Showing posts with label d20. Show all posts
Showing posts with label d20. Show all posts

Wednesday, January 29, 2025

King of Atlantis

AQUAMAN, KING ORIN (Atlantean name), ARTHUR CURRY (human name)
Male Unique Half-Atlantean Legendary Strong Hero 3/Fast Hero 2/Tough Hero 3/Charismatic Hero 2/Helix Warrior* 8; CR 22; LA +6
Medium Humanoid (aquatic, mutant) (height 6’ 1”, weight 325 lb.); Age late 30s
* See Future
Experience ~280k


Init +5; Senses (core) Listen +5, Search +1, Spot +4; Senses (house) Listen/Spot +10, Search +1
Languages Atlantean, English

Defense 27, touch 26, flat-footed 24; Defensive Martial Arts, Dodge (+3 Dex, +13 class, +1 gear)
hp 253 (18 HD); Mas 29; DR 12/— (DR 22 vs depth pressure)
Fort +18 (+2 vs poisons, diseases, radiation; +4 vs. hot/cold environments, suffocation/drowning/depth pressure), Ref +11, Will +8
Action Points 14


Speed 30 ft., swim 305 ft. [30] (good)
Melee unarmed strike +27/+22/+17 (1d6+12 lethal/nonlethal, 20) or
Melee unarmed strike +25/+20/+15 (1d6+12) and
Melee unarmed strike +25 (1d6+6, two-weapon) or
Melee +1 keen harpoon hand +27/+22/+17 (1d10+13 piercing, 19-20) or
Melee +3 trident of Neptune +30/+25/+20 (2d6+15 piercing, 20)
Melee by weapon +26/+21/+16 or
Ranged +1 keen harpoon hand +19 (1d10+13 piercing, 19-20, 60 ft.) or
Ranged +3 trident of Neptune +22 (2d6+15 piercing, 20, 20 ft.)
Ranged by weapon +18/+13/+8
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +15; Grp +26 (+8 under water)
Atk Options 2d6 base unarmed damage under water (–2 on atk/Def), Coordinate, Power Attack, Two-Weapon Fighting
Special Qualities ability drain = ability damage, action point roll is 4d6 (take highest), Atlantean traits (see below), carrying/lifting cap = Str +4 and as large creature, electricity resistance 8, conditions lasting less than 1 rnd are ignored (durations 2+ rnds halved if cowering, dazed, exhausted, fatigued, nauseated, panicked, paralyzed, shaken, or stunned), darkvision 120 ft., immunity to cold/depth pressure damage (see trident below), legend traits (4), Listen checks take no penalty while asleep

Abilities Str 32 (18), Dex 16, Con 26 (18), Int 12, Wis 15, Cha 14
'(-)' indicate original ability scores.
Allegiances good, Atlantis, justice, the ocean, chaos, the Justice League; Rep +5; San 70
Feats Animal Affinity, Archaic Weapons Proficiency, Armor Proficiency (light), Athletic, Brawl, Combat Martial Arts, Defensive Martial Arts, Dodge, Endurance, Far Shot, Improved Damage Threshold**, Mobility, Power Attack, Simple Weapons Proficiency, Tough Plus (x2**; Cold/Electricity Resistance, Robust, Second Wind [11 hp, 5/day]), Two-Weapon Fighting, Ultra Immune System, Weapon Focus (trident)**
** Bonus feats acquired from the Legend template.
Skills (core) Balance +5, Climb +15, Concentration +10, Diplomacy +5 (+10 toward aquatic animals w/spell-like ability), Gather Information +5 (+10 toward aquatic animals w/spell-like ability), Handle Animal +10 (+10 toward aquatic animals w/spell-like ability), Hide +5***, Intimidate +8, Jump +12***, Knowledge (arcane lore) +5, Knowledge (current events) +3, Knowledge (history) +4, Knowledge (tactics) +4, Listen +5, Move Silently +5***, Navigate +7, Read/Write Atlantean, Read/Write English, Ride +10 (+10 toward aquatic animals w/spell-like ability), Sense Motive +5, Speak Atlantean, Speak English, Spot +4, Survival +7, Swim +13***, Tumble +5***
Skills (house) Athletics +19*** (+2 on Climb, +2 on Swim), Control +12, Handle Animal +10 (+10 toward aquatic animals w/spell-like ability), Gather Information +5 (+10 toward aquatic animals w/spell-like ability), Knowledge (arcane lore) +5, Knowledge (current events) +3, Knowledge (history) +4, Knowledge (tactics) +4, Perceive +10, Persuade +11 (+10 on Diplomacy toward aquatic animals w/spell-like ability), Read/Write Atlantean, Read/Write English, Ride +10 (+10 toward aquatic animals w/spell-like ability), Speak Atlantean, Speak English, Sneak +8***, Survival +7, Tumble +5***
*** –1 armor check
     Note: Swim has a –4 due to gear weight.
Talents (Strong Hero) Extreme Effort, Melee Smash
Talents (Fast Hero) Increased Speed
     Note: Aquaman elected to apply this increase to his swim speed.
Talents (Tough Hero) DR 2/—
Talents (Charismatic Hero) Coordinate
Talents (Helix Warrior) Darkvision (120 ft.), Haul (Str 4 pts higher for carrying cap), Light Sleeper (Listen checks take no penalty while asleep), Strong as an Ox (carrying capacity as large creature), Superior Conditioning (condition durations lessened), Survivor (add extra d6 on action point roll)
     Note: As a member of the Justice League, Aquaman’s Strong as an Ox ability also allows him to wield weapons as if he were a Large creature. This is his membership perk.
Starting Occupation (core) Adventurer (Intimidate, Knowledge [arcane lore] as permanent class skills; Archaic Weapons Proficiency)
Starting Occupation (house) Adventurer (Knowledge [arcane lore], Persuade as permanent class skills; Archaic Weapons Proficiency)
Possessions (carried weight 23 lb.) +3 trident of Neptune (large-sized weapon, see below; 8 lb.), +1 harpoon hand (see below; 7 lb.), Atlantean pauldron & bracer (worn on the right shoulder and arm, grants the protection of a light steel shield; –1 armor check penalty; 6 lb.), scaled & finned leggings (grant +4 on swim checks; 2 lb.)
Wealth Bonus +27 (most kept in deep sea treasure troves and Atlantean vaults)

ATLANTEAN
     Species Traits
Atlanteans are a subset of humanity that adapted to live under the waves in a quasi-extra dimensional space called Atlantis (a megacity located on Earth). They possess a number of special adaptations and superhuman qualities that set them apart from normal humans. Some of these abilities are due to their unique heritage, while others are a result of the high science/magic nature of their home. All Atlanteans share the following traits, which are all supernatural in nature unless otherwise noted.
     Atlanteans speak their native tongue of Atlantean, though many of them learn to speak the native tongues of the land-dwellers closest to their borders.
     Type: While humanoids, Atlanteans all have the “aquatic” subtype also.
     Ability Modifiers: Atlanteans receive racial bonuses of +8 to Strength and +6 to Constitution.
     Size: Medium. As medium-size creatures, Atlanteans have no special modifiers due to their size.
     Speed: Atlantean speed is 30 feet on land. In water, their base swim speed is 150 feet with a good maneuverability.
     Damage Reduction: Atlanteans are particularly hardy and receive DR 5/—. This DR is 10 against depth pressures when under water.
     Water Breathing (Ex): Atlanteans can breathe water as a fish would (with neck gills). They can also adjust to breathing air (through their noses), but this often requires succeeding on DC 15 Fortitude save (during which they begin the first round of suffocating) that they must retry every round until they’ve succeeded or passed out due to lack of oxygen.
     Xenophobia: Atlanteans are inherently xenophobic toward outsiders and land-dwellers, hampering their ability to reason or get-along with others outside their own. Atlanteans suffer a –5 circumstance penalty on any interaction Cha-based checks they make toward outsiders. Furthermore, when Atlanteans first encounter any outsiders by surprise, they must succeed on a DC 20 Will save or succumb to the cowering condition unless they opt to instead immediately attack the target of their surprise.
     Challenge Rating: +2.
     Level Adjustment: +3.

MUTANT ATLANTEAN “Hybrid Vigor” (Template)
     Template Traits
The only known mutant strand in the Atlantean line is made when a highborn, pureblood Atlantean mates with a land-dweller. “Hybrid vigor” is a unique term used to describe those special Atlanteans that enjoy mixed bloodlines. It describes their ability or more vigorous nature that often surpasses standard Atlantean powers (due to them being overly homogenous for generations upon generations). Of them, only Arthur Curry, called Aquaman by the outside world, is well-known.
     All hybrid vigor traits are extraordinary in nature unless otherwise noted.
     Challenge Rating: +2.
     Level Adjustment: +2.
     Type: His type gains the “mutant” subtype, which may change what other effects and spells will interact with him, etc.
     Special Qualities: Arthur retains all of his special qualities and gains the additional special qualities listed below.
     Movement/Speed: His swim speed increases to 300 feet per move action (that's a maximum of 240 squares at character scale/24 squares at chase scale, which is about 136 miles per hour, when moving at 4x speed).
     However, upon spending an action point Arthur can move at much greater speeds—10x or even 50x that of the maximum above—though for progressively shortened periods of time (days or even hours). These speeds are useful for traversing intercontinental distances by waterway (permitting travel from London to Hong Kong in little less than an hour-and-a-half). Moving at these incredible speeds is a full-round action.
     Communicate with Sea Creatures (Sp): As the spell speak with animals, except the effect is limited only to living creatures of the aquatic subtype, the duration is 1 min per day per point of Constitution modifier (8 min/day; this time need not be used all at once), the means is telepathic (no sound) with a range of 100 feet per point of Con mod (800 ft max), and it provides an empathic link to those same aquatic creatures which grants an added +10 bonus on Diplomacy, Gather Information, Handle Animal, and Ride checks. This ability requires a standard action to initiate and concentration to continue while conversing. The effect permits Arthur to establish and maintain relations with aquatic creatures, and even encourage favors, but it does not charm or otherwise control those animals.
     Damage Reduction: His DR is doubled for both the base (10/—) and against depth pressures (DR 20).
      Super-strength: When under water (submerged), Arthur gains the virtual size category of huge. While his space and reach remain unchanged by this, he receives a +8 bonus on grapple checks; can use improvised weapons of large/huge size (one-handed) or gargantuan size (two-handed); inflicts 2d6 base damage with unarmed attacks; can lift 4x normal carrying capacity; but incurs a –2 penalty on attack rolls/Defense.
     Water Breathing (Ex): As standard Atlantean, except Arthur can transition to air breathing without a Fort save.
     Xenoplatonic: Arthur was never raised xenophobic, and because of his dual heritage tends to favor and champion embracing both worlds.
     Allegiances: Loyalty to Atlantis may be included but is not required. In fact, due to their inherent xenophobia, many “true” Atlanteans may even regard any being of hybrid vigor as a “half-breed” or “mongrel.”
     Ability Scores: His hybrid vigor also grants Arthur an added +4 to Strength.
     Advancement: By character class.

NEW FX Item Trident of Neptune
This oversized (large) trident is made of rare green-gold Nth metal and imbued by the ancient god Neptune with magics sacred to the protection of Atlantis and its peoples. Nth metal behaves as cold iron would for hardness and hit point characteristics, ignores the damage reduction and disrupts the spellcasting (forcing a Concentration check) of fey, fiend, or native outsider creatures within 30 ft of it, grants the possessor immunity to cold and depth pressure damage, and permits them to extend those same protections and their water breathing ability to anyone they hold or take by the hand, and the trident’s metal also slows the possessor’s aging process to 1/2 what it would be normally. As the trident has traditionally been used to identify the rightful king of Atlantis, it is also an important mark of ancestry and rulership, and thus grants the possessor advantage on any Cha-based interaction checks with subjects and loyalists of Atlantis. It is a +3 enchanted weapon, and when under water also grants the wielder advantage on critical hit confirmations and checks or saves to inflict/prevent weapon loss or damage with or against it.
     To be considered a “possessor” of the trident of Neptune requires that it remain in the hands or on the person of the individual wielding it for at least a full 24-hour period. If, after that period, the wielder is of an evil persuasion, they must make a Fortitude and Will save DC 20 or be struck with paralysis (failed Fort) and/or blindness/deafness/dumbness (failed Will) until a remove curse (or similar) effect is cast on them.
     Type: Weapon (magic); Caster Level: 10th; Purchase DC: — (34); Weight: 8 lb.

