Latest Material Index

Continue reading

Latest Material Index

Continue reading

Latest Material Index

. It’s once again time to get the latest material index updated and to transfer the material from the old one to the main index tabs at the top of the page. If you want the very latest material, it may be necessary to either scroll down or consult the “Recent Posts” listing-widget on the lower right. The previous Latest Materials Index can be found HERE and – for those who like to rummage at random – the full post-by-post index can be found occupying a great deal of space in the lower right column.

. Eclipse Classless d20 Character Construction Cribsheet / Sample Character ListCharacter Creation PrimerCompiled Martial Arts.

. Subindexes: RPG Design – Twilight Isles – BattletechChampionsd20Legend of the Five RingsShadowrunWhite WolfOther GamesBattling Business WorldStar Wars

. Cumulative General Index. Continue reading

Champions – Lyeska, the Spirit Speaker

Some things were not supposed to happen at the Magic Kingdom. Child disappearances were one of them. A child disappearing from a ride ought to have been IMPOSSIBLE.

It wasn’t – although, to be fair… It wasn’t something that Disney could have anticipated or avoided.

Finnian MacBrádaigh was eight years old – and had found “Peter Pan’s Flight” entrancing. A magical flight over London, headed for Neverland!

And that sense of wonder brought a portion of his nascent talents into operation. For him, and for him alone… the darkness of the ride became a whirling gateway, a vortex that scooped him out of his seat in the ship-car of the ride to hurl him bodily into the astral depths of the Never-Never and the magical realm of Neverland – leaving behind an empty seat to panic his parents, trigger a shutdown, and launch a futile search by the mystified attendants.

No trace of Finnian would be found for a twelve years to come.

——————————————————————————-

Finnian had been lucky. While the Never-Never was filled with fey, and myths, and terrible dangers, his accidental portal had been the tales of Peter Pan. Despite Captain Hook and his Pirates, Neverland was fairly benign – and there were potential friends and allies close at hand.

Despite the frantic efforts of his parents, of the Disney corporation, and the police… Finnian was a Lost Boy.

And the years passed, despite the timelessness and perpetual youth of Neverland. Finnian found that he had a knack for magic – picking up bits of lore from the Fey and from Kuimba Abakhawathe – the Shaman of the local “Indian” tribe, Singing Loon.

His talents grew – as did he as he explored the never-never beyond the timeless agelessness of Neverland,

Eventually Finnian became too old for Neverland – but Singing Loon had helped him craft a pouch of magic to aid him in crossing the Never-Never and he now possessed enough power to open a path back to Earth.

Naturally enough, there were complications – the first being a very public emergence in London with a couple of werewolf-things in close pursuit. While they – as night terrors – weren’t actually all that powerful on their own, in the material world, and in broad daylight – and so were fairly readily banished – there were plenty of cell phone videos of a deerskinr-clad youngster throwing lightning bolts at wolf- monsters up on youtube within just a few minutes.

Thanks to the wild variances in the flow of time in the Never-Never, Finnian was physically younger than he was supposed to be (if mentally older) – but his fingerprints, footprints, and a reasonably recent photo were all on file thanks to his conscientious parents – allowing the American Embassy to readily prove that he WAS the youngster who’d disappeared from The Magic Kingdom twelve years ago.

No matter how fantastical the story, the videos, fingerprints, and blatant magical powers were kind of difficult to ignore.

They sent him home for a reunion with his parents (who are still mystified, if overjoyed) – and for some fairly direct attempts at recruitment. The boy might be physically underage, but reasonably well-trained and publicly known mages were rare and valuable.

Finnian hasn’t yet made up his mind on that. Sure, it’s a good job – but it’s not like Neverland raises kids to be particularly responsible adults, even if they generally do turn out to be brave, loyal, and goodhearted.

——————————————————————————-

Finnian is a living nexus between the Spirit Realms and the Physical World – an anchor that allows occasional spirits to make it through the barriers into reality. His powers are all based on Spirit Magic. At the most basic, his senses extend into the Spirit World and he can be attacked from it (in which case he’ll have to use Astral Projection to defend himself), he can channel the powers of various totem spirits, he can draw power from the spirit realms to bind into a modest selection of per-prepared spells, and his Medicine Pouch can be “stocked” with a modest number of additional spells and some raw magic to fuel them with – but even with the pouch, he runs out of steam quickly and requires a good deal of time to recharge his reserves.

Finnian usually prepares a few long-duration spells (a single charge with a one-day duration, +0). While this leaves him vulnerable if they’re dispelled, it’s better than having nothing to use for most of the day. For example, he could call upon Sun Wukong’s Iron Staff: (+10d6 Hand Attack (30 points), +15 PD/+10 ED Force Field (25 points), +5 Flash Defense (5 points), deactivates if forcibly disarmed and not reclaimed within the turn) and the Lion Totem – and he’ll have a weapon for the rest of the day (or until someone dispels or takes it away) and some decent combat boosts for an hour. Of course that will make him a hairy wild man-cat who bludgeons things with an iron staff instead of a disciplined mage, but Lost Boys are never much for social conventions.

Unfortunately, as a nexus and a Lost Boy, Finnian has obligations to help defend Neverland, is pursued by fantastical figures (ranging from the Green Witch and her desire to marry him and thus free herself to walk the physical world at will), through Captain Hook (and his flying pirate ship), and on to whatever insane creature of myth and legend has gotten loose today.

He’ll probably need to improve quickly.

Lyeska, the Spirit Speaker

Value Characteristic Points
13 STR 3
17 DEX 21
23 CON 26
10 BODY 0
10 INT 0
14 EGO 8
15 PRE 5
13 COM 1
6 PD 3
6 ED 1
4 SPD 13
8 REC 0
40 END -3
29 STUN 0
Total 78

 

Points Powers END
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 30 CP worth of customized gear. 20
3 Elemental Control: Shamanic Powers (6-pt reserve); Visible (Very obvious to any mage): -¼; Generic Limitation (Dimensional Vulnerability: User can be attacked from the Astral Plane without any special modifiers.): -½; Generic Limitation (User will attract spirits with problems and will be expected to undertake various missions for the great spirits): -½; Visible (Readily Detectable, -.25), (-.5).
a-2 Mental Defense (15 pts); Add to Total; Always On: -½
b-5 Astral Senses
(4) Astral Sight (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Always On: -½
(4) Astral Hearing (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Always On: -½
c-2 Power Defense (12 pts); Always On: -½; Generic Limitation (Only versus magical and spirit attacks): -½
d-13 6d6 Aid: Shamanic Magic (Fade/turn, Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼; Trigger: Changeable, +½; Points fade instantly after power used: -½; Extra Time: 1 turn, -1; Generic Limitation (May only prepare and cast seven spells per day): -1; Increased END: ×2, -½ 10
e-2 Extra-Dimensional Movement; The Astral Plane; Dimensions: One, +0; Time Travel: None, +0; Mass Multiplier: ×1, +0; Carrying Mass: None; Extra Time: 1 turn, -1; Generic Limitation (Leaves physical body behind): -1; Increased END: ×5, -2 10
f-8 2d6 Aid / Totem Powers (Spirit Channeling) (Fade/5 hours, Max. 20); Range: 0; Active Points: 63; Affects: All Powers of Special Effect, +2; Side Effects (Distinctive Features, Animal Instincts): 30/Half, -½; Trigger: Changeable, +½; Extra Time: 1 min., -1½; Generic Limitation (All points fade at once): -¼; Incantation: Instant Power, -¼; Generic Limitation (Only to invoke spirits, only to add abilities up to the appropriate limits for the spirits invoked.): -½; Increased END: ×2, -½; Generic Limitation (May not have more than five different triggers ready at once.): -½; Generic Limitation (No more than six aspects per spirit. ): -½ 8
91 Sample Spider Totem Summons
(13) Clinging (Clinging STR +10)
(20) 2d6 Entangle (DEF 2); Range: 100 2
(20) Swinging (+16″, NC: 32″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 48; Reduced END: Half, +¼ 2
(12) Chitin Armor (4 PD/4 ED)
(9) +3 DEX
(17) +17 STR 2
91 Sample Eagle Totem Summons
(19) +15 STR; Reduced END: Half, +¼ 1
(9) +3 DEX
(20) +2 SPD
(19) 7″ Flight (NC: 28″); Non-Combat Multiplier: ×4, +5; Non-Combat (MPH): 42 1
(9) Telescopic Sense (Sight, +6 to PER)
(15) 1d6 Killing Attack (HTH) (Total 1½d6); Range: 0 1
92 Sample Lion Totem Summons
(20) +20 STR 2
(18) +6 DEX
(9) Armor (4 PD/2 ED)
(20) 1d6+1 Killing Attack (HTH) (Total 2d6); Range: 0 2
(15) Running (+6″, 20″, NC: 40″); Non-Combat Multiplier: ×2, +0; Reduced END: Half, +¼; Non-Combat (MPH): 18 1
(10) Tracking Scent
91 Sample Unicorn Totem Summons
(20) +10 REC
(15) +15 PRE
(15) 3d6 Healing Touch 1
(20) Running (+8″, 20″, NC: 40″); Non-Combat Multiplier: ×2, +0; Reduced END: Half, +¼; Non-Combat (MPH): 24 1
!(15) 1d6 Aid (Immunities) (Fade/month, Max. 6); Range: 0; Affects: Single Power of Special Effect, +¼ 1
(6) Enhanced Perception (all) (+2 to PER)
92 Sample Serpent Totem Summons
(18) +6 DEX
(20) +2 SPD
(18) Armor (6 PD/6 ED)
(18) Hand-to-Hand Attack / Venom Touch (3d6, Total 4d6); Range: 0; No Normal Defense (Versus Hardened Physical Defenses): +1 2
(5) Infrared Vision
(13) Stealth 17-
41 Total Powers  

