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Updated: 1 week 6 days ago

2021 Groundhog Gaming

Sun, 02/21/2021 - 05:06

Groundhog Gaming will be February 27 and you can register at

Games will be played on the Discord server this year.

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Categories: Miscellaneous Blogs

[COC7e] S33 | Seven Gates to Heaven or Fong Fung Fang

Sun, 01/31/2021 - 21:53

System: Call of Cthulhu 7e
GM: Michael Mirth

Location: Shanghai, China
Date: March 1928
Quest: Stop 3 of 5 Nyarlathotep rituals

Places of Interest
Ho Fong Imports
Gray Dragon Island (480km South-East of Shanghai via Wampo
Blue Parrot (Dinner with Isoga)
Jack Brady (Doesn’t seem to know Isoga)
Mr. Lung (mentioned in the paper)

Anna (Judy)
Derek (Dwight/Punch)
Penny (Bob - not in attendance)

Irene Adler (some pretentious title; we call her Zu)
Jack Brady (Maven “The Eternal Warrior”)
Isoga (Japanese Spook)

Diary of Derek Reldif

It’s generally believed that our trip to Gray Dragon Island will be the culmination of our visit and not to be rushed. There we will place the Eye of Light & Darkness which Irene knows and Jack has people working on deciphering – thus they will collaborate.

Irene thinks Ho Fong’s house will be very dangerous. I compare it to the Misr house. We’ve passed on entering the warehouse.

I hug Jack again.

We’ll meet him at 4pm in the Blue Parrot prior to seeing Isoga again. Irene suggests we speak to Maven.

Sealing all entries into our rooms as best we can (which isn’t as secure as it may sound since Jack was able to eavesdrop and break in without our knowledge) we head to the Dreamlands.

**Password for Krannon’s is Anemone**

Krannon mentions a message was left for me that ‘someone’ is coming to visit. Sounds like Moriarty.

Krannon finds Maven for us and in our conversation we learn his first name might have been Roland. All of his lives have been intertwined with myths of magic swords. He thinks that his alter ego, Jack will trust us if we show how careful we are.

**Do not tell anyone about the Order of the Bloated Woman.**

Not sure if that was Irene or Maven as at this point Irene makes a point to impress upon Maven that “If anyone will get you killed, it’s Derek,” which just increases the growing distrust I have of her. I suppose she is a necessary evil. It also reaffirms why I don’t share all my thoughts and leanings with everyone. Anna though. I trust Anna. I failed Ginger and will not fail Anna!

Jack’s army is the Firmés Group? Firm Action? Young Chinese?

I talk to Maven about eternal life and he believes it was a curse.

We find a sketch artist through The Professor to draw likenesses of Bancroft and Co. (Some of this info goes back to my diary of S10 which is about 10 months ago although certain encounters with them happened later as well) Jerry in both Human and Wolf form; Sheila the maid; Sonny, Karim Salim, Professor Zaes (whom we know best) and tall thin 50ish Evelyn Bancroft with her silver hair in an updo – a Seal of Solomon in the background.

We leave the sketches with The Professor for now. I encourage him to show'em to those he trusts so people can look out for them however to be somewhat careful as they could be dangerous people.

I ponder a Dream name.

We see Atol who will be there when we need him (he thinks Kenya). They have no love for Nyarlathotep, he and Barzai who was thrown down the mountain by the devil. Atol tells Anna to drop off the Dream Drug she can make to the occult shop in Providence in the past so we aren’t poisoned by Epitaph. Atol and Barzai built the fortress on the dream moon and show us a map with the secret entrance we used in the past. Underwater Nan-Madol is similar to it. We recall this as the place Ginger was sent when I couldn’t be there to save her (S11 ).

I awake and have breakfast at 8am. I linger around until 10am for Chen (our translator – A Methodist). We go off to the Fortune Teller, Mr. Lung. I read a fictional story about a dragon named Lung Arif once.

Chen mentions this is more a convoluted Chinese Astrology called Purple Star. On the front step we see a Siamese cat. I pet it. If it was my own cat, that’s fine but Siamese can be quite a handful to the unprepared. Anna speaks to it and it responds! She does not tell me what it says nor do I press her on it.

