|
Download this
publication
in PDF format. |
Flesh and Blood, Part II
by Rich Redman
Editing: Marc Schmalz
Layout and Typesetting: Marc Schmalz
[See Part I]
Introduction
Last year I ran an adventure for my modern d20 System campaign in which a diabolical cult discovered a way to use the blood of celestials and the blood of fiends to create a drug. This forced me to create or adapt a bunch of rules related to the characters and events of the game, so many that I've broken them down into multiple freebies to share with other d20 System players. This time, it's all about characters that I used in the adventure.
A Note
In case it's not perfectly obvious already, all these rules work with the d20 Modern Roleplaying Game and Urban Arcana Campaign Setting, both from Wizards of the Coast, Inc.
The Cult
Here are many, many stat blocks for members of my diabolical cult. See Flesh and Blood, Part Ifor the blood-touched template and the Chooser of the Slain advanced class.
Note: We present multiple stat blocks for low-, mid-, and high-level Choosers. In each case, use the second stat block when their Blood abilities are active.
Blood-Touched Cultists
The Blood-Touched are the lowest rung of the cult's ladder. They are true members, fully initiated and participating willingly. You can use the first stat block below for the newest members of the cult who are not yet addicted to the drug (CR 2) or for initiates when their drug-granted abilities are inactive (CR 3). The second stat block below is for use after they activate their drug-granted abilities.
Typical Cultist (Strong Ordinary 3)
CR 2 or 3; Medium-size human; HD 3d8+6; hp 23; Mas 14; Init +0; Spd 30 ft.; Defense 15, touch 12, flat-footed 15 (+2 class, +0 Dex, +3 undercover vest); BAB +3; Grap +5; Atk +7 melee (1d8+2 nonlethal, unarmed strike) or +5 melee (1d8+3, brass knuckles) or +3 ranged (2d6, Glock 20); Full Atk +7 melee (1d8+2 nonlethal, unarmed strike) or +5 melee (1d8+3, brass knuckles) or +3 ranged (2d6, Glock 20); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ blood-touched; AL cult; SV Fort +4, Ref +1, Will +2; AP 0; Rep +0; Str 15, Dex 10, Con 14, Int 8, Wis 12, Cha 13.
Starting Occupation: Criminal (Gamble and Knowledge (streetwise) are class skills).
Skills: Balance -2*, Climb +0*, Escape Artist -2*, Gamble +8, Hide -2*, Jump +0*, Knowledge (streetwise) +6, Move Silently -2*.
Feats: Armor Proficiency (light), Brawl, Improved Brawl, Personal Firearms Proficiency, Simple Weapons Proficiency.
Blood-Touched (Su): The Cult of Fenrir binds many people to it by dispensing Blood to them. Over time, they develop new abilities. Which abilities they gain are based on whether they receive the drug developed from the blood of a good-aligned creature or an evil-aligned creature (see Flesh and Blood, Part I).
Belongings: Undercover vest (*includes armor check penalty), brass knuckles, Glock 20 (10mm autoloader), 1 spare magazine for Glock 20 (loaded), cell phone, various personal belongings.
Blood-Touched Cultist, Good Blood Active (Strong Ordinary 3)
CR3; Medium-size human; HD 3d8+12; hp 29; Mas 18; Init +0; Spd 30 ft.; Defense 15, touch 12, flat-footed 15 (+2 class, +0 Dex, +3 undercover vest); BAB +3; Grap +7; Atk +9 melee (1d8+4 nonlethal, unarmed strike) or +7 melee (1d8+5, brass knuckles) or +3 ranged (2d6, Glock 20); Full Atk +9 melee (1d8+4 nonlethal, unarmed strike) or +7 melee (1d8+5, brass knuckles) or +3 ranged (2d6, Glock 20); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ blood-touched; AL cult; SV Fort +6, Ref +1, Will +1; AP 0; Rep +0; Str 19, Dex 10, Con 18, Int 8, Wis 10, Cha 13.
Starting Occupation: Criminal (Gamble and Knowledge (streetwise) are class skills).
Skills: Balance -2*, Climb +2*, Escape Artist -2*, Gamble +7, Hide -2*, Jump +2*, Knowledge (streetwise) +6, Move Silently -2*.
