. But rather than despair, they savor each fleeting moment, squeezing out every last drop of enjoyment.

Traditionally, before an Aetherborn dies, they throw a penultimate party with mandatory attendance to their friends and associates. Aetherborn that lack such social connections usually hijack the party of another of their kind.

Aetherborn do not sleep or eat, instead focusing fully on experiencing existence. All Aetherborn have an innate sixth sense that allows them to accurately sense the emotional state of beings in a nearby perimeter.

Aetherborn have no genders and are referred to using "they/them/their",though there are cases of individual aetherborn that adopted a gender and its associated pronoun.
Last edited by Thorpocalypse on Thu Aug 16, 2018 3:52 am, edited 2 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

113 - Rajan (Arcane Archer)

Post by Thorpocalypse »

Image
Today could be your lucky day, brigand. I could miss.

I apologize, sir. I should not lie to a soon to be dead man. I really won't miss. - Rajan


RAJAN (ARCANE ARCHER)
PL5


OPL: 5; DPL: 5; HP: 1
Real Name: Rajan
Archetype: Arcane Archer
Age: 22
Height: 5-9
Weight: 155
Eyes: Brown
Hair: Black
Skin: Brown
Race: Wood Elf
Alignment: Hero - Chaotic Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: TBD

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 4, DEXTERITY 4, FIGHTING 5, INTELLECT 1, AWARENESS 2, PRESENCE 2

SKILLS: Acrobatics 2 (+6), Athletics 2 (+3), Deception (+2), Expertise [Magic] 4 (+5), Insight (+2), Intimidation (+2), Perception 4 (+6), Persuasion (+2), Ranged Combat [Bow] 3 (+7), Stealth 1 (+5), Technology 2 (+3)

ADVANTAGES: Benefit (Wealth Ranks) (7) (27 gp), Deadeye*, Equipment (3), Improved Aim, Improved Critical (1) (Bow), Improved Initiative (1), Languages (1) (Common, 1 other, Base: Rajadeshi), Takedown (1)

POWERS:
Elven Senses: Senses 4 (Normal Vision [Extended], Darkvision, Low-light Vision); 4 pts
Elven Physiology: Immunity 11 (Sleep, Charm Effects [Flaw: Limited to half effect], Sleep Effects [Flaw: Limited to magical effects]), Feature 1 (Longevity); 7 pts
Arcane Archery: 10 pts Traits, Flaw: Easily Removable (-4 pts), Quirk (10 uses of Arcane Arrow Array per day, DC15 Will check to cast more); 15 pts
Arcane Arrows: 10 pt Array; 15 pts
Arrow Storm: Multiattack Ranged Piercing Damage 3, Feature 1 (Magical); 10 pts
Sleep Arrows: Multiattack Ranged Affliction 3 (Magic; Resisted by Will; 1st: Fatigued, 2nd: Exhausted, 3rd: Asleep); 1 pt
Stunning Arrows: Ranged Cumulative Affliction 3 (Magic; Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt
Giant Slayer Arrows: Ranged Piercing Damage 5 (Extra: Dangerous, Flaw: Inaccurate); 1 pt


Acquired Magic Items:
NONE

EQUIPMENT:
(10 pts)
Leather Armor: Protection 1; 1 pt
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Arsenal: (8 pts)
Aether Powered Longbow: Ranged Piercing Damage 3; 6 pts
Short Sword: Slashing Strength-Based Damage 2, Dangerous; 1 pt
Dagger: Piercing Strength-Based Damage 1, Dangerous; 1 pt

Acquired Items:


OFFENSE:
Initiative +8
Close Attack +5 [Unarmed +1; Short Sword +3, Critical 19-20; Dagger +2, Critical 19-20]
Ranged Attack +4
Bow +7 [Arrows +3, Critical 19-20; Sleep Arrow Affliction +3, Multiattack; Arrow Storm +3, Critical 19-20, Multiattack; Stunning Arrow Affliction +3]
Giant Slayer Shot +5 [Giant Slayer Arrow +5, Critical 18-20]

DEFENSES:
Dodge +7 [DC17] Parry +6 [DC16]
Toughness +3 (+3 without Defensive Roll) Fortitude +5, Will +5

COMPLICATIONS:
Aloof: Elves are known for their trademark aloofness.
Enemy: Rajan is wanted by the Consulate of Rajadesh.
Impulsive: Rajan has a strong sense of purpose and if he sees an opportunity to assist someone or right a wrong, he does it without hesitation.
Motivation: Helping others while gaining what he needs to return to Rajadesh and overthrow the Consulate.
Power Loss: Rajan must be able to speak and use his bow to channel his arcane magic.
Relationships: He dearly misses his family in Rajadesh, especially his sister Pajamina.

