Search for the Gizmo of Ultimate Goodness:
an adventure in Science Fantasy
Four randomly generated adventurers must delve through a randomly generated dungeon, fighting randomly generated enemies and acquiring randomly generated loot. But that's not why they're here. They're here to retrieve the Gizmo of Ultimate Goodness from the clutches of the (randomly generated) boss monster that dwells somewhere within. And they only have one real-life month to do it. And did I mention schizo tech? Oh yes, there will be schizo tech...
Exploration Rules
1) The party must defeat the boss monster to get the Gizmo of Ultimate Goodness. After one month of real time has elapsed, the party is kicked out of the dungeon (or they can choose to fight the boss, if they've already been to the boss room).
2) If the party is kicked out, they must fight a "lesser" boss. They do not need to fight it if they have the gizmo (but if they still want to, I guess they can).
3) Whenever the party enters a new room, there is a chance that residual aether from the construction of the dungeon will be present, and its energy will add one use to each spell of each player (no max).
4) The party can know which doors/portcullises are locked just by looking at them. They can also tell about half the time whether a door is trapped or not, but not necessarily what trap it is or how it's activated.
5) The party has no chance of automatically noticing secret door, or traps that are not on doors.
6) There are no monsters or traps in corridors (not counting the possible traps on doors).
7) Each player can act individually, but the party must decide as a whole which room to explore next. I'd appreciate a unanimous vote, but I'll settle for majority vote if I have to. (If there is no majority, the party will be stuck in the room until they get their shit together.)
The Combat Turn
Combat is a sequence of turns that lasts until one side is defeated or flees. Each turn starts with a description of what the monsters are preparing to do. ("The gobbo shaman is muttering something. One of the gobbo warriors stands defensively in front of him, and the other charges forward swinging his lightsaber wildly.") Then the players talk strategy and submit their actions. (If the monsters can speak common, they will hear your strategy. Seriously.) You may take any number of actions in one turn, but there are restrictions on what actions you can take. Your actions can include any/all of the following (and stuff like it):
-Moving up to 6 squares (including diagonally). You cannot move into enemies' squares. You can move into allies' squares, but you can't end your turn in them.
-Drawing, stowing, and/or picking up one or more non-heavy weapons/shields
-Drinking one or more potions
-Interacting with objects in the environment
-Attempting to use Stealth (not always possible)
-Dropping an item on the ground (unless the item is fragile, it will not be damaged)
-Going out on your own terms
However, your actions cannot include more than one of the following:
-Making one attack or dual-attack (interacting with the environment in order to deal damage counts as this)
-Casting one spell
-Drawing, stowing, and/or picking up one or more heavy weapons/shields
There are also certain things which cannot be done in combat because they take too long, such a using Medicine, Pick Locks, or Underwater Basket-Weaving
Once all the actions are posted, I resolve the actions of the players and the monsters. I might move to this step if only a majority of players have posted and it's time to move on (we only have a month, after all). Don't worry: enemies will tend to avoid players who didn't post. You are allowed to write your actions any amount of turns in advance, if you wish. If there is confusion about whether this action of the monster happened before that action of the player, the action with the higher roll happened first, or they both happened at once (depending on the situation). All actions that use skills or require some luck to succeed are evaluated with a d20 roll. Unless non-attack/non-magic actions must equal or beat a certain number to succeed (the number depends on the situation). Attacks must equal or beat the defense roll of the opponent. This defense roll is based on either Evade, Block, Melee Weapons, or Will, depending on which has the highest bonus (the type of attack can also determine which skill can be used). Unlike all other rolls, defense rolls cannot crit succeed/fail. Here are the details of each blocking method:
Evade: Prevented by Medium and Heavy Armor. -5 penalty if you did/will attack or cast a spell this turn, or have little time to react.
Shield: Requires a shield (duh). -5 penalty if you did/will attack or cast a spell this turn, or have little time to react.
Melee Weapons: Requires a non-light melee weapon. Can only block melee attacks. -5 penalty if you did/will attack or cast a spell this turn, or have little time to react.
