Saturday, December 29, 2018

Wintering Wrights

See, here, how this grateful family kicked off our holiday celebrations this year!…
My mom did so in the Big Apple, visiting afore Thanksgiving her favorite away location.
What a treat it was to have my brother, Trevor, make an extra visit for Thanksgiving and our dad's birthday, one and the same this year!
And as Christmas drew near, we knew sweet times were approaching!
Hard to say it is, truly…
…who wore it better?
On Christmas morn, many hugs and kisses were shared…
…stockings opened…
…and bows dislodged and placed anew!
Old holiday friends rediscovered.
And nEw ones hidden in plain sighT.
A California Christmas is never too cold for a stroll.
Decked in new finery.
Have a safe and happy New Year out there, ya great big old world, you!

Thursday, December 6, 2018

Hudson of Hillsfar

I dug up the backstory-and-then-some I wrote for the first D&D character I ever played (redressed to read for current editions of the game). Decent read, if I do say so myself.

Born on a brisk morning in early spring to Dharnel Orellian and his wife Matlin, their fat-cheeked, round-eyed babe named Hudson lived a contented life, full of mother’s milk and father’s affection. Kidnapped at twelve months, before the babe’s first birthday, it was a life that, sadly, would carry no memories with it.

From there the babe traveled north, together with a dozen other young children, in the company of an enigmatic vagrant known only to a select few as The Raggedy Man. How it was that the despicable wretch was able to travel north, into inhospitable weather no less, without losing a single child nor giving himself away from all the crying and the dirty breechcloths, is a secret only he knows. Up the Moonsea Ride to the coast itself, arriving in Hillsfar was their goal—a place where the children would be bought and sold into slavery, but not just any kind of slavery.

In Hillsfar at this time (and still today) there stood a structure called “the Arena,” a walled edifice set in a wide oval shape and able to easily seat thousands at a time. Inside this space men and women died. Sometimes painfully. Sometimes quickly. But nevertheless constantly. And when someone died inside the Arena’s walls, it was never a death that anyone could foresee for them, unless one was a select member of the audience.

It was here that Hudson was taken. Not to die, no, but to live, as a gladiator, fighting in the macabre games of death to please the audience and win the favor of the Arena’s masters. But whoever had purchased Hudson and his “brood” would not see their investment go to waste. Hudson and the others were to be trained, or rather bred, from an early age to learn how to fight or else learn how to die. First came lessons in silence, long nights alone in a cell; then lessons in pain, first by the staff, then by the spear, and then by the sword; only to be followed by more lessons in pain, others’ pain … others’ blood. Hudson took it all in comparable stride, never overeager, but never dull nor slow of wit. Soon—years later in fact—time would come for him to be tested and value assigned his name.

At age 7, Hudson would meet the cunning and sadistic “Sleetbomb.” This first meeting would prove to the arenamasters which gladiator candidates would be able to hold their bodily functions in check while merely in the presence of the many-scarred and foul-smelling champion, and which would be fed to the ogre for their incontinence. Small wonder Sleetbomb enjoyed himself. By age 11, Hudson had “met” Sleetbomb again (though never actually seen him), this time to engage in a game of cat-and-mouse wherein the youngsters were herded into a pitch-black cavern and instructed to reach the exit on the far side, all while avoiding Sleetbomb who stalked the middle ground. Oft times other participants would push an unsuspecting victim out ahead of them in the dark, willing to sacrifice another to Sleetbomb and ensure their own safety. They would play this game many times over the ensuing months, a game which Hudson grew to become quite adept at, his large size forcing other participants to select smaller victims instead as the sacrifice. Then, 10 years after their first meeting, Hudson would meet Sleetbomb for the last time. It was during this final meeting, wherein the gladiators-to-be were instructed to stand their ground and receive open hand blows from Sleetbomb until none more could be taken, that Hudson took for himself his gladiator surname, “Three Blows.” In truth, it was an unostentatious title, together matching Hudson’s love for the sport, which was minimal to say the least. For as it was measured, “one blow” was a truly dismal grade, and two only a step above that, with three being “average,” and four, or in the rare case five blows, being the pinnacle of gladiator stardom.

And so Hudson’s career as a gladiator began. There were many a group fights, and savage fights, and one-on-one fights (usually to determine a criminal’s guilt or innocence), even water fights (through which Hudson learned how to swim), but none of it thrilled him. It was a job to him. A lazy pastime, really. Nothing special. The cuts and bruises healed like any other, and more often than not gladiators who were most highly regarded (the “Five Blows” variety) participated in the most gruesome matches. The average gladiators, like Hudson, simply held their own, some because that was all they could do, and others, like Hudson perhaps, because they knew better.

Years lapsed like the wheels of cart hoeing a row in the same old road, again and again. And it was not long after Hudson’s twenty-fifth year that he found himself carted off in a caged wagon, not unlike a load of livestock, ready for market. He was going south to Westgate and to new fighting grounds where his northern-honed skills would fetch a greater price (or so his masters hoped, lest they decide to throw him and others the arenamasters had grown tired with “to the dogs” in a final high price match to the death). It seemed Hudson “Three Blows’” abiding ways had come back to bite him. But it was not to be.

As the slave wagons turned east past the Standing Stone to delve into the trade lands of Sembia, a great clamor went up as raiders sacked the caravan. At first, an errant arrow or two knocked into the wood frame of Hudson’s cage, then a frantic melee of shadows erupted around him, during which a stranger approached and bashed the lock of his cage. Why the stranger had done so—either to warrant Hudson’s help in the brewing fight, or else out of the kindness of his heart—is unknown, but what is known is that Hudson took the opportunity given him. Not long having pondered what he would do in the face of freedom, Hudson ran, leaving the combatants to their fate and retreating to the Standing Stone. From there three choices confronted him. One, go back down the road behind him, joining the fight or else fleeing around it. Two, go north, back to Hillsfar and the only world he’d ever known. Or three, turn west and away from it all. The choice was simple.

The first night alone, Hudson thought he had chosen wrong, sleeping on twigs in the cold with nothing to protect him. But, as the days wore on, he slowly grew to discover that this time alone was not unlike the years he had spent growing up in the Arena, surrounded as he had been by his “brothers and sisters.” Eating crops from farmers’ fields, begging on the roads, and getting into scrapes with local brigands he met along the way occupied his days. He even found an old rusty greatsword (not unlike the color of his full beard) among discarded tools in a fallen shed he passed that first ride out. The few ruffians he slew with its edge were the only human kills Hudson never felt sorry for (ironically, he took these unfortunate men as “roustabouts” whom he thought had been sent to recapture him). After while, Hudson began to catch the eye of interested locals who were wary of his impressive size and would employ him to simply sit or stand outside their establishment as a deterrent to would-be miscreants. He didn’t mind.

