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The Forge [3E] WH40k: Vanguard Drone Ship, Hormagaunt

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Re: The Forge [3E] Merlin

Postby HustlerOne » Fri Apr 20, 2012 11:30 am

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Morgana - The Witch

PL: 9

Abilities: Str: 0, Sta: 0, Agl: 3, Dex: 4, Fgt: 4, Int: 3, Awe: 4, Pre: 3


Powers: Magic (20 point array)

Base Effect - Element Control: Ranged Damage 9 (Flat: Indirect 1, Variable) (20),

Alternate Effects - Magical Shield: Sustained Protection 7 (Extras: Impervious 10, Flat: Subtle) (1),

Telekinesis: Move Object 6 (Extras: Damaging, Flat: Precise, Subtle) (1),

Telepathy: Communication 3 (Mental, Extras: Area, Flat: Subtle) (1)


Seer: Senses 4 (Precognition, Flaw: Limited to Dreams) (4)


Advantages: Attractive 1, Benefit 2: Ward of King Uther, Close Attack 3, Connected,

Defensive Attack, Defensive Roll 2, Equipment 3, Fascinate 2 (Deception, Persuasion), Ritualist,

Sidekick 6 (Her servant Gwen)


Optional: Replace Sidekick with Minions 6 ( Two Knights as Bodyguards. Use Soldier Archetype with

appropriate Medieval Equipment)


Equipment: Knife (2ep),

Sword (3ep),

Chainmail (3ep)


Optional: 7 equipment points left over.


Skills: Acrobatics 4 (+7), Athletics 6 (+6), Close Combat (Swords) 5 (+12), Deception 4 (+7),

Expertise: Magic 4 (+7), Expertise: Riding 4 (+7), Insight 3 (+7), Intimidation 2 (+5),

Investigation 2 (+5), Perception 4 (+8), Persuasion 4 (+7), Ranged Combat (Magic) 3 (+7),

Sleight of Hand 4 (+8), Stealth 3 (+7)


Offense: Initiative: +3, Unarmed: +7 (Damage 0 ), Magic: +7 (Damage 9),

Sword: +12 (Damage 3 )


Defense: Dodge: 6, Parry: 6, Fortitude: 3, Toughness: 0/2*/5**/11***, Will: 14

* With Defensive Roll
** With Armor
*** With Magical Shield

Abilities: 42, Powers: 27, Advantages: 22, Skills: 26, Defense: 18 = Total: 135


Complications: Destiny: Future Evil Witch and Nemesis to Merlin.

Relationships: Her enemies/friends King Arthur, Gaius, Gwen, and Merlin.

Her half sister Morgause.

Secret: No one knows that Morgana can use magic.


Notes: Morgana is the adopted daughter of King Uther. She is like the sister
that Arthur has never known... Morganna is treated as if she was one of the Pendragon
family. She has the future queen Guinevere (shortened to Gwen) as a servant.

Morgana is a cold but compassionate individual in the beginning of the series. In time
she will become the legendary evil witch that will be known as Morgan Le Fay. Either
way she is a strong willed and intelligent woman. Morgana ends up blaming Uther for
the death of her real father. Thus starting her descent to darkness.

Morgana's magical abilities is unknown even to her at first. She's not as powerful as
Merlin or as skilled with a sword as Arthur. However she is very well rounded in terms
of both spellcasting and swordfighting. It was even said that Morgana once defeated
Arthur in a duel. Arthur denies it loudly so it must be true.

These stats can also be used for others who are both good at swordfighting and sorcery.
Morgana's evil half sister Morgause is another good example of a hybrid Mage Knight.
Last edited by HustlerOne on Mon May 06, 2013 11:22 am, edited 1 time in total.
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Re: The Forge [3E] Midnight

Postby HustlerOne » Mon Apr 23, 2012 2:23 pm

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Orc Trooper

PL: 5

Abilities: Str: 2/4***, Sta: 1/3***, Agl: 1, Dex: 1, Fgt: 2, Int: -1, Awe: 0, Pre: -1


Powers: Broad Build: Growth 2 (Flat: Innate, Flaw: Permanent) (5),

Cold Resistant: Immunity 1 (Cold) (1),

Night Fighter: Senses 2 (DarkVision) (2)


Advantages: Equipment 4, Favored Environment ("Northern Reaches" - Cold Environments),

Favored Foe (Dwarves), Languages 2 (Black Tongue, High Elven or Old Dwarven, Orcish is native),

Power Attack


Equipment: Dagger: Damage 1 (Flat: Improved Critical 1) (2),

Javelin: Ranged Damage 2 (4),

Large Steel Shield: +3 Active Defenses (6),

ScaleMail: Protection 3 (3),

Vardatch: Damage 2 (Flat: Improved Critical 2) (4)


1 equipment point remaining.


