Prodigy Duck's Beastiary and More (Allabar)

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Libra
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Postby Libra » Sat Dec 27, 2008 6:27 am

Well that's my job and I do my best. 8)
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Postby SCKnight » Sat Dec 27, 2008 10:33 pm

prodigyduck wrote:Still, Libra, I would be careful about likening someone's art to Leifeld... It is the height of rudeness.

Jack takes his work very seriously, and -HATES- Leifeld (as do I).


Never heard of Leifeld until now. By the way, Jack, nice pic.

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Postby prodigyduck » Sat Dec 27, 2008 11:15 pm

SCKnight wrote:
Never heard of Leifeld until now.



Be GLAD!
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

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Postby prodigyduck » Sun Dec 28, 2008 12:53 am

Image

BLACK RECLUSE (PL 10, 206 total pp)

Ability Scores
STR 26 (+8], DEX 34 (+12), CON 26 (+8]
INT 14 (+2), WIS 14 (+2), CHA 12 (+1)

Combat
Attack +6 (+12 unarmed), Damage +8 (unarmed)
Defense 22 (flat-footed 13)
Grapple +18, Initiative +12

Saves
TGH +8, Fort +11, Ref +15, Will +9

Skills
Acrobatics 4 (+16), Bluff 8 (+9), Craft: Artistic 8 (+10), Gather Information 12 (+13), Knowledge: Arcane Lore 4 (+6), Knowledge: Art 4 (+6), Knowledge: Current Events 8 (+10), Knowledge: History 8 (+10), Notice 4 (+6 [+14 with Danger Sense]), Sense Motive 8 (+10), Stealth 4 (+16)

Feats
Acrobatic Bluff, Assessment, Attack Specialization 3 (unarmed), Attractive, Benefit 8 (Anonymous, Status – Leader of WEB, Wealth 6), Contacts, Hide-in-Plain-Sight, Improved Defense, Power Attack, Skill Mastery (Acrobatics, Gather Information, Knowledge [current events], Stealth), Taunt, Well-Informed

Powers
Additional Limbs 2 (two extra arms; Power Feat: Innate) (3pp)
Container 1 (Immortal Legacy of Arachne) (5pp)
Create Objects 10 (“webs”; Power Feat: Tether) (21pp)
AP – Snare 10 (Power Feat: Tether) (1pp)
AP – Snare 7 (Extra: Area – Burst [+1]) (1pp)
AP – Super-Movement 1 (Swinging) + Speed 2 (25 mph; Extra: Linked [+0]) (1pp)
Enhanced Skill 2 (Notice +8; Flaw: Limited – Danger Sense only [-1]) (1pp)
Super-Movement 2 (Wall-Crawling 2) (4pp)
Super-Senses 8 (Danger Sense, Precognition, Tremorsense [accurate, ranged touch]) (8pp)
Linked – Enhanced Feats 8 (Dodge Focus 6, Evasion, Uncanny Dodge [danger sense]) (8pp)
Super-Strength 4 (heavy lift: 10 tons) (8pp)
AP – Leaping 4 (x25 distance) (1pp)

IMMORTAL LEGACY OF ARACHNE
Enhanced Feat 1 (Quick Change – “Manifestation”)
Immunity 2 (Aging, Disease)
Regeneration 1 (Resurrection 1; Power Feat: Reincarnation)

Equipment
Through the WEB, Black Recluse has access to any number of bases, vehicles, and equipment.

Ability Scores 66, Skills 18, Feats 21, Powers 64, Combat 24, Saves 13, - Drawbacks 0 = 206

Black Widow is the Immortal Legacy of Arachne – spider goddess and weaver of fate. As such, she is in tune with the world; having had an influence in everything that has happened and has yet to come. Recluse has remained hidden from the world, operating her machinations and manipulating events to her liking through the WEB, a secret society.

The goals of the Black recluse are unknown, as she has manipulated events to assassinate noble-hearted politicians and helped suffering world charities in the same maneuver.


:!: An alternate take on Spiderman for a campaign idea I had (Immortal Legacies is roughly based on Exalted -- only is a modern-era superhero style game, rather than fantasy)
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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JoshuaDunlow
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Postby JoshuaDunlow » Sun Dec 28, 2008 1:02 am

Holy Toledo, and Huba Huba! That's one hell of a cool character, *gives you a pair of cool shades*. 8)

Im curious about two things, the "Anonymous" benefit, and the "Manifestation " Quick Change.

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Postby Gothenem » Sun Dec 28, 2008 1:59 am

*shudders*

Please stop talking about Leifeld.

