Announcement

Collapse
No announcement yet.

J-Mart: New Stuff! - Heihachi Mishima, Kazuya Mishima

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • 703 - Dragonlord Silumgar

    Our IMAGINE DRAGONS Special continues with this J-Mart Favorite Item!


    The dragonlord Silumgar dwells in an opulent temple-fortress surrounded by an army of dragons, mages, and undead. He enjoys provoking fights among his servants, as he derives pleasure from both the battles themselves and the resulting zombie servants, which he can then add to his horde. His ever-growing undead army gives him supreme confidence in battle, as does the fact that his underlings are nearly as infamous as he for their ruthless aggression.

    DRAGONLORD SILUMGAR
    PL: 13 (325 pts) - OPL: 13; DPL: 12

    ABILITIES: STRENGTH 10, STAMINA 11, AGILITY 2, DEXTERITY 2, FIGHTING 10, INTELLECT 6, AWARENESS 7, PRESENCE 7

    SKILLS: Athletics (+10), Deception 5 (+12) [Daze, Taunt], Expertise [Magic] 2 (+8), Expertise [Sultai Lore] 5 (+11), Insight 3 (+10), Intimidation 2 (+9/+15), Perception 3 (+10), Persuasion (+7), Ranged Combat [Blast] 8 (+10), Stealth 12 (+14/+2)

    ADVANTAGES: Daze (1) (Deception), Diehard, Fearless, Improved Grab, Improved Hold, Improved Trip, Languages (1) (Common, 1 other, Base: Draconic), Move-by Action, Takedown (1), Taunt

    POWERS:
    Ancient Dragon Size: Growth 12 (+12 Str, +12 Sta, -6 Dodge/Parry, -12 Stealth, +6 Intimidation, Speed +1, +12 Mass, Reach 3 [15 ft]; Extra: Innate, Permanent); 25 pts
    Dragon Senses: Senses 10 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision, Ultrahearing [Extended], Scent [Acute, Ranged, Extended, Tracking]); 10 pts
    Swamp Dragon Traits: Regeneration 2 (1/every 5 rounds), Immunity 12 (Acid Damage, Aging, Environmental Cold, Environmental Heat, Disease, Sleep, Poison [Flaw: Limited to half effect], Drowning [Flaw: Limited to half effect), Movement 2 (Sure-Footed 2 [Reduce penalty by 2 ranks]); 12 pts
    Dragon Scales: Protection 2, Impervious 6; 12 pts
    Dragon Speed: Speed 1 (4 [8] mph/60 [120] fpr); 3 pts
    Dragon Wings: 5 pt Array; 6 pts
    Dragon Wing Flight: Flight 5 (60 mph/900 fpr; Flaw: Wings); 5 pts
    Underwater Flight: Swimming 5 (16 mph/250 fpr); 1 pt

    Frightful Presence: Burst Area Affliction 10 (Resisted/Overcome by Will; 1st: Dazed and Impaired, 2nd: Compelled [to flee], Extra: Burst Area x2 [60 ft radius], Extra Condition, Flaw: Limited to two degrees, Sense-Dependent [Visual], Limited [Once opponent has made a successful resistance check they cannot be affected by power again that day]); 10 pts
    Deathtouch: Reaction Cumulative Affliction 10 (Resisted and Overcome by Fortitude; 1st: Impaired, 2nd: Disabled, 3rd: Dying, Extra: Reaction [to being touched]); 50 pts
    Natural Weapons: 26 pt Array; 28 pts
    Poison Bite: Piercing Strength-based Damage 2 (Extra: Linked [Damage], Flaw: Unreliable [5 uses]), Poison Damage 12 (Extra: Alternative Resistance [Fortitude]); 26 pts
    Claw/Claw/Bite: Multiattack Strength-based Damage 2 (Extra: Dangerous, Split, Variable Descriptor [Piercing/Slashing]); 1 pt
    Tail Swipe: Burst Area Bludgeoning Damage 10 (Extra: Burst Area [30 ft radius]); 1 pt

    Elder Dragon Abilities: 53 pt Array; 56 pts
    You Are Mine: Perception Ranged Cumulative Affliction 13 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Subtle); 53 pts
    Poison Breath: Cone Area Poison Damage 13 (Extra: Cone Area x2 [120 ft cone], Alternate Resistance [Fortitude]); 1 pt
    Poison Cloud: Cloud Area Acid Damage 13 (Extra: Cloud Area x2 [30 ft cloud], Alternate Resistance [Fortitude]); 1 pt
    Spitting Poison: Multiattack Ranged Acid Damage 13 (Extra: Alternate Resistance [Fortitude]; 1 pt


    EQUIPMENT:
    NONE

    OFFENSE:
    Initiative +2
    Close Attack +10 [Unarmed +10; Claws +12, Critical 19-20, Multiattack; Deathtouch +10, Reaction]
    Ranged Attack +2
    Blast +10 [Poison Breath +13, Multiattack]
    Special Attack [Poison Breath Cone +13, Cone Area; Poison Breath Cloud +13, Cloud Area; You Are Mine Affliction +13, Perception; Frightful Presence Affliction +10, Burst Area]

    DEFENSES:
    Dodge +8 [DC18] Parry +9 [DC19]
    Toughness +13 (+1 without Defensive Roll), Fortitude +13, Will +11

    COMPLICATIONS:
    Arrogance: Silumgar's vast power and wealth make him quite dismissive of any challengers.
    Greed: Even amongst dragons, Silumgar is greedy and loves his opulence.
    Motivation: Greed and territoriality. Even at birth, dragons know their place in the world and that's to get as much as they can and carve out a territory to defend against others who want everything they've gotten.
    Power Loss: Silumgar must wait 1-2 rounds (GM rolls 1-10 [2 rounds], 11-20 [1 round]) before using his breath weapon or Poison Bite again.
    Reputation: Dragons are considered THE monsters of the world.

    Abilities 62 + Skills 20 (40 ranks) + Advantages 10 + Powers 210 + Defenses 23 = 325 / 325

    Comments: So I am totally a mark of the Jeskai, now Ojutai Clan, and I love Dragonlord Ojutai. But to be honest, I have a sneaky love of the former Sultai, now Silumgar clan. And I definitely like Dragonlord Simulgar the best. All the other Dragonlords have considerably higher damage bonuses and most are tougher, but Silumgar might be the nastiest in game. With Deathtough and the ability to take over control of a creature or PLANESWALKER that an opponent controls until he leaves the battlefield is a frightening power in game.

    And since I make my dragons really powerful in my setting, he’s a nightmare in the Gloriant realm as well. I probably went overboard, but as stated above, he’s a fave. And if you all should have learned nothing else from my builds, I play faves.

    Again, he’s not as physically powerful as any of the other Ancient/Elder dragons, but he makes up for it with his Deathtouch, brutal Poison Breath and a Mind Control Affliction that very few can resist. Throw in some of his other dragon brood and a zombie horde or too and you’ve got a master villain you can throw into any setting.
    The Thorpacolypse
    Member of the Guild of Calamitous Intent since 2005
    Co-Chair of the Council of 13
    "Hate you can trust"

    Comment


    • 704 - Dragonlord Kolaghan

      Let the skies of Gloriant continue to be filled with dragons! We've got another Dragonlord for our IMAGINE DRAGONS Special!


      Wherever the dragonlord Kolaghan goes, she carries with her the harsh unpredictability of death. Feral and brutal, she enjoys the hunt and the kill more than the resulting meal. The same applies to the territory she seizes from her rivals. Once the assault is over and the land is hers, Kolaghan loses interest. Often she will claim territory only to decimate it with her lightning breath attack, rendering it useless but for the pleasure of watching it burn.