Skills: Athletics 2 (+6), Close Combat (Vardatch) 5 (+7), Expertise: Survival 2 (+1),

Intimidation 2 (+1/3***), Ranged Combat: Javelin 2 (+3), Stealth 0 (-2)***


Offense: Initiative: +1, Unarmed: +2 (Damage 4 ), Vardatch: +7 (Damage 2 ),

Javelin: +3 (Damage 2 )


Defense: Dodge: 1/0***/3**, Parry: 2/1***/5**, Fortitude: 6, Toughness: 3/6*, Will: 0

* With Armor
** With Shield
*** With Growth Modifiers

Abilities: 10, Powers: 8, Advantages: 9, Skills: 7, Defense: 3 = Total: 37


Complications: Light Sensitive: -1 Attack in Bright Light


Notes: The Orcs of the Eredane continent originate from the cold and desolate
northern reaches. They were bred by the dark fallen god Izrador to destroy his enemies on
the world of Aryth. One hundred years ago the Orc Horde have overrun the human kingdom of
Erenland. Erenland is under full occupation by the various divided Orc tribes. The orcs
now turn their attention to the remaining Elf forest kingdom of Erethor and the divided
Dwarven clans who live in the Kaladrun mountains.

Izrador bred the Orcs to be strong and savage warriors. They love to overwhelm their
opponents through sheer numbers. They especially love to close in on their target to take
advantage of their natural strength. The Orcs prefer to use a large Cleaver like blade
called a Vardatch. The Orcs are adept at fighting in cold and nighttime conditions that are
similar to their northern homeland.
Last edited by HustlerOne on Thu Dec 27, 2012 12:27 pm, edited 1 time in total.
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Re: The Forge [3E] Midnight

Postby HustlerOne » Wed Apr 25, 2012 11:15 am

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Goblin Tracker

PL: 3

Abilities: Str: 0/-1**, Sta: 0, Agl: 2, Dex: 2, Fgt: 1, Int: 1, Awe: 2, Pre: -1


Powers: Night Vision: Senses 2 (DarkVision) (2),

Small Size: Shrinking 4 (Flat: Innate, Flaw: Permanent) (5),

Sense of Smell: Senses 1 (Scent) (1)


Advantages: Equipment 2, Improved Initiative 1, Languages 1 (Black Tongue, Orcish is native),

Ranged Attack 1, Tracking


Equipment: Short Bow: Ranged Damage 2 (4),

Hand Axe: Damage 2 (2),

Leather Armor: Protection 1 (1)


3 equipment points remaining.


Skills: Expertise: Survival 7 (+8), Expertise: Tracker 4 (+5), Intimidation 0 (-2),

Perception: 6 (+8), Sleight of Hand 3 (+5), Stealth 7 (+13)




Offense: Initiative: +6, Unarmed: +2 (Damage -1 ), Hand Axe: +1 (Damage 2 ),

Shortbow: +3 (Damage 2 )


Defense: Dodge: 2/4**, Parry: 1/3**, Fortitude: 3, Toughness: 0/1*, Will: 2

* With Armor
** With Shrinking Modifiers

Abilities: 14, Powers: 8, Advantages: 6, Skills: 14, Defense: 3 = Total: 45


Complications: None


Notes: The Goblins were once a friendly race of Imps who lived in the highlands.
That is until Izrador conquered and enslaved most of their race. He corrupted the Imps
and turned them into what they are now. A pitiful craven race whose sole purpose is to
serve their larger brethren as menial laborers. One such task is to serve as a tracker.

Izrador created a new breed of Goblins that can track down their prey. These Goblin
sniffers have a keen sense of smell similar to dogs. They are used to hunt down escaped
fugitives, slaves, and insurgents. They occasionally ride large wolves called Worgs
(Use the wolf archetype and add 4 ranks in growth). They act as harassers and scouts in
the periphery of Izrador's army.
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Re: The Forge [3E] Midnight: Orc Trooper, Goblin Tracker

Postby Woodclaw » Wed Apr 25, 2012 5:11 pm

Nice goblins, I particulary enjoy their background notes.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
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Re: The Forge [3E] Midnight

Postby HustlerOne » Thu Apr 26, 2012 12:13 pm

I just wanted to say that Midnight is a (now defunct rpg) from fantasy flight games. Its a lord of the rings setting if Sauron had won. Actually it's more like when Sauron's old boss the dark god Morgoth ruled middle earth to be precise.