Upon entry, Lung is surprised we penetrated his barrier which confuses the two of us. Chen points out the bright red peachwood door and plaques on either side, all of which is protection from demons.

Mr. Lung tries to shoo the cat out but Anna picks it up and sets it on her lap which gives the impression it’s with us.

He has swords made out of coins which apprently can be used as wards. He hands me a peachwood amulet and Anna a bronze one. The room is setup in such a way that you can not walk in a straight line (screens and furniture). Perhaps this is designed to increase magic (OOC Feng Shui).

He hands us some scrolls. I ask him about Elder Signs while we hold the scrolls and he looks incredulous and surprised yet unfinished in testing us. The cat starts howling so Anna sends it away. Lung doesn’t seem to know anything about Elder Signs. Perhaps he’s just learned in the occult and not the Mythos.

He feeds the fire in his brazier some used slippers (Padded Brazier?). “We are not demons,” I say flatly. Anna and Penny start throwing up. Wait... Are they demons?

He burns HellMoney to bribe the demons Anna and Penny not to hurt him.

Hmmmm... I feel like I have more Magic Points than normal.

Anna says she is worried about rivals and would like to peak behind the mask so Lung starts working on her AstroChart as he invites us into his back room. Alarm bells ring in both mine and Anna’s head. Back room? Oh, he still thinks we’re demons. Sigh.

Anna upsets the cat when I wasn’t looking and suddenly it turns into a 600lb demon. I shoot it on reflex. Of course I don’t have any useful weapons against such a thing so it ignores me.

Lung picks up one of his coin swords in a defensive stance and lashes out with a hard impact on the demon. He appears to be forcing it into the back room. Chen and I help shoving it into the curtained area where Lung pulls a cord dropping the curtains to reveal mirrors, trapping the demon.

Anna apologizes for allowing a demon into the house. Lung apologizes for something and they go back and forth a bit. I realize that Anna knew the cat was a demon from her secret conversation but I choose not to point it out. I mean, it happens. It’s not like she’ll read this and be reminded of her folly.

Lung believes it was a rival astrologer who sent it and assumed that was the rival Anna was asking about, which it wasn’t.

*Research demons*

Irene suggests that Anna sever the demon’s link to it’s summoner and make it an ally.

I offer to buy the coin swords from Lung and he gives us each one. I use mine in an attempt to cut the metaphysical cord from the demon and succeed whereupon it turns back into a cat.

Anna expends 20 Luck to chat with the cat again. It will help us with a small task (like killing one person) with his release being in fourteen days if we do not give it the task by then. Anna also offers above and beyond to provide it with fish during it’s service to us. It’s name is Zuzu Petals (Ford Fairlane). Oh no, it needs to pee. Ah, it means that there’s a P before Zuzu. P’Zuzu. Anna's decision may well pay off. It brings a smile to my face thinking back on this moment. I thought folly but trusted her instincts and she rewarded us with a powerful ally. Way to go Anna!

What we learn from Mr. Lung:
Some of us will not survive (unclear if this is just the Island or the whole quest).
A black hat is particularly deadly – pale person – Islander – painted face. Obviously this is Epitaph, disguised and closer than we think. Watch for the black hat.
A Goab holds something aloft?
Something about Seven Gates of Heaven.
Ace of Cups which may mean help and research.

Irene asks if we can come back here and cast spells at a later date. He agrees. We sightsee until our meeting with Jack at the Blue Parrot.

4pm. I try to stop the instant banter and feed Jack the password sign and he countersigns. Hopefully this method offers us some security. Okay, now you can all talk.

Jack seems to trust us a bit more but he’s not at ease. Min is the leader of Firmés. There is some chatter about The Holy Grail. Anna asks for five-way fountains, the hussy. Jack guesses the Ace of Cups which to him means innocent blood. I do an interpretive dance for everyone letting slip a jarring fart of war. Ooops. I’m not used to the food here. Jack slips into the shadows.

We establish a “Jack-Ignorance” for our meeting with Isoga. My idea is if we avoid talking about him, we won’t have to lie or show our full hand to Isoga. Just steer the conversation to other things of mutual benefit. Specifically on whether we know Jack. You see, Isoga is after Jack.