 

Points Skills, Talents, Perks Roll
30 +3 level w/Overall Level
2 Gaelic (Fluent Conv.); Literacy: Standard, 0
2 Area Knowledge: The Never-Never 11-
3 Scholar
2 Knowledge: Magic 12-
1 Knowledge: The Astral Realms 11-
1 Knowledge: Literature 11-
41 Total Skills, Talents, Perks  

 

Cost Equipment
22 Medicine Pouch; Focus: Obvious Accessible, -1; Gestures: Instant Power, -¼; Activation: 14-, -½; Side Effects (Drain 3d6 Stun): 30/Half, -½
(2) END Reserve (60 END, 2 REC/turn)
(19) Multipower (62-pt reserve)
u-1 2d6 Aid: Adding Multipower Slots (Fade/week, Max. 12) 3; Range: 0; Affects: Single Power of Special Effect, +¼
8 Armor / Magically Toughened Leather Clothing (4 PD/4 ED) ; OIF (Leather Clothing): -½
30 Total Equipment

 

100+ Disadvantages
10 Dependent NPC: Younger Lost Boys (Normal, 8-); Skills: Normal, +0
10 Public Identity (Finnian MacBrádaigh)
10 Hunted: The Green Witch (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Mild, -5
15 Hunted: Captain Hook and Company (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
15 Hunted: Random Creatures of the Never-Never (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Watched: The Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
15 Overconfidence (Very Common, Moderate)
20 Code Against Killing (Common, Total)
15 Prankster (Very Common, Moderate)
5 Reputation: Promising Young Mage (8-)
15 Phys. Lim: Occasionally gets “sucked into” various works of fiction and must find an exit from the plot to get out . For him, popular fictions are dangerous portals. (Infrequently, Fully)
10 Phys. Lim: Uncivilized. Was literally raised by savages, pirates, and other stray kids, and has no awareness of current idioms or culture beyond what an eight year old from more than a decade ago would know. (Frequently, Slightly)
150 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
78 + 82 = 160 250 = 150 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 5 15 10/4 10/4 3, 6, 9, 12

 

Champions – Planck

Elliot Lumis had always had good reflexes – but lately he’d been finding that he got things done faster than everyone else.

A LOT faster.

And then one day a transformer blew outside the office, shattering half the windows and sending a shower of jagged chunks of razor-sharp glass across the room, with three of his friends in the way.

And time stopped. As if he was Phillip J. Fry on Futurama and he had just imbibed his hundredth cup of coffee.

So he pulled the same stunt Fry had pulled on the program – walking over to his friends while time held still and pulling them out of the way before they could get hurt before returning to his seat to act surprised when time started up again.

Considering that later it made no sense – if time was stopped, how could he see, or breathe? – but it had definitely been HIM (a few experiments had made THAT clear) and it was pretty blatantly a super-power of some sort – and super-powers rarely did make a lot of sense.

————————————————————————————

It WAS a pretty neat power; he could “step out of time” (leaving physics to go cry in a corner) and wander about, interact with most objects and some creatures (although where the electricity came from to let him use computers made even less sense), move stuff about, and even pick up unresisting people and move them around with him. Conveniently enough, stepping out for a few seconds to change his clothing was no strain at all, and boosting his speed and reflexes was easy to maintain as well – although his talent did occasionally fail, with unpredictable exhausting backlash.

In game terms: “Walking around outside of time” is a limited form of teleportation – although it has a cargo capacity and the “autofire” modifier to permit stops along the way to pick people up and/or drop them off (up to his cargo capacity limits), returning to the starting location, and so on. The ability to gather information is handled by his Detection power, and the ability to move things around, and even set up hazards is handled by the radius-effect “Transform” function (setting up actual “attacks” is quite limited; as usual in my games, transform-created “attacks” are limited to one-half the active points in the transform – and thirty active points will not get you far against most villains). In effect, Planck can “step out of time” for about three minutes – during which time he can open doors, go exploring, swipe or move about any objects he “finds”, move up to three unresisting people about, and otherwise make trouble. In general, the game master should simply narrate this, since playing it out will bore everyone else.

Given that he didn’t actually have any super-powered defenses or attacks beyond some basic martial arts training, Elliot sensibly invested a few thousand dollars in some light body armor and some decent (if quite conventional) weapons before trying to play “hero” beyond a bit of rescue work.

Planck actually is a bit more powerful than he knows; his mere presence twists the course of time towards more acceptable-to-him outcomes a bit – providing any innocents or other heroes in the area with a bit of protection. It’s not a lot right now – but his power will likely grow if he doesn’t get himself killed.

————————————————————————————

Elliot originally intended to maintain a “secret identity”, but that just didn’t work out. Looking back on it… cosplaying Dr. Who as a superhero costume probably wasn’t that good an idea. The lack of a mask probably should have told him THAT, but he’d been pretty overexcited at the time.

Still, computer games companies were notoriously accommodating about their better software developers personal lives – and Elliot might be only twenty-two, but he was quite skilled, fairly creative, and somehow almost always accomplished three times as much work in a day as a normal programmer could. If he wanted to play superhero (and thus attract trouble)… they could simply shift him to a “work-from-home” model.

 

Planck

Value Characteristic Points
15 STR 5
16/26 DEX 18
18 CON 16
10 BODY 0
18 INT 8
11 EGO 2
10 PRE 0
12 COM 1
6 PD 3
4 ED 0
3/6 SPD -6
7 REC 0
36 END 0
27 STUN 0
Total 47

 

Points Powers END
13 Elemental Control: Out of Time (30-pt reserve); Activation: 14-, -½; Side Effects (3d6 End Drain): 30/Half, -½; Visible (Creates temporal disturbances which time-sensitives can pick up miles away.): -¼
a-18 15″ Teleportation (Long Range 15″); Increased Range: ×1, +0; Long Range: 15″; Long Range (miles): 0.02; Mass Multiplier: ×4, +10; Fixed Locations: 0; Floating Locations: 0; Autofire: 5 shots, ½; Reduced END: Half, +½; Generic Limitation (Cannot reach any location that the user could not reach on foot within three minutes. ): -½ 1
b-13 1d6 Transform: Move objects around as if given three undisturbed minutes to do so. (Minor, Limited Class); Range: 300; Cumulative: +½; Area Effect (Radius): 32″ radius, +1; Increased Area: ×16, +1; Autofire: 20 shots, 1¼; Reduced END: Zero, +1 0
c-13 Plot Armor / Destiny Manipulation (5 PD/5 ED); Hardened: ×2, ½; Invisible: To All Senses, +1; Area Effect (Radius): 8″ radius, +1; Increased Area: ×2, +¼; Selective Target: +¼
d-8 5d6 Aid (Dex) (Fade/5 hours, Max. 30); Range: 0; Affects: Single Power, +0; Autofire: 5 shots, ½; Extra Time: 1 turn, -1; Generic Limitation (Personal Only): -½; Incantation: Instant Power, -¼; Charges: 12, -¼ 0
e-7 5d6 Aid (Speed) (Fade/5 hours, Max. 30); Range: 0; Affects: Single Power, +0; Autofire: 5 shots, ½; Extra Time: 1 turn, -1; Generic Limitation (Personal Only): -½; Linked (To Dexterity Aid): -½; Incantation: Instant Power, -¼; Charges: 12, -¼ 0
Aid Effects
+10 DEX
+3 SPD
10 Detect / What I would have found out if I had spent three minutes “out of time” exploring an area. (+8 to PER); Generic Limitation (Works as if you’d actually gone to explore): -1; Time Required: Instant, +2; Range: Ranged, +5; Linked (To Transform / Out-of-Time Search): -½
2 Instant Change; Clothes: One Set, 5; Focus (Clothing Satchel): Obvious Accessible, -1; Focus Applicability: Universal; Focus Breakability: Breakable; Fragile Focus: -¼
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 30 CP worth of customized gear. 20
90 Total Powers  

 

Points Skills, Talents, Perks Roll
3 Computer Programming 13-
3 Deduction 13-
3 Security Systems 13-
3 Lockpicking 14-
3 Basic Strike (OCV +1, DCV +0, 5d6)
4 Martial Dodge (OCV –, DCV +5)
4 Martial Block (OCV +2, DCV +2)
23 Total Skills, Talents, Perks  

 

