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

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

    I'd actually been thinking about staring a new thread and now I have the perfect excuse!

    The All New Amazing Superior J-Mart NOW (puns completely intended ) is now open for business!


    (Shirts required for men, not for women. No public restrooms.)

    Disclaimer: Subsidiary of The Thorporation. All original characters copyright of The Thorporation, any unauthorized use of said characters is pretty much OK, as long you don’t make any money with them that I don’t get a cut of.

    All other builds free for use if you can’t find ones you like better, which if you can’t, you really aren’t looking very hard… :shock:

    CEO: The Thorpacolypse
    Clerks: Dante, Randal and Flo



    The Video Vestibule - Playtests and Stories
    Earth - 0: Aisle 1 - DC Comics
    Earth - 0: Aisle 2 - Marvel Comics
    Earth - 0: Aisle 3 - Image Comics
    Earth - 0: Aisle 4 - IDW Comics
    Earth - 0: Aisle 5 - Dark Horse Comics
    Earth - 0: Aisle 6 - Dynamite Comics
    Earth - 0: Aisle 7 - Dresden Files
    Earth - 0: Aisle 8 - Video Games
    Earth - 0: Aisle 9 - Anime
    Earth - 0: Aisle 10 - Magic the Gathering
    Earth - 0: Aisle 11 - Green Ronin
    Earth - 0: Aisle 12 - Misc. Movie, TV, Literature, etc.
    Earth - 0: Aisle 13 - Archetypes
    Earth - 0: Aisle 14 - Originals
    Earth - EG (Earth Gloriant Fantasy Setting): Aisle 1-14
    Earth - PC: Aisle 1-14
    Earth - 217/2112/5150/JT (The Thorpocomultiverse): Aisle 1-14

    The House Rules
    Gloriant History
    Gloriant Information

    The Secret History of The Thorpacolypse!


    J-Mart II - Thorpacoverse Prime (Closed)
    The J-Mart PC Superstore (Closed)
    J-Mart Fantasy (On Hiatus)
    Thorpocaverse Setting Thread (On Hiatus)
    Tales of the Thorpocaverse - Story Hour Thread (On Hiatus)


    EARTH - 0:
    Guardians of the Galaxy
    The Guardians of the Galaxy vs. Lobo

    Wonder Woman:
    Hell on Earth - Part 1

    EARTH - PC:
    Nightwing vs. Deathstroke

    EARTH - 217:

    EARTH - 5150:

    EARTH - 2112:

    EARTH - EG:
    Trouble Times Two:
    Part 1
    Part 2
    Part 3
    Part 4

    Wagon Ambush!
    Part 1
    Part 2

    Into the Untamed Lands
    Part 1


    EARTH - 0

    Aisle 1 - DC Comics

    Adeline Kane-Wilson
    Baron Blitzkrieg
    Batgirl (Barbara Gordon)
    Batman (Bruce Wayne)
    Batwing (Luke Fox)
    Beast Boy
    Big Barda
    Black Adam
    Black Bat
    Black Canary
    Black Lightning
    Black Manta
    Black Mask
    Bluebird (Harper Row)
    Blue Lantern (Saint Walker)
    Bolphunga the Unrelenting
    The Brain (with Monsieur Mallah)
    The Bride (Lady Frankenstein)
    The Broker
    Calendar Man
    Captain Atom
    Captain Cold
    Captain Marvel (Billy Batson)
    Captain Marvel Jr.
    Captain Nazi
    Captain Stingaree
    Carmine Falcone
    The Cavalier
    The Chechen
    Constantine Drakon
    Crispus Allen
    Cyborg Superman
    Darkseid's Parademons
    Deathstroke the Terminator
    Detective Chimp
    Doctor Fate
    Doctor Light (Arthur Light)
    Donna Troy
    Double Dare
    Double Down
    Element Woman
    Elongated Man
    The Engineer II
    Flash (Barry Allen)
    Flash (Wally West)
    General Zod
    Gorilla Grodd
    Green Arrow (Oliver Queen)
    Green Lantern (Abin Sur)
    Green Lantern (Arisia)
    Green Lantern (Guy Gardner)
    Green Lantern (Hal Jordan)
    Green Lantern (John Stewart)
    Green Lantern (Katma Tui)
    Green Lantern (Kilowog)
    Green Lantern (Mogo)
    Green Lantern (Simon Baz)
    Green Lantern (Sodam Yat)
    Harry Tanner (The Eminence of Blades)
    Harley Quinn
    Harvey Bullock
    Indigo Tribe (Iroque)
    Jack Hawksmoor
    Jenny Quantum
    Jenny Sparks
    Jim Gordon
    John Blake
    John Constantine
    The Joker
    The Kabuki Twins
    Kid Flash
    Killer Croc
    Killer Frost
    Lady Shiva
    Lady Vic
    Lex Luthor
    Maggie Sawyer
    Major Force
    Mario Falcone
    Martian Manhunter
    Mary Marvel
    Maxie Zeus
    Mister Freeze
    Mister Miracle
    Mister Terrific
    Mister Toad
    Mongul II
    Oracle (Wendy Kuttler-Harris)
    Orange Lantern (Larfleeze - with Orange Lantern Corps)
    The Penguin
    Poison Ivy
    Power Girl
    Professor Pyg
    Queen Bee (with H.I.V.E. Agents)
    The Question
    Ra's Al Ghul (with Ubu)
    Ravager (Grant Wilson)
    Red Hood (Jason Todd)
    Red Lantern (Atrocitus)
    Red Lantern (Bleez)
    Red Lantern (Dex-Starr)
    Red Robin (Tim Drake)
    Red Tornado
    Renee Montoya
    The Riddler (with Query and Echo)
    Robin (Damian Wayne)
    Rose Wilson
    Shaggy Man
    Shrike (Boone)
    Sofia Gigante Falcone
    Solomon Grundy (Gotham)
    Solomon Grundy (PL12)
    Solomon Grundy (Intelligent)
    Solomon Grundy (PL13)
    Star Sapphire (Carol Ferris)
    Starro the Conqueror
    Starro Motherstars (and Starrophytes)
    Steve Trevor
    Superboy (Jon Kent)
    Talia Al Ghul
    Tomorrow Woman
    Tyrannosaurus Reich
    Vandal Savage
    White Lantern (Kyle Rayner)
    Wonder Girl
    Wonder Woman
    Last edited by Thorpacolypse; 08-14-2017, 08:58 PM.
    The Thorpacolypse
    Member of the Guild of Calamitous Intent since 2005
    Co-Chair of the Council of 13
    "Hate you can trust"

  • #2
    Earth - 0 (Prime Thorpocaverse)

    EARTH - 0

    Aisle 2 - Marvel Comics

    The Abomination
    Agence Byzantine Agents
    A.I.M. Troopers
    Air Walker
    Amadeus Cho
    American Eagle
    Andrew Forson

    The Annihilation Wave:
    The Annihilation Wave
    Eradica, Extermina and Extirpia
    Ravenous (with Currs and Seekers)

    Ant-Man (Scott Lang)
    Arnim Zola
    Badoon (with the Monster of Badoon)
    Baron Strucker
    Baron Zemo
    Batroc Ze Leapaire
    Beetle (Janice Lincoln)
    Beta Ray Bill
    Black Bolt
    Black Dwarf
    Black Lotus
    Black Panther (T'Challa)
    Black Spectre Agents
    Black Talon
    Black Widow (Natasha Romanov)
    Blue Streak
    Bob Agent of Hydra
    Bruce Banner
    Captain America (Steve Rogers)
    Captain Britain
    Captain Marvel (Carol Danvers)
    The Cat (Shen Kuei)
    Champion of the Universe
    Codename: Bravo
    Cosmic Hulk
    Cosmo the Space Dog
    Corvus Glaive
    The Destroyer
    Doctor Doom
    Doctor Octopus
    Doctor Strange
    Drax the Destroyer
    Ebony Maw
    El Jaguar
    Emma Frost
    The Enchantress
    The Enforcers:
    Fancy Dan
    Hammer Harrison
    Snake Marston

    Erik Killmonger
    The Fallen One
    The Fantastic Four:
    The Human Torch
    The Invisible Woman
    Mister Fantastic
    The Thing

    Franklin Richards
    Fu Manchu
    Ghost Rider (Johnny Blaze)
    Gi-Ant Man (Hank Pym)
    Gladiator (Kallark)
    Gladiator (Melvin Potter)
    The Gorgon
    Green Goblin
    Grim Reaper
    The Hand
    Hawkeye (Clint Barton)
    Hope Summers
    Howard the Duck
    The Hulk
    Hydra Agents
    Hydra Queen
    Hyperion VI
    Iron Fist
    Iron Man
    Iron Patriot
    Jean Grey (Phoenix)
    Kang the Conqueror
    The Kingpin
    Kraven the Hunter
    Lady Bullseye
    Lady Deathstrike
    Lady Sif
    The Lizard
    Luke Cage
    Mad Dog
    Madame Masque
    Malekith the Accursed
    Man Mountain Marko
    The Mandarin
    Martyr (Phyla-Vell)
    Master Man II
    Master Mold
    Maximus the Mad
    Midnight's Fire
    Miss America Chavez
    Mister Hyde
    Mister Negative (with Inner Demons)
    Molecule Man
    Monica Rappaccini
    Morgan Le Fay
    Moving Shadow
    Nightcrawler AOA
    Nova (Frankie Raye)
    Nova (Richard Rider)
    Omega Red
    Pink Pearl
    Professor Power
    Professor X
    Proxima Midnight
    The Punisher
    Punisher Robots
    Red Hulk
    Red She-Hulk
    Red Skull
    Red Shift
    Rocket Raccoon
    Ronan the Accuser
    The Sandman
    Scarlet Witch
    Secret Empire Agent
    Sentinels (Mark I)
    Sentinels (Mark V)
    Sentinels (Mark X)
    Sentinels (Mark XII)
    Sentinels (Mark XIII)
    Scorpion (Mac Gargan)
    Shogo Lee
    Silver Samurai
    Silver Surfer
    Skurge the Executioner
    Spectrum (Monica Rambeau)
    Speed Demon
    The Spot
    Squirrel Girl (and Tippy Toe)
    Terrax the Tamer
    Thor (Jane Foster)
    Tiger Shark
    Valeria Richards
    The Vision
    The Vulture
    Warrior Woman (Julia Koenig)
    Warrior Woman (Hippolyta)
    Werewolf by Night
    Winter Soldier
    Wonder Man
    Da Wrecking Crew: Wrecker, Thunderball, Bulldozer, Piledriver
    Zaran the Weapon Master

    Aisle 3 - Image Comics

    Allen the Alien
    Battle Beast
    Captain Dynamo
    Doc Seismic

    DYNAMO 5:
    Maddie Warner

    El Chupacabra
    Lady Photon
    Master Mind
    The Mauler Twins
    Tether Tyrant
    War Chest

    Aisle 4 - IDW Comics

    Captain Canuck

    G.I. Joe Verse:

    The Joes:



    The Baroness

    TMNT Verse:

    The TMNT:


    April O'Neil
    Casey Jones
    The Foot
    The Hun
    The Savate
    The Shredder

    Transformers Verse:

    Optimus Prime


    Aisle 5 - Dark Horse Comics

    Abe Sapien
    Grendel (Hunter Rose)
    Karl Ruprecht Kroenen
    Liz Sherman
    Prince Nuada
    Princess Nuala

    Aisle 6 - Dynamite Comics:

    Painkiller Jane

    Aisle 7 - Dresden Files

    Harry Dresden
    Karrin Murphy

    Aisle 8 - Video Games

    Final Fantasy:


    Mortal Kombat:

    Baraka (with Tarkata)
    Cassie Cage
    Erron Black
    Jacqui Briggs
    Johnny Cage
    Kotal Kahn
    Kung Jin
    Kung Lao
    Liu Kang
    Quan Chi
    Reptile (with Saurians)
    Sektor (with Tekunin)
    Sonya Blade

    Resident Evil:

    Claire Redfield
    Jill Valentine

    Street Fighter:

    M Bison


    Heihachi Mishima
    Kazuya Mishima

    Aisle 9 - Anime

    Ghost in The Shell:

    Full Metal Alchemist:

    One Punch Man:

    Aisle 10 - Magic the Gathering


    Jace Beleren

    Anafenza the Foremost/Anafenza Kin-Tree Spirit
    Bear's Companion
    Brimaz King of Oreskos
    Narset the Enlightened/Narset Transcendent
    Orc Sureshot
    Oreskos Swiftclaw
    Sidisi the Brood Tyrant/Sidisi Undead Vizier
    Sidisi's Pet
    Surrak Dragonclaw/Surrak the Hunt Caller
    Zurgo Helmsmasher/Zurgo Bellstriker

    Aisle 11 - Green Ronin

    Gamma the Atom Smasher
    Malador the Mystic
    White Knight

    Aisle 12 - Misc. Movie, TV, Literature, etc.

    John Preston
    Otto Skorzeny (with Werwolves)

    Aisle 13 - Archetypes

    Robot (Chimp)
    Robot (Gorilla)
    Soldiers (Gorillas)
    Zombie (Thorpocaverse)

    Aisle 14 - Originals

    Octogenarian Mutant Ninja Myrtle
    Last edited by Thorpacolypse; 08-14-2017, 08:57 PM.
    The Thorpacolypse
    Member of the Guild of Calamitous Intent since 2005
    Co-Chair of the Council of 13
    "Hate you can trust"


    • #3
      Earth - EG (Earth Gloriant - Fantasy setting)


      Aisle 1EG -PCs:

      Arisema Navara (Daellion - Warlord)
      Beaver the Bard (Bard)
      Baruun (Paladin)
      Drenna the Druid (Druid)
      Dryzza (Psion)
      Extherene Hope (Warlock)
      Jaharri (Barbarian)
      Jobymme (Cleric)
      Kolfi (Figher-Geomancer)
      Pon-Bak (Monk)
      Rain the Ranger (Ranger)
      Trixi Picklebottom Goldflower (Tinkerer)
      Varduk (Sorcerer)
      Xelennia Nailo (Rogue)

      Aisle 2EG -NPCs:

      Glaesya (Dawnstrike Paladin)
      Kerai Suddenblade (Mardu Hordechief)
      Li Wun (Soulfire Grand Master)
      Null'niss Freani
      Rhanz Bloodmane
      Strumas and Orbin
      Xander Daellion

      Aisle 3EG -Archetypes:

      Townsfolk (Apothecary, Bartender, Noble, City Guard, Tavern Brawler, Moneychanger, Blacksmith)

      Aisle 4EG -Races:

      Elves, Drow
      Elves, High
      Elves, Wood
      Lizardfolk (Blackscale)

      Aisle 5EG - Bestiary:

      Astral Stalker
      Axe Beak
      Bat (Gurmag Swiftwing)
      Bear (Alpine Grizzly)
      Bear (Dire)
      Bear (Polar)
      Blights (Needle, Twig, Vine)
      Cat, Black
      Demon Lord (Asmodeus)
      Demon Lord (Demogorgon)
      Demon Lord (Grazz't)
      Demon Lord (Kostchtchie)
      Demon Lord (Lolth)
      Demon Lord (Orcus)
      Demon Lord Emissary (Eclavdra)
      Demon (Ape)
      Demon (Assassin)
      Demon (Balor)
      Demon (Carnage)
      Demon (Chain)
      Demon (Gnaw)
      Demon (Goristro)
      Demon (Ice)
      Demon (Imp)
      Demon (Legion)
      Demon (Marilith)
      Demon (Spider)
      Demon (Spined)
      Demon (Vrock)
      Demon (War)
      Dinosaur (Ankylosaurus)
      Dinosaur (Deinonychus)
      Dinosaur (Pteranodon)
      Dinosaur (Stegosaurus)
      Dinosaur (Triceratops)
      Dinosaur (Tyrannosaurus Rex)
      Displacer Beast
      Dragonlord Atarka
      Dragonlord Dromoka
      Dragonlord Kolaghan
      Dragonlord Ojutai
      Dragonlord Silumgar
      Dragon, Fire (Hatchling)
      Dragon, Fire (Young)
      Dragon, Fire (Adult)
      Dragon, Fire (Old)
      Dragon, Fire (Ancient)
      Dragon, Frost (Hatchling)
      Dragon, Frost (Young)
      Dragon, Frost (Adult)
      Dragon, Frost (Old)
      Dragon, Frost (Ancient)
      Dragon, Storm (Hatchling)
      Dragon, Storm (Young)
      Dragon, Storm (Adult)
      Dragon, Storm (Old)
      Dragon, Storm (Ancient)
      Dragon, Swamp (Hatchling)
      Dragon, Swamp (Young)
      Dragon, Swamp (Adult)
      Dragon, Swamp (Old)
      Dragon, Swamp (Ancient)
      Drakes (Flying, Guard)
      Fleecemane Lion
      Frost Lynx
      Giant (Fire)
      Giant (Frost)
      Giant (Hill)
      Giant (Stone)
      Giant (Storm)
      Gray Render
      Hook Horror
      Hyena (Dire)
      The Kraken
      Krushok (Feral and Great-Horn)
      Mantis (Giant)
      Mastodon, Rotting
      Mastodon, Sandsteppe
      Mind Flayer
      Mumakil (Oliphaunt)
      Rats (Dire & Giant)
      Scorpion, Giant
      Shambling Mound
      Shadow Hound
      Siege Rhino
      Spiders (Giant)
      Umber Hulk
      Undead Minotaur
      Vine Horror
      Winter Wolf
      Wolf (Dire)
      Last edited by Thorpacolypse; 09-09-2016, 09:51 AM.
      The Thorpacolypse
      Member of the Guild of Calamitous Intent since 2005
      Co-Chair of the Council of 13
      "Hate you can trust"


      • #4
        Earth PC

        EARTH - PC

        The J-Mart PC Superstore is now part of the main J-Mart! Enjoy!

        Aisle 1P - DC Comics PCs:

        Baron Blitzkrieg
        Batman (Bruce Wayne)
        Batman (Bruce Wayne) (PL11)
        Black Canary
        Black Lightning
        Cassandra Cain
        Deathstroke the Terminator
        Deathstroke the Terminator (PL12)
        Doctor Light (Arthur Light)
        Flash (Barry Allen)
        Green Lantern (Hal Jordan)
        Green Lantern (Hal Jordan) (PL11)
        The Joker
        Killer Croc
        Lady Shiva
        Martian Manhunter
        Martian Manhunter (PL12)
        Red Hood
        Red Robin (Tim Drake)
        Robin (Damian Wayne)
        Solomon Grundy
        Superman (Kal-El)
        Superman (Kal-El) (PL12)
        Tomorrow Woman
        Wonder Woman
        Wonder Woman (PL12)

        Aisle 2P - Marvel Comics PCs:

        The Abomination
        Angel (First Class)
        The Archangel
        Batroc the Leaper
        Beast (First Class)
        Black Panther
        Black Widow
        Captain America (James Buchanan Barnes)
        Captain America (Sam Wilson)
        Captain America (Steve Rogers)
        Captain America (Steve Rogers) (PL11)
        Captain Marvel (Carol Danvers)
        Captain Marvel (Carol Danvers) (PL11)
        Cyclops (First Class)
        The Destroyer
        Doctor Octopus
        Emma Frost
        Hulk (PL11)
        Iceman (First Class)
        Iron Fist
        Iron Man
        Iron Man (PL11)
        The Kingpin
        Kitty Pryde
        Jean Grey (First Class)
        Jean Grey
        Luke Cage
        Omega Red
        The Scarlet Witch
        Spider-Man (Miles Morales)
        Spider-Man (Peter Parker)
        Spider-Man (Peter Parker) (PL11)
        Spider-Woman (Gwen Stacy)
        Thor (PL12)
        Thor (Jane Foster)
        Thor (Jane Foster) (PL11)
        Thor (Unworthy)
        The Vision
        The Vision (PL11)
        Wolverine (X-23) (PL9)
        Wolverine (X-23)

        Aisle 3P - Image/Skybound Comics PCs:


        Aisle 4P - IDW Comics PCs:

        G.I. Joe:
        Snake Eyes

        The Shredder


        Aisle 5P - Dark Horse Comics PCs:

        The Darkness
        Karl Ruprecht Kroenen

        Aisle 6P - Dresden Files PCs:

        Aisle 7P - Game PCs:

        Mortal Kombat:


        Aisle 8P - Anime PCs:

        Casshern Sins:

        Last edited by Thorpacolypse; 10-11-2016, 05:06 PM.
        The Thorpacolypse
        Member of the Guild of Calamitous Intent since 2005
        Co-Chair of the Council of 13
        "Hate you can trust"


        • #5
          Earth - 217/Earth - 5150/Earth - 2112 - The Thorpocamultiverse

          EARTH - 217

          Aisle 1E217 - DC Comics:

          Batman (Bruce Wayne)

          Aisle 2E217 - Marvel Comics:

          Aisle 3E217 - Image Comics:

          Aisle 4E217 - IDW Comics:

          Aisle 5E217 - Dark Horse Comics:

          Aisle 1E217 - DC Comics:


          EARTH - 5150

          Aisle 1E5150 - DC Comics:

          Superman (Kal-L)
          Superman (Val-Zod)

          Aisle 2E5150 - Marvel Comics:

          Aisle 3E5150 - Image Comics:

          Aisle 4E5150 - IDW Comics:

          Aisle 5E5150 - Dark Horse Comics:

          Aisle 6E5150 - Dresden Files:


          EARTH - 2112

          Aisle 1E2112 - DC Comics:

          Superman (Kal-El)

          Aisle 2E2112 - Marvel Comics:

          Aisle 3E2112 - Image Comics:

          Aisle 4E2112 - IDW Comics:

          Aisle 5E2112 - Dark Horse Comics:

          Aisle 6E2112 - Dresden Files:


          EARTH - JT

          Aisle 1EJT - PCs:

          Aisle 2EJT - NPCs:

          Last edited by Thorpacolypse; 10-11-2016, 05:05 PM.
          The Thorpacolypse
          Member of the Guild of Calamitous Intent since 2005
          Co-Chair of the Council of 13
          "Hate you can trust"


          • #6
            Open! Open! Open! Open!