Other adventures proceeded thereafter. A mage sponsored hunt for a dragon’s tooth; rolling boulders down on the heads of giantkin; and scrambling on hands and knees inside the tunnel-ridden burrows of kobold holds. He even once sailed across the vastness of the Dragonmere and single-handedly defeated a flesh golem in the home of a “nefarious” wizard. But none of these things removed the memories of the Arena and his first life as a gladiator. So far had he come from those times, and yet still Hudson of Hillsfar he remained, not wanting to go back, but not able to forget.

Recently, in his adopted home of Arabel again, he’s begun to hear stories of mysterious kidnappings: babies and children gone missing without a trace. Though he does not see himself as a charity worker, deep down Hudson knows these things are wrong and would see them ended if he could. (Unknown to him is that his mother and The Raggedy Man still live to this day. His mother, Matlin, is in her 70s now, having bore Hudson, her only son, late in life during her early forties; his father, Dharnel, died of heartstop while in desperate search for Hudson shortly after he went missing. Hudson’s father had served with Azoun IV during several rides to quell the frontier in the Stonelands. As for The Raggedy Man, his whereabouts are always changing, and his methods and aims have not wavered from those he used decades ago.)

Sunday, November 18, 2018

From China to the Netherlands

Batman and Catwoman visit the Palace of the Forbidden City in Beijing.
Ewan proudly presents our latest build: one of the famous Dutch windmills of Holland.

Saturday, November 3, 2018

Optimus Prime

The leader of the Autobots gets his d20 due!

OPTIMUS PRIME
Male Legendary Cybertronian Transformer Strong Hero 1/Smart Hero 1/Dedicated Hero 2/Field Officer 10; LA +2; CR 31
Huge-size Robot [Mecha] (height 22’, weight ~9 tons); Age over 9 million years
* See Future

Init +3; Senses (core) Listen +14, Search +12, Spot +14; Senses (house) Listen/Spot +22, Search +23
Languages Cybertronian, English

Defense (core) 25, touch 15, flat-footed 25; Defense (house) 25, touch 11, flat-footed 25; Defensive Martial Arts (-2 size, -1 Dex, +10 armor, +8 class)
hp 346 (29 HD); Mas 40; Hrd 20
Fort +20, Ref +2, Will +16
Action Points 14

Speed 40 ft. (50 ft. in vehicle mode)
Melee slam +36 (2d6+16 bludgeoning, 20) or
Melee huge energy axe +37/+32/+27/+22 (8d6+16 slashing/electricity, 18-20) or
Melee by weapon +36/+31/+26/+21
Ranged mastercraft huge ion cannon +21/+16/+11/+6 (12d6 fire/ion, 20, S, 225 ft.) or
Ranged by weapon +20/+15/+10/+5
Space 15 ft. by 15 ft.; Reach 10 ft.
Base Atk +23; Grp +48
Atk Options Action Trust, Combat Expertise, Commanding Presence, Dead Aim, Great Cleave, Oathbound, Power Attack, Strafe, Tactical Mastery, Uncanny Survival
Special Qualities construct traits (except no immunity to critical hits, see below), legend (9), transform (see below)

Abilities Str 40 (38), Dex 8 (6), Con —, Int 24 (17), Wis 22 (17), Cha 22 (17)
'(-)' indicate original ability scores.
Ability Upgrades Strength, Dexterity, Intelligence
Allegiances freedom, good, law, Autobots, Earth, Cybertron; Rep +11; San 95
Feats Advanced Firearms Proficiency, Alertness, Cleave**, Combat Expertise, Combat Throw**, Dead Aim**, Defensive Martial Arts**, Far Shot**, Great Cleave**, Improved Initiative, Oathbound (freedom; from Future)**, Personal Firearms Proficiency, Power Attack**, Renown, Simple Weapons Proficiency, Strafe**
** Bonus feats selected from the Legend template.
Skills (core) Computer Use +18, Decipher Script +12, Diplomacy +21, Disable Device +12, Gather Information +16, Intimidate +18, Investigate +13, Jump +18, Knowledge (arcane lore) +17, Knowledge (earth & life sciences) +15, Knowledge (history) +22, Knowledge (physical sciences) +18, Knowledge (streetwise) +14, Knowledge (tactics) +23, Knowledge (technology) +18, Knowledge (theology & philosophy) +12, Listen +15, Navigate +17, Read/Write Cybertronian, Read/Write English, Research +19, Search +12, Sense Motive +17, Speak Cybertronian, Speak English, Spot +15
Skills (house) Athletics +18, Computer Use +19, Deduce +23, Disable Device +12, Gather Information +16, Knowledge (arcane lore) +19, Knowledge (earth & life sciences) +16, Knowledge (history) +23, Knowledge (physical sciences) +18, Knowledge (streetwise) +15, Knowledge (tactics) +25, Knowledge (technology) +18, Knowledge (theology & philosophy) +12, Perceive +24 (+2 on Listen/Spot, +3 on Sense Motive), Navigate +19, Persuade +27, Read/Write Cybertronian, Read/Write English, Research +19, Speak Cybertronian, Speak English
Talents (Strong Hero) Melee Smash
Talents (Smart Hero) Savant (Computer Use)
Talents (Dedicated Hero) Skill Emphasis (Sense Motive)
Talents (Field Officer) Action Trust, August Leadership, Commanding Presence, Tactical Mastery, Uncanny Survival

New FX Item Autobot Matrix of Leadership
This vaunted Autobot artifact bestows several benefits to the one deemed supreme commander of Autobot forces. First, it adds +4 each to the Autobot’s Intelligence, Wisdom, and Charisma. Second, it bestows 2 virtual levels in the field officer advanced class, such that the Autobot receives the requisite HD, BAB, save, defense, and reputation bonuses, skill points, and class features appropriate. Prerequisites for the field officer advanced class need not be met. These virtual levels do not provide attribute increases or feats based on total level, however. Should the Autobot begin to take levels in field officer, consider the Autobot’s total level in that class as 2 higher than normal when calculating the above benefits. Once an Autobot has maxed out levels in field officer, the added virtual levels no longer hold any value. The Matrix also grants the Autobot at least 1 action point per day, even if all others have been spent.