Feats: Armor Proficiency (light), Brawl, Improved Brawl, Personal Firearms Proficiency, Simple Weapons Proficiency.
Blood-Touched (Good Drug): Once per day as a free action the cultist may activate this ability and gain +4 Strength, +4 Constitution, -2 Wisdom (already calculated into the stat block above), and the benefits of the Heroic Surge feat. The ability can be dismissed as a free action by the cultist, or it can run its course over 4 rounds. After the effect wears off, the cultist becomes exhausted (see the d20 Modern Roleplaying Game, Chapter Five, Character Condition Summary sidebar).
Belongings: Undercover vest (*includes armor check penalty), brass knuckles, Glock 20 (10mm autoloader), 1 spare magazine for Glock 20 (loaded), cell phone, various personal belongings.
Choosers of the Slain
Choosers of the Slain are presented here at three different levels.
Low-level Chooser of the Slain (Tough Hero 3/Chooser of the Slain Hero 1)
CR 5; Medium-size human; HD 3d10 +9 plus 1d8 +3; hp 36; Mas 16; Init +1; Spd 30 ft.; Defense 16, touch 11, flat-footed 15 (+1 Dex, +3 class, +2 light undercover shirt); BAB +3; Grap +5; Atk +5 melee (1d6+2, sword cane used as club), or +5 melee (1d6+2/18-20, sword cane), +6 melee (1d6+2 nonlethal, unarmed), or +5 ranged (2d6, Glock 20); Full Atk +5 melee (1d6+2, sword cane used as club), or +5 melee (1d6+2/18-20, sword cane), +6 melee (1d6+2 nonlethal, unarmed), or +5 ranged (2d6, Glock 20); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ arcane skills, blood-touched (good drug), robust, second wind; AL Evil, cult; SV Fort +5, Ref +2, Will +2; AP 2; Rep +1; Str 14, Dex 13, Con 16, Int 10, Wis 8, Cha 12.
Occupation: Adventurer (Bluff and Knowledge (arcane lore) are class skills).
Skills: Bluff +7, Concentration +5, Knowledge (arcane lore) +6, Profession +5, Spellcraft +3.
Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (light), Brawl, Personal Firearms Proficiency, Simple Weapons Proficiency.
Second Wind: This Tough talent lets the Chooser spent 1 action point to recover 3 hit points (5 points if the drug is active, see below).
Blood-Touched (Good Drug): Once per day as a free action the cultist may activate this ability and gain +4 Strength, +4 Constitution, -2 Wisdom (already calculated into the stat block above), and the benefits of the Heroic Surge feat. The ability can be dismissed as a free action by the cultist, or it can run its course over 5 rounds. After the effect wears off, the cultist becomes exhausted (see the d20 Modern Roleplaying Game, Chapter Five, Character Condition Summary sidebar).
Belongings: Sword cane, Glock 20 (10mm autoloader), loaded spare box magazine, light undercover shirt, various personal possessions.
Low-level Chooser of the Slain (Tough Hero 3/Chooser of the Slain Hero 1) [Drug Active]
CR 5; Medium-size human; HD 3d10 +15 plus 1d8 +5; hp 44; Mas 20; Init +1; Spd 30 ft.; Defense 16, touch 11, flat-footed 15 (+1 Dex, +3 class, +2 light undercover shirt); BAB +3; Grap +7; Atk +7 melee (1d6+4, sword cane used as club), or +7 melee (1d6+4/18-20, sword cane), +8 melee (1d6+4 nonlethal, unarmed), or +5 ranged (2d6, Glock 20); Full Atk +7 melee (1d6+4, sword cane used as club), or +7 melee (1d6+4/18-20, sword cane), +8 melee (1d6+4 nonlethal, unarmed), or +5 ranged (2d6, Glock 20); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ arcane skills, blood-touched (good drug), robust, second wind; AL Evil, cult; SV Fort +7, Ref +2, Will +1; AP 2; Rep +1; Str 18, Dex 13, Con 20, Int 10, Wis 6, Cha 12.
Occupation: Adventurer (Bluff and Knowledge (arcane lore) are class skills).
Skills: Bluff +7, Concentration +7, Knowledge (arcane lore) +6, Profession +4, Spellcraft +3.
Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (light), Brawl, Personal Firearms Proficiency, Simple Weapons Proficiency.
Second Wind: This Tough talent lets the Chooser spent 1 action point to recover 3 hit points (5 points if the drug is active, see below).
Blood-Touched (Good Drug): Once per day as a free action the cultist may activate this ability and gain +4 Strength, +4 Constitution, -2 Wisdom (already calculated into the stat block above), and the benefits of the Heroic Surge feat. The ability can be dismissed as a free action by the cultist, or it can run its course over 5 rounds. After the effect wears off, the cultist becomes exhausted(see the d20 Modern Roleplaying Game, Chapter Five, Character Condition Summary sidebar).
Belongings: Sword cane, Glock 20 (10mm autoloader), loaded spare box magazine, light undercover shirt, various personal possessions.
Mid-level Chooser of the Slain (Tough Hero 3/Chooser of the Slain Hero 3)
CR 7; Medium-size human; HD 3d10 +9 plus 3d8 +9; hp 51; Mas 16; Init +1; Spd 30 ft.; Defense 17, touch 11, flat-footed 16 (+1 Dex, +4 class, +2 light undercover shirt); BAB +5; Grap +7; Atk +7 melee (1d6+2, sword cane used as club), or +7 melee (1d6+2/18-20, sword cane), +8 melee (1d6+2 nonlethal, unarmed), or +7 ranged (2d6, Glock 20); Full Atk +7 melee (1d6+2, sword cane used as club), or +7 melee (1d6+2/18-20, sword cane), +8 melee (1d6+2 nonlethal, unarmed), or +7 ranged (2d6, Glock 20); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ aid incantation, arcane skills, blood-touched (good drug), robust, second wind; AL Evil, cult; SV Fort +6, Ref +3, Will +3; AP 3; Rep +2; Str 14, Dex 13, Con 16, Int 10, Wis 8, Cha 12.
Occupation: Adventurer (Bluff and Knowledge (arcane lore) are class skills).
Skills: Bluff +9, Concentration +7, Knowledge (arcane lore) +8, Profession +5, Spellcraft +7, Use Magic Device +5.
Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (light), Brawl, Magical Affinity, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency.
Second Wind: This Tough talent lets the Chooser spent 1 action point to recover 3 hit points (5 points if the drug is active, see below).
Blood-Touched (Good Drug): Once per day as a free action the cultist may activate this ability and gain +4 Strength, +4 Constitution, -2 Wisdom (already calculated into the stat block above), and the benefits of the Heroic Surge feat. The ability can be dismissed as a free action by the cultist, or it can run its course over 5 rounds. After the effect wears off, the cultist becomes exhausted (see the d20 Modern Roleplaying Game, Chapter Five, Character Condition Summary sidebar).
Belongings: Sword cane, Glock 20 (10mm autoloader), loaded spare box magazine, light undercover shirt, various personal possessions.
Mid-level Chooser of the Slain (Tough Hero 3/Chooser of the Slain Hero 3) [Drug Active]
CR 7; Medium-size human; HD 3d10 +15 plus 3d8 +15; hp 63; Mas 20; Init +1; Spd 30 ft.; Defense 17, touch 11, flat-footed 16 (+1 Dex, +4 class, +2 light undercover shirt); BAB +5; Grap +9; Atk +9 melee (1d6+4, sword cane used as club), or +9 melee (1d6+4/18-20, sword cane), +10 melee (1d6+4 nonlethal, unarmed), or +7 ranged (2d6, Glock 20); Full Atk +9 melee (1d6+4, sword cane used as club), or +9 melee (1d6+4/18-20, sword cane), +10 melee (1d6+4 nonlethal, unarmed), or +7 ranged (2d6, Glock 20); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ aid incantation, arcane skills, blood-touched (good drug), robust, second wind; AL Evil, cult; SV Fort +8, Ref +3, Will +2; AP 3; Rep +2; Str 18, Dex 13, Con 20, Int 10, Wis 6, Cha 12.
Occupation: Adventurer (Bluff and Knowledge (arcane lore) are class skills).
Skills: Bluff +9, Concentration +9, Knowledge (arcane lore) +8, Profession +4, Spellcraft +7, Use Magic Device +5.
Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (light), Brawl, Magical Affinity, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency.