Abilities 42 + Skills 9 (18 ranks) + Advantages 9 + Powers 19 + Defenses 11 = 90 / 90

Comments: I was feeling that needed to work up an arcane archer type PC and I also realized I had only built one elven PC so far. Then it came to me that they have elves from my domain of Rajadesh, an homage to the Magic the Gathering plane of Kaladesh so here is Rajan, who encompasses all of those ideas.

I need to spent a little more time with his arrow array, but I like this for now. As far as his background goes, he has always found himself chafing at authority and there is no higher authority in Rajadesh than the Consulate. Their control over the aether flow in the domain has been an issue for many for a long time. But Rajan was not going to let them stop him from learning it’s power and using it to craft a bow that flowed with the magic of the aether, thanks to some help from rebel allies that “borrowed” extra aether to allow him to complete his dream bow.

Eventually, though, he was betrayed by one of those alleged allies and when the Consulate enforcers came, he knew in his heart that giving up his bow and possibly his freedom was too high of a price to pay and he fled. After many travels, he ended up in Gilthorian and eventually became an adventurer. He has recently ended up in Derrax, where fate seems to be pointing him toward joining up with some adventurers who just had an encounter with a spider cult…
RAJAN (ARCANE ARCHER)
PL5


OPL: 5; DPL: 5; HP: 1
Real Name: Rajan
Archetype: Arcane Archer
Age: 22
Height: 5-9
Weight: 155
Eyes: Brown
Hair: Black
Skin: Brown
Race: Wood Elf
Alignment: Hero - Chaotic Good
Occupation: Adventurer
Base of Operations: Mobile
Affiliations: TBD

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 4, DEXTERITY 4, FIGHTING 5, INTELLECT 1, AWARENESS 2, PRESENCE 2

SKILLS: Acrobatics 2 (+6), Athletics 2 (+3), Deception (+2), Expertise [Magic] 4 (+5), Insight (+2), Intimidation (+2), Perception 4 (+6), Persuasion (+2), Ranged Combat [Bow] 3 (+7), Stealth 1 (+5), Technology 2 (+3)

ADVANTAGES: Benefit (Wealth Ranks) (7) (27 gp), Deadeye*, Equipment (3), Improved Aim, Improved Critical (1) (Bow), Improved Initiative (1), Languages (1) (Common, 1 other, Base: Rajadeshi), Takedown (1)

POWERS:
Elven Senses: Senses 4 (Normal Vision [Extended], Darkvision, Low-light Vision); 4 pts
Elven Physiology: Immunity 11 (Sleep, Charm Effects [Flaw: Limited to half effect], Sleep Effects [Flaw: Limited to magical effects]), Feature 1 (Longevity); 7 pts
Arcane Archery: 10 pts Traits, Flaw: Easily Removable (-4 pts), Quirk (10 uses of Arcane Arrow Array per day, DC15 Will check to cast more); 15 pts
Arcane Arrows: 10 pt Array; 15 pts
Arrow Storm: Multiattack Ranged Piercing Damage 3, Feature 1 (Magical); 10 pts
Sleep Arrows: Multiattack Ranged Affliction 3 (Magic; Resisted by Will; 1st: Fatigued, 2nd: Exhausted, 3rd: Asleep); 1 pt
Stunning Arrows: Ranged Cumulative Affliction 3 (Magic; Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt
Giant Slayer Arrows: Ranged Piercing Damage 5 (Extra: Dangerous, Flaw: Inaccurate); 1 pt


Acquired Magic Items:
NONE

EQUIPMENT:
(10 pts)
Leather Armor: Protection 1; 1 pt
Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations (10 days), Torches (5), Waterskin; 5 pts
Arsenal: (8 pts)
Aether Powered Longbow: Ranged Piercing Damage 3; 6 pts
Short Sword: Slashing Strength-Based Damage 2, Dangerous; 1 pt
Dagger: Piercing Strength-Based Damage 1, Dangerous; 1 pt

Acquired Items:


