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[recruiting maybe] Simple Superheroes - Artifice City
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<blockquote data-quote="Thondor" data-source="post: 6119455" data-attributes="member: 31955"><p>This is really up to you. I'm going to make suggestions for Zinerath the Unending.</p><p></p><p>[sblock=Zinerath the Unending- with comments]</p><p></p><p>Identity: Alexander Ravensworth</p><p></p><p>Talents</p><p>Accuracy: 2-Clawed Swipe [O]</p><p>Mobility: 3-Feline Grace [F]</p><p>Toughness: 5-Alechemical Alteration[F], 3-Alchemical fortitude [D]</p><p>Might: </p><p>Brains: 4-Alcemical Genius[<span style="color: #ff0000">F, H,</span> P] <span style="color: #000080">I wouldn't normally put these two here, P for potency is adequate</span></p><p>Senses: 2-Eldritch Sight [F]</p><p></p><p>Superpower Finesse: Pending</p><p></p><p>Weakness:</p><p>Eldritch nature: Zinerath’s ties to Eldritch powers exceed his new found understanding, and are infused to his very core, this can lead to many surprising circumstances, such as him, accidently, getting trapped within a tome that falls open onto his head, or when holding an eldritch artifact ‘improperly’</p><p></p><p>Eldritch beacon: Zinerath is a powerful nexus of Eldritch energy, the kind of witch is early seen outside of the very most potent of artifacts and casters alike, to those with the sense to see the arcane for what it is, he stand out like an ancient oak looming over blades of grass, and for those looking for a guiding light on an astral plane, he blinds. It is amazing easy to find him through arcane means.</p><p><span style="color: #000080"></span></p><p><span style="color: #000080">An 'Out of time' weakness would also seem natural. He is not really familiar with modern times.</span></p><p></p><p></p><p>Lifepoints: 6</p><p>Strainpoints: 6</p><p></p><p>Relations: 2-Arcane Formula, 1- Eldritch Artifacts, 1-Redeption/true past</p><p></p><p><strong>Description of Talents:</strong></p><p>Alchemical Alteration <span style="color: #000080">(5- Toughness): </span>Zinerath’s body, from imbibing of experimental alchemical droughts, has acquired innumerous qualities, a third heart, powerful clawed legs, a barbed tail, excreta. A curious aspect is that he has seemingly stumbled onto the secret of immortality and eternal youth, he has reportedly been ‘assassinated’, “Slain” or otherwise ‘killed’ innumerous times over the past centuries.</p><p>At the start of <span style="color: #000080">Zineraths action whenever he is part of a combat</span>, Zinerath rolls 2d6, each roll of <span style="color: #ff0000">4</span> up he regains 1 LP. Additionally, he has a annoying capacity to ‘get better’ after being ‘killed’ or otherwise incapacitated when by appearance logic he should not be able to do so.</p><p></p><p><span style="color: #000080">Let's make the above 5. Additionally I would suggest that he does not heal rapidly in non-combat situations, so once a confrontation ends, he'll only get one role per 'transitional scene.' If you narrate him using some time using alchemical mixtures on himself during that scene we can use basic successes (3+ on 2d6).</span></p><p><span style="color: #000080"></span></p><p>Alchemical Fortitude <span style="color: #000080">(3- Toughness): O</span>ne of the reasons Zinerath has posed difficult to slay is that his body is far more vigorous then that of a normal human, granting him surprising resistance to all kinds of poisons and other harms that should be life threatening, as well as making him generally more durable,</p><p>Treat as rank 3 vs poisons, disease, venoms, toxins, corrosives, excreta, <span style="color: #000080">(I would include electricity, genetic manipulation, unwilling transformations but <em>exclude</em> heat, cold, magic (unless it is administering the previous effects), light etc) </span></p><p><span style="color: #ff0000">rank 2 vs general physical harm.