Tuesday, 10 June 2014

Optimax


Legendary (120 XP) Dragon Transformed Kobold
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+3, Vigor d10
Skills: Fighting d8, Intimidation d10, Knowledge (Arcana) d4, Knowledge (History)d6,  Notice d6, Survival d6, Tracking d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 11(4)

Hindrances: Curious, Greedy (Minor), Mean Edges: Alertness, Counter Attack, Improved Dodge

Special Abilities:
• Armour +4: Scales.
• Claws: Str+d8.
• Arcane Sense: Dragons can Detect supernatural persons, objects or effects within line of sight. This takes deliberate effort and a Spirit Roll at -2 to avoid suffering a level of fatigue that can be removed with an hours rest.
• Flight: Flying Pace of 16".
• Breath Weapon: Spirit Roll; 2d10; Cone Template; avoid with Agility -2 roll. On a 1 on the Spirit Roll the Dragon is Shaken.
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
 Tail: +2 to Agility Rolls involving balance or agility tricks. 
• Fear: As an Action the Dragon can cause all non dragons/kobolds within a Large Burst template centred on itself to make a spirit check or roll on the fright table.

"Soon, I will be Invincible!"

A Sundered Skies Chosen Drakin transformed to a Dragon.
The Attibute minimums required to aquire all the Dragon Edges means that as far as I can tell you can't acquire Dragon Growth and thus Large size at a lower XP value

Saturday, 17 May 2014

Weapons Locker

Toughness: 16 (6)

Small Arms

  • Light Pulser: Range:12/24/48 Damage:2d6, RoF 4, AP 4, Auto
  • Sabot Pistol: Range:16/32/64 Damage:2d6, RoF 3, AP 6

Long Arms

  • Assault Blaster: Range:12/24/48, Damage:2d8, RoF 3, AP 2, Auto
  • Chaingun: Range:50/100/200 Damage:3d6 Rof:4 AP 2, Auto, Snapfire
  • Pulser: Range:12/24/48 Damage:2d8, RoF 4, AP 4, Auto
  • Sabot Rifle: Range:28/56/112 RoF:3 Damage:2d8, AP 6; Scope
  • Steyr Fantom: Range:30/60/120, Damage:2d8, RoF 3, Shots 30, AP 5, Auto, 3RB, Scoped, Silenced
  • Strelitz Rifle: Range:50/100/150 Damage:2d8+1, RoF:1, AP 8, Scope, No Move and Fire, Heavy Weapon

Psychotronic Weapons

  • Neural Disruptor: Range:15/30/60, Damage:2d8, RoF 2, Shots 10, AP4, Semi-Auto, Does Fatigue instead of Wounds, Unconsciousness for 1d6 hours on Incapacitation, User may take an action and spend 1 Power Point to reload shots equal to a Psionics roll.
  • Psi Amp: Doubles Range and Duration of Psionic Powers

Support Weapons

  • Chaingun: Range:50/100/200 Damage:3d6 RoF:4, AP 2, Auto, Snapfire
  • Incinerator: Range:Cone, Damage:2d10, RoF:1, Ignores Armor, Heavy Weapon, Starts Fires
  • Vulcan HMG: Range:50/100/200 Damage:2d8, RoF: 6, AP 6, Snapfire, Heavy Weapon

Explosives

  • Demo Charge: When properly placed against the target with the shaped charge facing the target, a Demo charge is a Heavy Weapon doing Damage:4d6 AP12 to the target and Damage:3d6 AP2 to everything within a Small burst.
  • Plasma Grenades: Throwing, Range:5/10/20 RoF 1 Damage:4d6 Medium Burst, Grenade
  • Proximity Grenade: Throwing, Range 5/10/20, Damage:3d8, Medium Burst Template, Grenade, Motion sensor starts the next turn after being thrown, placed or remotely activated. Explodes when anything larger than size -4 comes within 4 meters of it.
  • Underbarrel RPG launcher: Damage:3d8, Range:24/48/96, RoF 1, AP 20, Heavy weapon, 4 shots

Melee Weapons

  • Powerfist: Str+2d6, AP4
  • Vibroknife: Str+d6+1, AP2, can't be thrown


Special Abilities
•  Lockdown: Requires a raise on a lockpicking test to open without the security code.