OFFENSE:
Initiative +8
Close Attack +5 [Unarmed +1; Short Sword +3, Critical 19-20; Dagger +2, Critical 19-20]
Ranged Attack +4
Bow +7 [Arrows +3, Critical 19-20; Sleep Arrow Affliction +3, Multiattack; Arrow Storm +3, Critical 19-20, Multiattack; Stunning Arrow Affliction +3]
Giant Slayer Shot +5 [Giant Slayer Arrow +5, Critical 18-20]

DEFENSES:
Dodge +7 [DC17] Parry +6 [DC16]
Toughness +3 (+3 without Defensive Roll) Fortitude +5, Will +5

COMPLICATIONS:
Aloof: Elves are known for their trademark aloofness.
Enemy: Rajan is wanted by the Consulate of Rajadesh.
Impulsive: Rajan has a strong sense of purpose and if he sees an opportunity to assist someone or right a wrong, he does it without hesitation.
Motivation: Helping others while gaining what he needs to return to Rajadesh and overthrow the Consulate.
Power Loss: Rajan must be able to speak and use his bow to channel his arcane magic.
Relationships: He dearly misses his family in Rajadesh, especially his sister Pajamina.

Abilities 42 + Skills 9 (18 ranks) + Advantages 9 + Powers 19 + Defenses 11 = 90 / 90
Last edited by Thorpocalypse on Sat Feb 10, 2018 4:56 am, edited 2 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

114 - Vedalken

Post by Thorpocalypse »

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Image
Of course it’s flawed. Everything is. And it’s a good thing, too! Can you imagine how dreadful it would be if everything was already perfect? - Veldaken Philosophy

VEDALKEN
PL4


OPL: 2; DPL: 4; HP: 0

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 0, DEXTERITY 2, FIGHTING 2, INTELLECT 4, AWARENESS 3, PRESENCE -1

SKILLS: Athletics (+1), Deception (-1), Expertise [Aether] 3 (+7), Expertise [Science] 3 (+7), Insight (+3), Intimidation (-1), Perception 5 (+8), Persuasion (-1), Stealth (+0), Technology 4 (+8) [Inventor], Treatment 1 (+5)

ADVANTAGES: Eidetic Memory, Equipment (1), Inventor, Languages (2) (4 other, Base: Common), Second Chance (1) (Will checks against Magical Effects)

POWERS:
Long Lifespan: Feature 1 (Longevity); 1 pt

Optional Mutation:
Four-Armed: Extra Limbs 2 (2 Arms); 2 pts

EQUIPMENT:
(5 pts)
5 pts for various tools, etc.

OFFENSE:
Initiative +0
Close Attack +2 [Unarmed +1]
Ranged Attack +3

DEFENSES:
Dodge +2 [DC12] Parry +3 [DC13]
Toughness +2 (+2 without Defensive Roll), Fortitude +3, Will +5

COMPLICATIONS:
Aloof: Vedalken are overly logical and analytical and do not concern themselves with emotional attachments in most cases.
Obsession: Vedalken are infinite curious about the world and how it works and know that nothing is perfect, but that doesn't mean that can't try to make things so.

Abilities 28 + Skills 8 (16 ranks) + Advantages 6 + Powers 1 + Defenses 6 = 49 / 49
VEDALKEN RACIAL TEMPLATE: 9 or 11 pts
ABILITIES: +2 INT
SKILLS: Expertise [Science] +4
ADVANTAGES: Languages (1) (2 other, Base: Common), Second Chance (1) (Will checks against Magical Effects)
POWERS:
Long Lifespan: Feature 1 (Longevity); 1 pt
Optional Mutation:
Four-Armed: Extra Limbs 2 (2 Arms); 2 pts
COMPLICATIONS:
Aloof: Vedalken are overly logical and analytical and do not concern themselves with emotional attachments in most cases.
Obsession: Vedalken are infinite curious about the world and how it works and know that nothing is perfect, but that doesn't mean that can't try to make things so.
Comments: Vedalken are one of my favorite races in the Magic the Gathering setting. They are pretty much a race of Sheldon Coopers; brilliant but no social skills. Some of them are four-armed on different planes but in their recent inclusion in the Kaladesh set, they just had two arms, so consider that an option. You can also substitute Artificer for Inventor as many of them tend to be mages.

Vedalken are a formerly aquatic race that have completely adapted (possibly on purpose) to life on land. For some, it seems their time underwater gave them what could be considered a cold, logical, and overly analytical view of life, but one that has proven beneficial to them on the surface. In many lands, Vedalken feel no special kinship or bond with other vedalken, viewing the other's intelligence and skill as a threat to their own success. Therefore, few vedalken-only communities appear. They are welcome in most cities, however, due to their skill and drive for perfection.