Second Wind: This Tough talent lets the Chooser spent 1 action point to recover 3 hit points (5 points if the drug is active, see below).
Blood-Touched (Good Drug): Once per day as a free action the cultist may activate this ability and gain +4 Strength, +4 Constitution, -2 Wisdom (already calculated into the stat block above), and the benefits of the Heroic Surge feat. The ability can be dismissed as a free action by the cultist, or it can run its course over 5 rounds. After the effect wears off, the cultist becomes exhausted (see the d20 Modern Roleplaying Game, Chapter Five, Character Condition Summary sidebar).
Belongings: Sword cane, Glock 20 (10mm autoloader), loaded spare box magazine, light undercover shirt, various personal possessions.
High level Chooser of the Slain (Tough Hero 3/Chooser of the Slain Hero 6)
CR 10; Medium-size human; HD 3d10 +9 plus 6d8 +18; hp 73; Mas 16; Init +2; Spd 30 ft.; Defense 19, touch 12, flat-footed 17 (+2 Dex, +5 class, +2 light undercover shirt); BAB +8; Grap +10; Atk +10 melee (1d6+2, sword cane used as club), or +10 melee (1d6+2/18-20, sword cane), +12 melee (1d8+2 nonlethal, unarmed), or +11 ranged; Full Atk +10/+5 melee (1d6+2, sword cane used as club), or +10/+5 melee (1d6+2/18-20, sword cane), +12/+7 melee (1d8+2 nonlethal, unarmed), or +9/+4 ranged (3d6, Glock 20*); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ aid incantation, arcane skills, blood-touched (good drug), cloud mind, coordinate incatation, robust, second wind; AL Evil, cult; SV Fort +7, Ref +5, Will +5; AP 4; Rep +3; Str 14, Dex 14, Con 16, Int 10, Wis 8, Cha 12.
Occupation: Adventurer (Bluff and Knowledge (arcane lore) are class skills).
Skills: Bluff +12, Concentration +10, Knowledge (arcane lore) +11, Profession +5, Spellcraft +10, Use Magic Device +8.
Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (light), Brawl, *Double Tap, Improved Brawl, Magical Affinity, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency.
Cloud Mind (Su): Choosers of the Slain use this ability to alter a subject's memory. They commonly use this ability to make law enforcement officers forget they saw the Chooser kidnap someone, or to make witnesses forget they saw a crime. The alteration fogs the subject's memory so that the subject's attitude immediately changes to Indifferent and he forgets the previous 6 seconds (the subject forgets the time immediately preceding the successful use of this ability).
To use this ability, the Chooser of the Slain spends an action point and makes a Charisma check (+7 total bonus) opposed by the subject's character level plus Charisma modifier. The Chooser of the Slain must touch the subject to use the ability. The Chooser of the Slain cannot take 10 or 20 on the Charisma check. Using this ability is an attack action. A Chooser of the Slain may use this ability once.
Second Wind: This Tough talent lets the Chooser spent 1 action point to recover 3 hit points (5 points if the drug is active, see below).
Blood-Touched (Good Drug): Once per day as a free action the cultist may activate this ability and gain +4 Strength, +4 Constitution, -2 Wisdom (already calculated into the stat block above), and the benefits of the Heroic Surge feat. The ability can be dismissed as a free action by the cultist, or it can run its course over 5 rounds. After the effect wears off, the cultist becomes exhausted (see the d20 Modern Roleplaying Game, Chapter Five, Character Condition Summary sidebar).
Belongings: Sword cane, Glock 20 (10mm autoloader), loaded spare box magazine, light undercover shirt, various personal possessions.
High level Chooser of the Slain (Tough Hero 3/Chooser of the Slain Hero 6)
CR 10; Medium-size human; HD 3d10 +15 plus 6d8 +30; hp 91; Mas 20; Init +2; Spd 30 ft.; Defense 19, touch 12, flat-footed 17 (+2 Dex, +5 class, +2 light undercover shirt); BAB +8; Grap +12; Atk +12 melee (1d6+4, sword cane used as club), or +12 melee (1d6+4/18-20, sword cane), +14 melee (1d8+4 nonlethal, unarmed), or +11 ranged (2d6, Glock 20); Full Atk +12/+7 melee (1d6+2, sword cane used as club), or +12/+7 melee (1d6+2/18-20, sword cane), +14/+9 melee (1d8+4 nonlethal, unarmed), or +11/+6 ranged (3d6, Glock 20*); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ aid incantation, arcane skills, blood-touched (good drug), cloud mind, coordinate incatation, robust, second wind; AL Evil, cult; SV Fort +9, Ref +5, Will +4; AP 4; Rep +3; Str 18, Dex 14, Con 20, Int 10, Wis 6, Cha 12.
