Monday, August 29, 2016

Keldon Warlord (Magic: The Gathering)






(Summon) Keldon Warlord


◊Descriptors –magic, Red, spell, summon
◊Effect – Summon 5 • 10 points

Summon Keldon Warlord (Summon 5)

◊Action – standard
◊Requirement – access to four mana resources, two of which must be Red
Range – close
Duration – sustained
◊Results – one PL-5 warlord

Description

You can summon one PL 5 warlord minion as a standard action.

The warlord appears in the nearest open space beside you and has its own initiative (see Initiative in Running the Game). It acts starting on the round after you summon it.

The warlord is dazed (see Conditions), taking only a standard action each round. Directing it to do something is a move action for you, but it generally does as you command until a task is completed.

The warlord automatically has a helpful attitude and does its best to aid you and obey your commands.

If incapacitated, the warlord disappears. It recovers normally and you cannot summon it again until it has completely recovered. The warlord also vanishes if your effect is not maintained, or is countered or nullified.

For more information and rules regarding Minions see Running the Game.

The caster of this spell is assumed to “control” any creatures currently assigned the controlled condition as result of spells or effects created by the caster.





Keldon Warlord
Power Level — 5+ • Minion Rank — 3


STR         2      STA        2      AGL       1      DEX       0      FGT       3      INT 0      AWE      0      PRE       0
Powers: Growth 2 with Boost 12 (-increased action: standard, insidious, partially limited: only 2 Boost ranks may be applied per additional controlled creature beyond the first, -quirk: only when at least one other creature is controlled by the same summoner, subtle) 6
Advantages: Diehard, Power Attack
Skills: Athletics 4 (+6), Close Combat: Swords 2 (+5), Intimidation 8 (+8), Perception 4 (+4)
Offense: Init +1, Sword +5 (Close, Damage 5)
Defense: Dodge 5, Parry 5, Fortitude 2, Toughness 2, Will 2
Notes: -+1 to Strength and Stamina per rank of Growth, 1 penalty to active defenses per 2 ranks of Growth.
A Keldon Warlord has the ability to grow larger as the planeswalker who summoned him comes to control more creatures. The warlord begins at medium size and can grow larger as a standard action. The warlord may use up to 2 ranks of growth per additional creature (other than the warlord) under the summoning planeswalkers direct control. The warlord doesn’t actually appear to grow larger when using this ability. Instead, he appears to “recruit” duplicates of the creatures controlled by his summoner and these duplicates form a warband which surrounds the warlord and appear to follow his commands. Creatures able to perceive mana can see that the entire band is actually composed of the warlord and his life force which manifests as Red mana spirits resembling other creatures.
The summoner is assumed to “control” any creatures currently assigned the
controlled condition as result of spells or effects created by the caster. Only creatures capable of independent movement and possessing both a Dexterity and Fighting ability score are counted towards the warlords Growth effect.
Character Points Abilities 16 + Powers 6 + Advantages 3 + Skills 8 + Defenses 6 = Total 39
Advancements
The above statistics represent the basic capabilities of a typical Keldon Warlord, however a more powerful version can be created by adding additional ranks of limited Growth depending on the needs of each individual planeswalker. Powerful planeswalkers capable of engaging in protracted duels can summon warlords with an effective Growth rank of “X”.


Keldon Warlord Ritual
Preparation 40 hours • Performance 100 minutes • DC 20 • Fast-Casting 10 rounds DC 25


                                                                                                                                                                                                                                                        


Tuesday, August 23, 2016

The Dinobots Strike Back: M&M Adventure - Overview and Introduction


  


Dinobots Strike Back

Overview
The Decepticons have infiltrated Mount Lomas and installed a secret base from which they intend to launch attacks against the nearby Autobot Headquarters and siphon energy from Bay City. In the process of hollowing out hidden chambers within the mountain and constructing an underwater access to Dolphin’s Bay, the Constructicons discovered the properties of the native black coral, and the base's construction was re-directed, turning it into a laboratory and then a processing plant to extract the coral's power.
 
Megatron now plans to use the special properties of refined black coral to generate a Decepticon superfuel which will provide an indefinite power source and multiply the strength of each Decepticon warrior many times over making them effectively invincible!