Will: Can only defend against psychic attacks, transmutation magic (petrification, polymorph), and control magic (charms, paralysis). Non-sentient creatures automatically fail their Will rolls.
The roll for casting a spell must equal or exceed 7 (the magic number) to succeed. Otherwise, it backfires and has a random effect on the caster. If the spell is being cast at an enemy, the same roll that determine the success/failure of the spell is used to see if the spell hits.
Once I have resolved the actions, I post the results and the next turn begins.
Armor Types
There are three basic types of armor.
Light: Does not hinder any actions or skills. Usually DR 1 (reduces damage taken from any attack, spell, etc. by 1).
Medium: Prevents Evade, and limits Stealth to just hiding. Usually DR 2.
Heavy: ?
Weapon and Shield Types
All weapons have the melee, shooting, or throwing type. All shields have the shield type. Additional types may also be present in a weapon or shield. The following list only has the most common types of weapons and shields:
Melee: Can only attack adjacent enemies (diagonally adjacent counts). If you are wielding a melee weapon in each hand, you can dual-attack (at the same target), albeit at a -5 penalty for both rolls.
Shooting: Can attack any enemy in line-of-sight (obstacles and enemies at least as tall as you block line of sight). Attack gets a -2 or -5 penalty if target has partial cover (depending on amount of cover). Attack gets a -5 penalty if there is an enemy adjacent to you (no matter who you are attacking). If you are wielding a shooting weapon in each hand, you can dual-attack (at the same target), albeit at a -5 penalty for both rolls. Shooting weapons have infinite ammo.
Throwing: These weapons have limited ammo (technically, they are the ammo), but you can retrieve and reuse them during or after battle (except burst throwing weapons). Whenever you attack with a throwing weapon, you may attack with up to two more throwing weapons (at the same or different targets). Also, everything italicized under "Shooting" applies to throwing weapons as well.
Shield: Shields can block attacks and bash enemies. A shield bash is the same as a melee weapon attack, except that bashes have a chance of staggering the target (% chance differs between shield). Staggered creatures lose their actions this turn, or next turn if they already acted. If you are wielding a shield in one hand and a melee weapon in the other, you can dual-attack (at the same target), albeit at a -5 penalty. (You cannot dual-attack with a shooting weapon + shield, nor shield + shield.)
2-Handed: 'Nuff said.
Light: These weapons and shields don't suffer a -5 penalty when used in a dual-attack. When dual-attacking with a light weapon/shield and a non-light weapon/shield, the non-light one still takes the -5 penalty. Also, light melee weapons can be thrown (using the Ranged Weapons skill), but they will only deal half damage. Light weapons cannot be used to defend against attacks. (Note: There is a type of armor called Light Armor. It is unrelated to the"Light" weapon/shield type.)
Heavy: These weapons and shields cannot be used in a dual-attack. Also, you cannot draw or stow a heavy weapon/shield in the same combat turn you attacked or cast a spell (and vice versa). (Note: Same disclaimer as for the "Light" weapon/shield type.)
Burst: These throwing weapons deal damage to all creatures in a 3x3 area on the grid. Each creature can avoid the damage by rolling 10 or higher using Evade, unless they are in the center square (the origin). When attacking with a burst weapons, you target a square on the grid (where the origin will be). You must meet or exceed a target number (Throwing Weapons roll) for the attack to succeed. If you fail, the weapon goes off closer to you than intended. The "target number" is equal to 3 times the distance (in squares) to the target square. Burst weapons are consumed upon use.
Damage Types
Damage always has a damage type (blunt, sharp, plasma, etc.). A damage type only matters if the target is vulnerable (x2 dmg), resistant (x0.5 dmg), immune (no dmg) or has a special reaction to it.
Unarmed Combat
If you are very desperate, you can attack enemies with your bare hands. You can also kick, wrestle, grapple, etc. It won't do much. The enemy will defend against it like any standard attack, and might get free attacks on you. (Imagine trying to wrestle with someone who has a knife. They wouldn't even have to try.) All unarmed combat rolls are based on Athletics. These rules do not apply to monsters who naturally use unarmed combat (like snakes, giant spiders, or DoomGuy under the effects of a berserk power-up).