I should have the rest of the midnight mooks posted soon. Then I'll have the master villains called the night kings up next week.
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Re: The Forge [3E] Midnight

Postby HustlerOne » Thu Apr 26, 2012 12:17 pm

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Legate Cleric

PL: 6

Abilities: Str: 3, Sta: 1, Agl: 0, Dex: 3, Fgt: 4, Int: 0, Awe: 3, Pre: -1


Powers: Magic 5 (10 point array)

Base Effect - Healer: Healing 5 (10),

Alternate Effects - Rebuke Undead: Ranged Affliction 5 (Resisted by Strength, Dazed,

Compelled, Controlled) (1),

Choose two other alternate effects (2),


Magic Sense: Senses 2 (Detect Magic 2) (2)


Advantages: Benefit 2 (Legate), Equipment 5, Improved Initiative 1,

Languages 2 (Black Tongue, Orcish, Erenlander is native), Ritualist, Trance


Equipment: Crossbow: Ranged Damage 3 (Flat: Improved Critical 1 ) (7),

Full Plate: Protection 6 (6),

Large Steel Shield: +3 Active Defenses (6),

Long Sword: Damage 3 (Flat: Improved Critical 1 ) (4)


2 equipment points remaining.


Skills: Close Combat (Longsword) 3 (+7), Expertise: Religion 3 (+3),

Expertise: Riding 3 (+3), Experise: Soldier Legate 3 (+3), Intimidation 6 (+5),

Ranged Combat: Spells 3 (+6), Treatment 9 (+9)


Offense: Initiative: +4, Unarmed: +4 (Damage 3 ), Longsword: +7 (Damage 3 ),

Crossbow: +3 (Damage 3 ), Spells: +6 (Damage 5 )


Defense: Dodge: 1/4**, Parry: 2/5**, Fortitude: 6, Toughness: 1/7*, Will: 6

* With Armor
** With Shield

Abilities: 26, Powers: 15, Advantages: 12, Skills: 15, Defense: 7 = Total: 75


Complications: Power Loss: Lose access to magic if legate loses the Dark God

Izrador's favor.


Notes: The Legates are the evil clerics of the Dark God Izrador. It was they
that helped the Orc Horde to conquer the human kingdom of Erenland from within.
They did so through treachery and corruption. They opened city gates to let the Orcs
into the cities. They enticed certain key individuals to switch sides when the Orc
armies finally arrived at each city.

When it was all over the once prosperous human kingdom of Erenland was no more.

Now the legates are tasked with hunting down the remaining human insurgents. They
especially track down those who can use magic so as to sacrifice them to their dark
god. On the surface, all legates belong to the official church called the Order of
Shadow. While appearing to be monolithic. The legates are just as divided as the Orc
tribes with various sects fighting for control.

The legates are especially dangerous since they are the only clerics in the world
of Aryth. Izrador is the only God that answers prayers and he is not at all benevolent.
This means that no one else has access to healing and other divine magic. Thankfully
Izrador is a fallen dead God and is not yet at full strength. That is why he requires
sacrifices so as to resurrect himself as a true all mighty God!
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Re: The Forge [3E] Midnight

Postby HustlerOne » Fri Apr 27, 2012 12:04 pm

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Oruk Shock Troop

PL: 7

Abilities: Str: 1/5**, Sta: 0/4**, Agl: 1, Dex: 1, Fgt: 3, Int: 0, Awe: 0, Pre: -3


Powers: Cold Resistant: Immunity 1 (Cold) (1),

Large: Growth 4 (Flat: Innate, Flaw: Permanent) (9),

Night Fighter: Senses 2 (DarkVision) (2)


Advantages: Equipment 4, Favored Environment (Northern Reaches - Cold Environments),

Favored Foe (Dwarves), Languages 1 (Black Tongue, Orcish is native), Power Attack


Equipment: Half Plate: Protection 4 (4),

Large Great Axe: Damage 5 (5),

Large Javelins: Ranged Damage 3 (6)


5 equipment points remaining.


Skills: Athletics 2 (+7), Close Combat (GreatAxe) 6 (+9), Intimidation 0 (+2)**,

Perception 3 (+3), Ranged Combat: Javelin 2 (+3), Stealth 0 (-4)**


Offense: Initiative: +1, Unarmed: +3 (Damage 5 ), GreatAxe: +9 (Damage 5 ),

Large Javelin: +3 (Damage 3 )


Defense: Dodge: 1/-1**, Parry: 3/1**, Fortitude: 8, Toughness: 4/8*, Will: 2

* With Armor
** With Growth Modifiers

Abilities: 6, Powers: 12, Advantages: 8, Skills: 7, Defense: 6 = Total: 39


Complications: Light Sensitive: -1 Attack in Bright Light


Notes: The giants of Eredane were tricked into serving Izrador. By the time they
found out it was already too late for their race. Their race had already started to
deform into sub races such as Ogres and Trolls. The Oruks are the legacy of Izrador's
meddling of the Giant's once noble lineage. The Oruks are a product of a male orc and a
female Ogre.