Can the Autobots destroy the power plant before it comes online and the Decepticons become unstoppable? The answer to that question... is up to you!


Introduction
Dinobots Strike Back can be used as a site-based or event based scenario and is intended for a group of 4-6 PL 8-10 heroes, presumably Autobot warriors or super-powered humans and is based on the Find Your Fate Junior book of the same name. The adventure can be adapted for a lower PL series by providing the heroes with temporary access to mechs or transtectors (perhaps newly arrived from Cybertron or designed by Wheeljack) or by reducing the capabilities of the Decepticon forces. For example, Megatron may have placed a lesser commander in charge of the operations at Mount Lomas or an ambitious subordinate may be simultaneously plotting a coup and provide the heroes with unintentional assistance.

If Dinobots Strike Back is used as a one-shot or introductory adventure, the players should be assigned Autobots to play. Bumblebee, Skids, Sludge and Swoop play prominent roles in the original story and provide a wide range of capabilities. Wheeljack provides mostly background assistance, but would make another good choice for a player character. Smaller groups may need to control more powerful Autobots such as Grimlock, Windcharger (in this adventure, he’s powerful at least) or even Optimus Prime!

The adventure can even be reverse engineered to create a Decepticon scenario; can the Decepticons generate enough superfuel to crush the Autobots once and for all before their secret base is discovered? The answer is up to you!

Getting The Heroes Involved
Depending on the group of players and exactly where the gamemaster would like to pick up the action, there are several ways in which the heroes can become entangled in the events at work.

In the original story, the Autobots learn about the Decepticon’s activities after a skirmish between the Dinobots and Insecticons results in Bombshell gaining mental control over four of the Dinobots and ordering them to attack Autobot Headquarters and destroy anything in their path. The Autobots quickly learn of the Dinobot’s behavior and may ask the heroes to investigate. If the heroes are Autobots, they may learn of the Dinobot rampage while patrolling the area and human heroes operating in nearby Bay City will need to act fast; the city lies between the Dinobots and Autobot Headquarters!

Mount Lomas and portions of Dolphin’s Bay are located within a scenic state park. The default assumption is that the adventure takes place in the off-season (limiting the potential for collateral damage) and that the park is officially closed, however this could be adjusted to have the heroes vacationing in the area and providing them the opportunity to notice the Decepticon activity.

Consider the following additional adventure hooks:
•Three different military-style jets (Starscream, Thrust and/or Skywarp) can be seen (separately or flying in formation) in the sky over Dolphin’s Bay or Mount Lomas State Park. The varied coloration of the vehicles is noteworthy. Keen observers recognize the craft as modified F-15 Eagles; depending on the current game year, this could be very odd indeed.
•Visitors to Dolphin’s Bay have commented on a lack of wildlife over recent weeks. Fishermen likewise report an impact on business. Local restaurants begin altering menus as a result of being unable to obtain the fresh seafood for which the area around Bay City is renowned.   
•Wildlife experts have grown concerned as notable species normally taking residence near Mount Lomas begin behaving oddly; the endangered metalhawk butterfly seems to have begun an uncharacteristic migration away from Mount Lomas; tiger salamanders have been spotted near homes in the greater Bay City area; nests of migratory waterfowl have been recently abandoned or show signs of having been disturbed.
•Residents just outside of Bay City report experiencing tremors, while observers at BCU record no seismic activity.
•Starscream steals unstable samples of the Decepticon superfuel and, along with a small cadre of generic Deception warriors, sets up a satellite operation building his own loyal army with the intention of challenging Megatron’s leadership. He then attempts to steal materials or military hardware in non-too-subtle ways. If Starscream or any of his companions are captured, they buckle under interrogation and tip the heroes off to the Mount Lomas operation (and then beg that Megatron not be informed of their tattling).
•If the heroes encounter and ignore any of these hooks, simply have the Decepticons launch an all-out assault on Autobot Headquarters and then Bay City (and then… the WORLD!). Grant the Decepticons an easy victory (due to their use of the completed superfuel) and have them occupy (or destroy) the Autobot’s base, defeat (and capture or kill) Optimus Prime and party like it’s 2005. If the heroes are involved in the fighting, grant them victory points for their valor in the face of a swift and insuperable conquest and task them with finding and reorganizing any remaining Autobots to design a plan to stop the inevitable Decepticon conquest of Earth… maybe there’s a way to “poison” the superfuel or replicate it to give the heroes a fighting chance. 