Cost Equipment
13 Multipower: Equipment (40-pt reserve); OAF (Various Items): -1; Generic Limitation (Conventional Technology. User must gesture, all powers other than basic melee weapons must run on charges, technological limitations, etc.): -1
u-1 8d6 Energy Blast / Shotgun with Gel Shells 0; Range: 200; Versus: PD; Charges: +6, -¼; Clips: 4
u-1 4d6 Entangle / Netgun (DEF 4) 0; Range: 200; Charges: +6, -¼; Clips: 4
u-1 8d6 Stun Only Energy Blast / Heavy Taser 0; Range: 200; Versus: ED; Charges: 8, +0; Clips: 3
u-1 2d6 Energy Blast / Dart Gun 0; Range: 200; Versus: ED; Continuous (Turned off by Caffeine or any other strong stimulant): +1; No Normal Defense: +1; Reduced END: Zero & Persistent, +1
u-1 Flares: Change Environment/Brightly Lit (32″ rad.) 0; Effect: Fixed, +0; Charges: 6, +0; Continuing Charges: 1 Minute, -3 lev
u-1 2d6 Flash Pellets (Normal Sight) 0; Range: 200; Area Effect (Radius): 2″ radius, +1; Charges: 12, -¼
u-1 Tonfa(s
(7) Hand-to-Hand Attack (6d6, Total 9d6) 1; Range: 0; Reduced END: Half, +¼
(4) Force Field (Blocking) (10 PD/0 ED) 0; Reduced END: Zero, +½; Generic Limitation (Only versus melee and slow-moving ranged attacks that the user is aware of.): -½
2 2d6 Generic Healing / First Aid Kid 0; Charges: +4, -1; Concentrate: 0 DCV, -½; Extra Time: 1 turn, -1; Focus: Obvious Accessible, -1; Fragile Focus: -¼; Gestures: Instant Power, -¼
7 Armored Undersuit; Focus: Inobvious Inaccessible, -¼; Generic Limitation (Conventional Technology): -1
(5) Armor (4 PD/4 ED)
(2) Protective Goggles: Flash Defense (Sight, 5 pts)
1 Cell Phone (0kg)
30 Total Equipment

 

100+ Disadvantages
5 Distinctive Features: Cosplays as Dr Who; Concealability: Easily, 5; Reaction: Noticed and Recognizable, +0
15 Hunted: Renegades (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Watched: Authorities (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
10 Public Identity
10 Rivalry: Other Time Manipulators; Situation: Professional, 5; Position: Superior, +5; Rival: NPC, +0
20 Code of Chivalry (Common, Total)
15 Overconfidence (Very Common, Moderate)
15 Honorable (Common, Strong)
10 Reputation: “That kid who thinks he’s a time lord” (11-)
20 Vulnerability to Ice Powers (2× STUN); Attack: Common, +10
130 Total Disadvantages

 

COSTS: Char. Powers Total Total Disadv. Base
47 + 113 = 160 230 = 130 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
9 9 4 0 15/9 13/9 2, 4, 6, 8, 10, 12

 

Planck has a powerful information-gathering talent, and can pull off a lot of minor tricks with his “moving things around outside of time” power – but his offensive abilities and defenses are sadly lacking. Ergo, at least for the moment, he relies on his minor martial arts skills and conventional gear.

 

Superheroics, Champions, and the Action Guy

After weeks of writers block, I’m going to try to kickstart things a bit with some quick heroes – mostly inspired by an encounter with a REALLY bad game master.

Seriously… if you don’t know the rules (combat, movement, etc), can’t design decent (or even functional) characters, produce nonsensical scenarios full of plot holes, portray all your NPC’s as utter idiots who either do (and know) nothing or just go berserk and attack, provide only one “clue” (the address for your fight scene with amazingly convenient timing), and know nothing at all about law enforcement (even what you’d get from watching a few episodes of cop shows)… run another game.

“Action Guy” is pretty straightforward: he’s an athletic, but otherwise normal, human being with a bit of firearms training, light body armor, and a selection of conventional weapons. He’d make a decent star for a lower-end action movie – but he’s certainly no superhero. You can expect to find plenty of elite military types, dedicated survivalists, and enforcers who are as good or better.

And that’s why a player should take a look. Superhero games involve a lot of conflict. If your hero – however young and inexperienced – will likely have some real trouble with this guy… He or she has no business trying to take up a career as a superhero. Sure, “with great power comes great responsibility” – but if you can’t handle several people like this with little trouble, you don’t HAVE great power.

Yes, there are plenty of characters in actual comic books who manage to get along with lower-grade powers (or no powers at all) and no real defenses. Squirrel Girl, Power Pack, the Riddler… all of them do just fine don’t they?

Yes, yes, they do. That’s because they, and everything that happens to them, is wholly under the control of the author. You don’t get that luxury with RPG’s. Superheroic RPG characters… have to be tough enough to survive poor decisions, lousy die rolls, villains that unexpectedly connect with their massive attack, stray bullets, and failing to disarm bombs.

Like it or not, Squirrel Girl and Power Pack and the Riddler would not make it as major characters in an RPG. If this guy has a good chance to do your character any real damage, then your character is too weak to be a superhero. He or she might be a heroic sidekick, or an empowered agent, or some such – but running around on superheroic patrol, looking for random trouble to dive into without scouting out the situation first, is simply going to get him or her killed.

Action Guy

Value Characteristic Points
15 STR 5
15 DEX 15
15 CON 10
10 BODY 0
10 INT 0
10 EGO 0
10 PRE 0
10 COM 0
4 PD 1
4 ED 1
3 SPD 5
6 REC 0
30 END 0
20 STUN -6
Total 31

 

Points Powers END
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 30 CP worth of customized gear. 20
6 Total Powers  

 

Points Skills, Talents, Perks Roll
3 Acrobatics 12-
10 +2 level w/Ranged Combat
13 Total Skills, Talents, Perks  

 

Cost Equipment
13 Multipower: Weapons (40-pt reserve); OAF (Guns and Weapons): -1; Generic Limitation (Conventional Technology. User must gesture, all powers other than basic melee weapons must run on charges, technological limitations, etc.): -1
u-1 8d6 Energy Blast / Shotgun with Gel Shells 0; Range: 200; Versus: PD; Charges: +6, -¼; Clips: 4
u-1 4d6 Entangle / Netgun (DEF 4) 0; Range: 200; Charges: +6, -¼; Clips: 4
u-1 2½d6 Killing Attack (RKA) / The Most Powerful Handgun In The World 0; Range: 200; Charges: 8, +0; Clips: 3
u-1 8d6 Energy Blast / Heavy Taser 0; Range: 200; Versus: ED; Charges: 8, +0; Clips: 3
u-1 2d6 Energy Blast / Dart Gun 0; Range: 200; Versus: ED; Continuous (Turned off by Caffeine or any other strong stimulant): +1; No Normal Defense: +1; Reduced END: Zero & Persistent, +1
u-1 2d6 Killing Attack (HTH) / Big Knife (Total 3d6) 1; Range: 0; Reduced END: Half, +¼
u-1 Tonfa
(7) Hand-to-Hand Attack (6d6, Total 9d6) 1; Range: 0; Reduced END: Half, +¼
(4) Force Field (Blocking) (10 PD/0 ED) 0; Reduced END: Zero, +½; Generic Limitation (Only versus melee and slow-moving ranged attacks that the user is aware of.): -½
7 Armored Undersuit; Focus: Inobvious Inaccessible, -¼; Generic Limitation (Conventional Technology): -1
(5) Armor (4 PD/4 ED)
(2) Protective Goggles: Flash Defense (Sight, 5 pts)
1 Good Shoes / Running (+1″, 7″, NC: 14″) 1; Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 2; OIF: -½
2 Smartphone (0kg)
30 Total Equipment

 

COSTS: Char. Powers Total Total Disadv. Base
31 + 19 = 50 100 = 0 + 100

 

OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
5 5 3 0 8/4 8/4 4, 8, 12

 

“Action Guy” isn’t very powerful – but honestly, if you’ve gone and made a character who’s concept doesn’t really include offensive and/or notable defensive powers… Going ahead and grabbing Action Guy’s equipment package is cheap even if you DON’T use the equipment-allowance cheese slice – and it’s certainly sensible.

And yes; Action Guy would have handily defeated most of the characters that were handed out for that game… A melee specialist with a total physical defense of “2”, Speed 4, OCV / DCV 5, and a 4d6 autofire punch (without enough Endurance to use it even if he could expect to hit something?) Really?

 

The Chronicles Of Heavenly Artifice CCVIII – The City Of Winds

Once the Potawatomi had gathered wild onion, and garlic, and rice, and the products of the swamp and prairie on the borders of the lake. But the Wheel turned – and first a trading post, and then a town, and then a city rose.

Vibrant. Active. A crossroads of trade and activity.

Yet ever the Wheel turned. The city fell in fire – but rose once more, rooted in railways and rivers and the great lakes, building towers and factories.

And the Wheel turned. Depression and crime struck at the city, and the tides which had once swept people and industries to it ebbed. Great portions of the web of rails and routes that had made it great had rusted and closed,

Yet the Wheel turned.

Chicago had all too many closed, abandoned, and decaying rail-yards. Great masses of rusting steel – once machinery, rail-cars, rails, and even locomotives – too dangerous and unwieldy for their scrap value to pay for the labor of salvaging them. Valueless until the city should rise once more to need room or rails.

Someone had bought several of them, bringing in private contractors, and restoring them – yet it all seemed pointless; those lines were closed, unneeded – useless, save perhaps to some devotee of rail. Even the local gangs were too “cool” to take all the nonsense seriously – and mostly smart enough to know that fiddling around in the train-yards behind the backs of the professionals was stupidly dangerous – but the contractors were (weirdly enough) rather soft touches…

All they’d been installing was a few stone pillars and a path to nowhere along an old railway sideline – probably to put scenic exhibits along. Still, the reopening of the old station, if only as a museum or some such, promised free entertainment and refreshments.

A few people were taking it more seriously. Some had signed up for the promise of “gates”. No matter how unlikely that sounded, there were always the lost and desperate. Others… had felt the use of Essence, and the power being exerted to reshape the rail-yards. Enough power that those absurd promises of “Gates” might have something to them – presuming that they weren’t a cover for an invasion from the underworld or some such.

