tag:blogger.com,1999:blog-25190745538915434352023-11-16T02:41:43.332-08:00Mesozoic Press BlogComics, Games, RPGs, Cosplay Props and TVAde Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.comBlogger44125tag:blogger.com,1999:blog-2519074553891543435.post-64825472883680962042023-02-05T03:28:00.003-08:002023-02-05T03:28:27.869-08:00#Dungeon23 Weekly Update Five<p><span style="font-family: helvetica;">The caves sub level is finished. Giant Fish and Troglodytes are going to be the main opponents here but I also need to start thinking about some treasure placement to make sure the PCs are hitting the levels required to make it up the tower. Once the final layout is done I'll probably need to tweak these numbers as I'm aiming to get the PCs to level 8-10 by the time they reach the top. I also need to make sure they get a chance to find new spellbooks so they can increase their spell lists as they level too. </span></p><p><span style="font-family: helvetica;">Here is the full sub level map.</span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8JaYCWSD2W2BVLwMEzn1bsox7ppkV5wZu30Vg4yplULcJGbxSDKlOdilcfnCKilyq_h1HeALVHdsAGScVX4qXsJHSVEKGi6Z0-4KyPYfNOGEPVB9ueMyO6i25ZbDF6SFvBFGAvEb3ofy-ymt7gA02xe5BGv4SGMo_xVCfQDurMgb2V9M2AklWi0YE/s7016/dungeon23_Level_3_1_inks%20copy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4961" data-original-width="7016" height="452" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8JaYCWSD2W2BVLwMEzn1bsox7ppkV5wZu30Vg4yplULcJGbxSDKlOdilcfnCKilyq_h1HeALVHdsAGScVX4qXsJHSVEKGi6Z0-4KyPYfNOGEPVB9ueMyO6i25ZbDF6SFvBFGAvEb3ofy-ymt7gA02xe5BGv4SGMo_xVCfQDurMgb2V9M2AklWi0YE/w640-h452/dungeon23_Level_3_1_inks%20copy.jpg" width="640" /></a></div><br /><p><br /></p>Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-74020168033503795462023-01-29T02:23:00.003-08:002023-01-29T02:23:57.353-08:00#dungeon23 Weekly Roundup 4<p><span style="font-family: helvetica;">Another week another level. This one is going to be based around a series of caverns occupied by troglodytes and similar creatures. I'm trying to make sure that the bad guys have multiple ways of getting around to surprise the PC's and limit the small 5 ft. wide corridors that normally result in just 1 PC versus 1 bad guy fights. </span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLPWpo-6XMgVrKzWLk52dqfdl-N5EOdL5RIJGF7VUSvvXuIg27n5dEPycnpeP4ZJ6twygbCCOVXw55KDu98qr8NnDa-lNKo8O0oVfKYVoFLIJp3mjnHe5UY8-Lo2xbrzLLPY6VUnKrGF1ytcwajDiaps5zepAhx9YqFQoT_KeSrmLK1x_kXJ6621Jq/s7016/dungeon23_Level_3_1_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4961" data-original-width="7016" height="452" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLPWpo-6XMgVrKzWLk52dqfdl-N5EOdL5RIJGF7VUSvvXuIg27n5dEPycnpeP4ZJ6twygbCCOVXw55KDu98qr8NnDa-lNKo8O0oVfKYVoFLIJp3mjnHe5UY8-Lo2xbrzLLPY6VUnKrGF1ytcwajDiaps5zepAhx9YqFQoT_KeSrmLK1x_kXJ6621Jq/w640-h452/dungeon23_Level_3_1_1.jpg" width="640" /></a></div><br /><span style="font-family: helvetica;"><br /></span><p></p>Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-79256050369234316562023-01-22T07:16:00.003-08:002023-01-22T07:16:41.579-08:00#dungeon23 Weekly Roundup 3<p><span style="font-family: helvetica;"><br />I still have a few room descriptions missing but I plan on revisiting this area once I decide on how much the portals will take the players from one level until another. </span></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxNYN63euLXUK18JgPn_EfU9bSb5IyNgQKG81szc2769ZMClaja2Y7cFhtiqpZREyCBvHz7druSdUP9anQxZWeCtzGz7zCYemLYHt94Bhdtu0V--AR2DQeWY1PajFPcz9aazYHdx2iwSjml0-_WSHx4LW0bvUBtNuHqj75EQmb1FnddYoYM6j6QFJ3/s3508/dungeomn23_2_1_final%20copy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2480" data-original-width="3508" height="452" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxNYN63euLXUK18JgPn_EfU9bSb5IyNgQKG81szc2769ZMClaja2Y7cFhtiqpZREyCBvHz7druSdUP9anQxZWeCtzGz7zCYemLYHt94Bhdtu0V--AR2DQeWY1PajFPcz9aazYHdx2iwSjml0-_WSHx4LW0bvUBtNuHqj75EQmb1FnddYoYM6j6QFJ3/w640-h452/dungeomn23_2_1_final%20copy.jpg" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><p></p><p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Room Thirteen<o:p></o:p></span></span></b></p><p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">TBD</span></span></b></p><p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"><br /></span></span></b></p><div class="separator" style="clear: both;">
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Room Fourteen<o:p></o:p></span></span></b></p><p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">TBD</span></span></b></p><p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"><br /></span></span></b></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Room Fifteen<o:p></o:p></span></span></b></p><p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">TBD</span></span></b></p><p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"><br /></span></span></b></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Room Sixteen<o:p></o:p></span></span></b></p>
<p class="MsoNormal"><span style="font-family: helvetica;"><span style="background: silver; font-size: 12.0pt; line-height: 115%; mso-highlight: silver;">This 20 foot by 40 foot room is dominated by
another archway. One symbol is glowing.</span><span style="font-size: 12.0pt; line-height: 115%;"><o:p></o:p></span></span></p>
<p class="MsoNormal"><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"> </span></span></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Development<o:p></o:p></span></span></b></p>
<p class="MsoListParagraphCxSpFirst" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;"><!--[if !supportLists]--><span style="font-family: helvetica;"><span style="font-size: 12pt; line-height: 115%;">·<span style="font-size: 7pt; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> </span></span><span style="font-size: 12.0pt; line-height: 115%;">► This
portal takes creatures moving through it to <span style="background-attachment: initial; background-clip: initial; background-color: white; background-image: initial; background-origin: initial; background-position: initial; background-repeat: initial; background-size: initial;">level three room xx.</span><o:p></o:p></span></span></p>
<p class="MsoListParagraphCxSpLast"><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"> </span></span></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Room Seventeen<o:p></o:p></span></span></b></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"> </span></span></b></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Room Eighteen<o:p></o:p></span></span></b></p>
<p class="MsoNormal"><span style="font-family: helvetica;"><span style="background: silver; font-size: 12.0pt; line-height: 115%; mso-highlight: silver;">This 10 foot by 15 foot room contains four barrels
with their lids lying beside them. A hammer and nails lies in the corner.
Chains are attached to the barrels sides.</span><span style="font-size: 12.0pt; line-height: 115%;"> <o:p></o:p></span></span></p>
<p class="MsoNormal"><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"> </span></span></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Development<o:p></o:p></span></span></b></p>
<p class="MsoNormal"><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">These
barrels could be used to transport water from the underground river (19) and
take is down to room XX.<o:p></o:p></span></span></p>
<p class="MsoNormal"><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"> </span></span></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Room Nineteen<o:p></o:p></span></span></b></p>
<p class="MsoNormal"><span style="font-family: helvetica;"><span style="background: silver; font-size: 12.0pt; line-height: 115%; mso-highlight: silver;">This small door leads to a large cavern with a
river running through it before exiting as a waterfall on the right hand side
of the room.</span><span style="font-size: 12.0pt; line-height: 115%;"> <o:p></o:p></span></span></p>
<p class="MsoNormal"><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"> </span></span></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Development<o:p></o:p></span></span></b></p>
<p class="MsoNormal"><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">► The river
passes through small holes in the stone as it enters the room and past similar
sized holes before exiting as a waterfall. The holes are too small for even a
small creature to pass through. <o:p></o:p></span></span></p>
<p class="MsoNormal"><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">► Drinking water
could be gathered here and taken by barrel to room 13. <o:p></o:p></span></span></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"> </span></span></b></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Room Twenty<o:p></o:p></span></span></b></p>
<p class="MsoNormal"><span style="font-family: helvetica;"><span style="background: silver; font-size: 12.0pt; line-height: 115%; mso-highlight: silver;">A Three-foot-wide hole in the floor is covered by
two small trap doors. A block and tackle hangs over it on the ceiling with a
thick rope attached.</span><span style="font-size: 12.0pt; line-height: 115%;"> <o:p></o:p></span></span></p>
<p class="MsoNormal"><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"> </span></span></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Development<o:p></o:p></span></span></b></p>
<p class="MsoNormal"><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">The barrels
from room 18 are lowered through this floor using the block and tackle and the
chains on the barrels before being taken to room 13. <o:p></o:p></span></span></p>
<p class="MsoNormal"><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"> </span></span></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Room Twenty One<o:p></o:p></span></span></b></p><p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">TBD</span></span></b></p><p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"><br /></span></span></b></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Room Twenty Two<o:p></o:p></span></span></b></p><p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">TBD</span></span></b></p><p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"><br /></span></span></b></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Room Twenty Three<o:p></o:p></span></span></b></p>
<p class="MsoNormal"><span style="font-family: helvetica;"><span style="background: silver; font-size: 12.0pt; line-height: 115%; mso-highlight: silver;">Another archway stands against the wall of this
room one of the symbols is glowing.</span><span style="font-size: 12.0pt; line-height: 115%;"><o:p></o:p></span></span></p>
<p class="MsoNormal"><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"> </span></span></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Development<o:p></o:p></span></span></b></p>
<span style="font-size: 12pt; line-height: 115%;"><span style="font-family: helvetica;">►Touching the glowing symbol activates the portal
as normal. Any creature venturing through is transported to level three, room
one. </span></span></div><div class="separator" style="clear: both;"><span style="font-size: 12pt; line-height: 115%;"><span style="font-family: helvetica;"><br /></span></span></div>Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-77812186405929229702023-01-15T02:31:00.004-08:002023-01-15T02:31:49.230-08:00#Dungeon23 weekly roundup 2<p><span style="font-family: helvetica;">So there's been a LOT going on in the OGL sphere this week which I wont go into here, but it's meant that my room descriptions have fallen behind my map. I've finally come up with a idea of just how the rooms are going to tie together and more importantly how they are going to tie into the other levels of the megadungeon. My original intention was to have stats for monsters here too but until OGL 1.0a is sorted that will have to wait, but they will get some kind of write up if this does go to print.</span></p><p><span style="font-family: helvetica;"><br /></span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDzauIgv2Rz0WKaD9cF4zAUae7mtbr8x5gMaKq4qablTp93J6_AJxSl8WP8TsnwihFbqyqjphSkRk82nfrRftswxRKLHTyOjJnx_vs8Eq0nCSFcxawFkHdkkdscOYvGGnb_ssq3gj3xCtmnDDCl6EnAs4r7-HaW3JddAS5GmUNn02F78739lpq5rX1/s5122/dungeomn23_2_1_week2%20copy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4961" data-original-width="5122" height="620" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDzauIgv2Rz0WKaD9cF4zAUae7mtbr8x5gMaKq4qablTp93J6_AJxSl8WP8TsnwihFbqyqjphSkRk82nfrRftswxRKLHTyOjJnx_vs8Eq0nCSFcxawFkHdkkdscOYvGGnb_ssq3gj3xCtmnDDCl6EnAs4r7-HaW3JddAS5GmUNn02F78739lpq5rX1/w640-h620/dungeomn23_2_1_week2%20copy.jpg" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><p></p><p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Room Nine<o:p></o:p></span></span></b></p><div class="separator" style="clear: both;">
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">TBD<o:p></o:p></span></span></b></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"> </span></span></b></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Room Ten<o:p></o:p></span></span></b></p>
<p class="MsoNormal"><span style="font-family: helvetica;"><span style="background: silver; font-size: 12.0pt; line-height: 115%; mso-highlight: silver;">This 10 foot by 20 foot room is accessed by an
archway rather than a door with two other archways leading to the left and to
the right. Opposite the entrance a log wooden bench runs the length of the wall
and a set of wooden hooks hang a few feet above it. Four tattered black cloaks
hang from some of the hooks, each one severely damaged in different ways. One
is scorched and burnt, one is covered in mud, one is wet and the last is
covered in a green plant spores.</span><span style="font-size: 12.0pt; line-height: 115%;"> <o:p></o:p></span></span></p>
<p class="MsoNormal"><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"> </span></span></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Development<o:p></o:p></span></span></b></p>
<p class="MsoListParagraph" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;"><!--[if !supportLists]--><span style="font-family: helvetica;"><span style="font-size: 12pt; line-height: 115%;">·<span style="font-size: 7pt; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;">
</span></span><span style="font-size: 12.0pt; line-height: 115%;">► Each
of the cloaks is a hint as to the environments found on later levels of the
tower. <o:p></o:p></span></span></p>
<p class="MsoNormal"><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"> </span></span></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Room Eleven<o:p></o:p></span></span></b></p>
<p class="MsoNormal"><span style="font-family: helvetica;"><span style="background: silver; font-size: 12.0pt; line-height: 115%; mso-highlight: silver;">This irregular shaped room contains eight basic
wooden beds, essentially a frame with a blanket covered straw mattress.</span><span style="font-size: 12.0pt; line-height: 115%;"> <o:p></o:p></span></span></p>