Occupation: Adventurer (Bluff and Knowledge (arcane lore) are class skills).
Skills: Bluff +12, Concentration +12, Knowledge (arcane lore) +11, Profession +4, Spellcraft +10, Use Magic Device +8.
Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (light), Brawl, *Double Tap, Improved Brawl, Magical Affinity, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency.
Cloud Mind (Su): Choosers of the Slain use this ability to alter a subject's memory. They commonly use this ability to make law enforcement officers forget they saw the Chooser kidnap someone, or to make witnesses forget they saw a crime. The alteration fogs the subject's memory so that the subject's attitude immediately changes to Indifferent and he forgets the previous 6 seconds (the subject forgets the time immediately preceding the successful use of this ability).
To use this ability, the Chooser of the Slain spends an action point and makes a Charisma check (+7 total bonus) opposed by the subject's character level plus Charisma modifier. The Chooser of the Slain must touch the subject to use the ability. The Chooser of the Slain cannot take 10 or 20 on the Charisma check. Using this ability is an attack action. A Chooser of the Slain may use this ability once.
Second Wind: This Tough talent lets the Chooser spent 1 action point to recover 3 hit points (5 points if the drug is active, see below).
Blood-Touched (Good Drug): Once per day as a free action the cultist may activate this ability and gain +4 Strength, +4 Constitution, -2 Wisdom (already calculated into the stat block above), and the benefits of the Heroic Surge feat. The ability can be dismissed as a free action by the cultist, or it can run its course over 5 rounds. After the effect wears off, the cultist becomes exhausted(see the d20 Modern Roleplaying Game, Chapter Five, Character Condition Summary sidebar).
Belongings: Sword cane, Glock 20 (10mm autoloader), loaded spare box magazine, light undercover shirt, various personal possessions.
Fiendish Gangsters
This was only the second adventure that I ran for my modern d20 System campaign, and I wanted to reinforce that the heroes had recently discovered that the world was very different than how they thought it was. I planned an encounter with an unusual street gang.
Fu Dogs Street Gang
Members of the Fu Dogs have grayish skin, black hair, and amber eyes. They wear their hair long to conceal their slightly pointed ears, and often wear sunglasses to conceal their eyes. Their teeth appear to be filed to points, but actually grow that way naturally. They wear leather jackets with Chinese fu dogs painted on the back. Among themselves they speak Infernal.
While the Fu Dogs can use guns, they prefer to use melee weapons and take advantage of their smite ability.
Fiendish Thug (Strong Ordinary 2/Tough Ordinary 1)
CR 2; Medium-size outsider; HD 2d8+4 plus 1d10+2; hp 20; Mas 15; Init +1; Spd 30 ft.; Def 15, touch 13, flat-footed 14 (+1 Dex, +3 class, +1 leather jacket); BAB +2; Grap +4; Atk +5 melee (1d6+2 nonlethal, unarmed strike), or +4 melee (either 1d6+2/19-20, cleaver; or 1d6+2/19-20, metal baton; or 1d6+2/19-20, machete; or 1d6+2, chain*; or 1d6+2 nunchaku); Full Atk +5 melee (1d6+2 nonlethal, unarmed strike), or +4 melee (either 1d6+2/19-20, cleaver; or 1d6+2/19-20, metal baton; or 1d6+2/19-20, machete; or 1d6+2, chain*; or 1d6+2 nunchaku); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision 60 ft., cold resistance 5, fire resistance 5, smite good, SR 6; AL Evil, Fu Dogs gang; SV F +5, R +1, W +0; AP 0; Rep +0; Str 14, Dex 12, Con 15, Int 13, Wis 10, Cha 8.