The city officials were a mix. A few knew enough to take it seriously, many more knew that a grand opening party was worth attending even if no obvious payoffs, or tricks to expose, cover-ups to be bribed into, or opportunity for local profit has yet appeared… A couple of the local dragon-bloods (water aspects, mostly favoring Larceny and Bureaucracy) had heard enough to think it worth their time, and wished to corner this gate before others could! But first… it had to open!

And the Wheel turned.

It was that or explode – and that too lay in the balance of destiny.

In Yu-Shan, time and reality twisted, ripped and reformed by floods of warring essence, erupting into pockets of raw Wyld and cascading years where even the Loom of Fate working it it’s own realm with the direct backing of the Maiden’s could no longer sustain causality. Still, while the results of many battles – horrific struggles against Deathlords, neverborn Kaiju, creatures of the Wyld, and confused imports from Alien Creations – were as yet indeterminate, the overall course of events was clear. The Song of Creation filled the air, echoed by the uncounted voices of gods, men, and stranger beings and sweeping around, over, and under such struggles as if they were mere rocks in a mighty flood.

As the Song reached the edges of the dome it passed though both the ancient gates to the Blessed Isle or Earth, and the gates to other places, and the erupting galactic gates – spreading over more than a hundred worlds. On ninety-six worlds – the seventy-two prepared for colonization and twenty-four more prepared as nature preserves – a dozen gate-manses apiece went into operation as planned. Each gate to Earth completed the geomancy of the security-and-service manses that had been constructed there, bringing THEM into operation as well.

And the Song of Creation spread further still, gifting the worlds with health, youth, and long, long, life. Six of North America’s nearly 248 gates opened in Chicago, where the security and support manses had been designed in an interlocking and mutually resonant grid – providing power, weather moderation, and various other services for the entire metropolitan area.

One was at the old Chicago Junction Terminal on Lakeshore Drive… Now parklike, save for the restored old terminal, junction lines, and turning circles, there was some staff on hand to open things up.

And precisely on time a vortex of energy swirled into existence at the end of the train tracks and the “path to nowhere”, the stone pillars became an arch, several underground structures opened up – and the gate opened, revealing an early-morning vista of mountains, valleys, rich forests, a glittering city on the hills above the wide river that watered the valley, and flocks of birds and animals roaming the land and the air above it. The path extended to several structures, including a warehouse, a stockyard, a “general store” or “trading post”, and a yard full of classical covered wagons – while the train tracks extended towards the city.

The warding, reconstructive, and protective spells that the Song was carrying had been meant to sustain and rebuild Yu-Shan despite the battle in it’s midst. Across cities that were merely run down, the effect of spells designed to rebuild after a war of Gods, Exalts, Deathlords, and Kaiju were quite dramatic.

And a very classical wood-burning train (with the locomotives firebox and boilers thamuaturgically augmented so as to actually need very little wood or water) gently chugged it’s way through, to take one of the circle turn-arounds and pull up to the station.

And save for the music, there was silence – and agape staring. Even the essence users were reeling as otherworldly dragon-lines linked to Earths – and rank-5 demesnes with preconstructed manses flared to life beneath their feet, sending a wave of essence coursing across the entire city!

Perhaps most importantly… the Song carried with it an impression of Charles, of his granting relief from all injuries, and of the (rather absurd) level of compassion that fueled it.

The stillness lasted more than long enough for the thoroughly inhuman guides and gate guardians (Anthro-canine-metallic amalgams, Coatl, and Kickaha) to take up their stations while the security manses began generating their own staff.

A people few backed away – they’d seen some crazy stuff, but not like THIS – but most found the music thoroughly reassuring…

Not too surprisingly, the Dragon-Blooded agents were the first to regain their composure.

(Inukami Train Conductor – as dryly and matter-of-factually as he could possibly manage) “We have two hundred and forty-three names on our first-run passenger list for the city of Artolis, leaving at least seven seats open for additional passengers on the first run. Actual settlers do have priority over journalists and agents who intend to report back in. The train will make the run every six hours for now. Those individuals and groups who have applied for homesteading packages and seek to claim their own lands in the vicinity of Artolis should check in with the office on the other side of the gate to pick up their supplies, livestock, and vehicles. The settlement guides will assist in locating and setting up land-claims.”

(Young Kickaha, much more mischievously) “And you can land on Europa if you want to, but this train doesn’t go there!”

Quite a few gang members were already pushing forward and heading down the path… Whoa! They needed to get their stuff! It was REAL! And maybe they should pass the word around their neighborhoods too…

The Exalts and thaumaturgists in the vicinity were noting that both ends of the gate fed through newly-activated rank-5 indestructible manses. A teenage boy had built THIS? Certainly they had gotten an impression, and whoever it was was absurdly compassionate and powerful, but most Exalts couldn’t build a level-5 Manse… Perhaps one of these Solars who were supposed to be running around now? And he was apparently freely offering new planets and supplies to ANYONE who wanted a fresh start – apparently including those idiotic ganger ne’er do wells… not that their presence didn’t cause a lot of problems for higher-end activity.

Charles rather thought that a simpler life would help a lot with that – although, to be fair, his basis for that notion was pure general theory.

Several Terrestrials had put in for land claims as well. Why not? At best it was free, and at worst it wouldn’t have mattered.

And it looked like the pioneering supplies included assorted thaumaturgical talismans and even the occasional minor artifact, even if it WAS mostly set up for homesteading. That was interesting! Not as impressive as whatever links were powering the gate, but there were at least hundreds of times as many minor artifacts as gates… Besides, since there WAS land available, it would be best to go through and claim the best spots before the others got back! They needed the best land with the best view!

The thought was obvious, and the staff silently wished them good luck with that. There were a LOT of nice spots on an optimized planet. Even if they just wanted to be near the city (and it’s high-end service manses) there should be lots of choices…

A few were sensible enough to ask. They wanted someplace secure and defensible, so the staff provided several likely locations – throwing in geomantic surveys as needed.

With that kind of cooperation… the terrestrials asked for the best Water demesne on the planet – and were deeply shocked to find that a fine selection of rank-5’s was available.

What” Had these creatures already mapped out the planet? They HAD to ask!

(Map Expert) “Well, the planet WAS designed; and so the geomancy is just as optimized as the ecology and physical resources!”

(Terrestrial) “Designed? How long did this take to build?”

(Map Expert) “The planet only took a few minutes, the ley line network came up to full power within the next three months – which let us bring the gate- and city-manses online”.

A FEW MINUTES? For a PLANET? Just how powerful was this “Charles”?

The staff cheerfully pulled up some audiovisual records of the terraforming – which revealed that he HAD used an existing lump of rock at least – but the planetary transformation was still gob-smacking! Of course…. they were talking to a rather high-end magical construct – that seemed to be manse-powered itself…

(Terrestrial) “So… how many Manses has this “Charles” made?”

(Map Expert) “Well, he makes them as needed, so there’s no real count.”

(Terrestrial) “What, like utility artifacts?”

(Map Expert) “Are they really that different on this scale?”

(Terrestrial, after a brief and thoughtful pause) “I suppose not… I suppose that we had best take a look, and perhaps see the effects of this terraforming for ourselves!”.

Meanwhile the local governmental reps were talking to the station clerk. They really hadn’t taken all the ads seriously, and while they’d gotten some advance warning from the local Terrestrials that something was happening, they were startled to see the extent.

(Anthropomorphic Golden Retriever running the check-in counter at the station) “Can I help you gentlemen?”

Now that was WEIRD… and it didn’t seem like an animatronic or a costume, It seemed to be breathing and everything! Still… their sources had said that there would be a LOT of weird stuff – and while this was VERY weird indeed, if it could help with the city’s financial issues, it was well worth a look.

The police were bypassing the line however.

(Golden Retriever Clerk) “Do you need something? (Suggestively) There IS a line…”

Oh boy. No one was going to believe THIS incident report! Despite the pictures!

(Sergeant) “Well… We need to have a look around here, to see that everything is up to code! We’ll need a tour of the… facility? And Explanations! Definitely explanations…”

That got them a Coatl – and a fairly straightforward tour: training setups for people who needed more skills before starting out, the supply stockpiles, maps, advice on setting up – and otherwise a good look at a fairly conventional train station and a statement that “Charles believes that people need more room, and new lands to explore – and so he is providing them. This station and the gate system are self-maintaining and close to perpetual”.

The police were having a bit of trouble deciding how to approach the situation. They weren’t trained for what was obviously a first contact scenario of sorts! And other planets were certainly out of their jurisdiction anyway… were they going to be dealing with trans-galactic commuters? The “Gate” did seem to be instantaneous… Would the city try to annex a planet like it would a new development? Was there even a government there beyond this “Charles” announcing “Here’s some stuff! Don’t hurt each other! Have fun!”? Just how much of Chicago’s population was going to abruptly move out?

Not to mention the “everything is suddenly new and shiny” seemed to go a LONG ways past the station-park! Pretty much every report from around the city was of things being cleaned, repaired, reinforced, and restored!

How many people would THAT put out of work? But then… they had a brand new city and world to move to, where apparently much of what you needed was free, training programs were sponsored, and everything was very nice.

Wait. There was no breach of the peace going on and there was no law against opening gates or giving pioneering equipment away. This was POLICY. Not police work! They could safely shove it all off on the bureaucracy!

And so they did.