Kicking Off The Action
The two most likely starting points for the action in Dinobots Strike Back are Autobot Headquarters after the Dinobot’s have been taken over by Bombshell’s cerebro-shells and Bay City as the Dinobot rampage approaches.

Read one of the following sections aloud to the players or design your own introduction:

Autobot Headquarters Intro
Another fine day near Bay City began as any other with the Autobot heroes, led by the wise Optimus Prime, planning their next steps in waging their battle to destroy the evil forces of the Decepticons. Suddenly, Hound’s transmissions arrive and interrupt the quiet of the morning with disturbing news; The Dinobots, those mighty yet rebellious warriors, are rampaging in towns east of Dolphin’s Bay!

“These reports don’t make any sense,” exclaims the Autobot commander. “Why would the Dinobots tear up farmland outside Hidden Valley? They know they are supposed to protect humans — not harm them!”
Suddenly, Swoop arrives nursing a damaged wing. Spotting him, Optimus inquires “Swoop! Do you know what is going on?”
“Terrible, bad thing happen to Dinobots,” Swoop laments. “Bombshell sting the Dinobots. Only me, Swoop, get away. Now Bombshell the Dinoboss. Me no understand.”
Behind his facemask, Optimus’ jaw sets grimly. “But, I think I do…” facing the other Autobots squarely, he continues; “Bombshell must have ‘stung’ the Dinobots with his cerebro-shells,” he explains. “Once Bombshell plants a cerebro-shell, he controls his victim’s mind. Now that they are under Bombshell’s control, the Dinobots are a threat…” the Autobot leader thinks for a moment, then goes on, grimly “not only to ourselves, but to the humans we are pledged to protect. They must be stopped… no matter the cost.”

Bay City Intro
The peaceful quiet of a lazy afternoon in Bay City is suddenly shattered! “Listen to this!” exclaims a young woman holding a bag of groceries as she gestures at a nearby media device. “Jeff Buckwell, Action 5 Live! reporting from your eye in the sky. You can see below us the devastation at Sweetgrass Fields Farm in West Haywood. Fires are breaking out all around us here and…”
The accompanying video lends weight to the reporter’s words; trees are uprooted, sheds smashed and live power lines dangerously snapped. Multiple small brush fires threaten to expand in the otherwise gentle breeze. The scene looks like a war zone! “… we’re trying to get a closer look now. I can see police and fire” the commentator breaks off then continues more intently “The police are drawing their weapons, I can see a SWAT truck. They’re shooting, oh my gosh it’s the Dinobots! The Dinobots are attacking!”

Suddenly the feed breaks off and an ashen faced pair of in-studio anchors sit in stunned silence before the older of the two speaks unsteadily; “We’ve just lost Jeff… but we can confirm that the Dinobots are attacking West Haywood. Everyone in that area is advised to stay off the roads and await further instruction…” he stops and touches his ear piece while his partner picks up the narrative. “It’s absolutely critical that everyone stays away from West Haywood and if you’re in town, stay where you are until the EMTs get to you or the authorities provide additional instruction. We all know how unpredictable these Transformers can be and the Dinobots are the worst of the bunch. Bay City leaders are attempting to reach the Autobots for comment,” her partner breaks in, sharply “Sorry Carin, we’re being told now that the Dinobots are approaching Bay City, I repeat: the Dinobots are coming here. The Chief of Police is asking for calm, the Dinobots are moving slowly and there will be plenty…”
The news cast and similar reports continue to dominate the local media and starts being picked up nationally, however it is impossible to go on listening as panicked civilians begin racing to their homes or vehicles and a clamor of screeching tires and screams takes over the area.