Merging with the Autobot Matrix of Leadership requires the Autobot to install it in its chest cavity, taking up 1 mecha equipment slot. The merging process takes 1 minute. Should a Decepticon or other robot attempt to merge with the Matrix, the Matrix rejects the installation, granting no benefits of any kind, and immediately bestows 2 negative levels that remain for 1 month or until after the robot has received special repairs to negate the condition.

When not installed, the Matrix floats on its own power in midair at eye-level to an average transformer (i.e. 15-25 feet off the ground). It weighs 25 lb. independently.

New Mecha Weapon Energy Axe (PL 8)
The energy axe is a concealed one-handed weapon that matches the size category of the mecha wielding it. Its damage is dependent on the size of the mecha wielding it: Large 4d6, Huge 8d6, Gargantuan 12d6, Colossal 16d6. As a mastercraft item, it grants +1 on attack rolls. When not deployed, the stored energy from the axe reinforces the wielder’s slam strikes, causing them to ignore hardness or damage reduction belonging to mecha types with similar or lesser superstructures.
          Equipment Slots: 1, must be hand (or arm if Large).
          Activation: Attack action.
          Range: Personal.
          Target: Single target within reach.
          Duration: Instantaneous.
          Saving Throw: None.
          Purchase DC: 18 + 1/4 the mecha’s base purchase DC.
          Restriction: None.

New Mecha Weapon Ion Cannon (PL 7)
The ion cannon is a powerful blaster weapon that can deliver small barrages of fire with its semi-automatic setting (taking advantage of a mecha’s full attacks) that deal 12d6 damage. The blasts deal half fire damage, half ion damage. Should the weapon deal enough damage to surpass the target’s massive damage threshold, the target must make a separate save against the ion effect that the blast delivers: DC 10 plus half the ion damage dealt, with a failure causing the target to become stunned for 1 round. Creatures that are immune to electricity damage are immune to ion damage.
          Equipment Slots: 3, including hand (or arm if Large), arm, shoulders, or visor. (Note: This weapon can be used detached also, like a personal firearm, allowing the user to switch between attack modes without wasting an action, though the weapon still counts for the slots it is assigned even when detached.)
          Activation: Attack action.
          Range Increment/Range: 150 feet.
          Target: Single target within 1,500 feet.
          Duration: Instantaneous.
          Saving Throw: None, or DC equals 10 + half ion damage dealt.
          Purchase DC: 25.
          Restriction: Military (+3).

New Robot Cybertronian Transformer
Transformers function like robots with added mecha features. A transformer is treated as having a biomorph’s frame, by size, but with a bioreplica’s mental ability scores (i.e. Int, Wis, and Cha base 10; see Future for more). For every additional hit die beyond the default up to the maximum for the robot’s size, add +1 each to the robot’s mental ability scores. Ignore the extra hit points provided by the robot’s frame, and instead use the added stats granted by the robot’s mecha features as determined by size.

Transformers have all the same immunities and are not subject to various damage types just as constructs are. They are, however, subject to critical hits and the effects of massive damage, just as bioreplica robots are, and they must take Fortitude saves when necessary, with such saves modified by their Strength score instead.

Transformers also feature a unique robot ability called “transform.” Each transformer can transform into a single alternate vehicle mode determined at character creation. The alternate vehicle mode has the same stats as the default vehicle would allow, except in areas where the transformer’s robot features would replace them (e.g. hit points, defense, hardness, etc.), or as determined by the GM. Transforming from one mode to the other requires a full round action. When in vehicle mode, the transformer is virtually indistinguishable from others of its type, gaining a +20 inherent bonus on Bluff or Disguise checks to remain inconspicuous. While in vehicle mode, the robot retains all of its normal means of communication, and may even be able to incorporate mecha scale weapons in vehicle mode as detailed in its description. All other vehicle stats are determined by type. This feature adds +1 to a transformer’s challenge rating.

All Cybertronian transformers need a special kind of fuel called “energon” to remain active. Energon is a glowing purple-pink energetic liquid that can be converted from other energy sources. Substantive amounts of energy must be used to create enough energon to fill a single energon cube, or similar container, equaling the smallest unit by which energon is consumed. The following types and amounts of energy are sufficient to create a single cube’s worth of energon: a drum of oil, a tank of natural gas, a wheelbarrow of precious stones, a gallon of rocket fuel, 10 minutes of hydroelectric power, or 1 minute of nuclear power, or as determined by the GM, etc. A transformer must consume enough energon in cubes equal to their size category (Medium or smaller being 0.5, Large 1, Huge 2, etc.) times 1/5 their HD, rounded down, per month (minimum of 1 energon cube/month). For example, Optimus Prime must consume 10 energon cubes (29/5 = 5 [rounded down] x 2 [huge]) per month. Failure to do so forces the transformer to revert to a “powered down” state, preventing them from transforming into robot mode, negating all energy based attacks (including those from personal weapons), and halving their current hit points. Vehicle mode consumes less energon, thus a transformer that operates solely in vehicle mode over long periods can last twice as long on the same amount of energon.

Energon is particularly volatile, however, and if it suffers 10+ points of damage from any source it will explode dealing 1d10 damage per cube to all within 5 feet for every two cubes involved (up to a maximum of 20d10 damage to all within 50 feet). Any energon adjacent to or within the area of exploding energon will automatically detonate. All damage caused by exploding energon ignores any hardness and damage reduction possessed by characters, transformers, or other vehicles or robots caught within the blast, but not that of inanimate objects or structures.

Optimus Prime’s Autobot Mecha Bonuses
Size: Huge (-2)                            Bonus Hit Points: 200
Superstructure: Living metal      Hardness: 20
Armor: Crystal carbon                 Bonus to Defense: +10
Armor Penalty: -8                       Reach: 10 ft.
Strength Bonus: +8                     Equipment Slots: 11 (helmet, visor, back, left arm/hand, right
Speed: 40 ft.                               arm/hand, shoulders, torso, belt, boots) 
Note: Living metal permits a robot to gain heroic levels, skills, and feats like a flesh-and-blood character would.

Optimus Prime’s vehicle mode 
Crew: 1; Pass: 1; Cargo: 80,000 lb.***; Init: -4; Man: -4; Speed: 50 (5); Def: 16; Hard: 20; hp: 346; Size: G; Purchase DC: n/a; Res: n/a

Optimus Prime’s trailer detaches when he transforms. The trailer can act semi-independently from Optimus, transforming itself into a small mobile operations platform (equipped with a class-V sensor system and a Talon missile launcher; see Future) and repair station (provides an additional +10 bonus on repair checks). The trailer shares Optimus’s defenses, but has only half his hit points (independent of his own). The trailer can also deploy “Roller,” a small 6-wheeled scout vehicle that can communicate with other robots and carry human-sized passengers (providing one-half cover). Roller’s vehicle stats are the same as Optimus’s vehicle mode stats, except add +3 each to its passenger limit and initiative and maneuver modifiers, double its speed, and reduce its cargo limit to 50 lb., its hit points to 34, and its size to Medium. If either the trailer or Roller are destroyed, Optimus loses 10% of his maximum hit points. If Optimus is destroyed, both the trailer and Roller are destroyed along with him.