<p class="MsoNormal"><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"> </span></span></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Room Twelve<o:p></o:p></span></span></b></p>
<p class="MsoNormal"><span style="font-family: helvetica;"><span style="background: silver; font-size: 12.0pt; line-height: 115%; mso-highlight: silver;">Eight wooden chests, some with worn and tattered
boots standing next to them, are spaced fairly evenly around the edge of this 15
foot by 20 foot room. None appear to have any locks.</span><span style="font-size: 12.0pt; line-height: 115%;"><o:p></o:p></span></span></p>
<p class="MsoNormal"><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;"> </span></span></p>
<p class="MsoNormal"><b><span style="font-size: 12.0pt; line-height: 115%;"><span style="font-family: helvetica;">Development<o:p></o:p></span></span></b></p>
<p class="MsoListParagraph" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;"><!--[if !supportLists]--><span style="font-family: helvetica;"><span style="font-size: 12pt; line-height: 115%;">·<span style="font-size: 7pt; font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> </span></span><span style="font-size: 12.0pt; line-height: 115%;">► Each
chest contains fairly mundane items such as blankets, clothing etc. all of it
mundane. Each one also contains 2d6gp, sometimes in a small purse, sometimes
just sitting at the bottom of the chest. <o:p></o:p></span></span></p></div><p><br /><span style="font-family: helvetica;"><br /></span></p><p><br /></p>Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-70948500128718139842023-01-08T03:30:00.005-08:002023-01-08T03:33:18.527-08:00#dungeon23 Weekly roundup. <p><span style="font-family: helvetica;"><br />Here are all of the rooms I've created this week for the #dungeon23 challenge. Check back each week for more updates. </span></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjj6q0TIhzH1ZAF6KVAprfKKEUy55GOS8tIuoJxcDULLOq9JfdnapSwTHvYncNbm5cbpuJmts5OnMGnpfFOAKnewcrkLAHNoDpBgVSxyZJw1qXbkcqBjKjTUVlokNyWqyyGO55QOoUsg7ALPKsbcQL4YVL09JTz_DjaOIv4q7_mxJPTnt7HUpsmr34Z/s6249/Dungeon23_room_1_1_blog.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="6249" data-original-width="4961" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjj6q0TIhzH1ZAF6KVAprfKKEUy55GOS8tIuoJxcDULLOq9JfdnapSwTHvYncNbm5cbpuJmts5OnMGnpfFOAKnewcrkLAHNoDpBgVSxyZJw1qXbkcqBjKjTUVlokNyWqyyGO55QOoUsg7ALPKsbcQL4YVL09JTz_DjaOIv4q7_mxJPTnt7HUpsmr34Z/w508-h640/Dungeon23_room_1_1_blog.jpg" width="508" /></a></div><div class="separator" style="clear: both; text-align: center;"><p class="MsoNormal" style="text-align: left;"><b style="mso-bidi-font-weight: normal;"><span style="font-size: 14pt; line-height: 115%;"><span style="font-family: helvetica;">Level One<o:p></o:p></span></span></b></p>
<p class="MsoNormal" style="text-align: left;"><b style="mso-bidi-font-weight: normal;"><span style="font-size: 12pt; line-height: 115%;"><span style="font-family: helvetica;">Room One: Entrance<o:p></o:p></span></span></b></p>
<p class="MsoNormal" style="text-align: left;"><span style="background: silver; font-size: 12pt; line-height: 115%; mso-highlight: silver;"><span style="font-family: helvetica;">A set of 12-foot–tall stone doors easily open up
to reveal a huge wedge shaped room. The floor ids made from black stone
decorated with gold inlaid patterns. Eight stone pillars run parallel with the
walls reaching 40 feet to the ceiling above, an impossible height given the
height of the tower outside.<o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: left;"><span style="font-family: helvetica;"><span style="background: silver; font-size: 12pt; line-height: 115%; mso-highlight: silver;">Blue flames light the room from several mounted
sconces affixed to each pillar. Three steps lead up to a raised area at the
back of the room where a large archway sits. Around the arch are 12 different
symbols spaced out evenly across it. The first symbol glows with a pale blue
colour.</span><span style="font-size: 12pt; line-height: 115%;"><o:p></o:p></span></span></p>
<p class="MsoNormal" style="text-align: left;"><span style="font-size: 12pt; line-height: 115%;"><o:p><span style="font-family: helvetica;"> </span></o:p></span></p>
<p class="MsoNormal" style="text-align: left;"><b style="mso-bidi-font-weight: normal;"><span style="font-size: 12pt; line-height: 115%;"><span style="font-family: helvetica;">Development<o:p></o:p></span></span></b></p>
<p class="MsoListParagraphCxSpFirst" style="text-align: left; text-indent: -18pt;"><!--[if !supportLists]--><span style="font-family: helvetica;"><span style="font-size: 12pt; line-height: 115%;"><span style="mso-list: Ignore;">·<span style="font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"> </span></span></span><span style="font-size: 12pt; line-height: 115%;">► Touching
the blue symbol causes a swirling blue portal to form in the archway. Stepping
through the portal takes the creature to <b style="mso-bidi-font-weight: normal;">level
two, room one</b>. The portal continues to swirl for 1 minute before shutting
down. Touching the symbol re-opens the portal.<o:p></o:p></span></span></p>
<p class="MsoListParagraphCxSpLast" style="text-align: left; text-indent: -18pt;"><!--[if !supportLists]--><span style="font-family: helvetica;"><span style="font-size: 12pt; line-height: 115%;"><span style="mso-list: Ignore;">·<span style="font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"> </span></span></span><span style="font-size: 12pt; line-height: 115%;">► The
blue flames are magical a keyed to the sconces. Removing them from the wall
causes the magic to fail but each sconce is worth 15 gp.<o:p></o:p></span></span></p><p class="MsoListParagraphCxSpLast" style="text-align: left; text-indent: -18pt;"><span style="font-family: helvetica;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-family: helvetica;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVuDizdUKHl33aX6lfYo1PwCrE0d99H9YEO9QPPxm9Ok8WFugM8juTbK3d93k4JjRExiURLZvEdL5I1-dy6RCuQSmh5HiAtXax3z7PNodsO2gEdAtI0gzhvL9lIjaBdcXdnSzMWazI4UPhTYN1GExyzXVswUeL4XS1ZfE-uiOGHSfnXdc3zGucLP_Y/s4961/dungeomn23_2_1_blog.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4961" data-original-width="4222" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVuDizdUKHl33aX6lfYo1PwCrE0d99H9YEO9QPPxm9Ok8WFugM8juTbK3d93k4JjRExiURLZvEdL5I1-dy6RCuQSmh5HiAtXax3z7PNodsO2gEdAtI0gzhvL9lIjaBdcXdnSzMWazI4UPhTYN1GExyzXVswUeL4XS1ZfE-uiOGHSfnXdc3zGucLP_Y/w544-h640/dungeomn23_2_1_blog.jpg" width="544" /></a></span></div><div class="separator" style="clear: both; text-align: center;"><span style="font-family: helvetica;"><br /></span></div><p></p></div><p></p><span style="font-size: medium;"><b style="text-align: center;"><div style="text-align: left;"><b><span style="line-height: 115%;"><span style="font-family: helvetica;">Level Two</span></span></b></div><div style="text-align: left;"><b><span style="line-height: 115%;"><span style="font-family: helvetica;"><br /></span></span></b></div></b><b style="text-align: center;"><div style="text-align: left;"><b><span style="line-height: 115%;"><span style="font-family: helvetica;">Features</span></span></b></div></b><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> </span><span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> </span></span><span style="line-height: 115%; text-indent: -18pt;">All
walls, ceilings and floors are constructed from dark grey stone.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;"><span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;">► ► </span></span><span style="line-height: 115%; text-indent: -18pt;">Ceilings
are 10 ft. high.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">Doors
are made of wood (AC 10 [11] 10hp).</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">N</span><span style="line-height: 115%; text-indent: -18pt;">o
light sources are present.</span></div></span><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"> </div></span><b style="text-align: center;"><div style="text-align: left;"><b><span style="line-height: 115%;"><span style="font-family: helvetica;">Room One</span></span></b></div></b><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"><span style="background-color: #cccccc;">The portal exits into a 20 feet by 40 feet room
with dark grey stone walls, ceiling and floors, a single 5 foot wide corridor
leads out.</span></div></span><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"> </div></span><b style="text-align: center;"><div style="text-align: left;"><b><span style="line-height: 115%;"><span style="font-family: helvetica;">Development</span></span></b></div></b><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">The
portal remains open for 1 minute. Before shutting off the same 12 symbols that
decorate the archway can be seen before the glowing one’s light begins to fade
to darkness, shutting off completely when the portal close.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">When
the portal closes the room is put into pitch darkness.</span></div></span><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"> </div></span><b style="text-align: center;"><div style="text-align: left;"><b><span style="line-height: 115%;"><span style="font-family: helvetica;">Room Two</span></span></b></div></b><span style="background-color: #cccccc; font-family: helvetica; text-align: center;"><div style="text-align: left;">The door to
this room is locked.</div></span><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"><span style="background-color: #cccccc;">The wooden door to this room is reinforced by
steel bands, A sliding metal plate is set into it at around head height.</span></div><div style="text-align: left;"><span style="background-color: #cccccc;"><br /></span></div></span><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;">Once the
door is open:</div><div style="text-align: left;"><br /></div></span><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"><span style="background-color: #cccccc;">This small 10 foot by 10 foot room contains
nothing of note except a small wooden table and chair sitting in the center of
the room and three levers, one on each wall, all set into the “up” position.</span></div></span><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"> </div></span><b style="text-align: center;"><div style="text-align: left;"><b><span style="line-height: 115%;"><span style="font-family: helvetica;">Development</span></span></b></div></b><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">The
sliding metal plate allows someone inside the room to look into the corridor.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">Pulling
the levers in the room have the following effect:</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;">
</span></span><b style="text-indent: -18pt;"><span style="line-height: 115%;">A</span></b><span style="line-height: 115%; text-indent: -18pt;">: Pulling this
lever raises the gate (a) in <b>room three</b>.
Returning it to its original position nosily drops it back into place.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;">
</span></span><b style="text-indent: -18pt;"><span style="line-height: 115%;">B</span></b><span style="line-height: 115%; text-indent: -18pt;">: Pulling this lever drops the gate (b) in <b>room three</b>. Returning it to its
original position nosily raises it back into place.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;">
</span></span><b style="text-indent: -18pt;"><span style="line-height: 115%;">C</span></b><span style="line-height: 115%; text-indent: -18pt;">: Pulling this lever does nothing until the trap in <b>room three </b>has been set off. Returning
it to its original position nosily raises gate c back into place.</span></div></span><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"> </div></span><b style="text-align: center;"><div style="text-align: left;"><b><span style="line-height: 115%;"><span style="font-family: helvetica;">Room Three</span></span></b></div></b><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"><span style="background-color: #cccccc;">This large room is 35 feet by 10 feet with two 10
foot wide corridors leading off of it opposite the 5 foot wide entry way. One of the corridors is blocked by a metal
gate (a) about 10 feet down. A loud noise can be heard coming for the end of
both corridors.</span></div></span><b style="text-align: center;"><div style="text-align: left;"><b><span style="line-height: 115%;"><span style="font-family: helvetica;"> </span></span></b></div></b><b style="text-align: center;"><div style="text-align: left;"><b><span style="line-height: 115%;"><span style="font-family: helvetica;">Development</span></span></b></div></b><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">The
gates are controlled by the levers in <b>room
two</b>.</span></div></span><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"> </div></span><b style="text-align: center;"><div style="text-align: left;"><b><span style="line-height: 115%;"><span style="font-family: helvetica;">Trap</span></span></b></div></b><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">If
gate b is still in its raised position the PCs may walk down the corridor
possibly standing on the pressure plate hidden on the floor bringing both gates
b and c crashing down to the ground trapping them inside.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">Spotting
the trap is possible on a successful find traps roll.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">Spotting
the holes in the ceiling for the gates is possible on a 1-in-6.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">When
the gates fall anyone inside can make a <b>save
versus breath. </b>On a successful roll the pc can decide which direction they
jump to.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">Lifting
a fallen gate requires a Strength check at -4 due to the gearing system above.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">Blunt
weapons can be used to damage the gate. Each bar id AC 10 [11] 25hp.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">Setting
of the trap also activates <b>room four</b>.</span></div></span><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"> </div></span><b style="text-align: center;"><div style="text-align: left;"><b><span style="line-height: 115%;"><span style="font-family: helvetica;">Room Four</span></span></b></div></b><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;">This room is
hidden behind a secret door that opens once the trap in <b>room three</b> is set off. Even is the door is found it can only be
opened if the trap is set off.</div></span><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"> </div></span><b style="text-align: center;"><div style="text-align: left;"><b><span style="line-height: 115%;"><span style="font-family: helvetica;">Trap</span></span></b></div></b><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">Inside
the room are enough bones for 9 <b>skeletons</b>.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">When
the trap in room three is set off an animate dead spell is cast into the room
animating the skeletons that pick up some of the 12 wooden spears stored here.