NEW FX Item Arthur’s Golden Harpoon Hand
This is a refined version of the improvised harpoon hand Arthur had made for himself after the loss of his left hand at the wrist. It is made from the same green-gold Nth metal as the trident of Neptune, but lacks the added enchantments and rulership bearing. It is a +1 magic weapon with the keen quality.
     Type: Weapon (magic); Caster Level: 9th; Purchase DC: — (28); Weight: 7 lb.

Friday, September 6, 2024

His Airness

MICHAEL JEFFREY “AIR” JORDAN (circa “The Last Dance,” 1998) Male Human Legendary Strong Ordinary 1/Strong Hero 4/Fast Ordinary 2/Fast Hero 2/Dedicated Ordinary 2/Dedicated Hero 1/Charismatic Hero 3; CR 9 (14); LA +1
Medium Humanoid (height 6’ 6”, weight 216 lb.); Age 35

Init +6; Senses (core) Listen +7, Search +1, Spot +7; Senses (house) Listen/Spot +15, Search +1
Languages English

Defense 23, touch 14, flat-footed 21; Dodge (+2 Dex, +11 class)
hp 92 (15 HD); Mas 14
Fort +10 (+2 vs fatigue checks between periods), Ref +8, Will +7
Action Points 12
          Note: Defense and hp numbers above are effective in terms of basketball playing potential. Defense in a “real” fight only has a +5 class bonus (Def 17 instead). Hit points when in a real fight are reduced by 30 (15 HD x 2 Con mod; 62 instead).

Speed 35 ft.
Melee unarmed strike +5 (1d6+2 nonlethal, 20) or
Melee by weapon +4
Ranged 2-pt basketball (+1 DefR) or free-throw shot +13 or
Ranged 3-pt basketball shot +12 or
Ranged fadeaway +14 (-1 DefR for 3-pt) or
Ranged turnaround fadeaway +14 (+/-1 DefR for 2-pt/3-pt) or
Ranged by weapon +4
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +2 (eBAB +10); Grp +14 (+15 on slam dunk)
Atk Options Coordinate, Heroic Surge (4/day), Inspiration, Point Blank Shot
Special Qualities basketball signature (“turnaround fadeaway”; costs 1 feat), legend traits (1)

Abilities Str 15 (13), Dex 15, Con 14, Int 12, Wis 14 (13), Cha 12
'(-)' indicate original ability scores.
Allegiances greatness, himself, good, basketball, Chicago Bulls; Rep +7; San 62
Feats Acrobatic, Alertness, Brawl, Confident, Dodge, Heroic Surge*, Improved Initiative, Mobility, Point Blank Shot, Precise Shot, Simple Weapons Proficiency, Weapon Focus (fadeaway), Weapon Focus (slam dunk)
* Bonus feat selected from Legend template
Skills (core) Balance +21, Bluff +9, Diplomacy +7, Drive +8, Gamble +8, Intimidate +14, Jump +25, Knowledge (business) +4, Knowledge (current events) +3, Knowledge (tactics) +4, Listen +7, Profession (businessman) +10, Read/Write English, Sense Motive +7, Sleight of Hand +9, Speak English, Spot +7, Swim +4, Tumble +6
Skills (house) Athletics +19 (+8 on Jump), Control +20 (+1 on Balance), Drive +8, Gamble +8, Knowledge (business) +4, Knowledge (current events) +3, Knowledge (tactics) +4, Perceive +13 (+2 on Listen, Spot), Persuade +18 (+2 on Intimidate), Profession (businessman) +10, Read/Write English, Sneak +9, Speak English, Tumble +6
Talents (Strong Hero) Extreme Effort, Improved Extreme Effort
Talents (Fast Hero) Increased Speed
Talents (Dedicated Hero) Skill Emphasis (Jump)
Talents (Charismatic Hero) Coordinate, Inspiration
Starting Occupation Athlete (+1 on Balance, Drive, Jump as permanent class skill; Brawl)
Possessions (total weight 4.5 lb.) uniform (Bulls jersey & shorts; 2 lb.), Air Jordan sneakers (1 lb.), professional basketball (1.5 lb.)
Wealth Bonus +23

Basketball Abilities
Position: Shooting Guard
Handedness: Right
Energy Level: High
Location Proficiencies: All
Offense: +27
Defense: +27
Dunk/Lay-up (contested): +40 (core), +42 (house); uncontested dunk is automatic unless two natural 1s; lay-ups may automatically impose -5 on defensive player (@ DC 39, +25 to base)
2-pt Shot (@ +13) %: 75
Fadeaway: +31 (core), +33 (house)
Turnaround Fadeaway**: Can only be done from left/right post, or against 1 opponent; treat success margins as 8 points lower; ignore -1 penalty for 2-pt
Free Throw %: 95 (90 after 1 period, 85 after 2 periods, 80 after 3 periods)
Pass: +16
On-ball/Pass Steal: +17/11 (core), 17 (house)
3-pt Shot %: 35
** Unique specialty

D20 Basketball Rules

Levels/Effective BAB/Def/Hit Points, etc.
Professional athletes whose careers are strictly confined to the disciplines of their sport(s) do not progress in the same way as conventional heroic characters do. Much of their ability and exploits are on display in a specific capacity that is not tested by the more random and varied rigors of a standard “adventuring career.” Due to this, any heroic levels gained while maintaining a professional athlete’s career are only “effective levels” in a broader game sense. Only levels attained as an Ordinary character, as detailed in the core rulebook, will provide base attack bonuses for the purposes of melee/ranged effects, although the effective heroic levels will still add to those features and actions which would promote the abilities exemplified by an athlete dedicated to their specific discipline (e.g., effective BAB would still add to a basketball player’s jump shot, but not their attacks with a firearm, etc.). Furthermore, effective hit points are calculated including all standard measures, but for “real” combat purposes will be reduced by an amount equal to the character’s HD times any Con modifier (i.e., even a -2 Con mod would reduce a pro athlete’s effective hit points by HD x 2). Finally, class bonus to Defense is reduced by 1/2 when calculating for “real” combat situations. Similarly, instead reduce the character’s CR by 1/2 their heroic levels outside of their sports discipline.

eBAB 6+ grants specialty; must burn feat slot(s) for unique speciality (“signature move”)
eBAB 7+ grants ability proficiency in all shot locations
eBAB 8+ grants ability to attract multiple defenders
eBAB 9+ grants ability to ignore contested shots from single defender
eBAB 10 grants ability to attract and ignore contested shots from multiple defenders

Shot Chart
* Natural only
** Reduce 2-pt base DefR (-2 to -5) by half eBAB (max 10), rounded down
Note: Increase upper end of DefR for bonuses by Point Blank Shot, Weapon Focus feats, etc., on a 1:1 basis

eBAB         2-pt DefR        %          3-pt DefR          %           FT Def         %
0               16-20              25          15, 20*            10          16+             25

Dex            2-pt DefR        %          3-pt DefR          %           FT Def         %
+1              16-20              30          15, 20*            10          16+             30
+2              16-20              30          15, 20*            10          16+             35
+3              16-21              35          15-16, 20*       15          15+             45
+4              16-21              35          15-16, 20*       15          15+             50
+5              16-22              40          14-16, 20*       20          14+             60

1-4             15-25           35-50        20-22            10-20       14+           40-55

+1              15-25           40-55        20-22            15-20       14+           45-60
+2              15-25           45-60        20-22               20         14+           50-65
+3              15-26           50-65        20-23               25         13+           60-75
+4              15-26           55-65        20-23               25         13+           65-80
+5              15-27           60-70        20-24               30         12+           75-90

5+**       1[0/3]-25         65-75        20-23               25         12+           70-95

+1           1[0/3]-26        70-85        20-24               30         12+           75-95
+2           1[0/3]-27        75-85        20-25               35         12+           80-95
+3           1[0/3]-28        75-90        20-26               40         12+           85-95
+4           1[0/3]-29        75-95        20-27               45         12+           90-95
+5           1[0/3]-30        75-95        20-28               50         12+              95

Shot attempt is a d20 roll plus eBAB+Dex mod, the result of which must either fall between the DefR or surpass the Def, as normal; Point Blank Shot only counts toward 2-pt shots

Energy Levels: High, Mid, Low; High level players receive +2 bonus on Fort saves vs. fatigue between consecutive periods (DC 15; if failed, electing to rest 1 period removes fatigued condition), but take a cumulative -2 penalty on free throws for every consecutive period played; Mid level players receive no bonus/penalty; Low level players must roll twice, taking the lower result on each fatigue check between periods, but may increase their DefR on either 2-pt or 3-pt shots by +1

Shot locations: [2-pt] paint, left/right post, high post; [3-pt] left/right wing, straight away; position/handedness determines location proficiencies as follows: Centers (paint, post matching handedness); Forwards (post of choice, wing matching handedness); Guards (wing matching handedness, wing or left/right post of choice); shot attempts from non-proficient locations require 2 rolls, accepting only the worse result

Offense vs. Defense (Making shots/Contesting): Defensive player must be adjacent to affect shot; opposed Balance/Control (+2 synergy bonus on offense for 5 ranks in either Bluff, Intimidate, Sleight, Tumble; on defense for 5 ranks in either Intimidate, Sense, Sleight, Tumble); offense wins by 5 or less and defense is > shooter's Def, shot is contested and offensive player must roll shot attempt twice, taking the worse result; defense wins by > 5 and defense is > shooter's Def, shot is deflected/blocked (may then make opposed Grapple to steal); shot with 2+ defenders in location imposes -4 on shot roll and +/-4 on DefR (unless Precise Shot, which ignores shot penalty and -4 on DefR); offense wins by > 10, shot plus foul

Dunk/Post-up: Breakaway/uncontested one-handed dunk is Jump/Athletics DC 13 (for 7+ footers), 18 (for 6+ footers), 24 (for 5+ footers), +2 two-handed, +15 if moved < 20 ft; opposed Jump/Athletics+Grapple check, if contested (if defensive player is shorter, must roll twice, taking worse result); offense wins > 10, dunk plus foul; natural 1 on dunk must be rerolled, if natural 1 again, dunk misses

Lay-up: As dunk, except DCs are 10 (7’), 14 (6’), 18 (5’), no two-handed or movement-based difficulty; offensive player may intentionally increase base lay-up DC by increments of 5, each increment imposes a cumulative -1 on defensive player

Fadeaway: Must have 8+ ranks in Balance/Control; requires adjacent defensive player; first, opposed Jump/Athletics (w/same synergy bonuses as offense vs. defense); if successful, treat all success offense margins as if they were 5 points lower (i.e., shot is contested only if checks match, etc.), but the shot’s DefR is adjusted -1 for 2-pt, -2 for 3-pt, contested or not

Free Throws: Attempts following a “hard foul” (when fouled by a defensive player with a higher Str mod) suffer a -2 penalty; “clutch” attempts (during the final moments of a game decided by 2 points or less) suffer a -2 penalty