The trailer takes up 3 of Optimus’s equipment slots (back, torso, and belt), and Roller takes up 1 slot (boots).

New Vehicle Freightliner FL86 (tractor trailer)
Crew: 1; Pass: 1; Cargo: 80,000 lb.***; Init: -4; Man: -4; Speed: 50 (5); Def: 6; Hard: 5; hp: 80; Size: G; Purchase DC: 32; Res: Lic (+1)
*** Towing and/or hauling capacity

The Freightliner FL86 is a cab-over-engine semi-truck that was used extensively starting in the late 1970s. Though not quite as spacious as a Peterbilt, its well-known design allows for tighter turns without sacrificing torque and pulling power. The FL86 is similarly equipped as the Peterbilt (see Urban Arcana), with space that is 6 squares wide and 5 squares long, and a cab 2 squares long. The cab provides three-quarters cover to its occupants, while being inside the trailer provides full cover.

Friday, October 19, 2018

The Karate Guys

My d20 take on the two main protagonists from The Karate Kid trilogy.

DANIEL LARUSSO (circa the “All-Valley Under 18 Karate Championship” in The Karate Kid,
1984)
Male Human Fast Ordinary 1/Tough Ordinary 1/Strong Hero 1; CR 2
Medium-size Humanoid (height 5’ 8”, weight 125 lb.); Age 17

Init +1; Senses (core) Listen -1, Search +1, Spot +2; Senses (house) Listen/Spot +2, Search +1
Languages English

Defense 16, touch 13, flat-footed 15 (+1 Dex, +5 class)
hp 19 (3 HD); Mas 11
Fort +4, Ref +2, Will -1
Action Points 6

Speed 30 ft.
Melee unarmed strike +2 (1d4 lethal/nonlethal, 20) or
Ranged by weapon +2
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +1; Grp +0
Atk Options none
Special Qualities none

Abilities Str 9, Dex 13, Con 14, Int 12, Wis 9, Cha 14
Allegiances Mr. Miyagi, karate, good; Rep +0; San 47
Feats Combat Martial Arts, Karate, White Crane
           Note: Feats listed in italics were taken from the Blood and Fists supplement.
Skills (core) Balance +5, Climb +1, Drive +2, Hide +3, Knowledge (current events) +5, Knowledge (popular culture) +6, Knowledge (streetwise) +5, Meditation +0, Perform (dance) +6, Read/Write English, Speak English, Spot +2, Swim +1, Tumble +3
Skills (house) Athletics +3, Control +5, Drive +2, Knowledge (current events) +5, Knowledge (popular culture) +6, Knowledge (streetwise) +5, Meditation +0, Perceive +2, Perform (dance) +6, Read/Write English, Sneak +3, Speak English, Tumble +3
Talents (Strong Hero) Melee Smash
Starting Occupation Student (+1 on Knowledge [current events, popular culture], Perform [dance] as permanent class skill)
Possessions (carried weight 2 lb.) casual outfit (street clothes; 2 lb.), Mongoose BMX bicycle (see Urban Arcana)
Wealth Bonus +0

“MISTER” MIYAGI NARIYOSHI (circa The Karate Kid, 1984)
Male Human Strong Hero 1/Fast Hero 1/Dedicated Hero 2/Contemplative Master 10; CR 14
Medium-size Humanoid (height 5’ 3”, weight 140 lb.); Age 59

Init +1; Senses (core) Listen +11, Search +1, Spot +4; Senses (house) Listen/Spot +19, Search +3
Languages English, Japanese

Defense 24, touch 24, flat-footed 23; Poise (+1 Dex, +13 class)
hp 53 (14 HD); Mas 11
Fort +7, Ref +9, Will +13
Action Points 12

Speed 30 ft.
Melee unarmed strike +10/+5 (1d4+2 lethal/nonlethal, 20) or
Melee kick +12/+7 (1d6+2 lethal/nonlethal, 20) or
Melee crane kick +12 (1d10+2 lethal/nonlethal, 20) or
Melee ridgehand +10 (1d6+2 lethal/nonlethal, 20) or
Melee snap kick +14/+9 (1d6+2 lethal/nonlethal, 20) or
Ranged by weapon +10/+5
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +9; Grp +10
Atk Options Block, Crane Kick, Crane Stance, Ridgehand, Snap Kick
Special Qualities ki (5/day; may alternately heal himself or another 1d4+4 hp*)
* Miyagi must expend 2 uses of ki to heal another instead

Abilities Str 12, Dex 13 (14), Con 11 (12), Int 13 (12), Wis 19 (16), Cha 12 (11)
'(-)' indicate original ability scores.
          Note: Mr. Miyagi has aging effects due to middle age.
Allegiances balance, good, karate, Daniel-san; Rep +4; San 85
Feats Attentive, Block, Builder, Combat Martial Arts, Crane Kick, Crane Stance, Karate, Kata, Ki, Poise**, Ridgehand, Simple Weapons Proficiency, Snap Kick, White Crane
** Miyagi retrained Personal Firearms Proficiency and gained Poise in its place.
           Note: Feats listed in italics were taken from the Blood and Fists supplement.
Skills (core) Balance +3, Craft (mechanical) +8, Craft (structural) +9, Diplomacy +5 (+2 after 1 min. of study), Drive +2, Investigate +3, Jump +5, Knowledge (earth & life sciences) +6, Knowledge (streetwise) +5, Knowledge (theology & philosophy) +8, Listen +11, Meditation +19, Pressure Points +10, Read/Write English, Read/Write Japanese, Sense Motive +14 (+2 after 1 min. of study), Speak English, Repair +7, Speak Japanese, Swim +4, Tumble +5, Zen Mastery +14
Skills (house) Athletics +7, Control +3, Craft (mechanical) +8, Craft (structural) +9, Deduce +3, Drive +2, Knowledge (earth & life sciences) +6, Knowledge (streetwise) +5, Knowledge (theology & philosophy) +8, Meditation +19, Perceive +19 (+2 on Sense Motive, +2 after 1 min. of study), Persuade +5, Pressure Points +10, Read/Write English, Read/Write Japanese, Speak English, Repair +7, Speak Japanese, Tumble +5, Zen Mastery +14
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Dedicated Hero) Empathy
Talents (Contemplative Master) Mastery (Accurate Kick 1, Accurate Kick 2, Hard Kick 2, Ki Mastery 1, Ki Mastery 3)
Starting Occupation Military (Drive as permanent class skill, +1 on Swim; Personal Firearms Proficiency)
Possessions (carried weight 4 lb.) casual outfit (khaki attire w/heavy-duty belt; 4 lb.), hachimaki, deluxe mechanical tool kit (kept at house; 45 lb.), hashi
Wealth Bonus +12

"Wait a second! How did Daniel do the crane kick to win the tournament in the movie?! He doesn't even have the feat!!