In Rajadesh, Vedalken have an unusual view of progress. They believe that nothing is perfect, nor can it ever be perfect—and they rejoice in this. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never actually be reached. Thus, pointing out imperfection is hardly an insult—which leads vedalken to note flaws and problems with an enthusiasm that members of other races sometimes find exasperating. This enthusiasm extends to every aspect of vedalken work, both practical and theoretical. They are curious and excitable, and often become deeply engrossed in their labors. It’s not uncommon for a vedalken to spend hours on end caught up in the details of an abstract question or a minute engineering problem.

Vedalken can be utterly oblivious to their surroundings while meditating on thorny issues, and they are prone to launching into lengthy explanations of their current research, since most find that talking about a problem often leads to a solution. As a rule, vedalken are gregarious in conversation.
Last edited by Thorpocalypse on Thu Aug 16, 2018 3:57 am, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

115 - Thopter

Post by Thorpocalypse »

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I really should be calling these Thorpters...

THOPTERS
PL2


OPL: 2; DPL: 2; HP: 0

ABILITIES: STRENGTH -2, STAMINA --, AGILITY 0, DEXTERITY 0, FIGHTING 1, INTELLECT --, AWARENESS 0, PRESENCE --

SKILLS: Athletics (-3), Deception (--), Insight (--) , Intimidation (--), Perception +4 (+4), Persuasion (--), Stealth (+0/+8)

ADVANTAGES: Interpose

POWERS:
Thopter Size: Shrinking 8 (-2 Str, +4 Dodge/Parry, +8 Stealth, -4 Intimidation, Speed -2 [1/2 mph/6 fpr], -2 Mass; Extra: Innate, Permanent); 17 pts
Construct: Immunity 30 (Fortitude Effects); 30 pts
Personal Device: Senses 1 (Communication Link [Aetherlink; with owner]); 1 pts
Propellers: Flight 2 (8 mph/120 ft pr); 4 pts
Aether Shock: Aether Energy Damage 0 (Extra: Accurate, Reach 2 [10 ft]); 3 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +0
Close Attack +1 [Unarmed -2]
Aether Shock +3 [Aether Shock +0]
Ranged Attack +0

DEFENSES:
Dodge +4 [DC14] Parry +3 [DC13]
Toughness +0 (+0 without Defensive Roll), Fortitude Immune, Will +Immune

COMPLICATIONS:
Responsibility: To their inventor-master.

Abilities -28 + Skills 2 (4 ranks) + Advantages 1 + Powers 55 + Defenses -2 = 28 / 28

Comments: Thopters are flying artifact creatures that have been around in Magic the Gathering for some time, but have seen a resurgence with the Kaladesh block.

Thopters are small automatons that fly using some combination of whirling rotors and stretched-fabric wings. They are ubiquitous in the larger cities and other settlements, where they carry messages like carrier pigeons, hunt gremlins like trained hawks, race each other in friendly and not-so-friendly competitions—and serve as remote viewing devices for Consulate authorities and crime lords alike. Thopters range from the size of pigeons to the size of eagles, with extremely intricate gearwork usually partly visible beneath glass orbs and filigree.

Here's some mass combat for them as there can be hundreds of these dotting the Rajadesh skies at any time.
THOPTERS MASS COMBAT