            • #7

              *look up from top of fridge*

              *go back to nap*
              Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

              [URL=""]Showdown at the Litterbox[/URL]

              [url=]Catsi stories[/url]


              • #8
                Originally posted by Spectrum View Post
                Open! Open! Open! Open!
                Won't be long, I feel like I need to try and get the first build up here!

                It's weird, but I thought I would feel kinda frustrated with having all those builds on the old forum that I spent lots of time on, but all I can think about is the fact that I get to redo all my faves again and maybe, maaaaaaaaaaaaaaaaaybe get everything more streamlined that it was before. I'm too scatterbrained, though.
                The Thorpacolypse
                Member of the Guild of Calamitous Intent since 2005
                Co-Chair of the Council of 13
                "Hate you can trust"


                • #9
                  Yay! J-Mart's here! Good luck with the move, Thorp!


                  • #10
                    1 - Superman

                    Well, when you're doing anything with superheroes, there's only one place to start. Our check out this SUPER item for Aisle 1!

                    It is a remarkable dichotomy. In many ways, Clark is the most human of us all. Then... he shoots fire from the skies, and it is difficult not to think of him as a god. And how fortunate we all are that it does not occur to him. -- Batman

                    SUPERMAN (KAL-EL)

                    OPL: 15; DPL: 15; HP: 1
                    Real Name: Kal-El; Clark Kent
                    Age: 38
                    Height: 6-4
                    Weight: 225
                    Eyes: Blue
                    Hair: Black
                    Race: Kryptonian
                    Identity: Secret
                    Alignment: Hero
                    Status: Active
                    Occupation: Journalist; Adventurer
                    Base of Operations: Metropolis, USA
                    Team Affiliations: Justice League; JLAXI; Legion of Super Heroes (Honorary)


                    SKILLS: Athletics (+19), Close Combat [Unarmed] 3 (+11), Deception (+5), Expertise [Farmer] 1 (+5), Expertise [Journalism] 5 (+9), Insight (+5), Intimidation (+5), Investigation 1 (+5), Perception 5 (+10), Persuasion 8 (+13) [Connected], Stealth (+2), Technology 3 (+7)

                    ADVANTAGES: Beginner's Luck, Benefit (1) (Status – He’s Superman), Connected, Diehard, Equipment (6), Extraordinary Effort, Great Endurance, Inspire (3), Interpose, Languages (3) (Kryptonian, Farsi, Japanese, 7 others, Base: English), Leadership, Luck (Edit Scene) (1), Luck (Improved Roll) (1), Power Attack, Ranged Attack (5), Ultimate Effort (2) (Ultimate Strength Check, Ultimate Toughness Check)

                    More Powerful Than a Locomotive: Enhanced Strength 5 (400,000 Tons; Flaw: Limited to Lifting), Feature 1 (Extraordinary Effect for +2 ranks of strength); 6 pts
                    Invulnerability: Impervious Protection 4, Impervious Toughness 13, Enhanced Advantages 2 (Diehard, Great Endurance), Immunity 11 (Aging, Life Support), Regeneration 3 (1/every 3 rounds; Extra: Persistent, Flaw: Limited [Requires exposure to yellow sunlight]); 37 pts
                    Faster Than a Speeding Bullet: 31 pt Dynamic Array; 35 pts
                    Able to Leap Tall Buildings: Flight 15 (64,000 mph/125 mpr; Extra: Dynamic); 31 pts
                    Super Speed: Speed 15 (64,000 mph/125 mpr), Quickness 8, Enhanced Advantages 5 (Improved Initiative 5), (Extra: Dynamic); 2 pts
                    Space Travel: Movement 2 (Space Travel 2 [Other star systems]); 1 pt

                    Powers Far Beyond Those of Mortal Men: 32 pt Array; 35 pts
                    Heat Vision: Ranged Heat Energy Damage 15 (Extra: Accurate 2); 32 pts
                    Freezing Breath: Cone Area Cumulative Affliction 10 (Ice; Resisted by Dodge, Overcome by Fortitude; 1st: Hindered, 2nd: Immobilized, 3rd: Paralyzed; Extra: Cone Area [60 ft cone]); 1 pt
                    Super-Breath: Cone Area Move Object 12 (Air; Extra: Cone Area x2 [120 ft cone], Flaw: Range [Close], Limited Direction [towards or away]); 1 pt
                    Super Senses: Senses 21 (Normal Hearing [Acute, Extended 4, Penetrates Concealment, Flaw: Cannot see through lead], Normal Vision [Extended 4], Infravision [Extended], Microscopic Vision 4 [Atomic], Ultra-Hearing [Extended]); 1 pt

                    (30 pts)
                    Kryptonian Battle Armor: Protection 2, Feature 1 (Quick Change); 3 pts
                    Headquarters: (26 pts)
                    Fortress of Solitude: Size – H, Tough – 20, Features - Communications, Computer, Concealed 3 [+20 DC], Defense System, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Personnel [Kelex and Robots], Power System, Security System); 26 pts

                    Initiative +2 (+22 with Super Speed)
                    Close Attack +8
                    Unarmed +11 [Unarmed +19]
                    Ranged Attack +7
                    Heat Vision +11 [Heat Vision +15]
                    Special Attack [Super Breath Move Object +12, Cone Area; Freeze Breath Affliction +10, Cone Area]

                    Dodge +10 [DC20] Parry +10 [DC20]
                    Toughness +19 (+9 Impervious, Ultimate Effort), Fortitude +15, Will +10

                    Power Loss: Superman loses his powers and his Str and Sta are reduced to 3 under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive him of his powers.
                    Relationships: Superman’s closest relationship is with his wife, Lois Lane and his son, Jon. Other important people in his life include his mother and father, Martha and Jonathan Kent, his cousin, Supergirl, his clone Kon-El, and friends and co-workers Jimmy Olsen, Perry White, and Catherine “Cat” Grant. In the superhero community he is close to Batman, Wonder Woman, Captain America and Thor. And of course, his loyal dog, Krypto..
                    Responsibility: Superman feels a strong sense of responsibility to use his powers for the benefit of all.
                    Secret Identity: Clark Kent, mild-mannered reporter for the Daily Planet.
                    Vulnerable: Kryptonians are as vulnerable to magic as anyone else. They lose their ranks of Protection and their Toughness is not Impervious against magical attacks.
                    Weakness: Kryptonite...Its radiation saps the Strength and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a matter of minutes, less for a large enough amount) imposes the dying condition and may lead to death.

                    Abilities 120 + Skills 13 (26 ranks) + Advantages 28 + Powers 113 + Defenses 15 = 289 / 289

                    Build Comments: You all know my philosophy. To quote:

                    For some reason, it always starts with Superman. – Alexander Luthor.

                    So as noted in the earlier posts, this is a lower level Clark, but for how I want the setting to go, he’s top tier. Depending on how he tests, I may go to PL13 but that’s it. I want to condense the PL structure here for more challenging fights and keep the PLs in line to give teams like the Justice League and Avengers more challenges without building a bunch of PL18 world breakers to do it.

                    Secret Origins: Kal-El was born on the doomed planet, Krypton, the only son of renowned scientist Jor-El and his wife Lara. Jor-El realized that Krypton faced imminent destruction due to its unstable core, the result of years of depleting Krypton's natural resources. The ruling council, pre-occupied by a military coup led by planet's military commander General Zod and his followers, refused to act or advise the general populace.

                    In order to save his son, and the legacy of his planet, Jor-El infused Kal-El’s cells with a genetic codex of the entire Kryptonian race and sent him on a spaceship to Earth. After a confrontation with Jor-El, Zod and his followers are captured and banished to the Phantom Zone.

                    Kal-El's ship landed outside Smallville, Kansas, where he is found by Jonathan and Martha Kent who raised the child as their own and named him Clark. During a temper tantrum over his lost security blanket, Clark knocks over a tractor and the Kents realize that Clark's Kryptonian physiology affords him superhuman abilities on Earth. This initially caused him confusion and ostracism, but he gradually learned to harness his powers to help others. On Clark’s 16th birthday, Jonathan revealed to him that he was an alien and advised him not to use his powers publicly, fearing that society will reject him. Clark found the Kryptonian crystal tech that Jor-El sent with him and began to learn his origins and developed a relationship with his birth parents through the interactive holograms contained within the crystals. He made good friends in high school, Lana Lang, Pete Ross, Chloe Sullivan, and for a while, a young Lex Luthor who was “exiled” as he called it, to Smallville for a couple of years.

                    The Story so Far: After high school, Clark attended Kansas St. University and got his journalism degree in 3 years. He spent a couple of years traveling around the world, doing freelance writing and trying to find his place in the world. He found himself in West Africa, where an ethnic conflict between the Ghuri and Turaaba clans caught his attention and he went to cover the conflict. He met with the Ghuri political leader and human rights activist, Kobe Asuru. Over the course of several days, Clark and Asuru established a rapport and became friends. Asuru emphasized the Ghuri tradition of honoring ancestors through wearing symbolic clothing and working for human rights. While Clark and Kobe establish a quick connection, Kobe Asuru's sister Abena was suspicious of Kent's motives and at one point accused him of cultural imperialism and acting in a condescending "white savior" manner to the Ghuri.

                    Later, Clark interviewed the Turaaba politician Rep. Kebile who disliked Kobe and oppressed Ghuri rights. While protecting Abena Asuru from a thrown bomb, Clark heard a commotion and flew back to the rally (carrying Abena Asuru on his back) where Kobe had already been fatally stabbed. Enraged, Clark grabbed the fleeing assassin and threw him into a wall, demanding to know who hired him. The terrified killer raised his arm—pointing directly at Kebile, who was incidentally surrounded by media. Kebile was besieged with questions and was later forced to resign. This incident led Clark to don his Kryptonian Battlesuit and honor his fallen friend by making his presence known to the world.

                    After a number of small public appearances where he became an internet sensation known as The Blur, he lept into the public eye about 9 ½ years ago on December 30th. A plane bound for Metropolis, MO, was going down in a snowstorm. It appeared that the 115 passengers and crew on board were heading for certain doom. Suddenly, a red and blue blur streaked by the window, the plane’s dive was halted and to the astonishment of the captain, was set down gently in a field outside of Metropolis. As the flight crew opened the emergency exit doors and activated the inflatable safety slide, they saw a dark-haired man in a blue costume with a flowing red cape floating outside. He asked if everyone was OK, and once the pilot confirmed as much, he smiled then flew away into the early evening sky. One of the passengers, star reporter for the Daily Planet Lois Lane, chronicled the entire event and within minutes her uploaded cell phone picture and internet headline gave the world the first real glimpse of the man who would become known to the world (and eventually, most of the known universe) by the name she gave him: Superman.

