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  • Re: J-Mart: Roc. Dragons - Fire, Frost, Swamp. BUILD #500 - Tiamat

    *Looks up Malkavians*

    Oh. Oh, my. Insane AND pranksters. Yeah, I can see the immediate problem.
    Jabroniville at Hotmail dot com
    http://www.echoesofthemultiverse.com/index.php

    Comment


    • Re: J-Mart: Roc. Dragons - Fire, Frost, Swamp. BUILD #500 - Tiamat

      Originally posted by kenmadragon View Post
      I can't really contribute to the Kender debate given that I don't really know all too much about them, and have never played a game of Dragonlance before - I simply hated the way that arcane magic worked in Dragonlance and just figured that hey, the couple books I read way back when (I actually read them before I ever picked up D&D, and never knew it was a D&D setting at the time) were pretty cool, but it's not my cup of tea for game setting.
      It really isn't much of a debate. This is "beating a dead horse" territory. Those who like them, like them and those who don't, don't. Nobody is going to magically change anyone else's mind, so it's best to agree to disagree and walk away. Simple as that.

      Comment


      • Re: J-Mart: Roc. Dragons - Fire, Frost, Swamp. BUILD #500 - Tiamat

        I would say that it is possible to play a Kender without infuriating everybody at the table, but it would require everybody else at the table be onboard and helping.
        Namely instead of being disruptive and stealing everything you'd need to leave the stealing to everybody else.

        Tell the players that they should randomly "lose" something and then demand it back while promising to return it on demand (I've never seen a Kender in any of the stories try to retain an item, they usually handed it over). Same goes for the GM.

        Allows for the Kender thieving to happen without disrupting the game. Anything the player is missing is something they, themselves, say is missing. So it won't be at a vital point, and (even if they should do so) they'd still know they'd get it back immediately.
        Of course this would also allow the GM to throw lots of monkey wrenches in your direction as he could decide that you picked somebody's pocket.
        As for the near suicidal tendencies? Have a companion playing the straight man for you. Yes, you would walk right into that Dragon's cave, thankfully your buddy the barbarian has a rather firm hold on your shoulder.

        You can act the part without screwing everybody, add some character and player interactions.

        Allows for the other players to have some fun in "grabbing the kender" before he does something stupid that they hadn't even thought of yet... or for the players to give the poor Kender some kind of obsession.
        Imagine if all the players randomly decide that he keeps stealing their spoons. Or left socks. Or has an entire pouch full of other people's pocket lint.

        ... Of course this really assumes you have a person who wants to play this kind of character in a non-disruptive way, and (let's be honest) most of the time it seems like people who play these types of "zany" characters are just wanting to dance around demanding attention.

        Comment


        • Re: J-Mart: Roc. Dragons - Fire, Frost, Swamp. BUILD #500 - Tiamat

          Arkrite, you do realize you've basically just described Complications, don't you?

          I. Love. This. Game.

          Comment


          • Re: J-Mart: Roc. Dragons - Fire, Frost, Swamp. BUILD #500 - Tiamat

            Indeed.
            Collaboration with the players and a smattering of complications for the GM to play with.

            Honestly I've always been fond of complications, even if they never get used. They add a great deal to the character in a few quick sentences that you sometimes can't get across even with a well written background.

            If I had the chance to port over two things to D&D I'd snag Hero Points and Complications.
            Strangely they seem to be going in that direction with the latest edition, if somewhat half heartedly.

            Comment


            • 501 - Wyvern

              We've got more fantasy creatures to add to the shelves before we get back to the Thorpacoverse proper, so let's get back to it with this new item for Aisle 11!


              Just thiiiiiiiiiiiiiiiiiiis close to being a dragon...

              WYVERN
              PL: 8 (94 pts) - OPL: 8 ; DPL: 8

              ABILITIES: STRENGTH 7, STAMINA 6, AGILITY 2, DEXTERITY 0, FIGHTING 7, INTELLECT -3, AWARENESS 2, PRESENCE -2

              SKILLS: Athletics (+7), Deception (-2), Expertise [Survival] 6 (+3), Insight (+2), Intimidation 7 (+5/+7), Perception 3 (+5), Persuasion (-2), Stealth 8 (+10/+5)

              ADVANTAGES: Fast Grab, Move-by Action, Second Chance (1)