      DRAGONLORD KOLAGHAN
      PL: 14 (302 pts) - OPL: 14; DPL: 14; HP: 1

      ABILITIES: STRENGTH 13, STAMINA 13, AGILITY 4, DEXTERITY 2, FIGHTING 11, INTELLECT 2, AWARENESS 6, PRESENCE 5

      SKILLS: Acrobatics 3 (+7), Athletics 2 (+15), Deception (+5), Insight 4 (+10), Intimidation 5 (+10/+16), Perception 4 (+10), Persuasion (+5), Ranged Combat [Blst] 9 (+11), Stealth 11 (+15/+3)

      ADVANTAGES: Diehard, Fast Grab, Improved Grab, Improved Trip, Languages (1) (Common, 1 other, Base: Draconic), Move-by Action, Takedown (1)

      POWERS:
      Ancient Dragon Size: Growth 12 (+12 Str, +12 Sta, -6 Dodge/Parry, -12 Stealth, +6 Intimidation, Speed +1, +12 Mass, Reach 3 [15 ft]; Extra: Innate, Permanent); 25 pts
      b]Dragon Senses:[/b] Senses 9 (Normal Vision [Extended], Normal Hearing [Extended], Infravision, Ultrahearing [Extended], Scent [Acute, Ranged, Extended, Tracking]); 9 pts
      Storm Dragon Traits: Regeneration 2 (1/every 5 rounds), Immunity 13 (Aging, Weather Effects, Disease, Sleep, Poison [Flaw: Limited to half effect]), Movement 1 (Environmental Adaptation [Weather]), Senses 4 (Precognition, Flaw: Limited [to Weather]); 19 pts
      Weather Resistant: Feature 1 (No matter the weather conditions, you remain dry, your hair and clothing never mussed by the wind); 1 pt
      Cloud Dispersal: Feature 1 (You can cause individual clouds in the sky to move, or even break up, by focusing your attention on them); 1 pt
      Dragon Scales: Protection 3, Impervious 7; 15 pts
      Dragon Speed: Speed 2 (8 [16] mph/250 [500] fpr); 2 pts
      Dragon Wings: Flight 7 (250 mph/1/2 mpr; Flaw: Wings); 7 pts
      Wing Winds: Cone Area Affliction 12 (Resisted by Strength, Overcome by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Prone, Extra: Cone Area [60 ft cone], Extra Condition, Flaw: Limited to two degrees); 24 pts
      Frightful Presence: Burst Area Affliction 10 (Resisted/Overcome by Will; 1st: Dazed and Impaired, 2nd: Stunned and Compelled [to flee], Extra: Burst Area x2 [60 ft radius], Extra Condition, Flaw: Limited to two degrees, Sense-Dependent [Visual], Limited [Once opponent has made a successful resistance check they cannot be affected by power again that day]); 10 pts
      Natural Weapons: 26 pt Array; 28 pts
      Tail Swipe: Burst Area Bludgeoning Damage 13 (Extra: Burst Area [30 ft radius]); 26 pts
      Claw/Claw/Bite: Multiattack Strength-based Damage 2 (Extra: Dangerous, Split, Variable Descriptor [Piercing/Slashing]); 1 pt
      Shocking Bite: Piercing Strength-based Damage 2 (Extra: Secondary Effect [Electrical Damage 15], Flaw: Unreliable [5 uses]); 1 pt

      Dragon Breath: 45 pt Array; 46 pts
      Lightning Bolt: Ranged Multiattack Electrical Damage 15; 45 pts
      Lightning Breath: Line Area Electrical Damage 15 (Extra: Line Area x2 [60 ft line]); 1 pt


      EQUIPMENT:
      NONE

      OFFENSE:
      Initiative +4
      Close Attack +11 [Unarmed +13; Claw/Claw/Bite +15, Critical 19-20, Multiattack; Shocking Bite +15]
      Ranged Attack +2 [Lightning Bolt +15, Multiattack]
      Lightning Bolt +11 [Lightning Bolt +15, Multiattack]
      Special Attack [Frightful Presence Affliction +10, Burst Area; Lightning Breath +14, Line Area]

      DEFENSES:
      Dodge +12 [DC22] Parry +12 [DC22]
      Toughness +16 (+7 Impervious), Fortitude +13, Will +10

      COMPLICATIONS:
      Aloof: Kolaghan has shown no desire to actively interact with her followers or force them into servitude. She only intervenes when necessary and prefers let them choose whether to follow her and her brood.
      Motivation: Greed and territoriality. Even at birth, dragons know their place in the world and that's to get as much as they can and carve out a territory to defend against others who want everything they've gotten.
      Power Loss: A Storm Dragon must wait 1-2 rounds (GM rolls 1-10 [2 rounds], 11-20 [1 round]) before using their breath weapon or Shocking Bite again.
      Responsibility: Dragons are considered THE monsters of the world.

      Abilities 64 + Skills 19 (38 ranks) + Advantages 7 + Powers 187 + Defenses 25 = 302 / 302

      Comments: Dragonlord Kolaghan is the lone Dragonlord to not force her followers into servitude. She and her brood just show up when Zurgo rings the bell.

      She’s also known for being the fastest of all the dragons, probably owing to her four wings, which I’m not sure would actually help from a physics standpoint I'm sure one of you Brainiacs will correct me), but it sure looks cool.
      The Thorpacolypse
      Member of the Guild of Calamitous Intent since 2005
      Co-Chair of the Council of 13
      "Hate you can trust"

      Comment


      • 705 - Dragonlord Dromoka

        Our IMAGINE DRAGONS Special rolls on with another Dragonlord for Aisle 11!


        The dragonlord Dromoka is, in equal measure, a merciful and imperious leader. An ancient and powerful dragon, she has earned every inch of the territory she commands. Dromoka is closely involved in the affairs of her clan. She frequently roams her territory, communicating with her draconic overseers and the highest among their underlings. If she finds the state of an aerie to be satisfactory, she flies on. Should she find weakness, however, she does not stand for it. If possible, she will attempt to rectify the situation; if not, she will summarily devour the weak link. Either way, when she departs, the clan will be better equipped for survival.

        DRAGONLORD DROMOKA
        PL: 14 (372 pts) - OPL: 14; DPL: 14; HP: 1

        ABILITIES: STRENGTH 14, STAMINA 13, AGILITY 6, DEXTERITY 2, FIGHTING 12, INTELLECT 5, AWARENESS 7, PRESENCE 7

        SKILLS: Athletics 2 (+16), Deception (+7), Expertise [Abzan Lore] 3 (+8), Insight 4 (+11), Intimidation 3 (+10/+16), Perception 5 (+12), Persuasion 4 (+11) [Fascinate], Ranged Combat [Blast] 8 (+10), Stealth 7 (+13/+1)

        ADVANTAGES: Fascinate (1) (Persuasion), Diehard, Fearless, Improved Grab, Improved Hold, Improved Trip, Languages (1) (Common, 1 other, Base: Draconic), Takedown (1)

        POWERS:
        Ancient Dragon Size: Growth 12 (+12 Str, +12 Sta, -6 Dodge/Parry, -12 Stealth, +6 Intimidation, Speed +1, +12 Mass, Reach 3 [15 ft]; Extra: Innate, Permanent); 25 pts
        Dragon Senses: Senses 10 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision, Ultrahearing [Extended], Scent [Acute, Ranged, Extended, Tracking]); 10 pts
        Swamp Dragon Traits: Regeneration 2 (1/every 5 rounds), Immunity 12 (Acid Damage, Aging, Environmental Cold, Environmental Heat, Disease, Sleep, Poison [Flaw: Limited to half effect], Drowning [Flaw: Limited to half effect), Movement 2 (Sure-Footed 2 [Reduce penalty by 2 ranks]); 12 pts
        Dragon Scales: Protection 4, Impervious 7; 18 pts
        Dragon Speed: Speed 1 (4 [8] mph/ 60 [120] fpr); 1 pts
        Dragon Wings: Flight 5 (60 mph/900 fpr; Flaw: Wings); 5 pts
        Frightful Presence: Burst Area Affliction 10 (Resisted/Overcome by Will; 1st: Dazed and Impaired, 2nd: Stunned and Compelled [to flee], Extra: Burst Area x2 [60 ft radius], Extra Condition, Flaw: Limited to two degrees, Sense-Dependent [Visual], Limited [Once opponent has made a successful resistance check they cannot be affected by power again that day]); 10 pts
        Lifelink: Reaction Perception Ranged Healing 7 (Extra: Reaction [to Li Wun doing damage or ally doing damage with spells]); 49 pts
        Natural Weapons: 28 pt Array; 30 pts
        Tail Swipe: Burst Area Bludgeoning Damage 14 (Extra: Burst Area [30 ft radius]); 28 pts
        Claw/Claw/Bite: Multiattack Strength-based Damage 2 (Extra: Dangerous, Split, Variable Descriptor [Piercing/Slashing]); 1 pt
        Acid Bite: Piercing Strength-based Damage 2 (Extra: Secondary Effect [Acid Damage 16], Flaw: Unreliable [5 uses]); 1 pt