The Oruks were bred to be supersoldiers. They are nearly superior to Orks in everyway.
They are larger and smarter than the typical orc. They are given the best equipment as
befits their unique status. Oruks are usually the officers and Elite shocktroops in
Izrador's dark army.

The Oruks are loosely based on the Uruk-hai from Lord of the Rings. The Oruks still have
a weakness to bright light like their ork kin. The picture above is actually that of a Uruk-hai
since I could not find any good pictures of a Oruk.
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Re: The Forge [3E] Midnight

Postby HustlerOne » Sun Apr 29, 2012 1:44 pm

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The Night Kings - Avatars of a God!

Background: The night kings are the evil lieutenants of the fallen God Izrador. They are
in many ways his avatars on this earth. They were all once great heroes until Izrador personally
had them corrupted to evil. Now they have become demigods in a land with little to no heroes.
Each night king has been enhanced with dark magic making them more powerful than they had
ever been as mortal heroes.

There are four such beings in the continent of Eredane.

Ardherin: The Sorceror of Shadow who is Izrador's expert on arcane magic. He was once a
hero of the elven forest kingdom of Erethor. He was also the former lover of Erethor's ruler Aradil
the Witch Queen.

Jahzir: The sword of shadow who controls Izrador's orc horde. He was once in charge of
defending the human kingdom of Erenland.

Sunulael: The priest of shadow who controls all dark priests in service to Izrador. Was one
a holy priest of Erenland who worshiped gods of light and order.

Zardrix: The wrath of shadow is Izrador's personal dragon. She was once the former queen
of all dragons. She was the best friend of Aradil the Witch Queen.


There is also one other avatar that I had to mention.

Aradil: The witch queen who is the ruler of the elven forest kingdom of Erethor. She is the
avatar of the Elder Tree which itself is a manifestation of the spirit of the world of Aryth. She is
the sole remaining hero left that could defeat any of the night kings. Sadly she's not powerful
enough to defeat Izrador and the night kings combined by herself.

She rules over the only other remaining free land in all of the continent of Eredane.
Only the divided Dwarven Clans of the Kaladrun mountains across the other side of the
continent remain free as well. The human resistance is too weak to help either except
through assassination, sabotage, and raids.

Thankfully for her the night kings (and their underlings) loathe each other and could
never work together long enough to defeat her. Even Izrador does not fully trust his own
lieutenants and keeps a close eye on them for fear of betrayal.


Notes: The night kings are all PL: 10 villains. Except for Zardrix who is at PL: 12 since
she's a dragon. Aradil is probably PL: 14 but could be higher. The night kings are beyond
mortal humans who are only at PL: 6! The midnight setting was pretty brutal since most of
the real heroes died a hundred years ago when the kingdom of Erenland fell to darkness.

I had to convert the night kings from the D20 epic rules. The night kings had a lot
of unnecessary abilities, immunities, and spells. So I had to trim the fat so to speak. I
only gave each of them what they needed to fit their archetype.

I was unable to convert the fourth night king Ardherin the elven Sorcerer. His D20 stats
were pretty messed up. His original stats were so wrong that even I wasn't sure how to fix
him. For example his intelligence score was quite low for someone who was supposed to be
three hundred years old.

That and he was a little too similar to Sunulael the necromancer. Both used summoning a lot
except that Ardherin summoned demons instead of the undead.


I was also unable to convert Aradil. She has stats but she's easily the most powerful being
in all of midnight next to Izrador himself. I may try converting her to M&M someday if I'm
up for a challenge.

Izrador himself is a PL: X plot device. Izrador is a fallen God whose body was destroyed
long ago by the lost gods of light. He wants to return to the heavens to get his revenge on
the other gods for killing him. If you really need stats for him then use the Evil Elder
archetype from the Gamemaster's guide. I suggest only doing so if he somehow gets resurrected
back to life.
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Re: The Forge [3E] Midnight: The Night Kings

Postby HustlerOne » Mon Apr 30, 2012 10:51 am

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Jahzir - Inhuman Black Knight