Isoga arrives in a Captain's uniform. I introduce Judy, Bob and Zu. He knows me as Punch. Isoga questions us about Jack and Anna feigns ignorance. I ignore the question and move on to Gray Dragon Island. He thinks it has (or is working on) a weapon pointed at Japan and must stop it at all costs. His people have been unable to get close enough to see much. For example, a skiff that tried was almost capsized by a strange wave on a clear day. They know the island has a crater/volcano type mass.

I continue to point the conversation away from Brady toward purposes for which we are aligned, like taking out the Island. Anna asks him about hot air balloons and the idea of dirigibles intrigues him. I ask him to check out Ho Fang. Anna asks him about a black hat. Apparently there is a Western gentlemen who is new there. I assume it’s Epitaph. I look around knowingly. We’re being overheard by something invisible. Ho Fang’s new ally has kidnapped a girl from the flower house who might be Brady’s girlfriend. As Fang opposes Brady, so Isoga thinks Fang is opposed to the Island. We offer another hypothesis that Fang is in bed with Gray Dragon and Brady opposes them both. The girl is being held hostage at Fang’s house. Isoga needs us to prove a straight line between Fang and Gray Dragon to act against Fang. Ultimately Isoga wants to save Japan and currently it appears to him that Brady is in league with the island with Fang opposing them. I think we've sowed the seed of doubt and have an ally however in reality, we don't really know the truth. We've been burned by allies before.

We leave it that Isoga is hiring a dirigible to inspect the island. We’ll meet again in two days at 5pm. Same Parrot channel, same Parrot time. He slips off into the shadows just as Jack had before.

Jack returns to our table. I catch Anna’s arm and we give the sign. He countersigns. Lin Mei is his girlfriend and we think he should go to the “Flower House” to see if she’s safe. He starts to lose his composure and wants to go after Fang right away. I explain it’s a trap. Anna auggests that he simply verify she’s even missing first. We go and the Madame verifies it. Anna offers Jack our help. It’s clear we can’t let him go anywhere alone or we’ll never see him again.

We will be invisible for the attack. I ask Irene to send Servitors to the island and she agrees. We talk of me learning the spell “Summon Hunting Horror” or Gunofka or other creatures.

Putting together our facts it may well be that Lin Mei is IN the Seven Gates of Heaven which is a glass box surrounding the person with many closed off compartments. Sometimes filled with rats for example, they are opened to nibble and bite at the flesh.

In the downtime, Irene will complete the teaching of Summon Servitor to me. Frankie’s lessons were incomplete due to time. She sends one to the island.

+5 Listen

Most People: Not 100% / Evil
Atol/Gus & Barzai/Jacob: talk about the gear on the carriage / found in the Book of Eibon
Mr. Lung: Ace / of Cups
Jack Brady/Maven: Charlemagne / Roland
Isoga: Son of / the Morning

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Categories: Miscellaneous Blogs

[OD&D] S40 The Revenirs | Nemain’s Train | Boot Hill S06

Sun, 01/31/2021 - 07:31

System: Original Dungeons & Dragons/Boot Hill 1e
GM Malchor

Jameson as Elestar Half-Elven / Ellis “El”
Dwight as Hodge, Bane of Cannibals / Hal

NPCs (and player’s not in attendance):
Clint the Marshal
Nemain the Witch
The Pianoman
Yolo the Finway
Sebastian the Slinger “Seb”
Al the Accompanist

Session 40 “Nemain’s Train” or “Ellis and Hal Strike a Balance”
Location: Bridge out of Blackbird, Alternate Reality (Boot Hill 1e)
Time: Dusk
Quest: Return a D’Derga deity to fight our allies, the Dwarves

Surrounded by horses ridden by Humans that look similar to Yolo, Al and El; Nemain standing as if to speak; Sebastian about to stop her. She smirks at him and faces these horsemen, “Has my sister sent you?”

They look confused.

...GM lost Internet....
Why didn’t I take the Sheriff's badge?

In an altered Elvish, Ellis asks the horsemen, “What news?”

“Medicine Woman says the time is coming where Europeans will pay and be driven out.”

Ellis and I both look at each other thinking the Medicine Woman is Nemain’s sister. We discuss Sebastian’s concerns (disliking this land, wanting to go home). El thinks she is our only way back however he also believes this is a dream. I suggest we may simply wake up back home whether we succeed or fail at the quest.