</span></p><p><span style="color: #ff0000"></span><span style="color: #000080">If you want this it would be another Talent, sorry no free lunch.</span></p><p></p><p>Alchemical Genius <span style="color: #000080">(4- Brains): </span>Zinerath, despite his amnesia, is in a league unto himself in term of Knowledge in the field of Alchemy; Zinerath may, with the proper means (a lab…), produce Alchemical derivatives that have a far flung range of affects. The potions must be dr<span style="color: #000080">u</span>nk(D), flung(F), or poured(P) as needed to be used.</p><p>Zinerath may create <span style="color: #000080">one-off </span>potions that mimic the effects of abilities up to rank <span style="color: #ff0000">4</span>, and may have up to <span style="color: #ff0000">three</span> at a time prepared: Most commonly, Zinerath has a potion of vigor(D, healing), a potion of Dra(F, explosive), and a potion of iron skin(P, physical resistance)</p><p>[Note: Flung potions must succeed twice, once to hit, and again for the potion itself.]</p><p></p><p><span style="color: #ff0000">Numbers</span><span style="color: #000080"> - please reverse three an 4.</span></p><p><span style="color: #000080">One-off - Normally a "Potency" Talent like this requires a "Time" Talent, otherwise you would be looking at a few days to a week or more to make something. Since your alchemicals are one-off I think having it take an hour for simple potions and a up to a day for complex substances is reasonable.</span></p><p><span style="color: #000080">Duration - Most potions will be instant. Non-instant substances last for 1 action per basic success on 4d6. Example: Zinerath coats himself in iron skin which takes an action. He rolls 4d6, getting 5,3,3,1 -- three basic successes. The effects of iron skin last for three more actions. </span></p><p><span style="color: #000080"></span></p><p><span style="color: #000080"></span>Claws swipe <span style="color: #000080">(2- Accuracy)</span>: Zinerath uses his claws to slash at a foe.</p><p></p><p>Feline Grace <span style="color: #000080">(3- Mobility): </span>Zinerath is light footed with long strides.</p><p></p><p></p><p>Group: TBA</p><p>Orientation: Hero</p><p>Role: Distraction/utility</p><p></p><p><strong><span style="color: #000080">Background and Personality</span></strong></p><p><strong><span style="color: #000080">?</span></strong></p><p>[/sblock]</p><p>Overall it is a little odd that you have a mystical seeming background -- and a weakness against magic (being found, artifact mishaps) -- and no defense against magic. Not that I think you need it.</p></blockquote><p></p>
[QUOTE="Thondor, post: 6119455, member: 31955"] This is really up to you. I'm going to make suggestions for Zinerath the Unending. [sblock=Zinerath the Unending- with comments] Identity: Alexander Ravensworth Talents Accuracy: 2-Clawed Swipe [O] Mobility: 3-Feline Grace [F] Toughness: 5-Alechemical Alteration[F], 3-Alchemical fortitude [D] Might: Brains: 4-Alcemical Genius[[COLOR=#ff0000]F, H,[/COLOR] P] [COLOR=#000080]I wouldn't normally put these two here, P for potency is adequate[/COLOR] Senses: 2-Eldritch Sight [F] Superpower Finesse: Pending Weakness: Eldritch nature: Zinerath’s ties to Eldritch powers exceed his new found understanding, and are infused to his very core, this can lead to many surprising circumstances, such as him, accidently, getting trapped within a tome that falls open onto his head, or when holding an eldritch artifact ‘improperly’ Eldritch beacon: Zinerath is a powerful nexus of Eldritch energy, the kind of witch is early seen outside of the very most potent of artifacts and casters alike, to those with the sense to see the arcane for what it is, he stand out like an ancient oak looming over blades of grass, and for those looking for a guiding light on an astral plane, he blinds. It is amazing easy to find him through arcane means. [COLOR=#000080] An 'Out of time' weakness would also seem natural. He is not really familiar with modern times.