Okay, for you purists out there. Here's the deal. Daniel is shown practicing the crane stance and famous kick on the wooden pylon at the beach during those training montages. Having observed Miyagi enough, it's reasonable to assume he knew the basics of how it's performed, if not how to do it on command when needed like Miyagi did. Daniel will ultimately get that feat; he's essentially building toward it. That said, it's also reasonable to assume that Daniel haggled with the GM and burned a couple action points to be able to use the crane kick. Once. He's only shown using the crane kick with any success once in any of the films. This is a great example of how a character can do things that aren't written down yet. Work with your GM, be creative, and build off what's established in the campaign, and there's really no reason why a character shouldn't be able to at least try things they've never done before.

Plus, the rules are really more guidelines, anyway!

Friday, October 5, 2018

Star Wars is NOT science-fiction!! (Or, Star Wars IS fantasy!!)

Full stop.

This may seem antithetical to some, but it's really never been a paradigm shift for me (or many others for that matter; just Google it and see). Call me discerning. Or a snob—if it makes you feel any better. Honestly, though, the issue is made clear in writing from the start.

"A long time ago, in a galaxy far, far, away.…"

That's how they all begin. It's a riff on, "Once upon a time…" which is the traditional opening of a fable or fairytale. Such stories are firmly in the purview of fantasy, not science-fiction.

The simplest distinction that can be drawn between fantasy stories and science-fiction ones is when they happen. Generally speaking, fantasy stories take place in the past; science-fiction stories are often set in the future. Of course, exceptions to this exist, but there are exceptions to every rule. And the rule here is simple. "A long time ago," after all.

Getting warmed up? (I know I am.) Alright then! Now, for the meat and potatoes. Star Wars features ample tropes and archetypes the likes of which are far more often seen in fantasy than they are in science-fiction. Legion are the fantasy stories that concern young squires led by knights into saving princesses held by dark lords in their impregnable fortresses. The first Star Wars, later re-sub-titled Episode IV: A New Hope, is mainly about a young farm boy who goes off with a Jedi Knight to save a certain Alderaanian princess from the clutches of a Dark Lord of the Sith in the bowels of the Death Star. Pretty striking similarity, no? And it goes well beyond simple naming conventions. (Speaking of which, Skywalker is a surname you'd expect to find in fantasy, right alongside Greybeard, or Hawkwinter, or Brightblade, etc.). The fact that the Jedi wield lightsabers like broadswords (fantasy!) and use the Force like they're casting spells (fantasy!) and fight Sith lords clad in heavy armor or crowned in demon horns (fantasy!) is a central hallmark throughout ALL the films (not to mention books, comics, games, and TV shows)! Take any of these key components away and, by extension striping out the fantasy too, Star Wars becomes something else entirely!

Here's something else entirely: Star Trek! If you didn't know any better, both "Wars" and "Trek" would seem to travel in the same circles. And while the dueling fandoms often bicker over which is better, there are some definite differences that should be noted. Chiefly, Wars is (more) fantasy/Trek is (more) sci-fi. How much more? 70/30 split for Wars, 30/70 for Trek (at least), I'd say. Wars is more swashbuckling, pulpy adventures in space (fantasy!), whereas Trek is more humanistic, social adventures in space. Wars is couched more in mythology; Trek in philosophy. That doesn't make one inherently better than the other, but it does make them distinct: Trek as science-fiction with fantasy sprinkled in, and Wars a fantasy with touches of science-fiction.

"Wait!" you say. "Did you just concede that Star Wars has science-fiction in it?! Isn't that the opposite of what you're trying to prove!?"

No. Star Wars IS a fantasy. A fantasy with science-fiction elements. And dramatic elements. And comedic elements. Lots of fiction includes different elements. Virtually no where does a book, film, or TV show stick to one storytelling element to the exclusion of all others. Dramas can be funny, action can be thought-provoking, and romance can be scary. That's called creativity!

So, what are the science-fiction elements in Star Wars? Well, starships, lasers, droids, space stations, and midi-chlorians, to be precise. (Lightsabers are just "frozen-laser" tech, by the way! Shocker!) None of these things are essential to Star Wars storytelling. Star Wars is essentially a meditation on family, destiny, and rebelling against one or both. For something to be science-fiction, the story most often explores the relationship between its characters and the technological marvels they employ. Science-fiction is more at-home meditating on how we can or can't coexist with the technology in our lives. You could just as easily replace the technological marvels in Star Wars with horses, magic wands, familiars (or golems), sky fortresses, and mana (or "magical essence") and tell the exact same stories (minus the science-fiction elements).

(To say nothing of the fact that the technological marvels in Star Wars all make an awful lot of noise in space. Nothing science-fiction-y about that at all.)

How about the Death Star? That's a pretty big technological marvel with variations that are featured in many of the movies. The Death Star is to Star Wars, as the One Ring is to the Lord of the Rings: an object to be destroyed. Doesn't really matter what that object is. The technological marvels in Star Wars are just that: objects. Objects vs subjects. None of the technological marvels in the Star Wars films really form the subject of its storytelling.

Let's explore this dichotomy a little more by examining how technological marvels in two famous science-fiction films form the subject of their narratives and differ from what is in Star Wars. First, Blade Runner. In Blade Runner, the replicants are the technological marvel, and the storytelling centers around how humans reconcile with the fact that replicants (synthetic humans) are virtually the same as the real thing. Who's to say that a replicant who has an identity, memories, and dreams of electric sheep isn't human? This is science-fiction. Now, The Matrix. In The Matrix, the technological marvel is the titular "matrix": a computer program that is used to simulate human experience so that those same humans' bodies can be used as a power source. The whole crux of the story is based on the battle between humans and machines in a fight for the future. Again, science fiction. Many great science-fiction stories explore this topic, from 2001: A Space Odyssey, to the Terminator series, to Avatar. This same storytelling lens is not applied to any of the technological marvels in Star Wars.