                    Soon after, it seemed he was everywhere at once. Rescuing trapped miners in Chile, saving people from burning buildings all over the US, catching a jumper off the Eiffel Tower, removing a bomb that was going to blow up Big Ben and even finding time to save a cat stuck in a tree in Smallville, KS, while visiting his parents. His commitment to humanity was proved during a massive attack on his adopted home planet by the Kryptonian General Zod and his allies that he repelled. He became a beloved world figure, and quickly became the most searched for entity on the internet. And his sit down interview with Lois Lane became the most widely viewed event in TV and internet history.

                    A few weeks after the Daily Planet article, reports of superhuman activity across the globe exploded. Countless other superheroes and villains began to appear and new superhumans, mutants and aliens have continued to emerge ever since. It’s generally considered that Superman’s appearance ushered in the modern superhuman age.

                    In the years since, Superman has become Earth’s greatest hero, defending his adopted home planet from countless threats, both terrestrial and otherworldly. He’s a founding and current member of the Justice League. After the events of the Superhero Civil War, he’s rededicated himself to mentoring young heroes and maintaining unity in the superheroic community as a whole, being a driving force behind the formation of the Justice League/Avengers/X-Men Alliance (JLAX).

                    Characterization: Superman of Earth-0 is the first and greatest hero of his generation. Respected the world over, and a legend in several other galaxies, he’s the standard that all heroes are measured by. The only other hero with his level of respect is Captain America.

                    Friends and Foes: Clark remains close to his parents, Jonathan and Martha Kent. He also keeps in contact with Pete and Chloe, who remain in Smallville. He and Lana remain friends, even though Lana’s employment at LexCorp has put a strain on their relationship form time to time. He has a Kryptonian dog, Krypto, who he found and rescured from Warworld during his first encounter with Mongul, that he has a strong bond with.

                    In his home city of Metropolis, his closest relationship is with his wife, Lois Lane and his son, Jon Lane Kent. He fell in love with Lois almost at first site when he started at the Daily Planet and his feelings for her have only strengthened over the years. He retired from superhero work for some time after Jon was born, but has returned to his role as the greatest hero in the world and is showing Jon how to use his powers and, if he chooses, to continue in the "family business". His best friend currently is Jimmy Olsen, Pulitzer Prize-winning photographer for the Daily Planet. He is also close to his boss, Perry White and his co-workers Cat Grant and Steve Lombard.

                    His cousin, Kara, arrived from Krypton a few years ago, even though their ships were launched at about the same time. Now known as Supergirl, she and Clark are now close and have shared a number of adventures. Power Girl, a clone of Kara’s created by CADMUS that was originally a foe, was reformed and she is also part of Clark’s extended family. After a rough start to their relationship, Clark has become a father figure to his clone, Conner Kent, who goes by his given Kryptonian name by Clark and Kara, Kon-El.

                    In the superhero community, his closest friends are Batman (Bruce Wayne) and Wonder Woman (Diana Prince). The three of them are generally known as The Trinity and along Captain America, Iron Man, Jenny Sparks and others, are among the top leaders of the superhero community. He is also good friends with Thor and Hyperion. He has a big brother relationship with Invincible and Nightwing and is generally seen as a mentor to the superheroic community as a whole.

                    Superman’s greatest rival is Lex Luthor. Luthor is the world’s richest and smartest man and has an obsession with bringing Superman down. Despite that, Lex and Clark have had moments where Lex has shown that he still values their friendship, none moreso than the fact that Lex knows his secret identity but has never shared it with anyone and has never made a move against Clark’s family. Their relationship is complex to say the least.

                    Superman has a large rogue’s gallery that includes Brainiac, the Kryptonian artificial intelligence; Doomsday, a Kryptonian monster that killed Superman a few years ago; Metallo, the cyborg with the Kryptonite heart; Mongul, the ruler of Warworld along with his son Mongul II and his sister, Mongal; General Zod and his cohorts, Ursa and Non, who escaped the Phantom Zone during the destruction of Krypton and have done again so on several occasions; and Darkseid, the god of evil and ruler of Apokolips.
                    Last edited by Thorpacolypse; 08-12-2017, 01:29 PM.
                    The Thorpacolypse
                    Member of the Guild of Calamitous Intent since 2005
                    Co-Chair of the Council of 13
                    "Hate you can trust"


                    • #11
                      House Rules

                      HOUSE RULES

                      Of course, you can't just use the rules as written, what's the fun in that? Especially in a fantasy setting.

                      This is a CONSTANT work in progress as I roll through more tests and get more run in the Game Room.


                      Nothing yet, but there could be something eventually.


                      HOUSE ADVANTAGES: Here is a list of homebrew, swiped, converted 2E and eventual new 3E book Advantages (I hope) that I will be using for my personal setting builds:

                      Accelerated Acrobatics - You can try to cross a precarious surface faster than normal. If you increase the Difficulty Class by 5, you can move your full speed as a move action instead of -1 rank. Moving twice your speed in a round requires the penalty plus two skill checks, Acrobatics and the usual Athletics.
                      Accelerated Climb - You can try to climb more quickly than normal, at -1 rank instead of -2. You can accept an addition +5 DC to move at full speed.
                      Accelerated Stealth - You can move up to your normal speed instead of -1 rank. Moving twice
                      your speed in a round requires the penalty plus two skill checks, Stealth and the usual Athletics.
                      Cat's Feet: You can operate without detection by normal hearing.
                      Clean (ranked) - Checks to connect you with a crime increase by DC5 per rank.
                      Combat Clarity (ranked) - +2 checks to resist Feints, 2nd rank increases to +5.
                      Combat Leader - Use a Hero Point for you and allies in 60 ft radius to get +2 bonus on Initiative rolls.
                      Conceal Efforts - Anyone who inspects your bindings during a Sleight of Hand escape check must make a Perception check with a DC equal to your Sleight of Hand result to notice your escape attempt.
                      Cunning Fighter - Use your Attack Bonus instead of Deception to Feint in combat.
                      Damaging Escape - When you escape from a grab, you get an unarmed attack against the opponent as a free action. You still have to roll to hit.
                      Defensive Strike (ranked) - +2 on next attack against opponent that misses you in close combat (2nd rank increases bonus to +5). First rank does not count against PL caps.
                      Durable Lie - The target believes your Deception for an additional round.
                      Eagle Eyes - Your visual perception range increment is 100 ft.
                      Fighting Climb – You are not vulnerable when climbing.
                      Forceful Intimidation - You can force your subject to take an action that is against his interests (but not life threatening).
                      Follow-up Strike - Follow up a critical hit with a free attack action against the same target
                      Hide Tampering - You can conceal any tampering with a device. Anyone who inspects the device must make a check against your Technology or Sleight of Hand check result to notice your tampering.
                      Improved Daze – You can attempt to Daze as a move action without the penalty.
                      Improved Feint – You may attempt to Feint as a move action without the penalty.
                      Improved Trick - Use Deception/Feint as a move action without penalty.
                      Last Stand - Use Extra Effort to ignore all damage penalties for one round.
                      Lionheart (ranked) - +2 bonus against Fear and related effects (2nd rank increases bonus to +5)
                      Martial Strike (ranked) - +1 unarmed damage per rank.
                      Skill Supremacy (ranked) - Use a Hero Point to gain 5 temporary ranks in a skill you have Skill Mastery in
                      Speed of Thought - Use Intellect modified instead of Agility modifier for initiative checks.
                      Sweeping Strike: If you score a successful unarmed attack, you can make a free trip attack.
                      Swift: You can add an extra rank of Speed to your additional rank gained with a successful Athletics check.
                      Tough (ranked) - +1 to Toughness saving throws, limited to 4 ranks.
                      Unbalancing Strike - When you hit an opponent with a close attack, you can choose to throw him off balance rather than inflicting damage. A hit means he is Vulnerable on defense for the next round.
                      Withstand Damage (ranked) - When using the Defend action, you can reduce active defenses 2 ranks to increase Toughness bonus by 2 ranks (2nd rank increases to 5 ranks).
                      Wolf's Ears: Your auditory perception checks have range increment of 100 ft.
                      Zen Strike - Use your Awareness instead of your Strength for unarmed damage.

                      Combat Maneuver Combos: I'm pretty sure I saw that Jon L confirmed that you are not supposed to use maneuver combos like All-Out/Power Attack at the same time. But I'm allowing their usage up to +2/-2 for non-minions or forces with a full round action. Characters that have the necessary Advantages for the combos can use them up to the full +5/-5 ranks. I think utilizing the full +5/-5 can be overpowering in a scene, but for certain moments, I think it brings excitement so I decided to allow it in this manner for now.

                      Languages: Too expensive in the RAW for my taste. My rule is that Languages rank 1 gives you 2 languages, 2 ranks gives you 5, 3 ranks gives you 10 and so on up the Progression chart. I don't see giving anymore than 3 ranks, but you never know.

                      Luck: Also, I am using the optional Luck Advantage rule from the GM's Guide that allows a character to have ranks at Luck that reflect each separate application of HP usage. So characters can have:

                      Luck (Edit Scene)
                      Luck (Heroic Feat)
                      Luck (Improve Roll)
                      Luck (Inspiration)
                      Luck (Instant Counter)
                      Luck (Recover)

                      MTG Based Inspiration: In trying to replicate some of the Magic the Gathering mechanics, I was struggling with the “pumping” creatures process. Those are abilities like “add a +1/+1 counter to target attacking creature" etc. In MnM, that would put many creatures over PL caps, especially if you keep stacking counters on them. In order to simulate some of that and not obliterate PL rules too much, I’m making a House Rule on Inspire which will not grant a sustained “counter” but will allow for some extra oomph a bit.

                      In my fantasy setting (not my prime Earth-0 superhero setting), Inspire is not limited to one use per scene for 2 ranks of Inspire (+2 checks or +1 checks/+1 active defenses) or less. In addition to Hero Point usage it can also be activated by usage of the Luck (Inspiration) Advantage. Also, as noted, multiple ranks of the Inspire bonus can be split between offense and defense, but must be called out ahead of time.

                      Example: Anafenza uses her Tactical Inspiration power, which is an Enhanced Advantages 2 (Inspire 2 [+1 attacks/checks/+1 active defenses], Flaw: Limited [only when Anafenza is attacking]) Enhanced Advantages 4 (Luck [Inspiration] 4). So Anafenza can basically grant those bonuses for up to 5 rounds (her HP and 4 ranks of Luck) if not more depending on how many HP she has acquired.


                      Some slight alterations to some powers for this setting.

                      Regeneration Rounds: To clarify, this a chart to show which rounds you recover a -1 to Toughness if you have Regeneration.