That would, indeed, take some time… the bureaucrats would want more information, and to meet with Charles, and to investigate the new planet, and perhaps even to send someone to Aden. City bureaucracy being what it was, it would take months, if not years, to implement – unless, of course, someone went under the table (which was probably inevitable).

And then there would be the feds.

Across the world there were local attempts to cordon off some of the gates – but there were too many worldwide, scattered over every nation, for that to become more than a very temporary procedure in most places – and the Inukami staff, Kickaha guides, and Coatl could spread out as the security manses generated their own staff and guardians to bring in those who wished to emigrate across the cosmos regardless of minor opposition.

Fortunately for the Chicago authorities peace of mind, the Gate-Guardians were quite cooperative in some ways. They were happy to tell those who asked that the destination planets were situated in otherwise uninhabited Hubble Volumes; so no immigration was likely for the moment. They also proved to be fully cooperative about restraining (and turning over to the authorities) lunatics, serious or violent criminals, and so on; they were screening to some degree anyway. There would be home-grown lunatics quite soon enough, there was no need to send any.

Unfortunately for the authorities peace of mind… even casual estimates on how many people would be leaving were fairly high – and the staff had no objection to simply giving pickpockets, shoplifters, and so on a bit of re-education and a fresh start!

Of course in actual war zones… things were going to be a bit trickier. As well as in the places where unwanted people were being dumped, or there was fighting over the gates, or oppressed populations wanted to escape, and so on. Charles would have them cared for of course – but the politics was going to be a lot tricker than he had hoped! The turmoil was already starting in the middle east and elsewhere as oppressed minorities, refugees, and similar groups were exiled, evacuated, or taking refuge through the gates! (Including many of the crazier folk from the middle east whom Leon hadn’t gotten to yet… He hadn’t cared if he had to transform 80% of the population. He was going to have a sane population that was willing to accept magic, the fey, and being ruled by a god-king or he would know the reason why! There had been insurgencies, ISIS, and maniacs everywhere!)

Meanwhile, back in Aden… that Raksha lady – Nimue’ – was back! She had returned to the Mardi Gras manse ans was waiting for him – and she HAD done him a favor, so it was only fair to find out what she wanted!

(Nimue’) “Ah, it is you, Aden? Your work was successful?”

(Charles) “So far anyway! It is nice to see you of course!”

(Nimue’) “I am glad! And I am glad to see you! Now, we must discuss our marriage!”

(Charles, with considerable alarm) “Uhrm?!?!?!”

He ran a quick check! He didn’t remember agreeing to get married!

No… no he HADN’T.

So why…

(Charles doubtfully) “I don’t really recall proposing… why do you want to get married?”

(Nimue’) “I must keep you from marrying the Celestial Plain! I have eyes only for you!”

(Charles) “Uhm… I really wasn’t planning to get married any time soon!” (By, of course, a kids notion of “soon”).

Oh geez! Had she seriously fixated on HIM? It kind of looked like it! AND she thought that Yu-Shan was the competition!

He consulted Malinda!

(Malinda) “Dearie? I think you’ve gotten caught up in her narrative! She might want to marry you and become a part of your nature.”

(Charles, planatively) “But I already have lots of chaos in my nature… I don’t see how she could add herself to it though!”

(Malinda) “You DO have many, many Graces that would be suitable for making regions of a freehold! Maybe she thinks she can become a part of you that way?”

(Charles) “But… they’re bonded to the poles!

Well, their narrative shaped everything about them and what wents on around them. He tried to figure out what it was with observation and passive detection!

It looked like… she was fascinated by, or fixated on, HIM – and was carefully scrutinizing him for any flaws (and not really finding many). She… “knew” (believed?) that he was a Primordial, and was also performing a careful study of the environment, and trying to figure out ways to turn him even more to the Wyld’s service. Basically… she wanted to be an associate, with a formal bond to make sure that she got listened to and protected. And if that let her influence him further towards chaos (however unlikely that was), that would be a bonus! And if she could show up another Primordial, all the better.

Charles didn’t really think that Yu-Shan even understood that idea, much less had such a plan – the primordials were pretty firmly in “sufficient unto themselves” territory – but he supposed that it was possible! Besides… no one ever said Raksha were rational.

Well, a formal connection to a Raksha would have downsides, but would something like oath-friendship or an advisory position be sufficient? Because he was much too young to get married! Even if she was pretty set on it!

He let her know that some form of courtship agreement was as far as he would go at the moment – but that he was perfectly willing to confirm that he had no intention of “Marrying” Yu-Shan! (She was busy with her own stuff at the moment anyway!).

And that satisfied Nimue’… for now.

Eclipse and Divinity: Building Gods Through The Editions

Gods have changed a lot over the various incarnations of AD&D – and not just in a mechanical fashion. The philosophy involved has changed a lot too.

For example, from Gods, Demigods, and Heroes (1976, the original Dungeons and Dragons) we have…

SHU GOD OF THE DESERT AND LIGHT

  • Armor Class — 2 (About equivalent to 18 now),
  • Magic Ability: (See Below)
  • Move: 12″ (30′ Now).
  • Fighter Ability: 12th Level
  • Hit Points: 225
  • Psionic Ability: Class 6 (Cannot use psionics or be targeted by psionic attacks – that’s Psionic Blast, Psychic Crush, Et Al, not actual powers).
  • Brother twin to Tefnut, this God appears as a man. His main power is the ability to wither to death anything he touches (magic saving throw applicable). He can also levitate, is not affected by any form of heat, can shapechange, create the light of day as Ra, and call forth 1-4 air elementals per day. He wears plus 5 armor made of phoenix feathers enabling him to immolate for 25 points of heat. He uses a double strength Staff of Wizardry in battle.
  • Finally, all his Attributes were considered to be “20’s” – likely equivalent to “30” now.

That was pretty impressive; Shu was as well armored as a man wearing full plate without being encumbered, had twice as many hit points as your high level fighter (even if he couldn’t fight as well), had a death touch (even if your high level fighters could save 90% or more of the time and anyone could have ways to neutralize it), and could shapehange (although that was a LOT less effective back then). A god could do some very impressive things, easily surpassing the efforts of any reasonable individual hero.

But, as was acknowledged in the front of the booklet… a really high level party could beat a god fairly readily. In fact, the authors made a point of belittling “Monty Haul” games where player characters reached such levels.

And this version of godhood was actually fairly true to many or most classical myths. A great many classical gods were basically really tough and powerful people with longevity and a handful of magical powers – often, but not always, including some ability to control an aspect of he environment and / or an awareness of what people were saying about them. Great heroes and specialists could, however, challenge them quite effectively and they generally had to go and interact – and risk heroic opposition – to actually do much.

Thus Thor could kill giants pretty readily, smack hills hard enough to make craters, and – exerting his full godly power in a single (late, and likely distorted) tale – lift a segment of the Midgard Serpent and temporarily lower the level of the local seas by several feet. Outside of the two magical flying goats, equivalents of his mythological equipment would wander into mortal hands as the Hammer of Thunderbolts, Gauntlets of Ogre Power, and Belt of Storm Giant Strength – but his personal powers outside of being really strong and tough (if not so bright), “stretching his legs to the bottom of the sea” (an immovability effect?) and (possibly) being able to influence the weather, aren’t that impressive in game terms. .

Thor also offered minor blessings of life and fertility, strength, and protection to those who invoked him. For that, use the Endowment ability and bestow something like the “Worlds of Faith” package (a good reason to be part of a pantheon; that way each member only has to contribute part of the cost) – presuming that that isn’t a natural part of such a setting to begin with.

Rather like Avalanche Press in “Ragnarok!” I wouldn’t find much of a problem in representing Thor as a Barbarian-type with a handful of magical abilities (they used a modest template), likely around level sixteen or so – by no coincidence, the point in d20 where you’ve gone past every real human being who’s ever lived (levels 1-5), past legendary heroes (6-10), through demigods (11-15), and gotten into the territory of traditional polytheistic gods (16-20).

Human beings have proven perfectly willing to worship funny looking rocks, perfectly normal animals, and similar things. In a world of normal (mostly level one or two with a maximum limit of five) people, a long-lived character of level 16+ will soon have a following unless they actively pursue a policy of “No Witnesses!”.

But what about the “Creating the Universe!” part? Well… “World Creation” is a bit of a special event. According to the myths, many gods participated in creating various versions of the world, but then never did anything even remotely comparable again. Of course, the tales of the Dreamtime and some other myths also tell tales of how fairly ordinary beasts, humans, and minor spirits helped create and shape the world without having any great power of their own. Personally, I’d say that it’s just that new worlds are both fairly easily started and very unstable and easily shaped at first – allowing anyone who’s there at the time to have an outsized level of influence on things. This is why Eclipse-style gods can easily create worlds, but changing them afterwards is not so easy.

Unfortunately, trying to basically mock the level 40+ characters into going away did not work – and so the first edition “gods book” – Deities and Demigods, or (later) Legends and Lore – upped the power level considerably. Shu, for example, now had 346 HP, another eight points of AC, a fly speed, the ability to cast spells as a 15’th level cleric and a 15’th level magic-user, and could only be harmed by a +2 or better weapon. The book also defined what his slightly-higher attributes actually did and granted all deities Teleportation, True Seeing, the ability to summon allies, and set their saves at “2” – a bit better than cross-referencing their class levels with the saving throw charts (but not too big an improvement given that first edition fighters had very VERY good saves).

Otherwise the description, and the special abilities presented, were almost identical – in fact, they were mostly a word-for-word reprint.