I remember when he humiliated Thor. That pic was so bad it scarred me.

Gawd.... It was horrid.

How ever did he make as much money as he did is beyond me.

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Postby prodigyduck » Sun Dec 28, 2008 12:29 pm

JoshuaDunlow wrote:Holy Toledo, and Huba Huba! That's one hell of a cool character, *gives you a pair of cool shades*. 8)

Im curious about two things, the "Anonymous" benefit, and the "Manifestation " Quick Change.


For the Anonymous Benefit, I was thinking that Black Recluse is so secretive, so under-the-radar, that it is hard to discover any information about her with a standard Gather Information check. Even if a character makes a great roll and asks people who know about secret societies and mysterious personages, she will still fly under the radar, as it is. Basically, she is so mysterious that even if characters interact with agents of the WEB, they won't really know who they are dealing with.

Manifestation is an ability I was giving to all the Immortal Legacies. Not all of them take advantage of it (and some don't bother with it). Basically, it is the ability to shift between the form of a Commoner (being what the Immortals refer to normal humans), and their Immortal form. In the case of Black Recluse, she has pale skin and four arms in her Immortal form.

I'll post my notes for the Immortal Legacies here soon.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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Postby prodigyduck » Sun Dec 28, 2008 12:43 pm

Here are my current notes for the Immortal Legacies game I am thinking about running. As I mentioned above, this idea is based on Exalted, only run as a modern-day superhero game rather than a fantasy setting.

IMMORTAL LEGACY
A Mutants and Masterminds Campaign Setting


Modern-day Earth setting.
Immortal beings walk the Earth. They hide among humanity and in the secret places of the world, fighting an ongoing war against an alien threat.

THE IMMORTAL RACES
Of those that are native to Earth, there are two great “Legacies” of Immortals: The Celestials and the Terrestrials. These are the “heroic” Immortal Legacies of which the PCs can choose to be members.

Manifesting
Immortals often find themselves changed when their Legacies manifest. These changes can be purely mental/psychological; but they can also manifest themselves physically. The Infernal Legacies have often been known to manifest horns, fangs, claws, wings, and other such features. Each manifestation is personal to each Immortal. Those of the same Legacy sometimes share similar traits (such as the large size of the “Frost Giants of Jotunheim” who originated from an earth-aspected Dragon-blood Legacy), but this is not always the case.

Other Immortals can purposefully Manifest; that is to say; they can change themselves between their mundane façade as a “Commoner” and their fully-altered Immortal form. Most Immortals do not bother with such trivial transformations. The effect is merely cosmetic, and thus seen as unnecessary by those Immortals who consider themselves above the Commoners. Manifestation is a trait only seen among those Immortals who still desire to mingle with the Commoners without appearing different.

Some Immortals do not bother with Manifestation. They maintain the form they were born with, as a Commoner, throughout their Immortal existence.

Romance
Immortals cannot reproduce. Once an Immortal has manifested their Legacy, they are no longer able to produce children. An Immortal who has not yet manifested is able to procreate as any normal human; but this ability is removed upon gaining their powers.

Celestial Immortals
The Celestial Immortals are those with divine blood.
They were once native to the heavens surrounding Earth, and sought to be the stewards of the world.

The ancient gods of legend mingled their blood (or it was spilt?) upon the Commoners (normal humanity). Among the Celestials are those immortals that are also Infernal in origin.

Immortality: The immortal nature of the divine-blooded races is passed through reincarnation. If a celestial immortal is slain, they will (eventually) be reborn in another body. This body will not be the same as their previous incarnation. Nor will it possess all the memories of the previous incarnation; although it has been possible for some immortals to draw out the memories of previous incarnations through specialized techniques.

Origins: Ancient Gods (Divine), Angels (Celestials), Devils (Infernals – PCs cannot choose to be of this Legacy, as all of its members are corrupt and evil)

Powers: The Divine-Blooded Immortals have powers that are divine in nature.

Healing, Inspiration, Channeling “Holy” Energy, Divination/Prophecy, Hellfire, etc.

Terrestrial Immortals
The Terrestrial Immortals are those with the blood of dragons. They are also called the Dragon-Blooded.

The dragons were once native to Earth, born from its primordial nature. They consider the world to be their nest and seek to protect it and its inhabitants from harm.

The dragons of legend saw the Commoners as their servants, and often mingled their essences with the lowly beings. Both the dragons of the East, and those of the West are represented within this race of immortals.