              POWERS:
              Wyvern Size: Growth 5 (+5 Str, +5 Sta, -2 Dodge/Parry, -5 Stealth, +2 Intimidation, Speed +0, +5 Mass, Reach [5 ft]; Extra: Innate, Permanent); 11 pts
              Wyvern Hide: Protection 4, Impervious 2; 8 pts
              Wyvern Wings: Flight 3 (16 mph/250 ft pr; Flaw: Wings), Enhanced Advantages 1 (Move-by Action); 4 pts
              Wyvern Senses: Senses 5 (Normal Vision [Extended], Darkvision, Scent [Acute])
              Natural Weapons 25 pt Array; 27 pts
              Poison Tail Stinger: Piercing Strength-based Damage 1 (Extra: Linked [Weaken]), Progressive Weaken Stamina 8 (Resisted by Fortitude; Extra: Linked [Damage]; 25 pts
              Bite: Piercing Strength-based Damage 2 (Extra: Penetrating 5); 1 pt
              Wing Claws: Slashing Strength-based Damage 1 (Extra: Split)'; 1 pt


              EQUIPMENT:
              NONE

              OFFENSE:
              Initiative +2
              Close Attack +7 [Unarmed +7; Bite +9; Claws +8; Tail Strike Damage/Affliction +8]
              Ranged Attack +0

              DEFENSES:
              Dodge +3 [DC13] Parry +5 [DC15]
              Toughness +10 (+2 Impervious), Fortitude +9, Will +3

              COMPLICATIONS:
              Disability: Wyverns cannot speak humanoid languages and cannot use their wing talons to easily manipulate objects.

              Abilities 18 + Skills 12 (24 ranks) + Advantages 2 + Powers 30 + Defenses 7 = 69 / 69

              Comments: Wyverns are really what I thought fantasy dragons should be, except for the lack of flame breath. But they are fun mid-level beasts to throw at your foes, and that tail stinger is wicked bad.
              The Thorpacolypse
              Member of the Guild of Calamitous Intent since 2005
              Co-Chair of the Council of 13
              "Hate you can trust"

              Comment


              • Re: J-Mart: Roc. Dragons, Tiamat, Wyvern

                If you ever want your players to throw dice at you, hard, have the Wyvern partner with a warlord named Leigh.

                "Wyvern and Sir Leigh."

                Comment


                • Re: J-Mart: Roc. Dragons, Tiamat, Wyvern

                  Originally posted by Batgirl III View Post
                  If you ever want your players to throw dice at you, hard, have the Wyvern partner with a warlord named Leigh.

                  "Wyvern and Sir Leigh."
                  If they bring beer I'll forgive them. If they show up with those idiots Lernean and Squidy, they're getting the heave ho.

                  Comment


                  • 502 - Drakes

                    We've got some more new items for Aisle 11!


                    [url=https://www.youtube.com/watch?v=cHMF_7dyIX8]I hate the Drake![/i]

                    DRAKE (FLYING)
                    PL: 3 (31 pts) - OPL: 3 ; DPL: 3

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

                    SKILLS: Insight (+1), Intimidation (-3/-5), Perception 4 (+5), Stealth (+2/+6)

                    ADVANTAGES: Close Attack (2), Improved Disarm, Favored Environment (Flying)Move-by Action

                    POWERS:
                    Drake Size: Shrinking 4 (-1 Str, +2 Dodge/Parry, +4 Stealth, -2 Intimidation, Speed -1, -1 Mass; Extra: Innate, Permanent); 9 pts
                    Lizard Senses: Senses 3 (Scent [Acute, Ranged, Extended]); 3 pts
                    Bite: Piercing Strength-based Damage 1; 1 pt
                    Wings: Flight 2 (8 mph/120 fpr, Flaw: Wings); 2 pts
                    Snatch: Enhanced Advantages 2 (Improved Disarm, Favored Environment [Flying], Flaw: Limited to when flying); 1 pt

                    EQUIPMENT:
                    NONE

                    OFFENSE:
                    Initiative +2
                    Close Attack +4 [Unarmed +0; Bite +1]
                    Ranged Attack +2

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

                    COMPLICATIONS:
                    Disability: Drakes cannot speak.
                    Vulnerable: Being cold-blooded, Drakes are impaired in cold environments and vulnerable to cold based effects.

                    Abilities 8 + Skills 2 (4 ranks) + Advantages 3 + Powers 17 + Defenses 1 = 31 / 31

                    Comments: Drakes are smaller cousins of the great dragons that are often used by Kobolds and other creatures as guards and attack animals. I made two versions, these flying ones and some guard drakes. These are often used by Kobolds and other low level fans of dragons as basically lizard guard dogs.