                                                                                                                                                                                                                                                        


Tuesday, August 2, 2016

Transformer Traits




Transformers
Transformers are a sentient robotic species chiefly originating on the planet Cybertron. All of these super robotic lifeforms possess at least two distinct modes and are able to shift between them at will. One form is the primary (often humanoid) robotic mode and the other is an alternate mode of some kind; commonly a vehicle or weapon. Unlike constructs, Transformers are truly alive and possess all eight basic abilities. They are effectively immune to aging; although older Transformers may develop signs of old age via wear and tear or exposure to harmful conditions. Transformers are capable of surviving in outer space and possess the associated environmental immunities. While they are immune to most of the diseases and poisons that affect organic lifeforms, there are numerous toxins and pathogens capable of harming these amazing beings.

Despite possessing a Stamina score, Transformers often require repairs. When a Transformer fails a Toughness check against physical damage, or particularly harmful (particularly Penetrating) energy attacks, the damage may not heal on its own. The Transformer character should receive a victory point for needing to seek repairs; a feat surprisingly few Transformers and exceedingly rare human beings have the training and expertise to manage.

Transformer Traits
In a game series consisting of only Transformers, the following traits should be provided to all player characters for no point cost. In a mixed series, Transformer characters should pay the full character point cost for these traits and may also be required to purchase Immunity to diseases and poisons limited to those of Terrestrial origin with Cybertronian (or similar) hazards affecting them normally:

Immunity 6 +innate — aging, cold environments, suffocation, environmental radiation, environmental vacuum 7 pts
Morph 1 -increased action, +metamorph 5 pts

A Transformer’s Morph ability requires a move action and allows them to change into one other form (such as a vehicle) with a different set of traits. Their mental abilities often remain the same in both modes, but some variance may be appropriate. Use of the transformation Morph effect is noticeable as parts shift and loudly ratchet into new positions. A Transformer’s color scheme and usually their insignia, which familiar characters can recognize fairly easily, remain in both modes. A few Transformers have two or more alternate modes. Usually, these are limited enough that they can be represented as a single alternate effect but a Transformer with a truly dizzying array of alternate forms should possess the Variable (effect instead of Morph) with a 1-point Quirk that all of the forms share the same color scheme and be Limited to machine forms.

Circuits
Transformer biology includes a number of circuits, some possessed by all nearly all individuals. These represent intrinsic portions of Transformer biology and personality and larger exist as descriptors including the following: bio-circuits, brain circuits, conflict circuits, electro circuits, equilibrium circuits, logic circuits, memory circuits, morale circuits, nerve circuits, neural circuits, oral circuits, personality circuits, reason circuits, security circuits, servo circuits, transformation circuits and even truth circuits. Transformers with unusually advanced circuitry may gain additional effects with the associated descriptor(s); Prowl’s enhanced logic circuits, for example. Transformers with easily manipulated brain circuits (or brain modules) may have the ability to transfer their mind into other bodies or may be especially vulnerable to abilities that manipulate them (like Bombshell’s cerebro-shells).

Less common circuitry types include chameleon circuits (which generate a
Concealment Blending effect), auxiliary memory circuits and shielding circuitry which can disguise a Transformer’s insignia.

Processors
All Transformers possess a core processor (also referred to as a central or cerebral processor) which houses the most crucial circuitry components and is analogous to the human brain. Sentient Transformers also possess a logic processor and a meta processor (which allows self awareness). Most also possess vocal processors and there are likely countless other types of processors that facilitate life and functionality. Unless they are especially advanced or modified in some way, these processors simply add descriptors to a Transformer’s various traits.

Programs
Like processors,
programs are a largely descriptive feature. Some characters may possess uncommon programs or have particularly well-developed programming that justifies higher than usual abilities or skills, or provides additional faculties in the form of powers. Known programs include combat programming, humility programming, personality programming, predictive programming (which may allow for Danger Sense or mental Quickness) and timing programming.

Sensors
Transformer senses are similar to humans by default, however many Transformers possess enhanced or unusual (by human standards) senses. Almost every Transformer possesses audio, olfactory and optical sensors (also called photocells) and extended senses are possessed by significant numbers of Transformers (particularly among those involved in the Great War). Less common sensors include equilibrium sensors (which may provide enhanced movement (such as Sure-Footed or Wall-Crawling Limited to upright movement), rear mounted optical senses (essentially providing radial vision and possibly Danger Sense), targeting sensors (which may provide Enhanced Advantages such as Improved Aim or Ranged Attack) and surveillance packages (providing a Radio sense, Tracking ability and other associated sensory effects).