To wit, Star Wars is not science-fiction. (It's fantasy.)

Full stop.

(Read more about my personal stance on Star Wars here!)

Saturday, September 29, 2018

Batman goes medieval & Batgirl debuts

Our latest Laserpegs build: a castle ruins! Complete with the Dark Knight and his favorite cat-burglar.
This one with the lights on!
It can't be said that I'm not bringing up my kids Wright!

"Watch me flex!"
Ready for take-off!

Tuesday, September 18, 2018

Keito-kun wa san-sai ni narimashita!

My 3-year-old mows the sidewalks in front of Nana's house with his new gift, leaving bubbles in his wake.
Nana with 2-month-old Paige in her best summer finery.
Water balloons are fun. Pools are fun. Together they're even better!
The Little Man offers his opinion on our arrival at Funderland.
All aboooooard!

Little Paige with Nana.
Ewan shows off his Takara Tomy cars.
Plus Dinosaur Escape the board game, and his very own Megatron! What more could a boy ask for!?

Tuesday, August 21, 2018

A Geek's Pledge

I pledge allegiance to Faerûn of the entire globe of Abeir-Toril, and to the Realms for which it's named, one world under Ao—cast invisible!—with Elminster and "Driz-zit" for all! 

Tuesday, August 14, 2018

"What Mine Hands Hath Done"

Two forays of whipjacks hath I sent
To yonder vale, a borrowing bent.
The younger one was really rather terse,
A thumb depressed, upon the vein, a purse.
When the other did implore his name:
Behold! Stay! A cry! There is no shame.
When roustabouts did thus make move for more
They raped the pretty dandy score for score.
Wrought with ire—breasts-a-fire!—and all in vain,
A stroking hand, 'twould pleasure her again.

-L. James Wright © 2005

Saturday, August 11, 2018

The Wright Spot, 2018

Wright Family assemble! And assemble we did, from August 2nd thru the 5th. What a joyous occasion it was. 42 by my count (38 pictured above), and we were still missing a few folks! 
The Wright Family as represented by my dad's contingent.
And the nuclear family. We're positively radioactive!

Thursday, August 2, 2018

Baby in a Box

What's this…?
Did someone kidnap our child and then Fedex her back while I was out?
Who knew Amazon delivered babies too!?

Tuesday, July 24, 2018

Ghosts of the Inaka

A year and a month on, I finally am able to publish the body of video I shot in Aomori, Japan. This is wholly a work of true fiction. In it, you take on the role of a ghost hunter having come to the countryside of northern Japan (the "inaka") in search of a restless spirit.

Can you uncover the mystery in this travelogue adventure? Click below and find out!

Wednesday, July 18, 2018

Wednesday, July 4, 2018

Two of New Port City's Cyber Finest

d20 Modernized versions of the two main protagonists from Mamoru Oshii's adaptation of Ghost in the Shell, one of the truly greatest sci-fi films ever made!

Major MOTOKO KUSANAGI (circa Ghost in the Shell, AD 2029)
Female Human Unique Cyborg Strong Hero 1/Fast Hero 2/Dedicated Hero 2/Field Officer 6*/Tracer 5*; CR 16
Medium-size Humanoid (height 5’ 6”, weight 260 lb. [appears about 130 lb.]); Age mid-late 20s
* See Future

Init +7; Senses (core) Listen +6, Search +9, Spot +7; Senses (house) Listen/Spot +18, Search +17
Languages English, Japanese, Mandarin (speak only)

Defense 31, touch 28, flat-footed 26; Defensive Martial Arts, Dodge (+5 Dex, +13 class, +3 equip)
hp 89 (16 HD); Mas 18; DR 3/—
Fort +10, Ref +13, Will +10 (+2 vs. mind-affecting effects)
Action Points 13

Speed 40 ft.
Melee unarmed strike +20/+15/+10 (1d4+7 lethal/nonlethal, 19-20) or
Melee by weapon +19/+14/+9
Ranged CZ-100 autoloader +20/+15/+10 (2d6 ballistic, 20, 30 ft., S, 13 box) or
Ranged M22 carbine +20/+15/+10 (2d8 ballistic, 20, 70 ft., S/A, 50 box) or
Ranged by weapon +20/+15/+10
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +14; Grp +20
Atk Options Burst Fire, Kata Calculator (Offensive), Point Blank Shot, Shot on the Run, Swift Strike +2d6, Tactical Expertise, Target Spcies (human)
Special Qualities damage reduction 3/— (always suffers at least 1 point of damage), electricity vulnerability, immunities (disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect human physiology or respiration), see below

