current song: Magic Kaito 1412 opening theme
The following Bechdel Test results have been added:
Deathstalker and the Warriors from Hell
The Incredible Melting Man
It's April 14.
Death Weaver (WC)
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Climbing d6, Fighting d8, Knowledge (Arcana) d8, Notice d8, Spellcasting d8, Stealth d8, Survival d6, Tracking d8
Pace: 8 Parry: 6 Toughness: 9
Edges: Arcane Background (Magic), Master of Magic
Powers: armor, barrier, boost/lower Trait, environmental protection, invisibility, summon ally, and three others PPE: 25
Cocoon: A death weaver's webbing is highly suited for restraining victims. Treat as the entangle power, but no PPE is used, Agility takes the place of the arcane skill, and the area effect version is not available.
Skitter: A death weaver has a Running Die of d8.
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Investigation d8, Knowledge (Arcana) d10, Notice d8, Persuasion d8, Shooting d6, Spellcasting d10, Stealth d6, Streetwise d8
Pace: 6 Parry: 6 Toughness: 10 (4)
Edges: Arcane Background (Magic), Master of Magic, Rapid Recharge
Powers: boost/lower Trait, confusion, detect/conceal arcana, disguise, dispel, illusion, puppet, shape change, speak language, and two others PPE: 30
Armor 4: Scaly hide.
Fear: Seeing an undisguised sowki invokes a Fear check.
Low Light Vision: Ignore Dim and Dark lighting penalties.
Poison: Delivered through its bite.
Weakness (Cold): A sowki is at -2 on all trait rolls while in below freezing temperatures.
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Climbing d6, Fighting d8, Notice d6, Stealth d6, Swimming d6, Tracking d8
Pace: 6 Parry: 6 Toughness: 8
Corpse Possession: A dybbuk can discorporate and enter a recently deceased body that is in reasonably good condition. The body retains the original owner's Agility, Strength, Vigor, Pace, and base Toughness. All other traits are those of the dybbuk. While in this state, the only abilities it has access to are Low Light Vision and Weakness (Sunlight). However, it gains the Undead ability. Inflicting a Wound on the body forces the dybbuk out.
Fear: Seeing a dybbuk in its true form invokes a Fear check.
Grab 'n' Gouge: The dybbuk possesses two sets of arms. The upper set are massive things used to pin down an opponent, granting a +2 to all offensive Grappling rolls. The second set are more spindly with the fingers ending in razor sharp claws. A successful grappling damage attempt receives a +4 to the damage roll.
Low Light Vision: Ignore Dim and Dark lighting penalties.
Weakness (Sunlight): A dybbuk has a -2 applied to all trait rolls while exposed to sunlight.
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Driving d6, Fighting d6, Lockpicking d8, Notice d8, Piloting d6, Psionics d8, Repair d10, Shooting d6, Stealth d8
Pace: 6 Parry: 5 Toughness: 3
Edges: Arcane Background (Psionics), Telemechanics
Powers: bolt, damage field, havoc, stun, telepathy (electrical trappings where appropriate) ISP: 20
Small: All attacks directed against a gremlin are at -2.
Spanner in the Works: As an action, a gremlin can target a technological item within a range of its Smarts with a Repair roll. If the item in question can be touched, the Repair roll receives a +2. On a success, the item suffers a Technical Difficulty. On a raise, a +1 is applied to the roll on the Technical Difficulty table.
Warlocks are magicians who gain their power through making a pact with an alien intelligence that embodies one of the four classical elements. As a result, they use the mechanics of Arcane Background (Miracles). However, they cannot take Champion or Holy/Unholy Warrior, as the Good Vs. Evil premise intrinsic to these Edges is a concept foreign to elementals. A warlock must decide what type of elemental he's made a pact with. This will determine which powers can be selected.
Universal: banish (elementals only), elemental manipulation, summon ally (pact elementals only)
Air/Lightning: bolt, confusion, damage field, deflection, environmental protection (breathable air only), fly, illusion, intangibility, invisibility, pummel, slumber, speed, stun
Earth/Plant: armor, barrier, beast friend (terrestrial only), blast, burrow, confusion, entangle, growth, havoc, invisibility, obscure, pummel, slow
Fire: barrier, blast, blind, bolt, burst, damage field, darksight, environmental protection (fiery environments only), fear, healing, light/obscure, smite, stun
Water/Ice: barrier, beast friend (aquatic only), blast, burst, confusion, entangle, environmental protection (underwater only), fear, intangibility, obscure, pummel, stun, succor
Minor: Attacking a warlock without parleying first, failing to at least attempt to free an elemental from a non-warlock's bondage.
