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Author Topic: Masters of the Universe
bjrc
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Member # 7993



posted October 28, 2002 06:16 AM      Profile for bjrc      Edit/Delete Post
Hello everyone.

I have taken the board moderator's suggestion to heart, and to reduce clutter, I will, rather than start a seperate post for every "Masters of the Universe" charatcter, put all characters from now on, in this one post, called simply, "Masters of the Universe".

So, without further ado, here is "Masters" D&D-ization #4:

THE SORCERESS, CARETAKER OF THE CASTLE

Female Enchanted Human Sorcerer 20

CR 22; Medium-Sized Humaniod (human); HD 20d4+100; hp 160; Int +3; Spd 30 ft; AC 26 (touch 26, flat-footed 23); Atk +10/+5 melee (1d6, staff) or by spell; SQ telepathic communication, alternate form, tie to Greyskull, invoke Greyskull's power; SR 23 (with Staff); AL LG; SV Fort +12, Ref + 10, Will + 19; Str 10, Dex 16, Con 20, Int 28, Wis 22, Cha 20.
Skills: Alchemy +29, Concentration +25, Knowlege (Arcana) +29, Knowlege (Greyskull and the Elders) + 79, Scry +29, Spellcraft + 29.
Feats: Brew Potion, Empower Spell, Enlarge Spell, Extend Spell, Forge Ring, Heighten Spell, Maximize Spell, Scribe Scroll.

Telepathic Communication (Su): The Sorceress can communicate telepathically from any distance (even through planar boundries) with any creature who has any serious physical, mental, magical, or psychological connection to Greyskull or herself. Thus far, this list is known to include Prince Adam/He-Man, Kringer/Battle Cat, Man-at-Arms, Orko, and Teela (though she rarely dares to contact Teela at this point).

Alternate Form (Su): As a move-equivalent action, thh Sorceress can assume the form of a beautiful falcon with blue and white feathers. This works like a Polymorph Self spell, but she is limited to only a the falcon. She can use this ability a lmitless number of times.

Tie To Greyskull (Su): The Sorceress is bonded to Greyskull; she cannot travel more than one hundred yards from its walls unless she uses her Alternate Form ability; and while away from the Castle, she cannot return to human form. Generally, she is loath to leave the Castle unguarded for long, and only leaves when she must; and when she must, she returns as soon as possible.

Invoke Greyskull's Power (Su): The Sorceress can tap into the near-infinite power housed within the castle to perform acts that usually only the gods are capible of. When the Elders first assigned her the role of Caretaker of Greyskull, she promised never to tamper with these powers. But to protect the Castle, she will break this promise if she has no other choice - though the risk is considerable.
By using this ability, The Sorceress can do practically anything. If she uses it to create an effect that mimics a non-Epic spell, the effect works, and she is merely exhausted for one hour (see the DMG page 84 for effects of exhaustion). However, if she dares to mimic the effects of an Epic spell, the risks are much greater.
First, take the Spellcraft DC of the Epic spell she wishes to imitate ad divide it by five (round down. The Sorceress must then make an Intelligence check, against a DC of this new number (for instance, to cast Dire Winter, the DC would be 63; in truth, given her Int score of 28, she would have little trouble making the check with most of the Epic spells in the Epic Level Handbook, but one should remeber that a roll of one is an automatic failure). If she can spend at least five minutes preparing, shr can take ten; if she can spend at least fifteen minutes preparing, she can take twenty. If she successfully makes the roll, the spell is cast, and she is merely exhausted for three hours. However, if she fails, the spell does not take effect, and she dies instantly. She can be raised from the dead, but not even a Wish or Miracke can ressurect her without her losing one character level.
On the plus side, the Castle protects her from any backlash damage (in cases of spells like Hellball) and she never needs contributing spellcasters (for spells like Dragon Knight). The DM is encouraged to make uo new Epic spells that would be usefull for protecting Greyskull; but keep in mind, this ability is used as an ABSOLUTE last resort.

