Thursday, October 29, 2009

Eberron Heroes: Were-Spider

Eberron is probably one of my favorite campaign settings. Why? It's SO VERSATILE. It has such a wide array of different things that you can accomplish inside of it with it's unique take on using Magical Devices as a sort of parallel to technology. To say that it's Steam Punk isn't giving it enough credit. It's more like Magic Punk or some strange kind of cross between Victorian England and Vision of Escaflowne. Because of this amazing versatility, I like to experiment with potential characters that can be transplanted into it. This is such an example.

I'll give you two guesses as to who this is suppose to be. Go ahead. Guess!

Petler Parkzen
Male Human
Alignment Chaotic Good
Rogue 5 / Artificer 8

Str 16 (+1 strength)
Dex 17
Con 12
Int 18 (+1 4th level)
Wis 13
Cha 16 (+1 8th level)

Hit Points 69, Current 69
AC 18 (10 +3 dex, +5 armor), Touch 13, Flat 18 (uncanny dodge)
Init +3
BAB +9/+4, Grap +12/+7
Speed 30
Fort +4, Ref +9, Will +8

Unarmed Attack +12/+7 1d10+3 Critical 20

Skills:
+10 Balance (5 ranks, +2 synergy)
+17 Bluff Cha (14 ranks)
+16 Climb (13 ranks)
+11 Craft_1 (7 ranks)
+8 Craft_2 Int 8 (8 ranks)
+5 Diplomacy (+2 synergy)
+9 Disguise (6 ranks)
+13 Gather Information (8 ranks, +2 synergy)
+11 Hide (8 ranks)
+5 Intimidate (+2 synergy)
+31 Jump (16 ranks, +2 synergy, +10 Innate Bonus*)
+12 Knowledge (arcana) (8 ranks)
+12 Knowledge (architecture) (8 ranks)
+10 Knowledge (local) (6 ranks)
+9 Move Silently (6 ranks)
+4 Profession (3 ranks)
+12 Sleight of Hand (7 ranks, +2 synergy)
+17 Spellcraft (11 ranks, +2 synergy)
+13 Tumble (8 ranks, +2 synergy)
+15 Use Magic Device (12 ranks)
+11 Use Rope (8 ranks)

Feats:
Action Boost
Heroic Spirit
Exceptional Artisan x2
Dodge
Mobility
Improved Unarmed Strike
Superior Unarmed Strike
Scribe Scroll
Brew Potion
Craft Wondrous Item
Craft Magic Arms and Armor
Craft Wand

Human Traits
-Bonus Skill
-Bonus Feat

Rogue
-Sneak Attack +3d6
-Trapfinding
-Evasion (level 2)
-Trap Sense (level 3)
-Uncanny Dodge (level 4)

Artificer
-Artificer Knowledge
-Artisan Bonus
-Disable Trap
-Item Creation
- Craft Homunculus
- Retain Essence
- Metamagic Spell Trigger

Special Qualities:
-Arachnid Curse: Petler has a magical curse that flows through his body like a poison. The curse grants Petler an innate +10 bonus on Jump checks and he can also use Spider Climb as a Spell-Like ability at will.

Equipment:
  • 2 Wand-Holsters
  • These are essentially wrist bands with a socket inside of them that's just big enough for a medium sized wand to fit. A wand holster grants whoever wears them immediate acess to any wand placed inside of them. A wand inside a holster cannot be disarmed this way. Only by removing the holster themselves or taking the wand from the holster while the wearer is unconsious.
  • 2 Wands of Web
  • These are two ordinary Wands of Web that Petler keeps inside his two holsters at all times. Like most wands they only have 50 charges each and Petler keeps a fairly large storage of Web wands in his personal study.
  • +2 Studded Leather.

Petler was an ordinary boy in Sharn. Or about as ordinary as a boy in Sharn gets. Like many young boys with a knack for tinkering and magic, he trained himself to become an artificer and maybe some day work for House Cannith. The war had taken both of his parents and he lived in Sharn under the care of his elderly uncle and aunt.

Petler wasn't a particularly well-liked boy. He was charismatic to be sure but he was often seen as being petty and uninteresting. Most women's respect for him began and ended at his expertise and his only two freinds, a hobgoblin son of a Dahkanni warlord and a common girl named Guiien weren't exactly well respected by the peers at Morgrave.