Passing: Ranged attack (+2 synergy bonus for 5 ranks in Bluff, Sleight, Tumble) vs. Def 6 (standing recipient), Def 10 (moving recipient); passer must contend with cover bonus to target’s Def when passing into “traffic” (recipient is covered by 1+ defenders, +2 to +7); move action w/i 30 ft. (otherwise standard action); ball’s range increment for passes is 15 ft.; may skip pass to recipient w/i 30 ft. as reaction, add +4 to Def; if pass fails, recipient may still catch the errant pass by spending their next move action and succeeding on a Reflex save, DC equals Def

On-ball/Pass Steal: On-ball (“rip”) is Initiative + Sleight of Hand check (+2 synergy for 5 ranks in Sense, Tumble) vs. opposing offense roll, must be adjacent, failure by > 5 results in a foul; stealing a pass is a readied move action (must be w/i 10 ft of passer or “passing lane”) with a Sense Motive check (+2 synergy for 5 ranks in Balance, Sleight, Tumble) vs. pass result, but assess a -1 penalty for every other player between the player attempting the steal and the passer, failure results in loss of action and any recovery to contest the offensive player with two rolls on the defensive, taking only the worse result

Wednesday, August 14, 2024

Goku

SON GOKU (earthling name), KAKAROT (saiyan name)
circa the Android Saga
Male Unique Saiyan Legendary Strong Hero 3/Martial Artist 10/Battle Mind 7; CR 26; LA +7
Medium Humanoid (height 5' 9", weight 136 lb.); Age mid 20s

Init +6; Senses (core) Listen +4, Search -1, Spot +6; Senses (house) Listen/Spot +6, Search -1
Languages English, Japanese

Defense 31, touch 31, flat-footed 25; Defensive Martial Arts (+6 Dex, +14 class)
hp 228 (20 HD); Mas 25
Fort +16, Ref +16, Will +10 (use ki to reroll)
Action Points 15

Speed 30 ft.
Melee unarmed strike +29/+24/+19/+14 (1d10+12 lethal/nonlethal, 19-20/x3) or
Melee flying strike (charge) +30 (1d10+22 lethal/nonlethal, 19-20/x3) or
Melee flurry of blows +26/+26/+21/+16/+11 (1d10+12 lethal/nonlethal, 19-20/x3)
Melee by weapon +28/+23/+18/+13
Ranged energy blasts +27/+22/+17/+12 (1d8+13 piercing or force, 30 ft, 20) or
Ranged kamehameha +25 (varies, 50 ft, 20) or
Ranged by weapon +24/+19/+14/+9
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +18; Grp +30
Atk Options Combat Reflexes, Ki (+4 to attacks/initiative/checks per round), Power Attack, Psychic (Ki) Shield (+3 equip bonus to Defense, 7 rnds), Unbalance Opponent
Special Qualities detect psionics [ki] 3/day, ki 5/day, saiyan traits, legend traits (5)

Abilities Str 30 (13), Dex 22 (13), Con 22 (13), Int 8, Wis 18 (16), Cha 12
'(-)' indicate original ability scores.
AL bettering himself, the Z Fighters, good, Earth, the fight; Rep +8; San 85
Feats Advanced Combat Martial Arts*, Archaic Weapons Proficiency, Combat Martial Arts, Combat Reflexes, Combat Throw, Defensive Martial Arts, Improved Combat Martial Arts, Improved Damage Threshold*, Inner Power, Inner Strength, Kaio-Ken* (new feat, see below), Kamehameha (new feat, see below), Ki, Power Attack*, Simple Weapons Proficiency, Renown, Shao-Lin (Muten Roshi) Kung Fu, Unbalance Opponent*, Weapon Focus (kamehameha), Weapon Focus (unarmed strike), Wild Talent (Detect Psionics [Ki])
          * Bonus feats acquired from the Legend template.
          Note: Having been raised as human, Kakarot is unique in that he receives the standard bonus feat normally assigned a human, even though he is biologically saiyan. Kakarot was never exposed to his native tongue.
          Note: Feats listed in italics were taken from the Blood and Fists supplement.
Skills (core) Autohypnosis +8, Balance +10, Climb +12, Concentration +12 (+4 to manifest powers on defensive), Jump +18, Hide +8, Intimidate +3, Knowledge (current events) +1, Meditation +6, Move Silently +8, Read/Write English, Read/Write Japanese, Ride +8, Speak English, Speak Japanese, Spot +6, Swim +12, Tumble +8, Zen Mastery +6
Skills (house) Athletics +22, Control +20 (+4 to manifest powers on defensive), Knowledge (current events) +1, Meditation +6, Perceive +6, Persuade +3, Read/Write English, Read/Write Japanese, Ride +8, Sneak +10, Speak English, Speak Japanese, Tumble +8, Zen Mastery +6
          Note: Having been raised as human, Kakarot is unique in that he receives the standard skill points normally assigned a human, even though he is biologically saiyan. Ranks for each skill above are listed in parentheses.
Talents (Strong Hero) Improved Melee Smash, Melee Smash
Talents (Martial Artist) Flurry of Blows, Flying Kick, Iron Fist
Talents (Battle Mind) Combat Manifestation, Imprint Being (new feature, see below), Improved Psi-Blade, Psi-Blade, Psychic (Ki) Shield
Power Points 17
Battle Mind Powers Known (3/3/2/1): 0 (10/day)—burst, missive, verve; 1st (1 pt)—combat precognition (+1 insight to Defense), energy blasts (new power, see below), propel (new power, see below); 2nd (3 pts)—combat focus (+4 insight on initiative), combat prescience (+2 insight on attacks); 3rd (5 pts)—spirit bomb (“Genkidama”, new power, see below)
Starting Occupation (core) Adventurer (Move Silently, Ride as permanent class skills; Archaic Weapons Proficiency)
Starting Occupation (house) Adventurer (Ride, Stealth as permanent class skills; Archaic Weapons Proficiency)
Possessions (carried weight 250 lb) Muten Roshi karate gi (specially weighted to keep Goku in peak physical shape; 250 lb.), bag of senzu beans (usually contains 5 beans; eating 1 bean restores 100 hp or 50% of the eater’s hp, whichever is higher, up to their normal maximum; you can only benefit from 1 senzu bean per day)
Wealth Bonus +7

SAIYAN
Species Traits
          Saiyans are a space-faring, warrior race of extraterrestrial bipedal near-humans who are naturally gifted in ki-related powers and abilities and possess prehensile tails with a hidden power. They often fight wearing battle armor and in loose co-affiliated units dispatched for specific mission purposes.
          Saiyans speak Saiyan.
          All saiyan powers are extraordinary in nature unless otherwise noted.
          Ability Modifiers: They receive species bonuses of +16 to Strength, +8 to Dexterity, and +8 to Constitution.
          Size: Medium. As a medium-size creature, saiyans have no special modifiers due to their size.
          Movement: Their base speed is 30 feet.
          Prehensile Tail: Saiyans may hold handheld objects or hang from their 3 to 5-ft long dark, furry tails, as they would a regular upper appendage. They cannot make attacks or use weapons with their tails. Normally, their tails use the same Defense as their bodies, but the tails can be targeted separately and may become amputated if a DC 25 bursting Str check or 10+ slashing damage is dealt to them at one time. If lost, the saiyan suffers 1 point of temporary Con damage, but no permanent hit point or ability score loss. See the “great ape transformation” below for more on the hidden power contained within saiyan tails.
          Naturally Psionic: Saiyans gain 1 bonus power point at 1st level.
          Note: Psionic powers are essentially equivalent to ki powers as depicted in DBZ.
          Deep Well of Power: Once per round as a move action, Saiyans can convert hit points up to their massive damage threshold into power points a number of times per day equal to their Wisdom modifier (5 max).
          Versatile Power: Once per round, saiyans can freely exchange 3 power points for a daily use of ki or spell-like ability, etc., or vice versa.
          Power Resistance: Saiyans have a natural power resistance of 5 + one half their character level. [LA +1/2]
          Repletion (Su): By expending 1 power point, a saiyan does not need to eat or drink for 24 hours.
          Resilience (Su): As an immediate action, a saiyan can reduce the damage he is about to take by 2 hit points for every 1 power point spent.
          Resistance (Su): As an immediate action, a saiyan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of their next turn.
          Great ape transformation (Su): Only saiyans with tails may involuntarily transform into monstrous ape creatures. This transformation to gargantuan size (30 ft tall) occurs only when they are exposed to the light of a full moon (or similar phenomena), and takes 2 rounds to complete. After which, treat the transformed saiyan as normal except: +80 temporary hit points; they gain 2 slam attacks (2d6 base damage) which replaces all other previous attack forms (no weapon use) with an added +8 to hit and +12 to damage (double damage to objects and structures) and on Str checks; -6 to Defense; damage reduction 15/— (except for their tail); face and reach of 20 ft; +20 feet to base speed, half that as a new climb speed; the great ape form is virtually mindless and cannot communicate or use any Int, Wis, or Cha-based skills, no feats, no spell casting or psionics (although great apes are also immune to most spells and psionics), and any non-magical worn clothes or armor is shredded and ruined during the process (the GM may choose to NPC your character). Attacking and severing the tail with a slashing attack (Defense 20, 10 hit points; any damage less than 10 heals immediately) will cause the saiyan to do nothing other than writhe and revert to their original nude form over the course of 2 rounds. Severed tails have an 8% chance to grow back any time the character is frightened or in mortal peril.
          Super saiyan transformation (Su): Only saiyans with the Legend template can transform into super saiyans. Transforming also requires 1+ of the following prerequisites: A) The saiyan must have fewer than half their maximum hit points remaining and succeed on a DC 30 Concentration/Control check; or B) succeed on a DC 30 Concentration/Control check, if the saiyan has transformed before; and C) the saiyan must expend an action point and a full-round action. Upon transforming, the saiyan immediately receives +5 power points or 2 additional ki uses, up to the daily maximum; has all movement rates doubled; receives +5 to Str, Dex, and Con scores; double massive damage threshold; gets Damage Reduction 20/—; and receives 3 temporary hit points per character level (these are always expended first). The saiyan can remain in this form for a number of rounds equal to the current power points plus 3 additional rounds per daily use of ki remaining, at the time of transformation.
          Challenger Rating: +5
          Advancement: By character class.
          Level Adjustment: +6

NEW Feat Kaio-Ken
          You can amplify your ki and increase critical threat range and damage, but not without higher risk.
          Prerequisites: Wis 15+, Improved Combat Martial Arts, Ki, Inner Power, a martial arts style
          Benefit: You can distribute up to your Wis modifier (max +5) to increase your critical hit threat range and/or damage multiplier for a single form of attack. These changes remain until the end of combat or until you have suffered damage equal to your threshold.
          However, increasing either or by more than 1 puts you at risk of greater strain or injury: any saves for half or no damage are instead at disadvantage (roll twice and take the worse result), and any natural 1s on attacks, checks, or saves cause temporary damage equal to your Wis modifier to be distributed among your ability scores, as desired.
          When you take this feat, you gain an additional daily use of Ki.

NEW Signature Martial Arts Maneuver Feat Kamehameha (Shao-Lin [Muten Roshi] Kung Fu)
          You channel your ki into a devastating ki wave beam.
          Prerequisites: Shao-Lin (Muten Roshi) Kung-Fu, Ki, Inner Strength, power points, BAB +8
          Benefit: As a full-round attack and expending a daily use of ki, you can unleash a ki wave beam that deals 8d6 force damage plus 1d6 additional damage per 2 power points spent or per daily use of ki exhausted. Its range increment is 50 feet (500 ft max). As a reaction, when you are aware of the attack and not flat-footed, the ki blast can be used defensively against other beam or ray attacks, negating any damage by the damage it would otherwise deal after expending power points or ki. The ki blast also acts as a free bull rush attempt against creature targets, and the kamehameha receives a +2 Str bonus on the opposed check as if you were charging, plus its effective size is scaled up from medium for every 2d6 of additional damage dice inflicted (up to colossal size at +8d6). This bull rush effect can alternatively be used to propel you backward from the origin and direction of the blast 5 feet for every 5 points by which the Str check beats DC 5.