Starting Occupation: Criminal (Knowledge (streetwise) and Move Silently are class skills)
Skills: Climb +7, Hide +3, Knowledge (streetwise) +6, Move Silently +8, Read/Write English, Speak English, Speak Spanish.
Feats: Archaic Weapons Proficiency, Brawl, Exotic Weapons Proficiency (either chain*, chainsaw, or nunchaku), Personal Firearms Proficiency, Simple Weapons Proficiency, Stealthy.
Smite Good: Once per day a Fu Dog can make a normal melee attack to deal additional damage equal to its HD total (in this case +3, maximum +20) against a foe with the good allegiance. The Fu Dog must decide to use this ability prior to making its attack, so if the foe does not have the good allegiance the ability is wasted for that day.
Possessions: Leather jacket; either a cleaver, a machete, a metal baton, a chain*, or nunchaku; some cash; but no ID and no cellphone.
*A Fu Dog armed with a chain doesn't have the feats to take advantage of its nature as a double weapon. Instead those Fu Dogs who prefer chains fight with them as single weapons.
Monsters
I wanted to show how the cult's continued presence affected the natural world around it, so I created these monsters.
Badb Catha
These foul ravens have been corrupted by exposure to the cult's throwaways. They have grayish bodies with black wings, head, and tail. Frighteningly intelligent, they like to wait on ledges and wires above potential accident sites, holding pebbles in their beaks. They invoke darkness on the pebble, drop it (as a free action), and wait for the accident to happen. Then they feast on the remains. An "accident" can be as simple as spilling a bag full of take-out food, as sinister as falling down a flight of stairs or over a railing in the sudden darkness, or as complex as causing a traffic accident.
Badb catha speak a smattering of English with a vocabulary of about 100 words, including "kill," "mine," and "intruders."
Badb Catha
CR 1/2; Tiny outsider; HD 1/4d8+1; hp 2; Mas 12; Init +4; Spd 10 ft., fly 40 ft. (average); Defense 17, touch 16, flat-footed 13 (+1 natural armor, +2 size, +4 Dex); BAB +0, Grap -11; Atk +6 melee (1d2-3, claw), or +6 melee (1d3-3, bite); Full Atk +6 melee (1d3-3 bite) and +1 melee (1d2-3 claw); FS 2 1/2 ft. by 2 1/2 ft.; Reach 0 ft.; SQ darkness 1/day, darkvision 60 ft., poison immunity, energy resistance; AL Chaos, Evil; SV Fort +3, Ref +6, Will +2; AP 0; Rep +0; Str 5, Dex 19, Con 12, Int 6, Wis 14, Cha 6.
Skills: Listen +4, Spot +6
Feats: Weapon Finesse (bite), Weapon Finesse (claw).
Darkness (Sp): Once per day a badb catha can use a standard action to cause an object it touches to radiate shadow out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights (fluorescent lamps, light bulbs, flashlights, etc.) are incapable of brightening the area. Placing a light-proof covering over the object negates the effect. The effect lasts for 10 minutes, unless dismissed by the badb catha.
Energy Resistance: Badb catha have acid, cold, electricity, and fire resistance 20.
Adventure Seeds
Here are a few seeds for turning this material into adventures, in addition to those from Part I.
- Heroes wander into the wrong neighborhood, and find themselves surrounded by long-haired gang-bangers, with teeth filed to points, and wearing sunglasses and leather jackets with some kind of elaborate monster painted on the back. If the heroes are aware of the true nature of your campaign world, they also notice that the gang members all have grayish skins. Depending on how heroes handle the encounter, the Fu Dogs could wind up useful contacts, or bitter enemies.
- Strange accidents begin occurring. Survivors report suddenly "going blind" at the worst possible moment. Witnesses report seeing victims engulfed in blackness immediately prior to an accident. Heroes must investigate, and after realizing the badb catha are causing the accidents they must discover the origin of the awful birds.
Parting Shots
That's it for this time. Let us know what you think on our. More material from other adventures is coming soon!
[See Part I]
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
- Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
-
- Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
-
- Flesh and Blood, Part I Copyright 2004. The Game Mechanics, Inc.; Author Rich Redman.
-
- Flesh and Blood, Part II Copyright 2005. The Game Mechanics, Inc.; Author Rich Redman.
|