[/COLOR] Lifepoints: 6 Strainpoints: 6 Relations: 2-Arcane Formula, 1- Eldritch Artifacts, 1-Redeption/true past [B]Description of Talents:[/B] Alchemical Alteration [COLOR=#000080](5- Toughness): [/COLOR]Zinerath’s body, from imbibing of experimental alchemical droughts, has acquired innumerous qualities, a third heart, powerful clawed legs, a barbed tail, excreta. A curious aspect is that he has seemingly stumbled onto the secret of immortality and eternal youth, he has reportedly been ‘assassinated’, “Slain” or otherwise ‘killed’ innumerous times over the past centuries. At the start of [COLOR=#000080]Zineraths action whenever he is part of a combat[/COLOR], Zinerath rolls 2d6, each roll of [COLOR=#ff0000]4[/COLOR] up he regains 1 LP. Additionally, he has a annoying capacity to ‘get better’ after being ‘killed’ or otherwise incapacitated when by appearance logic he should not be able to do so. [COLOR=#000080]Let's make the above 5. Additionally I would suggest that he does not heal rapidly in non-combat situations, so once a confrontation ends, he'll only get one role per 'transitional scene.' If you narrate him using some time using alchemical mixtures on himself during that scene we can use basic successes (3+ on 2d6). [/COLOR] Alchemical Fortitude [COLOR=#000080](3- Toughness): O[/COLOR]ne of the reasons Zinerath has posed difficult to slay is that his body is far more vigorous then that of a normal human, granting him surprising resistance to all kinds of poisons and other harms that should be life threatening, as well as making him generally more durable, Treat as rank 3 vs poisons, disease, venoms, toxins, corrosives, excreta, [COLOR=#000080](I would include electricity, genetic manipulation, unwilling transformations but [I]exclude[/I] heat, cold, magic (unless it is administering the previous effects), light etc) [/COLOR] [COLOR=#ff0000]rank 2 vs general physical harm. [/COLOR][COLOR=#000080]If you want this it would be another Talent, sorry no free lunch.[/COLOR] Alchemical Genius [COLOR=#000080](4- Brains): [/COLOR]Zinerath, despite his amnesia, is in a league unto himself in term of Knowledge in the field of Alchemy; Zinerath may, with the proper means (a lab…), produce Alchemical derivatives that have a far flung range of affects. The potions must be dr[COLOR=#000080]u[/COLOR]nk(D), flung(F), or poured(P) as needed to be used. Zinerath may create [COLOR=#000080]one-off [/COLOR]potions that mimic the effects of abilities up to rank [COLOR=#ff0000]4[/COLOR], and may have up to [COLOR=#ff0000]three[/COLOR] at a time prepared: Most commonly, Zinerath has a potion of vigor(D, healing), a potion of Dra(F, explosive), and a potion of iron skin(P, physical resistance) [Note: Flung potions must succeed twice, once to hit, and again for the potion itself.] [COLOR=#ff0000]Numbers[/COLOR][COLOR=#000080] - please reverse three an 4. One-off - Normally a "Potency" Talent like this requires a "Time" Talent, otherwise you would be looking at a few days to a week or more to make something. Since your alchemicals are one-off I think having it take an hour for simple potions and a up to a day for complex substances is reasonable. Duration - Most potions will be instant. Non-instant substances last for 1 action per basic success on 4d6. Example: Zinerath coats himself in iron skin which takes an action. He rolls 4d6, getting 5,3,3,1 -- three basic successes. The effects of iron skin last for three more actions. [/COLOR]Claws swipe [COLOR=#000080](2- Accuracy)[/COLOR]: Zinerath uses his claws to slash at a foe. Feline Grace [COLOR=#000080](3- Mobility): [/COLOR]Zinerath is light footed with long strides. Group: TBA Orientation: Hero Role: Distraction/utility [B][COLOR=#000080]Background and Personality ?[/COLOR][/B] [/sblock] Overall it is a little odd that you have a mystical seeming background -- and a weakness against magic (being found, artifact mishaps) -- and no defense against magic. Not that I think you need it. [/QUOTE]
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