        Ancient Dragon Abilities: 84 pt Array; 85 pts
        Cone of Light: Cone Area Heat Damage 14 (Extra: Cone Area x2 [120 ft cone], Linked [Affliction]), Cone Area Affliction 14 (Resisted by Fortitude; Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Cone Area x2 [120 ft cone], Linked [Damage]); 84 pts
        Beam of Light: Cone of Light: Cone Area Heat Damage 14 (Extra: Cone Area x2 [120 ft cone], Linked [Affliction]), Cone Area Affliction 14 (Resisted by Fortitude; Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Cone Area x2 [120 ft cone], Linked [Damage]); 1 pt


        EQUIPMENT:
        NONE

        OFFENSE:
        Initiative +6
        Close Attack +12 [Unarmed +14; Special Close Attack +16, Critical 19-20, Multiattack; Acid Bite +16]
        Ranged Attack +2
        Blast +10
        Special Attack [Cone of Light +14, Cone Area; Beam of Light +14, Line Area]

        DEFENSES:
        Dodge +9 [DC19] Parry +10 [DC20]
        Toughness +17 (+7 Impervious), Fortitude +13, Will +11

        COMPLICATIONS:
        Motivation: Greed and territoriality. Even at birth, dragons know their place in the world and that's to get as much as they can and carve out a territory to defend against others who want everything they've gotten.
        Power Loss: A Dragon must wait 1-2 rounds (GM rolls 1-10 [2 rounds], 11-20 [1 round]) before using their breath weapon or Acid Bite again.
        Reputation: Dragons are considered THE monsters of the world.
        Responsibility: To the Dromoka Clan.

        Abilities 84 + Skills 18 (36 ranks) + Advantages 8 + Powers 245 + Defenses 17 = 372 / 372

        Comments: Now THAT is a chin, ladies and gentlemen!!!

        Dromoka is another fairly high mana card that I think will see constructed play.
        The Thorpacolypse
        Member of the Guild of Calamitous Intent since 2005
        Co-Chair of the Council of 13
        "Hate you can trust"

        Comment


        • 706 - Dragonlord Ojutai

          Our last Dragonlord, but far from our last dragon, gets added to this IMAGINE DRAGONS Special!


          The dragonlord known as Ojutai is ancient, insightful, and wise. The truth of how he came to dominate the clan that bears his name has been lost in the mists of history. His own teachings dictate that the other dragons in the brood voluntarily bowed to him, submitting to his age and wisdom. None in the clan dare dispute that claim, despite what some might privately believe. Known as the Great Teacher, Ojutai spends long afternoons in his roost at Dragon's Eye Sanctuary, holding forth on spiritual and intellectual affairs. His audience consists almost entirely of dragons; others are seldom permitted to have direct contact with the esteemed dragonlord. Lesser beings aren't even trusted to transcribe the Great Teacher's words, as it is accepted that they will never truly master the complexities of the draconic language.

          DRAGONLORD OJUTAI
          PL: 14 (435 pts) - OPL: 14; DPL: 14; HP: 2

          ABILITIES: STRENGTH 12, STAMINA 12, AGILITY 4, DEXTERITY 2, FIGHTING 15, INTELLECT 3, AWARENESS 6, PRESENCE 7

          SKILLS: Acrobatics 7 (+11), Athletics 3 (+15), Close Combat [Unarmed] 1 (+16), Deception (+7), Expertise [Jeskai Lore] 7 (+10), Expertise [Theology and Philosophy] 10 (+13) [Ritualist], Insight 7 (+13), Intimidation (+7), Perception 9 (+15), Persuasion 6 (+13), Stealth (+4/-8)

          ADVANTAGES: Benefit (1) (Can use , Daze (1), Defensive Strike* (1), Diehard, Fearless, Improved Trip, Languages (1) (Common, 1 other, Base: Draconic), Ranged Attack (8), Ritualist, Takedown (1), Trance

          POWERS:
          Ancient Dragon Size: Growth 12 (+12 Str, +12 Sta, -6 Dodge/Parry, -12 Stealth, +6 Intimidation, Speed +1, +12 Mass, Reach 3 [15 ft]; Extra: Innate, Permanent); 25 pts
          Dragon Senses: Senses 9 (Normal Vision [Extended], Normal Hearing [Extended], Infravision, Ultrahearing [Extended], Scent [Acute, Ranged, Extended, Tracking]); 9 pts
          Frost Dragon Traits: Regeneration 2 (1/every 5 rounds), Immunity 12 (Aging, Cold Effects, Disease, Sleep, Poison [Flaw: Limited to half effect]), Movement 2 (Sure-Footed 2 [Reduce penalty by 2 ranks], Flaw: Limited to ice/snow conditions); 17 pts
          Dragon Scales: Protection 3, Impervious 6; 15 pts
          Dragon Speed: Speed 2 (8 [16] mph/250 fpr); 2 pts
          Dragon Wings: Flight 5 (60 mph/900 fpr; Flaw: Wings); 5 pts
          Hexproof: Immunity 20 (Magic Effects, Flaw: Limited [not against surprise attacks or sufficiently large area effects]); 10 pts
          Natural Weapons: 24 pt Array; 26 pts
          Tail Swipe: Burst Area Bludgeoning Damage 12 (Extra: Burst Area [30 ft radius]); 24 pts
          Claw/Claw/Bite: Multiattack Strength-based Damage 2 (Extra: Dangerous, Split, Variable Descriptor [Piercing/Slashing]); 1 pt
          Freezing Bite: Piercing Strength-based Damage 2 (Extra: Secondary Effect [Cold Damage 13], Flaw: Unreliable [5 uses]); 1 pt

          Frost Breath: 98 pt Array; 99 pts
          Frost Cone: Cone Area Cold Damage 14 (Extra: Cone Area x2 [120 ft cone], Linked [Affliction]), Cumulative Cone Area Affliction 14 (Ice; Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Cone Area x2 [120 ft cone], Extra Condition, Flaw: Limited to two Degrees); 98 pts
          Frost Line: Line Area Cold Damage 14 (Extra: Line Area x2 [60 ft line], Linked [Affliction]), Cumulative Line Area Affliction 14 (Ice; Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Line Area x2 [60 ft line], Extra Condition, Flaw: Limited to two Degrees); 1 pt

          Spellcasting: Variable 10 (50 pts Traits, Mystical Descriptor, Extra: Action [Move], Flaw: Unreliable [5 uses]); 60 pts

          EQUIPMENT:
          NONE

          OFFENSE:
          Initiative +4
          Close Attack +15 [Claw/Claw/Bite +13, Multiattack; Freezing Bite +13]
          Unarmed +16 [Unarmed +12]
          Ranged Attack +10
          Special Attack [Frost Breath Damage/Affliction +14, Line Area; Frost Breath Damage/Affliction +14, Cone Area]

          DEFENSES:
          Dodge +12 [DC22] Parry +13 [DC23]\
          Toughness +15 (+7 Impervious), Fortitude +13, Will +13

          COMPLICATIONS:
          Motivation: Achieving enlightenment for himself and any of those who truly seek to find it themselves.
          Power Loss: A Frost Dragon must wait 1-2 rounds (GM rolls 1-10 [2 rounds], 11-20 [1 round]) before using their breath weapon or Freezing Bite again.
          Reputation: Dragons are considered THE monsters of the world.
          Responsibility: To the Ojutai Clan.
          Vulnerable: Frost Dragons are vulnerable to heat/fire based attacks, taking an extra degree of failure against them.