NEW Class Feature (Battle Mind) Imprint Being [optionally replaces Imprint Tattoo]
          Starting at 2nd level, a Battle Mind can create an imprint of their psionic self onto another willing psionic being, combining their collective power to imbue one of them to greater power levels. An imprint is a single use psionic power that combines both manifesters’ level and psionic points to permit one of them to have access to a given power or boost its strength accordingly. This must be done when both manifesters are within 30 ft of each other, and the Autohypnosis/Control DC for achieving this link is 15 + the psionic power’s level + the higher character’s manifester level.
          The Battle Mind must also expend experience equal to the power level x their manifester level x 15 to achieve the imprint.
          At 5th level, the Battle Mind can imprint two different powers (paying the XP cost for the higher of the two). At 8th level, the Battle Mind can actually metaphysically fuse together with another willing being, creating a single separate psionically powered being where before there were two. In this case, you combine the best aspects of both characters to determine their fusion form.

NEW Psionic Power Energy Blasts
Dexterity [Force]
Level: Battle Mind 1; Display: Visual; Manifestation Time: Free action; Range: See description; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 1
          You can collect psi-blade energy in your hand and throw them each round for as long as you can manifest them. Their range increment is 30 feet (150 ft max). They deal either piercing or force-based damage, your choice.

NEW Psionic Power Propel
Constitution
Level: Battle Mind 1, Telepath 1; Display: Visual; Manifestation Time: Attack action; Range: Personal; Duration: Varies (D); Saving Throw: None; Power Resistance: No; Power Point Cost: 1+ (variable)
          By expending a power point to manifest and then 1 additional at the end of each time interval thereafter to maintain, you are surrounded by a nimbus of color and can fly (good maneuverability) with a speed of 60 feet (240 feet as a “run”). The duration is 1 hour. This power may be manifested at a higher level. If manifested as 2nd level, costing 3 points at first and 1 at each interval, you can fly (perfect maneuverability) at 120 feet for 10 minutes. At 3rd, for 5 pts first and 2 pts later, the fly speed increases to 600 feet, but only for 1 minute. At 4th, for 7 pts and 3 pts, and instead as a move action, you can instantaneously appear 1 mile within sight of your present location each round.

NEW Psionic Power Spirit Bomb
Wisdom
Level: Battle Mind 3; Display: Visual; Manifestation Time: See description; Range: 30 ft.; Effect: Bolt; Duration: Instantaneous; Saving Throw: None; Power Resistance: Yes; Power Point Cost: 5+
          By tapping into the ambient natural background of latent power in your environment, you may collect this energy into a massive hovering spirit ball to throw as a bomb. This requires spending the initial manifesting cost as a full-round action, and then additional full-round actions and power points up to 5 each round thereafter. Keep track of the initial power point cost and the running total each round. You must maintain concentration each round to do so. The spirit ball has a diameter of 10 feet per power point imbued/collected (up to 100 pts for 1,000 feet). For every 10 points contained in the energy ball, it will inflict 1d10 damage and can be launched up to 1,000 feet; this damage cannot be reduced by damage reduction or hardness. Unanchored creatures and objects within 10 miles of the ball’s target/epicenter will be knocked prone. Once the target(s) have taken damage, the ball slowly dissipates over the next 5 rounds, after which all the power points that you used to generate it return to you in full. However, you cannot generate a new spirit ball in the same environment again until 1 week has passed.

Monday, September 12, 2022

Legion of Doom

ALEXANDER “LEX” JOSEPH LUTHOR
Male Human Legendary Strong 3/Smart 6/Charismatic 5/Mastermind* 5; CR 19; LA +1
Medium Humanoid (height 6' 2", weight 210 lb.); Age early 40s
* See Urban Arcana

Init +1; Senses (core) Listen +7, Search +12, Spot +5; Senses (house) Listen/Spot +24, Search +28
Languages English, German, Japanese, Latin, Spanish

Defense 19, touch 19, flat-footed 19 (+1 Dex, +8 class); 28, touch 28, flat-footed 28 (-1 size, +5 Dex, +8 class, +6 equipment, in warsuit); Defensive Martial Arts, Dodge
hp 90 (19 HD), 190 (in warsuit); Mas 12
Fort +9, Ref +8, Will +14; +8 on Fort vs fire/heat in war suit
Action Points 14

Speed 30 ft.
Melee unarmed strike +11/+6 (1d4+2 nonlethal/lethal, 20) or
Melee warsuit slam +18/+13 (1d8+9 bludgeoning, 20) or
Melee by weapon +11/+6
Ranged “Avalanche” energy bolts +14/+9 (10d6 energy, 20, 150 feet) or
Ranged guided energy bolt +15 (10d6 to 16d6 energy, 20, 250 feet) or
Ranged by weapon +11/+6
Space 5 ft. by 5 ft. (10 ft. by 10 ft. in warsuit); Reach 5 ft. (10 ft. in warsuit)
Base Atk +10; Grp +11
Atk Options Power Attack, Two-Weapon Fighting
Special Qualities legend traits (4)

Abilities Str 12 (28 in warsuit), Dex 12 (20 in warsuit), Con 12, Int 22 (18), Wis 17, Cha 18
‘(-)’ indicate original ability scores.
Allegiances himself, money, LexCorp, science, evil, Metropolis; Rep +9; San 72
Feats Aircraft Operation (helicopters), Alien Weapons Proficiency* (from Future), Armor Proficiency (light*, medium*, powered*), Builder, Combat Martial Arts, Defensive Martial Arts, Dodge, Educated (earth and life sciences, physical sciences), Gearhead, Iron Will, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency, Surface Vehicle Operation (powerboat), Two-Weapon Fighting, Windfall (x2)
Bonus feats acquired from the Legend template.
Skills (core) Bluff +21, Climb +6, Computer Use +20, Craft (electronic) +20, Craft (chemical) +15, Craft (mechanical) +20, Decipher Script +15, Demolitions +12, Diplomacy +16, Disable Device +14, Drive +5, Forgery +14, Gamble +9, Gather Information +16, Intimidate +15, Investigate +15, Jump +6, Knowledge (arcane lore) +10, Knowledge (art) +10, Knowledge (business) +18, Knowledge (civics) +11, Knowledge (current events) +19, Knowledge (earth and life sciences) +14, Knowledge (history) +11, Knowledge (physical sciences) +16, Knowledge (streetwise) +11, Knowledge (technology) +16, Knowledge (theology and philosophy) +10, Listen +7, Navigate +8, Perform (keyboards) +8, Pilot +5, Profession (industrialist) +10, Read/Write English, Read/Write German, Read/Write Japanese, Read/Write Latin, Read/Write Spanish, Repair +14, Research +19, Search +12, Sense Motive +18, Speak English, Speak German, Speak Japanese, Speak Latin, Speak Spanish, Spot +5, Swim +6, Treat Injury +5
Skills (house) Athletics +14, Computer Use +22, Craft (electronic) +22, Craft (chemical) +15, Craft (mechanical) +22, Deduce +28, Demolitions +12, Disable Device +15, Drive +5, Forgery +14, Gamble +9, Gather Information +16, Knowledge (arcane lore) +10, Knowledge (art) +10, Knowledge (business) +18, Knowledge (civics) +11, Knowledge (current events) +22, Knowledge (earth and life sciences) +16, Knowledge (history) +11, Knowledge (physical sciences) +18, Knowledge (streetwise) +12, Knowledge (technology) +18, Knowledge (theology and philosophy) +10, Navigate +8, Perceive +24, Perform (keyboards) +8, Persuade +26, Pilot +5, Profession (industrialist) +10, Read/Write English, Read/Write German, Read/Write Japanese, Read/Write Latin, Read/Write Spanish, Repair +16, Research +22, Speak English, Speak German, Speak Japanese, Speak Latin, Speak Spanish, Treat Injury +5
Talents (Strong) Extreme Effort, Melee Smash
Talents (Smart) Exploit Weakness, Savant (Knowledge [current events]), Savant (Research)
Talents (Charismatic) Captivate (DC 19), Charm (females), Favor
Talents (Mastermind) Equipment Connections, Exceptional Minions, Imposing Reputation, Minions, Plan X, Uncanny Dodge 1
Starting Occupation Entrepreneur (Bluff as permanent class skill, +1 on Knowledge [business])
Possessions (carried weight 3 lb.) formal outfit (business suit; 3 lb.)
Wealth Bonus +21 (LexCorp +45)

Luthor’s Warsuit
Large Heavy Assault Mecha (PL 6)
PDC: 46
Features: +16 equipment bonus to Str (bonus +8 from booster mod), +8 equipment bonus to Dexterity (mod), -1 on attacks/Defense, +100 bonus hit points, -4 on Hide, slam attack 1d8 base, move/fly 30 feet (poor maneuverability), reach 10 feet
Equipment Slots (10 total): 1 helmet, 1 back, 1 each left/right arm, 1 each left/right hand, 1 shoulders, 1 torso, 1 boots, 1 bonus (right leg)
Armor: Heat diffusing armor (PL 6) adds +6 equipment bonus to Defense, -5 armor check penalty, +8 equipment bonus on all saves vs fire/heat; PDC 34
Modifications: Maneuvering Thrusters (improves maneuverability 1 step; PL 6, 2 slots: torso, boots; PDC 21), Laser Painter (provides range increment 100 feet, ranged touch attack at 1,000 feet against single target; PL 6, 1 slot: helmet), Sensor Baffler (-10 on Computer Use checks to use sensors against the mecha; PL 6, 1 slot: back), SatCom (mecha sensors boosted to 1,000 miles; PL 6, 1 slot: shoulders), “Avalanche” Variable Charge Energy Weapon (10d6 base energy damage, range increment 150 feet, full round to charge adds +2d6 damage [max charge 3]; PL 7, 2 slots: l/r hand, PDC 26), Nuclear Power Core (+1 bonus slot: right leg, PDC 21), Dexterity Booster (+8 equipment bonus to Dex; PDC 19, 1 slot: right leg), Strength Booster (+8 equipment bonus to Str; PDC 17, 2 slots: l/r arm)

DEATHSTROKE, “THE TERMINATOR,” SLADE JOSEPH WILSON
Male Human Legendary Strong 3/Fast 3/Smart 3/Dedicated 1/Soldier 9/Tracer* 5; CR 25; LA +2
Medium Humanoid (height 6' 4", weight 225 lb.); Age mid-40s
* See Future

Init +11; Senses (core) Listen +11, Search +9, Spot +10; Senses (house) Listen/Spot +28, Search +15
Languages English, Hindi, Italian, Japanese, Latin (read/write only), Mandarin, Russian, Spanish

Defense 33, touch 31, flat-footed 33; Defensive Martial Arts (+5 Dex, +16 class, +2 equip)
hp 240 (24 HD); Mas 21
Fort +15, Ref +19, Will +12
Action Points 18

Speed 40 ft.
Melee unarmed strike +24/+19/+14/+9 (1d6+8 lethal/nonlethal, 19-20) or
Melee ballistic staff +25/+20/+15/+10 (1d6+15 bludgeoning, 19-20) or
Melee ballistic staff +23/+18/+13/+8 (1d6+12 bludgeoning, 19-20) and
Melee ballistic staff +23 (1d6+9, two-weapon) or
Melee katana +25/+20/+15/+10 (2d6+8 slashing, 19-20) or
Melee katana +25/+20/+15/+10 (2d6+11 slashing, 19-20, two-handed) or
Melee by weapon +23/+18/+13/+8
Ranged ballistic staff +22 (2d10 ballistic, 19-20, S, 30 ft., 1 cyl.) or
Ranged sniper rifle +23 (2d10 ballistic, 20, S, 5 box) or
Ranged assault rifle +22/+17/+12/+7 (2d8 ballistic, 20, S/A, 30 box) or
Ranged by weapon +22/+17/+12/+7
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +17; Grp +24
Atk Options Blind-Fight, Burst Fire, Combat Expertise, Double Tap, Improved Feint, Point Blank Shot, Streetfighting, Swift Strike +2d6, Tactical Aid, Two-Weapon Fighting
Special Qualities enhanced Str, Dex, Con & Int (+3 each), legend traits (5)