CORPS (20,000-50,000): ATTACK 17, DAMAGE 14, DEFENSE 4, TOUGHNESS 14, INITIATIVE 0, MORALE -3
DIVISION (9,000-15,000): ATTACK 16, DAMAGE 13, DEFENSE 4, TOUGHNESS 13, INITIATIVE 0, MORALE -3
BRIGADE (6,000-8,000): ATTACK 15, DAMAGE 12, DEFENSE 4, TOUGHNESS 12, INITIATIVE 0, MORALE -3
REGIMENT 1 (3,000-4,000): ATTACK 14, DAMAGE 11, DEFENSE 4, TOUGHNESS 11, INITIATIVE 0, MORALE -3
REGIMENT 2 (1,250-2,750): ATTACK 13, DAMAGE 10, DEFENSE 4, TOUGHNESS 10, INITIATIVE 0, MORALE -3
BATALLION 1 (500-1,000): ATTACK 12, DAMAGE 9, DEFENSE 4, TOUGHNESS 9, INITIATIVE 0, MORALE -3
BATALLION 2 (150-450): ATTACK 11, DAMAGE 8, DEFENSE 4, TOUGHNESS 8, INITIATIVE 0, MORALE -3
COMPANY 1 (140): ATTACK 10, DAMAGE 7, DEFENSE 4, TOUGHNESS 7, INITIATIVE 0, MORALE -3
COMPANY 2 (55-125): ATTACK 9, DAMAGE 6, DEFENSE 4, TOUGHNESS 6, INITIATIVE 0, MORALE -3
PLATOON 1 (30-50): ATTACK 8, DAMAGE 5, DEFENSE 4, TOUGHNESS 5, INITIATIVE 0, MORALE -3
PLATOON 2 (15-40): ATTACK 7, DAMAGE 4, DEFENSE 4, TOUGHNESS 4, INITIATIVE 0, MORALE -3
SQUAD (8-10): ATTACK 6, DAMAGE 3, DEFENSE 4, TOUGHNESS 3, INITIATIVE 0, MORALE -3
SQUAD (4-6): ATTACK 5, DAMAGE 2, DEFENSE 4, TOUGHNESS 2, INITIATIVE 0, MORALE -3
BASE (2-3): ATTACK 3, DAMAGE 0, DEFENSE 4, TOUGHNESS 0, INITIATIVE 0, MORALE -3
Last edited by Thorpocalypse on Fri Jan 26, 2018 3:06 am, edited 2 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

116 - Servo

Post by Thorpocalypse »

Image

SERVOS
PL2


OPL: 2; DPL: 2; HP: 0

ABILITIES: STRENGTH -3, STAMINA --, AGILITY 0, DEXTERITY 1, FIGHTING 1, INTELLECT --, AWARENESS 0, PRESENCE --

SKILLS: Athletics (-3), Close Combat [Unarmed] 2 (+3), Deception (--), Insight (--) , Intimidation (--), Perception 0 (+0), Persuasion (--), Stealth (+0/+12), Technology 10 (+5)

ADVANTAGES: Interpose, Move-by Action

POWERS:
Servo Size: Shrinking 12 (-3 Str, +6 Dodge/Parry, +12 Stealth, -6 Intimidation, Speed -3 [1800 fpr/3 fpr], -3 Mass; Extra: Innate, Permanent, Quirk: Fragile [-1 Toughness]); 24 pts
Construct: Immunity 30 (Fortitude Effects); 30 pts
Personal Device: Senses 1 (Communication Link [Aetherlink; with owner]); 1 pts
Skittery: Speed 2 (8 [1] mph/120 [15 ft]); 2 pts
Pincers: Slashing Strength-based Damage 1; 1 pt

EQUIPMENT:
NONE

OFFENSE:
Initiative +0
Close Attack +1
Unarmed +3 [Unarmed -3; Pincers -2]
Ranged Attack +1

DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness -1 (-1 without Defensive Roll), Fortitude Immune, Will +Immune

COMPLICATIONS:
Responsibility: To their inventor-master.

Abilities -26 + Skills 6 (12 ranks) + Advantages 2 + Powers 58 + Defenses -3 = 37 / 37

Comments: Servos are little aether powered devices that many inventors in Rajadesh utilize as personal assistants and mini-security devices. Their main function in that case is their ability to get in the way of attacks aimed at their inventor-masters.