The secret door opens and the skeletons attack any intruders.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">Creatures
trapped behind the gates in room three can only attack through them with spears
or similar weapons without penalty. All other weapons are -2 to hit or cannot
be used at all at the GMs discretion.</span></div></span><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"> </div></span><b style="text-align: center;"><div style="text-align: left;"><b><span style="line-height: 115%;"><span style="font-family: helvetica;">Room Five</span></span></b></div></b><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"><span style="background-color: #cccccc;">This 20 foot by 20 foot room is empty and shows no
sign of the thunderous noise that could be heard earlier. Two 10 foot wide
corridors lead off to the sides of the room; one slanted upwards, one slanted
downwards. Across the other side of the room there is a circular hole about 2
feet across and about 2 feet from the floor.</span></div></span><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"><span style="background-color: #cccccc;">A few seconds later the incredible noise returns
and a huge iron ball runs down the slope and across the room before slamming
into a wall and moving around a corner. A few feet later the ball drops down a
10 foot wide pit and out of sight.</span></div></span><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"> </div></span><b style="text-align: center;"><div style="text-align: left;"><b><span style="line-height: 115%;"><span style="font-family: helvetica;">Development</span></span></b></div></b><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">Crawling
through the hole in the wall takes a creature to a small 5 foot wide corridor
that runs parallel with the main corridor. See the tap entry for more details.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">The
pit teleports anything falling into it into a 20 foot chimney at the top of the
slope but with a 1d6 round delay, Any creature falling through the portal takes
2d6 damage from the fall.</span></div></span><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"> </div></span><b style="text-align: center;"><div style="text-align: left;"><b><span style="line-height: 115%;"><span style="font-family: helvetica;">Trap</span></span></b></div></b><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">The
iron ball rolling down the corridor is nearly 10 feet across. Anyone struck by
it takes 4d6 damage as the ball rolls over them.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">The
ball moves the entire length of the corridor in one round.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">A
creature in the adjoining corridor can see small alcoves with a barred iron
window that looks into another dark alcove. On the left hand wall is a handle
set into a stone circle with a wedge shaped protrusion. Pulling the handle
brings the stone out of the wall and can then be turned 180 degrees before the
stone protrusion can be dropped into another recess.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">Moving
the lock opens the secret alcove allowing a creature to avoid being hit by the
iron ball but also releases a blast of gas that causes 1d4 damage each round
the stone is in its second position. Any creature in either alcove is affected
but can make a <b>save versus poison</b>
for half.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">Detected
the gas jets is possible through a successful find traps roll.</span></div></span><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">After
a creature making its way up the main corridor can see a lever that opens a
secret door into the second corridor allowing creatures to pass through and
avoid the iron ball.</span></div></span><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"> </div></span><b style="text-align: center;"><div style="text-align: left;"><b><span style="line-height: 115%;"><span style="font-family: helvetica;">Room Six</span></span></b></div></b><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"><span style="background-color: #cccccc;">This corridor is flanked by two sets of stone
statues. The first set contains a male and female human on one side and a male
and female elf on the other side. The second set of statues has a male and
female halfing in one side and a male and female dwarf on another. Each of the
statues is wearing identical leather armour and has a hood that conceals their
face. Each one holds out an oversized key of different design between their two
hands.</span></div></span><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"><span style="background-color: #cccccc;">Two other 5 foot wide corridors lead off between
the two groups of statues.</span></div></span><span style="font-family: helvetica; text-align: center;"><div style="text-align: left;"> </div></span><b style="text-align: center;"><div style="text-align: left;"><b><span style="line-height: 115%;"><span style="font-family: helvetica;">Development</span></span></b></div></b><span style="font-family: helvetica; line-height: 115%; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="line-height: 115%; text-indent: -18pt;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span><span style="line-height: 115%; text-indent: -18pt;">The
faces of the statues are not sculpted, just the hoods around them.</span></div></span><span style="font-family: helvetica; text-align: center; text-indent: -18pt;"><div style="text-align: left;"><span style="font-family: helvetica; text-indent: -18pt;"><span style="line-height: 115%;">·<span style="font-stretch: normal; font-variant-east-asian: normal; font-variant-numeric: normal; line-height: normal;"> ► </span></span></span><span style="line-height: 115%; text-indent: -18pt;"><span style="font-family: helvetica;">The
key from the elf female can be used to open the door in room XX.</span></span></div></span></span><blockquote style="border: none; margin: 0px 0px 0px 40px; padding: 0px; text-align: left;"><p class="MsoListParagraphCxSpLast" style="text-align: left; text-indent: -18pt;"><span style="font-family: helvetica;"><br /></span></p></blockquote><p class="MsoListParagraphCxSpLast" style="text-align: left; text-indent: -18pt;"><span style="font-family: helvetica;"><span style="font-size: 12pt; line-height: 115%;"><br /></span></span></p><p></p><div class="separator" style="clear: both; text-align: center;"><p class="MsoListParagraphCxSpLast" style="text-align: left; text-indent: -18pt;"><span style="font-family: helvetica;"><span style="font-size: 12pt; line-height: 115%;"><br /></span></span></p><div style="text-align: left;"><br /></div></div><p></p>Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-5704437224232475462023-01-02T08:34:00.001-08:002023-01-02T08:34:45.791-08:00#dungeon23: Let's make a megadungeon<p><span style="font-family: helvetica;">So I will be attempting to take part in the dungeon23 event that's been buzzing around the internet for the last few weeks. Each day you draw a room or cluster of rooms and each month start a new level to create a complete mega dungeon. I'll be writing mine using the Old School Essentials rules from Necrotic Gnome and posting updates (probably weekly) and daily post on my Instagram of the sketches and room descriptions. Hopefully be this time next year I'll have a nice megadungeon to publish. </span></p><p><a href="https://www.instagram.com/p/Cm1qq6-tvtb/?igshid=YmMyMTA2M2Y=" rel="noopener" style="color: #3c61aa; font-size: 13px; word-break: break-word;" target="_blank"><span style="font-family: helvetica;">https://www.instagram.com/p/Cm1qq6-tvtb/?igshid=YmMyMTA2M2Y=</span></a></p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKNoaPUp71gpW1MxfFr-Yc_FZETzFngOlxQfYTVYE2auWCHe1yWdhsVtUHpZtIiupCOB-OPo97iJD_UxJnko_IQzmAfQC0o2uA1h5hVHS-N86BEHVQv5jURbmCh2CZCq09dHgOs03xteGtCDmQHkgkINYfeNCGDxVVmvyOfr-vFQcSc7iFxU-sdrdt/s4032/image0%20(5).jpeg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3024" data-original-width="4032" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKNoaPUp71gpW1MxfFr-Yc_FZETzFngOlxQfYTVYE2auWCHe1yWdhsVtUHpZtIiupCOB-OPo97iJD_UxJnko_IQzmAfQC0o2uA1h5hVHS-N86BEHVQv5jURbmCh2CZCq09dHgOs03xteGtCDmQHkgkINYfeNCGDxVVmvyOfr-vFQcSc7iFxU-sdrdt/w640-h480/image0%20(5).jpeg" width="640" /></a></div><br /><p></p>Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-91119232435504378682021-09-01T02:27:00.000-07:002021-09-01T02:27:17.922-07:00Available now: Spell & Blade OSR Retainers<p><br /></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://www.drivethrurpg.com/images/2938/254142.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="800" data-original-width="587" height="800" src="https://www.drivethrurpg.com/images/2938/254142.jpg" width="587" /></a></div><br /><br /><p></p><p style="background-color: white; color: #333333; font-family: Arial, Verdana, sans-serif; font-size: 14px;">PCs need some help?</p><p style="background-color: white; color: #333333; font-family: Arial, Verdana, sans-serif; font-size: 14px;">Need to know who is at the inn?</p><p style="background-color: white; color: #333333; font-family: Arial, Verdana, sans-serif; font-size: 14px;">Spell & Blade OSR Retainers has 100 printable 1st Level characters each with full stats, a brief appearance, personality and a quirk for you to add to your OSR games and fill out the ranks of your player's party.</p><p style="background-color: white; color: #333333; font-family: Arial, Verdana, sans-serif; font-size: 14px;"><strong>Please Note:</strong> These NPC may have stats slightly higher than those usually found in OSR games. This is intentional; in order to make the retainers useful to the PCs as well as reflect the characters back story and quirks certain modifications were made. The GM is of course free to alter any aspects of the cards in order to suite their own campaigns.</p><p style="background-color: white; color: #333333; font-family: Arial, Verdana, sans-serif; font-size: 14px;"></p><p style="background-color: white; color: #333333; font-family: Arial, Verdana, sans-serif; font-size: 14px;">Contains:</p><p style="background-color: white; color: #333333; font-family: Arial, Verdana, sans-serif; font-size: 14px;">15 Clerics</p><p style="background-color: white; color: #333333; font-family: Arial, Verdana, sans-serif; font-size: 14px;">10 Dwarves</p><p style="background-color: white; color: #333333; font-family: Arial, Verdana, sans-serif; font-size: 14px;">10 Elves</p><p style="background-color: white; color: #333333; font-family: Arial, Verdana, sans-serif; font-size: 14px;">20 Fighters</p><p style="background-color: white; color: #333333; font-family: Arial, Verdana, sans-serif; font-size: 14px;">10 Halflings</p><p style="background-color: white; color: #333333; font-family: Arial, Verdana, sans-serif; font-size: 14px;">15 Magic-Users</p><p><span style="background-color: white; color: #333333; font-family: Arial, Verdana, sans-serif; font-size: 14px;">20 Thieves</span></p><p><span style="background-color: white; color: #333333; font-family: Arial, Verdana, sans-serif; font-size: 14px;"><br /></span></p><p>Available here:</p><p>https://www.drivethrurpg.com/product/254142/Spell-and-Blade-OSR-Retainers?src=newest_since</p>Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-49323329787916854912021-07-08T11:53:00.004-07:002021-07-08T11:56:10.991-07:00Website Update and New Videos<p>Hey all. The Mesozoic press website is going having a bit of a redesign and adding art and cosplay prop commissions as well as updates on other Mesozoic Press products including the new Collected Editions Review YouTube videos the last three of which can be found below:</p><p>Spiderman by Todd McFarlane Complete Collection <a href="https://youtu.be/sOo61ft_E-0">https://youtu.be/sOo61ft_E-0</a></p><p>Judge Dredd Complete Case Files 1 <a href="https://youtu.be/8hl2ByB-_2A">https://youtu.be/8hl2ByB-_2A</a></p><p>Avengers Epic Collection Volume 18 Heavy Metal <a href="https://youtu.be/e9YFeVNC9p0">https://youtu.be/e9YFeVNC9p0</a></p><p>There's More to come so please stay tuned!</p>Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-10588882201708380502019-05-15T07:47:00.001-07:002019-05-18T13:11:18.457-07:00New Ruins & Adventures out now: The Sanctuary<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgasyzdvZyD_-Qarlwl_19rGHbnsuHyiLiA-mBHNHmeL4NLbvB4g-1ijvVrM6tT7kBuPr69c-kDs1qcDTlGm0Bepn25ISUAyX0Xg_UfOYLK233Srj3zfCbML0bub07NP4Icndi_4U2il-4/s1600/Ruins_of_Adventure_3_Coverthumb.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1564" data-original-width="1199" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgasyzdvZyD_-Qarlwl_19rGHbnsuHyiLiA-mBHNHmeL4NLbvB4g-1ijvVrM6tT7kBuPr69c-kDs1qcDTlGm0Bepn25ISUAyX0Xg_UfOYLK233Srj3zfCbML0bub07NP4Icndi_4U2il-4/s320/Ruins_of_Adventure_3_Coverthumb.jpg" width="245" /></a></div>
The newest Ruins & Adventures is out now, The Sanctuary.<br />
Available for B/X Essentials (From Necromantic Gnome). 5e, and WOIN (from EN Publishing)<br />
<br />
<a href="https://www.drivethrurpg.com/browse/pub/2938/Mesozoic-Press/subcategory/5221_31788/Ruins--Adventures">https://www.drivethrurpg.com/browse/pub/2938/Mesozoic-Press/subcategory/5221_31788/Ruins--Adventures</a>Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-43862876622346042962019-03-01T02:47:00.003-08:002019-03-01T02:47:37.598-08:00<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixn7-sXuqqpJ9qJx-o4pDhIWJXdyxRn5cSqvr1b9RFm1KziCeqdO_mpg_RJGZgVs_TDl-KUiv4MHW1K0mshxJ_zHIBYO0dJ0xqcWsx6H4FZtqit1VgHz87_YxH_k0CHdyNYD9JdpN785s/s1600/Ruins_of_Adventure_2_BX_Coverthumb.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="782" data-original-width="600" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixn7-sXuqqpJ9qJx-o4pDhIWJXdyxRn5cSqvr1b9RFm1KziCeqdO_mpg_RJGZgVs_TDl-KUiv4MHW1K0mshxJ_zHIBYO0dJ0xqcWsx6H4FZtqit1VgHz87_YxH_k0CHdyNYD9JdpN785s/s320/Ruins_of_Adventure_2_BX_Coverthumb.jpg" width="245" /></a></div>
The 2nd in a series of sidetrek adventures has just been released on RPGNow, Ruins & Adventures, for B/X Essentials, WOIN and 5e rules sets. This release, Aldair's Arboretum is available now.<br />
<a href="https://www.rpgnow.com/browse/pub/2938/Mesozoic-Press/subcategory/5221_31746/Ruins-of-Adventure">https://www.rpgnow.com/browse/pub/2938/Mesozoic-Press/subcategory/5221_31788/Ruins--Adventures</a><br />
<br />
(B/X Essentials ©Necrotic Gnome, WOIN ©EN Publishing)Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-77546579084863828832019-01-10T14:36:00.000-08:002019-01-30T03:01:31.965-08:00Product Review: The Traveller Companion (Traveller 2nd Edition, Mongoose Publishing)<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXjZGSrUy1jpwhtQ8X0Ezr6mkR_Qx3IMvBkyEMowufrsFKmagJ4rJRRhXx_hVir1sSX67xPVtyhjG7nUggPvbDsRQO1DMBuqLxABDf77kqgxejfgaNhJcy64DY7p_CbgpQRz1Ptub1NMQ/s1600/262100.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="770" data-original-width="600" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXjZGSrUy1jpwhtQ8X0Ezr6mkR_Qx3IMvBkyEMowufrsFKmagJ4rJRRhXx_hVir1sSX67xPVtyhjG7nUggPvbDsRQO1DMBuqLxABDf77kqgxejfgaNhJcy64DY7p_CbgpQRz1Ptub1NMQ/s320/262100.jpg" width="249" /></a></div>
The Traveller Companion is the latest release for the 2nd edition Traveller RPG from Mongoose Publishing.<br />
Having had the chance to go through the PDF I'll break down the contents of each chapter and discuss how useful it is to me when running my Traveller campaign.<br />
<br />
Strap yourself in as this is going to take some time.<br />
<br />
<h3>
<b>Introduction</b></h3>