                      Healing Factor: Regeneration 1 (1/every 9 rounds [9]); 1 pt
                      Healing Factor: Regeneration 2 (1/every 5 rounds [5, 10]); 2 pts
                      Healing Factor: Regeneration 3 (3/every 10 rounds [3, 7, 10]); 3 pts
                      Healing Factor: Regeneration 4 (4/every 10 rounds [2, 5, 8, 10]); 4 pts
                      Healing Factor: Regeneration 5 (1/every other round [2, 4, 6, 8, 10]); 5 pts
                      Healing Factor: Regeneration 6 (6/every 10 rounds [2, 4, 5, 6, 8, 10); 6 pts
                      Healing Factor: Regeneration 7 (7/every 10 rounds [2, 3, 5, 6, 8, 9, 10]); 7 pts
                      Healing Factor: Regeneration 8 (8 out of 10 rounds [2, 3, 4, 5, 7, 8, 9, 10]); 8 pts
                      Healing Factor: Regeneration 9 (9/every 10 rounds [2, 3, 4, 5, 6, 7, 8, 9, 10]); 9 pts
                      Healing Factor: Regeneration 10 (1/every round); 10 pts

                      Regeneration 11 on would be one every round, then add a check per the chart...

                      HOUSE RULES II:

                      Time is Immutable: There is NO TIME TRAVEL in this setting. You can have effects that slow or speed up a personal time field but it's more of a mental effect as opposed to stopping or accelerating time. Time travel is just a walking plot hole and it's getting overused in all fantasy/comic/sci-fi mediums right now so I am putting a stop to it here. Of course, if I screw something up bad enough, I reserve the right to retcon this, of course.

                      Extra - Full Speed: This is a work in progress, but the way speed and flight affects work in the system, you basically go from zero to 60 immediately. Most abilities don't work like that. Someone like the Flash should be able to, of course, but someone like Angel should have to get those wings flapping a bit, or fast animals like a lion or T-Rex need to build up some steam in order to hit top speed. My initial thoughts are adding a 1 pt Extra for Full Speed that I can give my characters to denote that they can automatically hit top speed, otherwise you can only move half your full Speed/Flight ranks in the first round (Rank 1 you move normal speed) unless you make an Athletics check for full movement. I'm not quite sure on this yet though.


                      Power Levels: While I really think a “1st level PC” is equated to PL4 in MnM, I’m starting my PCs out at PL5 for my own personal tests and stories. My goal is to keep things lower PL for a while, then, when I get bored, get them up to PL10-12 for some epic adventures.

                      This is a general guide and may adjusted depending upon how things go. Also, at the moment, I am not counting Magic Items or equipment gathered via adventuring in the point cost. Also, a character’s PL may jump half a PL with the acquisition of an item. Example: Arisema (PL5) and crew defeat a gang of Drow thieves, the leader of which has a Masterwork Elven True Strike Bow (Equipment: Piercing Ranged Damage 3, Extra: Accurate, Precise, Dangerous; 6 pts). She is +7 with a Bow now and the +2 from the Accurate makes her attack +9, effectively making her PL6, but only with the bow. Otherwise, all her cap limits and such are calculated at PL5 level. If she finds some Gloves of Bow Mastery that grant another +2, they wouldn’t stack until she gets enough points (or GM graciousness) to go to PL6 overall.

                      Escalation is as follows:

                      PL5 – 90-98 pts
                      PL5.5 (6) – 99-104 pts. I’m thinking that there should be a middle ground before raising a PCs total PL. Unless I give one of them something that jacks up their PL (magic sword/enchanted armor for a plot device, etc.) then once they get about halfway to the next PL, I’ll let them raise either their offensive PL or defensive PL. Once they get enough pts for, in this case PL6, then they can raise both if they want.
                      PL6 – 105-111 pts
                      PL6.5 (7) – 112-119 pts
                      PL7 – 120-130 pts
                      PL7.5 (8) – 131-139 pts
                      PL8 – 140-146 pts
                      PL8.5 (PL9) – 147-155 pts
                      PL9 – 156-163 pts
                      PL9.5 (PL10)– 164-174 pts
                      PL10 – 175-185 pts
                      PL10.5 (PL11) – 186-199 pts
                      PL11 – 200-213 pts
                      PL11.5 (12) – 214-224 pts
                      PL12 – 225+

                      Wealth System: I’m using a variation on Wealth Rank system from the Warriors and Warlocks 2E sourcebook. The PCs Wealth ranks are separate from other Benefits granted or bought as they advance and increase as they find treasure. The PCs start out at Wealth rank 6 (5 gp). Wealth ranks are flexible and can decrease as the PCs buy items. For example, Arisema wants to upgrade to Chain Mail from Studded Leather. Her Wealth rank at the time is 10 (100 gp) and the armor is a Wealth rank of 9 (50 gp). She now drops to Wealth rank 9.

                      Wealth (1) - 10 cp/1 sp
                      Wealth (2) - 25 cp
                      Wealth (3) - 50 cp/5 sp
                      Wealth (4) - 1 gp
                      Wealth (5) - 2 gp
                      Wealth (6) - 5 gp
                      Wealth (7) - 10 gp
                      Wealth (8) - 25 gp
                      Wealth (9) - 50 gp
                      Wealth (10) - 100 gp
                      Wealth (11) - 250 gp
                      Wealth (12) - 500 gp
                      Wealth (13) - 1000 gp
                      Wealth (14) - 2500 gp
                      Wealth (15) - 5000 gp
                      Wealth (16) - 10000 gp
                      Wealth (17) - 25000 gp
                      Wealth (18) - 50000 gp
                      Wealth (19) - 100000 gp
                      Wealth (20) - 250000 gp

                      DAMAGE: Since this is a fantasy setting, unless otherwise noted, we'll be using the Lethal Damage rules so 3rd degree damage failures add the Disabled condition and 4th degree failures add Dying.


                      Here is another constantly evolving list. As I think of new items, I’ll add them.

                      GENERAL EQUIPMENT:

                      Adventurer's Kit: Backpack, Bedroll, Flint and Steel, Belt Pouch (empty), Sack (empty), Trail Rations, Torch, Waterskin; 5 pts
                      Antitoxin: Feature 1 (+5 bonus on resistance checks against toxins); 1 pt/7 wr
                      Backpack: Feature 1 (equipment storage); 1 pt/4 wr
                      Bedroll: Feature 1 (eliminates sleep checks daily); 1 pt/5 wr
                      Caltrops: Feature 1; 1 pt/6 wr
                      Camo Clothing: Feature 1 (+5 Stealth in Chosen Environment); 1 pt/5 wr
                      Climber's Kit: Feature 1 (+2 Athletic checks ot climb); 1 pt/5 wr
                      Disguise Kit, Masterwork: Feature 3 (Major bonus to Deception checks for disguise); 3 pts/8 wr
                      Disguise Kit: Feature 1 (Circumstance bonus to Deception checks for disguise); 1 pt/7 wr
                      Flint and Steel: Feature 1 (Creating a tiny flame, like a match, useful for lighting other fires); 1 pt/4 wr
                      Healer's Kit, Masterwork: Feature 2 (Tools, Treatment, +2 Treatment checks); 2 pts/7 wr
                      Healer's Kit: Feature 1 (Tools, Treatment); 1 pt/6 wr
                      Lantern: Environment 1 (30 ft radius; Light [reduce total concealment to partial and partial concealment to none]; 1 pt/6 wr
                      Orb: Feature 1 (Tool for scyring); 1 pt/8 wr
                      Restraints: Feature 1 (Toughness 5, DC20 Sleight of Hand); 1 pt/4 wr
                      Ritualist's Kit: Feature 1 (tools for casting rituals); 1 pt/8 wr
                      Rod: Feature 1 (Focus for spellcasting); 1 pt/7 wr
                      Rope: Feature 1 (several uses; binding, climbing, etc.); 1 pt
                      Sacks: Feature 1 (item storage); 1 pt/3 wr
                      Staff: Feature 1 (Focus for spellcasting); 1 pt/6 wr
                      Sunrods: Environment 1 (30 ft radius; Light [reduce total concealment to partial and partial concealment to none]; 1 pt/6 wr
                      Tent: Feature 1 (eliminates sleep checks daily, provides environmental immunity to cold at night); 2 pts/5 wr
                      Thieves' Tools, Masterwork: Feature 2 (Tools, Technology; +2 Sleight of Hand checks to pick locks); 2 pts
                      Thieves' Tools: Feature 1 (Tools, Technology); 1 pt/6 wr
                      Torch, Everburning: Environment 1 (30 ft radius; Light [reduce total concealment to partial and partial concealment to none]; 1 pt/8 wr
                      Torches: Environment 1 (30 ft radius; Light [reduce total concealment to partial and partial concealment to none], Flaw: Unreliable [5 uses]); 1 pt/2 wr
                      Trail Rations: Feature 1 (eliminates starvation checks for 20 days); 1 pt/5 wr
                      Wand: Feature 1 (Focus for spellcasting); 1 pt/6 wr
                      Waterskin: Feature 1 (eliminates thirst checks for 2 days, can be refilled); 1 pt/2 wr
                      Water-walking Shoes: Movement 1 (Water-walking, Flaw: Limited to half speed); 1 pt/6 wr

                      MELEE WEAPONS:

                      Axe, Battleaxe: Slashing Strength-Based Damage 3, Breaking, Dangerous; 5 pts/8 wr
                      Axe, Greataxe: Slashing Strength-Based Damage 5, Breaking, Dangerous, Reach [5 ft]; 8 pts/9 wr
                      Axe, Handaxe: Slashing Strength-Based Damage 1; 1 pt/5 wr
                      Axe, Throwing Axe: Ranged Slashing Strength-Based Damage 1; 2 pts/7 wr
                      Bo Staff: Bludgeoning Strength-Based Damage 2, Double, Reach (5 ft.); 4 pts/2 wr
                      Chain: Bludgeoning Strength-Based Damage 2, Grabbing, Reach (5 ft.), Tripping; 5 pts/6 wr
                      Claymore: Slashing Strength-Based Damage 3, Dangerous, Defensive; 5 pts/9 wr
                      Cutlass: Slashing Strength-Based Damage 3, Dangerous; 4 pts/8 wr
                      Dagger, Punching: Piercing Strength-Based Damage 1, Concealable; 2 pts/5 wr
                      Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts/6 wr
                      Emei Piercers: Piercing Strength-Based Damage 1, Dangerous 1; 3 pts/6 wr
                      Escrima Sticks: Bludgeoning Strength-Based Damage 2, Double; 3 pts/6 wr
                      Flail: Bludgeoning Strength-Based Damage 2, Extra: Disarming, Reach (5 ft.), Tripping; 5 pts/8 wr
                      Garotte: Grabbing 0, Chokehold; 1 pt/2 wr
                      Gauntlet: Bludgeoning Strength-Based Damage 1; 1 pt/6 wr
                      Great Flail: Bludgeoning Strength-Based Damage 4, Disarming, Reach 2 (10 ft.), Tripping; 7 pts/9 wr
                      Halberd: Piercing Strength-Based Damage 3, Reach (5 ft.); 4 pts/8 wr
                      Hammer, Great: Bludgeoning Strength-Based Damage 5, Reach (5 ft.); 6 pts/8 wr
                      Hammer, Warhammer: Bludgeoning Strength-Based Damage 3; 3 pts/7 wr
                      Handclaws: Piercing Strength-Based Damage 1, Feature 1 (+5 Athletic checks limited to Climbing); 2 pts/5 wr
                      Hook Sword: Slashing Strength-based Damage 3, Reach, Tripping; 5 pts/9 wr
                      Kama: Slashing Strength-based Damage 2, Dangerous; 3 pts/6 wr
                      Katana: Slashing Strength-Based Damage 3, Dangerous; 4 pts/7 wr
                      Katar: Slashing/Piercing Strength-based Damage 2, Penetrating 1; 3 pts/7 wr
                      Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts/3 wr
                      Kris Knife: Piercing Strength-Based Damage 2, Dangerous 2; 4 pts/6 wr
                      Kurkis: Piercing Strength-Based Damage 2, Dangerous; 3 pts/6 wr
                      Kusarigama: Bludgeoning/Slashing Strength-Based Damage 2, Binding, Disarming, Reach [5 ft]; 5 pts/6 wr
                      Machete: Slashing Strength-Based Damage 3; 3 pts/7 wr
                      Maul: Bludgeoning Strength-Based Damage 4, Reach (5 ft.) Smashing, Tripping, Restricted (Str 2+); 8 pts/8 wr
                      Mere Club: Bludgeoning Strength-Based Damage 2, Dangerous 2; 4 pts/5 wr
                      Naginata: Slashing Strength-Based Damage 3, Reach (5 ft.); 4 pts/7 wr
                      Ninjato: Slashing Strength-Based Damage 2, Dangerous, Feature 1 (Multi-Purpose Tool); 4 pts/7 wr
                      Nunchakus: Bludgeoning Strength-Based Damage 2, Disarming, Impressive; 4 pts/5 wr
                      Quarterstaff: Bludgeoning Strength-Based Damage 2; 2 pts/ 2 wr
                      Rapier: Piercing Strength-Based Damage 2, Dangerous 2; 4 pts/7 wr
                      Saber: Slashing Strength-Based Damage 2, Dangerous; 3 pts/7 wr
                      Sai: Piercing Strength-Based Damage 1, Defensive, Disarming; 3 pts/6 wr
                      San Jie Gun: Bludgeoning Strength-Based Damage 2, Defensive, Double, Impressive; 5 pts/8 wr
                      Scimitar, Great : Slashing Strength-Based Damage 4, Dangerous 2; 6 pts/9 wr
                      Scimitar: Slashing Strength-Based Damage 2, Dangerous 2; 4 pts/ 7 wr
                      Scythe: Slashing Strength-Based Damage 3, Reach [5 ft.], Tripping; 5 pts/4 wr
                      Sheng Bao (Meteor Hammer): Bludeoning Strength-Based Damage 2, Concealable, Double, Reach 3 (15 ft.); 7 pts; 8 wr
                      Spear, Shortspear: Piercing Strength-Based Damage 2, Dangerous; 3 pts/5 wr
                      Spear: Piercing Strength-Based Damage 3, Dangerous; 4 pts/6 wr
                      Sword, Bastard Sword: Slashing Strength-Based Damage 4, Dangerous, Flaw: Inaccurate with one hand; 4 pts/9 wr
                      Sword, Greatsword: Slashing Strength-Based Damage 5, Dangerous; 6 pts/10 wr
                      Sword, Longsword: Slashing Strength-Based Damage 3, Dangerous; 4 pts/8 wr
                      Sword, Short: Slashing Strength-Based Damage 2, Dangerous; 3 pts; 8 wr
                      Trident, Nine-dragon: Piercing Strength-based Damage 2, Dangerous, Disarming, Reach (5 ft.); 5 pts/7 wr
                      Trident: Piercing Strength-based Damage 3, Dangerous, Disarming, Reach; 6 pts; 7 wr
                      Wakizashi: Slashing Strength-Based Damage 2, Dangerous; 3 pts; 7 wr
                      War Fan: Slashing [Open]/Piercing [Closed] Strength-Based Damage 2, Concealable, Defensive; 4 pts; 7 wr
                      Whip, Sash: Bludgeoning Damage 1, Disarming, Grabbing, Reach (5 ft.); 4 pts/7 wr
                      Whip: Bludgeoning Strength-Based Damage 1, Disarming, Grabbing, Reach (5 ft.); 5 pts/7 wr
                      Wind and Fire Wheel: Slashing Strength-based Damage 2; 2 pts/6 wr

                      RANGED WEAPONS:

                      Blowgun: Ranged Affliction 1 (Poison; Resisted and Overcome by Fortitude; 1st: Impaired, 2nd: Disabled, 3rd: Incapacitated, Flaw: Resistible [Toughness]); 1 pts/5 wr
                      Bolo: Affliction 3 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Impeded, 2nd: Defenseless and Immobilized, Flaw: Diminished Range [10/25/50]); 6 pts/6 wr
                      Bolo: Ranged Grabbing 3, Flaw: Diminished Range (10/25/50); 5 pts/6 wr
                      Boomerang: Bludgeoning Strength-Based Ranged Damage 2; 4 pts/6 wr
                      Boomerang Bludgeoning Strength-Based Ranged Damage 1; 2 pts/6 wr
                      Bow, Dragon's Tongue: Ranged Piercing Damage 3, Penetrating 2; 8 pts/9 wr
                      Bow, Frog Crotch: Ranged Piercing Damage 3, Smashing, Limited to cutting; 7 pts; 8 wr
                      Bow, Longbow: Ranged Piercing Damage 3; 6 pts; 9 wr
                      Bow, Shortbow: Ranged Piercing Damage 2; 4 pts; 8 wr
                      Bow, Skinsplitter: Ranged Piercing Damage 3, Dangerous; 7 pts; 10 wr
                      Bow, Willow Leaf: Ranged Piercing Damage 3, Precise; 7 pts; 11 wr
                      Chakram: Slashing Ranged Damage 3, Dangerous; 7 pts/8 wr
                      Crossbow, Heavy Masterwork: Ranged Piercing Damage 4, Dangerous; 9 pts; 10 wr
                      Crossbow, Heavy: Ranged Piercing Damage 3, Dangerous; 7 pts; 10 wr
                      Crossbow, Light: Ranged Piercing Damage 2, Dangerous; 5 pts; 9 wr
                      Javelin: Ranged Piercing Damage 2, Dangerous; 5 pts; 3 wr
                      Longbow, Masterwork: Ranged Piercing Damage 5; 10 pts; 11 wr
                      Net: Grabbing 2, Entangling; 3 pts; 2 wr
                      Shuriken: Ranged Multiattack Piercing Damage 1; 3 pts; 3 wr
                      Sling: Bludgeoning Strength-Based Ranged Damage 1, Flaw: Dimished Range (10/25/50); 3 pts; 2 wr


                      Leather Armor: Protection 1; 1 pts/7 wr
                      Studded Leather Armor: Protection 2; 2 pts/8 wr
                      Hide Armor: Protection 2; 2 pts/7 wr
                      Chain Mail: Protection 3; 3 pts/10 wr
                      Breastplate: Protection 4; 4 pts/11 wr
                      Splint Mail: Protection 4; 4 pts/10 wr
                      Banded Mail: Protection 4, 4 pts/10 wr
                      Plate Mail: Protection 5; 5 pts/11 wr
                      Full-Plate: Protection 6; 6 pts/12 wr
                      Scale Mail Protection 3; 3 pts/10 wr


                      Small Shield: +1 Dodge, +1 Parry; 2 pts/6 wr
                      Medium Shield: +2 Dodge, +2 Parry; 4 pts/7 wr
                      Large Shield: +3 Dodge, +3 Parry; 6 pts/8 wr

                      MAGIC ITEMS

                      Work in progress...
                      Last edited by Thorpacolypse; 10-15-2016, 06:03 PM.
                      The Thorpacolypse
                      Member of the Guild of Calamitous Intent since 2005
                      Co-Chair of the Council of 13
                      "Hate you can trust"


                      • #12
                        Gloriant History

                        GLORIANT HISTORY OVERVIEW

                        As recorded by Elder Emberwell the Alduvian, 9th Lorekeeper of Szaride

                        Hear now, mortals, this story of time before time, of darkness before light and of torment before salvation. Heed this tale of gods and men, war and peace, love and sacrifice. This lore has been handed down from generation to generation of Alduvians and must now be shared with all creatures of the Gilthorian lands in order to preserve that which is known. I have taken it upon myself to tell this tale to all who will listen.

                        THE CREATION

                        While there are many theories on the creation of this planet of Jaerth, each depending on what religion one follows, or which wizard, Lorekeeper or elder of a race that you choose to believe. What we Alduvians know is this:

                        In the beginning, there was the void. And into that void, The Creator was born. It was He who set the stars in motion and who crafted the furnace of our Sun so that the void would not be filled with darkness. He created an infinite number of stars, worlds and dimensions layered upon dimensions with their variety as unlimited as His limitless power. And He loved all His creations equally and boundlessly.

                        It was during this period of creation that our world was born. The Creator formed the great oceans, our two moons, the majestic mountains, the myriad of plants and trees and the great lands, with the most glorious being our land of Gloriant.

                        But the world was without any creature or life of any kind. It was with His infinite wisdom that The Creator realized that the life on our world, and all worlds and dimensions, should be as varied and wondrous as the worlds He created. He also believed that all creatures of the world should be given a free will, so that they could each define their own reality and experience His glorious creations in their own individual way.

                        He also knew that they would need guidance and that His joy in creation was a joy that he wished to share. So He decided not to breathe life into the world Himself. For that, he created his five children, four sons, and a daughter. They would be the first gods, and they would be charged with creating and guiding the creatures and races of the world.

                        The first son was Anvaelar, who was carefree and proud. He loved song and the glory of gold, and to him his father gave a scepter made of engraved gold and decorated with wondrous gems.

                        The second son was Azzagrath, who was wise and humble. He loved strength of stone and strength of spirit and to him his father gave a scepter made of marble and Askharil, the “steel of souls”.

                        The third son was Aer, who was strong and bold, but quick to temper. He enjoyed the flame of emotion and the heat of battle and to him his father gave a scepter made of brass and living flame.

                        The fourth son was Azkarael, who was the smartest of the children, but was also boastful, prideful and covetous. His father gave him a scepter made of sterling silver and decorated with black diamonds.

                        The only daughter of The Creator was Anilaya, who was beautiful, clever and curious. She loved sorcery and sunshine, and to her the Creator gave the most special scepter; one made from pure light and magic.

                        Before the Five Children of The Creator created life in the world, they each had a number of children, and those children: Elhonna, Chronus, Bor, Pelor, Anubis, Gruumsh, and others; and their children and children’s children, became the pantheon of deities that we know today; Each of them carried traits and powers of their parents, but each of them was unique and each had their own philosophy on how life should be created and guided. There was much arguing and many fights between the deities over how the creatures of the world could be created and how they should be governed. In order to be fair, The Five Children of The Creator charged them each with creating a number of creatures as they saw fit, but none in the image of The Five Children and The Creator, as they were not deemed worthy to perform such a feat.