Al strums his fiddle absently.

One of the horsemen say,“The horse eaters are active at night.”

Apparently there are ‘larger than a horse’ burrowing creatures with shells that sound a lot like myths I’ve heard about Land Sharks back in our world. These horsemen hunt them religiously. The beasts have been around as long as anyone remembers.

One of the horsemen questions the odd weapons (swords) in our group and wants one. El and I joke about it but ultimately El sacrifices his weapon and gives it to the man who now calls himself “Sword-Bearer.”

Sword-Bearer mentioned he wants to go back to Hole In The Ground however his people are leery of the flashing light beckoning our approach. Behind us, the town starts to light up with lanterns. El and I feel the pull of the mine. Fate.

The horsemen are nervous. I say, “Don’t worry, we’ll protect you.” This ruffles their feathers a bit and they bluster.

We head to the Mine and find two ladies with guns eyeing us suspiciously. I greet them, “We’re not from the town.” They ignore me.

Nemain rises and they lower their guns, “Are they with you Neigh Neigh?” She nods.

They had hoped she was with us which is why they flashed us. I look for some beads to give them.

Twelve women and nearly double that in children inside the Mine who have nearly run out of food. Nemain turns toward the town and starts chanting,

“Bring me thunder, bring me steel, bring me coat of iron mail
Bring me diamond hardened will and let my courage never fail.
Bring the lightning to my sword, lashing, living in my hand
And bring warning to the horde that here the Battle Crow stands!”

The earth erupts and some creatures burst upward and tear the town apart.

I interrogate the ladies a bit. They’ve been up here a week and have their own wagon with what remains of their food. The sickness affecting the town was primarily directed at men but also a few women who turned on Nemain.

The Townies accused her of being a witch and thus she cursed them.... Like a witch.

Nemain pretends to be nice to a child but we know better at this point. She tries to meet my gaze however I’ve kept my tattoo covered up and avoid the witch. We sleep.

In the morning we see the town of Blackbird is nothing but ruins and holes in the ground. The horsemen offer to adopt the women and children into their camp.

Clint feels obligated to protect them but prefers going to Brownstone. Nemain enthralls them into joining the horsemen.

El voices a concern to me that we’re being toyed with like pawns in a game. I see a visible annoyance on his face and support his thoughts on the matter, even encouraging him that this is not a good direction for us.

“Sidhe. You’re not an Elf, you’re Sidhe.” utters the maniacal witch to El and maybe the other Elves. Who knows with her.

She regales us with tales of Dwarves, Elves and D’Derga getting along before the Aesir brought a conquering Dwarf army to Baylor. Probably that trickster Loki. She questions if we’re with Loki but El and I sort of dodge the question with weak denials.

I ask her what plans she has and she plays it with nonchalant ignorance. El asks if she’s coming with us which she readily agrees to, like it’s part of her plan.

I ponder aloud, “What happens when you’re reunited with your sisters?” Again she feigns ignorance.

I try to quietly ask the ladies from the Mine if they’d ever seen Nemain injured or sick. I’m curious if she can even be harmed since those of Blackbird simply imprisoned her, probably incapable of killing her. The ladies of the Mine think me odd and pull away from me.

Nemain now even claims ignorance of any curse she laid as the ladies defend her humanity in vain.

The horsemen are ready to leave and push us for a decision. Clint wants to head to Brownstone and telegraph his superiors while leaving our payment at the bank. Nemain seems to manipulate things so that he comes with us to the Horsemen camp by leaning on his obligation to see the women and children to safety.

I question how his people deal with the landsharks. The rich from the East hunt them via train and ‘Bulette’ guns. The carapace is useful for crafting items. They have a weak spot below the triangle fin and can be chased off with a canon.

So, one of the ladies, Em stole their wagon from the town previously and between their wagon and our wagon we can transport everyone. How fortuitous.

We travel two days North-East to the Horsemen Camp, led by Sword-Bearer. Nemain is well behaved on the trip and we are unable to determine if she can be harmed. I sidebar with Sebastian to touch base and sympathize with his desire to leave this world and go home.

