Monday, October 28, 2013

Monster Monday 

Deep Star Spawn


Frequency           Very Rare
Habitat                 Spaces between worlds unless summoned
No. Appearing          1
In Lair                     0%
Move                      Fly 24" Maneuverability class B , Swim 40" crawl 6"
Hit Dice                  12
Armor Class             0
No. of Attacks         12 (tentacles) 1 Bite
Damage Attack        1-4 tentacle (grabs target on any roll of 19+) , 6-30 Bite
Special Attacks       Hypnotic Gaze , Swallow Attack on round after a target has been caught
Special Defense      Spell Devouring - any magic spell cast upon them heals them 2 HP per spell level
Alignment              Chaotic Neutral
Intelligence            Average to Very
Psionic Ability        None
Exp Value               12,500 +10 per HP

Deep Star Spawn are beasties that live between the spheres in SpellJammer universe , that tend to orbit near those spheres that are rich in magic. They have 60 foot long tentacles which they use to ensnare their prey , on any roll of 19 or greater they have ensnared the foe as a rope of entanglement and take 15 hit points each to destroy, and once every round may attempt to devour a single grabbed foe. They live on life energy and magic , and are drawn to powerful lifeforms and magical entities. Any being within 60 feet is subject to thier hypnotic gaze , they must save vs paralysis or become passive and immobile lost in a personal world of bliss. Beings need only make one saving roll per encounter. Most formidably for many opponents they have the power of Spell Devouring - any magic spell cast upon them heals them 2 HP per spell level if they make their save rather than it's intended effect. They may devour as many spells per round as they have tentacles remaining.

Tuesday, October 22, 2013

Monster Monday (a day late)


Tiger Monkey

No Appearing     1-20
Frequency         Rare (outside the Badlands)- Uncommon (Chana Jungle and Badlands)
Alignment         Chaotic Neutral
Intelligence        Low-Animal
Morale              10
Hit Dice             1
Armor Class       5    (Agility and Coloration)
Attacks / Rnd     2 claws or 1 bite
Damage              claws 1d3 each , bite 1d6
Special Attacks    Surprise on 3 in 6 , disease
Special Defenses   Immune to Poison
Magic Resistance   None
Move                  9" ground , 10" on trees and the like , leap 12-18 feet vertically
Diet                   Omnivore
Size                   Small (2-3 feet)
Treasure Type    in lair 20% F, otherwise nothing
Experience     :   130 exp +4 per hit point
Description

    Tiger Monkeys are an aberration created by failed attempts by some mad wizard to re-create the Su-Monster experiment.  Tiger Monkeys are found in the Badlands in all climates found therein and are equally comfortable in high altitudes where their fur turns to a snowy gray and blueish hue and grows long and thick all the way down to the volcanic heat of the Chana Jungle.

    The tiger monkey averages 2 and a half feet in height with a mass of 35 lbs, males have wide stripes of black-brown on tawny gold fur, females have narrower stripes and darker, brownish pelts.  They have a prehensile tail as long as their body is tall, and 4 wirey limbs each of which ends in a three finger and opposable thumbed hand with retractable claws.  The Tiger Monkey's face is similar to that of a siamese cat crossed with a chimpanzee , being long with sliver shaped eyes and a large mouth filled with spike-like canines and razor sharp incisors.  Their front lips are adorned with huge cat-like whiskers and their flattened muzzles have bright red lips that turn blue when they sleep.

    Tiger Monkeys are fearsome for small creatures and are both foul tempered and malicious.  They prefer to scavenge rather than hunt but they are intelligent enough to have developed very effective pack hunting strategies.  Tiger Monkeys are very adept hunters and when sneaking up on an opponent surprise them 50% of the time, generally pelting them with rocks or debris then pouncing on them and tearing them apart.  Wounds caused by their claws are 10% likely to become infected with rotting disease , their bite is 80% likely to do so.

    Tiger Monkeys thrive on polluted and befouled foods and waters and never eat fresh flesh if they can help it, rather they bury their food, near water and wait for rot to set in then feast.  They are totally immune to normal poisons and toxins, and large scorpions and spiders make regular appearances on their menus.  Tiger Monkeys communicate by means of horrible sounding screech-growls, that carry very well and are quite unnerving.  Tiger Monkies collect rotting fruits inside hollow trees where the ferment into a horrific liquid "wine" , as potent as moonshine and hallucinogenic to boot. It causes madness (treat as feeblemind or confusion spell) for 1d4 days and is 90% likely to cause blindness in imbibers. This foul brew makes a distinctive stench , and can be used to locate thier lairs during the weeks of it's ripening. If encountered in lair fully half of the beasts will always be at -4 to hit due to inebriation on this concoction.