Immortality: The Dragon-Blooded Immortals pass their immortal powers to those within their same bloodline. When a terrestrial immortal dies, their powers are shifted to another within their bloodline – this is not always within their immediate family. As the bloodlines of the dragons have existed for thousands of years of humanity, the bloodlines of the dragons have been stretched out across the world.

Origins: Eastern Dragons, Western Dragons

Powers: Dragon-Blooded Immortals have powers based on their origins. The powers of these immortals are considered more “magical” than divine, due to the nature of their elemental manipulation.

The Western Dragon-Blooded can control the four classic elements: Air, Earth, Fire, and Water.

The Eastern-Blooded can control the Asian elements: Earth, Fire, Metal, Water, and Wood.

Forbidden Powers
None of the Immortal Legacies possess the ability to Shapeshift. The form of humanity is considered sacrosanct. That is, even when Manifesting, an Immortal’s form will still be humanoid in appearance.

Shapeshifting is strictly the ability of one of the enemies of humanity and the Immortals: the Fair Folk.


THE ENEMIES OF HUMANITY
The power of the Immortals is not without its challengers. There are those who seek to enslave or eliminate the Commoners (being humanity) in an effort to control or destroy the Immortal Legacies.

Fair Folk
Hailing from “Beyond the Veil,” the Fair Folk are a race of alien creatures that are fleeing from a dying world. They want the Earth for themselves and their own selfish purposes.

The Fair Folk – also called Faeries, Changlings, Djinn, Werewolves, and many other names – are chaotic and mysterious alien creatures. They do not think like humans. Part of this thought process comes from their inability to be creative or imaginative. The Fair Folk cannot do something on their own; they must have seen something performed beforehand before they are capable of performing the same deed. This lack of creativity and imagination has led to the ruin of their own world…

In ancient times, the world Beyond the Veil was a place of natural splendor and wild abandon. Great stretches of wilderness – of every imaginable terrain – grew wild and unkempt across this world. The “veil” between the world of the Fair Folk and Earth was thin in some places, allowing the crossing between worlds. Humanity was warned against traveling to the other world, as the chaotic nature of the land and its inhabitants could be lethal to their minds and bodies.

But, the Fair Folk loved humanity for their imaginations and ability to create new things. The Fair Folk imitated humankind in all things. This love of humanity and its works is what led to the eventual ruin of the world beyond the veil.

So great was the Fair Folks’ love of the creations of humanity, that they changed their world to be like that of mankind. When humans built cities, the Fair Folk did the same… only to a greater extent.

Today, the wild splendor of the world beyond the veil is all but gone. Now, the world of the Fair Folk is a vast urban sprawl. The vast reaches of wilderness have been replaced with crowded streets and skyscrapers belonging to the nobility of Feariekind. The once-blue sky is now choked with ash and soot borne from the urban decay….

And the Fair Folk blame humanity for their current lot in life. They long for the day of living in great forests, vast deserts, and deep oceans. They desire to return to their roots as nature spirits and wild creatures of the land. But this option is lost to them on their own world; as it is now all one great city.

Thus, the Fair Folk have come upon a plan: they will have Earth!

Earth still possesses great regions of wilderness. In these regions, the Fair Folk have decided to stake their claim and take the land for themselves. After all… it was human who led them down the path to ruining their own world. So it must be humanity that gives up their world in return.

Seelie Court
The Seelie Court is made up of Fair Folk who are willing to coexist with humanity. These beings are willing to share Earth with the Commoners.
However, they still think differently than humans. These creatures will still kill or kidnap a human for “trespassing on their land.”

Unseelie Court
The Unseelie Fair Folk have no desire to share Earth with humanity. They want to take the world for themselves; and to this end, they seek to eliminate mankind from the face of the Earth.

Powers: The Fair Folk have many different powers within their kind.

Shapeshifting – Almost all possess the power to alter their form to some extent. This is usually done to hide themselves among humanity. The true forms of the fair Folk are strange and alien. They are not humanoid in the traditional manner, but rather strange beings of energy and flesh wrapped into a misshapen shell. The legends of the Elder Evils (such as those from the stories of H.P. Lovecraft) are based on the true forms of the Fair Folk. These creatures prefer to maintain the forms of humanity, as (had been described beforehand) they want to be like humans.

Shapeshifting is solely the providence of the Fair Folk. No other creatures in the world possess the ability to alter their form (not even among the Immortal Legacies).

Etherealness – Many Fair Folk have the ability to make themselves intangible or invisible. Some can fly through the air while they are intangible.