In case someone sends a swarm of them at some PCs...
SERVO MASS COMBAT

CORPS (20,000-50,000): ATTACK 16, DAMAGE 12, DEFENSE 4, TOUGHNESS 13, INITIATIVE 0, MORALE -3
DIVISION (9,000-15,000): ATTACK 15, DAMAGE 11, DEFENSE 4, TOUGHNESS 12, INITIATIVE 0, MORALE -3
BRIGADE (6,000-8,000): ATTACK 14, DAMAGE 10, DEFENSE 4, TOUGHNESS 11, INITIATIVE 0, MORALE -3
REGIMENT 1 (3,000-4,000): ATTACK 13, DAMAGE 9, DEFENSE 4, TOUGHNESS 10, INITIATIVE 0, MORALE -3
REGIMENT 2 (1,250-2,750): ATTACK 12, DAMAGE 8, DEFENSE 4, TOUGHNESS 9, INITIATIVE 0, MORALE -3
BATALLION 1 (500-1,000): ATTACK 11, DAMAGE 7, DEFENSE 4, TOUGHNESS 8, INITIATIVE 0, MORALE -3
BATALLION 2 (150-450): ATTACK 10, DAMAGE 6, DEFENSE 4, TOUGHNESS 7, INITIATIVE 0, MORALE -3
COMPANY 1 (140): ATTACK 9, DAMAGE 5, DEFENSE 4, TOUGHNESS 6, INITIATIVE 0, MORALE -3
COMPANY 2 (55-125): ATTACK 8, DAMAGE 4, DEFENSE 4, TOUGHNESS 5, INITIATIVE 0, MORALE -3
PLATOON 1 (30-50): ATTACK 7, DAMAGE 3, DEFENSE 4, TOUGHNESS 4, INITIATIVE 0, MORALE -3
PLATOON 2 (15-40): ATTACK 6, DAMAGE 2, DEFENSE 4, TOUGHNESS 3, INITIATIVE 0, MORALE -3
SQUAD (8-10): ATTACK 5, DAMAGE 1, DEFENSE 4, TOUGHNESS 2, INITIATIVE 0, MORALE -3
SQUAD (4-6): ATTACK 4, DAMAGE 0, DEFENSE 4, TOUGHNESS 1, INITIATIVE 0, MORALE -3
BASE (2-3): ATTACK 2, DAMAGE -2, DEFENSE 4, TOUGHNESS -1, INITIATIVE 0, MORALE -3
Last edited by Thorpocalypse on Fri Jan 26, 2018 3:08 am, edited 1 time in total.
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Jabroniville
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Re: J-Mart Fantasy: Vampires, Aetherborn, Rajan, Vedalken, Thopter, Servo

Post by Jabroniville »

Cool ideas! I've seen Mayan D&D worlds, Arabic D&D worlds, European D&D worlds, and more, but I've NEVER seen an India-themed D&D-type world before!
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Woodclaw
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Re: J-Mart Fantasy: Vampires, Aetherborn, Rajan, Vedalken, Thopter, Servo

Post by Woodclaw »

Jabroniville wrote: Thu Jan 25, 2018 5:26 am Cool ideas! I've seen Mayan D&D worlds, Arabic D&D worlds, European D&D worlds, and more, but I've NEVER seen an India-themed D&D-type world before!
One of my gaming pals keeps saying that a India-themed world must be the next step in fantasy writing. I'm a bit skeptic because ... well, while there's plenty of material and the Indian mythology is perfect for a fantasy world, a lot of people might take issue with such a representation.
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BriarThrone
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Re: J-Mart Fantasy: Vampires, Aetherborn, Rajan, Vedalken, Thopter, Servo

Post by BriarThrone »

Woodclaw wrote: Thu Jan 25, 2018 9:26 am
Jabroniville wrote: Thu Jan 25, 2018 5:26 am Cool ideas! I've seen Mayan D&D worlds, Arabic D&D worlds, European D&D worlds, and more, but I've NEVER seen an India-themed D&D-type world before!
One of my gaming pals keeps saying that a India-themed world must be the next step in fantasy writing. I'm a bit skeptic because ... well, while there's plenty of material and the Indian mythology is perfect for a fantasy world, a lot of people might take issue with such a representation.
Is it a rich and interesting source of inspiration? Sure! But can you pull it off without the Thought Police harpies swooping in, screaming indecipherable outrage? ... Good luck!
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Woodclaw
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Re: J-Mart Fantasy: Vampires, Aetherborn, Rajan, Vedalken, Thopter, Servo

Post by Woodclaw »

BriarThrone wrote: Thu Jan 25, 2018 5:26 pm
Woodclaw wrote: Thu Jan 25, 2018 9:26 am
Jabroniville wrote: Thu Jan 25, 2018 5:26 am Cool ideas! I've seen Mayan D&D worlds, Arabic D&D worlds, European D&D worlds, and more, but I've NEVER seen an India-themed D&D-type world before!
One of my gaming pals keeps saying that a India-themed world must be the next step in fantasy writing. I'm a bit skeptic because ... well, while there's plenty of material and the Indian mythology is perfect for a fantasy world, a lot of people might take issue with such a representation.
Is it a rich and interesting source of inspiration? Sure! But can you pull it off without the Thought Police harpies swooping in, screaming indecipherable outrage? ... Good luck!
That was pretty much my point.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Thorpocalypse
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Re: J-Mart Fantasy: Vampires, Aetherborn, Rajan, Vedalken, Thopter, Servo