    In mating season (generally late spring) the Female tiger monkey sheds it's fur and it's skin turns a dark shade of purple until the new hair grows in, during this time they are receptive and are also frequently mistaken for actual Su-Monsters, disguise which lasts until summer begins or pregnancy ends (2 month gestation period).  Tiger Monkey pelts rot very quickly and Tiger Monkey corpses attract all manner of disgusting creatures in a matter of hours to feast on their bloating, rotten remains.  Tiger Monkey hearts can be used as part of the prep of Potion of Speed.

Sunday, October 20, 2013


HEROic Rules

The HERO system can do a lot of things , but it still needs some powers to allow the simulation of certain things. So being me I started creating new powers and skills to fill in the gaps.


New Power Matter Creation
    This power enables the hero to make lasting solid objects of a semi-permanent or permanent nature.  These objects have several characteristics that have to be determined when purchasing the power. Value , Size , and Utility.

Value 10 points lets you make inexpensive objects such as flowers , ice , playing cards , sandwiches or the like
         15 points lets you make items of value such as clay statues, non-precious metals
         25 points lets you create expensive items like computers , cars , diamonds etc
Size   1-100 points (at GM's discretion ) usually 1 oz or cubic foot per point til 20 points then 1 pound or cubic
         yard til 50 1 ton or 10 cubic yards after that.
Utility -8 for items of no in game worth (roses, water, ice)
         +10 pts for items of non combat worth (computers, cars)
         +50 pts for items with combat worth (guns , explosives)
         -5 points if the items can only be of primitive complexity or must have no moving parts
         +10 points if the item is of 20th century complexity or above

The base time to create is a full segment for every 5 points of size, this time can be reduced by a segment for every +1/4 advantage purchased.

The base END cost of this power is 1 point per 10 active points.

The base power is not ranged.
    
So Masked Tuxedo can always make a rose to give to the ladies costs 10(Value)-8(no worth)+1(size)= 3 points
Icelad can make basic objects of pure ice up to 50 tons worth 10(no value)+50(size)+10(non-combat worth)-5(no moving parts) = 65 pts
Technomancer can whip up small advanced electronics on a few moments notice 25(value) +10(size)+ 50(utility)+ 10(complexity) =95 pts
Moleculord can make anything he can concieve of 25(value)+100(size)+10(non combat)+50(combat ) +10(complex) =195 pts

 Magic Monday : Focus on Gods of the Realms

Telos    "God of the Forge and Fire"


    Powerful and respected Telos appears as a man or dwarf made of iron or steel with eyes of smouldering silver or gold.  He is Lawful, and his followers must be lawful as well, but they may be evil , good or neutral.  Telos is the God who tamed fire and called the stones to weep forth iron, which by his blessing became steel. He is worshiped by Blacksmiths, Miners, Dwarves, and Gnomes.  Some artificer magic users worship him as well.  Priests of Telos wear fine armor when abroad and favor the colors Red and Yellow. Those wishing to become priests of Telos must be trained smiths , have a Strength and Constitution of at least 13

    Restrictions : All Clerics of Telos must work Iron at least once a year (dig up Iron, Smelt it, and forge a device made of steel) failure to do so will prohibit them from gaining further levels until the ceremony called "The Song of Steel" is performed. The Ritual takes 3 months and involves teaching secret techniques and prayers to smiths, or studying and prayer in the underearth.  Clerics of Telos may use any weapon, as long as it is made of metal, or any Weapon what-so-ever they have made completely by hand.  The priesthood of Telos tithes 10% to the priesthood and 10% more of wealth must be spent on making forged goods of Iron or Steel . At each level they must make an idol to Telos and place it in a prominent public place, it's size and cost in proportion to the level gained and the trials the priest has undergone.