Writing up most of the first edition gods in Eclipse would require more levels than the gods in the original booklet – likely 25 to 35 – to get enough points to cover the special abilities they got “for free” in their descriptions. It wouldn’t be too hard though; most first edition characters didn’t get many special abilities in the first place and their magic was a lot more time-consuming and easily-disrupted – making it far cheaper to buy their class abilities. You’d have to buy the “Immortality” part and a few other boosts (or just give them one point of Godfire, specialized/they don’t get more and can’t spend it for 3 CP) – but that isn’t really a big expense.

The power boost wasn’t sufficient though. Quite a lot of games reached levels where the players started treating the gods as a collection of targets to take out – an early illustration of the idea that “If you stat it, the players will find a way to kill it”.

It kind of looks like the writers were really tired of that by the time that second edition came along – and so they threw the pendulum the other way, more towards what modern monotheists thought of as “God”. Now the gods had avatars – with statistics a lot like the ones they got in Gods, Demigods, and Heroes really – but the actual gods were immortal, untouchable by mortals, and (among several other mighty magical powers) could all use any spell of any level (without any components) at will. Greater Gods were nigh-omniscient, could take any form (including becoming astronomical objects), could create anything they wanted, could slay or raise any mortal anywhere with a thought, could speak with anyone anywhere, got an unlimited number of actions, could create many avatars, and could hand out pretty much any power they wanted to.

OK, Intermediate, Lesser, and Demi-gods got somewhat less potent divine powers, but they were still pretty ridiculous. “Any spell of any level” and “omniscience with a radius of at least one mile” covered quite a lot all by themselves.

In an awful lot of ways second edition represented the pinnacle of power for gods in Dungeons and Dragons; there was really nothing you could do about a god – and if one of them decided to target you… you were pretty well toast.

In Eclipse building Second Edition Gods is fairly simple: they have the Divine Attribute ability (6 CP – cheap because “I become a plot device until the GM sees fit to decree otherwise!” kind of goes against “I want to play!”) permanently active – and, as such, are pretty much beyond being attacked, have essentially limitless powers within their domain, and are automatically NPC’s. That’s because entities with unlimited use nigh-limitless powers are pretty unplayable, and so Eclipse automatically sidelines them.

3.0 and 3.5 tried to mix first and second edition. Gods were once more mortal, and killable (except for overdeities like Ao, for whom there were never any mechanics – or even real information – at all), but they got a LOT of levels and had “Divine Rank” – a special source of immunities and powers that characters who didn’t have Divine Rank could not counter because the descriptions of the powers said so.

Oddly enough, unlike virtually everything else in 3.0, 3.5, Pathfinder, and other d20 variants, that’s hard to duplicate in Eclipse unless you just give gods some special form of divine privilege as a world law. That’s because, in Eclipse, everyone, divine or not, draws their powers from the same basic list – which makes it impossible to build powers that can’t be countered. You can make powers that are really hard to counter, or which only allow very exotic defenses – but there’s always SOME way to block things. After all, avoiding the automatic “I Win!” buttons was among the design goals.

Still, building Divine Rank as presented in the Deities and Demigods book is simple enough. It’s a form of Mythic Power – an independent source of power that provides more character points to spend without an increase in the user’s actual level. You’d have to uncap it, but that’s not a big deal.

And you increase your Mythic Power Tier by completing mighty quests, collecting plot coupons, and qualifying for story awards – which works quite nicely as a route towards godhood.

More or less mortal heroes can usually get up to ten Mythic Tier Levels, If we take that as advancing towards godhood… well, six Mythic Tier Levels would cover buying the specialized version of the basic Divine Rank 0 Template – leaving 96 CP available to buy some other goodies and a Salient Divine Ability – putting a once-mortal among the lower-ranking divinities.

So how expensive is a Salient Divine Ability? Most of the Epic Feats that I tried building came out to around 12 CP (as expected, they varied a bit), and a lot of Salient Divine Abilities combine two epic feats – which gives us a baseline of sorts; a Salient Divine Ability should cost about 24 CP.

In particular, the original question was about the “Life and Death” Salient Divine Power.

  • Prerequisites: Divine rank 6, Gift of Life or Hand of Death salient divine ability.
  • Benefit: The deity designates any mortal and snuffs out its life. Or the deity can designate any dead mortal and restore it to life.
  • Notes: This ability works across planar boundaries and penetrates any barrier except a divine shield. However, the subject must be in a location the deity can sense, either within the deity’s sense range or in a location the deity can perceive through its remote sensing ability. If the deity cannot see the subject, the deity must unambiguously identify the subject in some fashion. If the deity chooses to kill a mortal, the ability works like the destruction spell, except that there is no material component or saving throw. The mortal cannot be raised or resurrected afterward, except by a deity of equal or higher rank using the Gift of Life or Life and Death salient divine ability.
  • If the deity restores life to a mortal, this ability works like the true resurrection spell, except that there is no material component and the amount of time the subject has been dead is irrelevant.
  • This ability cannot restore a creature to life against its will, but it can resurrect an elemental or outsider. It can resurrect a creature whose soul is trapped, provided the soul is not held by a deity of higher rank than the one using this ability.
  • This ability cannot restore life to a creature that has been slain by the Hand of Death, Life and Death, or Mass Life and Death ability of a deity with a higher rank.
  • After using either version of this ability, the deity must rest for 1 minute per level or Hit Die of the creature affected. Deities whose portfolio includes death do not have to rest after using this ability.
  • Suggested Portfolio Elements: Death, Supreme.

Now that’s an obvious gamewrecker when you can use it regularly.

My recommended Eclipse solution is to simply get the ability to toss out a bumped-up version of True Resurrection and Destruction. Use Specialized Channeling (double effect) and high-level Spell Conversion – allowing you to stack on things like “no saving throw” (Metamagical Theorem Amplify +4, equivalent to Double Effect – trading the ability to get double effect when the target fails to save for the ability to bypass the (much rarer) “Fortune” ability to take no effect on a save), “Easy” to eliminate the need for material components, and Lacing/Improved Brackish to prevent the effect from being absorbed by spells or items.

Back that with a point of Godfire to have it take effect where you want it to… and that will generally do it. It can still be stopped by the truly mighty (at least if they have the right effects), can’t be used often (due to the scarcity of Godfire), and will be expensive. It’s probably about 48 points – which is just about right since it will subsume the prerequisite Gift of Life or Hand of Death ability. That’s 30 points for conversion to ninth level effects (specialized to 18’th to cover that metamagic), 3 CP for a set of spells, and 15 CP for Channeling and some Bonus Uses. While a god won’t be using the Godfire boost often, having this available locally is handy too.

If you want to be cheesy about building the ability… you want some Metamagical Theorems, and a big stack of Streamline (both Specialized in the effects you want and Corrupted to only apply to a limited set of spells) and just stack on no-save, transdimensional range, unabsorbable, and so on until you can annihilate people on the other end of the universe with a wave of your hand. That will be a little more expensive at first, but cheaper to apply to more things – allowing supreme gods to have huge portfolios of virtually unstoppable powers.

Fourth Edition – in it’s focus on PC’s versus World-Building – quite intentionally set up it’s (evil) deities as end-game targets. Thus the Draconomican presented a detailed writeup of Tiamat the God as a L35 “Solo Brute” – and gave several options for killing her permanently.

While that ignores the question of “Why wasn’t she killed long ago by some earlier group of adventurers?” that kind of background development never really got into fourth edition.

In fourth edition gods can only be permanently killed in very specific ways (Returning), get extra actions that can only be used for a specific list of divine powers (Reflex Training) and can be weakened in various ways before a fight (invoking limitations on their powers – which is presumably where they save some points to pay for the extras). Otherwise… they are big monsters. They don’t even really provide spells for their priests any more; priests are granted the ability to tap into divine power via a ritual.

Fifth Edition seems to be following the same general philosophy (albeit apparently throwing in an Immunity to being attacked by characters of level twenty or less) with the Evil gods – who mostly seem to have cults instead of leading huge faiths – while the good gods are granted plot immunity by virtue of general vagueness and never showing up to be targets. Admittedly, I haven’t read all that much fifth edition stuff past the basics (I didn’t like fourth much and the early playtests for fifth seemed to be loaded with nods towards fourth edition and offered very little room for simulationists. That changed somewhat later – but no one around here wants to play it, leaving me with little interest beyond simply confirming that 5’th edition was Eclipse compatible, which it was) so they could have changed things radically somewhere – but that’s what I’ve got so far. Overall then, they can be written up just about as they could be for fourth edition.

Now pure Eclipse-style godhood is a lot cheaper. In Eclipse, Gods can be of quite low level – and we’ve had plenty of gods in play. What makes them playable is the cost of using their divine abilities.

  • A lot of things cost Godfire – and most player-character gods are lucky to get two points of that in a game year and will want to keep at least a FEW points in reserve to come back if they get killed or something. Godfire may be a renewable resource, but it will remain scarce.
  • Other things, like creating planes, or providing blessings for your followers, or forging mighty relics, cost character points or Feats – a permanent cost, and one that gods are rarely willing to pay for trivial reasons.

Thus divine conflicts are usually played out through mortal agents, and rarely involve direct conflict between deities. “Winning” such a battle is too often a pyrrhic victory which merely sets you up as an easy target for third parties.

This, of course, somewhat resembles the old D&D Immortals rules – although Eclipse doesn’t require that you advance to level thirty-six before you can start progressing through another thirty-six levels as an Immortal.