A brief introduction to let us know that everything in the companion is optional, although some of the chapters contain some great stuff they should be considered almost essential to most campaigns.<b><br /></b><br />
<br />
<h3>
<b>Chapter One: Characteristics</b></h3>
The chapter opens with an expanded table for characteristics outside of the human norm, usable for large creatures or robots for when stats are needed.<br />
<br />
Next up is new optional characteristics: Wealth, Luck, Morale, and Sanity as well as an alternative take on social standing.<br />
<br />
<b>Wealth (WLT): </b>A way to keep track of credits without the nitty gritty of costing up everything but is only recommended for personal items only and not for when the become millionaire pirates. The score determines how many credits a character has on hand with a check needed when a character want to purchase something more expensive.<br />
<br />
<b>Luck (LCK): </b>Used to decide who is hit by random occurrences, can be used to increase your roll or decrease that of an opponent and can be used to determine if the character survives a major catastrophe like a starship crash.<br />
<br />
<b>Morale (MRL):</b> Can be used to see if a character can overcome their fears as well as stick to a significant task long enough to be successful.<br />
<br />
<b>Sanity (STY): </b>Not SAN,<b> </b>as in some other game of mindbending horror.<b> </b>Useful in games that have a supernatural element or for showing the effects of cyberware on the human mind this characteristic can be used as mental "hit points". Traumatic effects or exposure to jumpspace can reduce this characteristic, with the character driven insane when it reaches 0.<br />
<br />
The <b>Social Standing (SOC) </b>section expands on what the characteristic means in societies that don;t have the same ranks of nobility as the Third Imperium. Characters can take SOC damage from smear campaigns or rumors or if the planet they are on even acknowledges their nobility.<b> </b><br />
<b><br /></b>
Out of all of these the Social Standing stuff seems the most useful/ Wealth seems to add an additional layer of complexity that may be made redundant once the PCs become millionaire pirates. Luck checks are nice but I'd probably use the idea without the characters having it as a permanent stat and Morle seems to be good for use on battlefields or when the PCs outclass their opponents. I'm likely to give this stat to most NPCs from now on, or at least use baselines for their profession such as all security have a Morale of 10. Sanity is a good way of limiting cyberware similar to Cyberpunk 2020 or even Vampire's Humanity score. So far I've not come across a player that wants to go that far down the cyberware road.<br />
<br />
<h3>
Chapter Two: Alternate Traveller Creation</h3>
<div>
This chapter contains different way to create characters, the iron man option & solo creation, options for alternate skill selection, determining characteristics, maximum terms, as well as package based and point based creation.<br />
<br />
Iron man brings back classic Travellers possibility of dying during character creation.<br />
Solo creation is used for single players and gives options or connections and skill packages.<br />
The skill selection option allows you to pick career skills rather than roll.<br />
The alternative characteristics determination gives you different methods to roll up the character sometimes resulting in stronger than normal PCs.<br />
Maximum terms imposes a limit a character can spend in a career<br />
Package based creation gives you a list of backgrounds and careers and a full list of accompanying skills so all the randomness is removed topped up by skills or benefits at the end.<br />
Point buy creation breaks character creation down to buying up stats and skills and gives a player a little more control over what they actually want from that PC.<br />
<br />
Oddly enough, a new minor race, the Bwaps is introduced in this section with no fanfare. The little lizard guy on the cover is one of them.<br />
<br />
All in all this chapter provides the "official" inclusion of a lot of stuff some groups include as house rules such as picking skills rather than rolling. So far the most useful part to me has been the package creation as it has allowed me to put together some quick NPCs with only minor tweaking.<br />
<br />
<h3>
Chapter Three: Allies, Contacts, Rivals and Enemies</h3>
<div>
This chapter adds an entire sub-system to flesh out a PCs contacts etc by assigning them an affinity and enmity score that shows how much they can be relied upon or just how much they hate the PC. Another sub-system determines the contacts power and influence to see just how much they have in the universe and a list of characteristics add a few twists and modifications to the NPC so that they are unique.</div>
<div>
<br /></div>
<div>
This chapter will likely be used in every character creation session from now on. Very useful stuff,</div>
<div>
<br /></div>
<h3>
Chapter Four: Pre-Career Options</h3>
<div>
Five new pre-career options to add to character creation so that university and military school are not the only ones. These include colonial upbringing, mechant academy, psionic community, school of hard knocks, & spacer community. Each one adds skill or stat boosts similar to those in the core book.</div>
<div>
<br /></div>
<div>
This chapter provides another set of options that I'm likely to give to my players during their next character creations. </div>
<div>
<br /></div>
<h3>
Chapter Five: Additional Careers</h3>
<div>
This chapter details the Truther and Believer careers. While they are similar the Truther seems to be a leader of a religion or cult that gains followers as they progress while the Believer seems to be those followers.</div>
<div>
<br /></div>
<div>
Both seem to be interesting options but I was hoping for a few more careers, even if it was to represent stuff from 1e. The Believer careers would be great for religious fanatics such as those of the Shield Church of Neaumann detail in the <i>Pirates of Drinax</i> campaign. This makes them useful to me at least depending on how much the PCs interact with that whole organization and I can see them being a good way to detail other religions or beliefs systems found on a variety of planets.</div>
<div>
<br /></div>
<h3>
Chapter Six: Training and Experience</h3>
<div>
This chapter presents a simple experience point system withe rewards at the end of each adventure and gained through study. The time it takes to gain skills seems longer than the standard skill improvement system but does away with the Education check so the time isn't lost. The most interesting part of this chapter is a cost for improving characteristics and I'm probably going to use that section as "improvement points" to let my players alter the stats of their characters.</div>
<div>
<br /></div>
<h3>
Chapter Seven: Broad Skills and Specialties</h3>
<div>
This chapter addresses the Art, Profession and Science skills breaking them down into smaller specialties with a good list of professions and what they actually can be used for as a skill roll. The section then moves on to Melee skills including grapple, strike and fencing strategies.</div>
<div>
<br /></div>
<div>
Again some useful info in here for every game.</div>
<div>
<br /></div>
<h3>
Chapter Eight: Alternative Play Styles</h3>
<div>
This chapter gives a few alternatives to the standard way Traveller is played. The first of these is a narrative resolution for skill and ability checks.These effectively allow the character to succeed at a number of task associated with the characteristic or skill but the biggest flaw seems to be that a particular nasty GM could just keep throwing one type of check at a group until all their successes are used up and then present them with something major they have no chance to prevail against. A careful balancing act would need to be done here to sop everyone failing near the end of each adventure. </div>
<div>
<br /></div>
<div>
The next section addresses mundane tasks that aren't covered by a skill and pretty much boil down to a 2d6 check. Nothing amazing but again just a good idea finally written down.</div>
<div>
<br /></div>
<div>
Recognition of competence covers just how much a character knows based on their skill level and give some fairly firm info on just what a medicine/3 doctor may know.</div>
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<h3>
Chapter Nine: Combat</h3>
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Admittedly the first chapter I read in the book, this section presents rules for ammunition expenditure that alters shot by shot tracking to a rules where multiple shots are fired with each attack and a weapon may run out of ammo at any time modified by its rate of fire with higher rate weapons running out of ammo quicker. </div>
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I've actually found ammo is fairly easy to track with small arms so my players know that if they are carrying one spare magazine they will hold attacks until they have a good chance to hit. This system is obviously more random and it seems only fair that a GM would use this for NPCs too meaning the big bad guy may run out of shots half way through his big standoff. </div>
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The next section gives several uses for Endurance. First up is Natural Resilience, which is using END as armor. The Knockout Blow rule which allows characters to be KO'd when losing their total END in a single attack. Then the Random First Blood rule damages a random stat during attacks rather then END first. The Knockout Blow rule is one I'm likely going to adopt.<br />
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Next up is an Alternative Initiative system that has all a rounds action happen simultaneously, Effects happen in order and actions may be interrupted or negated but everything happens all at once. I kind of like the step by step initiative so I'll stick with that.<br />
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The next section details Material Destruction which gives "hit points" for regular items, something that's going to be useful when your Travellers are hiding behind a brick wall while bad guys shoot at it.<br />
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The Additional Wound Effects section a quick rule for possible negative effects from sever wounds then its onto Combat Mishaps for a fumble effects table. Hit Locations comes up next with random location rolls and details on wound effects from those big hits Travellers alway seem to get.<br />
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So far all good with the Material Destruction rules probably being used the most.<br />
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The next section details Weapon Scanners and Searches and gives a very good breakdown of how to sneak weapons past security modified by their size and even goes into detail about detailed "on hand" searches and technological scans and then tells you what happens when your Travellers get caught. Again a very useful section if your players are anything like my players.<br />
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The next few chapters give a lot of world building information which I'm going to be used a lot.<br />
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<h3>
Chapter Ten: Gravity and Related Effects</h3>
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This chapter gives a very helpful list of different gravities that can be found while adventuring including their effects on a character, fallingm collisions, and having object fall on the character. This section made me want to add more gravity varieties in my game rather than the standard 1g.</div>
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<h3>
Chapter Eleven: Atmosphere and Vacuum</h3>
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The chapter does for atmosphere and vacuum what chapter ten did for gravity detailing the various pressures, breathing difficulties, decompression and exposure. Another great chapter that gets me wanting to use more diverse worlds in my game. </div>
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<h3>
Chapter Twelve: Diseases, Toxins and Chemicals</h3>
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This chapter gives us poisons and agents that players may come across and their effects and detection. It then moves onto diseases and biological effects with a list of 6 nasty diseases the GM can inflict on his players.Acids and other corrosives round out the chapter. Another chapter that is going to be used at some point.</div>
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Chapter Thirteen: Starvation and Thirst</h3>
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A small chapter detailing what happens when you run out of food and water.</div>
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Chapter Fourteen: Effects of Temperature</h3>
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What happens when Travellers are exposed to heat or cold environments including rules for hypothermia and heatstroke.<br />
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Chapter Fifteen: Terrain, Conditions and Movement</h3>
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This chapter opens with the effects of hazardous terrain on vehicles along with mishaps that can occur. Flying through cluttered airspace is next which is great if you want to run a scene like the one in <i>Serenity</i> where the ship flies through a gazillion ships as well as jus dodging mountains and trees. </div>
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Next is landing in difficult terrain, which is quickly detailed but also going to show up at some point in most peoples games. </div>
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<h3>
Chapter Sixteen: Animal Encounters</h3>
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This chapter opens with a list of new animal traits before giving us a list of 28 creature from different environments. Another useful chapter to either add a bit more variety to GM creatures or just some new animals to hassle the PCs. </div>
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<h3>
Chapter Seventeen: Vehicle Damage</h3>
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A single page that gives rules for making vehicles more resistant to hand held weapons.</div>
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Chapter Eighteen: Refereeing Traveller</h3>
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This chapter gives the GM lots of ideas in what to include in their Traveller games, including societies, adventure themes, and encouraging heroics. This kind of chapter may not be anything new to old timer GMs but reading it still sparks a few ideas for stuff to include in adventures.</div>
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<h3>
Chapter Nineteen: Interpreting UWP Data</h3>
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This chapter great breakdown of what that fancy code on the Travller system maps actually mean with details on exotic, habitable, hazard and hostile worlds. It then goes into technology distribution and what the TL of a world may actually mean before going into a few ideas about fleshing the whole thing out.</div>
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<h3>
Chapter Twenty: Travellermap and the Wiki</h3>