    Gifts : Telos's Priests gain the following abilities
        1st level : blacksmithing and goldsmithing talents are gained , +1 on all fire saves, can work thunderbolt iron
        3rd level : make a +1 weapon when forging weapons on a critical success
            The attempt costs an extra 500 gp in materials and 6+1d6 weeks time
            +2 on all fire saves. Can work Blood Iron
        5th level : make +1 armor when forging armor on a critical success. 
            The attempt costs an extra 500 gp in materials and 6+1d6 weeks time
            +3 on all fire saves. Can work Blood Steel
        7th level :  make a +2 weapon when forging weapons on a critical success
            The attempt costs an extra 1000 gp in materials and 9+1d6 weeks time
            +4 on all fire saves.  Can work Mithril.
        9th level : make +2 armor when forging armor on a critical success. 
            The attempt costs an extra 1500 gp in materials and 9+1d6 weeks time
            +5 on all fire saves. Can Make Blue Iron.
        12th level : can make +3 armor or weapons on critical success. The attempt costs
            3000 extra gp in materials and takes 9+3d6 weeks time
        13th level : can construct an Iron Golem . Material Cost is 50,000 gp and it takes 3d12 months
        15th level : can make +4 armor or weapons on critical success. The attempt costs
            10000 extra gp in materials and takes 15+4d6 weeks time.  Can work
            Adamantium.
        18th level : can make +5 armor or weapons on critical success. The attempt costs
            25000 extra gp in materials and takes 21+5d6 weeks time.  Can work
            glassteel and laern.

Thursday, October 10, 2013


Thursday HERO Adventure


The Freakshow comes to town



It all begins with Halfjack coming to town.
He attempt to perform a robbery of an armored car and fights with one of the heroes (alone on patrol), during the fighting his cybernetcs take a hit , he fires a blast at a passing bus full of nuns or tanker truck and while the hero saves the day he dissappears , leaving behind a damaged cybernetic limb.  He goes looking for a mad scientist who can do repair work.  He finds Dr Kirby Loo. Dr Loo repairs him and offers to upgrade him.  Halfjack makes a return engagement (now armed with 45 Villain Points of upgrades and the limits physically forced loyalty to Dr Loo and an unknown GM determined 2d6 susc) , calls the hero out , and (maybe) defeats the hero with upgraded weaponry then leaves.  Other villains hear of the success thru the grapevine and come to Dr Loo to get helped or fixed.  Halfjack recruits Fire and Ice, Piledriver, Sledge, Occulon and the Scorpion to begin a wave of crime hitting a wide variety of targets to get the components to build a version of Pythias Pomegrantes Ubermachine.  Beyond financing cash they need to steal a number of things for the Doctor's upgrades. After each theft a roll will be made to give all the villains a villain bonus.

Act Roll     Theft
8-              A set of specialized harmonic bells which they will steal from sun valley chip makers
9-              A pound of Vibranium , which they will have to steal from the antigravity research center at Cape 
                 Canaveral.
10-            A kilo of yittrium earths from the Florida Superconductor Project
11-            A special osmium alloy - the best source of which whould be - the (hi tech device of a PC)
12-            Experimental blood substitue fromt he Miami State Seratology dept.
13-            An experimental anti-rejection drug used with PRIMUS agents who take cyberline
14-            The METE environmental chamber

After each heist an upgrade attempt will be made on each of them (use act roll) if successful give all the villains a 10 point villain bonus.

The press will dub the marauders THE FREAKSHOW and the name will stick.

Once he has all of these things he will remove the villains prosthesis and attach them to Halfjack, drain off Fire and Ice's powers to charge the device, and replace Occulon's eyes.  Halfjack will then become Dr Kirby Loos ultimate bodyguard. Halfjack will have stats comparable to that of his own creator Mechanon.

Of course when the heroes thwart the scheme Loo will be sent to Prison and the others to Stronghold where they will tell their tale to other inmates.  The inmates will stage a breakout to recover Loo, and make him repair their maladies.  The second Freakshow will be Griffin, Dragonfly, Ogre, Brick, Grond, Leech and Hideous.  Loo will instead plan to transfer their minds to "worthless" human bodies and replace them with those of his brainwashed lieutenants/sons.  Guarding Loo during the proceedings will be the Green Dragon and the Red Dragon his mind washed martial artists and if he gets the device up and running full time an army of frankensteinian half men.

Wednesday, October 9, 2013

Wednesday Warfare 


Because I have no better suggestions today , hit them with a Flail Snail . 