Post by Thorpocalypse »

Woodclaw wrote: Thu Jan 25, 2018 8:16 pm
BriarThrone wrote: Thu Jan 25, 2018 5:26 pm
Woodclaw wrote: Thu Jan 25, 2018 9:26 am
One of my gaming pals keeps saying that a India-themed world must be the next step in fantasy writing. I'm a bit skeptic because ... well, while there's plenty of material and the Indian mythology is perfect for a fantasy world, a lot of people might take issue with such a representation.
Is it a rich and interesting source of inspiration? Sure! But can you pull it off without the Thought Police harpies swooping in, screaming indecipherable outrage? ... Good luck!
That was pretty much my point.
I wish I could write well enough to do it because it really is an untapped sector of world history with some wonderful stories to work from. And I can handle the oversensitive types well enough. Not to use the "why, I have friends who are..." card, but I do have several Indian friends and I love their culture. Plus, I'm a black man married to white handicapped woman with an adopted gay son. If you can make intolerance criticism stick to me, you deserve your outrage. ;)

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117 - Aethertide Whales/Skywhales

Post by Thorpocalypse »

Image
The aethersphere is home to the most wondrous beings on all of Rajadesh, although the dangers of traversing it mean that not much is known of them.

AETHERTIDE WHALE
PL9


OPL: 9; DPL: 8; HP: 0
Average Height: TBD
Average Weight: TBD
Eyes: TBD
Hair: TBD
Skin: TBD
Lifespan: TBD
Environment: TBD
Organization: TBD
Alignment: TBD
Origin: TBD
Religion: TBD
Racial Weapons: TBD
Racial Mounts: TBD

ABILITIES: STRENGTH 13, STAMINA 10, AGILITY -2, DEXTERITY 0, FIGHTING 5, INTELLECT -4, AWARENESS 1, PRESENCE -3

SKILLS: Athletics (+13), Deception (-3), Insight (+1), Intimidation (-3/+4), Perception 6 (+7), Persuasion (-3), Stealth (-2/-16)

ADVANTAGES: Diehard, Favored Environment (Aethersphere), Great Endurance

POWERS:
Skywhale Size: Growth 14 (+14 Str, +14 Sta, -7 Dodge/Parry, -14 Stealth, +7 Intimidation, Speed +1 [4 mph/60 fpr], +14 Mass, Reach 3 [15 ft]; Extra: Innate, Permanent); 29 pts
Blubber: Protection 2, Impervious Toughness 5; 7 pts
Skywhale Physiology: Immunity 2 (Suffocation [Thin Air]), Movement 1 (Environmental Adaptation [High Altitude], Senses 7 (Sonar [Normal Hearing, Accurate, Extended], Low-Light Vision, Ultrahearing); 11 pts
Aetheride Flight: Flight 2 (8 mph/120 ft pr; Extra: Continuous); 6 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative -2
Close Attack +5 [Unarmed +13]
Ranged Attack +0

DEFENSES:
Dodge -1 [DC9] Parry +3 [DC13]
Toughness +12 (+12 without Defensive Roll, +3 Impervious), Fortitude +10, Will +3

COMPLICATIONS:
Disability: Skywhales cannot speak humanoid languages nor use their fins to easily manipulate objects.
Vulnerable: Skywhales are dependent on the aethertide to support their massive weight. Should be be taken below it, they are impaired after a few minutes, disabled soon after, then incapacitated and dying in short order.

Abilities -16 + Skills 3 (6 ranks) + Advantages 3 + Powers 53 + Defenses 15 = 58 / 58

Comments: Thanks to the power of the aetherflow above Rajadesh, many species have been mutated by it and one of the coolest things its done is allow for sky leviathans that fly through the air like the great whales and sea monsters swim through the seas. This is my take one of the Aethertide Whales/long-winne skywhales, that roam the great aethersphere and are revered but also hunted by the sky pirates.
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Psistrike
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Re: J-Mart Fantasy: Vedalken, Thopter, Servo, Skywhales

Post by Psistrike »

Now how to figure out how to fit them into a non-fantasy setting. :mrgreen: Hhm, mad scientist who mixes science with magic and altered some humpback whales. Everyone runs when they are overhead, no telling when they have to 'go'. Yes, I have a weird imagination. But where else would your mind go if beings that size could fly and were suddenly above you? ;) ;)
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Davies
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Re: J-Mart Fantasy: Vedalken, Thopter, Servo, Skywhales

Post by Davies »

Psistrike wrote: Fri Jan 26, 2018 2:00 am But where ... would your mind go if beings that size could fly and were suddenly above you? ;) ;)
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Thorpocalypse
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118 - Sphinx

Post by Thorpocalypse »

Image
To consult a sphinx is a test in patience. Perhaps that's the point.