PL: 10

Abilities: Str: 14, Sta: 8, Agl: 4, Dex: 4, Fgt: 6, Int: 3, Awe: 3, Pre: 9


Powers: Armor of Izrador: Protection 6 (Extras: 6 Impervious) (9) Removable -3,

Immortal: Immunity 6 (Aging, Starvation, Thirst, Sleep, Suffocation 2) (6),

"NightBringer" Horn: Cone Area Damage 4 (4) Easily Removable -4,

"Opener of Ways" Bastard Sword: Damage 4 (Flat: Improved Critical 1, Penetrating 4),

linked to Weaken Fortitude 4 (7) Easily Removable -6


Advantages: All-Out Attack, Assessment, Benefit 1 (High General of the Army of Shadow),

Connected, Defensive Attack, Equipment 5, Improved Critical 1 (Opener of Ways),

Improved Smash, Languages 2 (Black Tongue, Orchis, Erenlander is native), Leadership,

Minions 7 (Nightmare horse or Oruk bodyguard), Power Attack, Taunt, Uncanny Dodge


Equipment: 25 equipment points remaining.


Skills: Athletics 6 (+20), Close Combat (Opener of Ways) 10 (+16), Deception 4 (+13),

Expertise: Soldier 8 (+11), Expertise: Riding 8 (+12), Expertise: Survival 4 (+7),

Expertise: Tactics 8 (+11), Insight 2 (+5), Intimidation 11 (+20), Perception 3 (+6),

Persuasion 4 (+13)


Offense: Initiative: +4, Unarmed: +6 (Damage 14 ), Opener of Ways: +16 (Damage 4 ),

NightBringer: - (Damage 4 )


Defense: Dodge: 6, Parry: 6, Fortitude: 10, Toughness: 8/14*, Will: 7

* With Armor

Abilities: 102, Powers: 26, Advantages: 25, Skills: 34, Defense: 8 = Total: 195


Complications: Bloody Armor: His armor must periodically bathe in the blood of

sentients or risk it exploding. Jahzir is also permanently attached to his armor.

Powerloss: Electricity bypasses his Armor protection.

Temper: Jahzir goes into a berzerker rage if he or his pride is wounded. He will not stop

attacking until the one who injured him is dead.


Notes: Jahzir was once the Lord Commander of the army of Erenland. He was in charge of
defending the human kingdom of Erenland's border called the fortress wall. Izrador seduced him
with promises of power and vengeance. Jahzir soon turned traitor and ironically enough
commanded the very orc army he once fought at the fortress wall! Erenland fell quickly due to
his insider knowledge of its defenses.

Personally he is a braggart, bully, and supremely arrogant. He is a man full of pride and will
never let any perceived insult go unpunished. In battle he insults his foes fighting ability
believing no one can actually hurt him. He will fight defensively until someone actually hits
him. Then Jahzir will not hold back and will do everything to strike his attacker down.

Jahzir is an expert swordsman and a capable general. He claims to be the king of Erenland (after
killing the old king). In reality he is a terrible king with no skills in economics or politics.
He and Sunulael are constantly vying for power. He cares little for actually running the
failing kingdom of Erenland.

In the field of battle he carries three magical items personally given to him by the Dark God
Izrador. He is clad in indestructible armor made from the bones and flesh of his dark god. Jahzir
cannot take off his armor and blood must occasionally cover it. His enchanted sword can pierce
any armor or defense. Finally his horn can be used to call for help or damage large groups of
enemies.

Jahzir was infused with the evil essence of his dark god. Jahzir's abilities were enhanced to
superhuman levels. No mere human can defeat him through strength alone. He has been made immortal and immune to human frailties. He rides a nightmare horse (use the horse archetype and add 4 ranks in growth) into battle.
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Re: The Forge [3E] Midnight: The Night Kings

Postby HustlerOne » Wed May 02, 2012 11:52 am

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Sunulael

PL: 10

Abilities: Str: 1, Sta: -, Agl: 2, Dex: 1, Fgt: 4, Int: 4, Awe: 11, Pre: 8


Powers: Crown of Endings: Immunity 5 (Magic, Flaw: Limited to Half Effect) (3)

Easily Removable -2,

Lich: Immortality 5, Immunity 45 (Cold, Fortitude, Piercing), Protection 9 (59),


Necromancy 12 (24 point array)

Base Effect - Animate Undead: Summon 6 (Extras: Controlled, Horde, Multiple Minions 3

(8 Undead), Flaw: Limited - Corpses must be nearby) (24),

Alternate Effects - Death Stare: Perception Ranged Damage 6 (1),

Dread Aura: Affliction 10 (Resisted by Will, Entranced, Compelled, Transformed -

Flee in Terror, Extras: Burst 1) (1),

Paralyzing Touch: Affliction 6 (Resisted by Fortitude, Fatigued, Immobile, Paralyzed,

Extras: Concentration) (1),


NightVision: Sense 2 (Darkvision) (2),


Spear of Damnation: Damage 3 (Flat: Improved Critical 2, Penetrating 3, Reach 1) (5)

Easily Removable -4


Advantages: Benefit 1 (High Priest of the Order of Shadow), Connected,

Defensive Roll 1, Equipment 4, Fascinate 1 (Persuasion), Languages 2 (Black Tongue,

Orcish, Erenlander is native), Ritualist


Equipment: 20 equipment points remaining.