You'll thank me for it later ...

Monday, October 7, 2013

A Warriors Lifepath

A warriors lifepath , roll 1d100 and add your level minus 1 . If playing AD&D, D&D or Palladium roll once per level. If playing other games such as Mechwarrior, Call of Cthulhu (in the WWI or WWII time period) , Top Secret just roll once for each year in your term of service.


1 You participated in a Secret Operation
2 You Avoided Capture by enemy forces despite the fact your unit was totally cut off
3 While on leave you were attacked by an enemy covert ops team and nearly killed.
4 You participated in an Advanced Training courses and picked up a new skill.
5 You participated in skirmishes with enemy recon forces
6 Life is either hurry up or wait, this year it was wait, wait, wait
7 If boredom was an ore you hit the mother lode that year, on the bright side you are much better at cards than most people think at first sight.
8 A series of run and gun fire-fights marked the year , you know how to run away like a champ!
9 You participated in overseas or offworld combat Training
10 Your unit was covered by a media personality or bard. Surprise you are a star !
11 You participated in a Planetary or City Pacification Excercise causing you to see attrocities you know you will never forget.
12 You were pressed into service in a job you were not trained for, and still performed admirably and got commendations.
13 You were Captured by enemy forces and ransomed back home.
14 You were Captured by enemy forces and freed by another unit.
15 You were Captured by enemy forces and escaped in a daring way, and someone wants you back !
16 You were Captured by enemy forces and tortured, then left for dead.
17 You were Captured by enemy forces and freed by an agent from your side who had infiltrated under cover.  You owe them a big favor , and they are going to collect.
18 As per command's orders you allowed yourself to be Captured by enemy forces to deliver a message to agents on the inside of the enemy camp . While there you were nearly killed.  You were exfiltrated by a covert Ops team.
19 You were Captured by enemy forces after your unit's surrender, you escaped during a natural disaster at the POW Camp.
20 You were Captured by enemy forces but were freed by an old friend who is now in the service of the enemy
21 Valor under fire got you a medal and the notice of the brass
22 During an Overrun by traitorous forces you were nearly killed,you know some of the people who betrayed you.
23 During an Overrun by traitorous forces you single handedly saved your entire unit.
24 Heavy fighting devastated your unit, and you were re-assigned
25 For a few months you were "missing in action", in a hotel , with an amazing person.
26 By hard work you scored a particularly spectacular coup on your rival in the unit, got them demoted and earned yourself an enemy for life.
27 Heroic Action during the year brought you the attention of your peers
28 A traitor sabotaged you unit's supplies, leaving you all stranded for 1d20 months
29 A fellow warrior wrongly accused you of sabotage, and it took you the whole year to clear your name
30 You participated in an Urban Pacificaction, sometimes you still hear the screams in your sleep
31 War is hell, but this tour didn't even qualify as heck. You made friends , money and caught up on your reading.
32 A series of beaurocratic snafus, transfers, and beaurocratic screw ups characterised this year
33 You participated in a deadly and dangerous covert ops mission and escaped unscathed.
34 You participated in a deadly and dangerous covert ops mission and were seriously injured
35 You participated in a deadly and dangerous covert ops mission and were the sole survivor, you were betrayed.
36 You participated in a deadly and dangerous covert ops mission which turned into a nightmare bloodbath of assassinations, espionage, and explosions
37 Intense fighting left you with a collection of new scars
38 Unexpected stiff resistance by the enemy makes you work hard for victory this year
39 Surprise enemy offensive strikes at your home base
40 A treacherous attack by mercenaries handed your unit a defeat and forced a full retreat.  You lost a lot of face.
41 Your position was overrun and your unit decimated
42 Heavy fighting devastated your unit
43 Fierce battling in a viscous freak storm forces you to survive by your wits when you get seperated from your forces.
44 Heroic action on your part saves a small convoy of fleeing refugees from the enemy
45 Heroic action on your part saves a small convoy of vital supplies from the enemy
46 Heroic action on your part saves a small convoy of escaped POWs from the enemy
47 Heroic action on your part steals a large convoy of desperately needed supplies from the enemy. You heard stories about cannibalism that winter over second breakfast.
48 Heroic action on your part saves a small convoy of fleeing third party warriors from the enemy, you now have some allies you can call on.
49 Heroic action on your part saves a small group of fleeing religious people  from the enemy
50 You were given special training for a secret mission, that never happened and that's OFFICIAL.
51 You went on a secret mission which went perfectly
52 You went on a secret mission which went horribly awry
53 You went on a secret mission which was intended to be a suicide run, but managed to survive only because you were too dumb to know it was impossible to succeed.
54 You went on a secret mission which was a mole hunt