The Chronicles Of Heavenly Artifice CCVII – Meanwhile, On The Sidelines

It wasn’t a big order – and it was in the “submitted by random persons” pile – but an Everlasting Flask of Alcohol? Who wanted THAT? And WHY? A pub owner? It… appeared to be one of the wealthier people in Aden. One “Ubab Shamoun”, one of the refugees from the Middle East. He’d come to Aden to escape militants… a muslim, but possibly not that observant?

Charles called him. That didn’t take up much of any processing power…

(Charles) “Mr Shamoun? I have a request from you. While that is not, in itself, a problem – although I do not guarantee their fulfillment – this one is a bit… problematic. It’s also unspecified; did you want rubbing alcohol? Ethanol for fuel? There are a LOT of kinds of alcohol.”

(Ubab) “Hello, my friend! I wanted a flask to hold my wine!”

(Charles, with some puzzlement) “What, to transport it in? Or just to disguise it?”

(Ubab) “No, to drink! Don’t tell me someone of your power is a teetotaler! I left partially because of that!”

(Charles) “Er… but don’t you follow a religion which says that drinking is punishable by death and Allah’s condemnation?”

Some of the Kickaha who were quietly bodyguarding Charles snickered. So naive not to think that Muslim’s would sneak around the rules a bit!

To Charles it was the logical disconnect; you subscribed to the Islamic belief system to gain Paradise. If you drank, then according to those beliefs, you wouldn’t gain Paradise. So… if you want to drink, why be a Muslim? It wasn’t as if going with another faith would make it WORSE, and there was always the chance that the other faith would be the right one…

The Kickaha caught THAT quite easily – you didn’t need to read MINDS, just FACES (if so many of the would-be manipulators weren’t convinced that the boys reactions HAD to be a carefully contrived front he wouldn’t be able to keep any secrets at ALL. Charles could barely even manage to say “No Comment!” They HAD to get him out more! He seemed to have no concept of a “social front” at all; Lacking all reasonable fears meant he had no notion of conforming out of fear” either. He just did it to avoid upsetting people!

(Ubab) “I’m Orthodox, my friend. Much less meddlesome!”

Which had presumably been another reason for coming to Aden.

(Charles) “Oh, so it’s just naughty in that system? Well that makes more sense! It’s still really bad for you though! Alcohol is a selective neurotoxin, and causes damage to the central nervous system… Wait, is that another reason why you live here? So that that sort of thing will regenerate?”

(Ubab) “I haven’t had any of the pains in months. Truly, THIS is Paradise.”

Oh dear! That wasn’t exactly what he’d put healing into Aden for… OK, Ubab wasn’t hurting anyone else, and he was only wasting his own potential – not hurting himself otherwise – but this was just not right! No matter how contented Ubab was as an alcoholic, people should learn and grow, not just get happily drunk! But he didn’t want to make him sad, even if denying him his addiction would be better for him – and it wasn’t like he couldn’t get alcohol anyway; he just wanted it to be more convenient, so that he wouldn’t even have to leave the house!

Ah.

(Charles) “Very well! I shall bestow on you a Flask of Wisdom…”

Flask of Wisdom (Artifact **): A Flask of Wisdom produces an ever-varying selection of marvelous “wines”, fortified with vitamins, minerals, fully nourishing, and with minor healing properties – enough to hold arthritis and similar ailments at bay and to reduce the effect of mundane illnesses. While non-alcoholic, and with no deleterious physical effects (and certainly no hangovers), the “wine” is magically intoxicating – but works best when shared socially and freely, and only works at all when the user makes reasonably regular efforts at self-development or helping others – studying, teaching, learning to socialize, caring for children, whatever. The user will come to understand that within a few days of coming to own the flask – well before the “reasonably regular” requirement kicks in. A Flask of Wisdom has no attunement cost.

There! Endless bribery in a flask! After all, it wasn’t asking for anything MAJOR – just some slight regular effort. And well within what even the Orthodox faith required.

Ubab accepted the present… He was an ordinary man after all, and really didn’t devote any thought as to why it might be labeled a “Flask of Wisdom”. And, perhaps, he would grow. At least as long as he stayed in Aden, he had time.

On the way back there was a young man – of about his apparent age waiting for him.

(Charles, while checking for his name and such) “Oh hello!… Do you need something?

Hm. “Per Rosing”, a VERY recent arrival from a gate in Scandinavia.

(Charles) “Mr Rosing is it?”

(Per) “Hello, Charles! I went through that Yu-Shan place first. What a bunch of crazy sights! The lions directed me to one of your gates there, and I’ve been waiting for you. I wanted to talk to you about the colonization scheme!”

(Charles) “Well… the gates are already open (since the Song of Creation of course)… what did you want to talk about?”

(Per) “I wanted to see one of these worlds, and maybe get a tour?”

(Charles) “Well… most of the guides are busy leading colonists out at the moment, and a tour of a planet would take a long time – but there are several gates with rail lines to some of the new cities… If you just want a look around, perhaps one of those would do? Fifty or sixty miles of scenery, a look around a magical city, and a bit of exploration around it might be suitable.”

(Per, looking oddly disappointed) “I think I’ll do that. Will you be around after I’m through?”

That seemed a little odd really. After all, the papers on Earth had been FULL of planet descriptions and directions for going there for months now. Was there something more subtle going on here?

(Per) “If you don’t mind me asking before I go… why all this? It can’t be out of pure generosity.”

(Charles, with some surprise) “Why not? I don’t recall any rules about it… It was a certain amount of trouble, but while I had to invest some years in developing the resources and abilities it required I now I have them available for other projects… It was time well spent I think!”

(Per) “I don’t think most of Earth’s governments prepared for that.”

(Charles, indignantly) “Well I TOLD them!”

(Per) “But would they move fast enough even if they did take it seriously? The powers that be have hidden things for a long time.”

(Charles, sighing) “Well, all they needed to do was let people through…”

(Per) “It’s unstoppable now! So, I’ll take a look at one of these worlds, and then come back. Okay?”

(Charles) “OK!”

And he got… a wink and a hug???? That was weird! And very startling! And more than a bit uncomfortable… Normally only Grandpa and the girls spent a lot of time hugging him!

He couldn’t avoid stiffening up as he ran a magical check to see if this was a diversion from something sneaking up or something – or suppress the faint glow of defensive spells.

(Per) “Oh, right. You’re probably worried about other magical threats. Sorry! I’ll get going!”

Charles was mildly surprised and somewhat interested… most normal humans wouldn’t have spotted that at all.

(Charles) “Oh no worries! It was just startlement!”

Per went off, slowly, leaving Charles scratching his head a bit. Sure, people did pointless things – but that just seemed a little… off. Maybe he was testing for something? But there didn’t seem to be an y active magic on him.

It never occurred to Charles that Per could have just been testing his reactions to physical contact – and that his results had been pretty clear; he obviously wasn’t used to men hugging him. It wasn’t like he’d ever given that much thought!

Charles decided to consult a bit. He wasn’t really all THAT good at reading motivations and such! But he had some friends who WERE good at it.

And the handiest bunch were the Kickaha who’d been playing bodyguard.

(Berri) “Uh . . . that was pretty gay, Charles. I think he might be into you.”

(Charles) “Erm? But… that doesn’t really work… Elzeard said that sort of thing was mostly reproductive behavior… Wait; is it just the social bonding aspect by itself?”

(Berri, blushing) “Uhm… I don’t really know either. What, you mean you didn’t realize people had sex for fun? Or lust?”

(Charles) “Well, yes… I just thought that it was usually opposite-sex pairs, since that really has to be the dominant instinct. Anything else would tend to breed itself out without a secondary aspect which kept up it’s frequency in the gene pool.”

(A chorus of half a dozen of the snarkier Kickaha, albeit in an affectionate and friendly manner) “NNNEEEEERRRRRDDDDD!”

(Berri) “That’s a little beyond me, Charles. Oh, geez. I’m going to have watch you more around girls now. Ever hear the term ‘gold digger?'”

(Charles) “Uhm… just looking for wealth? It’s not like there’s a shortage after all; just living in Aden is pretty comfortable!”

(Berri) “Yeah, but it could still happen if some girl who doesn’t know that comes in here.”

(Charles) “Well, it would probably be good to make sure that people who seem to be making approaches become subtly aware that they can be very comfortable without, well… paying for it by spreading their legs! We don’t really need that sort of thing!”

(Berri) “I’ll leave that up to you, boss. Um… what ARE you going to do about that guy, though? I think he picked up on it, but he’s got to be disappointed.”

(Charles) “Well, I never tried to guarantee that no one would ever be disappointed… If that was really what he wanted, he should have checked on how to arrange it; it’s not like the servants aren’t there to tell him… Although I’m not sure about what I’d tell him; even if you clean things, the physical arrangements sound kind of uncomfortable, at least on the… er… well… receiving end.”

(Berri, who happened to be female, a bit sardonically. Boys!) “I really wouldn’t know about that!”

(Charles) “It doesn’t sound like much fun!”

Per was back by eventually, looking impressed and a little chastened.

(Per) “You’re something… sorry if I made you feel awkward.”

(Charles, somewhat flustered) “Erm, well… if you were making an approach, most of the others doing that have been much more direct about it!”

(Per) “Oh. So you figured it out too. I assume you don’t go that way?”