Clint, Sebastian, Pianoman and myself are given oblique looks. We may not be quite as well received as expected. The women are welcomed in. Not sure what will become of the children. Hopefully not like the D'Derga stories of drowning Dwarven kids. Their leader, Plenticoups, speaks with El. El and I are on the same page and as I urge him to ask about the Medicine Woman he has a brief smile showing me he was thinking that exact thing.

We are told an alarming prophecy about vengeance against Clint’s people similar to something I learned on Baylor. Nemain has already laid waste to a town of ‘father’s and sons.’

Sword-Bearer bestows El a horse and they bond a bit.

Plenticoups preens about how heroic it was that Nemain washed away a town (Blackbird) that caused so much trouble. He leads us to Macha, a women with raven-black hair and skin like Clint’s people (maybe paler).

“Sidhe? Here? What brings you here?”

El responds, “We travel with your sister.”

“Are the Isles at peace? Did the D’Derga send you?”

El tells her of war and vampires. I direct the conversation toward the Vampire Queen as a mutual enemy. She understands me and speaks Common.

“Tuatha De Danann; Children of the Danube; you walk with the warriors. Taranis is like a cousin-brother. Interesting that one warrior god would send you to find another. Or did Loki send you?”

I scratch my left shoulder and ask “Would we be able to identify Loki if we saw him?”

“One day the great spirits of war will unite and release them from their struggles. The war caused ‘Discord.’ The Dwarves are not evil but have too much ambition much like those here in this world.”

I drop into thought over her words and my own actions leading up until this point. I think on how Taranis is no innocent god as he takes brutal sacrifices. Who is right? Can there be peace? Should we choose a side or strike a balance in the middle as mercenaries. Wasn't there a story of mercenaries switching sides when the island was at war in the past? What if the D’Derga were defeated?

El and I discuss options. We recall how when we started in Carcino the Dwarves there worshiped non Aesir, Manammaneclear. You know, the ones who hide in their temple once a month.

El speaks wisdom, “Whatever we decide, we decide as Revenirs. The only thing that matters is making it out together.” He believes in balance and not picking a side. We talk about whether this is a dreamworld or land of the dead. Some sort of ‘balance’ is struck between us that seems to be like a puzzle piece falling into place.

Side Note: It seems like we’re dealing with some parallel where Clint’s people are considered invaders to Sword-Bearer’s people as the Dwarves are considered invaders to the D’Derga (although it had Dwarves and Elves already there – plus the Orc invasion put down by the Dwarves – Orcs held the Elf stronghold once and I wouldn’t be surprised if Mor Toc is coming back). Both worlds seem to have duplicitous prophecies of wiping the invaders away in ways most horrific.

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[BOTRE-TBH] Combat Robot Starter

Tue, 01/26/2021 - 01:30

RPG: Barbarians of the Ruined Earth
Core Mechanics: The Black Hack

Combat Robot

14 Strength
11 Intelligence
06 Wisdom
05 Dexterity
11 Constitution
10 Charisma

12 Hit Points

1d8/1d6 Weapon Damage
Shoulder Laser Canon (1d8 usage) recharges with sleep/shutdown.
Metal Body 2RP

Disadvantage with bartering and reactions

Notes: Healing salves don't work on me, can see in low light, immune to mind alteration/poison/disease/hunger/suffocation/non-magical fire, I take double damage from electricity and am stunned, must shut down for 8 hours every day to recharge.

Salvage: there are a slew of rules on this to dig through.

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[FAL-Horror] Rebellious Missionary

Fri, 01/22/2021 - 01:23

RPG: Far Away Land (Modified for modern horror like Cryptworld/Chill)

Jake Henry
Brute 1; Dexterity 2; Wits 3
Boons: Medic(W) 1, Occult(W) 1, Bookish(W) 1, Lore(W) 1
Flaw: Shy
Hit Points 11; Action Points 5; Luck 2; AC 0

ESV Bible, Henry's Occult book, pen, notebook, flashlight, Unihertz Titan smartphone, stethoscope

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[Cryptworld] Jake the Missionary (Chill 1e)

Thu, 01/14/2021 - 16:11

RPG: Cryptworld (Chill 1e)

Jake the Medical Missionary

Bachelor of Arts, Medical School, Seminary, commissioned formissionary work.
Canadian, 5'5" 155lbs, 27 years old