55 You went on a secret mission which was a total and abject failure
56 Fighting to keep your rations down was your main mission this year
57 A solar eclipse was this year's most exciting event while posted in an idylic paradise
58 Betrayal by your own high command leaves you and your team trapped behind enemy lines, leading to your capture by enemy forces. A few of you escaped and swore vengeance .
59 Betrayal by your own high command leaves you and your team trapped behind enemy lines, where your super-heroic actions destroyed a major enemy force and led to a miraculous victory for your side, for which your traitorous leaders took credit
60 Betrayal by your own high command leaves you and your team trapped behind enemy lines, where your unit was decimated, you escaped by seducing an enemy.
61 Inter-unit rivalry leads to your force being left high and dry when support is needed most, you suffered the loss of several great friends.
62 Frequent shuffling and relocation disrupts your life too severely to allow any good to come of the year
63 A brutal enemy offensive put your unit under extreme pressure, your unit performed with distinction winning honor and you personally got the highest possible commendation.
64 A brutal enemy offensive put your unit under extreme pressure, your unit was crippled and you were seriously injured
65 Swift enemy forces leave your unit outflanked and outmaneuvered, but you personally break the back of the enemy offensive in a suicidal last stand. Oddly enough you survived .
66 You are ordered against a heavily fortified enemy position through unmittigated gall and brilliance your unit destroys the enemy without a single fatality
67 You are ordered against a heavily fortified enemy position through raw courage and after many casualties you take it
68 You are ordered against a heavily fortified enemy position and are torn to pieces
69 You are captured by enemy forces, but lead a massive jailbreak that gets you out of enemy hands, along with a dozen stolen enemy war machines
70 Your unit spearheads a massive assault against the enemies CP where you gain massive accolades for your brutal efficiency.
71 An enemy assassin almost kills you .
72 Friendly fire nearly kills you and your unit.
73 A failed artillery barrage and an enemy charge combine to leave your unit with undeserved glory
74 You and your unit crush an enemy strongpoint breaking the enemy line and giving your forces victory in a major campaign. Legends of the battle color your interactions with people.
75 A hard fought defensive campain gives you many life experiences
76 A serious injury leaves you in the hands of medics and doctors for the year
77 A saboteur destroyed your unit's fighting effectiveness during a major offensive and nearly leading to your death
78 Your unit participates in the capture of an enemy district capital
79 The looting of an ancient teasury discovered during a pitched battle becomes the year's highlight , as both side desert loaded with loot.
80 A decisive offencive led by your unit leads to glory and fame
81 When the chips were down you were there this year to collect the fallen and bring them safe to friendly hands
82 Your unit stuns the enemy with a savage assault and you are sighted for particularly valorious action
83 An enemy commander challenges you to single combat, you show him you fear nothing and no one.  His familiy is very impressed with the corpse you sent back.
84 Despite being ambushed your lead your unit in a brutal counter-offensive that breaks the back of the enemy command force
85 You discover that an ex-lover is now an enemy agent
86 A friendly agent warns you of an enemy assassin
87 In scouting an enemy position you recognise and exploit an enemy weakness that breaks the back of the enemy line
88 In a series of covert attacks you discover an enemy base
89 You lead a counter attack that kills a major enemy commander
90 You and your unit get a reputation as a "Can Do" group after a series of near impossible missions
91 Your reputation for having a sixth sense about the enemy gives you a reputation on your side as a good luck charm
92 Hundreds of enemy fall in battle against you as you make a heroic last stand at a narrow pass, something happened to you at the end, and you found yourself alive amongst the mountains of dead.
93 Dozens of your fellows make you thier battle chief in disregard of command's choice in the matter.
94 You subverted an enemy spy getting them to provide you with crucial info about enemy plans.
95 A serious accident while on patrol left you a scar for life
96 You trained for weeks for an operation that was cancelled
97 A friend introduced you to an addictive drug
98 Police work and civilian pacification was the mission for the year
99 You accidentally flash fried a large group of noncoms during a firefight and are still paying the price
100 Urban Pacification for a year,
101 Garrison Duty
102 Garrison Duty for half a year followed by a full retreat as enemy forces over-ran the area
103 Garrison Duty that led to a promotion
104 You participated in a brilliantly led campaign that gave you much glory and honor.
105 You were assigned to a recon team for 1d12 months as an adminstrative punishment
106 You offended a major official and were sent elsewhere for Garrison Duty.
107 A sniper nearly killed you while you were on leave from your unit.
108+ You were assigned to training duty , and spent the year teaching the new recruits how to soldier.