Major: Killing a warlock (except in self-defense), allowing an elemental to be killed.
Mortal: Allowing an elemental you summoned to be killed.
Requirements: Seasoned, Arcane Background (Warlock), Smarts d6+, Spirit d8+, Faith d8+
You have made a pact with another elemental intelligence. As a result, you can now select powers from your new element's list. Should you possess any powers which the two lists share, you automatically gain the trappings of your new element. Selecting shared powers later gives you both sets of trappings. The only restriction is that your new element may not be opposed to the element from your first pact.
The Tirrvol are a race found primarily in the Chi-Town Burbs whose most distinctive feature are the blade-like bony appendages at the end of their arms in place of hands. This is not quite the hassle it might seem. First off, they're very creative in the use of their blades for non-combat situations (such as a wicked pool cue). Their feet are also prehensile, allowing them to perform tasks (if somewhat awkwardly) that would otherwise be impossible.
A Fist Full of Sword (4): Both arms end with a blade-like bone that can inflict Strength +d8 damage. What's more, they can fight with both equally well, effectively possessing the Ambidextrous Edge.
Distinctive D-Bee (-2): When your arms end in hunks of razor-sharp bone, people tend to notice.
Fumble-Toed (-1): While a Tirrvol's feet are prehensile, they don't have quite the same flexibility as true hands. A -2 is applied to all skill rolls involving fine manual dexterity.
Mush Mouth (-2): The Tirrvol spoken language is reminiscent of the vocalizations made by dolphins, and as a result they have trouble with most other spoken languages. As well as taking a -2 to speech-based uses of Intimidation, Persuasion, and Taunt, they cannot take Arcane Backgrounds that employ spoken spells (which includes the Ley Line Walker and Mystic IFs).
Non-Standard Physiology (-1): Not only does armor and such have to be scaled up, but gloves really aren't an option.
Size +2 (2): Tyrrvol range from eight to twelve feet in height.
Strong (2): Tyrrvol have a starting Strength of d6.
The following modifications are applied to the Wild Vampire profile on page 77 of Foes of North America.
Secondary Vampire: Smarts and Spirit d8, Intimidation and Psionics d8, Shooting d6 (optional), Major Psionic, 20 ISP, and Spirit roll for the Turn ability is at -2 (with the victim becoming a secondary vampire on a critical failure).
Secondary Vampire, Pack Leader: As above, plus Wild Card status and Command plus one Leadership Edge of choice (effective only on thralls and Extra vampires).
Master Vampire: Wild Card status, Smarts d10, Spirit d12, Intimidation and Taunt d8, Psionics d10, Shooting d6 (optional), Major and Master Psionic, Command plus two Leadership Edges of choice (effective only on thralls and non-master vampires), Rapid Recharge, 30 ISP, and Spirit roll for the Turn ability is at -4 (with the victim becoming a secondary vampire).
The Kittani are a race who once controlled a vast interstellar empire. This came to an end when they ran afoul of the Mechanoids. Their advanced technology proved to be insufficient against the numberless hordes and planet-eating motherships of the genocidal cyborgs. Reduced to the status of refugees, they were saved thanks to an encounter with Lord Splynncryth. The Kittani were rifted to safety at the price of pledging themselves to the Splugorth Empire. Since then, they've proven to be a loyal client race who are found predominantly in domains controlled by Lord Splynncryth (including Atlantis). However, back in 102 P.A., several Kittani military units were dispatched to the eastern seaboard of North America to investigate an appearance of the Mechanoids. Not all of them were accounted for after the threat had been dealt with, so there could be some Kittani who chose to remain instead of returning to Atlantis.
Advanced Mind (4): A Kittani starts with a d6 in both Smarts and Spirit.
Conqueror's Mindset (-2): Kittani are ingrained with a belief that they are a superior race meant to dominate lesser beings, and start with the Arrogant or Overconfident Hindrance.
Distinctive D-Bee (-1): Their simian features and bulbous skulls mark them as inhuman, though these can be concealed with some difficulty.
Gearhead (2): A Kittani can either start with the Power Armor Jock or Robot Armor Jock Edge, or get a free d6 in any two of the following skills: Boating, Driving, Piloting, Repair, and any technology-focused Knowledge skill.
Superstitious Mumbo Jumbo (-1): The Kittani long ago abandoned magic in favor of science. This combined with the Splugorth actively discouraging them from pursuing the mystic arts means that they cannot take an Arcane Background which uses PPE.