Skills: Close Combat (Spear of Damnation) 10 (+14), Deception 5 (+13),

Expertise: Necromancy 9 (+13), Expertise: Survival 3 (+7), Insight 7 (+18),

Intimidation 6 (+14), Investigation 3 (+7), Perception 5 (+16), Persuasion 10 (+18),

Ranged Combat: Necromancy 9 (+10), Stealth 3 (+5), Treatment 4 (+8)


Offense: Initiative: +2, Unarmed: +5 (Damage 1 ), Spear of Damnation: +14 (Damage 3 ),

Necromancy: +10 (Affliction 10 )


Defense: Dodge: 5, Parry: 4, Fortitude: -, Toughness: 9/10*, Will: 9

* With Defensive Roll

Abilities: 52, Powers: 96, Advantages: 12, Skills: 37, Defense: -2 = Total: 195


Complications: Phylactery: Sunulael loses his immortality if his phylactery is

destroyed.

Power Loss: Lose access to Necromancy if Sunulael loses the Dark God Izrador's favor.

Weakness: -1 Toughness per minute in Sunlight.

Zealot: Sunulael is a fanatic and will do anything to prove himself worthy in Izrador's eyes.


Notes: Sunulael was once a holy priest of Erenland. He once believed in the other lost gods
of Aryth who no longer answered prayers. Sunulael became so desperate in contacting any god that
he turned to the only God who would talk back to him. Sunulael was soon converted into a lich and
was on his way to spreading his corruption to his fellow priests. Now he is the head of the order of
shadow and oversees the proper worship of Izrador through human sacrifice.

Sunulael is insane and is completely devoted to Izrador. He is also quite jealous of anyone
else getting in the way of his relationship with his beloved God. He is a scheming backstabbing
petty creature. He is constantly plotting the downfall of Izradors other servants such as Jahzir.
Sunulael wants to be seen as the only useful servant (aka fool or tool) in his dark gods eyes.

Sunulael can hold his own in combat. Howerver he is no match in brute strength like his fellow
night kings. Instead he is a insidious threat politically. In battle he prefers to send out
legions of undead minions. Even his mystical spear makes sure that he does not engage in close
combat too much.

Sunulael was also given magical artifacts like Jahzir. His crown protects him from most magic.
His enchanted spear can easily penetrate armor from a distance. Sunulael was once a priest of
healing. Now Sunulael is a undisputed master of necromancy.
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Re: The Forge [3E] Midnight: The Night Kings

Postby HustlerOne » Fri May 04, 2012 11:17 am

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Zardrix - Black Dragon Queen (Humanoid Form)

PL: 12

Abilities: Str: 6, Sta: 6, Agl: 4, Dex: 6, Fgt: 8, Int: 11, Awe: 11, Pre: 13


Powers: "Claws of Zardrix" Twin Long Swords: Damage 3 (Flat: Accurate,

Improved Critical 1) (3) Easily Removable -2,

Fire Breath: Cone Damage 6 (12),

Humanoid Form: Morph 1 (Flat: Metamorph) (6),

Long Lived: Feature 1 (Longevity) (1),

Thick Scales: Protection 6 (Extras: 6 Impervious) (12),

Water Breather: Immunity 1 (Suffocation) (1),

Winged Flight: Flight 4 (Flaw: Wings) (4)


Advantages: Benefit 1 (Royalty), Improved Initiative 1, Move by Action,

Precise Attack 2 (Ranged, Cover), Seize Initiative, Startle


Equipment: None


Skills: Athletics 1 (+7), Intimidation 1 (+14), Perception 11 (+22),

Ranged Combat: Breath 4 (+10), Sleight of Hand 9 (+15)


Offense: Initiative: +8, Unarmed: +8 (Damage 6 ), Claws of Zardrix: +10 (Damage 3 ),

Fire Breath: +10 (Damage 6 )


Defense: Dodge: 11, Parry: 8, Fortitude: 11, Toughness: 12, Will: 12


Abilities: 130, Powers: 39, Advantages: 7, Skills: 13, Defense: 13 = Total: 202


Complications: Animal Instincts: Zardrix reverts back to a animal state when not

under the direct control of Izrador or attacked. She looks for mates or food while in her

animal state.