Abilities Str 23 (18), Dex 20 (15), Con 21 (17), Int 18 (15), Wis 17 (16), Cha 10
‘(-)’ indicate original ability scores.
Allegiances the hit, the Society, law, his family, evil; Rep +9; San 67
Feats Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (light), Blind-Fight, Brawl, Burst Fire*, Combat Expertise, Combat Martial Arts, Defensive Martial Arts, Double Tap, Exotic Melee Weapon Proficiency (katana), Improved Combat Martial Arts, Improved Feint*, Improved Initiative, Lightning Reflexes*, Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Simple Weapons Proficiency, Streetfighting, Track, Two-Weapon Fighting*, Urban Tracking, Weapon Focus (katana)*, Weapon Focus (sniper rifle)
* Bonus feats acquired from the Legend template.
Skills (core) Balance +12, Bluff +6, Climb +16, Computer Use +11, Demolitions +14, Disable Device +12, Disguise +5, Drive +13, Escape Artist +13, Gather Information +10, Hide +13, Intimidate +13, Investigate +11, Jump +14, Knowledge (current events) +9, Knowledge (history) +8, Knowledge (streetwise) +15, Knowledge (tactics) +19, Knowledge (technology) +11, Listen +11, Move Silently +13, Navigate +11, Pilot +11, Read/Write English, Read/Write Hindi, Read/Write Italian, Read/Write Japanese, Read/Write Latin, Read/Write Mandarin, Read/Write Russian, Read/Write Spanish, Repair +5, Research +9, Search +9, Sense Motive +16, Speak English, Speak Hindi, Speak Italian, Speak Japanese, Speak Mandarin, Speak Russian, Speak Spanish, Spot +10, Survival +9, Swim +12, Treat Injury +5, Tumble +11
Skills (house) Athletics +30, Computer Use +11, Control +12, Deduce +15, Demolitions +14, Disable Device +12, Disguise +5, Drive +13, Escape Artist +13, Gather Information +10, Knowledge (current events) +9, Knowledge (history) +8, Knowledge (streetwise) +15, Knowledge (tactics) +19, Knowledge (technology) +11, Navigate +11, Perceive +28, Persuade +19, Pilot +11, Read/Write English, Read/Write Hindi, Read/Write Italian, Read/Write Japanese, Read/Write Latin, Read/Write Mandarin, Read/Write Russian, Read/Write Spanish, Repair +5, Research +9, Sneak +21, Speak English, Speak Hindi, Speak Italian, Speak Japanese, Speak Mandarin, Speak Russian, Speak Spanish, Survival +9, Treat Injury +5, Tumble +11
Talents (Strong) Improved Melee Smash, Melee Smash
Talents (Fast) Improved Increase Speed, Increase Speed
Talents (Smart) Plan, Savant (Knowledge [tactics])
Talents (Dedicated) Skill Emphasis (Sense Motive)
Talents (Soldier) Greater Weapon Specialization (staff), Improved Critical (staff), Improved Reaction, Tactical Aid, Weapon Focus (staff), Weapon Specialization (staff)
Talents (Tracer) Swift Strike +2d6, Target Species (human), Uncanny Stealth (full speed), Urban Tracking
Starting Occupation Military (Knowledge [tactics], Survival as permanent class skills; Personal Firearms Proficiency)
Possessions (carried weight 36 lb.) mastercraft [+1] ballistic staff (forged from promethium so its hit points and hardness are triple that or normal; fires a single shot ballistic blast; 4 lb.), mastercraft [+1] katana (6 lb.), sniper rifle (16 lb.), assault rifle (8 lb.), promethium armor (equal to light undercover shirt; the armor is poisonous to anyone without a Con score of 20+, and its hardness and hit points are triple that of normal; 2 lb.), various personal items
Wealth Bonus +18

Wednesday, October 21, 2020

Time Travelers

35 years ago, Marty and Doc arrived at a time in their future which was precisely 5 years ago today. Whoa, that's heavy.

MARTIN “MARTY” SEAMUS MCFLY 
(circa Back to the Future, 1985)
Male Human Fast Ordinary 1/Tough Ordinary 1/Charismatic Hero 1; CR 2
Medium-size Humanoid (height 5’ 4”, weight 123 lb.); Age 17

Init +2; Senses (core) Listen +0, Search +0, Spot +0; Senses (house) Listen/Spot +0, Search +0
Languages English

Defense (core) 16, touch 16, flat-footed 14; Defense (house) 16, touch 13, flat-footed 14; (+2 Dex, +4 class)
hp 17 (3 HD); Mas 13
Fort +3, Ref +4, Will +0
Action Points 6

Speed 30 ft.
Melee unarmed strike +1 (1d6 nonlethal, 20) or
Melee by weapon +0
Ranged by weapon +2
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +0; Grp +0
Atk Options Heroic Surge (1/day)
Special Qualities none

Abilities Str 10, Dex 14, Con 13, Int 11, Wis 11, Cha 15
Allegiances his family, Jennifer Parker, Doc Brown, good, chaos; Rep +2; San 54
Feats Brawl, Creative, Deceptive, Heroic Surge, Simple Weapons Proficiency
Flaws Chicken Complex (Marty can’t help himself when someone calls him “chicken” or directly challenges his bravery. When another character calls Marty out like this, he must succeed on a DC 20 Will save or be compelled to meet the challenge head-on, regardless of any apparent danger[s] to himself or others.)—Bonus feat: Brawl
Skills (core) Balance +8, Bluff +7, Computer Use +1, Diplomacy +4, Disguise +5, Drive +4, Gamble +1, Hide +4, Knowledge (popular culture) +3, Knowledge (streetwise) +2, Move Silently +4, Perform (sing) +7, Perform (string instruments) +9, Read/Write English, Speak English, Swim +1
Skills (house) Athletics +1, Control +8, Computer Use +1, Disguise +5, Drive +4, Gamble +1, Knowledge (popular culture) +3, Knowledge (streetwise) +2, Perform (sing) +7, Perform (string instruments) +9, Persuade +5 (+3 on Bluff, +1 on Diplomacy), Read/Write English, Sneak +6, Speak English
Talents (Charismatic Hero) Fast-Talk
Starting Occupation Student (Computer Use, Perform [string instruments] as permanent class skills, +1 on Knowledge [popular culture])
Possessions (carried weight 7 lb.) casual outfit (t-shirt & jeans; 2 lb.), outdoor vest (1 lb.), windbreaker (1 lb.), skateboard (+10/20 feet of move on level/downward sloping ground, Balance DC 15 to perform tricks; 3 lb.)
Wealth Bonus +3

Dr. “DOC” EMMETT LATHROP BROWN, PhD
(circa Back to the Future, 1985)
Male Human Smart Ordinary 2/Dedicated Ordinary 1/Smart Hero 3/Techie 3/Engineer 2; CR 10
Medium-size Humanoid (height 6’, weight 165 lb.); Age 65

Init -1; Senses (core) Listen +1, Search +12, Spot +8; Senses (house) Listen/Spot +8, Search +17
Languages English

Defense (core) 15, touch 15, flat-footed 15; Defense (house) 15, touch 10, flat-footed 15; (-1 Dex, +6 class)
hp 41 (11 HD); Mas 10
Fort +5, Ref +4, Will +7
Action Points 9

Speed 30 ft.
Melee unarmed strike +3 (1d3-1 nonlethal, 20) or
Melee by weapon +3
Ranged Colt SAA revolver +3 (2d6-1 ballistic, 20, 30 ft, S, 6 cyl) or
Ranged by weapon +3
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +4; Grp +3
Atk Options none
Special Qualities none

Abilities Str 8 (11), Dex 8 (11), Con 10 (13), Int 20 (16), Wis 12 (10), Cha 12 (10)
'(-)' indicate original ability scores.
          Note: Doc has age penalties and bonuses due to old age.
Allegiances time travel, science, good, Marty McFly, chaos; Rep +5; San 47
Feats Aircraft Operation (helicopters), Builder, Cautious, Educated (history, physical sciences), Gearhead, Far Shot, Personal Firearms Proficiency, Simple Weapons Proficiency, Vehicle Expert
Skills (core) Bluff +8, Computer Use +20, Craft (electronic) +21, Craft (mechanical) +18, Demolitions +13, Disable Device +15, Drive +6, Forgery +10, Investigate +10, Knowledge (business) +9, Knowledge (current events) +11, Knowledge (history) +17, Knowledge (physical sciences) +24, Knowledge (popular culture) +10, Knowledge (technology) +20, Navigate +11, Pilot +5, Read/Write English, Repair +20 (+2 when jury-rigging), Research +17, Search +12, Speak English, Spot +8
Skills (house) Computer Use +20, Craft (electronic) +21, Craft (mechanical) +18, Deduce +17, Demolitions +13, Disable Device +15, Drive +6, Forgery +10, Knowledge (business) +9, Knowledge (current events) +11, Knowledge (history) +17, Knowledge (physical sciences) +24, Knowledge (popular culture) +10, Knowledge (technology) +20, Navigate +11, Perceive +8, Persuade +8, Pilot +5, Read/Write English, Repair +20 (+2 when jury-rigging), Research +17, Speak English
Talents (Smart Hero) Plan, Savant (Knowledge [physical sciences])
Talents (Techie) Extreme Machine, Jury-rig +2
Talents (Engineer) Improve Kit (+1), Quick Craft, Superior Repair
Starting Occupation Entrepreneur (Bluff as permanent class skill, +1 on Knowledge [technology])
Possessions (carried weight 21 lb.) casual outfit (2 lb.), lab coat (2 lb.), eye-goggles, aluminum travel case (w/spare plutonium rods; 10-lb capacity; 11 lb.), Colt SAA revolver (3 lb.), standard binoculars (2 lb.), professional walkie-talkie (1 lb.)
Wealth Bonus +9

Vehicle “The Time Machine” (1981 DMC-12 DeLorean)
Crew: 1; Pass: 1; Cargo: 150 lb.; Init: -2; Man: -3; Speed: 190 (19); Def: 9; Hard: 5; hp: 30; Size: L; Purchase DC: n/a (46); Res: Lic (+1)
Accessories: Doc’s Time Machine features several components unique to it. Foremost is the flux capacitor, a rectangular compartment housing three Geissler-style tubes in a Y-shape, which is what makes time travel possible. Time circuits are computer installed in the dash and behind the gearbox that coordinate the unit’s flux dispersal and allow for keyboard input from the driver/passenger. The car’s stainless steel body improves the rate of flux dispersal achieved when the car hits 88 mph. Aside from the standard internal combustion engine and drive train, the Time Machine also has a plutonium powered nuclear fission reactor that is required to generate the power output (1.21 gigawatts) to energize the flux capacitor. The Time Machine is also outfitted with rear louvers to help cool the reactor, a Roentgen meter to measure current plutonium levels, and a digital speedometer. All of these additions consequently impose an added -1 penalty on the car’s maneuverability; also, there is no standard air conditioning nor stereo installed in the Time Machine.