Aspects
Firstly, I will PM you two sets of three aspects. You choose which one to build your character from ("your set"), and the other is discarded. You must incorporate the aspects from your set into your character. Your character must be flesh-and-blood, be able to die from wounds, speak Common (or have another means of communication), be no taller than an orc, and be no shorter than a gnome. While being humanoid is not necessary, non-humanoids might have some trouble with doorways and equipment. (Nanotechnology allows equipment to scale to its users size, but you still can't swing a sword if you only have hooves.) You may give your character one special ability, but then you must give them a special downside as well. Your skills and spells are determined by a point-buy system (see below). There is a standard equipment list, but you may start with different (mundane) equipment if it makes sense (PM me about it).
Skills and Spells
You have 18 points to spend on improving skills and learning spells. (Unspent points are lost.) Each point in a skill gives you a +1 to relevant rolls (d20), up to a total of +5. (You can still use skills you haven't spent points on.) There are eleven skills in all:
Melee Weapons: Attack with your melee weapon, and block melee attacks with your non-light melee weapon.
Ranged Weapons: Attack with your shooting or thrown weapon.
Magic: Cast the spells you've learned.
Evade: Dodge attacks/spells. (Cannot be used while wearing medium or heavy armor.)
Shield: Block attacks/spells with your shield and shield bash.
Stealth: Sneak around. (If you're wearing anything heavier than light armor, you can only use this to hide.)
Pick Locks: Because dungeoneering is glorified breaking-and-entering. (Important: If this roll fails, not even another player can do a "redo" roll! Requires lockpicking kit.)
Athletics: Run, jump, punch people in the face, etc.
Medicine: Cure poison and stop bleeding. Does not restore HP. (The party can't redo this either. Requires medicine kit.)
Will: Defend against psychic attacks, transmutation magic (petrification, polymorph), and control magic (charms, paralysis).
Underwater Basket-Weaving: If you dumpstat this, you're just a powergamer! (This skill is essential to roleplaying.)
You can learn up to two spells. The first spell costs 3 points, and the second spell costs 5 points. Each spell is designed by me from two aspects: One aspect of your choice from your set, and one randomly rolled from the Great List. You will know what the other aspect is, and you may suggest another interpretation of the two aspects, but for purposes of game balance I have the final say. Each of your spells start with three uses. Whenever the party enters a new room, there is a chance that residual aether from the construction of the dungeon will be present, and its energy will add one use to each spell of each player (no max).
Starting Equipment
-- Electric Headlamp
-- Steel-Toed Boots
-- Cape with Custom Design (optional)
1) Leather Armor (light armor, DR 1)
OR
2) Chainmail (medium armor, DR 2, prevents Evade, limits Stealth to just hiding)
1) Nunchucks (melee, 8 blunt dmg)
OR
2) Shortsword (melee, 8 sharp dmg)
OR
3) Dagger (light melee, 5 sharp dmg)
1) Blaster Pistol (light shooting, 6 plasma dmg)
OR
2) Semi-Auto Rifle (2-handed heavy shooting, 10 bullet dmg)
1) Kite Shield (heavy shield, 3 blunt dmg + 50% stagger)
OR
2) Dagger (light melee, 5 sharp dmg)
1) Medicine Kit
OR
2) Lockpicking Kit
OR
3) "#1 Team" Oversized Foam Glove
After choosing your starting equipment, select one to enrich. (An enrichment is like an enchantment, but schizo tech.) As with spells, the enrichment is designed by me from two aspects: One aspect of your choice from your set, and one randomly rolled from the Great List. You will know what the other aspect is, and you may suggest another interpretation of the two aspects, but for purposes of game balance I have the final say.
Character Sheet
You may go into as much or as little detail as you would like.
Name:
Appearance:
Description: Age, race, occupation, etc.