Petler's life took a turn for the adventuring path when one day, on an expedition to a Valdalis Enclave, a monstrous spider undergoing a special magic breeding program broke free from it's cage and attacked Petler. The monsterous spider managed to dig it's massive fangs into Petler's flesh for one good solid bite before a Warforged Guard managed to put the massive anthropod down with a single well-placed swing.

Petler stumbled away from the Enclave and returned to his home, weary and feeling particularly exhausted. The arcane infused spider-venom made it's way through Petler's body, granting him unusual powers such as the ability to jump great distances and climb the surface of almost any wall. Petler discovered these powers the hard way (taking a quite literal leap of fait so to say) but once he saw what they let him do he instantly began thinking of a way to benefit from them.

Petler opted to become a street fighter in Sharn's cogs. Making illicit money from taking on the various monsters and other brawlers who lived down there. Petler wound up making money for his underpaid aunt and uncle. When they questioned him he simply said he earned it doing some side jobs. Petler's uncle remained suspicious and the two fought. As Petler left to go do another fight, his uncle told him that "With great power, comes great responsibility."

Petler fought his opponent and won. However the dealer cheated him out of a couple coin. Petler's combined fight with his uncle and subsequent betrayal made him completely apathetic when a mugger who was stealing from the fight coordinator ran past Petler, revealed his changeling heritage for a second and proceeded to book it. When Petler returned to his house he saw the Sharn watch outside and his Aunt crying.

Petler's uncle had been ruthlessly stabbed by a random mugger fleeing the Watch. They were reportedly still after him and Petler, in rage, chased after the suspect and proceeded to corner him down a dark alleyway. Petler wailed on the man who killed his uncle and as he beat him into unconsiousness he saw the man's bloody and bruised face suddenly change from it's normal expression to that of a changeling. One that Petler recognized far too well. Petler had let the man who killed his uncle get away. Thus did he feel the burden of his uncle's death fall onto his own shoulders.

From that day forward. Petler took it upon himself to right his wrong and make sure that no criminal escape his sight. Petler proceeded to put on an enchanted studded leather armor that he wore over his clothes and a pair of goggles over his eyes to properly disguise himself. He proceeded to swing through Sharn and put his skills to use. Fighting muggers and random criminals. Taking little to no reward for himself.

Currently. Petler still tries to earn all of his money to support him and his aunt legitamently. He works for the Korranberg Chronical under a particulary bossy gnome who happens to have it in for Petler's currently adopted alter-ego. Several groups are convinced that Petler (or more accurately his other identity) is some kind of lycanthrope or Shifter that has a spider related bloodline. Petler, thinking on how he got these powers, isn't sure if they're right or wrong. This has given him the rather negatively connotive name of "Were-Spider". This has put him at odds with the Church of the Silver Flame as well as the the local shifter community who see the idea of there being a spider-themes line of lycanthrope as being absolutely ridiculous.

In terms of personality. Petler is easily engrossed into the power of anonymity. When nobody seems to recognize him under his goggles and costume, he makes a great show to differentiate himself from his more mild mannered self. When in disguise Petler is snarky, wise cracking and always ready to make a snide remark about someone. When he is dressed more inconspiculously, Petler's typically much more reserved and self-consious.
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So yea. This should be pretty easy unless you're living under a rock.

Next up: The Warforged.

Tuesday, October 27, 2009

Campaign Setting: Lord of Battle






Welcome to my latest Mutants and Masterminds RP idea! I've GM'd two Mutants and Masterminds games before. One was an experiment with setting (multiple worlds, eternal champions and such) and another was an expansion into my own sorta setting. This particular setting/idea mostly borrows it's roots from Street Fighter, Mortal Combat and several other videogame/anime adaptations in that line.

The basic idea is that you are all fighters from different countries around the world. Each of you have developed fighting in your own special way and utilize your skill, abilities or powers to improve your own fighting potential.

This blog will mainly cover the basics. Character creation, a list of allowed and prohibited powers and some general setting information. Anyone who's interested in this setting need only move on from here.

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Since the dawn of time. There have been wars. And people who gave their lives in those wars. There have been grand, epic conquests and judges. Grand epic battles and people. But wars became less about one's prowess and more about one's technology. Nowadays nuclear war threatens everyone and the entire world is helpless before the possibility of mass-destruction. As such, during the 1940's. When the first Nuclear bomb was detonated. Did a single man appear from a cloud of smoke. Nobody knew where this man came from. But he claimed to have seen where the creation of such devastating technology would lead man kind. He offered: a response.