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Now this was the biggest surprise in the book as both the Travellermap and the wiki aren't officially anything to do with Mongoose and cover some content that actually belong to other versions and time periods of the game. The companion warns about this right away saying that the wiki especially can be edited and may not be the official version of the world they they may use. The chapter then goes into a good overview of the various empires in the Third Imperium in a lot more detail than the core book does, and does so with accompanying pics from Travellermap.</div>
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Once we get down to world scale it talks about the system information, and the world map builder, neither of which I knew about. While I've been reluctant to use everything from either the map or wiki these tools make it seem even more useful, the only thing I wish they could add would be a full system map with travel times to the various bodies, but then I guess I'd have nothing to do to flesh out all those systems.</div>
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<h3>
Chapter Twenty One: Starports and Spaceports</h3>
<div>
This is an excellent chapter. It reveals just what a class A, B<C. D. E and X starport may include along with their accompanying starports It then goes on to a table of random events that can make the port a little more unique before going on to freeports, ruins, specialist ports and trade nexuses, detailing the difference for each one. A random features table gives a list of circumstances that may effect the port temporarily so that each journey there is not always the same.</div>
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The chapter is rounded out by a discussion of starport law and defences to show just what security the place can throw at the PCs when they get into trouble there.<br />
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<h3>
Chapter Twenty Two: Lawbreaking</h3>
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<div>
Another great chapter abut what those Law Level codes mean and what happens when they are broken. What response is given and mentions the possibility of extradition treaties between worlds. Weapon related crime is then give a huge breakdown details the various categories of weapons and what formal training and certification may allow a character to use that weapon on a world. It then goes into how to obtain blackmarket weapons, what streetwise rolls are needed to do so and a quirks list for GMs who like to give their player not <i>quite</i> what they are looking for.</div>
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<br /></div>
<h3>
Chapter Twenty Three: Slower-Than-Light</h3>
<div>
A page in various version of slower-than-light travel that could be found in the game usch as using robotic or sleeper ships.</div>
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<h3>
Chapter Twenty Four: The Jump Drive</h3>
<div>
Now this is one of the chapters I was most interested in wen the contents were revealed and I wasn't disappointed. The chapter goes into detail about fuel usage, the 100 diameter restriction on jump drives, a new set of tables that can make every jump a little more different and just what happens if the astrogation and jump drive check are a little low. It then goes into a bit more detail about misjumps, what jumpspace really is and even a few variants on jump duration that may effect local regions of space, which reminds me of the <i>Star Trek: The Next Generation</i> episode where they discover that warp drive has been messing up space.</div>
<div>
Two alternate jump systems are then given to make Traveller a little more like Star Trek or Star Wars should the GM wish it. </div>
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<br /></div>
<div>
This chapter didn't disappoint and I'm going to be throwing a lot of this stuff into my games to make jumps a little more interesting and potentially dangerous. </div>
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<br /></div>
<h3>
Chapter Twenty Five: Travelling in Normal Space </h3>
<div>
A lot of detail here about travel times once a ship get in system, average distances they may encounter. Good information for something that may be ignored in some games with just a narrative "you arrive at planet X" and therefore a good opportunity to add more detail to these travels. </div>
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<br /></div>
<h3>
Chapter Twenty Six: Mine Warfare</h3>
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I initially glanced over this chapter as huge space minefields have not come up in my game just yet. It goes into types of mines, how useful they are and how to evade them. I can see my players wanting to put nuclear mines around their home bases.<br />
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<h3>
Chapter Twenty Seven: Gas Giant Operations</h3>
</div>
<div>
A good chapter about refuelling at gas giants, how far into the atmosphere you can go and what effects that has on the speed in which fuel is gathered. Coupled with a section about using gas giants in combat situations and this may help you try a <i>Wrath of Khan</i> at some point in your games.</div>
<div>
<br /></div>
<h3>
Chapter Twenty Eight: Transponders, Registry and Mortgages</h3>
<div>
Now this is the chapter that made me decide to buy this on day one as transponders has frequently been an issue in my<i> Drinax </i>campaign and for just two pages it doesn't disappoint. It details the transponder setting used in the Third Imperium and how to modify them and how they are tied into ship mortgages where the place you got your ship from may be many parsecs away. Great info that will be used a lot.</div>
<div>
<br /></div>
<h3>
Chapter Twenty Nine: Missiles and Torpedoes</h3>
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Two pages are given over to missile. missile defence including two new types. More weapons are always good.</div>
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<br /></div>
<h3>
Chapter Thirty: Starship Automation</h3>
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A single page on the costs of automating a vessel and the problems in doing so. Having just introduced an Aslan with an automated ship this actually proved useful.</div>
<div>
<br /></div>
<h3>
Chapter Thirty One: Gravitic Shielding</h3>
<div>
A new type of shielding that becomes available at TL16 and improves all the way up to TL21, so not something that is going to readily available in many campaigns unless Ancients relics of something similar play a part. Only a page but I'm a little surprised by it's inclusion.</div>
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<h3>
Chapter Thirty Two: Starship Weapons</h3>
<div>
Three new starship weapons are introduced here, the antimatter streamer, the plasma/fusion carronade, the hullcutter, the disintegrator, ground defence guns and a general-purpose mass driver. The ground defence guns start at TL 4 and are probably the most likely to be encountered. After the carronades at TL10 and 12 a lot of the other weapons are TL17 or so meaning once again they are the upper edge of Third Imperium tech levels and may not be of use to everyone. Three new weapon traits round out the chapter.</div>
<div>
<br />
The index rounds out the book.<br />
<br />
So all in all the book is a bit of a grab bag. There are a LOT of things in here that I would have loved to have seen in the core book as I've had to puzzle them out over the last few years, a lot of stuff that expands on what we've seen before in much greater detail and then it's topped off with a few chapters of stuff that just seems to be a random subject that up until now has not yet found a book to go into. All of the good stuff by far outweighs the chapters that may crop up once in a billion times so all in all I'm very happy with the companion and if a second volume were to be published I wouldn't hesitate to pick that up as well.<br />
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<h2 style="text-align: right;">
<b> Review Score: 5/5</b></h2>
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Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com1tag:blogger.com,1999:blog-2519074553891543435.post-72013727823118598802019-01-04T03:37:00.002-08:002019-01-05T11:39:53.502-08:00New Year, New Update, New Series<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkjKYF8-NjWW5teOA0-yWBLYjYdv1L3pwenyr0MDb1jz8DRMMI4rU52as-UX1rNjfa7aL8SDbX_20CXWTjIiVwKB7qaAHNvwKpqK7bHzdDCuYXi7xqwAsA_E-cEpxGqjJ3GT8B2aSrG7c/s1600/Ruins_of_Adventure_1_Coverthumb.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="1564" data-original-width="1199" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkjKYF8-NjWW5teOA0-yWBLYjYdv1L3pwenyr0MDb1jz8DRMMI4rU52as-UX1rNjfa7aL8SDbX_20CXWTjIiVwKB7qaAHNvwKpqK7bHzdDCuYXi7xqwAsA_E-cEpxGqjJ3GT8B2aSrG7c/s400/Ruins_of_Adventure_1_Coverthumb.jpg" width="306" /></a>A new series of sidetrek adventures has just been released on RPGNow, Ruins & Adventures, for B/X Essentials, WOIN and 5e rules sets. The first release, the Welcome Repose Inn is available now.<br />
<a href="https://www.rpgnow.com/browse/pub/2938/Mesozoic-Press/subcategory/5221_31746/Ruins-of-Adventure">https://www.rpgnow.com/browse/pub/2938/Mesozoic-Press/subcategory/5221_31788/Ruins--Adventures</a><br />
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(B/X Essentials ©Necrotic Gnome, WOIN ©EN Publishing)Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-17942117984180558202017-09-25T13:44:00.001-07:002017-09-25T13:46:06.769-07:00Star Trek Discovery: Trek is Back on TV!! (kinda)<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-BdZC0qhIDJ_z8ONopSuyTcF6v-LfvQnHPO0npZhC7IT3OlTBB514H9TbMDj5W9SmIyDGp-i9cGRpSuSug0InF_L2L5VhajRC5QpXv7KwafHbOmo5m88RgJHzXCDihSLfPnaWRRZSC_4/s1600/download.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="183" data-original-width="275" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-BdZC0qhIDJ_z8ONopSuyTcF6v-LfvQnHPO0npZhC7IT3OlTBB514H9TbMDj5W9SmIyDGp-i9cGRpSuSug0InF_L2L5VhajRC5QpXv7KwafHbOmo5m88RgJHzXCDihSLfPnaWRRZSC_4/s1600/download.jpg" /></a></div>
<span style="font-family: inherit;">So for once being in the UK has actually been beneficial for TV as the new Star Trek Discovery series is being streamed on Netflix. Today I got to watch the first two episodes and I have to say that I liked what I saw. I won't be doing a scene by scene breakdown here but rather address some of the memorable points.</span><br />
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<span style="font-family: inherit;">There are spoilers ahead.</span><br />
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<span style="font-family: inherit;">The episodes opens with the Klingons, so lets start there. I did't really like the redesigns of the Klingons, the same way I found the Kelvin-Verse redesigns unnecessary. They did grow on me as the episodes progressed. There is one Klingon. Voq, who is houseless because he has been abandoned seemingly for being paler than his Klingon brethren and this coupled with the main bad guy T'Kuvma seems to be bringing the Klingons together for fear that they will be tainted by the Federation races. Is this a cultural taint he is talking about or is he actually meaning a alteration to the Klingon race? We've already seen some Klingon genetic manipulation in Enterprise in order to explain the TOS and other Klingons is this going to be something similar?</span><br />
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Another piece of Klingon-ness is their cloaking technology. Discovery seems to suggest that this is the first time they have seen the Klingon ship cloak so did they do their deal with the Romulans between the Enterprise-era and now?<br />
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We also see a redesign of the Bat'leth that seems to stay similar to the original but with more fancy twiddly bits, but this seems to be the thing with all modern day movies and TV where "flat" is a bad word because of HD tv. Just look at all the texture added to superhero costumes in the movies rather than flat colors. The Klingon space suit did look great though. A first of it's kind here?<br />
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Oh and they spelled Qo'noS correctly here!<br />
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So to the credits. A nice no here to the TOS credits, so much so that I thought they were going to use the thing in it's entirety.<br />
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Now onto the federation characters. Michelle Yeoh is a great Captain Phillipa Georgiou. I've been a Michelle Yeoh fan for a while so was really happy to see her in Star Trek.<br />
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Saru: Played by Doug Jones Saru is going to become the Data, Doctor and Phlox character of Discovery. The alien race he plays, a Kelpien, is the first time we've seen them and they look good, not going down the traditional Trek route of slightly knobbly facial features. Even over the course of just these two episodes I hope we see more from him, maybe his own episode, although I'm not sure Discovery's story structure is going to be handled the same way as the older series.<br />
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Michael Burnham: So Sonequa Martin-Green plays the main focus of Discovery and she does it excellently. She was a favourite in Walking Dead (while I was watching it) and once again, when I heard that she had been cast in Discovery I had high hopes. Once again i just a few flashbacks we see an evolution of her from a Human attempting to mimic her Vulcan peers to a Human with a logical approach to problems, taints by her own emotions. We may see more of Burnham's outbursts as she struggles with the suppressed emotions during her time on Vulcan.<br />
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My only fear with Burnham is that the whole "caught between two worlds" thing was already done with a few characters, most notably with Spock and this one even has Sarek and his family as well. I'm not sure this was a great idea, but it may prove to be the opposite of Spock's story as Spock struggled to be more Vulcan, Whereas Burnham seems to be more Human.<br />
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I like the character and look forward to seeing how she develops over the series. I love how she was taught the Vulcan Nerve Pinch!<br />
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Other stuff: We have Phase Cannons rather than Phasers in another call back to Enterprise with a mention of transporter technology development.<br />
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Hologram communication seems to be included here so that the characters can march around and react rather than be stuck on a static screen.<br />
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The flashback to Burnham's arrival on the ship had lots of classic Trek noises on the bridge which was great.<br />
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There are a lot of slanted shots here mimicking the Kelvin-verse movies rather than the original series. I suppose this is just modern TV now....<br />
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Why did they not send a security team when Burnham and Georgiou boarded the Klingon ship? I know Kirk was always beaming down to danger but they had plenty of time to gather a few "red shirts" and help out. Maybe this is the reason, as they didn't want to go the whole "Red Means Dead" route and maybe killing a number of them during this scene would just reinforce that.<br />