                        So the deities created all manner of animal, from the smallest bug to the mighty Tarrasque, with all varities in between. And The Five Children were most pleased, as was The Creator, who loved all the creations equally and boundlessly.

                        Then it was time for The Five Children to create life in their image. And so the races of our world were born.

                        First, Anvaelar made the elves that were as proud and carefree as he. He granted them long life, love of song and freedom and transcendent grace.
                        Second, Azzagrath made the mountain folk, who loved the earth and its rich treasures. Short and strong, they too were gifted with long life, but their love was for stone, steel, gems and hard work.
                        Third, Aer made the humans, who were strong and warlike. He did not grant them long life, as he wanted them to live fully in a shorter time. They were granted with a great sense of adaptability to their world, and were made to be prosperous and fertile.
                        Lastly, Anilaya made the gnomes and the little folk, who shared her love for magic, beauty and the wilderness. They were gifted with long life, and to have a greater kinship with nature and animals.

                        Azkarael, however, was not allowed to create the race he desired. Azkarael loved to create division and discontent between his brothers and sister. And he was particularly jealous of Anilaya, who he felt The Creator favored over the brothers. After an especially cruel and divisive act, the details of which have been lost to time, The Creator stripped Azkarael of his scepter and forbade Azkarael to use his powers until he had redeemed himself.

                        This drove Azkarael mad. He stole Anilaya away and tried to use the power of her scepter to make a race of terrible fiends to walk the world. When Anilaya tried to stop him, he flew into a fit of rage and slew her. However, the power of the scepter would not bend to his evil will, and when he tried to complete his task, the scepter destroyed itself and the resulting explosion shook The Heavens.

                        The explosion also destroyed Azkarael, but it shattered his essence into several separate entities that were thrust into the world and across all dimensions. The entities became the seeds of several different vile races, ranging from the vile goblins and orcs, to the bloodthirsty hyena-people of the deep deserts. Other creatures, such a demons, devils and fiends also sprang from the larger, more powerful remains of Azkarael and were spread out across all the planes of existence.
                        When The Creator realized what had occurred, he was devastated by the loss of his daughter and the betrayal by his son. Fearing for all the creations of his children, The Creator himself created the Alduvian race, which are now known as dragons by the other races of this world. To my race he gave long life, great knowledge, and great power, but also the burden of a great responsibility. It was the first of our race that built the unreachable mountain city of Szaride as home and sanctuary and began our long vigil.
                        The Creator then took away the power of creation from His children and the other deities and gave it to the creatures of Gloriant. In memory of his daughter, he blessed the female of all species with ability to bear children, and greater inner strength than a man could imagine.
                        After he had done this, The Creator rested, and sleep he did for a long time.

                        THE TIME OF TORMENT

                        After the creation, thousands of years passed. Humans, under the banner of Aer and the pantheon of deities that shared his vision, conquered much of the world. Great empires rose and fell. Across the world, humans and elves dabbled in sorcery and the magical power of creation. They brought about the creation of many more species of animal and humanoid creatures. Giants appeared across the land, with strength that could move mountains and varying from brutish louts to noble intellectuals who lived in castles in the sky.
                        The mountain folk dug hundreds of strongholds under the ground and fought bloody wars with the blind beast-men of the deeps, the giants and the elves, whose arrogance was growing beyond comprehension.

                        It is believed that during this time, one of the spawn of Azkarael, a demon whose name remains unknown (but is believed to be Demogorgon himself) gained audience with the high human god Aer and began planting seeds of deceit.

                        Whether that was actually the reason or not, Aer slowly became dissatisfied with his creation. After its initial conquests and wars, humanity had settled down and split into thousands of small cultures. This did not please him, for Aer wanted a unified humanity, strong and warring, unified under his banner. What he saw was an imperfect creation that had to be tempered like an imperfect blade; in fire…
                        And so, in what was later called the Year of the Weeping Gods, Aer opened the gates of Hell and set loose the demons therein. The sky became black and rained down tainted water. Great storms ravaged both land and sea. And hordes of fiends, led by three infernal generals, pored out upon the helpless world.

                        The elves escaped across the seas in their great, enchanted ships, riding on winds of magic. The mountain folk and the little folk burrowed deeper in hopes of avoiding the onslaught. The giants were split into different factions, each of which pursued its own means to survive. But there would be no sanctuary for the human race and they bore the full brunt of Aer’s fury.

                        When the nature of the impending disaster became apparent, the Alduvians of Szaride did not sit idle. We sent our king, Terzhaen, to look for the sleeping Creator from the furthest reaches of the universe, a journey that would take him over three hundred years. The rest of my kin traveled far and wide, to live up to our responsibility as protectors of Gloriant, desperate to save what little we could. I am ashamed to say it, but many of my kind were captured and corrupted by the demons. The bloated and greedy descendants of those once mighty Alduvians are what cause so many today to curse the name dragon. But I digress…

                        My kind and the human race fought bravely against the infernal horde, but in vain. The fiends raised the dead to fight on as undead abominations, and destroyed human strongholds with spells of destruction. After 50 years of what became futile battle, the war was over, and the torment truly began.

                        The fiends enslaved entire human empires, for use as servants, to fulfill their depraved pleasures and even food. And through all this, Aer watched and did nothing, hoping that the adversity would drive men to evolve into something greater. Anvaelar also did nothing. His people, who called him Velar, were safe and that was all that mattered to him. Azzagrath attempted to reason with Aer, but to no avail, and not wanting to risk Aer’s wrath, he too, did nothing. And Aer forbade any of the other deities to intervene; less they tempt battle with him. So the human race continued to suffer.

                        For over three hundred years, nothing changed. Then, precisely three hundred and thirty-three years after the Torment began, the Alduvian king Terzhaen returned from his great journey. Those of my kin who were there that day recall seeing the king stagger in, bone weary but triumphant as he descended to the great square of Szaride. He looked across the crowd and declared, “HE is coming!” and then fell to the ground, dead.
                        For two days, all was silent. Then on the third day, He did indeed come.

                        In human annuals, it would be known as The Night of Falling Stars, as it appeared that the stars themselves fell down upon the earth. It was a cloudless night, and one by one, pillars of searing white light came down from the heavens. There was a host of the Nine Celestials Legions, and at their lead, terrible beyond comprehension, was The Creator.

                        The battle lasted for two days and nights, although there clearly was no question as to what would be the end result. The Creator could have ended the battle in the blink of an eye, but He let the battle continue because He saw that finally, the human race, inspired by The Creator, began to fight back.

                        And then it was over. The forces of light had triumphed; driving the demons and fiends back into the darkness. Soon, humankind, though battered, recovered to continue their spread across the land. The giants, mountain folk, dwarves, elves and little folks returned to their native lands and all the races worked to rebuild what they had lost in the time of The Torment. Then the time came for a reckoning in the heavens.
                        For his shortsightedness and cruelty to his own creation, Aer was stripped of his scepter, which The Creator broke into pieces and cast out across the ends of the universe. Without his scepter and wracked with shame and anger, Aer exiled himself from the heavens to a place unknown.

                        However, it is said that he remains powerful even without his scepter and that he will one day return to wreak a terrible vengeance on his Father.
                        The Creator again left the governing of the world to the pantheon of deities, and forbade them all from such similar acts, less they incur a wrath a thousand times greater than what was visited upon the demons in The Night of Falling Stars. And to this day, none in the pantheon has dared challenge The Creator’s decree.

                        THE FIRST GREAT WAR

                        After the Time of Torment, there was a general sense of peace throughout the land for nearly two hundred and fifty years. This would eventually be known as the First Age of Gloriant. It was during this time that the initial borders of the Gloriant Domains as we know them now were set, although those borders have changed over time. However, there was a great orc king named Grudarc, who believed that the will of the orc god Gruumsh was for the orcs to have lordship over all the lands of Gloriant. As such, he made it his personal crusade to achieve this goal. He began by overrunning the domains of Gordania and Zaranor with his vicious Bloodfang tribe and creating a stronghold in the Gordanian forest now known as Orcwood. Soon after, he began to rally hundreds of orc clans under his banner. Before long they became the dominant humanoid force in the land.

                        As they began to advance across Gloriant, they eventually came into conflict with my people. At first, we had little problem defending ourselves against the orc armies, repelling them time and again, winning each battle decisively. After several defeats, Grudarc knew he would need more than just large numbers to accomplish his goal. They began to focus on gathering more and better weaponry and magic skills that might give them a better chance at victory. And for good measure, Grudarc forged an alliance with the Mind Flayers, who saw the war as an opportunity to gain control of the lands themselves, once the orcs had done most of the work. With their improved skill and the help of the Mind Flayers, the orcs were finally able to overcome our forces and slaughter many of my kind.

                        After many years of orc rampages, the elven, dwarven and human races joined with my people to battle the orcs in what would later be known as the First Great War. The war raged for many years, and the unified forces led by the great King of Men Amaes Gloriant, Dwarven King Edrinli Thunderhold and the great elven king Valeridas Sunstar battled Grudarc’s forces tooth and nail but could not gain an advantage. Finally, the great wizard Willard created an army of living constructs called the Warforged who fought with the unified races. It was their help that turned the tide of the war, and after a monumental battle in the Valley of Dread, the unified races defeated the orcs and Mind Flayers, with King Gloriant dealing the final blow by beheading Grudarc on the field of battle.

                        After the loss of their leader, the orcs were all but defeated and the Mind Flayers fled to their secret cities under the earth, to the place now know as The Underdark. As in all wars, though, the victory came at a great cost. The spoils of the war caused the near elimination of many of the humanoid races and many animal species. Even my people seemed to be sensing the end of our species.

                        But, as it has long been said, “life finds a way”, and in time, the populations of the humanoid races became plentiful again. Many new and strange species of creatures began to emerge, to coincide with the return of the Alduvians, and also unfortunately, the orcs. It was during this Second Age of Gloriant that our continent was named for the first King Gloriant, who became the first recognized High King of the land.

                        THE SECOND GREAT WAR

                        For another two hundred years, there was a relative peace throughout the land, as each of the human domains developed their own varying styles of government, but kept a general sense of peace with the other domains. The dwarves, elves, and humans generally kept the orcs at bay, and kept a general sense of peace, however tenuous, with each other. There were many relatively small conflicts, as there has always been and will always be, as good battled evil on a daily basis. But in general, the lands were prosperous and there was a balance between good and evil. It was also known as the first Great Age of Adventure, where the spoils of the last Great War left many ruins to explore, many treasures to claim and drove the bold to seek out new lands to discover.