New Vehicle 1981 DMC-12 DeLorean (mid-luxury sports car)
Crew: 1; Pass: 1; Cargo: 150 lb.; Init: -2; Man: -2; Speed: 190 (19); Def: 9; Hard: 5; hp: 30; Size: L; Purchase DC: 31; Res: Lic (+1)

The DeLorean is a compact 2-door (gull wing design) sports car with a distinctive low carriage and stainless steel body, powered by a 6-cylinder rear-wheel driven engine and a 5-speed manual transmission. Interior cargo space is limited, but the hood trunk can also hold items. The DeLorean is 2 squares wide and 3 squares long.

Friday, July 31, 2020

"The Little Dragon"

My d20 write-up of the world's most famous martial artist in his most famous role: Bruce Lee.

LEE (from Enter the Dragon, circa 1973)
Male Human Legendary Strong Hero 2/Fast Hero 2/Martial Arts Master* 10/Contemplative Master* 4; LA +1; CR 18
Medium-size Humanoid (height 5’ 7”, weight 136 lb.); Age 32

* See Blood and Fists

Init +5; Senses (core) Listen +10, Search +1, Spot +3; Senses (house) Listen/Spot +15, Search +1
Languages Cantonese, English

Defense (core) 31, touch 31, flat-footed 31 (+5 Dex, +16 class); Defense (house) 31, touch 23, flat-footed 31 (+5 Dex, +16 class)
hp 133 (18 HD); Mas 16
Fort +13, Ref +18, Will +10
Action Points 13

Speed 35 ft.
Melee unarmed strike +21/+16/+11/+6 (1d4+3 lethal/nonlethal, 20) or
Melee punch +22/+17/+12/+7 (1d6+3, 20) or
Melee punch w/short power +20 (2d6+4, 20) and/or
Melee jab +24/+19/+14/+9 (1d6+3, 20) or
Melee jab w/short power +22 (2d6+4, 20), and/or
Melee kick +22/+17/+12/+7 (1d8+3, 20) or
Melee circle kick +22/+17/+12/+7 (1d10+3, 20), or
Melee jump kick +22 (1d10+7, 20) and/or
Melee flying kick +22 (1d12+14, 20) or
Melee leg sweep +22 (1d8+3 plus trip, 20) and/or
Melee nunchaku +22/+17/+12/+7 (1d6+7 bludgeoning, 19-20) or
Melee by weapon +18/+13/+8/+3
Ranged by weapon +21/+16/+11/+6
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +16; Grp +18
Atk Options Block, Circle Kick, Counterstrike, Disarm Block, feint as move action, Flying Kick, grapple attacks (no AoO), Hypnotic Gestures (2d4 HD), Improved Block, Jab, Jump Kick, Ki, Leg Sweep, Short Power, trip attacks (no AoO)
Special Qualities inner strength, ki (3/day), legend (2)

Abilities Str 14 (13), Dex 20 (18), Con 16 (15), Int 13, Wis 17 (16), Cha 14
'(-)' indicate original ability scores.
Allegiances “No way as way,” his family, good, the Shao Lin temple; Rep +4; San 82
Feats Archaic Weapons Proficiency, Block, Boxing, Circle Kick, Combat Martial Arts, Combat Reflexes, Counterstrike, Disarm Block, Flying Kick**, Hypnotic Gestures**, Improved Block, Jab, Jeet Kune Do, Jump Kick, Ki, Leg Sweep, One Inch Punch, Short Power, Simple Weapons Proficiency, Wing Chun, Weapon Finesse (nunchaku)
** Bonus feats from the Legend template.
Skills (core) Balance +12, Bluff +10, Climb +9, Concentration +6, Escape Artist +6, Hide +12 (+2 on Hide in at least one-quarter concealment), Intimidate +10, Jump +24, Knowledge (current events) +3, Knowledge (popular culture) +2, Knowledge (philosophy) +7, Listen +10, Meditation +10, Move Silently +12, Read/Write Cantonese, Read/Write English, Sense Motive +8, Speak Cantonese, Speak English, Swim +4, Tumble +14
Skills (house) Athletics +23 (+1 on Climb, +2 on Jump), Control +19 (+1 on Balance), Escape Artist +6, Knowledge (current events) +4, Knowledge (popular culture) +3, Knowledge (philosophy) +10, Perceive +15, Persuade +18, Read/Write Cantonese, Read/Write English, Sneak +15 (+2 on Hide, Move Silently, +4 on Hide in at least one-quarter concealment), Speak Cantonese, Speak English, Tumble +16
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Increased Speed
Talents (Martial Arts Master) Hard Punch 1, Hard Kick 1, Hard Kick 2, Weapon Mastery 1 (nunchaku), Weapon Mastery 2
Talents (Contemplative Master) Acrobatics Mastery, Shadow Mastery
Starting Occupation (core) Athlete (Balance, Tumble as permanent class skills, +1 on Jump; Archaic Weapons Proficiency)
Starting Occupation (house) Athlete (Control, Tumble as permanent class skills, +1 on Jump; Archaic Weapons Proficiency)
Possessions (carried weight 8 lb.) black sneak suit (provides +2 on Hide in at least one-quarter concealment; 2 lb.), climbing rope (50 ft.; knotted to reduce Climb DC; 4 lb.), nunchaku (2 lb.)
Wealth Bonus +6

Sunday, December 1, 2019

MacGyver

Another legend from the 80s/90s that I loved to watch comes to d20! (BTW, there is only one MacGyver. Cue that iconic theme!)

ANGUS “MAC” MACGYVER
(circa MacGyver, Season 4, 1988)
Male Human Legendary Fast Hero 2/Smart Hero 3/Engineer* 10/Infiltrator 4; CR 20; LA +1
Medium-size Humanoid (height 6’ 1”, weight 171 lb.); Age 37
* See d20 Future

Init +3; Senses (core) Listen +3, Search +15, Spot +7; Senses (house) Listen/Spot +13, Search +20
Languages English, French, German, Italian, Russian, Sign, Spanish

Defense (core) 25, touch 25, flat-footed 22; Defense (house) 25, touch 15, flat-footed 22; Dodge (+3 Dex, +11 class, +1 equip)
hp 94 (19 HD); Mas 12
Fort +8 (+4 vs hot/cold environments, suffocation/drowning), Ref +15, Will +9
Action Points 17

Speed 30 ft. (x5)
Melee unarmed strike +12 (1d3+1 nonlethal, 20) or
Melee by weapon +12
Ranged by weapon +14
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +11; Grp +12
Atk Options Combat Expertise
Special Qualities Legend (4)

Abilities Str 12, Dex 16 (15), Con 12, Int 20 (18), Wis 16 (15), Cha 14
'(-)' indicate original ability scores.
Allegiances Good, Law, the Phoenix Foundation; Rep +8; San 75
Feats Action Boost (from Future), Aircraft Operation (helicopter), Attentive, Builder, Cautious, Combat Expertise, Dodge, Educated (earth and life sciences, physical sciences), Endurance, Focused, Gearhead, Jack of All Trades (from Future), Nimble**, Personal Firearms Proficiency, Run**, Salvage (from Future), Simple Weapons Proficiency, Surface Vehicle Operation (powerboat, sailboat), Track, Trustworthy**, Vehicle Expert**
** Bonus feats acquired from the legend template.
Skills (core) Balance +7, Climb +5, Computer Use +15, Concentration +6, Craft (electrical) +19, Craft (mechanical) +23, Craft (structural) +17, Demolitions +19, Disguise +7, Disable Device +19, Drive +10, Escape Artist +12, Hide +9, Investigate +17 (10), Jump +6 (+2 when running), Knowledge (current events) +10, Knowledge (earth and life sciences) +13, Knowledge (physical sciences) +26, Knowledge (popular culture) +9, Knowledge (streetwise) +11, Knowledge (technology) +20, Knowledge (theology and philosophy) +9, Move Silently +9, Navigate +13, Pilot +10, Read/Write English, Read/Write French, Read/Write German, Read/Write Italian, Read/Write Russian, Read/Write Sign, Read/Write Spanish, Repair +23, Search +15, Sense Motive +10, Sleight of Hand +13, Speak English, Speak French, Speak German, Speak Italian, Speak Russian, Speak Spanish, Spot +7 (+4 when sweeping), Survival +10, Swim +6 (+4 to avoid becoming fatigued), Tumble +7
Skills (house) Athletics +12 (+2 on Jump when running, +4 on Swim to avoid becoming fatigued), Computer Use +15, Control +11, Craft (electrical) +19, Craft (mechanical) +23, Craft (structural) +17, Deduce +20 (+2 on Investigate), Demolitions +19, Disguise +7, Disable Device +19, Drive +10, Escape Artist +12, Knowledge (current events) +10, Knowledge (earth and life sciences) +13, Knowledge (physical sciences) +26, Knowledge (popular culture) +9, Knowledge (streetwise) +11, Knowledge (technology) +20, Knowledge (theology and philosophy) +9, Navigate +13, Pilot +10, Read/Write English, Read/Write French, Read/Write German, Read/Write Italian, Read/Write Russian, Read/Write Sign, Read/Write Spanish, Repair +23, Perceive +13 (+2 on Sense Motive, +4 on Spot to sweep), Sneak +18 (+2 on Sleight of Hand), Speak English, Speak French, Speak German, Speak Italian, Speak Russian, Speak Spanish, Survival +20, Tumble +8
Talents (Fast Hero) Evasion
Talents (Smart Hero) Plan, Savant (Knowledge [physical sciences])
Talents (Engineer) Craft XP Reserve (800), Improve Kit (+3), Quick Craft, Quick Fix, Reconfigure Weapon, Sabotage, Superior Repair, Unflustered, Weapon Upgrade
Talents (Infiltrator) Improved Evasion, Improvised Implements, Sweep
Starting Occupation Military (+1 on Demolitions, Survival as permanent class skill; Personal Firearms Proficiency)
Possessions (carried weight 4 lb.) leather jacket (4 lb.), Swiss Army knife, multi-timezone wristwatch (includes compass), chewing gum
Wealth Bonus +14

Tuesday, November 26, 2019

My Gamemaster's Card

Kind of like a baseball card, detailing a player's career stats to-date. Except these detail my time as a gamemaster/Dungeon Master. My totals are AT LEAST as follows (complete with its own set of obnoxiously oblique stat acronyms):

S 234
H 1,433*
Avg 6.12
Pre 1,926
PR 63
M:F 17:4
WCF 2
CharS 100
CharK 10
TPKs 1 (5)
KR 10:100 (10%)
YA 26 (1996-2003; '05-'11; '13-'15; '17-'21; '23-)
DA 932
CamS 12
CamC 9
CamCR .750
SysR 11
SetR 9
HPD ~3.6 hr/day
* Includes four 4-hr "professional" sessions at GenCon 2019.

Index
S: Sessions
H: Hours
Avg: Average Session Length (in hours)
Pre: Hours spent prepping
PR: Players Recruited
M:F: Male to female ratio (of players recruited)
WCF: Wedded Couples Formed (confirmed only)
CharS: Player Characters Started
CharK: Player Characters Killed
TPKs: Total Party Kills (# of dead characters)
KR: Player Character Kill Ratio (Killed:Started; chance of death)
YA: Years Active (excluding years when no sessions were completed)
DA: Days Active (spent preparing or playing)
CamS: Campaigns Started
CamC: Campaigns Completed
CamRoC: Campaign Completion Rate
SysR: Systems Run (Palladium, AD&D 2e, West End Games' Mastersystem & D6, D&D 3e/3.xe, Shadowrun 2e/3e, Star Wars d20/RCR/SAGA, Pathfinder 1e, D&D 5e, d20 Modern)
SetR: Settings Run (TMNT, homebrew, World of Indiana Jones, DragonLance, Ravenloft, Forgotten Realms, Shadowrun, Star Wars, Pure Steam)
HPD: Hours Per Day (hours + prep / days active)

Last Updated: 8/7/25

Sunday, September 1, 2019

NYC's Very Own Boys in Gray

The Ghostbusters (and Slimer) get the d20 treatment.