Backstory: How and why you joined the party on their quest to retrieve the Gizmo of Ultimate Goodness.
Skills: List only the ones you have a bonus to.
Spells: List your chosen aspect for each purchased spell.
Equipment: Mark the enriched piece and your chosen aspect. Put a star next to each item you have equipped. (Kits are considered always equipped).
Player List
-- OceanSoul
-- Smoke Mirrors
-- Glass
-- Legendary Marksdorf
Waitlist
1) Dustan Hache
2) PaPaj
3) Failbird105
4) endlessblaze (maybe)
5) ATHATH
It's been quite I while since I last posted on Bay12. I've been wanting to run a short RTD, lasting about a month from start to finish.
However, I don't know what you guys would find fun, especially since the time limit might be a turn-off for most. So post your thoughts on what sort of game you'd like this to be. Any suggestion is legit: theme ideas, character sheet, setting, etc. After 3 days, I'm going to make the thing and add the rules to this OP. We'll start the game from there.
Also, if someone else suggests something you really like, +1 it so I know which stuff to definitely include.
Name: Callan
Appearance: A large cat-like creature with a dark brown coat of fur and sea green eyes.
Description: a schodinger's big-cat that is roughly 59 human years old. It does not hold an occupation, but it is rather smart for an anomalous predatory animal.
Backstory: Every 6 months, Callan enters a comatose state that leaves him helpless yet aware of his enviornment, vulnerable to harm and oftentimes exposing him to extreme agony.
At the end of that cycle, his body spontaneously regenerates (painfully) and he regains control of himself. His kind die normally shortly after regenerating because other than this one event they are essentially normal cats.
He wants to use the gizmo to cure his affliction while retaining his otherworldly traits and knowledge.
Skills:
Magic:2
Evade:2
Stealth: 1
Athletics: 4
Will:1
Special ability:Hunter's claws: greatly enhanced "wrestling" capabilities and slight evasion increase.
Weakness: no hands: exactly what it says on the tin.
Spells: Spatial control(substitute for having hands)[space], Resize[crop]
Equipment:
Electric headlamp
Leather armor
[Klein] Cape/backpack
Medical bag(strapped to the armor)
Game Start!
Ready Player One
Ready Player Two
Ready Player Three
Ready Player Four
It has been a long journey, but the worst isn't over yet. You had to trudge through the Swamps of Sickness to reach the Uncharted Badlands. You had to chart your own path the mythical Valley of Despair and hike through the Forest of Whimpers for days to find the Entrance. But none of this can compare to what you'll find inside the Dungeon! Yet nothing can divert you now, for certainly if you had any doubts, you would have turned back long ago. In silence, you begin the long march down the slippery stone steps. Over the course of your descent, you all feel stagnant air grow warmer and warmer. You turn a corner, and suddenly the heat is sweltering! You push your way through a door and find the source of the heat.
(http://i.imgur.com/WOfwd41.png)
Against the north wall, an open furnace is blazing next to an empty bookshelf. In the center, playing poker on an outdated HoloTable 4K, are four winged imps heckling and cackling. At least they were heckling and cackling a second ago, but now they've gone silent as they turn to face you. They reach for their weapons and fly up into the air. Some dramatic music might be appropriate right now, but some broke all the discs for the gramophone! (Now they're really gonna pay!)
A quick description of the rest of the objects in the room:
-Next to the gramophone (south wall) sits a closed wooden chest.
-In the southeast corner is wedged a tastelessly-green yet comfortable arm chair.
-Mounted to the west wall is a row of closed wooden cabinets.
-Next to the north wall, in between the two doors, hangs a dead potted plant from three chains attached to the ceiling.
As for the four unopened doors:
-The west door is locked and untrapped.
-The door to the left of the potted plant is unlocked and trapped.
-The door to the right of it is unlocked and untrapped.
-The east door is locked, but you do not know whether or not it is trapped.
-All of the doors are made of wood but vary in quality. (Unless otherwise noted, all doors in the dungeon are made of wood.)