Heart of the Dragon: Izrador controls Zardrix through her separated heart.

Sacred Bond: Zardrix cannot hurt her friend Aradil the Witch Queen under any circumstances.


Notes: Zardrix is the queen and mother of all dragons on Aryth. She was once a heroic
champion of light until the day she was ambushed and killed. Izrador tricked her in her dying
breath and resurrected her as she is now. Now she is nothing but a automaton that is controlled
directly by Izrador.

There is nothing left of her old personality. All believe her to be a shell of her former self.
Unbeknownst to even Izrador himself is that Zardrix's old personality remains. For the time being
her old self lies in a coma or dreamlike state. In addition Zardrix shared a piece of her soul
to her old friend Aradil the Witch Queen ruler of the Elven forest kingdom of Erethor. It may
be possible that Aradil can awaken the sleeping dragon's old persona.

The stats above are when Zardrix is in her humanoid form. This allows her to fit in tight spaces
such as buildings and tunnels. This is the most likely form the players will fight her in. She is
quite agile and deadly even in this form. Izrador also gifted her with twin magical long swords.

Zardrix prefers her true dragon form. She will not hesitate to switch back if given the chance.
She will only do so if there is enough room or if out in the open.
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Re: The Forge [3E] Midnight: Zadrix Black Dragon Queen

Postby HustlerOne » Mon May 07, 2012 12:51 pm

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Zardrix - Black Dragon Queen (Dragon Form)

PL: 12

Abilities: Str: 5/21*, Sta: -2/14*, Agl: 2, Dex: 8, Fgt: 3, Int: -3, Awe: 2, Pre: 13


Powers: Colossal: Growth 16 (Flat: Innate, Flaw: Permanent) (33),

Fire Breath: Cone Damage 12 (24),

Dragon Form: Morph 1 (Flat: Metamorph) (6),

Long Lived: Feature 1 (Longevity) (1),

Thick Scales: Protection 4 (Extras: 13 Impervious) (17),

Water Breather: Immunity 1 (Suffocation) (1),

Winged Flight: Flight 4 (Flaw: Wings) (4)


Advantages: Benefit 1 (Royalty), Improved Initiative 1, Move by Action,

Precise Attack 2 (Ranged, Cover), Seize Initiative, Startle


Equipment: None


Skills: Athletics 1 (+22), Intimidation 1 (+22)*, Perception 14 (+16),

Ranged Combat: Breath 4 (+12), Sleight of Hand 9 (+17), Stealth 0 (-16)*


Offense: Initiative: +6, Unarmed: +3 (Damage 21 ), Fire Breath: +12 (Damage 12 )


Defense: Dodge: 10/2*, Parry: 3/-5*, Fortitude: 13, Toughness: 18, Will: 11

* With Growth Modifiers


Abilities: 56, Powers: 86, Advantages: 7, Skills: 15, Defense: 16 = Total: 180


Complications: Animal Instincts: Zardrix reverts back to a animal state when not

under the direct control of Izrador or attacked. She looks for mates or food while in her

animal state.

Heart of the Dragon: Izrador controls Zardrix through her separated heart.

Sacred Bond: Zardrix cannot hurt her friend Aradil the Witch Queen under any circumstances.


Notes: Check Zardrix's previous draconic humanoid entry for her character background.

The stats above are for when Zardrix transforms into a powerful dragon. Zardrix is one of the
most powerful beings alive (physically anyway) on the world of Aryth. Her thick scales are all
but impervious. Her strength is unmatched by any other creature left alive (including her
former mate the king of all dragons!)

Thankfully she is almost mindless while in this form. She does not have the same coherent
thought as in her humanoid form. She's just as dangerous to her allies as she is to her enemies!
Izrador ripped her heart out literally when he had her ambushed and killed. He now uses her heart
to control Zardrix like a puppet.

Izrador does not have complete control. Zardrix is prone to reverting to back to an animal at any
moment. She also becomes disoriented if ordered to attack the forest kingdom of Erethor. This is
due to her bond and friendship with Aradil the ruler of Erethor.
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Re: The Forge [3E] Midnight

Postby HustlerOne » Mon May 07, 2012 1:14 pm

I just wanted to give some updates on my Midnight conversion project.

1. I'm going to provide a map of Eredane just to give a better view of the world of Midnight.

2. I'm still not converting Ardherin the Sorceror of Shadow. I will give a little bit more info and a picture of him if I can. Still I might change my mind about converting him.

3. I've started preliminary work on some of the good guys of the setting just for completion. It should give a good idea what the players should be like. They are the Elven raider and the Dwarven Tunnel Fighter. For the humans just use the legate build. Call them channelers but with arcane spells instead of divine ones.