Dr. RAYMOND “RAY” FRANCIS STANTZ, PhD
(circa Ghostbusters, 1984)
Male Human Smart Ordinary 3/Dedicated Ordinary 1/Fast Hero 1/Smart Hero 1/Field Scientist 2; CR 7
Medium-size Humanoid (height 6’ 1”, weight 220 lb.); Age 25

Init +0; Senses (core) Listen +3, Search +6, Spot +3; Senses (house) Listen/Spot +7, Search +14
Languages Akkadian (read/write only), Ancient Greek (read/write only), Ancient Hebrew (read/write only), English, Latin (read/write only), Sign

Defense (core) 19, touch 19, flat-footed 16; Defense (house) 19, touch 14, flat-footed 16; (+3 Int, +6 class)
hp 36 (8 HD); Mas 13
Fort +5, Ref +4, Will +2
Action Points 9

Speed 30 ft.
Melee unarmed strike +3 (1d3 nonlethal, 20) or
Melee by weapon +3
Ranged (touch) proton stream +1* (2d8 fire and force, 20, 30 ft.) or
Ranged (touch) proton stream grab +1* (grapple, 30 ft.) or
Ranged by weapon +3
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +3; Grp +3
Atk Options none
Special Qualities none
* Ray only takes a -2 non-proficiency penalty because he co-invented the proton packs.

Abilities Str 11, Dex 10, Con 13 (12), Int 16 (15), Wis 9, Cha 14
'(-)' indicate original ability scores.
Allegiances the Ghostbusters, paranormal studies, good, NYC; Rep +3; San 46
Feats Gearhead, Open Minded (see Dark*Matter), Simple Weapons Proficiency, Studious, Surface Vehicle Operation (powerboat)
Skills (core) Computer Use +12, Craft (electronic) +11, Craft (mechanical) +9, Decipher Script +10, Disable Device +6, Drive +2, Investigate +8, Knowledge (arcane lore) +14, Knowledge (behavioral sciences) +6, Knowledge (current events) +8, Knowledge (earth and life sciences) +8, Knowledge (history) +9, Knowledge (physical sciences) +10, Knowledge (popular culture) +6, Knowledge (streetwise) +5, Knowledge (technology) +8, Knowledge (theology and philosophy) +7, Listen +3, Navigate +5, Pilot +2, Read/Write Akkadian, Read/Write Ancient Greek, Read/Write Ancient Hebrew, Read/Write English, Read/Write Latin, Read/Write Sign, Repair +11, Research +14, Search +6, Speak English, Spot +3
Skills (house) Computer Use +12, Craft (electronic) +12, Craft (mechanical) +10, Deduce +13 (+2 on Decipher Script), Disable Device +6, Drive +2, Knowledge (arcane lore) +15, Knowledge (behavioral sciences) +6, Knowledge (current events) +8, Knowledge (earth and life sciences) +8, Knowledge (history) +9, Knowledge (physical sciences) +10, Knowledge (popular culture) +6, Knowledge (streetwise) +5, Knowledge (technology) +8, Knowledge (theology and philosophy) +7, Navigate +5, Perceive +7, Pilot +2, Read/Write Akkadian, Read/Write Ancient Greek, Read/Write Ancient Hebrew, Read/Write English, Read/Write Latin, Read/Write Sign, Repair +11, Research +14, Speak English
Talents (Fast Hero) Evasion
Talents (Smart Hero) Savant (Knowledge [arcane lore])
Talents (Field Scientist) Scientific Improvisation, Smart Defense
Starting Occupation Paranormalist (+1 on Knowledge [arcane lore], Research; see Dark*Matter)
Possessions (carried weight 42 lb.) uniform (jumpsuit; 2 lb.), proton pack (see below; 30 lb.), ghost trap (see below; 5 lb.), PKE meter (see below; 1 lb.), paragoggles (as night vision goggles, except they grant the wearer a chance to see incorporeal creatures with a special +4 equipment bonus on Spot checks when checking for them only; 3 lb.), walkie-talkie (1 lb.), various personal items
Wealth Bonus +11

NEW Equipment Proton Pack [unique item]
Designed and built by Stantz and Spengler, the proton pack is a backpack-like wearable gadget with an attached particle thrower (“neutrona wand”)—vaguely resembling a flamethrower. Before use, a proton pack must be powered up, which takes a full round. The nuclear accelerator housed in the pack charges ambient proton particles which can be emitted through the thrower as a beam of erratic orange energy wreathed in streams of purple-pink. Attacks made with the proton stream require a successful ranged touch attack roll. Anything the stream touches takes 2d8 fire and force damage (thus anything immune to fire effects still takes half from the force effects, and vice versa). Any creature or object that takes damage from the stream may be “wrangled” with a successful grapple check as a reaction. You gain a special +2 bonus on grapple checks if the stream deals damage equal to or greater than the creature’s massive damage threshold, or the creature’s current hit points are less than one-quarter (25%) their maximum. Any creature or object thus wrangled is considered grappled, and you may use the “damage your opponent” action to instead move the creature or object a number of feet equal to the damage rolled (though no actual damage is dealt that round).

Proton packs consume no ammunition (technically, they have a power pack, the half-life of which is ~5000 years), but must be recharged in a wall socket each day for 2 hours between periods of use. Building your own proton pack requires a successful DC 22 purchase check, a DC 20 Craft (mechanical) check and a DC 30 Craft (electronic) check, and 60 hours work. Succeeding on the mechanical check grants a +2 competence bonus on the electronic check. Proton packs weigh 30 lb.

Note: Wielding this device without penalty requires the Exotic Firearms Proficiency (proton stream) feat, though Personal Firearms Proficiency reduces the non-proficiency penalty to -2.

Object           Size      Wt      Purchase DC      Restriction      Dmg      Type           Rng      Crit
Proton Pack    L           30 lb.  — (26)               Illegal (+4)       2d8       Fire/Force   30 ft.    20

NEW Equipment Ghost Trap
Designed by Stantz and Spengler, a ghost trap is a small box-rectangular gadget that can act as a temporary containment device for captured ghosts. It is fitted with small wheels on the bottom, and can be rolled up to 20 feet away from you with a move action. It is activated using a cable-attached foot switch as an attack action. An activated ghost trap immediately opens a 15-ft cone of effect directly upward from its position. Any creature with the incorporeal subtype that is pinned over an opened trap’s cone effect will be sucked inside and effectively trapped, completely immobilizing and neutralizing it against escape. Grapple checks using a proton stream within the 15-ft cone of the trap receive a +2 circumstance bonus. The trap has no overt effect against corporeal creatures, though staring at an opened trap for 30 seconds or longer risks permanent blindness unless a DC 20 Fortitude save is made.

Ghost traps can hold up to 10 HD of creatures. Traps are reusable, but if full they must either be emptied into a proper containment system or be opened again, which will naturally release the ghost into the environment in a hostile state. Building your own ghost trap requires a successful DC 16 purchase check, a DC 15 Craft (electronic) check and a DC 25 Craft (mechanical) check, and 24 hours work. Succeeding on the electronic check grants a +2 competence bonus on the mechanical check. Traps weigh 5 lb. and are colored in a hazard pattern (alternating yellow and black stripes).

NEW Equipment PKE Meter
Many types of paranormal entities give off an energy similar to that of psionic emissions. The Psychokinetic Energy Meter, which is a tiny hand-held device about the size of a walkie-talkie, is able to detect these emissions. Abberations, constructs, elementals, fey, magical beasts, oozes, outsiders, and undead may all be detectable by their PKE signatures. When active, the PKE Meter will flash, blink, and wave its antennae in the general direction (in front of, behind, left of, or right of you) if a creature belonging to one of these types is within 60 feet of the device. Every additional 60 feet away from the device increases any requisite DC by 5 (see below). Generally, PKE signatures radiate out in all directions, ignoring most barriers such as man-made walls or pavement. Especially dense obstacles (a solid rock face, fallout shelter), or places full of competing radiation sources (massive satellite dish, nuclear power plant, etc.) may block signals entirely. Furthermore, the PKE Meter will only operate at normal efficiency for up to 10 rounds in any given location (though these rounds need not be consecutive) before the PKE background levels or some other radiological energy interferes with the sensitive device. You must make a Computer Use check (typically DC 10, 15, or 20, depending on relative power and rarity) to identify what is being detected. Succeeding on the check by 5+ may also grant you more information on the entity detected.

Building your own PKE Meter requires a successful DC 16 purchase check, a DC 25 Craft (electronic) check, and 24 hours work. The device runs on batteries that last for a month and can be replaced with a DC 5 purchase check. It weighs 1 lb.

Vehicle “Ecto-1” (converted 1959 Cadillac Fleetwood mounted with Futura Ambulance/Hearse Combination)
Crew: 2; Pass: 3; Cargo: 1,000 lb.; Init: -3; Man: -3; Speed: 165 (16); Def: 8; Hard: 5; hp: 32; Size: H; Purchase DC: 30; Res: Res (+2)
          Accessories: Ecto-1’s ambulance/hearse conversion extends the length of the base model to 6 squares, and allows for extra storage space on roller racks that must be ratcheted into place by a second crew member. The car holds a full team supplement of proton packs (4), paragoggles (4), PKE Meters (4), and a slew of traps (up to 12).

NEW Vehicle 1959 Cadillac Fleetwood (full-size sedan)
Crew: 1; Pass: 4; Cargo: 600 lb.; Init: -2; Man: -2; Speed: 185 (18); Def: 8; Hard: 5; hp: 34; Size: H; Purchase DC: 28; Res: Lic (+1)

The Cadillac Fleetwood is a four-door family sedan with white-wall wheels and massive finned twin bullet taillights. It sports a 4-speed automatic transmission and a 390 V8 under the hood. The Fleetwood is all bulk at 2 squares wide and 5 squares long.

Ghosts in the Ghostbusters Universe
By far, the largest number of paranormal foes that one would expect to face in the Ghostbusters universe are “ghosts," or more accurately spirits, as detailed in Urban Arcana starting on page 234. Animating, frightful, groaning, possessing, and weakening spirits are all present to varying degrees, though the GM should feel free to add additional spirit types, such as the devouring spirit (spook) given below, as needed. Some spirits in Ghostbusters may even combine two or more types of spirit to make a new type. The new creature trait “ectoplasm” is also a common difference among most spirits in Ghostbusters.

While spirits should comprise at least 50% or more of encounters in any Ghostbusters game, other likely d20 Modern/Urban Arcana* creatures encountered in-universe may include (but are not limited to): ash wraith*, changeling*, dryad*, demonic auto*, fiend, gremlin*, invisible stalker, living dumpster*, mummy, roach thrall*, skeleton, terrestrial effluvium, toxyderm*, tooth fairy, vampire, vivlor*, zombie, zombie (liquefied)*.