                        It was near the end of this civil period that twin brothers were born, Ironious and Teronious. It is said that they were the spawn of a human mother and a great silver Aludvian, Maranog, that often assumed human form, to allow him to seduce females as he pleased. It is believed that their half-dragon lineage gave them great gifts for magic, and they became the two greatest wizards the world had ever known. The two brothers were as different as day and night, though. Teronious was kind and caring man, who used his power for good and to help others. Ironious was a darker, more sullen individual, who delved in dark magic and rarely used his powers for the general good. Each of them was a great teacher, however, and they trained hundreds of wizards, of all races and all alignments, including Tenser, Rary and Mordenkainen. And it was one of their students who would bring an end to the civil period and bring about the next Great War.

                        Montarrio, a Drow elf who came from a family of wizards, was Ironious’ greatest student. Despite his arrogance and cruel nature, he became of favorite of Ironious nearly from the first day he arrived and he worked closely with him for years. In short time, it became glaringly obvious to Montarrio that Ironious was immensely jealous of Teronious. At every opportunity, he played on that jealousy to help stoke the flames of dissension between the two brothers. After many years of studying with Ironious, learning everything he could from him, even thing that Ironious taught no other students, Montarrio felt he had he become nearly the equal of the brothers; and he knew it was time for him to eliminate his competition. Accounts vary as to what he actually did, but Montarrio orchestrated an incident that brought Ironious’ jealousy to the boiling point. It made Ironious fly into a murderous rage and he engaged in a deadly wizard’s duel with his brother. The battle raged for hours, each of them unable to gain an advantage over the other. Finally, with both wizards exhausted and near collapse, Montarrio unleashed a fury of evil magic upon them and killed him them both. After finishing off several of the brothers’ other students, he became the supreme wizard of the land.
                        Now that he was the supreme wizard, Montarrio felt he should be the ruler of all of Gloriant. He spent many years creating an empire in Gordania, building a great castle deep within the Morgath Mountains and gathering great wealth and many followers. Over time, he gathered a massive army of evil and then he began to wage war against all the domains of Gilthorian. Nearly all the domains fell quickly, leaving only the combined forces of the domains of Xania and Gloriant to fight Montarrio’s army. Eventually, Montarrio’s armies pushed the opposing force to within a few miles of the Gloriant capital of Thorgilliath.

                        The turning point of the war came during the Battle of Ainar’Din, where the members of the greatest party of adventurers in the land; Xander Daellion, the mighty warrior and leader of the party; Maradak the Mysterious, the powerful mage; Sian the Cleric; Pergathon, the halfing thief; and Kalen, the dwarven fighter, were able to join the battle after returning from imprisonment many lands away thanks to the trickery of Montarrio. Their onslaught brought out Montarrio himself and his greatest warrior, the general of his armies, the legendary blackguard, Ethirios the Cruel. After a monumental battle, that legend says made thousands of warriors stop life and death battle to watch, Xander Daellion eventually slew Ethirios. Then Montarrio joined the battle and he nearly defeated the entire Great Party by himself. Just as Montarrio was about to finish them off, two lightning bolts came out of the heavens to strike Montarrio. Most believe it came from the spirits of Teronious and Ironious, who sent them to exact their revenge on their treacherous former student. It did not kill the evil Montarrio but it stunned him long enough for Daellion summon enough strength to rise and cut off Montarrio’s head. Then quickly and wisely, Maradak captured Montarrio’s soul and imprisoned it in a soul stone to keep him from returning ever again. Without Montarrio’s power and Ethiros’ leadership, the allied forces were able to rout the remaining forces of Montarrio’s army and within a few days, the war was over.

                        It has been nearly 25 years since that day and the continent is still in a state of recovery. Once again, the lands were razed and many species were near extinction after the ravages of the war. But as mentioned before, life is resilient and the lands are slowly again becoming prosperous. Xander Daellion is now the High King of Gilthorian and he and his wife, Queen Diiva Daellion, have given their resources to restore many of the communities that were destroyed during the war, not just in their own domain, but also across the continent. They have helped strengthen the union among the peoples of all domains and along with the other retired members of the Great Party, and the X Knights, King Xander Daellion’s special guard, they have kept the peace in the land and have given all the races hope for a bright future. King Daellion’s reign has signaled the dawn of the Third Age of Gilthorian.

                        And there you have the history of Gloriant so far. What happens next, nobody knows except The Creator himself. But this much I can tell you, reader: the Alduvians will be there, watching it and recording what transpires to enlighten the future generations of Gilthorian. I bid you farewell, and may The Creator watch over you.
                        Last edited by Thorpacolypse; 09-09-2016, 09:59 AM.
                        The Thorpacolypse
                        Member of the Guild of Calamitous Intent since 2005
                        Co-Chair of the Council of 13
                        "Hate you can trust"


                        • #13
                          Gloriant Information

                          Some key information about the land of Gloriant (constant work in progress...):

                          • The exact size of the continent of Gloriant is unknown, but the explored portion is approximately 2 million square miles in size. However, many Lorekeepers and scholars feel that the land is probably at least 10 times that large. The weather varies from region to region, with the northern regions of the land trending colder and the southern and western coastal regions being warmer. There are 5 known domains of Gloriant: Lothos, located on the northwest coast of the continent; Musthias, in the far southwest; Gordania, to the north; Kanai, in the known center of the continent; and the largely unexplored mysterious land to the far east, Xania.

                          Days of the Week (in Common tongue):

                          Cadu (Monday)
                          Tiani (Tuesday)
                          Koranos (Wednesday)
                          Seros (Thursday)
                          Azzar (Friday)
                          Olysday (Saturday)
                          Neuday (Sunday)

                          The 13 Months of the Year (in Common tongue):

                          Xanuran (Winter)
                          Sabuary (Winter)
                          Smarch (Spring)
                          Tilerin (Spring)
                          Kathai (Spring)
                          Erijune (Summer)
                          Palai (Summer)
                          Azeman (Summer)
                          Senaini (Summer)
                          Daenawn (Fall)
                          Saiex (Fall)
                          Nazadeh (Fall)
                          Jaie (Winter)

                          • As stated in the history of Gloriant, the land is a state of renewal and recovery. The population of all the humanoid races is increasing steadily and most animal (magical or otherwise) species are gaining in numbers also. The two races that seem to be increasing the most rapidly, though, are goblins (as would be expected) and strangely, Drow elves, which normally were rarely encountered outside of a few areas, but have been showing up in all the regions lately. The one species that seems to be struggling to gain its former strength are the dragons, which comes as a surprise, given their power and revered status.

                          • While the animal populations in general are showing signs of recovery, it should be noted that many creatures have been found wandering in areas that are not their natural habitat. Most Rangers and Druids believe this is an after effect of the war, caused by numerous forest fires and fallout from dark magic spells that either destroyed certain creatures’ natural habitats, or drove off the animals that were their food sources, forcing them to wander into uncommon terroritories.

                          • In his quest for power, Montarrio made it a point to destroy as many wizards, sorcerers and clerics of all alignments as he could throughout the war. As such, there are few of their kind left in the Gloriant lands. Clerics have begun to appear more frequently due to the people’s reliance on their faith to get them through the dark times. However, wizards and sorcerers are rare in all are races, save the elven races and a few other races that have strong magical roots, such as ogre mages. As such, many younger people in the outlying areas of the domains have never even seen a magic user of any sort. One interesting side effect of this mass elimination of mages is that there are a number of extra-planar creatures wandering the continent that were summoned but never returned to their home plane.

                          • The region of Gloriant where I will be focusing in the Daellion Monarchy in the country of Lothos. The capital city of Thorgilliath and the delta cities of Heltonford and Alabaster Shoals have been growing very quickly over the past 10 years. Pretty much all the major trade and resources for the domain outside of agriculture and mining originate from those cities.

                          • The outlying settlements in the domain have been slower to repopulate. News from the further reaches of the country Lothos has been very infrequent and information about the other domains has been practically non-existent for people outside of the larger settlements and cities for years.

                          • The Royal Hierarchy in Lothos fairly similar to most traditional kingdoms. King Xander Daellion and his wife, Queen Diiva Olias Daellion are the High King and Queen of the domain of Lothos, and in most people’s eyes, the highest royal family of Gloriant. Next in line are their sons, Jaxx and Jacade, and their daughters, Tishana, Alispeth, Danea and Arisema. Most of the outlying cities and townships are overseen by the Olias Family Grand Dukes and Duchesses (too many to name here), or the Barons, who rank just below the Grand Dukes and Duchesses, due their lineage from other great families of Lothos. The X Knights are the next highest ranking class, and their status is derived not from their family lineage, but their acceptance and training as a member of this elite royal knighthood.


                          GLORIANT RACIAL INFORMATION

                          There are five main human races on the continent of Gloriant. They are described below:

                          Lothosian – They are the most prevalent human race on the continent. They are generally fair-skinned, and have hair ranging from light blonde to dark black and eye colors of green, blue, brown, red, and hazel.

                          Musthian – Musthians are well known throughout the continent as being great warriors. As their domain borders the dark lands of Gordania, it was a must for their survival. Their skin color is brown, with many degrees of lightness and darkness, and they have dark brown or black hair and eyes. They tend to have a great dislike for Gordanians due to the constant conflict between the two lands and the destruction reaped upon their land by Montarrio during the Second Great War.

                          Kanaian – Kanaians are an olive-skinned race with dark hair and eyes. They are a people that place great emphasis on spirituality and the acquisition of knowledge. Few of their kind are warriors, although the ones that are, are quite crafty and ingenious in battle.

                          Gordanian – It is rare that Gordanians stray far from their domain but there are a few that have set up settlements in the other areas of the continent. They have dark blue skin of slightly varying degrees and most of them, male and female, are bald. Those few that are not have striking jet-black or bright red hair. They have eye colors of black, blue, and green. Coming from the dark lands of Gordania, they are generally untrusted by the other races of Gloriant and their trademark aloofness does little to dissuade others from that prejudice.

                          Xanian - Very little is known about the Xanians other than they are olive-skinned, with dark hair and dark, narrow eyes. The few that have been encountered have been noted as incredible martial warriors and gifted with magic.

                          OTHER RACES:

                          Dwarves -

                          Elves -

                          Halflings -

                          Gnomes -

                          Brownies -

                          Giants -

                          Goblinoids -

                          Orcs -

                          Dragons (Alduvians) -

                          Devils/Demons - (Note: I am not splitting devils and demons like they are in D&D, they are all basically the same thing from slightly different levels of Hell).
                          Last edited by Thorpacolypse; 09-09-2016, 10:00 AM.
                          The Thorpacolypse
                          Member of the Guild of Calamitous Intent since 2005
                          Co-Chair of the Council of 13
                          "Hate you can trust"


                          • #14
                            Holding 1
                            Last edited by Thorpacolypse; 09-09-2016, 10:01 AM.
                            The Thorpacolypse
                            Member of the Guild of Calamitous Intent since 2005
                            Co-Chair of the Council of 13
                            "Hate you can trust"


                            • #15
                              Gloriant Information

                              Holding 2
                              Last edited by Thorpacolypse; 09-09-2016, 10:02 AM.
                              The Thorpacolypse
                              Member of the Guild of Calamitous Intent since 2005
                              Co-Chair of the Council of 13
                              "Hate you can trust"