Spells per day: 6/8/7/7/7/7/6/6/6/6
Spells Known: Dancing Lights, Detect Magic, Disrupt Undead, Light, Mage Hand, Mending, Prestidigitation, Ray of Frost, Read Magic; Burning Hands, Charm Person, Magic Missile, Ray of Enfeeblement, Sleep; Alter Self, Darkness, Flaming Sphere, Melf's Acid Arrow, See Invisability; Dispel Magic, Flame Arrow, Gust of Wind, Protection From Elements; Dimesion Door, Fire Shield, Phantasmal Killer, Remove Curse; Cone of Cold, Hold Monster, Prying Eyes, Wall of Force; Chain Lightning, Contingency, Legend Lore; Power Word: Stun, Prismatic Spray, Spell Turning; Bigby's Clenched Fist, Discern Location, Prismatic Wall; Meteor Swarm, Time Stop, Wish.
Note: This is The Sorceress's typical spell repertoire; she is quite capable of changing it with Wish spells
The Sorceress keeps a Contigency spell on herself at all times - if her Staff explodes (either on purpose or accidentally as a result of of absorbing to many spell levels) a Dimesion Door transports her to the Castle 100 yards away from it, ensureing she is not caught in the blast.

Possessions: Staff of the Magi, White Robe of the Archmagi, Braciers of Armor +8, small ivory statuette of herself (forcus for Contigency spell).
The Sorceress also has access to hundreds of mundane and magical items within Greyskull. For example, the Castle has a large library, containing books on nearly ever imaginable subject; many of these books are magical, such as the Book of Yesterdays, a tome that records all important historical events, and can show them to a user like a television screen.
The Castle likely has vaults full of powerful magic items, perhaps some of artifact status - the Elders certainly had many such items when they were mortal. The Sorceress could certainly bring some to bear if the need arose.

Appearance: The Sorceress is both beautiful and intimidating at the same time, and it doesn't take a Detect Magic spell to sense the power emitting from her. She wears a white and blue dress and headdress, golden jewely, strangely applied makeup, and has two lovely angelic wings sprouting from her back (they are non-functional in her human form). The powerful magical staff she carries is made of ivory, and topped with a winged symbol. She always speaks in a serious tone, and rarely shows emotion.

Tactics: The Sorceress is no fighter, using spells exclusively. Her job is to defend Greyskull, and she will defend it until she drops. If the Castle is attacked, her first action will be to telepathically contact Prince Adam, and then Man-at-Arms, knowing that they will contact the other masters. She them uses spells to stall attackers until help arrives. She does her best to avoid being seen by anyone who does not yet know of her; the fewer who know she exists, the better. So long that Skeletor doesn't know that there is anybody except He-Man defending Greyskull, he will concentrate on finding ways to deal with him, not her.

History: The Sorceress is one of Eternia's greatest mysteries. Her history can only be guessed at. Shortly after the Elders merged themselves with Greyskull, they knew they would need a caretaker to guard its secrets. So they found one - a woman whose real name is now known only to herself.
It is not known what bargain the Castle made with her, what it promised her, or what it gave her, but she agreed to the duty of the Castle's caretaker, and swore to protect its secrets, no matter what it took. Thus, The Sorceress received her title.
At the time the Elders merged with the Castle, a boy by the name of Duncan began to have strange visions, in which he saw the stucture and the Elders quite plain. Thus, he spent his life studying the cabal of ancient spellcasters who had mysteriously disappeared, and he soon put two-and-two together.
It is not known when Duncan and The Sorceress first met, but meet they did. They soon became friends; a peculiar friendship yes, but a friendship nonetheless.
Years later, when Duncan was a young soldier in Kind Randor's army, he was telepathically contacted by a very distraught Sorceress, and asked to come to the Castle. The Sorceress had been confronted with a crisis that even the infinite power of the Castle could not aid her with - motherhood. She had been blessed with a baby girl, whom she named Teela; whoever the child's father was is not known, but he probably died before his daughter's birth. Greyskull was no place to raise a child, and The Sorceress's responsibilities were too great for her to do so. With tears in her eyes, she begged Duncan to care for Teela in her stead. Duncan agreed, promising to raise the girl as his own. To this day Teela believes Duncan is her true father and that her mother is dead. Duncan (now the King's general and known as Man-at-Arms) has repeatedly attempted to convince The Sorceress to tell Teela the truth, but she says that she cannot at the present time. The Sorceress has stated that Teela has a "destiney" to fulfill; whatever that means, no-one knows.
Years after this incident, evil came to Eternia, as Skeletor an his hordes escaped from the Dark Hemisphere where the Elders had banished them. A caretaker was no longer enough; Greyskull needed a guardian, a warrior who would strong where its caretaker was wise. Thus, it chose Eternia's Crown Prince, young Adam. It summoned both he and Man-at-Arms to the Castle, where, after some reluctance, Adam accepted the role, and became the powerful paladin He-Man.
Now, the Sorceress acts as He-Man's advisor and mentor, but she will not share her own secrets even with him. Wether her secrets will ever come to light remains to be seen.