42 Strength
44 Dexterity
38 Agility
38 Personality
60 Willpower
64 Perception
48 Luck
42 Stamina

71 Tracking
68 Medicine
59 Bola

43 Unskilled Melee
00 Penetration Bonus
03 Stamina Recovery Rate
12 Wounds

54 Psychometry (Paranormal Talent (1))

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[2021-01-11] Metamorphosis Alpha Characters - 3.5 Editions

Mon, 01/11/2021 - 20:58

Metamorphosis Alpha Characters - 3.5 Editions

I decided to make as close to the same character as I could over four editions of Metamorphosis Alpha. 1e, 3e (25th), 4e and S26 (5e). Maybe even compare to Gamma World 2e. I don't have the Amazing Engine version unfortunately.

We'll stick to Human but note some of the differences.

You can choose Human, Mutated Humanoid or Mutated Creature.
08 Radiation Resistance (6,1,1)
09 Mental Resistance (6,2,1)
11 Dexterity (2,4,5)
14 Constitution (4,6,4)
06 Strength (2,3,1)
11 Leadership Potential (4,4,3)
52 Hit Points (5,3,3,3,1,3,6,2,3,3,5,6,3,6)

You can choose (based on campaign phase) Robot, Android, Human. Strength is rolled into Constitution. Add Luck. The d20 combat is replaced by 3d6.
12 Constitution (4,6,+2) [125/200 lbs]
14 Dexterity (2,4,5,+3) [AC-1]
14 Leadership Potential (4,4,3,+3)
07 Mental Resistance (6,+1)
07 Radiation Resistance (6, +1)
44 Hit Points (5,3,3,3,2,3,6,2,3,3,5,6) Lose 2 dice but a 1 becomes a 2.
17 Luck

Equipment: Gown, working handheld computer.

Advantages: Non-mutated machines are programmed to serve Humans; +3 to attack with Human sized weapons; Androids and Robots usually obey Humans; +3 on physical and mental ability checks.
Disadvantages: Robots and computers are often overly protective and interfere, vulnerable, may lose access to secure areas if mutated.

There are skills that later waked Humans might have and you might gain when your memory returns. Can start as a Robot, Android, Human (no memories), Human (some meories), Human (full memories), Human Cyborg, Mutated Human, Mutated Animal, Mutated Plant.
17 Constitution (4,6,4,+3); 68 Hit Points (5,3,3,3,2,3,6,2,3,3,5,6,3,6,6,3,6); 150/300 lbs
14 Dexterity (2,4,5,+3); AC-1
14 Leadership Potential (4,4,3,+3)
12 Mental Resistance (6,2,1,+3); +1 Puzzles, 120 IQ,
11 Radiation Resistance (6,1,1,+3)
14 Luck

22 Years old, no mutations (9), no cybernetics (10).
Equipment: gown, broken handheld computer,

Advantages: +3 attack with weapons designed for Human use, correctly functioning robots, androids and AIs obey authorized Humans, +3 on mental and physical checks, can mutate, can use cybernetics.
Disadvantages: No memory, AIs, Robots and Androids may be overprotective, can suffer cybernetic shock, mutations may cause AIs, Robots and Androids to not recognize them.

I would say that even with the same die rolls, characters between 1e and 25th are not specifically stronger or weaker however they are slightly incongruous. 4e characters are significantly stronger and more homogenous.

Human, Mutated Human, Mutated Animal and Plant are the options (randomized with Mutants being the majority).
Human - barbaric, +1d radiation Resistance and Tech Lore, +2d talents.
Best - Constitution: 5D (-1D Radiation Resistance)
Worst - Brawn: 0D (+2D Lifting)
Good: Leadership: 4D
Weak: Discipline 1D (-2 Mental Resistance)
Competant: Dexterity: 3D
2D Melee Weapons - +2 Melee Weapon Attack
2D Ranged Weapon - +2 Ranged Weapon Attack
Everything else 2D

Fatigue 13
Wounds 15

Well, this is pretty different and hard to customize within the creation rules exactly like the previous characters plus the change in Strength from 1e to later editions makes you wonder how strong this individual would be. Is it a flaw if a system can't replicate a character from another system? Which system above is more versitile?