Peace and prosperity can no longer be maintained through a countries arms. That will only lead us to death and destruction. I offer us a new path: one where only a few lives are sacrificed in the need of millions.”

And so did he craft a tournament where fighters from various countries would decide the fate of the world. The winner of this tournament would receive the fabled Fist of God. A legendary item that would grant it's user unbelievable power. Supposedly enough to change the world into anything he wanted with a single punch.

Nuclear tensions grew throughout the 1950's-70's. But while tensions abounded for the prescience of super-weapons. A secret war went on in back alleys and in the shadows of most governments. The fabled Fist of God tournament was beginning to go underway. Men were preparing themselves constantly. Each one knowing that while their nations may be small, weak or unnoticeable. All they needed was one truly extraordinary fighter to grant them full dominion over the world.

As the 80's and 90's came, people began to forget about the tournament and soon the process of training and fighting became more of a nostalgic pass time practiced by old masters. However. At the era of 2010. A heavenly voice rang out through the minds of those with a connection to the earth. Stating that the tournament would begin on the eve of September the 12th Now the race is on again to find the most powerful fighters to see if this Fist of God tournament is real or not.

As the 80's and 90's came, people began to forget about the tournament and soon the process of training and fighting became more of a nostalgic pass time practiced by old masters. However. At the era of 2010. A heavenly voice rang out through the minds of those with a connection to the earth. Stating that the tournament would begin on the eve of September the 12th Now the race is on again to find the most powerful fighters to see if this Fist of God tournament is real or not.

Organizations and Fighting Schools: The world is a populace one, and one that is more aware of the existence of magic and special powers than other worlds. It's no surprise then that secret agencies run rampant and fighting schools are public knowledge. Some of these agencies work for the betterment of others while others are more self serving. The following is a rough guideline of the various organizations/schools your fighter may have connections with.

SERPENT – SERPENT is a world wide terrorist organization. Known for its ruthless tactics, indoctrination and experimentation in super solders. Despite their name and it's relation to a certain Saturday morning cartoon show. SERPENT is a very competent and very devious organization. Most known for it's vast array of assassins and their mastery of poisons. SERPENT has emissaries and people working for it globally. Sleeper agents and brainwashed thugs aren't beneath them and few people are safe from their large, gripping hand. One thing of note is that SERPENT doesn't even have a “leader” or head. SERPENT is lead by a council of representatives with offices, branches and different sub-divisions across the world. Each of their division of assassins is named after a particular kind of snake. The most deadly of their assassin divisions is the Taipan. Most known for their deathly powerful poisons.

Society of the Arcane – The society of the Arcane are a group of monsters that have taken residence in the human world after their own world was destroyed by their own selfish desires. The monsters that came here were both monsters that humans had known and feared for ages (vampires, werewolves, dragons) as well as things that humans had never seen before. The monsters that survived their world's destruction knew they were entering into a world that would fear and distrust them. In order to properly hide from the scrutinizing eyes of humanity. Most of them took the forms of humans or animals and proceeded to try and live a normal life as such. The Society has recently shown interest in the Fist of God tournament, believing that if such a weapon exists that it could resurrect their destroyed world.

Valhalla Encampment – The most prestigious fighting school in all of Europe. The famous Valhalla Encampment can only be found on a remote island off the coast of Norway. The island is surrounded by jagged rocks and turbulent weather. It is said that only a master of the northern seas can safely traverse the seas and reach the island. Those that are lucky or skilled enough to reach the island will find a large encampment of fighters and warriors who train every day in a furious and hardy style that emphasizes strength and endurance. Surprisingly enough, the most skilled fighters on the island are all women. The Valkyrie Squad are a group of 5 women who patrol the island and seek to preserve peace in the northwestern part of Europe. The squad typically has 6 members. But ever since one of their team mates was K.I.A. They have since been recuperating from the loss and are on the lookout for any promising young women to fill the hole the last member did. Should anyone from Valhalla Encampment or the Valkery Squad compete in the tournament. It will be for no other reason than to test ones skills and to enjoy a good days battle.

School of the 7 Paths – The school of 7 paths is located in Central China. The martial arts the school teaches are related to the 7 “elemental spirits” that govern the world. Earth, Metal, Wind, Fire, Wood, Water and Void. For the most part the theology is nothing more than mystic mumbo-jumbo but there are claims of superb martial artists and warriors from the school who can manipulate the elements through focusing Ki energy. The School itself is located over an active volcano with precious mineral ore in the rocks as well as a rich abundance of springs and plant life. Supposedly the spot was located because it possessed “all 7 elements in one place” but even so nobody there is really sure where Void is. Or if the school's founder (Dien Wa) was just blowing air hotter than the volcano he decided to build a school over. Like the Valhalla encampment. Any fighters from School of the 7 Paths will be in the tournament for the simply love of battle and nothing more.