Traits: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Climbing d8, Fighting d8, Notice d8, Persuasion d10, Riding d8, Shooting d8, Stealth d8, Streetwise d8, Survival d10, Tracking d10
Pace: 6 Parry: 6 Toughness: 6 Charisma: 0
Hindrances: Cautious, Code of Honor, Loyal
Edges: Combat Reflexes, Command, Improved Dodge, Inspire, Leader of Men, Level Headed
Traits: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Driving d8, Fighting d6, Intimidation d8, Notice d6, Persuasion d6, Piloting d8, Riding d8, Shooting d8, Stealth d10, Streetwise d6, Survival d8, Taunt d8
Pace: 6 Parry: 5 Toughness: 6 Charisma: 0
Hindrances: Arrogant, Greedy (major), Overconfident, Vengeful (major)
Edges: Command, Connections (Dr. Bradford), Dirty Fighter, Extraction, Improvisational Fighter, Power Armor Jock, Rock and Roll
Traits: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d12
Skills: Climbing d8, Fighting d8, Intimidation d8, Notice d8, Persuasion d6, Psionics d8, Riding d10, Shooting d8, Stealth d8, Survival d10, Tracking d8
Pace: 8 Parry: 8 Toughness: 8 Charisma: -4
Hindrances: Bloodthirsty, Enemy (major, Coalition), Vengeful (minor)
Edges: Arcane Background (Psionics), Beast Master, Improved Block, Command, Improved Dodge, Fervor, Fleet Footed, Improved Frenzy, Steady Hands
Powers: Beast friend, mind reading, telepathy ISP: 25
Lianna the Wild
Traits: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d10
Skills: Driving d8, Fighting d8, Intimidation d8, Notice d8, Persuasion d8, Riding d8, Shooting d10, Stealth d8, Survival d8, Taunt d10, Tracking d6
Pace: 6 Parry: 6 Toughness: 7 Charisma: +1
Hindrances: Code of Honor, Habit (minor, smoking), Stubborn
Edges: Ambidextrous, Brawler, Charismatic, Combat Reflexes, Command, Dodge, Nerves of Steel, Quick, Quick Draw, Strong Willed, Tricky Fighter, Two Fisted
Traits: Agility d12, Smarts d6, Spirit d8, Strength d8, Vigor d10
Skills: Driving d6, Fighting d8, Gambling d8, Healing d4, Intimidation d8, Notice d8, Persuasion d6, Riding d10, Shooting d12, Stealth d6, Survival d10, Taunt d8, Tracking d10
Pace: 6 Parry: 6 Toughness: 7 Charisma: +2
Hindrances: Overconfident, Quirk (insists that he's THE Sundance Kid), Vow (major, find Butch Cassidy)
Edges: Ambidextrous, Brawler, Charismatic, Dirty Fighter, Dodge, Hard to Kill, Quick Draw, Steady Hands, Strong Willed, Two-Fisted
Traits: Agility d6, Smarts d8, Spirit d10, Strength d8, Vigor d8
Skills: Climbing d10, Fighting d8, Intimidation d6, Notice d8, Persuasion d8, Riding d10, Shooting d8, Stealth d8, Survival d10, Tracking d8
Pace: 6 Parry: 6 Toughness: 6 Charisma: 0
Hindrances: Curious, Quirk (outside the box thinker), Stubborn
Edges: Alertness, Command, Command Presence, Improvisational Fighter, Inspire, Leader of Men, Tricky Fighter (Smarts), Woodsman
Warlord Don Marco
Traits: Agility d8, Smarts d10, Spirit d12, Strength d8, Vigor d6
Skills: Driving d8, Fighting d8, Gambling d8, Intimidation d10, Investigation d8, Notice d10, Persuasion d8, Psionics d10, Riding d6, Shooting d6, Stealth d8, Streetwise d8, Taunt d8
Pace: 6 Parry: 7 Toughness: 5 Charisma: +2
Hindrances: Arrogant, Greedy (minor), Vow (major, shadow control of the Pecos Empire)
Edges: Arcane Background (Mind Melter), Assassin, Block, Charismatic, Filthy Rich, First Strike, I Know a Guy, Killer Instinct, Level Headed, Major Psionic, Master Psionic, Mentalist, Psi Blade, Improved Rapid Recharge, Telemechanics, Two Fisted
Powers: barrier, blind, bolt, boost/lower Trait, clairvoyance, confusion, deflection, fear, havoc, healing, mind reading, puppet, smite, telekinesis, telepathy ISP: 50