          Abilities 74 + Skills 25 (50 ranks) + Advantages 18 + Powers 292 + Defenses 26 = 435 / 435

          Comments: So I started out Khans of Tarkir as a total Jeskai mark. With the new timeline, I am now a total Ojutai mark. Curse my Kung Fu Theater upbringing…

          As a card, Dragonlord Ojutai is pretty good and might make standard play. But he’s nowhere near as powerful in combat as Kolaghan or Dromoka, and Atarka is in a league of her own. As a 5/4, he’s not out of range of several removal spells and trades with many big creatures.

          However, in my setting, I wanted all the Dragonlords to be practically untouchable by the main heroes and NPCs of my world, with a couple of minor exceptions. So he comes out as a frightening PL14 that can only be handled by the other Dragonlords and a handful of Planeswalkers. I think he could easily give DCA Superman a good fight. And it will be a long time before my PC group could even THINK of lasting more than a couple rounds with him.
          The Thorpacolypse
          Member of the Guild of Calamitous Intent since 2005
          Co-Chair of the Council of 13
          "Hate you can trust"

          Comment


          • 707 - Li Wun (Soulfire Grand Master)

            We've got another new addition to our NPC Aisle that was inspired by my current money pit hobby, Magic the Gathering! Check it out!


            Hey, Soul Sister...

            LI WUN (SOULFIRE GRAND MASTER)
            PL: 5 (118 pts) - OPL: 5; DPL: 5; HP: 1

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

            SKILLS: Acrobatics 3 (+7), Athletics (+1), Close Combat [Unarmed] 3 (+8), Deception (+1), Expertise [Theology and Philosophy] 4 (+5), Insight 2 (+4), Intimidation (+1), Investigation , Perception 3 (+5), Persuasion (+1), Ranged Combat [Soulfire Mastery] 2 (+5), Stealth 3 (+7)

            ADVANTAGES: Defensive Attack, Defensive Roll (1), Improved Defense, Languages (1) (Jeskai, 1 other, Base: Native Tongue), Martial Strike* (1), Move-by Action, Takedown (1), Trance

            POWERS:
            Jeskai Training: Leaping 1 (15 ft), Speed 1 (4 mph/60 fpr), Immunity 2 (Environmental Cold [Flaw: Sustained], Environmental Heat [Flaw: Sustained]); 4 pts
            Lifelink: Reaction Perception Ranged Healing 5 (Extra: Reaction [to Li Wun doing damage or ally doing damage with spells]); 35 pts
            Soulfire Mastery: 10 pt Array; 12 pts
            Soulfire Blast: Ranged Soulfire Damage 5 (Extra: Alternate Resistance [Will]); 10 pts
            Soulfire Stun: Ranged Affliction 5 (Soulfire; Resisted by Dodge, Overcome by Will; 1st: Dazed, 2nd: Stunned, 3rd: Paralyzed); 1 pt
            Soulfire Strike: Soulfire Bludgeoning Strength-based Damage 2 (Extra: Dangerous 2, Penetrating 3, Variable Descriptor 2 [Bludgeoning Soulfire]); 1 pt


            EQUIPMENT:
            NONE

            OFFENSE:
            Initiative +4
            Close Attack +5
            Soulfire Strike +7 [Soulfire Strike +3, Critical 19-20]
            Unarmed +8 [Unarmed +1; Martial Strike Unarmed +2]
            Ranged Attack +3
            Soulfire +5 [Soulfire Blast +5; Soulfire Stun Affliction +5]

            DEFENSES:
            Dodge +7 [DC17] Parry +7 [DC17]
            Toughness +3 (+2 without Defensive Roll), Fortitude +4, Will +6

            COMPLICATIONS:
            Hatred: Li-Yun has a deep hatred of the Mardu, who slaughtered many members of her village, including her mother.
            Motivation: Li-Yun has chosen a path of adventure to broaden her experience and to spead the teachings of the Jeskai Way across Gloriant.
            Power Loss: Soulfire is fed by the emotion and will of the user and in cases of exhaustion, both mental or physical, as well as emotional turmoil, can cause their powers to weaken or dissipate.
            Responsibility: To the Jeskai Way.

            Abilities 38 + Skills 10 (20 ranks) + Advantages 8 + Powers 51 + Defenses 11 = 118 / 118

            Comments: Another one of the hottest cards coming out of the new Fate Reforged set of MTG is Soulfire Grand Master. Another ridiculous card that gives you Lifelink, meaning whenever that card does damage, you gain that many life points back. And this card allows that to happen when you cast other spells, too, and if you pay additional mana, you can put the card back in your hand and use it AGAIN. Wicked mechanics.

            While I was looking at her art, two things popped into my mind: first, I decided I was going to build an all-female adventuring group (well, at least enough archetypes for it). Second, I decided I should use some of these MTG archetypes as character classes. I kind of did that with the Orc Sureshot I posted earlier, but I considered that more of an NPC. Several types of clerics, warriors, Jeskai monks, etc. really seemed to be cool variations on RPG character classes, so I figured I’d just take the key mechanics and give them a personal touch. So along comes Li Wu, Soulfire Grand Master who decided to become an adventurer. Pretty pricey because of the Lifelink mechanic I added, but power-wise, not out of line for where I’m starting my PCs.

            She’s good in close combat, but her Soulfire Mastery is what makes her tough to deal with as she fills the role of blaster on an adventuring team.
            Last edited by Thorpacolypse; 09-10-2015, 06:46 PM.
            The Thorpacolypse
            Member of the Guild of Calamitous Intent since 2005
            Co-Chair of the Council of 13
            "Hate you can trust"

            Comment


            • 708 - Glaesya (Dawnstrike Paladin)

              Another Magic the Gathering inspired build hits our NPC Aisle!


              She crushes darkness beneath her charger's hooves.

              GLAESYA (DAWNSTRIKE PALADIN)
              PL: 5 (106 pts) - OPL: 5; DPL: 5; HP: 1

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

              SKILLS: Athletics 1 (+3), Deception (+3), Expertise [Theology and Philosophy] 4 (+5), Insight 1 (+3), Intimidation (+3), Perception 1 (+3), Persuasion (+3), Ranged Combat [Divine Magic] 3 (+4), Stealth (+2), Vehicles 2 (+3)

              ADVANTAGES: Equipment (2), Interpose, Languages (1) (Arcane, 1 other, Base: Common), Leadership, Minions (4) (Foregar), Takedown (1), Uncanny Dodge

              POWERS:
              Divine Smite: Enhanced Advantages 2 (Improved Critical [Sword], Power Attack, Flaw: Limited to against unholy creatures); 1 pt
              Lifelink: Reaction Perception Ranged Healing 5 (Extra: Reaction [to doing damage], Flaw: Affects others only); 30 pts
              Divine Powers: 6 pts Traits; 10 pts
              Shield of Faith: Create 6 (Mystic Shield; Extra: Selective, Flaw: Range [Close], Unreliable [5 uses]); 6 pts
              Lay on Hands: Healing 6 (Flaw: Unreliable [5 uses]); 1 pt
              Light of Justice: Environment 3 (120 ft radius; Light [eliminates all concealment provided by natural darkness, counter darkness effects with Power Check]); 1 pt
              Dawnstrike Burst: Perception Burst Area Affliction 5 (Resisted by Dodge, Overcome by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Burst Area [30 ft radius], Flaw: Limited to one sense, Unreliable [5 uses]; 1 pt
              Divine Sense: Senses 4 (Detect Evil [Mental; Ranged, Extended, Acute]. Flaw: Unreliable [5 uses]); 1 pt


              EQUIPMENT:
              (10 pts)
              Plate Mail: Protection 4; 4 pts
              Greatsword: Slashing Strength-Based Damage 4, Dangerous, Flaw: Inaccurate with one hand; 4 pts

              OFFENSE:
              Initiative +2
              Close Attack +4 [Unarmed +2; Greatsword +6, Critical 19-20; Shield of Faith Create +6]
              Ranged Attack +1
              Divine Magic +4
              Special Attack [Dawnstrike Burst Affliction +5, Burst Area]

              DEFENSES:
              Dodge +4 [DC14] Parry +4 [DC14]
              Toughness +6 (+6 without Defensive Roll), Fortitude +5, Will +5

              COMPLICATIONS:
              Daddy Issues: Glaesya's father is her hero, but not well thought of in her community. But she doesn't know why.
              Doing Good: Glaesya is a hero, through and through, and wants nothing more to do the right thing.
              Honor: She is a woman of her word, always. To a fault…
              Power Loss: If she loses faith in her god, her powers can fail.
              Serious: Glaesya is all business and faith, which can make her difficult to deal with sometimes.