Sample Ghost:
Eleanor Twitty “The Grey Lady” (Librarian Ghost): Medium Advanced (7 HD) Groaning Spirit; CR 8; hp 45; BAB +3 (+2 on all attacks); +1 on all saves; +8 skill points (+2 on any 4 skills); +1 feat (Dodge); add “ectoplasm” to her special qualities; frightful moan (DC 18)

Dr. PETER “PETE” CHARLES VENKMAN, PhD
(circa Ghostbusters, 1984)
Male Human Smart Ordinary 2/Charismatic Ordinary 2/Fast Hero 1/Charismatic Hero 3; CR 7
Medium-size Humanoid (height 6’ 2”, weight 185 lb.); Age 30

Init +1; Senses (core) Listen +1, Search +1, Spot +3; Senses (house) Listen/Spot +5, Search +9
Languages English

Defense (core) 17, touch 17, flat-footed 16; Defense (house) 17, touch 12, flat-footed 16; (+1 Dex, +6 class)
hp 28 (8 HD); Mas 10
Fort +3, Ref +5, Will +3
Action Points 9

Speed 30 ft.
Melee unarmed strike +4 (1d3 nonlethal, 20) or
Melee by weapon +4
Ranged (touch) proton stream +0 (2d8 fire and force, 20, 30 ft.) or
Ranged (touch) proton stream grab +0 (grapple, 30 ft.) or
Ranged by weapon +4
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +3; Grp +4
Atk Options Coordinate, Heroic Surge (2/day), Point Blank Shot
Special Qualities none

Abilities Str 12, Dex 12, Con 10, Int 13, Wis 11, Cha 16 (14)
'(-)' indicate original ability scores.
Allegiances the Ghostbusters, himself, good, NYC; Rep +4; San 59
Feats Confident, Deceptive, Educated (behavioral sciences, popular culture), Heroic Surge, Simple Weapons Proficiency, Point Blank Shot
Skills (core) Bluff +12 (+3 when lying), Computer Use +5, Diplomacy +9 (+3 when lying), Disguise +7, Drive +5, Gamble +3 (+3 when cheating), Gather Information +8, Intimidate +9, Investigate +5, Jump +1, Knowledge (behavioral sciences) +8, Knowledge (current events) +3, Knowledge (popular culture) +8, Knowledge (streetwise) +4, Knowledge (technology) +5, Move Silently +3, Perform (stand-up) +6, Read/Write English, Research +5, Search +5, Sense Motive +3, Speak English, Spot +3, Swim +3
Skills (house) Athletics +5, Computer Use +6, Deduce +9, Disguise +7, Drive +6, Gamble +3 (+3 when cheating), Gather Information +8, Knowledge (behavioral sciences) +9, Knowledge (current events) +3, Knowledge (popular culture) +8, Knowledge (streetwise) +5, Knowledge (technology) +5, Perceive +5, Perform (stand-up) +6, Persuade +14 (+3 on Bluff, Diplomacy when lying, +2 on Bluff, +3 on Intimidate), Read/Write English, Research +5, Sneak +3, Speak English
Talents (Fast Hero) Evasion
Talents (Charismatic Hero) Coordinate, Fast-Talk
Starting Occupation Paranormalist (+1 on Knowledge [behavioral sciences, popular culture]; see Dark*Matter)
Possessions (carried weight 39 lb.) uniform (jumpsuit; 2 lb.), proton pack (30 lb.), ghost trap (5 lb.), PKE meter (1 lb.), walkie-talkie (1 lb.), various personal items
Wealth Bonus +9

NEW Creature Devouring Spirit (Spook): Treat as “Frightful Spirit (Apparition)” (see Urban Arcana, p.235) except replace the “horrific appearance” special quality with “swallow whole,” and add the new qualities “ectoplasm” and “stench” (detailed below).

“Slimer” (‘Class 5 Full Roaming Vapor’ in Tobin’s Spirit Guide); Advanced (5 HD) Devouring Spirit; CR 6; Medium undead; HD 5d12; hp 32; Mas —; Init +6 (+2 Dex, +4 Improved Initiative); Spd fly 30 ft. (good); Defense 13, touch 13, flat-footed 11; Dodge (+2 Dex, +1 deflection); BAB +2; Grap —; Atk +3 melee touch (1d6 corrupting touch); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ undead, incorporeal, corrupting touch, ectoplasm, invisibility, rejuvenation, +4 turn resistance, imprisonment, darkvision 60 ft., scent, stench (DC 12), swallow whole; AL eating, the Sedgewick Hotel; SV Fort +1, Ref +2, Will +5; AP 0; Rep +0; Str —, Dex 14, Con —, Int 12, Wis 12, Cha 11.
          Skills: Bluff +4, Diplomacy +4, Hide +15, Intimidate +5, Listen +15, Search +15, Sense Motive +8, Spot +15
          Feat: Dodge, Improved Initiative
          Advancement: 3-5 HD (Medium); 6-9 HD (Large)
          Swallow Whole (Ex): Unlike normal with this trait, a devouring spirit may attempt to swallow any object or creature that is equal to its size or smaller.

NEW Creature Trait Ectoplasm
Spirits that interact with the corporeal world often leave behind a trail of their essence in the form of ectoplasmic residue—slime of viscous consistency, often green, yellow, red, black, or clear in color. Different colors of slime may hold different properties depending on the spirit from which they come, and the spirit’s disposition, etc. A spirit that passes through an object or creature, with a successful melee touch attack resolved as part of the movement that does not provoke attacks of opportunity, may optionally leave the object or creature covered in ectoplasm if the object or creature is equal in size or smaller than the spirit.

Objects that are covered in ectoplasm become slimy and gooey to the touch, and those objects with sensitive or delicate components may become inoperable until cleaned (consult the GM).

Creatures that are covered in this way are considered “slimed.” Slimed is a new type of condition summary. Slimed creatures that rely on four or fewer legs to stand must succeed on DC 10 Ref saves when moving are fall prone until aided by another or cleaned of the slime. Physically interacting with other objects or creatures may require a successful DC 10 Dexterity or Sleight of Hand check to avoid fumbling or losing grip on the object or creature, and runs the risk of giving the interacting object or creature the slimed condition also. Furthermore, any spirit receives a +1 conditional bonus on attacks and certain checks made against an object or creature with the slimed condition. Creatures thus slimed may often report feeling “funky,” and likely embarrassed, but otherwise emotionally undamaged.

Special Note: All spirits in Ghostbusters should have this trait added to their special qualities.

NEW Creature Trait Stench
When a creature is within 5 ft of a devouring spirit it must make a Fort save with a DC equal to the spirit’s Charisma score + 1 or become nauseated for that round. A devouring spirit may launch its stench in a 15-ft line effect centered on it as an attack action.

Dr. EGON SPENGLER, PhD
(circa Ghostbusters, 1984)
Male Human Smart Ordinary 2/Dedicated Ordinary 2/Smart Hero 1/Techie 3; CR 7
Medium-size Humanoid (height 6’ 2”, weight 190 lb.); Age 27

Init +1; Senses (core) Listen +5, Search +4, Spot +5; Senses (house) Listen/Spot +9, Search +11
Languages English, Sign, Swedish

Defense (core) 15, touch 15, flat-footed 15; Defense (house) 15, touch 11, flat-footed 15; (+5 class)
hp 34 (8 HD); Mas 13
Fort +5, Ref +2, Will +8
Action Points 9

Speed 30 ft.
Melee unarmed strike +3 (1d3 nonlethal, 20) or
Melee by weapon +3
Ranged (touch) proton stream +1* (2d8 fire and force, 20, 30 ft.) or
Ranged (touch) proton stream grab +1* (grapple, 30 ft.) or
Ranged by weapon +3
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +3; Grp +3
Atk Options none
Special Qualities none
* Egon only takes a -2 non-proficiency penalty because he co-invented the proton packs.

Abilities Str 11, Dex 11, Con 13, Int 18 (16), Wis 13, Cha 8
'(-)' indicate original ability scores.
Allegiances paranormal studies, the Ghostbusters, good, NYC; Rep +3; San 54
Feats Aircraft Operation (helicopter), Builder, Educated (behavioral sciences, earth and life sciences, physical sciences, technology), Simple Weapons Proficiency, Studious
Skills (core) Computer Use +15, Craft (electronic) +17, Craft (mechanical) +17, Decipher Script +9, Demolitions +6, Disable Device +12, Drive +3, Investigate +8, Knowledge (arcane lore) +9, Knowledge (behavioral sciences) +11, Knowledge (earth and life sciences) +13, Knowledge (history) +10, Knowledge (physical sciences) +15, Knowledge (technology) +15, Listen +5, Read/Write English, Read/Write Sign, Read/Write Swedish, Repair +10, Research +17, Speak English, Speak Swedish, Spot +5
Skills (house) Computer Use +15, Craft (electronic) +17, Craft (mechanical) +17, Deduce +11, Demolitions +6, Disable Device +12, Drive +3, Knowledge (arcane lore) +9, Knowledge (behavioral sciences) +11, Knowledge (earth and life sciences) +13, Knowledge (history) +10, Knowledge (physical sciences) +15, Knowledge (technology) +15, Perceive +9, Read/Write English, Read/Write Sign, Read/Write Swedish, Repair +10, Research +17, Speak English, Speak Swedish
Talents (Smart Hero) Savant (Computer Use)
Talents (Techie) Extreme Machine, Jury-Rig +2
Starting Occupation Paranormalist (+1 on Computer Use, Knowledge [physical sciences]; see Dark*Matter)
Possessions (carried weight 39 lb.) uniform (jumpsuit; 2 lb.), proton pack (30 lb.), ghost trap (5 lb.), PKE meter (1 lb.), walkie-talkie (1 lb.), various personal items
Wealth Bonus +10

WINSTON RAMSEY ZEDDEMORE
(circa Ghostbusters, 1984)
Male Human Tough Ordinary 3/Smart Ordinary 1/Fast Hero 1/Dedicated Hero 2; CR 6
Medium-size Humanoid (height 6’, weight 200 lb.); Age 31

Init +0; Senses (core) Listen +5, Search +1, Spot +5; Senses (house) Listen/Spot +10, Search +1
Languages English

Defense (core) 17, touch 17, flat-footed 17; Defense (house) 17, touch 13, flat-footed 17; (+7 class)
hp 50 (7 HD); Mas 14
Fort +6, Ref +2, Will +6
Action Points 7

Speed 35 ft.
Melee unarmed strike +4 (1d4+1 lethal/nonlethal, 20) or
Melee by weapon +4
Ranged (touch) proton stream +0* (2d8 fire and force or special, 20, 30 ft.) or
Ranged (touch) proton stream grab +0 (grapple, 30 ft.) or
Ranged by weapon +3
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +3; Grp +4
Atk Options none
Special Qualities none
* Since he’s gained a level as a Ghostbuster, Winston’s Personal Firearms Proficiency reduces the non-proficiency penalty to -2.

Abilities Str 13, Dex 10, Con 14, Int 12, Wis 14 (13), Cha 10
'(-)' indicate original ability scores.
Allegiances good, the Ghostbusters, NYC, paranormal studies; Rep +3; San 68
Feats Combat Martial Arts, Personal Firearms Proficiency, Simple Weapons Proficiency, Surface Vehicle Operation (heavy-wheeled), Trustworthy, Vehicle Expert, Weapon Focus (proton stream)**
** Winston retrained from Weapon Focus (autoloaders) to this.
Skills (core) Climb +4, Diplomacy +3, Drive +10, Gather Information +3, Knowledge (current events) +4, Knowledge (streetwise) +4, Knowledge (technology) +4, Knowledge (theology and philosophy) +5, Listen +5, Pilot +3, Read/Write English, Repair +5, Research +4, Sense Motive +4, Speak English, Spot +5, Survival +6, Swim +5, Treat Injury +6
Skills (house) Athletics +8, Drive +10, Gather Information +3, Knowledge (current events) +4, Knowledge (streetwise) +4, Knowledge (technology) +4, Knowledge (theology and philosophy) +5, Perceive +10, Persuade +1 (+2 on Diplomacy), Pilot +3, Read/Write English, Repair +5, Research +4, Speak English, Survival +6, Treat Injury +6
Talents (Fast Hero) Increased Speed
Talents (Dedicated Hero) Skill Emphasis (Drive)
Starting Occupation Military (+1 on Drive, Swim as permanent class skill; Personal Firearms Proficiency)
Possessions (carried weight 39 lb.) uniform (jumpsuit; 2 lb.), proton pack (30 lb.), ghost trap (5 lb.), PKE meter (1 lb.), walkie-talkie (1 lb.), various personal items
Wealth Bonus +6