Saturday, November 28, 2015

New Creature .3

Ink

HD: 2
AC: 10
MB: 0
RB: -
Attack/Damage: -
ST: 15
Special: Immune to Sleep and Charm spells. Paralysis. Shadow Jump. Only damaged by magic.
XP: 400

Not undead, demon, nor devil. Ink is an evil from another place. Flowing about like a pool of black india ink. It can jump from shadow to shadow. Looking to possess a victim. Once it touches a victim. The victim must make a save or be paralyzed for 1d6 rounds. It then takes the Ink 1d6 rounds to flow into the victim's body, and begins controlling it. It then begins a murderous killing spree. (Using the hosts stats) Till its host is dead. It then oozes out of the corpse, and looks for another victim. Cruel and clever, it is a terrible horror visited upon the world. It can only be killed with magic.

Thursday, November 26, 2015

New Creature .2

Possessed Husk
HD: 4
AC: 10
MB: +1
RB: +1
Attack/Damage: By weapon, or strike (1d6)
ST: 14
Special: Immune to Sleep and Charm spells. Takes no Bruise damage, only Lethal. Has special powers depending on what the Husk has been possessed by. See charts below.
XP: 300


Roll 1d8
Demon possessed Husk Powers
1
Breath Hell Fire: Breath hell fire 1d6 times a day for 1d12 damage. 70% chance of setting combustibles ablaze. Must roll ranged to hit.
2
Spells: Can cast spells. Roll 1d6. The result is the magician caster level of the beast.
3
Grow Claws: Can grow at will large claws that do 1d8 damage.
4
Leathery Wings: Has large leathery wings. Can fly as per spell.
5
Mesmerize: Can charm people in sight range as per spell.
6
Spit Acid: Can spit acid for 1d8 initial damage. Roll 1d4, to determine how many rounds the acid burns for after that doing 1d4 damage. Can be neutralized with water.
7
Armor: This is a natural armor. Thick rhino like skin, leathery plates, or what have you. AC +4, DR 4
8
Roll twice


Roll 1d4
Spirit possessed Husk Powers
1
Intangibility: The husk can become intangible. In this form they may pass through solid objects. If they pass through a person in this form the person must make a ST or be shaken for 1d4 rounds. A shaken character is at -4 to all tasks. Can only be hurt in the intangible form by magic, or cold forged iron.
2
Drain: The Husks touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0 they die.
3
Fear: Can be used once per encounter. All participants must make an ST or flee in terror for 1d4 rounds.
4
Charm: Can charm people in sight range as per spell.

A possessed husk is as a normal one. But a demon or spirit has taken possession on the husks body and is running the show. They have strange and eerie powers.

Thursday, November 19, 2015

New Creature

Husk

HD: 2
AC: 10
MAB: +1
RAB: +1
Attack: By weapon, or strike (1d6)
ST: 14
Special: Immune to Sleep and Charm spells. Takes no Bruise damage, only Lethal.
XP: 35

A Husk is a person that has had their soul ripped from their body by black magic. They retain their intelligence, but are under the sway of the magician that took their soul. Once turned, their eyes turn jet black. Their blood sludge's up and turns black as well. If wounded they do not bleed. But may ooze a slight amount of the black sludge. Husks are ripe to be possessed by demons or spirits. These are covered in another entry.

(HD: Hit Dice, AC: Armor Class, MAB: Melee Attack Bonus, RAB: Ranged Attack Bonus, ST: Saving Throw, XP: Experience Points)

Wednesday, November 18, 2015

Sorry

Haven't posted in a bit. Been crazy sick. 100+ fever for three days and just crappy after that. Then the Wife caught pneumonia and was hospitalized for multiple days. But enough of my whining. More content to come. Got some posts I'm working on. So stick around.

Sunday, November 1, 2015

Sample Characters for Noir Mystery Men

Rayner Hoffsteadler
Magician Lvl 1

Str 10
Dex 12
Con 9
Int 16 +2
Grit 16 +2
Per 14 +1
Cha 15 +2

HP 6
AC 10
ST 14
Melee Bonus +1
Ranged Bonus +1

Background: White Collar (University Professor)
Languages: (Native, English)
German
Spanish
French
Arabic
Latin

Spells:
Protection from Evil
Magic Missile
Detect Magic

Weapons/Equipment

Pattern 1796 Light Cavalry Sabre
Dmg 1d8

Webley Revolver
Dmg 1d8 Rng 30


Nassim
Two Fist Vigilante Lvl 1

Str 16 +2
Dex 13 +1
Con 16 +4
Int 10
Grit 12
Per 10
Cha 10

HP 12
AC 11
ST 15
Melee Bonus +3
Ranged Bonus +2

Background: Laborer
Languages: (Native, Arabic)
English

Weapons and equipment:

Mameluke Sword
Dmg 1d8+2

Janbiya
Dmg 1d4+2

Webley-Fosbery Revolver
Dmg 1d8 Rng 30