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

                    DRAKE (GUARD)
                    PL: 4 (41 pts) - OPL: 4 ; DPL: 4

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

                    SKILLS: Athletics 2 (+4), Insight (+1), Intimidation 6 (+3/+1), Perception 6 (+7), Stealth (+2/+6)

                    ADVANTAGES: Close Attack (3), Fearless, Improved Critical (Bite)

                    POWERS:
                    Drake Size: Shrinking 4 (-1 Str, +2 Dodge/Parry, +4 Stealth, -2 Intimidation, Speed -1, -1 Mass; Extra: Innate, Permanent); 9 pts
                    Shifty: Speed 1 (4 [2] mph/30 fpr); 1 pt
                    Tough Hide: Protection 1; 1 pts
                    Lizard Senses: Senses 3 (Scent [Acute, Ranged, Extended); 3 pts
                    Bite: Piercing Strength-based Damage 1; 1 pt
                    Loyal Companion: Enhanced Advantages 2 (Fearless, Improved Critical [Bite], Flaw: Limited to within 10 ft of ally); 1 pt

                    EQUIPMENT:
                    NONE

                    OFFENSE:
                    Initiative +2
                    Close Attack +5 [Unarmed +2; Bite +3]
                    Ranged Attack +2

                    DEFENSES:
                    Dodge +4 [DC14] Parry +4 [DC14]
                    Toughness +4, Fortitude +3, Will +2

                    COMPLICATIONS:
                    Disability: Drakes cannot speak.
                    Vulnerable: Being cold-blooded, Drakes are impaired in cold environments and vulnerable to cold based effects.

                    Abilities 14 + Skills 7 (14 ranks) + Advantages 3 + Powers 16 + Defenses 1 = 41 / 41

                    Comments: Guard drakes.
                    The Thorpacolypse
                    Member of the Guild of Calamitous Intent since 2005
                    Co-Chair of the Council of 13
                    "Hate you can trust"

                    Comment


                    • Re: 501 - Wyvern

                      Originally posted by Thorpacolypse View Post
                      We've got more fantasy creatures to add to the shelves before we get back to the Thorpacoverse proper, so let's get back to it with this new item for Aisle 11!


                      Just thiiiiiiiiiiiiiiiiiiis close to being a dragon...

                      WYVERN

                      Comments: Wyverns are really what I thought fantasy dragons should be, except for the lack of flame breath. But they are fun mid-level beasts to throw at your foes, and that tail stinger is wicked bad.
                      It's funny how D&D ingreneid in our brains the idea that wyverns are the poor cousins of dragons, in one of the oldest legends I could track down it was stated that a wyvern was so full of poison that just its stench could kill a grown man, which is no small feat.
                      "It's a bloody flying alligator setting fire to my city!" (Sam Vimes)

                      Comment


                      • Re: J-Mart: Roc. Dragons - Fire, Frost, Swamp. BUILD #500 - Tiamat

                        Originally posted by Jabroniville View Post
                        *Looks up Malkavians*

                        Oh. Oh, my. Insane AND pranksters. Yeah, I can see the immediate problem.
                        yeah the best description of Malkavians was in their rule book which had an entire section of the book, that I KID YOU NOT, you had to read in a mirror. Literally.
                        Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

                        [URL="http://roninarmy.com/threads/79-Showdown-at-the-Litterbox-New-Stuff?p=554&viewfull=1#post554"]Showdown at the Litterbox[/URL]

                        [url=http://www.fanfiction.net/~catsi563]Catsi stories[/url]

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                        • Re: J-Mart: Roc. Dragons, Tiamat, Wyvern, Drakes

                          Was it the Malkavian clanbook that had the page XX (commonly used as a placeholder for book formatting)?

                          Comment


                          • Re: J-Mart: Roc. Dragons, Tiamat, Wyvern, Drakes

                            Originally posted by Spectrum View Post
                            Was it the Malkavian clanbook that had the page XX (commonly used as a placeholder for book formatting)?
                            Probably, but most White Wolf books of that era have that. The Malkavian Cranbrook might have done it deliberately, though.

                            Comment


                            • Re: J-Mart: Roc. Dragons, Tiamat, Wyvern, Drakes

                              Originally posted by catsi563 View Post
                              yeah the best description of Malkavians was in their rule book which had an entire section of the book, that I KID YOU NOT, you had to read in a mirror. Literally.
                              Originally posted by Blitz View Post
                              Originally posted by Spectrum View Post
                              Was it the Malkavian clanbook that had the page XX (commonly used as a placeholder for book formatting)?
                              Probably, but most White Wolf books of that era have that. The Malkavian Cranbrook might have done it deliberately, though.
                              That was the Malkavian clanbook from Masquerade 2E, which was probably the best time for White Wolf products, many of them were made aiming more at representing a point of view, rather than providing hard facts like their 3E counterparts (the 3E Malkavian book was boring as hell and the Dementation retcon didn't help).
                              "It's a bloody flying alligator setting fire to my city!" (Sam Vimes)

                              Comment


                              • Re: J-Mart: Roc. Dragons, Tiamat, Wyvern, Drakes

                                I know I am late to the party but great Tiamat! I always liked that dragon ever since that cheesy D&D cartoon.

                                Comment

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