All of the imps are wearing spiked leather armor and spiked bowler hats, and most are wielding a spiked club and a spiked shield. Imp 1 seems to have upgraded to semi-transparent energy shield, and Imp 2 has swapped his club and shield for an unusual blaster rifle. It glows a pulsing red, and a constant stream of smoke pours from the end of its barrel.
Turn 1: Fight!!
(http://i.imgur.com/QmUIhMk.png)
Imps 1, 3, and 4 grin maniacally as they fly towards you (just a foot off the ground). Imp 2 flies in the other direction (above melee reach) but keeps his rifle trained on you. "Give 'em hell, boys!" he shouts. The other imps, being mere unpaid extras, have no lines to reply with.
I am going to be taking a long plane trip soon, probably followed by long jet lag. Two days later, I will be taking another plane trip. Updates will probably be very infrequent. I might even do a short hiatus. This period is not going to count against your time limit.
Also, I removed the rule about missed shots and thrown weapons having a chance of hitting someone else because it's one more thing I don't want to keep track of.
Oh, and on your character sheets you'll see most of your items have been *starred. This means you have them equipped. Kits are considered always equipped. Now let's get on with it!
Turn 2
I attempt to convince the imps that violence is futile, and tell them that if they go back to their poker game we won't do them harm.
If they respond negatively, stand back and be ready to heal my allies.
Maruko quickly discovers that pleas for pacifism are a form of humor to the violent impkind. They decide to save Maruko for last, hoping he'll provide some more entertainment before they kill him. It was worth a try.
The four of you quickly move into position before the imps can get in between you. Imp#2 lands atop the cabinets, far above melee range. Because of his distance and high position, he gets no partial cover from his comrades.
(http://i.imgur.com/Kl2c4JD.png)
Shoot at imp with smoking barrel if I would not be attacked, or dodge if I myself am attacked.
Hana sees imp #1 going in for a swing with his spiked club, so she assumes a defensive stance. However, before the blow can connect, her trigger-happy pistol aims at imp#1 and fires!
[9]+5-5 vs [20]+2-5
It's difficult to hit anything in these close quarters, so even with the imps attack penalty he still blocks the shot.
Imp #1 goes through with his attack.
[14]+3-2 vs [4]+2
Hana can see the imp's fighting spirit being drained by her vampire ally, but it's not enough to stop his blow. Hana takes 4 sharp damage.
Imp #2 aims his blaster rifle at Hana, steadies his shot, and fires.
[18]+1 vs [14]+2
He hits his mark.Hana takes 10 fire damage.
Sacrin shoots back at Imp #2.
[14]+3-5 vs [3]+1-5
The shot burns a hole straight through its armor. Imp #2 takes 6 plasma damage, and is kinda pissed.
Imp #3 winds up for a swing at Avair, but falters when the vampire bites a chunk out of his courage. He seizes this opportunity and strikes!
[CRIT] vs doesn't matter
The imps fear turns to blood-curdling horror when he sees the hilt of a shortsword sticking out of his chest. Imp #3 takes 15 sharp damage and dies!
However, instead of collapsing to the ground like most dead bodies, the corpse of Imp #3 stays rigidly standing and suddenly lights aflame! His flesh turns black and melts as the fire grows hotter and hotter.
Imp #4 doesn't seem to care, and takes a swing at Avair.
[11]+3-2 vs [6]+3-5
The spikes pierce into Avair's pale flesh. Avair takes 3 sharp damage.
(http://i.imgur.com/FgS2eAu.png)
Imp #1 (DR 1) HP:12/12
Imp #2 (DR 1) HP:6/12
Imp #3 (DR 1) HP:0/12
Imp #4 (DR 1) HP:12/12
[Armor-piercing, Galactic, Sadistic] Sacrin is an intergalactic warlord, renowned for the terrible fates of his enemies: the leaders of all who opposed him meet any manner of cruel, sadistic fates. His own psychic powers also make it so that any weapon he holds can go through his opponents' armor and shields like they aren't there, though they also make any armor he chooses to wear, any shield he chooses to wield, all are equally useless.