Anime Mechwarrior simple play mod for grey book rules

 

Just thinking on paper here , but just using the classic Battletech greybook rules you could make everything a lot more interesting and "anime" feeling if you assumed Jump movement was equipped on all mechs as a standard option, equal to their walk and mech with Jump Jets have additional jump capability at the regular heat costs defined as shifting to a Land Air mech mode (instead of all the silly LAM rules), with an option to stay airborne for 5 additional heat cost at a height of 6. Remove the Charge attack and Death From above except vs immobile mechs as all mechs are now far too mobile for such a thing (and to prevent pointless beserkerganging). So most light speedy mechs could "jump" a distance of 12 - very veritech and all mechs could leap otherwise extremely difficult to cross obstacles. Cap the movement modifier for hit rolls at +4.

Map Monday

Tymisrian Continent of the Realms

 Each of the "worlds" in my Realms campaign takes place somewhere on the Flat infinite plane. Each campaign area is bordered by a different set of metaphysical laws (game rules). This particular Continent is close to my heart because it ran for nearly 7 years.  I present it for anyone looking for a place to set up a campaign. 
 

Friday, October 4, 2013

Making Road Kill Rally into an Awesome Zombie Killing Rally Deathrace


Road Kill Rally is a very fun little game but it's rules are extremely likely to provide predictable results , and the lack of a real system for passing on the 2 lane roadmap is frankly inexcusable. With 2 changes the game stays interesting and fairly playable by all. 

The first change is wipeouts. When a car is wiped out it is moved to the side of the road off the path until the next turn's set speed phase , this allows a car to "bump" a leading car off the road and if the bumping car survives and the bumped car is wiped out the bumping car occupies the first car's space. This actually allows passing and gives an extra reason to shoot enemy vehicles.

The second change is a background change: the reason for the rally is to get rid of the already infected humans and to kill off the walking dead in a morale boosting TV sponsored fashion. For this buy a "bag o zombies". After the phase when any pedestrian is hit , put the zombie into place. Zombies take 3 hits to kill in a ram and 2 hits to kill with a weapon , and score the killer 20 points each. Additionally if a ramming attempt fails to kill a zombie the zombie then immediately makes a 1 die attack on the rammers car.

With these 2 changes the game becomes amazingly playable and gives a means to score points for everyone , not simply the lead 2 cars , which in almost any game score ALL the possible pedestrian kills.

Also just as a play note arming MicroMachine cars and painting them makes a WONDERFUL addition to the game ! 







Thursday, October 3, 2013

Shadowrun and the Cinematic Karma Effect

The Cinematics
    When the GM feels the action is sufficiently fast and furious or the players are being sufficiently entertaining , she or he may declare that the scene has gone "Cinematic" in which case all of the following options are available. At any other time player may request cinematic action with an appropriately dramatic soliloquy (or bribe). The request costs 1 karma that is non refundable whether the request is granted or not.
This option allows moments that fit into the Aeon Fluxx, Hard Boiled sort of madness. If you are running a full campaign turned up to "11" you may want to reduce the cost to 3. If you are a GM that gives out riddiculous karma awards raise the cost to 10. You know who you are chummer, I'm judging you and your grade 7 adepts ...
   
Cinematic Dodge
    Cost: 5 Karma, requires GM's consent
       "Only imperial stormtroopers have this kind of accuracy"
                                 -General Obi Wan Kenobi
    Allows the character to "negate" all the successes of any number of ranged or autofire attacks directed at
    him/her.  During this turn, unless the character makes an attack he/she cannot be hit by an autofire attack.
    This does not affect single shot weapons or attacks it is just for dealing with the dozen mooks with SMGs.