4. I've also begun work on Aradil the Witch Queen. I originally envisioned her at PL: 14. Boy was I ever wrong! She's ending up at around PL: 16! That's what I seem to be getting after converting her stats from D20 to M&M3E.

Aradil can probably take on all of the night kings (with the exception of Zardrix) all by herself! Only the
threat of Izrador's presence prevents her from doing so.
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Re: The Forge [3E] Midnight

Postby HustlerOne » Tue May 08, 2012 2:52 pm

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Ardherin - The Sorcerer of Shadow

Notes: This is just a placeholder just in case I decide to change my mind about converting Ardherin.

Ardherin was once a brave elven defender of Erethor. He became a friend and eventual lover to Aradil herself. He was called the Demon bane of Erethor due to his talent for hunting demons. Ironically enough it was a minor demon that would lead to his capture by Izrador. Years of torture and the temptation of power convinced the Elf to join Izrador's cause.

Ardherin was a courageous fighter at one time. Now he is the complete opposite of his once heroic self. He is a cowardly and paranoid traitor to his people. He like the other night kings plot against one another. The biggest difference is that he plots against Izrador as well.

Ardherin is one of the few people to know (or care for that matter) that Izrador plans to drain all life and magic from the world of Aryth. This also includes all of Izrador's followers as well! Ardherin bides his time until he can betray Izrador at the right moment. Ardherin plans for his escape to another plane or possibly take over Izrador's place!

Ardherin's stats are similar to Sunulael's build. Simply change Sunulael's Necromancy to raise undead to summoning magic for demons instead. Also drop Sunulael's lich body with elven stats (check the elven raider for an example for a midnight elf). Finally Ardherin uses a staff instead of a spear.
Last edited by HustlerOne on Wed Jan 09, 2013 1:01 pm, edited 1 time in total.
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Re: The Forge [3E] Midnight

Postby HustlerOne » Tue May 08, 2012 2:58 pm

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The World of Midnight - A world ruled by Evil!


Notes: This is a map of the continent of Eredane. This is where the setting of midnight takes place. Eredane is on the world of Aryth. It is the size of the united states from coast to coast. To the east lies the distant Eurasian like continent of Pelluria.

The geographical layout is simple. The forest of Erethor is the home to the elves and takes up the
western third of Eredane. The Kaladrun mountains are the homes of the various Dwarven Clans on
the other side of the continent. Straight down the middle are grasslands occupied by halflings, humans, giants, goblins, gnomes, Ogres,and Orcs.

Politically it is just as simple. Erethor is one united kingdom ruled over by Aradil the Witch Queen. Erenland was once a united human kingdom that was ruled over by a king. The northern marches and beyond is the realm of Izrador and his followers. The kaladruns was not a united kingdom but a conglomeration of Dwarven city states.

A hundred years ago the human kingdom of Erenland was finally overrun by the Orc hordes. The line of fortresses in the north called the fortress wall was breached. Now Erenland is under occupation
and the humans live like slaves in their former homeland. Only the human legates and other collaborators live anything like a normal life let alone that of one of luxury. Erenland is a vast realm that allows free halflings and humans to exist.

They pay the steep price of constantly running or hiding for their lives. Some choose to fight back
and even after a hundred years fight a guerrilla war against their orc occupiers. Thankfully for the
human insurgents the orcs are occupied with their war against the free elves and dwarves. The orcs
have besieged and trapped the dwarves in their mountain strongholds. At the same time the orcs try to burn down the forest of Erethor in what is called the burning line.


Opinions: Their are two ways to roleplay the war that is happening in Eredane. It is similar to the war the allies fought against the axis during world war two. Except that the orcs is the soviet
steamroller! The Elves were like the elite germans who were simply to few to win the war. The Dwarves are like the fanatical japanese with their island strongholds too isolated to help one another.

Unless some outside factor intervenes then the good guys are royally screwed.

There is possibly some hope in the form of the hidden exiled heir to the kingdom of Erenland.
Rumors say that the Queen of Erenland was with child when she vanished during the fall of Erenland. They say that she went to Pelluria to get help from the humans living there.

If true then the continent of Eredane is similar to mezoamerica! The orcs are like the Aztecs who
rule through fear and sacrifice their enemies to a bloody god. The returning king could be mistaken
for one of the lost gods that went silent when Izrador became trapped on the earthly plane. Just
read up on Cortez and how he conquered the Aztecs for some good ideas to roleplay this scenario.
Last edited by HustlerOne on Wed Jan 09, 2013 1:03 pm, edited 2 times in total.
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