However, now, after his first ever defeat, he has been sent to find the "gizmo of ultimate goodness"... or die as painful a death as those he has inflicted.
He looks like Ganondorf.
Evasion: 5
Melee Weapons: 3
Shooting Weapons: 3
Stealth: 2
Will: 2
Underwater basket weaving: 1
*Headlamp
*Steel-toed boots
*Cape (red dragon on night-sky background)
*Silky smooth armor (light armor, DR 0)
Shortsword (melee, 8 sharp dmg)
Dagger (light melee, 5 sharp dmg)
*Lockpicking kit
*Sacrin's signature blaster pistol (light shooting, 6 plasma dmg):
[galactic, suicide] The ability of this weapon can only be used by Sacrin. Whenever Sacrin enters a new room with sapient monsters, there is up to a 50% chance that one of them will recognize him. (He don't actually need to have the pistol for this to be true.) Whenever Sacrin fires at a monster that recognized him with this weapon, whether or not it hits, the monster commits suicide unless they meet or exceed 15 with a Will roll. Why? Because as that shot flies towards them, their life flashes before their eyes and they are reminded of all the terrible things Sacron did to his prisoners, and thus are compelled to put themselves out of their future misery.
Fate worse than death (3):
[sadistic, traumatic] You psychically force a sentient creature into believing it is undergoing a terrible torture (the specifics of the torture are up to you). The creature must meet or exceed 20 on a Will roll or be staggered. It also takes psychic damage equal to 20 minus its Will roll. Warning: If used on a psychic creature, they can reverse the spell onto you (with a successful Will roll).
[Savior, Buddhist, Crow] Maruko was once a young man like any other, living in a peaceful village somewhere in the japanese countryside. However, he was far from innocent, often taking part in thievery, vandalism and other violent acts. Because of his actions, he was cursed by the village elder to forever walk the world in a form that reflects his tainted soul. Thus, he was transformed into a crow man and exiled from the village. Shortly after being cast away, Maruko found himself lost and alone in the wilderness, and began pondering his life. Realizing that his bad deeds had led him to this tragic fate, he decided to take the path of redemption, turning to buddhism and vowing to help all these in need. Hence, he travelled from village to village, working hard to help others. Because of his pure intentions, he soon unlocked the secrets to healing magic, and through good deeds, his soul was purified and his once black feathers whitened. He thus took the name of Shirokarasu "The White Crow" (shortened to Shiroka for friends), and continues to go from village to village, never accepting to stay in one place as a dhutanga (abbhokāsik'aṅga, to be more precise), staying true to his monk path. However, because of the elder's curse, he is condemned to never age and endlessly walk the earth, forever locked out of Nirvana. Because of this, he decided to take on the quest of the Gizmo of Ultimate Goodness, hoping to die a righteous death during the journey, or that the Gizmo may undo his curse.
Magic: 4
Evade: 2
Athletics: 3
Medicine: 3
Will: 3
*Electric Headlamp
*Steel-Toed Boots
*Medicine kit
*Monk robes of the Unyielding Tower (light armor, DR 0):
[Buddhism, tower] At the end of each turn, unless you moved your feet, attacked, or cast an offensive spell, you gain the following bonuses (unless you have them already): +2 DR, +2 Will, -5 to attempts to forcefully move you. These bonuses disappear immediately if you break one of the conditions. (Note: not moving your feet gives you a -2 penalty to dodge.)
Divine touch (3):
[savior, outdated] One of the oldest spells in existence, from back when casting spells at things further than arm's reach was unheard of. Target adjacent ally heals 15 HP or is freed from a curse of your choice.
[Silent, Television, Fabric] Wearing a fine red dress with marks of white, as if paint splatter. An orangey red scarf covers their neck and mouth. Vibrant yellow eyes, long orangey hair (slightly brown), vibrant skin tone, slender body.
Description: Half-elf physically in her late 20s. Used to be a hostess on one of those telemarketing shows.