Any feedback is welcome.

Next will be Man-at-Arms

- Brian

[ October 28, 2002, 09:40 AM: Message edited by: bjrc ]

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
DFloyd
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Member # 21429



posted October 29, 2002 08:29 AM      Profile for DFloyd      Edit/Delete Post
Likee! [Big Grin] Likee! [Big Grin] Likee! [Big Grin]

bjrc is awesomeness personified!

Let's see some more!

--------------------
All people are created stupid, but some are more stupid than others.

>My D&D Dungeon< hosts a slew of original and converted material, including the d20 Modern Net.Book of Fictional Characters.

Zelda d20 Status and Countdown!

From: Vancouver, BC, Canada | Registered: May 2001  |  IP: Logged
DFloyd
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posted November 08, 2002 12:48 PM      Profile for DFloyd      Edit/Delete Post
bump.

I can't let this thread go bye-bye before we see a new bjrc MotU d20 character.

--------------------
All people are created stupid, but some are more stupid than others.

>My D&D Dungeon< hosts a slew of original and converted material, including the d20 Modern Net.Book of Fictional Characters.

Zelda d20 Status and Countdown!

From: Vancouver, BC, Canada | Registered: May 2001  |  IP: Logged
bjrc
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Member # 7993



posted November 08, 2002 02:27 PM      Profile for bjrc      Edit/Delete Post
Soon, DFloyd, soon.

I've been busy lately; I;m a substitute teacher, and people like us never know when we will get "The Call."

I have Man-At-Arm's stats on paper - it will be up here tomorrow, I promise.

- Brian

--------------------
"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
Venger
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Member # 8041



posted November 09, 2002 10:38 AM      Profile for Venger      Edit/Delete Post
Just moving everything to one thread before it scrolls off everyones screen. Looking forward to more submissions from Brian.

Originally posted by bjrc aka Brian

SKELETOR, THE OVERLORD OF EVIL

Male Half-Fiend/Half-Human Wizard 13/Blackguard 7

CR 22; Medium-Size Outsider (Evil); HD 13d4+52 plus 7d10+28; hp 166; Init +2; Speed 30 ft; AC 24 (Touch 23, Flat-Footed 22); Atk +12/+7 melee(1d6+4+2 plus 2d6 evil, Unholy +4 Shortsword), +12/+7 melee (1d6+4+2 plus 2d6 evil, Unholy +4 Shortsword); or +15/+10 (1d6+5+2 plus 2d6 evil plus thundering, Havok Staff); or 2 claws +10 melee (1d6+2) and 1 bite +5 melee (1d4+2); SA poison use, smite good, command undead, aura of despair, sneak attack +2d6, half-fiend abilities; SQ summon familiar, detect good, dark blessing, fiendish servant, darkvision to 60 ft, acid, cold, electricity, and fire resistance 20 (note: given the events in the episode "Sky War", it seems that Skeletor, unlike most half-fiends, is NOT immune to poison); AL LE; SV Fort +13; Ref +8;
Will +11; Str 14, Dex 15, Con 18, Int 22, Wis 10, Cha 18.
Skills: Alchemy + 26; Bluff + 29; Concentration + 14; Intimidate + 19; Knowlege (Arcana)+ 28; Knowlege (Eternia) + 26; Ride + 12; Scry + 21; Spellcraft + 31.
Feats: Ambidexterity, Brew Potion, Combat Casting, Craft Staff, Craft Wand, Leadership, Quicken Spell, Scribe Scroll, Silent Spell, Still Spell, Two Weapon Fighting.
Half-fiend Abilities: Once per day: Blasphemy, Contagion, Desecrate, Destruction, Horrid Wilting,
Summon Monster IX (fiend only), Unhallow, Unholy Blight; Three Times per Day: Darkness, Poinson, Unholy Aura
Possessions: Two Unholy +4 Swortswords (used paired); The Havok Staff (see below), Ring of Protection +5, Braciers of Armor +6. Skeletor has many more magical items, but there are the ones he most commonly carries.