SPHINX
PL11


OPL: 10; DPL: 11; HP: 1

ABILITIES: STRENGTH 7, STAMINA 8, AGILITY 2, DEXTERITY 0, FIGHTING 10, INTELLECT 6, AWARENESS 7, PRESENCE 5

SKILLS: Athletics 3 (+10), Deception 5 (+10), Expertise [Magic] 6 (+12), Insight 6 (+13), Intimidation 5 (+10/+12), Perception 6 (+13), Persuasion 5 (+10) [Daze], Stealth (+2/-2)

ADVANTAGES: Close Attack (2), Daze (1) (Persuasion), Diehard, Languages (2) (Common, Draconic, 3 others, Base: Sphinx), Ritualist, Takedown (1)

POWERS:
Sphinx Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Sphinx Senses: Senses 8 (Normal Vision [Extended, Penetrates Concealment], Normal Hearing [Extended], Darkvision, Low-light Vision, Scent [Acute]); 8 pts
Sphinx Physiology: Immunity 4 (Immunity, Environmental Cold, Environmental Heat, Own powers), Protection 5; 9 pts
Claws: Slashing Strength-based Damage 1 (Extra: Dangerous, Split); 3 pts
Sphinx Movement: 3 pt Array; 5 pts
Wings: Flight 3 (16 mph/250 ft pr; Flaw: Winged); 3 pts
Cat Speed: Speed 1 (4 mph/60 ft pr); 1 pt
Leaping: Leaping 1 (15 ft); 1 pt

Magical Powers: Variable 6 (30 pt Traits; Magical Descriptor, Flaw: Slow); 30 pts
Mighty Roars: 90 pt Array, Flaw: Unreliable [5 uses]); 82 pts
Thunderous Roar: Burst Area Damage 10 (Extra: Burst Area x4 [250 ft radius], Linked [Affliction], Flaw: Sense-Dependent [Auditory]), Burst Area Affliction 10 (Sonic; Resisted by Will; 1st: Hindered, 2nd: Prone, Extra: Burst Area x4 [250 ft radius], Linked [Damage], Flaw: Limited to two degrees, Sense-Dependent [Auditory]); 90 pts
Paralyzing Roar: Burst Area Affliction 10 (Sonic; Resisted by Will; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, 3rd: Paralyzed, Extra: Burst Area x4 [250 ft radius], Extra Condition, Flaw: Sense-dependent [Auditory]); 1 pt
Fearsome Roar: Burst Area Affliction 10 (Sonic; Resisted by Will; 1st: Entranced, 2nd: Compelled [to flee], Extra: Burst Area x4 [250 ft radius], Flaw: Sense-dependent [Auditory]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +12 [Unarmed +7; Claws +8, Critical 19-20]
Ranged Attack +0
Special Attack [Fearsome Roar Affliction +10, Burst Area; Paralyzing Roar Affliction +10, Burst Area; Thunderous Roar Affliction +10, Burst Area]

DEFENSES:
Dodge +7 [DC17] Parry +9 [DC19]
Toughness +13 (+13 without Defensive Roll), Fortitude +10, Will +10

COMPLICATIONS:
Arrogance: Sphinxes believe they have few, if any equals in the world and can sometimes fall victim to their own arrogance.
Disability: Their paws make it difficult for them perform fine manipulation.
Honor: Sphinxes do hold themselves to a code of honor and if they give their word, they do not break it.
Motivation: Sphinxes crave knowledge and secrets and love to hoard both, but will share both if paid in kind.

Abilities 74 + Skills 18 (36 ranks) + Advantages 8 + Powers 146 + Defenses 13 = 259 / 259

Comments: The sphinxes of Gloriant are a combination of the D&D sphinx and the Magic the Gathering sphinx as I like things about both incarnations. They can be found in any of the domains of Gloriant, filling different roles and having slight mutations from domain to domain. Some have human heads, some have lion heads, some are telepathic, some are more magical, etc. I figure this generic version hit the high points but expect some other versions as I continue to world build.
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