              Abilities 34 + Skills 6 (12 ranks) + Advantages 11 + Powers 47 + Defenses 8 = 106 / 106

              Comments: I got a couple of Dawnstrike Paladin cards on the cheap and even though the card is OK, I love the art, hence, it becomes another class in Gloriant.

              Glaesya is a Dawnstrike Paladin who is a 3rd generation adventurer. She loves and looks up to her father, despite him having a questionable reputation among some, but no one would ever discuss the specifics with her. Her birth name was Glasya, which was written off as her parents not having much knowledge of demonology. Once the origins of the name were made known to her, she changed the spelling and pronunciation to Glay-es-ee-ah.

              FOREGAR (WAR HORSE)
              PL: 5 (34 pts) - OPL: 5; DPL: 5; HP: 1

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

              SKILLS: Athletics 3 (+8), Deception (-2), Insight (+1), Intimidation 5 (+3/+4), Perception 2 (+3), Persuasion (-2), Stealth (+2/+0)

              ADVANTAGES: Equipment (1), Interpose

              POWERS:
              War Horse Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
              Horse Senses: Senses 3 (Normal Vision [Radius], Low-light Vision, Scent [Acute]); 3 pts
              Horse Speed: Speed 3 (16 mph/250 ft pr); 3 pts
              Hoof Strike: Bludgeoning Strength-based Damage 1; 1 pt

              EQUIPMENT:
              (5 pts)
              Chain Mail: Protection 3; 3 pts

              OFFENSE:
              Initiative +2
              Close Attack +3 [Unarmed +5; Hooves +6]
              Ranged Attack +0

              DEFENSES:
              Dodge +2 [DC12] Parry +3 [DC13]
              Toughness +7, Fortitude +6, Will +2

              COMPLICATIONS:
              Disability: Horses cannot speak, nor use their hooves to easily manipulate objects.
              Relationships: Foregar is bound to Glaesya.

              Abilities 10 + Skills 5 (10 ranks) + Advantages 2 + Powers 12 + Defenses 5 = 34 / 34

              Comments: Glaesya’s trusty steed, Foregar.
              The Thorpacolypse
              Member of the Guild of Calamitous Intent since 2005
              Co-Chair of the Council of 13
              "Hate you can trust"

              Comment


              • Re: 701 - Megatron

                Originally posted by Thorpacolypse View Post
                I still have to force myself to see the 4th movie, if only for the dinobots.
                No. No you don`t.

                Man I hated that movie. And I rarely hate a movie. Taken outside of a Transformers continuity, maybe. Had great elements. Loved KSI and the concept of ther cars.

                But the Autobots were behaving like a bunch of Decepticons, in-fighting and being d!cks and aholes throughout the movie. (Granted they`d been hunted to near extinction by the humans, but if eons of war didn`t make them Decepticons in all but name, a year of being prey on Earth won`t either.)

                Megatron co-ruled Cybertron together with Optimus Prime, serving as Lord High Protector. Megatron and Optimus learned of an alien force coming to their planet for the All Spark, just as a mysterious artifact was unearthed. Megatron was gravely injured, but the artifact (containing the Fallen) awakened and heals him, swaying him with promises of power. Megatron soon desires power over the All Spark, and under the Fallen's influence, forms the Decepticons, sending the bulk of his soldiers in a craft, the Nemesis.
                And where did this little gem come from ? I think it`s a great idea.

                And the Dinobots were visually appealing but... meh.
                Last edited by Bladewind; 09-11-2015, 07:27 AM.
                [QUOTE=Enigmatic One;178799][FONT=Verdana]Note to self, get Bruce and his Bat-force to take this one.[/FONT][/QUOTE]

                [URL="https://www.dropbox.com/s/0m9d5ob31w5pfjw/Earth%20218.pdf?dl=0"]Earth 218 - JLA Academy Setting[/URL]
                [URL="http://roninarmy.com/threads/28-Blade-s-Third-Edition-Builds?p=109&viewfull=1#post109"]Blade's Builds[/URL]

                [URL="http://roninarmy.com/threads/1554-The-Merge-3E-(OOC)?p=124944#post124944"]The Merge Character Sheet Lists[/URL]
                [URL="http://roninarmy.com/threads/4284-The-Merge-Cosmic-Quandaries-3e-Interest-check?p=167246&viewfull=1#post167246"]The Cosmic Merge Character Sheet List[/URL]

                Comment


                • Re: 701 - Megatron

                  Originally posted by Bladewind View Post
                  And where did this little gem come from ? I think it`s a great idea.

                  And the Dinobots were visually appealing but... meh.
                  I think it was from the prequel comics for Revenge of the Fallen. I think...

                  I just copied it from the wiki of the movies since, even though all of them but the first one kinda or mostly suck, those are the versions I know best and it seems to fit better into a shared universe.
                  The Thorpacolypse
                  Member of the Guild of Calamitous Intent since 2005
                  Co-Chair of the Council of 13
                  "Hate you can trust"

                  Comment


                  • 709-710 - Strumas and Orbin

                    We've got a couple of new items for our NPC Aisle!

                    Comments: I had forgotten to post the stats for the main villains of my Trouble Times Two playtest. Even though they've been captured, don't think the party has seen the last of them. I'll find pics I like for them later.

                    ORBIN
                    PL: 7 (115 pts) - OPL: 7 ; DPL: 6

                    ABILITIES: STRENGTH 0, STAMINA 1, AGILITY 2, DEXTERITY 3, FIGHTING 6, INTELLECT 3, AWARENESS 2, PRESENCE 3

                    SKILLS: Acrobatics 2 (+4), Athletics 3 (+3), Deception 6 (+9) [Taunt], Expertise [Criminal] 4 (+7), Expertise [Magic] 4 (+7) [Ritualist], Insight 3 (+5), Intimidation (+3), Investigation 2 (+5), Perception 3 (+5), Persuasion 5 (+8), Sleight of Hand 4 (+7), Stealth 6 (+8), Technology (+3/+11/+17)

                    ADVANTAGES: Equipment (2), Improved Initiative (1), Languages (2) (Goblin, Orc, Arcane, Elven, 1 other, Base: Common), Ranged Attack (4), Ritualist, Set-Up (1), Taunt

                    POWERS:
                    Prestidigitation: Feature 1 (You can create minor illusions as “magic tricks” primarily suitable for entertainment, but potentially good for a circumstance bonus for interaction skills or to distract targets from other happenings); 1 pt
                    Trained Thief: Enhanced Skills 4 (Technology 8 ranks, Flaw: Limited to lock picking/bypassing security); 2 pts
                    Backstab: Piercing Strength-based Damage 0, Enhanced Advantages 4 (Improved Critical 4 [Short Blades 2]); (Extra: Multiattack 1, Penetrating 2, Flaw: Limited [must succeed at perception vs. stealth check or have ally within melee range of opponent], Requires light weapon [daggers, shuriken, short sword, rapier]); 2 pts
                    Spells: 14 pt Array, Quirk: Mana Limits (10 uses of arcane magic a day, DC13 Will check to cast more); 18 pts
                    Charm Person: Perception Ranged Cumulative Affliction 7 (Resisted and Overcome by Will; 1st: Entranced, 2nd: Compelled, Flaw: Limited to two degrees, Sense-dependent [Visual]); 14 pts
                    Detect Magic: Senses 5 (Detect Magic [Mental, Acute, Analytical, Ranged, Extended]); 1 pt
                    Burning Hands: Cone Area Mystic Damage 7 (Extra: Cone Area [60 [15] ft cone], Secondary Effect [Fire Damage 5], Flaw: Diminished Range 2 [15 ft cone]); 1 pt
                    Daze: Ranged Affliction 7 (Resisted and Overcome by Fortitude; 1st: Dazed, 2nd: Stunned, Flaw: Limited to two degrees); 1 pt
                    Knock: Enhanced Skills 3 (Technology 6 ranks, Flaw: Limited to lock picking), Move Object 7 (Extra: Damaging, Flaw: Limited to forcing doors open); 1 pt