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All in all, I liked Discovery and am looking forward to seeing a lot more, especially Harry Mudd!! Finally a good reason for Monday.<br />
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<br />Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-74012062517574995762017-07-22T02:28:00.000-07:002017-07-22T02:30:44.963-07:00New BAMF Podcast. Talking to Dan Abnett about the 13th Doctor, Aquaman and Captain Chronos (among other things)<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-miSP0PzvM2gDD1Fmg_i2p7XBekWPJmWsgsNU4lngn0kby6gQ8paEM8DhgS2J2a_7smS3E0F60qz_XckSiQQJ70jyIH5NSeTgLXcgxWfEFBrxxjVq9qw__OgMzprM1NK2f-_L9q8DriY/s1600/bamfjpeg.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="293" data-original-width="385" height="243" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-miSP0PzvM2gDD1Fmg_i2p7XBekWPJmWsgsNU4lngn0kby6gQ8paEM8DhgS2J2a_7smS3E0F60qz_XckSiQQJ70jyIH5NSeTgLXcgxWfEFBrxxjVq9qw__OgMzprM1NK2f-_L9q8DriY/s320/bamfjpeg.jpg" width="320" /></a></div>
Here is the link to the new BAMF podcast<br />
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<a href="https://mikelaff.podbean.com/e/dan-abnett-talks-dr-who-aquaman-captain-kronos/">https://mikelaff.podbean.com/e/dan-abnett-talks-dr-who-aquaman-captain-kronos/</a><br />
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and the YouTube video can be found here<br />
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<a href="https://youtu.be/KV64__Q4xjo">https://youtu.be/KV64__Q4xjo</a><br />
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An Interesting thing came up during this discussion. I said that it would be interesting to see if the new Doctor being a woman will steer more girls into watching the show, but steer more boys away from it. Dan Disagreed and said that he thinks the will be virtually no loss.<br />
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Now I'm getting old, back when I was a kid it seemed to me that boys were marketed He-Man and Transformers and girls were marketed My Little Pony and Strawberry Shortcake. I never even considered that because Doctor Who was a sci-fi "boys show" that girls would even be interested in it, but we didn't have the internet back then and pretty much your whole observation of a shows fandom was "if your friend liked it". <br />
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This changed throughout my life when I started to meet women who loved Farscape or Buffy or anime with as much passion as I did for Doctor Who but even now I'm still only learning 24 years after leaving school that there were girls that loved Star Trek: the Next Generation as much as I did.<br />
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So now I'm hoping I'm wrong. I'm hoping that kids these days just see that the Doctor offers them adventure and excitement and tells them about understanding and tolerance and everything else the Doctor stands for whether he is currently in the form of a male or female.<br />
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<br />Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-40579205809737698222017-07-16T14:56:00.001-07:002017-07-16T14:59:57.156-07:00The New Doctor is...a woman?? <div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMaq81sItrJZwV8uHxFvfrpKNTM64JHNanR4GDVrqNN7CSrAm9qKn-8PzKS05YcaMY3tDlVjmoTfe-BgHsgihTFAiUbiOw6BtDZHFhYiSWTysNeLMd2n8mIdy0kxy1fhy-GWnT1Ox_cmo/s1600/jodi-whittaker-doctor-who-13.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="349" data-original-width="620" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMaq81sItrJZwV8uHxFvfrpKNTM64JHNanR4GDVrqNN7CSrAm9qKn-8PzKS05YcaMY3tDlVjmoTfe-BgHsgihTFAiUbiOw6BtDZHFhYiSWTysNeLMd2n8mIdy0kxy1fhy-GWnT1Ox_cmo/s320/jodi-whittaker-doctor-who-13.jpg" width="320" /></a></div>
So today we just had the reveal that Jodie Whittaker is going to be the 13th Doctor and my initial reaction was...hmmm. I'd seen the shortlist and no one on it jumped out as being particularly favorable but then I had no particular opinion about Eccleston, Tennant, Smith or Capaldi when they were cast because I'd not seen them in anything else. Whittaker is a regular in Broadchurch but I avoid crime series like the plague so I have no preconceived idea of just what she is like. Fundamentally anyone playing the Doctor has to have good stories and I'm hoping that Whittaker has the Matt Smith effect of immediately winning me over before the last episode was over.<br />
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In universe the idea that the Doctor could be a woman has obviously been touched on before. The Corsair had female regenerations, Missy was the last iteration of the Master and Romana effectively got to "try on" here regeneration before settling on the one she stayed with. My take is that when the 12th Doctor said at the end of episode 10 that if he couldn't be himself he didn't want to be anyone he effectively let go and allowed for the significant change as if starting again from scratch.<br />
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In the real world we have a bigger problem, anyone not liking the casting is immediately framed as being sexist or worse still misogynistic when maybe all they thought was that they didn't like her in Broadchurch. Women viewers are being told that they should be grateful that finally they have a female Doctor in some bizarre reverse sexism that just because she's a woman it guarantees that the show will be any good. I'm sure the argument that all women should like Theresa May or Thatcher just because she's a woman would work just as well.<br />
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What Whittaker needs is some bloody good stories that can prove that the show can be great whether the Doctor is male or female because if that's not there and viewing figures drop off the BBC are going to get he "I told you it wouldn't work" message when her casting may not be anything to do with the problem.<br />
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So here it is. I'm going to stay as balanced as I can be. If you've decided that the Doctor being a woman is not for you then I'm not going to rant, you have every right to have that opinion just as the casting of Capaldi or whoever may have put some people off. Just as I'm going to say that just because the Doctor is now a woman that the series is going to be the best thing ever, because for as much as I've liked ever Doctor there have been some horse shit episodes in there that makes their runs imperfect.<br />
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All I know is that I'm as willing to give Whittaker a try as much as I did Tennant, Smith and Capaldi and I hope that the show flourishes and we get some great sci-fi tv out of it.Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-69652809047881553522017-07-07T07:38:00.004-07:002017-07-07T07:38:34.702-07:00Star Trek Adventures has arrived!!<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBrd3VfZe58i4jcZt2-NxI9ugEJBvQAsMilDDoNtYc0jLuFn6NIPORwizoWVLRlewZGCWvtdY09uuzoo72r69fb8ULZTvyGnpeg2lCJ1UEdEDBxyUgs5-SU1hMelL78AFNYyvOjirWSGk/s1600/214552.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="598" data-original-width="464" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBrd3VfZe58i4jcZt2-NxI9ugEJBvQAsMilDDoNtYc0jLuFn6NIPORwizoWVLRlewZGCWvtdY09uuzoo72r69fb8ULZTvyGnpeg2lCJ1UEdEDBxyUgs5-SU1hMelL78AFNYyvOjirWSGk/s320/214552.jpg" width="248" /></a></div>
The new Star Trek Adventures RPG, of which I made a small contribution to, is now available. The book looks gorgeous and should easily be able to fulfil your 24th century adventure needs. The PDF can be found at RPGNow and the book for pre-order at Modiphius' own site.<br />
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http://www.rpgnow.com/product/214552/Star-Trek-Adventures-Core-Rulebook<br />
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https://www.modiphius.net/collections/star-trek-adventuresAde Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-9790236562074517092017-06-08T03:19:00.001-07:002017-06-08T03:19:22.141-07:00First page of a so far un-named manga-esq fantasy comic.<div class="separator" style="clear: both; text-align: center;">
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Here is the first page of a new fantasy comic book that I've been working on. I plan on releasing stats and background material for M&M as it progresses. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcvEc5vhot7uHAyBLCEZxEmmCL7i2Ojhvts8a2WVuBlFEOdZYHZlTimi-0D_xo8kzTMw4sg5jgJaU3YekMjznE3LgcSosom1__h3PgtDW3G23BlVcU97lmqGzJn-1Eg5Et9SxLQBDxXlQ/s1600/Tales_of_Eldane_1.1FLATS3%2528SFX%2529150.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1566" data-original-width="1031" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjcvEc5vhot7uHAyBLCEZxEmmCL7i2Ojhvts8a2WVuBlFEOdZYHZlTimi-0D_xo8kzTMw4sg5jgJaU3YekMjznE3LgcSosom1__h3PgtDW3G23BlVcU97lmqGzJn-1Eg5Et9SxLQBDxXlQ/s640/Tales_of_Eldane_1.1FLATS3%2528SFX%2529150.jpg" width="420" /></a></div>
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<br />Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-6573694714437116142017-06-07T12:16:00.001-07:002017-06-07T12:16:24.264-07:00Doctor Who Series 10 so far...Smile<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRbMFuEn0XVbP_mxP3olUMQDIp6SHYtGcHUuCpJbCsnkpXACigatQqlrFj17rTpAXqAEstmsu-aGXJC6UxhngiKExSsKpS1z_Jfng-zM7sjvK3_1OKiNXOfAwbYpHO6LLsYQRDOFz5WGA/s1600/doctor-who-smile-promo-pics-1.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="380" data-original-width="570" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhRbMFuEn0XVbP_mxP3olUMQDIp6SHYtGcHUuCpJbCsnkpXACigatQqlrFj17rTpAXqAEstmsu-aGXJC6UxhngiKExSsKpS1z_Jfng-zM7sjvK3_1OKiNXOfAwbYpHO6LLsYQRDOFz5WGA/s320/doctor-who-smile-promo-pics-1.jpg" width="320" /></a></div>
So on to episode two. We open with the a standard explanation to Bill about the TARDIS, Timelords etc including a reference to Mr. Fantastic and seats that ends on Nardole reminding the Doctor that he is not supposed to leave Earth because he is charged with overlooking the vault, this seasons big mystery object. The Doctor mentions here that he is over 2000 years old which is considerably older than the 11th Doctor mentioning he's 940 odd in the <i>Impossible Astronaut. </i>Even taking into consideration the time spent with River Song at the end of the Xmas episode and the 50 years he's been at the university it still means that the Doctor has been busy since we last saw him. some of this time may well have been saving and finding a new body for Nardole. Explanations done and we are off to another adventure while Nardole makes the tea.<br />
<br />
We cut to an establishing shot of a distant planet that really does looks great, even though it's fundamentally a wheatfield, the open space all around does suggest an off world location, Long gone are the "good old days" of every planet being a quarry somewhere in Britain. We follow a colonist and her Vardi robot to the city and a second colonists, one instantly recognisable to me as Mina Anwar, an actress in numerous UK shows but more relevant to Who as the mum on Rani Chandra in the <i>Sarah jane Adventures. </i>My immediate thought was that they are expanding on the Indian Space Agency from <i>Dinosaurs on a Spaceship, </i>but while it isn't stated as such it may be a possibility.<br />
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Anyway, bad things happen and the nanite swarm that helped the Vardi robots build the city sweep and kill the two colonists when their helper droids are alerted to the fact that they are no longer happy due to a small electronic emoji badge on each colonist's back.<br />
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Cue the Arrival of the Doctor.<br />
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Landing not far from the city the Doctor and Bill investigate their new find, the Doctor berating Bill for her robot discrimination, a common thread that seems to be appearing in this series. They then encounter the Vardi and are issued with their own reactive-emoji badges that are unable to be seen by the wearer, especially when they attach themselves to their backs. The Vari escort the pair to another large room with a small table and blue food cubes placed upon it. Bill is given a single serving while the Doctor is given two, explaining that it's because he has two hearts and not because it's a "bloke-utopia" as Bill suggests.<br />
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Again here we are following up on the "Pilot" where fundamental facts about the Doctor are told to the audience again for those not in the know. Is this due to the new TV deal that gives the BBC five more series to make using this one as the starter? Maybe.<br />
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As the pair look around the Doctor hypothesizes that the nanites that there are no colonists because they have been sent in advance to prepare for their arrival., unfortunately this is later disproven when he discovers a necklace amongst the plants in a garden quickly backed up by the discovery of the skeletal remains of the preparation team being used as fertilizer, much to Bill's horror.<br />
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The pair attempt to leave but they are confronted by the Vardi who seeing that they are no longer happy head them off ready to give them the killer hug that ended the previous colonists lives. Forcing a smile seems to dissuade them and they return to the TARDIS.<br />
<br />
Telling Bill to stay put the Doctor heads back to the city in order to destroy it and stop it from becoming a death trap for the main batch of colonists but in classic companion tradition Bill soon follows telling the Doctor that she knows why he keeps the TARDIS as a phone box, it's because of the sign "Advice and assistance obtainable immediately", words that pretty much sum up the Doctor.<br />
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The Doctor finally figures out the the Vardi nanites are actually what makes up the city not something they constructed. Figuring that the original ship the colonists arrived on must be somewhere they venture onwards and find a door which opens at a touch into a disappointing interior that pretty much screams factory rather than spaceship. Tis was a letdown after the great opening vistas and city shot but something that's been seen before, recently in the first <i>Star Trek</i> reboot movie where a similar site was used for the engine room due to budgetary constraints.<br />
<br />
In my opinion this is where the story starts to fall apart. Even though the Doctor "explains" reason the place looks so industrial it just doesn't feel like a spacecraft and the introduction of a wall map that Bill uses to guide the Doctor enforces this again. Even though its a 2D representation of the ship, she is able to determine where the Doctor should change levels in order to go down. When the Doctor arrives at the engine room we are given a disappointing "engine" that for some reason sits in the middle of walkways. Another poor design that doesn't even seem to be attached to the rest of the ship it's supposed to power.<br />