Abilities Str 18 (14), Dex 20 (14), Con —/18 (14), Int 16 (15), Wis 15 (14), Cha 13
'(-)' indicate original ability scores.
Allegiances her ghost, good, Public Security Section 9; Rep +5; San 65
Feats Acrobatic, Advanced Firearms Proficiency, Armor Proficiency (light), Burst Fire, Combat Martial Arts, Combat Throw, Cybertaker (see Future), Defensive Martial Arts, Dodge, Drive-by-Attack, Gearhead, Improved Combat Martial Arts, Mobility, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Shot on the Run, Track, Urban Tracking (see Future), Weapon Finesse
          Note: As a member of Section 9, Kusanagi receives the Armor Proficiency (light) feat for free.
Skills (core) Climb +10 (-2 w/armor), Computer Use +22, Demolitions +5, Diplomacy +9 (+2 after 1 min.), Disable Device +14, Drive +12, Gather Information +5, Hide +12 (+20 when using thermoptic-camouflage, -2 w/armor), Intimidate +6 (+2 after 1 min.), Investigate +11, Jump +23 (-2 w/armor), Knowledge (behavioral sciences) +13, Knowledge (current events) +9, Knowledge (streetwise) +13, Knowledge (tactics) +18, Knowledge (technology) +10, Knowledge (all others [cyberbrain]) +7, Listen +6, Move Silently +13 (-2 w/armor), Read/Write English, Read/Write Japanese, Repair +7, Research +5, Search +9, Sense Motive +10 (+2 after 1 min.), Speak English, Speak Japanese, Speak Mandarin, Spot +7, Survival +8, Swim +9 (-23 due to cyber body, -26 w/equip also), Treat Injury +3, Tumble +16 (-2 w/armor)
Skills (house) Athletics +18 (-2 on Climb w/armor, +10 [+12 w/o armor] on Jump, -3 on Swim w/equip), Computer Use +22, Deduce +15 (+2 on Search), Demolitions +5, Disable Device +15, Drive +12, Gather Information +5, Knowledge (behavioral sciences) +13, Knowledge (current events) +9, Knowledge (streetwise) +13, Knowledge (tactics) +18, Knowledge (technology) +10, Knowledge (all others [cyberbrain]) +7, Perceive +18 (+2 on Sense Motive after 1 min.), Persuade +14 (+2 on Diplomacy, Intimidate after 1 min.), Read/Write English, Read/Write Japanese, Repair +7, Research +5, Sneak +18 (+20 on Hide when using thermoptic-camouflage, -2 w/armor), Speak English, Speak Japanese, Speak Mandarin, Survival +8, Treat Injury +3, Tumble +16 (-2 w/armor)
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Dedicated Hero) Skill Emphasis (Disable Device)
Talents (Field Officer) August Leadership, Leadership, Tactical Expertise, Uncanny Survival
Talents (Tracer) Swift Strike +2d6, Target Species (human), Uncanny Stealth (full speed)
Starting Occupation Law Enforcement (Diplomacy as permanent class skill, +1 on Knowledge [tactics]; Combat Martial Arts)
Cybernetic Replacements Advanced Full-Body Prosthesis (w/artificial muscle & twitch fiber [see Cyberscape]; see below), Cyberbrain (includes mind screen & data archive [see Future]; see below)
Cybernetic Enhancements Feat Plexus (Acrobatic, Drive-by-Attack, Gearhead, Weapon Finesse), Initiative Implant, Jump Pistons, Kata Calculator (Offensive), Prosthetic Enhancer (4, both arms/legs), Skill Plexus (Computer Use, Demolitions, Disable Device, Search), Targeting Optics
Possessions (carried weight 19 lb.) fatigues (Section 9 urban issue; 3 lb.), CZ-100 (see Weapons Locker; 2 lb.), M22 (as “FN P90,” see Weapons Locker; 8 lb.), thermoptic-camouflage bodysuit (see below), blackout goggles (see Future Tech), bodycomp (incorporated into her advanced full-body prosthesis [unique]; see Future Tech), light combat armor (black, -2 check penalty, see Future; 6 lb.), various personal items
Wealth Bonus +12

New Cybernetic Replacement Advanced Full-Body Prosthesis (PL 8)
The recipient’s entire body, aside from its brain, is replaced with a cybernetic replica. Subjects that possess both a full-body prosthesis and a cyberbrain are said to have undergone “full-cyberization.” Full-body prosthesis cannot be taken through elective surgery, but only in rare medical or emergency cases that warrant it. Cost and maintenance of the recipient’s body is prohibitive to only the most advanced and wealthy nations, corporations, or government agencies.
          Benefit: Base installation includes advanced prosthetic arms and legs (see Future) with head and torso replacements (incorporating a modified organ replacement to match the recipient’s original body by use of integrated cybernetics and inobvious gadget mods, see Cyberscape). Upgraded models may include any number of torso enhancements (a trauma router and artificial muscle fibers and artificial twitch fibers of the +4 variety are preinstalled; see Cyberscape), including up to a total organ replacement, adding +4 to the PDC below for each. In addition, this advanced prosthesis does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Future).
          The recipient no longer heals damage naturally and must receive a Repair check to be healed (a DC 20 Repair check takes 10 minutes and restores 1d8 points of damage). The recipient’s effective Constitution score becomes 18 (when calculating cybernetic attachment limits, damage threshold, skills, saves, and other checks), though instead of receiving bonus hit points due to high Con, the body gains bonus hit points as a construct by size (small +5, medium +10, etc., plus an additional 150% of this bonus due to phenotype perfection in physiological design). She is immune to disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect her human physiology or respiration, though she is still subject to critical hits. The recipient’s weight is doubled. If she should later undergo the total organ replacement enhancement (see Cyberscape), these features become overwritten by those detailed under that enhancement.
          Drawback: The new body requires constant upkeep, with a DC 39 wealth check required at each new level to prevent cumulative negative levels from increasing, and weekly (1 full day minimum) lab visits to ensure integrated systems are working correctly and aging properly.
          Type: External/Internal
          Hardness/Hit Points: 10/30
          Base Purchase DC: 49
          Restriction: Restricted (+2)

New Cybernetic Replacement Cyberbrain (PL 8)
The recipient’s entire brain, save for encased gray matter and transistor matter from the recipient’s original body, is replaced with a cybernetic replica. The cyberbrain also warehouses all the subject’s collected knowledge and personality. Subjects that possess both a full-body prosthesis and a cyberbrain are said to have undergone “full-cyberization,” though such instances are rare and almost never elective on the part of the recipient.
          Benefit: Cyberbrains represent the highest in neural cyber tech. Base models incorporate a microcomputer (see Future), micro-aural communicator, and a neural computer link (both Cyberscape) through use of the integrated cybernetic devices gadget. Upgraded models may include a mindscreen implant and a data archive (see Future). In addition, this advanced prosthesis does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Future).
          Type: Internal
          Hardness/Hit Points: —/8
          Base Purchase DC: 44 (52, for upgraded model)
          Restriction: Restricted (+2)

New Gear Thermoptic-Camouflage (PL 8)
This nanotech engineered material of mimetic polycarbon renders the wearer invisible for a short period. Microsensors on the surface of the material detect surrounding imagery and project it on the opposite side, making the wearer appear as if they are not there. The material blends in with any background, and can be applied to a wide variety of surfaces, from land vehicles (up to gargantuan size), to cloaks, jackets, and skintight bodysuits (underneath which nothing else can be worn), with varying degrees of success.
          The material is particularly sensitive, however, and may malfunction as a result of contact with adverse atmospheric interference (e.g. extreme acrobatic movement, rain, falling debris, etc.). Material covering a vehicle has a 50% chance of failing under such circumstances, material used in clothing 25%, and a skintight bodysuit fails only 5% of the time under the effects described above.
          Activating or deactivating thermoptic-camouflage is a free action, and it functions for up to 1 minute (10 rounds) before exhausting its renewable energy cells, which recharge after 1 hour of no use. (In situations where the thermoptic-camouflage is not in motion, it will function for up to 1 hour before needing to be recharged.) Thermoptic-camouflage confers a +40 bonus on Hide checks if the object it covers is immobile, and a +20 bonus if the object is moving. Pinpointing the location of something that isn’t attempting to hide requires a Spot check (DC 40 if it is immobile or DC 20 if it is moving). Thermoptic-camouflage is light enough that it doesn't add appreciable weight to an object or person using it.