                    EQUIPMENT:
                    [(10 pts)
                    Leather Armor: Protection 1; 1 pt
                    Light Crossbow: Piercing Ranged Damage 2, Critical 19-20; 5 pts
                    Dagger: Piercing Strength-Based Damage 1, Critical 19-20; 2 pts

                    OFFENSE:
                    Initiative +6
                    Close Attack +6 [Unarmed +0; Dagger +1, Critical 19-20; Backstab Dagger +1, Critical 17-20, Multiattack]
                    Ranged Attack +7 [Light Crossbow +2; Daze Affliction +7]
                    Special Attack [Burning Hands +7, Cone, Charm Person Affliction +7, Perception]

                    DEFENSES:
                    Dodge +9 [DC19] Parry +9 [DC19]
                    Toughness +3 (+2 without Defensive Roll), Fortitude +5, Will +7

                    COMPLICATIONS:
                    Chicken: Despite his tough talk, he is a coward at heart and will run or cut a deal in a heartbeat if it will save his skin.
                    Motivation: Proving to the people in his old hometown that he and his brother are not average at all, but destined for greatness.
                    Power Loss: He must be able to speak and gesture to cast his spells.
                    Relationships: His brother Strumas.
                    Secret: Not saying yet…

                    Abilities 40 + Skills 21 (42 ranks) + Advantages 13 + Powers 22 + Defenses 19 = 115 / 115

                    Comments: Orbin is the smarter and shiftier of the brothers, but he’s still not a great threat.

                    --------------------------------------------------------------------------------------------

                    STRUMAS
                    PL: 7 (78 pts) - OPL: 7 ; DPL: 7

                    ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 2, DEXTERITY 2, FIGHTING 5, INTELLECT 1, AWARENESS 1, PRESENCE 1

                    SKILLS: Athletics 4 (+7), Deception 6 (+7), Expertise [Criminal] 6 (+7), Expertise [Tactics] 5 (+6), Insight (+1), Intimidation 6 (+7), Perception 4 (+5), Persuasion (+1), Sleight of Hand 3 (+5), Stealth 5 (+7), Vehicles 3 (+5)

                    ADVANTAGES: All-Out Attack, Close Attack (3), Equipment (3), Languages (1) (Orc [some], Goblin [some], Base: Common), Takedown (1)

                    POWERS:
                    NONE

                    EQUIPMENT:
                    (20 pts)
                    Studded Leather Armor: Protection 2; 2 pts
                    Ring of Protection: Protection 2, Impervious 2; 6 pts
                    Medium Shield: +2 to Active Defenses; 4 pts
                    Longsword: Slashing Strength-Based Damage 3, Critical 19-20; 4 pts
                    Dagger: Piercing Strength-Based Damage 1, Critical 19-20; 2 pts

                    OFFENSE:
                    Initiative +2
                    Close Attack +8 [Unarmed +3; Longsword +6, Critical 19-20; Dagger +4, Critical 19-20]
                    Ranged Attack +2

                    DEFENSES:
                    Dodge +5 (+7 with Shield) [DC15/17] Parry +5 (+7 with Shield) [DC15/17]
                    Toughness +7 (+2 Impervious), Fortitude +7, Will +5

                    COMPLICATIONS:
                    Follower: Strumas is the bigger of the two brothers, but he follows whatever Orbin says.
                    Motivation: Proving to the people in his old hometown that he and his brother are not average at all, but destined for greatness.
                    Relationships: His brother Orbin.
                    Secret: Not saying yet…

                    Abilities 36 + Skills 21 (42 ranks) + Advantages 10 + Powers 0 + Defenses 11 = 78 / 78

                    Comments: Strumas, from the adventure Trouble Times Two, will hopefully be a recurring NPC in my setting if I keep going.
                    The Thorpacolypse
                    Member of the Guild of Calamitous Intent since 2005
                    Co-Chair of the Council of 13
                    "Hate you can trust"

                    Comment


                    • 711 - Orc Sureshot

                      We've got another new item from our Magic the Gathering line that fits nicely in the world of Gloriant. Check it out!


                      Words have yet to halt an arrow.

                      ORC SURESHOT
                      PL: 8 (102 pts) - OPL: 8; DPL: 8

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

                      SKILLS: Athletics 2 (+5), Deception (-2), Expertise [Survival] 4 (+4), Insight (+1), Intimidation 7 (+5), Perception 4 (+5), Persuasion (-2), Ranged Combat [Bow] 8 (+12), Stealth 5 (+7)

                      ADVANTAGES: Close Attack (3), Equipment (3), Great Endurance, Improved Aim, Improved Critical (1) (Bow), Languages (1) (Common, 1 other, Base; Orc), Precise Attack (1) (Ranged, Cover)

                      POWERS:
                      Orc Senses: Senses 3 (Darkvision, Scent [Acute]); 3 pts
                      Sureshot Tactics: Perception Range Reaction Affliction 8 (Resisted by Fortitude; 1st: Offense Impaired, Defense Impaired, Extra: Reaction [to ally entering combat], Flaw: Limited to one degree); 32 pts

                      EQUIPMENT:
                      (15 pts)
                      Leather Armor: Protection 1; 1 pts
                      Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
                      Masterwork Longbow: Ranged Piercing Damage 4; 8 pts

                      OFFENSE:
                      Initiative +2
                      Close Attack +8 [Unarmed +3; Dagger+4, Critical 19-20]
                      Ranged Attack +4
                      Bow +12 [Arrows +4, Critical 19-20]

                      DEFENSES:
                      Dodge +6 [DC16] Parry +6 [DC16]
                      Toughness +4 (+4 without Defensive Roll), Fortitude +5, Will +3

                      COMPLICATIONS:
                      Reputation: Orc have been seen as foul creatures for ages, and that's being nice.
                      Responsibility: To the Mardu Horde.
                      Temper: Orcs are generally foul-tempered, which makes it difficult for them to remain organized as well as causing them to make rash, and often inadvisable, decisions.
                      Vulnerable: Orcs prefer the dark. They are vulnerable to light based effects and should be considered impaired when operating in bright light for extended periods.

                      Abilities 32 + Skills 15 (30 ranks) + Advantages 11 + Powers 35 + Defenses 9 = 102 / 102

                      Comments: I love the Orc Sureshot card. Any card that can put an opponent’s big gun at a disadvantage can be a game changer. Plus, the art on this card is great. Orcs rarely get decent art of them using a bow.
                      The Thorpacolypse
                      Member of the Guild of Calamitous Intent since 2005
                      Co-Chair of the Council of 13
                      "Hate you can trust"

                      Comment


                      • 712 - Oreskos Swiftclaw

                        Our last item in our CATS AND DOGS SPECIAL is getting stocked on our newly labeled Aisle 8!