Gamma World 2e
Pure Strain Human "Pladapa"
09 Mental Strength (6,2,1,1)
10 Intelligence* (6,1,1,2)
12 Dexterity (2,4,5,3)
13 Charisma* (4,4,3,2)
19 Constitution* (4,6,4,5)
06 Physical Strength (2,3,1,1)
98 Hit Points (6,4,4,4,2,4,7,3,4,4,6,7,4,7,7,4,7,7,7)

For Hit Points, I added 1 to each already rolled hp and rolled two more. This eliminated any possibility of a one so perhaps subtract 4 from the total to get a more relatable score.

Categories: Miscellaneous Blogs

[MA4e] Plant Pylo

Mon, 01/11/2021 - 15:59

RPG: Metamorphosis Alpha 4e (Mudpuppy)

Cactus (5')
07 Constitution (80/150 lbs)
07 Dexterity
1 (5) Leadership Potential
15 (18) Mental Resistance (+3 puzzles, 180 IQ)
02 Radiation Resistance
23 Luck
34 Hit Points

Mutations: Heightened Intelligence, Mobility, New Body Part: Eyes, Spikes/Thorns, New Body Part: Human Voice Box, Alpha Wave Generation, De-Volution, Ultravision, Siz Limbs

Advantage: Immune to Paralysis

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[MA4e] Human Eshbert

Mon, 01/11/2021 - 15:56

RPG: Metamorphosis Alpha 4e (Mudpuppy)

23 year old Human
15 Constitution (150/300 lbs)
15 Dexterity (AC -1)
13 Leadership Potential
13 Mental Resistance (+1 puzzles; IQ 130)
13 Radiation Resistance
15 Luck
60 Hit Points

+3 attack with Human weapons, general AI/Robots follow instructions, +3 Mental and Physical checks, no memories

Equipment: Cryo Suit

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[MA25] Human Gambert

Mon, 01/11/2021 - 15:53

RPG: Metamorphosis Alpha 25th Anniversary Edition (Fast Forward Entertainment)

14 Constitution (150/300 lbs)
09 Dexterity
17 Leadership Potential
07 Mental Resistance
03 Radiation Resistance
18 Luck
61 Hit Points

No equipment.

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[MA1e] Human Gilbert

Mon, 01/11/2021 - 15:51

RPG: Metamorphosis Alpha 1e

15 Radiation Resistance
11 Mental Resistance
13 Dexterity
09 Constitution
06 Strength
15 Leadership Potential (5% chance mutated follower, 10% Human follower, max 5 followers)
25 Hit Points

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[WWII-OW] Corporal Charmer Level 1

Mon, 01/04/2021 - 05:17

RPG: WWII Operation Whitebox

Corporal Encirp
A Russian Charmer of the First Level

10 Strength
13 Intelligence
08 Wisdom
14 Dexterity
08 Constitution
09 Charisma

+0 BHB, 15ST, 4HP
Friendly Demeanor, Smooth Operator, +2 ST vs Influence

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[MB] Orn the Tough | Classless

Sat, 01/02/2021 - 20:11



0 Agility
0 Presence
+2 Strength
+3 Toughness

11 Hit Points

10 silvers, waterskin, 3 days food, magnesium strip, ? sacred scroll, staff (d4), padded armour (-d2, tier 1), sacred scroll of Lucy-Fires Levitation (Hover for Presence +1d10 rounds)

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Categories: Miscellaneous Blogs

[FAL] Ewe Gor | Elf 1

Sat, 01/02/2021 - 19:50

RPG: Far Away Land

Ewe Gor the Elf

Actions 6 - Luck 2 - Level 1 - XP 0
Brute 2 - Dexterity 3 - Wits 1 - Hit Points 12
Boons: Athletics 1, Manipulate 1, Sneak 1
Flaws: Jealousy, Covetousness
Special: better hearing, better sight, night sight, +1 with an Elfin Bow.

AC 2 Light Armour
Longsword 1d6+1, Dagger 1d6, Belt of 6 Throwing Daggers 1d6
Cloak, backpack, 6 glass bottles of oil, flint and steel, grappling hook, lantern, lock picks, hand mirror, pouch, rope

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Categories: Miscellaneous Blogs