"What's in this Toybox?"

Tuesday, 13 May 2014

Erynth Grask

Wild Card
Attributes: Agility d12, Smarts d12, Spirit d8, Strength d12+3, Vigor d12+2Skills: Fighting d12, Intimidation d12, Climbing d12+2, Notice d12+3, Stealth d10, Spellcasting d6Pace: 6; Parry: 8; Toughness: 14 (1)

Edges: Arcane Background (Magic), Frenzy, Improved Sweep (Claws and Tentacles only)
Powers: (20 Power Points) Detect Arcana (see invisibility), Telekinesis

Special Abilities
• Armour +1: Dimensional Ooze.
• Claws and Tentacles: Str+d8; Grab.
• Bite: Str+d10.
• Tremorsense: No vision penalties for darkness (range 12").
• Burrow: Can burrow and reappear within 5".
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Evil: Affected by powers and abilities that work on evil creatures.
• Size +4: Twelve feet long; Toughness +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

"It is possible there is only one Erynth Grask and those encountered are mearly it's dreams projected into the mortal world."

Raster


Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8, Shooting d8
Pace: 8; Parry: 5; Toughness: 10 (1)

Edges: Extraction.

Special Abilities:
• Armour +1: Natural armour.
• Bite: Str+d4.
• Sonic Scream: Vigor+d6, Shooting, Range 6/12/24, RoF 1. AP 4.
• Exceptional Hearing: No penalties for dim or dark lighting.
• Fast Runner: Roll d8 when running instead of d6.
• Flight: Flying Pace of 9" and Climb 3.
• Size +2: Thirty foot Wingspan; Toughness +2.
• Weakness: Exceptional Hearing. Take +4 damage from Sonic attacks.
• A Wizard did it: The corpse of an adult raster contains magically charged organs that can be used in Alchemical procedures to substitute for d6-2 Power Points.

"Most raster encountered will be tamed riding beasts, controlled by a set of whistles. A few are instead trained to respond to bagpipes."

Sunday, 4 May 2014

Mahou Nezumi

Novice Magical Mouse
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 
Skills: Fighting d6, Healing d4, Notice d6, Persuasion d6, Repair d4, Smite d8, Speed d8, Stealth d6, Taunt d4 
Charisma: 0; Pace: 5; Parry: 5; Toughness: 5(2)

Hindrances: Big Mouth, Curious, Stubborn 
Edges: Arcane Background (Super Powers), Martial Artist, New Power, Scamper
Powers: (20 Power Points) Smite ("Princess Power"), Speed ("Swift Justice"

Gear: Magic Wand (Range 12/24/48, Damage 2d6, Shots 17, AP 1, Semi-Auto, Does Fatigue levels rather than Wounds for damage) Magic Princess Frills and Tiara(+2)

Racial Abilities:
• Low Light Vision: No penalties for dim or dark lighting.
• Small: Size -1, Toughness -1. 
• Short Legs: Pace 5

Scamper can be found in the Fantasy Companion page 8 or Wizards &Warriors page 5.

"By the Power of the Moon!"

Tuesday, 29 April 2014

Eando Kline

Seasoned Human Pathfinder
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8 
Skills: Fighting d6, Investigation d6, Lockpicking d6, Notice d6, Perform d6, Persuasion d4, Stealth d6, Streetwise d6, Tracking d4 
Charisma: 0; Pace: 6; Parry: 5; Toughness: 7 (1) 

Hindrances: Curious, Minor Enemy (Arnois Belzig), Loyal Edges: Arcane Background (Miracles), Hard to Kill, Luck, New Power, Troubadour
Powers: (10 Power Points) Boost/Lower Trait (Ancient lizardfolk mystic katas), Healing (Desnan hymns), Legerdemain (Smoke and mirrors.) 