                        After the Battle of Pharagax Bridge, the Champion spent many months among the leonin of Oreskos. She found that they were quick to take offense, not because they were thin-skinned, but because they were always eager for a fight. - The Theriad

                        ORESKOS SWIFTCLAW
                        PL: 6 (56 pts) - OPL: 6; DPL: 6

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

                        SKILLS: Athletics 4 (+6), Deception (+0), Expertise [Survival] 3 (+3), Insight 1 (+2), Intimidation 3 (+3), Perception 2 (+3), Persuasion (+0), Stealth 1 (+4)

                        ADVANTAGES: Close Attack (3), Equipment (1), Interpose, Move-by Action

                        POWERS:
                        Roar: Enhanced Skills 2 (Intimidation 4 ranks, Flaw: Sense-dependent [Auditory]), Enhanced Advantages 1 (Ultimate Effort [Intimidation Checks], Flaw: Sense-dependent [Auditory]); 2 pts
                        Leonine Senses: Senses 2 (Low-Light Vision, Scent [Acute]); 2 pts
                        Tough Hide: Protection 1, Feature 1 (Insulating Fur); 2 pts
                        Swift Hunter: Speed 1 (4 mph/60 fpr), Leaping 1 (15 ft); 2 pts
                        Claws/Bite: Strength-based Damage 1 (Extra: Variable Descriptor [Slashing, Piercing]), Enhanced Advantages 1 (Athletics 2 ranks, Flaw: Limited to climb checks); 3 pts

                        EQUIPMENT:
                        (10 pts)
                        Hide Armor: Protection 1; 1 pt
                        Battleaxe: Slashing Strength-Based Damage 3, Breaking, Dangerous; 5 pts

                        OFFENSE:
                        Initiative +3
                        Close Attack +7 [Unarmed +2; Battle Axe +5, Critical 19-20; Claws +3]
                        Ranged Attack +2

                        DEFENSES:
                        Dodge +4 [DC14] Parry +4 [DC14]
                        Toughness +4, Fortitude +4, Will +2

                        COMPLICATIONS:
                        Disability: Leonine hate the water and are very poor swimmers.
                        Enemy: Leonine and Rakshasas have an eons old hatred of each other.
                        Honor: All Leonine are known for keeping their word when we give it.
                        Monstrous Appearance: Leonine are rarely seen in areas traditionally populated by the more common humanoid races and their appearance can be unsettling for some.
                        Responsibility: To their Pride and their King.

                        Abilities 28 + Skills 7 (14 ranks) + Advantages 6 + Powers 11 + Defenses 4 = 56 / 56

                        Comments: The Oreskos Swiftclaws are good early game fodder from the M15 set. They can hit fast and hard, but drop like flies. My kind of potential minions.
                        The Thorpacolypse
                        Member of the Guild of Calamitous Intent since 2005
                        Co-Chair of the Council of 13
                        "Hate you can trust"

                        Comment


                        • 713 - Kerai Suddenblade (Mardu Hordechief)

                          Another new item for our NPC section of our Fantasy Aisle is hitting the J-Mart shelves!


                          The horde grows with each assault.

                          KERAI SUDDENBLADE
                          PL: 6 (86 pts) - OPL: 6; DPL: 6; HP: 1

                          ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 2, DEXTERITY 2, FIGHTING 6, INTELLECT 1, AWARENESS 2, PRESENCE 2

                          SKILLS: Athletics 3 (+5), Deception (+2), Expertise [Mardu Lore] 4 (+5), Expertise [Military] 4 (+5), Insight 5 (+7), Intimidation 2 (+4), Perception 4 (+6), Persuasion (+2), Stealth (+2)

                          ADVANTAGES: Benefit (1) (Status – Mardu Hordechief), Equipment (2), Languages (1) (Mardu, 1 other, Base: Native Tongue), Leadership, Ranged Attack (1), Takedown (1)

                          POWERS:
                          Raid: Reaction Summon 4 (60 pt Minion [Mardu Warrior], Extra: Heroic, Flaw: Limited [only if ally attacked in the round], Tiring]); 20 pts

                          EQUIPMENT:
                          (10 pts)
                          Mardu Scale Mail: Protection 3; 3 pts
                          Scimitar: Slashing Strength-Based Damage 2, Dangerous 2; 4 pts
                          Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts

                          OFFENSE:
                          Initiative +2
                          Close Attack +6 [Unarmed +2; Scimitar +4, Critical 18-20; Dagger +3, Critical 19-20]
                          Ranged Attack +3

                          DEFENSES:
                          Dodge +6 [DC16] Parry +6 [DC16]
                          Toughness +6, Fortitude +5, Will +4

                          COMPLICATIONS:
                          Responsibility: To the Mardu Horde.

                          Abilities 40 + Skills 11 (22 ranks) + Advantages 7 + Powers 20 + Defenses 8 = 86 / 86

                          Comments: I figured I would whip up a couple of name NPCs while I was working on MTG archetypes, and since Kerai was quoted on a card, seemed like a good one to stat up. Mardu Hordechief are handy cards since they’re basically 2-for-1’s and adding another creature to your battlefield is always a good thing.
                          The Thorpacolypse
                          Member of the Guild of Calamitous Intent since 2005
                          Co-Chair of the Council of 13
                          "Hate you can trust"

                          Comment


                          • 714-715 - Krushoks (Feral and Great-Horn)

                            More items for Fantasy Aisle inspired by Magic the Gathering!


                            In a stunning act of diplomacy, Yasova Dragonclaw ceded a portion of Temur lands to the Sultai. Her clan protested until they saw she had given the Sultai the breeding grounds of the krushoks. They hadn't realized she had a sense of humor.

                            FERAL KRUSHOK
                            PL: 9 (55 pts) - OPL: 9; DPL: 8

                            ABILITIES: STRENGTH 8, STAMINA 8, AGILITY 0, DEXTERITY 0, FIGHTING 4, INTELLECT -4, AWARENESS 1, PRESENCE -3

                            SKILLS: Athletics (+8), Deception (-3), Insight (+1), Intimidation 12 (+9), Perception 2 (+3), Persuasion (-3), Stealth (+0/-6)

                            ADVANTAGES: Close Attack (4), Great Endurance

                            POWERS:
                            Krushok Size: Growth 6 (+6 Str, +6 Sta, -3 Dodge/Parry, -6 Stealth, +3 Intimidation, Speed +0, +6 Mass, Reach [5 ft]; Extra: Innate, Permanent); 13 pts
                            Krushok Senses: Senses 2 (Low-light Vision, Scent [Acute]); 2 pts
                            Krushok Hide: Protection 4, Impervious 3, Immunity 1 (Environmental Cold); 11 pts
                            Krushok Horn: 3 pt Array; 4 pts
                            Horn Gore: Piercing Strength-based Damage 2 (Extra: Dangerous); 3 pts
                            Charging Gore: Piercing Strength-based Damage 3 (Extra: Dangerous, Flaw: Limited to when charging); 1 pt


                            EQUIPMENT:
                            NONE

                            OFFENSE:
                            Initiative +0
                            Close Attack +8 [Unarmed +7; Horn Gore +10, Critical 19-20; Charging Gore +11]
                            Ranged Attack +0

                            DEFENSES:
                            Dodge +1 [DC11] Parry +3 [DC13]
                            Toughness +12 (+3 Impervious), Fortitude +9, Will +3

                            COMPLICATIONS:
                            Disability: Krushoks cannot speak nor use their hooves to easily manipulate objects. They also are pretty near-sighted.
                            Temper: Krushoks have short fuses and will generally attack anything it sees as a threat.

                            Abilities 4 + Skills 7 (14 ranks) + Advantages 5 + Powers 30 + Defenses 9 = 55 / 55

                            Comments: Krushoks are nothing special in MTG, just usually big, like 3/5, with no special abilities and a mana cost that doesn’t justify playing them unless you absolutely have to. But I like how they look, so they are part of the Gloriant bestiary now.

                            Here’s a slight variation, the Great-Horn Krushok. Pretty much the same, except it lives in the desert instead of the tundra.


                            Perfectly suited for life in the Shifting Wastes, the krushok is well protected by its horn, its hide, and its temper.