BATOU (circa Ghost in the Shell, AD 2029)
Male Human Cyborg Strong Hero 3/Soldier 6/SpecOp 3*/Tracer 3**; CR 15
Medium-size Humanoid (height 6’ 2”, weight 240 lb.); Age early 30s
* See Urban Arcana
** See Future

Init +3; Senses (core) Listen +5, Search +8, Spot +10; Senses (house) Listen/Spot +19, Search +9; Darkvision 60 ft.
Languages English, German (speak only), Japanese

Defense 26, touch 22, flat-footed 23; Defensive Martial Arts (+3 Dex, +9 class, +4 equip)
hp 134 (15 HD); Mas 18
Fort +13 (+4 vs hot/cold environments, suffocation/drowning, and see below), Ref +12, Will +7
Action Points 11

Speed 40 ft. (30 ft. w/armor)
Melee unarmed strike +18/+13/+8 (1d4+8 lethal/nonlethal, 19-20) or
Melee by weapon +18/+13/+8
Ranged Jericho 942 autoloader +18/+13/+8 (2d8+2 ballistic, 20, 30 ft., S, 9 box) or
Ranged ManPTDS +17/+12/+7 (10d8, 20, 80 ft., S, 8 int.) or
Ranged by weapon +17/+12/+7
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +13; Grp +18
Atk Options Burst Fire, Swift Strike +1d6, Tactical Aid, Target Species (human)
Special Qualities electricity vulnerability, immunities (blinding/light-effects, disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect human physiology or respiration), see below

Abilities Str 20 (17), Dex 16, Con 18 (17), Int 13, Wis 14, Cha 9
'(-)' indicate original ability scores.
Allegiances Motoko Kusanagi, good, Public Security Section 9; Rep +5; San 58
Feats Advanced Firearms Proficiency, Armor Proficiency (light, medium), Athletic, Burst Fire, Combat Martial Arts, Cybertaker (see Future), Cybernetic Surgery, Defensive Martial Arts, Endurance, Exotic Firearms Proficiency (heavy machine guns), Exotic Firearms Proficiency (rocket launchers), Personal Firearms Proficiency, Oathbound (Motoko Kusanagi; see Future), Renown, Simple Weapons Proficiency, Stealthy, Surface Vehicle Operation (powerboat), Surgery, Track, Urban Tracking (see Future)
          Note: As a member of Section 9, Batou receives the Armor Proficiency (medium) feat for free.
Skills (core) Climb +13 (-2 w/armor), Computer Use +4, Demolitions +8, Diplomacy +1, Drive +8, Hide +10 (+2 in at least one-quarter concealment, -2 w/armor), Handle Animal +0, Intimidate +4, Investigate +9, Jump +11 (-2 w/armor), Knowledge (behavioral sciences) +8, Knowledge (current events) +7, Knowledge (streetwise) +11, Knowledge (tactics) +11, Knowledge (all others [cyberbrain]) +5, Listen +5, Move Silently +12 (-2 w/armor), Navigate +4, Read/Write English, Read/Write Japanese, Repair +2, Sense Motive +8, Speak English, Speak German, Speak Japanese, Spot +10, Survival +10, Swim +11 (-12 w/equip), Treat Injury +4
Skills (house) Athletics +16 (+1 [+3 w/o armor] on Climb, -2 on Jump w/armor, -12 on Swim w/equip), Computer Use +4, Deduce +9, Demolitions +8, Drive +8, Handle Animal +0, Knowledge (behavioral sciences) +8, Knowledge (current events) +7, Knowledge (streetwise) +11, Knowledge (tactics) +12, Navigate +4, Perceive +19, Persuade +6, Read/Write English, Read/Write Japanese, Repair +2, Sneak +11 (+2 [+4 in at least one-quarter concealment] on Hide, +4 on Move Silently, -2 on Hide/Move Silently w/armor), Speak English, Speak German, Speak Japanese, Survival +10, Treat Injury +4
Talents (Strong Hero) Melee Smash, Improved Melee Smash
Talents (Soldier) Improved Critical (unarmed), Tactical Aid, Weapon Focus (autoloader), Weapon Specialization (autoloader)
Talents (SpecOp) Hunt and Evade, Night Mover, Specialist (weapons)
Talents (Tracer) Swift Strike +1d6, Target Species (human)
Starting Occupation Military (Drive as permanent class skill, +1 on Climb; Personal Firearms Proficiency)
Cybernetic Replacements Advanced Prosthetic Arm (2), Advanced Prosthetic Leg (2), Cyberbrain
Cybernetic Enhancements Anti-Flare Implants, Feat Plexus (Athletic, Endurance, Stealthy, Surgery), Internal Organ Replacement (see below), Nightvision Optics, Prosthetic Enhancer (4, both arms/legs), Targeting Optics, Telescopic Optics
Possessions (carried weight 62.5 lb.) casual outfit (street attire; 3 lb.), IMI “Jericho” 942 .50 AE (see Weapons Locker; 3.5 lb.), ManPTDS (see below; 48 lb.), medium combat armor (black, -2 check penalty, see Future; 8 lb.), various personal items
Wealth Bonus +13

New Weapon Heavy Man-Portable Tank Defense System (ManPTDS)
Damage: 10d8; Critical: 20; Type: —; Range: 80 ft.; ROF: S; Magazine: 8 int.; Size: L; Weight: 48 lb.; Purchase DC: 22; Res: Mil (+3)

This Progress Level 7 semi-automatic heavy weapon is used primarily for mobile armored vehicle defense, firing shells capable of penetrating tank skin. Its shells are designed to ignore 10 points of hardness belonging to a vehicle, building, or object. While it can be handled by a single person, the weapon is clumsy and the user may not move more than a single move action per round when wielding the ManPTDS. Reloading the ManPTDS after exhausting its 8-round magazine always requires 1 round. The weapon requires the Exotic Firearms Proficiency (rocket launchers) feat.

New Cybernetic Enhancement Internal Organ Replacement (PL 7)
The recipient’s major internal organs, excluding his brain, are replaced with cybernetic replicas.
          Benefit: Due to the fact that, in part or as a whole, the recipient’s lungs, liver, kidneys, stomach, intestines, and even heart have been replaced with synthetic versions, he becomes immune to disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect his human physiology or respiration, except for those that target the skin or other non-cybernetic parts of his body; he receives a +4 bonus against any such effects that target these areas. He is still subject to critical hits. If he should later undergo the total organ replacement enhancement (see Cyberscape), these features become overwritten by those detailed under that enhancement.
          Type: Internal
          Hardness/Hit Points: 0/6
          Base Purchase DC: 29
          Restriction: Restricted (+2)