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Bill soon realises that she is being kept out of danger by the Doctor as he has already memorized the map and taking a photo of it heads on after him. She quickly discovers the body of an elderly woman seemingly in a tomb of some sort and looking at an electronic book (not the Hitchhiker's Guide) she is given a run down of the colonist's history. Bill despairs at the fact that something bad happened on Earth causing the need for the colonist to evacuate but quickly sets off to help the Doctor where she encounters a boy.<br />
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During all time the Vardi robot seem to not want the colonists waking up and so they send ONE of their number to stop it, at least this is my assumption as they begin towards the ship when the pair entered, not when the alarms go off as the engine begins to fail.<br />
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Aftera quick struggle with the Vardi robot utilising the only possible reason for the walkway design (drama) the rest of the colonists begin to wake up. The Doctor quickly hurries to the engine again which seems to be right next door to the stasis room and also missing its listing from the map because neither the Doctor or Bill saw "Sleeper Pods" written there!<br />
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Cue Ralf Little as Steadfast and as the rest of the colonists wake up Bill takes the Doctor to the tomb.<br />
The pair figure out that the elderly woman dying was the first sign of grief on this new world and the Vardi's attempt to keep people happy meant they killed the grieving which lead onto more etc... Really, I don't buy it. Why does the Vardi's program of keeping the colonists happy mean that those that aren't are killed? Is death the only cure for unhappiness that the Vardi can see?<br />
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The Doctor passes Bill the necklace he found earlier that shows an image of the boy, meaning that friends and family or the awakening colonists were among the starter team and the new grief would cause the Vardi to attack again.<br />
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Steadfast goes gung ho, arms himself from an impressive array of weapons for a colony ship and sets off determined to destroy the Vardi and their robots. The group find the boy with two Vardi robots and as he begins to show grief they prepare to attack. One of the robots is shot down, with Steadfast saying its just one robot, Bill says it not just one robot. Surely as a member of the colony Steadfast should know that the Vardi are supposed to be there to make up the city or did he expect one made up of cardboard boxes?<br />
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The nanites begin to attack just as the Doctor figures out the Vardi are alive he resets the Vardi returning them to their previous non-homicidal state. The Doctor seems happy enough that after identifying he Vardi as a newly emergent species he quickly whips in and reboots their brains to a less dangerous state. Free will be damned.<br />
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<br /></div>
The Doctor brokers a deal between the Vardi and the humans that would allow them to stay in the city. Returning to the TARDIS the pair set out to return to the exact second they left but end up in London in the early 1880s only to be greeted by an elephant....<br />
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All in all not a bad episode. Bill continues to shine as a great companion, the settings are largely great looking but some fairly thin reasoning behind the certain plot points.<br />
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Next Thin Ice<br />
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Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-63498276919814970912017-05-21T08:25:00.000-07:002017-05-21T08:25:15.039-07:00Doctor Who series 10 so far... Pilot<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyyZVJ_9V8T4PzC7OpQrG3tAAToIzQOuMbRDl4LHfFrxKxEbbuJfTVt5dTDxTUD4Jwiue3n4kNa6mLguXByKoGsIWPGGzPo4MNzHKTb90v4oLV4yqWqfd-PVEZVJeN48LnNiniZkrHk3s/s1600/doctor+who.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyyZVJ_9V8T4PzC7OpQrG3tAAToIzQOuMbRDl4LHfFrxKxEbbuJfTVt5dTDxTUD4Jwiue3n4kNa6mLguXByKoGsIWPGGzPo4MNzHKTb90v4oLV4yqWqfd-PVEZVJeN48LnNiniZkrHk3s/s1600/doctor+who.jpg" /></a></div>
Ok here is something a little different, let's talk about the newest series of Doctor Who starring Peter Capadi as the 12th Doctor, Pearl Mackie as Bill and Matt Lucas as Nardole.<br />
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<h3>
<b> A Little History</b></h3>
<div>
As listeners to the BAMF podcast may know I'm a huge Doctor Who fan from my earliest introduction to the 5th Doctor, Peter Davison. I watched every episode of his adventures up until his regeneration to Colin Baker when dodgy scheduling and the idea that MY Doctor had changed meant that I didn't see it as often. This continued all the way through to Sylvester McCoy's era where the story <i>Silver Nemesis</i> got me back into the show by featuring my favorite bad guys, the Cybermen, </div>
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When the show was brought back in '96 I was excited to have a new episode and this time a new Doctor and I started to pick up VHS's of past Doctor's adventures that I'd never seen before, C<i>olony in Space</i>, <i>Pyramids of Mars, Revelation of the Daleks, The Tenth Planet </i>and a few others. As the DVDs started to arrive I brought every one and Colin Baker's sixth Doctor, the Doctor that turned me away from the show, quickly became one of my favourites along with the unseen adventures of the second (Patrick Troughton) and third (Jon Pertwee) Doctors.</div>
<div>
<br /></div>
<div>
While filling in the gaps to my Doctor Who collection they actually announced that we were getting a new show, and it would continue the story with the introduction of the ninth Doctor! This NuWho actually turned out to be pretty good and while there have been some less than successful episodes, each and every Doctor to take up the mantle from those original seven has been great, with Peter Capaldi's Doctor starring in probably my favourite Doctor Who story ever, <i>Heaven Sent.</i> </div>
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So here we are, the latest series of the 12th Doctor, his last before regenerating once more, and so far it's been pretty damn good.</div>
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<br /></div>
<h3>
Pilot</h3>
<div>
It's been said that this episode is exactly what the title means, a pilot into the new status-quo of the show with the Doctor on Earth for, possibly exiled ad the introduction of another new companion. The story does a great job in doing this, the idea of the Doctor being a college professor for the last 50 years aided by the un-aging Nardole is a great one and Pearl Mackie's Bill is another great companion. I found her instantly likeable, a regular every day girl that hopefully was going o stay away from the whole "great destiny" thing of previous companions. (although that had worked at the time but every companion should not be universe shatteringly special.)</div>
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My biggest problem was the main plot, a puddle of sentient fuel dropped from aliens and a ship we don't see that becomes fixated on Bill because she uttered a simple phrase. while the plot did give us an excuse to do a quick tour of the universe, even seeing the Dalek-Movellan war where I would have loved to have see the forth Doctor pass by, ultimately it was just an episode when our three heroes just run away, this time through time rather than endless corridors.</div>
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The threat of the Oil puddle Heather didn't really seem to be that important but did suggest that whoever had this as their fuel was able to utilise it to also travel across the vastness of time and space as it was able to easily stop off at any location the Doctor travelled too. </div>
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Ultimately, I felt the core story was a lot less interesting that the background details that were dropped in along the way , but did show a great deal of Bill' personality and her take on the strange way her life had changed.</div>
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At the end of the episode I wa left wanting to see more of both Bill and Nardole as they complimented the already great portrayal of the Doctor by Capaldi and I was intrigued to see who or what was inside the vault and just what was going to happen next. </div>
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<b>Next: Smile</b></div>
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Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-10160203807188711962017-05-21T07:33:00.001-07:002017-05-21T07:37:45.305-07:00Talking Comics on the BAMF podcastHere is another BAMF podcast where we chat about current comics, Guardians of the Galaxy 2 and Star Trek : Discovery.<br />
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<a href="https://www.youtube.com/watch?v=LTCAX2g1mvI" target="_blank">it can be found here</a>Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-91988945206078882012017-03-22T08:36:00.000-07:002017-03-22T08:37:18.665-07:00New Bamf Podcast: Comic to Movie AdaptionsThe newest Bamf podcast is up talking about comic stories adapted to movies.<br />
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<a href="https://www.youtube.com/watch?v=ISnsA2Da-bk" target="_blank">It can be found here</a>Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-32170954044948999192017-03-14T07:50:00.001-07:002017-03-14T07:55:24.250-07:00Young Heroes Wear MASKSA new podcast just went up on Youtube with Walt Robillard, Mike Lafferty, Jacob Blackmon, Brendon Conway and myself talk teen hero books and the great Apocalypse Engine RPG, Masks: A New Generation.<br />
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<a href="https://youtu.be/wXCivzzB2Mc" target="_blank">It can be found here</a>Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-29512979121099230232016-12-06T02:54:00.000-08:002016-12-06T02:54:10.856-08:00Overwatch for M&M: Here Comes a New Contender!! Sombra<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicFkwtWDbg2zKOHZiodu54WP_byIlmU3Bv-Zkurb2Jl2OQijv9D0H1imCA2bPIv94vc6KCeu0DiNvzRHgWY09AGfvRiOdaPrUiQakHUbsz6xPkPCmglNKaZ8hR6noZYRxAoBWixDjzUZ8/s1600/sombra.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="155" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicFkwtWDbg2zKOHZiodu54WP_byIlmU3Bv-Zkurb2Jl2OQijv9D0H1imCA2bPIv94vc6KCeu0DiNvzRHgWY09AGfvRiOdaPrUiQakHUbsz6xPkPCmglNKaZ8hR6noZYRxAoBWixDjzUZ8/s320/sombra.jpg" width="320" /></a></div>
Welcome to the first update in a long time. Recently Blizzard announced the newest character to Overwatch, Sombra. Here is my attempt to bring her to the gaming table.<br />
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Please note that Sombra's EMP and Hack abilities are much broader than a regular characters powers would be if the way they work in the game are being emulated. GMs may have to decide just what powers or abilities can be shut down by Sombra outside of the pre-established rules.<br />
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<b>Sombra - PL 10</b><br />
<b>Abilities</b><br />
Strength 0, Stamina 3, Agility 6, Dexterity 4, Fighting 2, Intellect 6, Awareness 0, Presence 2<br />
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<b>Advantages</b><br />
Benefit, Cipher 3, Contacts, Defensive Roll, Move-by Action, Skill Mastery: Technology<br />
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<b>Skills</b><br />
Acrobatics 4 (+10), Athletics 4 (+4), Close Combat: Unarmed 3 (+5), Deception 10 (+12), Investigation 6 (+12), Perception 4 (+4), Persuasion 4 (+6), Ranged Combat: Hack 2 (+6), Ranged Combat: Machine Pistol 6 (+10), Ranged Combat: Throw 6 (+10), Stealth 6 (+12), Technology 12 (+18)<br />
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<b>Powers</b><br />
Armor: Protection 3 (+3 Toughness)<br />
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EMP (Removable)<br />
Nullify: Burst Area Nullify 10 (DC 20; Burst Area: 30 feet radius sphere, DC 20, Broad, Simultaneous; Noticeable: Purple Light Effects, Reduced Range: close)<br />
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Hack (Removable)<br />
Control Technology: Affliction 14 (1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 24; Increased Range: ranged; Limited: If sombra is injured mid-hack the hack fails., Limited: Technological targets only, Noticeable: Purple light effects)<br />
Nullify: Nullify 10 (Counters: Other Abilities, DC 20; Broad, Simultaneous; Diminished Range 3, Limited: If Sombra is injured mid- hack the hack fails., Noticeable: Purple Light effects)<br />
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Machine Pistol (Easily Removable)<br />
Blast: Damage 3 (DC 18; Increased Range: ranged)<br />
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Thermooptic Camoflague (Removable)<br />
Invisibilty<br />
Invisibility: Concealment 4 (Linked; All Visual Senses; Limited: Stops working if Sombra takes damage, Limited: Max duration is 3 rnds, must recharge for 3 rnds before being used again., Passive)<br />
Speed: Speed 3 (Linked; Speed: 16 miles/hour, 250 feet/round; Limited: Max duration is 3 rnds. Must recharge for 3 rnds before being used again., Limited: Stops working if Sombra takes damage.)<br />
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Translocation (Easily Removable)<br />
Teleport: Teleport 1 (60 feet in a move action, carrying 50 lbs.; Limited: Device expires after 3 rnds if not used., Medium: Thrown Device)<br />
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Offense<br />
Initiative +6<br />
Blast: Damage 3, +10 (DC 18)<br />
Control Technology: Affliction 14, +6 (DC Will 24)<br />
Grab, +2 (DC Spec 10)<br />
Nullify: Burst Area Nullify 10 (DC Will 20)<br />
Nullify: Nullify 10, +6 (DC Will 20)<br />
Throw, +10 (DC 15)<br />
Unarmed, +5 (DC 15)<br />
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Complications<br />
Power Move: sombra's EMP can only be used once per scene for a duration of 6 rnds<br />
Wanted: Sombra's criminal activities have made her wanted by several governments and corporations.<br />
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<br />
Defense<br />
Dodge 10, Parry 8, Fortitude 8, Toughness 7/6, Will 8<br />
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Costs<br />
Abilities 46 + Powers 51 + Advantages 7 + Skills 34 (67 ranks) + Defenses 23 = 161<br />
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<br />
Mutants & Masterminds, Third Edition is ©2010-2016 Green Ronin Publishing, LLC. All rights reserved.<br />
Overwatch© Blizzard Entertainment 2016<br />
<br />Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-4672919211222368502016-08-18T03:15:00.003-07:002016-08-18T03:15:58.843-07:00Overwatch for M&M Part 17: FINAL ROUND!! Lúcio, Zarya, Torbjörn & Zenyatta<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiQgGLmyWxF9ttX9fme5P_ZJ79-yYYNSfmOSbe82pA2V0XTSG3HurDegRtpA1BjHWlR4IwiZ_-VHoHJW96qiVz3qyj-jphom88P893_nq-M1-fbM6YfuG3nA1-ne5Qu0UXkzvn1OfTk5g/s1600/lucio-overwatch.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiQgGLmyWxF9ttX9fme5P_ZJ79-yYYNSfmOSbe82pA2V0XTSG3HurDegRtpA1BjHWlR4IwiZ_-VHoHJW96qiVz3qyj-jphom88P893_nq-M1-fbM6YfuG3nA1-ne5Qu0UXkzvn1OfTk5g/s320/lucio-overwatch.jpg" width="320" /></a></div>
Welcome to the final Overwatch for Green Ronin's M&M (at least until new characters are revealed). We have the last four characters ready to go starting with Lúcio.<br />