                            GREAT-HORN KRUSHOK
                            PL: 8 (50 pts) - OPL: 8; DPL: 8

                            ABILITIES: STRENGTH 7, STAMINA 8, AGILITY 0, DEXTERITY 0, FIGHTING 4, INTELLECT -4, AWARENESS 1, PRESENCE -3

                            SKILLS: Athletics (+7), Deception (-3), Insight (+1), Intimidation 12 (+9), Perception 2 (+3), Persuasion (-3), Stealth (+0/-6)

                            ADVANTAGES: Great Endurance

                            POWERS:
                            Krushok Size: Growth 6 (+6 Str, +6 Sta, -3 Dodge/Parry, -6 Stealth, +3 Intimidation, Speed +0, +6 Mass, Reach [5 ft]; Extra: Innate, Permanent); 13 pts
                            Krushok Senses: Senses 2 (Low-light Vision, Scent [Acute]); 2 pts
                            Krushok Hide: Protection 4, Impervious 3, Immunity 2 (Environmental Heat, Thirst, Flaw: Limited to half effect); 11 pts
                            Krushok Horn: 4 pt Array; 5 pts
                            Horn Gore: Piercing Strength-based Damage 3 (Extra: Dangerous); 4 pts
                            Charging Gore: Piercing Strength-based Damage 4 (Extra: Dangerous, Flaw: Limited to when charging); 1 pt


                            EQUIPMENT:
                            NONE

                            OFFENSE:
                            Initiative +0
                            Close Attack +4 [Unarmed +7; Great Horn Gore +9, Critical 19-20]
                            Ranged Attack +0

                            DEFENSES:
                            Dodge +1 [DC11] Parry +3 [DC13]
                            Toughness +12 (+3 Impervious), Fortitude +9, Will +3

                            COMPLICATIONS:
                            Disability: Krushoks cannot speak nor use their hooves to easily manipulate objects. They also are pretty near-sighted.
                            Temper: Krushoks have short fuses and will generally attack anything it sees as a threat.

                            Abilities 2 + Skills 7 (14 ranks) + Advantages 1 + Powers 31 + Defenses 9 = 50 / 50

                            Comments: The Great-Horn Krushoks hail to the northern parts of Tarkir.
                            The Thorpacolypse
                            Member of the Guild of Calamitous Intent since 2005
                            Co-Chair of the Council of 13
                            "Hate you can trust"

                            Comment


                            • 716 - Sandsteppe Mastodon

                              Check out this new item for our Bestiary section on Aisle 11!


                              A mastodon's path always leads to an oasis.

                              SANDSTEPPE MASTODON
                              PL: 10 (75 pts) - OPL: 10; DPL: 10; HP: 3

                              ABILITIES: STRENGTH 9, STAMINA 9, AGILITY -1, DEXTERITY 0, FIGHTING 6, INTELLECT -4, AWARENESS 1, PRESENCE -3

                              SKILLS: Athletics (+9), Deception (-3), Insight 2 (+3), Intimidation 3 (+0/+8), Perception 3 (+4), Persuasion (-3), Stealth (-1/-9)

                              ADVANTAGES: Close Attack (2), Interpose

                              POWERS:
                              [Mastodon Size: Growth 8 (+8 Str, +8 Sta, -4 Dodge/Parry, -8 Stealth, +4 Intimidation, Speed +1, +8 Mass, Reach 2 [10 ft]; Extra: Innate, Permanent); 17 pts
                              Thick Hide: Protection 4, Impervious 4; 12 pts
                              Pachyderm Senses: Senses 2 (Normal Hearing [Extended], Scent [Acute]); 2 pts
                              Tusks: Piercing Strength-based Damage 3 (Extra: Dangerous, Disarming); 5 pts
                              Trunk: Extra Limbs 1 (Trunk), Enhanced Advantages 2 (Fast Grab, Improved Grab), Reach 4 (20 ft [30 ft]; Extra to Unarmed); 7 pts
                              Bolster: Reaction Enhanced Advantages 5 (Inspire 5, Flaw: Limited [to lowest PL ally], Tiring); 7 pts

                              EQUIPMENT:
                              NONE

                              OFFENSE:
                              Initiative -1
                              Close Attack +8 [Unarmed +9; Tusks +12, Critical 19-20]
                              Ranged Attack +0

                              DEFENSES:
                              Dodge +3 [DC13] Parry +6 [DC16]
                              Toughness +13 (+4 Impervious), Fortitude +11, Will +3

                              COMPLICATIONS:
                              Disability: Mastodons cannot speak and cannot use their hooves to easily manipulate objects.
                              Disability: Mumakil are nearsighted. Their visual Perception check range is 5 ft instead of 10 ft.
                              Responsibility: They have been trained to be loyal to their Abzan Beastmasters.

                              Abilities 2 + Skills 4 (8 ranks) + Advantages 3 + Powers 50 + Defenses 16 = 75 / 75

                              Comments: Another big beast from MTG, the Sandsteppe Mastodon. On the Bolster mechanic, it goes back to my struggles with determining how best to go the “add a +1/+1 counter” effect. So in this one, Bolster gives that counter to the weakest creature, and in the case of the Mastodon, it’s Bolster 5 so it gives five +1/+1 counters. So I just did an Inspire, and using my House Rule about not limiting Inspire to once per scene, gave the Mastodon some extra HP to give it a chance to extend it a round and still not be tired. But I’m iffy on it.
                              The Thorpacolypse
                              Member of the Guild of Calamitous Intent since 2005
                              Co-Chair of the Council of 13
                              "Hate you can trust"

                              Comment


                              • 717 - Rotting Mastodon

                                Check out this J-Mart Favorite Item for Aisle 11!


                                Mastodons became extinct long ago, but foul forces of the Gurmag Swamp sometimes animate their decaying remains. The Sultai happily exploit such creatures but consider them inferior to their own necromantic creations.

                                ROTTING MASTODON
                                PL: 8 (70 pts) - OPL: 8; DPL: 8

                                ABILITIES: STRENGTH 8, STAMINA --, AGILITY -2, DEXTERITY 0, FIGHTING 2, INTELLECT -4, AWARENESS 0, PRESENCE -3

                                SKILLS: Athletics (+8), Deception (-3), Insight (+0), Intimidation (-3/+0), Perception 4 (+4), Persuasion (-3), Stealth (-2/-8)

                                ADVANTAGES: Interpose

                                POWERS:
                                Mastodon Size: Growth 6 (+6 Str, +6 Sta, -3 Dodge/Parry, -6 Stealth, +3 Intimidation, Speed +0, +6 Mass, Reach [5 ft]; Extra: Innate, Permanent); 13 pts
                                Undead Immunity: Immunity 35 (Fortitude Effects, Necrotic Damage [Flaw: Limited to half effect]); 33 pts
                                Thick Hide: Protection 16, Impervious 5; 26 pts
                                Pachyderm Senses: Senses 2 (Normal Hearing [Extended], Scent [Acute]); 2 pts
                                Tusks: Piercing Strength-based Damage 0 (Extra: Dangerous); 1 pt
                                Trunk: Extra Limbs 1 (Trunk), Enhanced Advantages 2 (Fast Grab, Improved Grab), Reach (5 ft [10 ft total]; Extra to Unarmed); 4 pts

                                EQUIPMENT:
                                NONE

                                OFFENSE:
                                Initiative -2
                                Close Attack +2 [Unarmed +8; Tusks +8, Critical 19-20]
                                Ranged Attack +0

                                DEFENSES:
                                Dodge +0 [DC10] Parry +0 [DC10]
                                Toughness +16 (+5 Impervious), Fortitude +-5, Will +2

                                COMPLICATIONS:
                                Disability: Rotting Mastodons cannot speak and cannot use their hooves to easily manipulate objects.
                                Disability: Rotting Mastodons are nearsighted. Their visual Perception check range is 5 ft instead of 10 ft.
                                Vulnerable: Rotting Mastodons are vulnerable to radiant damage.

                                Abilities -20 + Skills 2 (4 ranks) + Advantages 1 + Powers 79 + Defenses 8 = 70 / 70

                                Comments: One of the goofiest cards in the Khans of Tarkir set, the Rotting Mastodon. It’s a 2/8, which makes it a great defensive card, but nothing to speak of on offense. And with a 5 mana cost, it’s not really playable, except in casual games, like the ones I’m in and use this bad boy whenever I can. If it’s not removed, good luck getting a non-flying creature through against it.

                                I can totally see a bunch of Sidisi’s goons riding into battle on these, too. Zombie Mastodons…just another reason to love being a geek.
                                The Thorpacolypse
                                Member of the Guild of Calamitous Intent since 2005
                                Co-Chair of the Council of 13
                                "Hate you can trust"

                                Comment

                                Working...
                                X