Joe Marshall Boxing Arena – As far as fighters from America go. Joe Marshall is probably as good as they (or did) come. The man started his career in New York as an amateur Boxer. Fighting random thugs and bums for money. He managed to make it into the big leagues where he put down the reining champion. Soon after he traveled across Europe, Asia and Africa. Observing fighting techniques from all over and integrating them into his own style. What Joe lacked in special abilities or powers he made up for in sheer physical toughness and spirit. Never one to lay down and take a beating, Joe was adept at taking hits and using them to his advantage. Joe never really felt content in life. That was until a full on fighters tournament was held in his home city and he made s special appearance to show the next generation the ropes. He won the tournament, but out of it he won something much more. One of Joe's opponents was a professional female wrestler named Tasha. When he beat her she vowed she would practice until she was strong enough to beat him. Joe saw potential in the next generation of fighters and offered to teach them all that he knew. Joe opened up a school then. He would fight with Tasha a few more times until the two developed a romance and were married two years after they first met. Five years later Joe received the fatal news: he had inoperable cancer and was given a minimal chance of survival. Many of his students and Tasha feel the air of finality as Joe starts to lose his momentum. There's rumor going about his school that the Fist of God could save Joe's life. Whether or not any of his students (or his wife) will try to win so they could do so is yet to be seen.

Path of the Soul – The soul is considered to be the epicenter of a person's spiritual and magical strength. One fighter, an Indian man named Ignam Kaahnayla theorized that the most powerful weapon a man could possibly have would not be his mind or body. But rather his spirit. Utilizing his own mediative practices. He sought to try and give his soul a physical form. After many years of practice and hardships. He succeeded. His soul literally separated from his body, took the form of a powerful half man, half elephant and was able to lift an entire bull with a single hand. Ignam was amazed that not only could he summon forth his physical soul, but doing so seemed to cause him no ill-effects. His body was still in tact and his mind and form seemed as sharp as ever. However, he slowly began to realize that his soul and him were still intrinsically connected. And that any harm done to his soul would instantly cause a similar wound to appear on his own body. Still not content to give up on this power. He proceeded to teach this masterful ability to many of his students. Each of them learning in a similar fashion he did. Ignam passed away when he was a ripe 97 years old. But his teachings strive to this day and there are even some self-taught students who are learning to separate their soul from their body their own way. Schools for the path can be found generally anywhere but they're mostly master/pupil relationships. The only REAL school for the art is in india.

The Celestial Way – One of the most ancient forms of mythology was the study of the stars and constellations. When man kind was but an infant on the stone of life, they looked to the night sky and saw the gods sending them messages of a greater meaning. The Celestial Way embodies one of the oldest forms of martial arts in existence. Giving it's pupils and trainees fighting styles based not around elements or some divine cosmology. But rather constellations. Supposedly the most powerful of these was an art related to the big dipper or something like that. But most people who knew about it are already dead so now the only thing that exists are the various branch paths. These branch paths in question regulate from several different constellations including Taurus, Orion and even foreign constellations like Orohime and Hikoboshi. Oddly though the only constellation (outside of the elusive big dipper) to not have appeared yet is Lupus. Every time a new path is uncovered it's typically found to be related to a minor or simply more obscure constellation. It could easily be said “It's never Lupus”.


Hello and Welcome!

Hello! I am Dragoon-Darkfire and this is my first blog. Don't expect anything really epic to come from this, but I'd like to talk about the various things that interest me. Writing, tabletop RPG's and comics mostly.

You see, I'm the kinda guy who has a million and one ideas running around in his head but almost nowhere for them to go. For the most part these various ideas simply live, run around a bit in my noggin and then peacefully pass on without me ever noticing. But sometimes ideas stick with me and other times I feel that any good inspiration I had is lost on my flighty mind. So I thought that rather than simply sitting around and stagnating I'd launch into some of my more creative exploits and post them on the web for everyone to see.

And here they are meant to come and (hopefully) stick around a bit longer. Also expect the more typical stuff from me. Reviews, opinions and such. Till next time.