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<h2>
Lúcio - PL 10</h2>
<b>Abilities</b><br />
Strength 2, Stamina 3, Agility 5, Dexterity 2, Fighting 3, Intellect 2, Awareness 2, Presence 4<br />
<br />
<b>Advantages</b><br />
Agile Feint, Defensive Roll 2, Evasion, Move-by Action<br />
<br />
<b>Skills</b><br />
Acrobatics 3 (+8), Athletics 8 (+10), Close Combat: Unarmed 5 (+8), Expertise: Polular Culture 6 (+8), Perception 4 (+6), Persuasion 8 (+12), Ranged Combat: Sonic Ampifier 8 (+10), Technology 4 (+6)<br />
<br />
<b>Powers</b><br />
Amp It Up (Removable)<br />
Healing: Burst Area Healing 4 (Burst Area: 30 feet radius sphere, DC 14, Stacks with: Healing: Burst Area Healing 4+4; Limited: Only usable Once every 5 rnds)<br />
Speed: Burst Area Speed 2 (Speed: 8 miles/hour, 120 feet/round; Affects Others, Burst Area: 30 feet radius sphere, DC 12, Stacks with: Speed: Burst Area Speed 2+2; Limited: Only usable once every 5 rnds)<br />
<br />
Cross Fade (Removable)<br />
Healing: Burst Area Healing 4+4 ([Stacking ranks: +4]; Affects Objects, Burst Area: 30 feet radius sphere, DC 18)<br />
Speed: Burst Area Speed 2+2 ([Stacking ranks: +2], Speed: 30 miles/hour, 500 feet/round; Affects Others, Burst Area: 30 feet radius sphere, DC 14; Activation 2: standard action, Noticeable: Green Aura)<br />
<br />
Legs (Removable)<br />
Power Skates: Speed 4 (Speed: 30 miles/hour, 500 feet/round)<br />
Protection: Protection 2 (+2 Toughness)<br />
Wall Ride: Movement 2 (Wall-crawling 2: full speed)<br />
<br />
Sonic Ampifier (Easily Removable)<br />
Blast: Damage 5 (DC 20; Increased Range: ranged)<br />
Move Object: Move Object 10 (Alternate; 25 tons; Limited Direction: Away From Lucio)<br />
<br />
Sound Barrier: Burst Area Protection 8 (+8 Toughness; Affects Others, Burst Area: 30 feet radius sphere, DC 18, Sustained; Fades, Noticeable: Green Aura)<br />
<br />
<b>Offense</b><br />
Initiative +5<br />
Blast: Damage 5, +10 (DC 20)<br />
Move Object: Move Object 10, +10 (DC 20)<br />
Unarmed, +8 (DC 17)<br />
<br />
<b>Complications</b><br />
Fame: Lucio is a world famous DJ and performer.<br />
Power Move: Lucio's Sound Barrier move can only be used once per scene.<br />
<br />
<b>Defense</b><br />
Dodge 8, Parry 6, Fortitude 6, Toughness 7/5, Will 8<br />
<br />
<b>Costs</b><br />
Abilities 46 + Powers 55 + Advantages 5 + Skills 23 (46 ranks) + Defenses 15 = 144<br />
<br />
<br />
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<h2>
Zarya - PL 10</h2>
<b>Abilities</b><br />
Strength 6, Stamina 6, Agility 0, Dexterity 2, Fighting 5, Intellect 0, Awareness 2, Presence 2<br />
<br />
<b>Advantages</b><br />
Great Endurance, Move-by Action<br />
<br />
<b>Skills</b><br />
Athletics 4 (+10), Close Combat: Unarmed 3 (+8), Expertise: Military 6 (+6), Intimidation 6 (+8), Perception 4 (+6), Ranged Combat: Particle Cannon 8 (+10), Technology 4 (+4)<br />
<br />
<b>Powers</b><br />
Armor (Removable)<br />
Protection: Protection 5 (+5 Toughness)<br />
<br />
Gravitional Surge (Easily Removable)<br />
Move Object: Burst Area Move Object 10 (25 tons; Burst Area: 30 feet radius sphere, DC 20; Limited Direction: Towards Gravity Bomb)<br />
<br />
Particle Cannon (Easily Removable)<br />
Explosive Charge: Burst Area Damage 4 (DC 19; Burst Area: 30 feet radius sphere, DC 14, Increased Range: ranged)<br />
Particle Barrier<br />
Force Field: Protection 6 (Linked; +6 Toughness; Affects Others, Sustained)<br />
Particle Beam boost: Damage 4 (Linked; DC 19; Increased Range: ranged, Stacks with: Particle Beam: Damage 6+4; Limited: Limited to incoming attacks effect rating)<br />
Particle Beam: Damage 6+4 ([Stacking ranks: +4], DC 25; Increased Range: ranged; Diminished Range 3)<br />
<br />
<b>Offense</b><br />
Initiative +0<br />
Explosive Charge: Burst Area Damage 4 (DC 19)<br />
Move Object: Burst Area Move Object 10 (DC 20)<br />
Particle Beam boost: Damage 4, +10 (DC 19)<br />
Particle Beam: Damage 6+4, +10 (DC 25)<br />
Unarmed, +8 (DC 21)<br />
<br />
<b>Defense</b><br />
Dodge 6, Parry 6, Fortitude 12, Toughness 17, Will 8<br />
<br />
<b>Costs</b><br />
Abilities 46 + Powers 39 + Advantages 2 + Skills 18 (35 ranks) + Defenses 19 = 124<br />
<br />
<br />
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<h2>
Torbjörn- PL 10</h2>
<b>Abilities</b><br />
Strength 4, Stamina 4, Agility 0, Dexterity 3, Fighting 4, Intellect 5, Awareness 2, Presence 0<br />
<br />
<b>Advantages</b><br />
Inventor, Move-by Action<br />
<br />
<b>Skills</b><br />
Close Combat: Forge Hammer 8 (+12), Close Combat: Unarmed 6 (+10), Ranged Combat: Rivet Gun 9 (+12), Technology 12 (+17)<br />
<br />
<b>Powers</b><br />
Armor (Removable)<br />
Protection: Protection 3 (+3 Toughness)<br />
<br />
Build Turret: Summon 1 (Active)<br />
<br />
Molten Core<br />
Blast: Damage 3 (Linked; DC 18; Increased Range: ranged, Stacks with: Short Range: Damage 6; Limited: Max duration is 3 rnds)<br />
Protection: Protection 9 (Linked; +9 Toughness; Limited: Max duration is 3 rnds)<br />
Turret Upgrade: Damage 3 (Linked; DC 18; Increased Range: ranged)<br />
Turret Upgrade: Protection 4 (Linked; +4 Toughness)<br />
<br />
Rivet Gun (Easily Removable)<br />
Forge Hammer (Alternate; Easily Removable)<br />
Damage: Strength-based Damage 2 (DC 21)<br />
Long Range: Damage 4 (DC 19; Increased Range: ranged)<br />
Short Range: Damage 6 (DC 21; Accurate: +2, Increased Range: ranged; Diminished Range 3)<br />
<br />
<b>Offense</b><br />
Initiative +0<br />
Blast: Damage 3, +3 (DC 18)<br />
Mallet: Strength-based Damage 2, +12 (DC 21)<br />
Rivet Gun (Long Range): Damage 4, +12 (DC 19)<br />
Rivet Gun (Short Range): Damage 6, +14 (DC 21)<br />
Turret Upgrade: Damage 3, +3 (DC 18)<br />
Unarmed, +10 (DC 19)<br />
<br />
<b>Defense</b><br />
Dodge 6, Parry 8, Fortitude 10, Toughness 7, Will 8<br />
<br />
<b>Costs</b><br />
Abilities 44 + Powers 34 + Advantages 2 + Skills 18 (35 ranks) + Defenses 22 = 120<br />
<br />
<h2>
Turret - PL 9</h2>
<b>Abilities</b><br />
Strength -, Stamina -, Agility -, Dexterity -, Fighting -, Intellect 0, Awareness -, Presence -<br />
<br />
<b>Advantages</b><br />
Fearless<br />
<br />
<b>Powers</b><br />
Immunity: Immunity 40 (Fortitude Effects, Life Support)<br />
Missiles: Damage 5 (DC 20; Accurate: +2, Increased Range: ranged)<br />
Protection: Protection 3 (+3 Toughness)<br />
<br />
<b>Offense</b><br />
Initiative +0<br />
Missiles: Damage 5, +12 (DC 20)<br />
<br />
<b>Defense</b><br />
Dodge None, Parry None, Fortitude Immune, Toughness 3, Will None<br />
<br />
<b>Costs</b><br />
Abilities -70 + Powers 54 + Advantages 1 + Skills 5 (10 ranks) + Defenses 0 = -10<br />
<br />
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<h2>
Zenyatta - PL 10</h2>
<b>Abilities</b><br />
Strength 4, Stamina -, Agility 4, Dexterity 2, Fighting 4, Intellect 2, Awareness 6, Presence 4<br />
<br />
<b>Advantages</b><br />
Move-by Action<br />
<br />
<b>Skills</b><br />
Athletics 4 (+8), Close Combat: Unarmed 2 (+6), Perception 4 (+10), Ranged Combat: Orb of Destruction-Volley: Damage 5 6 (+8), Ranged Combat: Orb of Destruction: Damage 3 8 (+10), Ranged Combat: Orb of Discord: Weaken 4 10 (+12), Technology 4 (+6)<br />
<br />
<b>Powers</b><br />
Hover: Flight 1 (Speed: 4 miles/hour, 60 feet/round; Aquatic; Limited: Hovering only)<br />
<br />
Omnic Body<br />
Immunity: Immunity 40 (Fortitude Effects, Life Support)<br />
Protection: Protection 7 (+7 Toughness)<br />
<br />
Orb of Destruction-Volley: Damage 5 (DC 20; Increased Range: ranged; Limited: Requires an action before both Orb of Destruction powers can be used again.)<br />
Orb of Destruction: Damage 3 (DC 18; Increased Range: ranged)<br />
<br />
Orb of Discord: Weaken 4 (Affects: Toughness, Resisted by: Fortitude, DC 14; Increased Duration: concentration, Increased Range: ranged; Limited: One target only. Must maintain line of sight or Orb returns.)<br />
<br />
Orb of Harmony: Healing 4 (Increased Duration: concentration, Increased Range: ranged; Limited: Affects one target only. Must maintain line of sight or Orb returns.)<br />
<br />
Transcendence<br />
Healing: Burst Area Healing 8 (Linked; Burst Area: 30 feet radius sphere, DC 18)<br />
Immunity: Immunity 80 (Linked; Toughness Effects)<br />
Regeneration: Regeneration 10 (Linked; Every 1 round)<br />
<br />
<b>Offense</b><br />
Initiative +4<br />
Orb of Destruction-Volley: Damage 5, +8 (DC 20)<br />
Orb of Destruction: Damage 3, +10 (DC 18)<br />
Orb of Discord: Weaken 4, +12 (DC Fort 14)<br />
Unarmed, +6 (DC 19)<br />
<br />
<b>Defense</b><br />
Dodge 8, Parry 8, Fortitude Immune, Toughness 7, Will 10<br />
<br />
<b>Costs</b><br />
Abilities 42 + Powers 194 + Advantages 1 + Skills 19 (38 ranks) + Defenses 12 = 268<br />
<br />
Mutants & Masterminds, Third Edition is ©2010-2015 Green Ronin Publishing, LLC. All rights reserved.<br />
Overwatch © Blizzard Entertainment 2016<br />
<br />Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0tag:blogger.com,1999:blog-2519074553891543435.post-24363495747638320542016-08-14T02:06:00.001-07:002016-08-14T02:06:16.329-07:00Overwatch for M&M Part 16: Three character bonanza, McCree, Mercy, & Ana!<div class="separator" style="clear: both; text-align: center;">
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Welcome to part 16 of Overwatch for Green Ronin's M&M. As the roster for Overwatch characters is so large I've tried to speed up posting. So here are three more characters for you to enjoy. First up is McCree.<br />
<br />
<h2>
McCree - PL 10</h2>
<b>Abilities</b><br />
Strength 4, Stamina 4, Agility 3, Dexterity 4, Fighting 6, Intellect 0, Awareness 2, Presence 2<br />
<br />
<b>Advantages</b><br />
Defensive Roll, Move-by Action, Ranged Attack 4<br />
<br />
<b>Skills</b><br />
Acrobatics 3 (+6), Athletics 2 (+6), Close Combat: Unarmed 4 (+10), Deception 4 (+6), Expertise: Military 4 (+4), Intimidation 4 (+6), Perception 7 (+9), Ranged Combat: Peacemaker 4 (+8)<br />
<br />
<b>Powers</b><br />
Combat Roll: Enhanced Trait 4 (Traits: Dodge +4 (+12); Feature: Reloads Peacemaker while in use)<br />
<br />
Cybernetic Body: Protection 2 (+2 Toughness)<br />
<br />
Deadeye: Damage 10 (DC 25; Accurate: +2, Increased Range: ranged, Multiattack)<br />
<br />
Flashbang: Burst Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, DC 20; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 20, Reach (ranged) 8: 40 ft.; Limited Degree)<br />
<br />
Peacemaker (Removable)<br />
Blast: Damage 4 (DC 19; Increased Range: ranged)<br />
Hammer Fan: Damage 8 (DC 23; Increased Range: ranged; Inaccurate 2: -4, Quirk: Requires an action after use to reload)<br />
<br />
<b>Offense</b><br />
Initiative +3<br />
Affliction: Burst Area Affliction 10 (DC Dog/Fort/Will 20)<br />
Deadeye: Damage 10, +10 (DC 25)<br />
Peacemaker: Damage 4, +12 (DC 19)<br />
Peacemaker Hammer Fan: Damage 8, +8 (DC 23)<br />
Unarmed, +10 (DC 19)<br />
<br />
<b>Complications</b><br />
Power Move: McCree's Deadeye power can only be used once per scene.<br />
Wanted: McCree is wanted because of his links to Blackwatch and their failed takeover attempt of Overwatch.<br />
<br />
<b>Defense</b><br />
Dodge 12/8, Parry 8, Fortitude 8, Toughness 7/6, Will 6<br />
<br />
<b>Costs</b><br />
Abilities 50 + Powers 73 + Advantages 6 + Skills 16 (32 ranks) + Defenses 15 = 160<br />
<br />
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<h2>
Mercy - PL 10</h2>
<b>Abilities</b><br />
Strength 0, Stamina 2, Agility 2, Dexterity 2, Fighting 3, Intellect 4, Awareness 4, Presence 4<br />
<br />
<b>Advantages</b><br />
Attractive, Benefit, Security Clearance: Ex-Overwatch Scientist, Defensive Roll, Inventor, Move-by Action<br />
<br />
<b>Skills</b><br />
Acrobatics 4 (+6), Athletics 8 (+8), Close Combat: Unarmed 3 (+6), Expertise: Medicine 8 (+12), Perception 5 (+9), Persuasion 4 (+8), Ranged Combat: Caduceus Blaster 8 (+10), Technology 6 (+10), Treatment 8 (+12)<br />
<br />
<b>Powers</b><br />
Caduceus Staff (Easily Removable)<br />
Healing 4 (Increased Range: ranged)<br />
Enhanced Trait: Enhanced Trait 4 (Alternate; Traits: Close Combat +4 (+10), Ranged Combat +4 (+14); Affects Others Only)<br />
<br />
(Alternate Device) Caduceus Blaster (Easily Removable)<br />
Blast: Damage 3 (DC 18; Increased Range: ranged)<br />
<br />
Valkyrie Suit (Removable)<br />
Angelic Descent: Movement 1 (Safe Fall)<br />
Armor: Protection 4 (+4 Toughness)<br />
Guardian Angel: Speed 4 (Speed: 30 miles/hour, 500 feet/round; Limited: Can only be used to follow target of Caduceus Staff)<br />
Regeneration: Regeneration 2 (Every 5 rounds)<br />
Resurrect: Burst Area Healing 10 (Burst Area: 30 feet radius sphere, DC 20, Resurrection; Limited: Can only be used to resurrect fallen heroes)<br />
<br />
<b>Offense</b><br />
Initiative +2<br />
Blast: Damage 3, +10 (DC 18)<br />
Unarmed, +6 (DC 15)<br />
<br />
<b>Defense</b><br />
Dodge 8, Parry 6, Fortitude 8, Toughness 7/6, Will 12<br />
<br />
<b>Costs</b><br />
Abilities 42 + Powers 40 + Advantages 5 + Skills 27 (54 ranks) + Defenses 23 = 137<br />
<br />
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<h2>
Ana - PL 10</h2>
<b>Abilities</b><br />
Strength 2, Stamina 4, Agility 3, Dexterity 4, Fighting 8, Intellect 0, Awareness 2, Presence 0<br />
<br />
<b>Advantages</b><br />
Improved Aim, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover)<br />
<br />
<b>Skills</b><br />
Athletics 6 (+8), Close Combat: Unarmed 2 (+10), Deception 4 (+4), Expertise: Medicine 8 (+8), Perception 10 (+12), Ranged Combat: Biotic Rifle 8 (+12), Stealth 9 (+12), Treatment 10 (+10)<br />
<br />
<b>Powers</b><br />
Armor: Protection 3 (+3 Toughness)<br />
<br />
Biotic Grenade (Easily Removable)<br />
Biotic Blast: Burst Area Damage 2 (DC 17; Burst Area: 30 feet radius sphere, DC 12, Increased Range: ranged, Linked: Negate Healing: Nullify 5, Secondary Effect)<br />
Healing: Burst Area Healing 2 (Alternate; Burst Area: 30 feet radius sphere, DC 12, Secondary Effect)<br />
Negate Healing: Nullify 5 (Counters: Healing Effects, DC 15; Increased Range: perception, Linked: Biotic Blast: Burst Area Damage 2)<br />
<br />
Biotic Rifle (Easily Removable)<br />
Healing Dart: Healing 4 (Increased Range: ranged, Secondary Effect)<br />
Biotic Dart: Damage 3 (Alternate; DC 18; Increased Range: ranged, Secondary Effect)<br />
Sleep Dart (Alternate; Easily Removable)<br />
Affliction 10 (3rd degree: Asleep, Resisted by: Fortitude, DC 20; Increased Range: ranged; Limited Degree (third only))<br />
<br />
Nano Boost (Removable)<br />
Linked Effects<br />
Enhanced Trait 2 (Linked; Traits: Close Combat +2 (+12), Ranged Combat +2 (+14); Affects Others Only, Increased Range: ranged)<br />
Protection 4 (Linked; +4 Toughness; Affects Others Only, Increased Range: ranged)<br />
Speed: Speed 2 (Linked; Speed: 8 miles/hour, 120 feet/round; Affects Others Only, Increased Range: ranged)<br />
<br />
<b>Offense</b><br />
Initiative +3<br />
Biotic Blast: Burst Area Damage 2 (DC 17)<br />
Biotic Dart: Damage 3, +12 (DC 18)<br />
Negate Healing: Nullify 5 (DC Will 15)<br />
Sleep Dart: Affliction 10, +12 (DC Fort 20)<br />
Unarmed, +10 (DC 17)<br />
<br />
<b>Defense</b><br />
Dodge 8, Parry 8, Fortitude 11, Toughness 7, Will 8<br />
<br />
<b>Costs</b><br />
Abilities 46 + Powers 39 + Advantages 3 + Skills 29 (57 ranks) + Defenses 18 = 135<br />
<br />
Mutants & Masterminds, Third Edition is ©2010-2016 Green Ronin Publishing, LLC. All rights reserved.<br />
Overwatch ©2016 Blizzard Entertainment<br />
<br />
<br />Ade Smithhttp://www.blogger.com/profile/12520969883095428627noreply@blogger.com0