Cinematic Action Scene
    Cost: 5 Karma, requires GM's consent
                     "But I never studied law..."-B.Bunny
    Allows the character to make a leap, roll, bounce, climb, or other physical Maneuver with a normal target
    number of 5+ as if it was target  number of 3 test.  This allows the character to leap or fall a superhuman
    Distance (ninja style), dodge between the beams of a laser web and other Cinematically acceptable but normally
    impossible feats.

Cinematic Wound Reduction
    Cost: 5 Karma, requires GM's consent
                     "Tis' Only a flesh wound..."-The Black Knight
    Allows the character to reduce the damage effects of an injury by 1 wound Category per purchase.  Deadly
    wounds will still kill the character but Not for a while, Serious Wounds will only slow the character down
    although a destroyed limb is still gone, Moderate wounds and light  wounds will not affect the character at all
    until after the battle. Think Marv in Sin City .

Cinematic Skill Roll
    Cost: 5 Karma, requires GM's consent
                  "She's the best she is at what she does...I'll be damned if I know how she does any of it" - Blackbaud 
    Allows the character to purchase additional dice to make a skill test at an  Enhanced level.  The character can
    temporarily augment his skill by Paying 1 karma per additional die to be rolled.  The maximum number of
    additional dice is equal to the character's skill.  The player is required to Give a cinematic description of what
    he/she is doing if it is a physical task or a Story about a similar situation if he/she has been in, in the past.

Cinematic Walk of Death
    Cost : 5 Karma +1 per target, requires GM's consent
    Allows the character to make an attack against EVERY opponent in his movement path up to a maximum
    number of targets equal to his Quickness stat without having to divide his attack dice.  Only Mooks (enemies
    with a 1 or lower threat rating or no karma) may be attacked this way. Attacks may be melee or ranged.

Diabolists for the Realms


The Diabolist is the paradoxist who serves the forces of the Outer Planes, Limbo or the Netherhells.  Diabolists generally have a patron demon but pay homage to whatever evil being will give them power.  Diabolists are intended as an NPC class.

Diabolists advance and Fight as Clerics or by HD type if a monster is applied the Diabolist "template".  They have no weapon restrictions and gain skills as Clerics.  Diabolists may use all Clerical magic items.  Diabolists may be of any Evil Alignment.  A diabolist whose alignment becomes good forever loses his diabolist levels and abilities.  Taints remain however.

Diabolists get access to a wide range of spells, depending on the being with whom they are communing. A general chart follows :

Worship              Grants                       
Demogorgon        Reversed Clerical and Magic User spells
Jubilex                Magic User and Druid Spells
Yeenogu             Reversed Clerical and Illusionist Spells
Orcus                 Clerical, Reversed Clerical Spells, Illusionist Spells
Slaadi Lords        Illusionist Spells, Magic User Spells
ArchDevils (et al)    Reversed & Clerical Spells
Lolth                  Clerical and Magic User Spells
Demodands        Reversed Clerical Spells
Daemons            Druidic and Magic User Spells
Elemental Lords   All Spells of their Element plus Druid
Outer Gods         All Spells
Old Ones            All Spells
Great Old Ones   All Spells
Elder Gods         All Spells
Misc Demons     Any 1 category of spells (clerical, druidical, magic user or illusionist)

Diabolists get d8 Hit Points each level and stop at 10th , and can use spells by the following chart:

Hit Die                     Level        1st    2nd    3rd    4th    5th    6th    7th    8th    9th
Less than 2HD            1             1
2 HD                        2-4           2       1
3 HD                        5-6           3       2        1
4 HD                        7-8           4       3        2      1
5 HD                        9-10         5       4        3      2       1
6 HD                       11-12        6       5        4      3       2       1
7 HD                       13-14        7       6        5      4       3       2       1
8 HD                       15-16        8       7        6      5       4       3       2       1
9 HD                       17-18        8       7        6      5       4       3       3       1   
10+ HD                   19+           9       8        7      6       5       4       3       2      1

Diabolists take damage from Holy Water (1d4) and Holy Artifacts (2 per round) and may not cross magic circles.
All Diabolists are 10% likely per level to suffer some form of Demonic Taint and Demonic Boon.
Use your favorite Chaos and Mutation charts.