The Havok Staff: This magical staff of Skeletor's own design is a metal staff topped with the skull of a fiendish ram. Used as a weapon it is an Unholy, Thundering Quarterstaff +5 (only on the "skull end"; the other side is nonmagical). It also has a unique ability: if the user casts any spell, he can channel the spell through the staff; an onlooker may believe that the spell is actually a property of the staff rather than a spell, especially if the Silent Spell feat is used. If the user purposely wishes to imply such deceit, an onlooker can make a Sense Motive check against the user's Bluff check.

Familiar: A nameless raven serves as Skeletor's familiar. It rarely accompanies him, but he sometimes uses it for a spy.

Skeletor's raven familiar: Tiny magical beast; CR 10; HD 13; hp 110; AC 21 (touch 21, flat-footed 19); Init +2 Speed 10ft, Fly 40 ft (average); Atk claws + 4 melee (1d6); Face/Reach 2 1/2 feet / 2 1/2 feet / 0 ft; SQ Alertness, improved evasion, share spells, emphatic link, touch, speak with master, speak with birds, spell resistace (18), scry on familiar; SV Fort +13, Ref +8, Will + 11;
Str 1, Dex 15, Con 10, Int 12, Wis 14, Cha 6; Al LE; Skills: As Skeletor; Feat: Weapon Finesse (Claws)

Fiendish Servant: Skeletor's fiendish servant is a fiendish version of an Eternian riding cat, whom he calls Panthor. He uses Panthor as both an attack beast and a mount, and he performs well in both capacities.

Panthor (fiendish Eternian riding cat): large magical beast; CR 13; HD 13+52; hp 162; Init +1; Speed 50 ft; AC 21 (touch 10, flat-footed 20); Atk 2 claws + 8 melee, 1 bite + 4 melee; Dmg claw 1d8+6, bite 2d6+6; SA pounce, improved grab, rake, smite good; SQ improved evasion, share spells, emphatic link, share saving throws, speak with blackguard, blood bond, spell resistance (13); SV Fort 13, Ref 8, Will 11; Str 23, Dex 13, Con 17, Int 9, Wis 13, Cha 6; Al LE.
Skills: Listen +7, Spot +7, Move Silently +9, Hide +5.
Pounce (Ex): If Panthor leaps on a foe during the first round of combat, he can make a full attack even if he has already taken a move action; he cannot do this if he is carrying a rider.
Improved Grab (Ex): To use this ability, Panthor must hit with a claw or bit attack; if he gets a hold, he can attempt a rake attack. He cannot use this abbility if he is carrying a rider.
Rake(Ex): Upon establishing a hold, Panthor can make two rake attacks (+9 melee) with his hind claws for 1d8+3 damage each;he may also rake on a pounce attack.

Spellbooks: Skeletor's spellbooks contain a lengthy selection. They have all arcane spells of seventh level or lower from the Player's Handbook (except any with the Good descriptor), several from the Forgotten Realms sourcebook (except those unique to particular archmages), many from "Tome and Blood," a few (to the DM's discresion) from "The Book of Vile Darkness", and several that he has invented himself.