(Charles) “Well, it sounds sort of messy and not all that much fun…”

(Per) “That’s how sex with girls sounds to me.” (Shrugging) “I’ll be in touch, though… or someone from the family, anyway. We were going to start a colony.”

(Charles, much more cheerily) “There’s lots of places for them!”

(Per) “Well, shake hands on it anyway?”

(Charles) “Certainly!”

Shadowed Galaxy Character Setup

Characters in the Shadowed Galaxy are presumed to be the survivors of a dystopian world and an even rougher career path. They’re tough and competent. They’re also mostly the beneficiaries of futuristic health care, diet, education, and training programs at some point (those who aren’t are the few who survived not getting that stuff, and are at least as tough). While they’re almost always Dystopian Survivor Humans, quite a few have some degree of genemods and cybrenetics, and a few (generally survivors of encounters with Idiotic relics and technologies) have templates or bizarre talents of one kind or another.

While it is, in theory, possible to play an alien, aliens who are capable of functioning in human societies are vanishingly rare. This basically falls under “negotiate with the game master”.

Attributes: Roll 4D6K3 seven times (discarding one) or use 28 Point Buy (“tougher campaign”).

All characters get the Low-Level Adventurer Template. To summarize, those affected get:

  • A -3 penalty on unskilled skill checks.
  • Very slow level advancement, by direct session-based character point awards rather than experience points. Succeeding in goals helps, but killing things and taking their stuff does not.
  • The status of valuable trouble magnets – they’re rare and find trouble everywhere they go.
  • A +3 bonus on five skills which suit their backgrounds and training. Sadly, this cannot be applied to active psionic or magical skills.
  • Extra hit points equal to [12 + (2 x Con Mod)].
  • Two minor special talents – one Class-A (roughly equivalent to the effects of a first level spell or power as adapted for a sci-fi setting) and one Class-B (roughly equivalent to the effects of a cantrip, also as adapted for a sci-fi setting). Possibilities suited to the Shadowed Galaxy include:

Class-A Talents:

  1. Advanced Aptitude: You get a +2 Bonus to apply to something. Attributes, AC, DR, Attacks, Damage, Saves, Movement (+10′ per +1), and Checks are all eligible. You can even split it into two +1 bonuses if you wish – or Corrupt or Specialize it to get it to +3 or +4 (on a particular group of skills, in a specific situation, with a particular type of weapon, etc). This is effectively a permanent, innate, bonus.
  2. Animal Affinity: You instinctively understand what animals want and can usually get them to do what you want.
  3. Bat Ears: You can hear extremely high and low frequency sounds, and can target unseen creatures within thirty feet without penalty with a successful listen check.
  4. Combat Intuition: As a swift action you may activate True Strike 2/Day, True Dodge 2/Day, and True Save 1/Day.
  5. Fast Healer: Your natural healing is doubled and scarring is eliminated.
  6. Fortunate: Whenever something is decided by chance within the game, you get two chances and may select which outcome you keep. Thus, for example, you will never draw the short straw.
  7. Goldberg: You may improvise a repair or component replacement on a device, whether it’s a spacecraft air recycler, a power generator, or a vehicle engine. Such improvisations are bulky, clumsy, and unreliable, but will work to some extent if the user manages to make a successful skill roll. Such repairs normally last some 1D6 days, but rush jobs (such as getting the engine working before the plane crashes) reduces the duration to 2D6 minutes. Each time the duration on a “Goldberged” repair runs out, there is a 1 in 6 chance that further attempts will be ineffective. Eventually, you simply have to do it right.
  8. Gun Bunny: You threaten all squares within your normal melee reach when wielding a gun as if it was a melee weapon and do not provoke attacks of opportunity when firing.
  9. Gymnast: You gain a +10 competence bonus to Acrobatics and Athletics checks.
  10. Hot Tempered: You may fly into a rage, in which you get a a +2 Morale Bonus to Str and Con, a +1 Moral Bonus on Will Saves, and a -2 penalty to AC.
  11. Hound’s Nose: You gain the Scent ability.
  12. Lethal Strike: Gain +2d6 Sneak Attack. This stacks with any purchased sneak attack.
  13. Light Sleeper: Any notable unfamiliar or unwelcome physical entity who comes within 20′ will automatically wake you up.
  14. Living On Your Nerves: You gain a +5 bonus on Initiative Checks
  15. Low-Light Vision: You can see twice as far as usual in low-light conditions.
  16. Mental Map: You can instinctively retrace your steps and never become lost.
  17. Psionic Aptitude: Gain +6 Power. You may develop Witchcraft, or even some Powers, with no formal training.
  18. Skill Expertise: You may roll twice, keeping the best result, with a chosen skill.
  19. Sniper’s Eyes: Gain +5 to Spot, range increments are increased by 50%.
  20. Toughness: Three points of any damage you take is converted to nonlethal damage.
  21. True Dreaming: If you have any ranks in the Sensitive skill, you will have occasional revealing or prophetic dreams.
  22. Unarmed Expertise: You gain +1 attack at your full BAB when fighting unarmed and are considered armed. Such attacks inflict 1d8 lethal or stunning damage at your option.
  23. Water Adaption: You gain a swim speed of 30′, can see clearly underwater, and can hold your breath for twice as long as usual. As a trivial benefit, you also don’t get wrinkled skin from water immersion.
  24. Weaponsmaster: You are proficient with any weapon you pick up.

Class B Talents:

  1. Bean Counter: You can count how many there are of something with a single glance.
  2. Diagnostic: With a few simple checks, you can reasonably accurately diagnose various injuries, diseases, and poisons.
  3. Fast Loader: As long as you have ammunition available and are free to move, reloading is not an action for you.
  4. Fast Draw: You may get objects out of pockets, off of belt loops, and similar as a free action.
  5. Herbalist: You may achieve results comparable to antibiotics, antitoxins, and various other drugs and salves with herbs and oils.
  6. Holdout: You may hide up to three small objects about your person. Short of a full strip-search and body cavity check, no one will be able to find them.
  7. Internal Compass: You never lose your bearings.
  8. Jumpstart: There’s never any startup delay when you start a system; it boots immediately, starts on the first try, and comes up to full power with little or no delay. Sadly, this won’t work on anything larger than a car.
  9. Knack: As per Advanced Aptitude, but the base bonus is only +1. Knacks do not stack with Advanced Aptitudes.
  10. Master of Flavor: You can turn any set of edible ingredients into a delicious meal.
  11. Meaningful Glances: You may convey several sentences worth of information with a quick glance, meaningful nod, or couple of twitching fingers. Sadly, this will not transmit technical details or anything overly complicated.
  12. Method Actor: You may “give off” a desired impression, such as “I am an authority on this topic”, or “I am obviously trustworthy”, or “I am old and harmless”. While this is merely a first impression, and will soon be overridden by actual experience, it will influence others reactions for at least a few moments.
  13. Natural Techie: You have an intuitive sense for how microtronic devices are supposed to be put together and operated. Unfortunately, this doesn’t necessarily tell you anything about what they do.
  14. Organizational Knack: Your gear is always well-organized, you never lose your keys, glasses, or other sundries, and whenever you go to get something out it is always right on top.
  15. Photographic Memory (Mnemonic): You may precisely recall the things you witness for up to a week, and enjoy a +5 bonus on recall attempts thereafter.
  16. Quick Repair: You can get jammed or lightly damaged personal devices working again – at least briefly – by spending a few moments fiddling with or banging on them. This MAY work with larger devices, such as ship engines – but it would be most unwise to count on it.
  17. Second Skin: Whatever armor you wear, you may reduce it’s Armor Check Penalty by two and increase the maximum dexterity bonus it allows by one.
  18. Sensitive Nose: You can easily determine if someone has poisoned your food or drink – or it a suspicious substance is poisonous.
  19. Sun Eyes: You are immune to penalties for excessive illumination and gain a +4 bonus on saves against blinding lights.
  20. Survivalist: Your semi-improvised low-tech equipment (stone knives, crudely tanned leather, improvised bows, and similar items) performs as well as professionally crafted gear – allowing you to quickly build up two “Swiss Family Robinson” standards.
  21. Tolerance: You are virtually immune to the ill-effects of a specific drug, toxin, intoxicant, or similar substance. You are affected as if by one-fifth the dose you were actually exposed to.
  22. Vocal Chameleon: You may perfectly imitate a wide range of voices, going just a bit beyond the normal range for your species. This offers a +6 bonus on appropriate rolls.
  23. Wordpainting: Your descriptions are as clear to others as a picture would be.
  24. Zero-Gravity Expertise: You do not need to make rolls to maneuver easily in zero-gravity.

Skill Modifications:

  • The game is using the Condensed Skill List, although Arcane and Religion are Occult (rather than normal) Skills. There are, however, several additional skills (see next post). Some of them are quite vital to the characters.
  • Skills are rolled on 3d6 instead of 1d20.
  • Characters automatically get a 5 on passive checks (such as when walking by something that they might or might not notice), may “take 10″ normally, and may “take 15″ instead of 20.
  • A natural 3 is a serious failure, a natural 4 is an automatic failure, a roll of 17 is an automatic success, and a roll of 18 is a superior success.
  • Exceeding the DC by 10 or more gets a superior success. By twenty or more gets an astounding success. Declaring that you are trying for a superior or astounding success in advance gets you a +5 on your roll – but increases the base DC accordingly, making a complete failure more likely.
  • There are no synergy bonuses.
  • Each attribute provides points equal to its (Value – 6) to spend on Skills related to that attribute. Once again, note that there are important new skills:
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