Glamour – The power of glamour is that of illusion. Some of these illusions can take solid form, if the Fair Folk are powerful enough.

Anathema: All Fair Folk possess some element or material to which they have an aversion. These materials can be used to ward off or even injure and slay these creatures.

For most fair Folk, iron is their anathema. Some have different substances they fear (werewolves, for instance, hate silver).

Monsters
When the blood of the Gods and Dragons were spilt upon Earth, it was not only humanity that was blessed with Immortal Legacies. Some of the animals of the world were also touched or tasted the blood. The blood of these ancient beings changed the animals into creatures of legend: Monsters!

These creatures have the powers of Immortals but the minds of animals. Being infused with immortal blood, and not being human, these creatures have obvious monstrous traits. For some, it is as simple as being of a massive size. For others, they have appearances completely different from their natural origins.

Creatures such as the Hydra, Chimera, Manticore, and other terrible names are animals that have been touched by the blood of the Ancients.

Unmortal (Undead)
There are those Commoners that have discovered the secrets of the Immortal Legacies and desire such power for themselves. In an effort to make themselves immortal, they have forsaken their humanity and have become unnatural. These beings are called the “Unmortal” (or, more commonly, the Undead).

Source: All Unmortals have a “Source.” This is the method of their continued existence; the manner in which they keep themselves alive when they should have rightly passed on centuries ago. The Source of the Unmortal also details the being’s origin.

The Source is different for each Unmortal kind. They can maintain themselves by tapping their Source from Commoners, but they become even more powerful if they tap their Source from an Immortal.

Ghouls – These Unmortals are those creatures that have feasted upon the flesh of an Immortal. Through the consuming of the flesh, they have absorbed the Legacy of the Immortal, prolonging their life. This feasting has also cursed the Unmortal. They must continue to feed on the flesh of sentient creatures to survive. Eating the flesh of humans will sustain them. However, they can become more powerful by eating the flesh of more Immortals.

Liches – These Unmortals are those who siphon the living essence from others. They drain the living energy (some say, they soul) from other creatures to sustain their existence. Of all the Unmortal creatures, these are the most feared of by the Immortal Legacies. The method in which a lich taps its Source can destroy an Immortal forever! When they siphon the living energy of an Immortal, the lich also claims her powers. Due to this, the Legacy of the Immortal is no longer passed on… THEY ARE GONE FOREVER! Only through the destruction of the lich is it possible to reinstate the Legacy of those Immortals slain by the lich.

Vampires – This Unmortal race sustains themselves through the consumption of blood. Of all the Unmortal races, these are seen as the least threatening. Most Vampires will not slay an Immortal; rather, they will attempt to capture an Immortal and imprison them for as long as they can to feed and thus gain more powerful with each feeding.
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.

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JoshuaDunlow
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Postby JoshuaDunlow » Sun Dec 28, 2008 3:19 pm

Awesome work, i really like it. From what your describing though about the Manifestation, that sounds like Morph. Really. the 1pp/rank variaty, with the ap that you can take on a differnt character entirely but thats just my thoughts on it.

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Libra
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Postby Libra » Mon Dec 29, 2008 8:46 am

Keep up the most excellent work, oh Anatidaen Prodigy. :D
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Postby input.jack » Fri Jan 16, 2009 1:06 pm

Thats some really cool stuff, P-Duck. The Immortal Legacies campaign idea is very slick! :)
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Postby Ezram » Sun Jan 18, 2009 7:19 pm

Yes. Alive.

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Postby Wasabi » Mon Jan 19, 2009 11:50 pm

The Immortal Legacies campaign idea? Are you currently running it? and if you are how is it working out? I have to admit it is a really cool idea and i for one would love to hear your stories of how the idea is "playing" out as it where.
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Postby input.jack » Fri Jan 23, 2009 4:57 am

Actually, P-Duck is currently running a "Vampire Slayer" game (in M&M). I know cause Im in it! :D

Im not sure, but I dont think a lot of the ideas for what Creatures are, and how they function in the Immortal Legacies game, are getting "field tested" in the Slayer game. The notes on the Immortal legacies game have a different feel.

But thats one of the things about P-Duck! Every campaign has its own, unique flavor! :D
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Great Stuff - As Usual!

Postby Ultraman69 » Wed Jan 28, 2009 9:55 am

Great info guys. Do you mind if I use some of this stuff for AlphaWorld? I just picked up 4 players and finally the game is starting to roll! Hope you guys are not frozen solid, I am planning on coming to town soon for school stuff.


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