Gear: Leather (+1, Covers torso, arms, legs), Short Sword (Str+d6)

"My bottle's got only one surface."

Sword Girl

Veteran Human Landsknecht
Wild Card
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d6 
Skills: Fighting d10, Intimidation d6, Notice d6, Repair d6, Stealth d6, Streetwise d4, Throwing d6 
Charisma: 0; Pace: 8; Parry: 6; Toughness: 8 (3) 

Hindrances: Big Mouth, Death Wish, Overconfident 
Edges: Improved Dodge, First Strike, Fleet-Footed, Sweep, Improved Trademark Weapon (Nachtmacher)

Gear: Nachtmacher (Great Sword,Str+d10, Parry –1, 2 hands, Provides the Giant Killer Edge and Low Light Vision to its wielder.), Knife (Range 3/6/12, Str+d4) x2, Plate Corselet (+3)

"Like any master of the Order of St. Mark, I charge rather more than a mere mercenary."

Thursday, 24 April 2014

Kristianna Demonbane


Veteran Crusader Warlord
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8 
Skills: Fighting d8, Lockpicking d4, Notice d6, Persuasion d6, Riding d8, Shooting d6, Stealth d6, Streetwise d6 
Charisma: 0; Pace: 6; Parry: 6; Toughness: 9 (3) 

Hindrances: Code of Honor, Minor Enemy (Demons), Loyal
Edges: Arcane Background (Super Powers), Command, Danger Sense(Angelic Visions), Florentine, Luck, Two-Fisted 
Powers: Summon Ally(Angelic Guardians)

Gear: Bow (Range 12/24/48, 2d6), Formal Clothing, Lance (Str+d8, AP 2 when charging, Reach 2, only usable in mounted combat), Long Sword (Str+d8) x2, Enchanted Armour (+3, Provides the Champion edge when fighting Demons), War Horse (Night's Approach), War Horse Barding (+3)

"The Tower of the Dawn may have fallen. So? Buildings can be rebuilt. The Tower in our hearts has not fallen to mere demons."

Thoughts on Showdown Points Values

There are a couple of issues with Showdown points values which are why I haven't included them yet, despite wishing to.

1] A number of the creatures include non standard combat abilities. As examples the Hydra of Lerna's Radiation Field or the Weeping Angel's Perceptual Locking are not trivial fits for the points system. And I'd need to come up with appropriate values and/or substitutes.

Which leads to

2] The Points system is more a crude guideline that's a reasonable approximations so long as the figures are kept near comparable values rather than anything rigorous. Especially compared with the Legions of Steel Points System or the Silhouette VCS. 


and 3] The Excel spreadsheet isn't terribly user friendly.

These are potentially soluble but my experience with Showdown is the points values are more a guideline after you've made sure that the forces available to each side are not incompatible. A number of the Big Monsters would probably need to be trimmed down to keep the numbers sane.

It's been on the list of things I've been wishing to do since the beginning. But the amount of work to prepare the simplified statblocks and process them is sufficient that I'm considering this a relatively low priority at the moment and letting it simmer.

Thursday, 17 April 2014

Sir Conlan

Veteran Crusaders Sergeant
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Faith d8, Fighting d8, Intimidation d8, Investigation d6, Notice d6, Shooting d6, Streetwise d6  
Charisma: 0; Pace: 6; Parry: 6; Toughness: 9 (3)

Hindrances: Code of Honor, Death Wish, Minor Vow (Avenge the Fall of Denelspire)
Edges: Arcane Background (Miracles), Brave, Champion, First Strike, Holy Warrior, Nerves of Steel
Powers: (10 Power Points) Banish, Warrior’s Gift

Gear: Bastard sword (Str+d8, Parry –1, can be wielded in two hands for +1 damage), Medium Shield (+1 Parry, +2 Armor to ranged shots that hit in arc), Plate Corselet (+3)

"There are two kinds of undead. Those that fight for the light and those that don't. It seems obvious we should leave destroying the first type until after the second."