Size
Transformers are often a size other than medium (size rank -2) possessing ranks of Growth or Shrinking and often modified with Innate and Permanent. Some Transformers have an alternate mode that is a different size than their primary mode while others can seemingly adjust their size (represented as additional ranks of Growth or Shrinking without the Innate or Permanent modifiers). The mechanisms by which Transformers adjust their size are somewhat mysterious. Transformers who change size when alternating between modes may physically shift their mass so that they become denser and more compact or allow them to occupy a greater area while being composed of largely empty space.

Many Transformers are the same size rank as their alternate modes with those who take the form of a car being large in both forms, for example. Others have alternate modes that are essentially downscaled replicas of actual vehicles. Specifically, some
Decepticon jets appear to be large or huge while a functional military jet for use by humans would actually be larger.

Unusual Transformer Traits
Most Transformers have abilities which are reasonably well defined by the traits previously described, however a number of exceptional Transformers exist, often being examples of a sub-category of super-robotic lifeform.


Combiner
Combiners are Transformer individuals with the ability to combine into a larger, shared form which functions as an individual (often to the point of having a distinct personality). Two, three or four member combiners may be individual humanoid robots who share an alternate mode or may have the ability to function independently in two modes while having a “powered-up” combined mode. Larger teams of individuals may have the ability to form a super “gestalt” robot when all of the component characters are present and able to occupy a designated space in the combined form (one member forms an arm, another forms the shoulders and head, and so on). Gestalts may have no persona of their own requiring their component members to agree and cooperate in order to function, while others become an individual entity possessing a will (and perhaps even agenda) separate from that of its components.

Combiners possess the Combine power which is a specialized version of the Summon effect allowing all of the component characters to join (summon the combined form) into one larger character. The effect requires that all component characters be present and it effectively removes the component characters from play (because they are inside the combined form). Usually the point cost of the Combine power is evenly divided between all of the component characters.

Free Combiners
Free combination combiners are often members of a team with five members with one larger member (often the team leader) who forms a robotic torso with the other members forming the limbs of the combined form. These types of combiners can form their combined mode even while one or more members is absent (with the combined form consequently missing one or more limbs) and may substitute other free combiners for missing members to create unique entities with unpredictable results. The secret of combination appears to be able to give any Transformer the ability to combine this way, but due to the capricious nature of the “gestalt” personality created as a result, this type of experimentation is frowned upon except by the desperate and insane.

With free combination, the component character must possess the Combine power, but they do not evenly divide the point cost for the power.

Pretenders
Pretenders are subset of Transformers with the ability to disguise themselves as an organic life form. Pretenders who simply have a cosmetically organic appearance possess the Insidious modifier with their transformation ability making the effect noticeable only with a Perception check or with special senses able to distinguish organic or mechanical life. Some Pretenders have an organic “shell” which encases one of their modes and can more effectively foil such detections requiring an Analytical sense to be employed in order to discern the Transformer’s true nature. Specialized Pretender shells may be able to operate independently of a Transformer’s robot form, which can be replicated with a Summon effect.

Due to their size, most Transformers are limited in the pretender forms that can be used to reasonably disguise them.

Titan Masters
Approximately human sized (or smaller) robots, Titan Masters are an ancient and mysterious group of Transformers who originally worked to maintain the gigantic Titan Transformers. Titan Masters have recently reemerged to join the ranks of the Autobots and Decepticons in the Great War and gained the ability to transform into the heads of larger Cybertronians and transfer new abilities into their bodies (essentially acting as a two member combiner team).

Titan Masters often employ vehicles (which may also transform) to allow them to rival regular Transformers. Some possess individualized non-sentient transforming bodies called Transtectors (which function like Mechamorphs, see Mecha) and use them to function as the equals of larger transformers. Due to their size, Titan Masters make excellent subjects for Pretender technology as they may be able to pass as human.