Backstory: Having lived a healthy, rich lifestyle in her early years, Hana decided to find work of her own. With their gorgeous appearance and graceful movements, they quickly got hired for the Fabric Distribution Network, a TV (or equivalent) channel that mainly sells clothing, though other fabric goods are sold. They gestured toward and around the objects for sale, and, at other times, wear it and pose. Hana even became just a little well-known over the past three years, and might have been much more, until...something...cut the career short. No one else in the party knows why, and it will likely stay that way, since, well Hana's MUTE. For the same reason, chances are no-one else will know what drove them to seek the GUG, either.
Ranged Weapons: 1
Magic: 3
Evade: 2
Stealth: 1
Pick Locks: 2
Athletics: 1
*Electric Headlamp
*Steel-toed boots
*Brown Cape (carried as a bag)
*Leather Armor (light armor, DR 1)
Dagger (light melee, 5 sharp dmg)
Dagger (light melee, 5 sharp dmg)
Lockpicking Kit
*Trigger-happy blaster pistol (light shooting, 6 plasma dmg):
[television, excitement] While this weapon is equipped during combat, it will automatically fire at a random enemy (within line-of-sight) at the end of each turn, unless you made an attack with it that turn. It makes its own Shooting Weapon rolls at a +5 (penalties for partial cover and adjacent enemies still apply).
Moment of Silence (3):
[silence, priest] From the moment this spell is cast until the end of next turn, all other spells that are cast are automatically countered. Spells which are associated with holiness, religion, or goodness bypass this effect. (Ex: Moment of silence, Christmas giveaway, Divine touch)
Christmas giveaway (3):
[television, Santa] Can only be cast during combat. A television appears in target empty square, its screen pointing straight up (it blocks movement but not line-of-sight). At the end of this turn, a random enriched item appears in the television. It can be taken and equipped by you or an ally as a free action. (The taker must be adjacent to the TV.) Monsters cannot do this. At the end of combat, the item and TV disappear.
[Passion, Drain, Cancer] Tall, with short chestnut hair, pail skin, red eyes and fangs, I look to be in my 20's but have lived many millennia immortal. I have a red scar striking through my right eye, but the eye itself is still there, along with many more scars along my body from countless battles. I am a great vampire warlord from time immemorial, and as such, I do not suck such things as blood from my enemies, I drain their very emotions, their fighting spirit, their memories and will, and I make it my own (adjacent enemies receive -2 to all attack, offensive magic, and will rolls), but I am still weak to holy power (Take x2 damage from holy attacks and can not receive aid from holy effects, but no damage from mere holy symbols). I have fought in countless battles, won countless wars, but one thing has always vexed me, my inability to walk in the daylight. After reading through ancient texts I found the Gizmo of Ultimate Goodness could grant vampire the ability to walk in sunlight, so of course, I found a party that was searching for it and convinced them to let him join.
Melee Weapons: 4
Ranged Weapons: 1
Magic: 1
Shield: 3
Athletics: 3
Medicine: 1
Will: 2
*Electric Headlamp
*Steel-Toed Boots
*Cape with As-Of-Yet Undetermined Custom Design
*Chainmail (medium armor, DR 2)
Semi-Auto Rifle (2-handed heavy shooting, 10 bullet dmg)
*Kite Shield (heavy shield, 3 blunt dmg + 50% stagger)
*Medicine kit
*Bloodthirsty shortsword (melee, 8 sharp dmg):
[draining, tribal] This shortsword was your rightful inheritance once you killed the warlord who used to lead your tribe. For every 3 damage this weapon deals you heal 1 HP. (So every swing will heal 2, unless the damage is modified in some way.)
3rd Word of Blasphemy (3):
[cancer, tentacle] One of the 13 Words of Blasphemy. A tentacle erupts from you and attacks an enemy up to two spaces away (of your choice). If it hits, it deals 10 unholy damage and the enemy must make a Will roll. If the Will roll does not meet or exceed 15, they take 5 unholy damage at the beginning of each turn until they die (this effect is considered a curse).