Description: Skeletor is a half-fiend, although his status as such is the result of a curse, not his parentage. His fiendish nature is obvious: his flesh is purple, and most remarkably, his head is a bare skull. When angered, his usually empty eye sockets glow red. Despite this bizarre anatomy, he is a living (not undead) creature, and has no problem talking, eating, breathing, hearing, seeing, or smelling. His dress is limited to a leather harness, boots, gloves, and a hooded cape, all a dark purple and decorated with bones.

Tactics: Skeletor always choses spells carefully. He usually has plenty of offensive spells, but is also fond of illusions and spells that summon elementals, demons, and other monsters. He usually keeps a Teleport spell memorized for a quick escape.
Although he is civilized enough not to resort to fighting with his claws and teeth (most of the time, Skeletor, has little sense of honor, and he fights dirty. He does not know the meaning of "fair fight," and can be quite a bully at times. If his life - or his freedom - is in jeopardy - he will say or promise anything to save his vile skin; but only an idiot would believe his promises, for they are all lies.

History: Years ago, the warlord Kelevor and his horde of minions attempted to enslave his home planet of Eternia by launching an attack against a cabal of ancient wizards and sorcerers known as the Elders, powerful arcane masters who held the secrets of controling the vast magics of Eternia in their minds. Kelevor and his men were no match for them; the Elders cursed him, and banished him and his minions to the Dark Hemisphire, a place on Eternia of great evil, where no sane creature dares to go.
Decades went by, and in recent years, the Elders forsaw that evil would return in a more powerful shape. Their bodies were too old and decrepit to confront the new challenge; so, working together, they cast a mighty spell that merged themselves, bodies, souls, and spirits, with an old ruin that Eternias called Castle Greyskull. They had now lost their identities and individuallity, but their secrets and power were now safe in a powerful artifact of impenitrable, magically reinforced stone. More would need to be done, but that could wait, for now.
Evil did come, as Kelevor, now calling himself Skeletor, returned, and constructed a fortress in an active volcano, which he called Snake Mountain.
He gathered all his minions together, and decided it was time to strike. The launched an assault on the palace of King Randor, Eternia's current monarch; Skeletor's plan was to force out of Randor the location of the Elders. Unfortunately, unbeknownst to Skeletor, that was knowlege that Randor did not have. The attack did indeed draw out Randor, and his team of elite warriors(who would later collectively be called The Masters). In the confusion, Skeletor kidnapped Randor, and tried to torture the information out of him. Once he realized that Randor knew nothing, the frustrated Skeletor decided to kill him out of spite; but a wrench was thrown in his plans by the arrival of He-Man, a warrior chosen by Greyskull itself as its guardian. Skeletor suffered a major defeat that day, and his run-ins with He-Man would be many and often.
Skeletor eventually began to suspect Greyskull's importance, and has put considerable effort into breeching its walls. However, the Masters now know exactly why the Castle is vital to Eternia's existence, and even without He-Man, they will defend it at a moment's notice. Skeletor has met with failure and frustration continually; he tends to blame his henchmen most of the time, although it is usually mostly his fault. In truth, most of Skeletor's minions despise their leader, and only follow them in hopes of someday stealing his wealth, power, or both. He knows of their plotting, but arrogantly believes that they are not threat.
In fact, it is probably arrogance, ego, and lack of common sense that has kept the Overlord of Evil from being a success thusfar. He rarely learns from his mistakes, often fails to research a plan thoughouly before undertaking it, and rarely sees the forest for the trees. His quest to conquer Eternia will likely come to a bad end for both him and all of his followers.

--------------------
Venger

www.Citadelraven.com
Let the Battle Begin!

From: Clio, Michigan, USA | Registered: Mar 2001  |  IP: Logged
Venger
Member
Member # 8041



posted November 09, 2002 10:40 AM      Profile for Venger      Edit/Delete Post
Originally posted by bjrc aka Brian

EVIL-LYNN
Female Human Wizard 15

CR 16; Medium-Size Humanoid (human); HD 15d4+45; hp 90; Init +3; Spd 30 ft; AC 22 (touch 22, flat-footed 19); Atk +7/+2 melee (1d6+2, Scrying Staff) or by spell; SQ sadistic, summon familiar; AL CE; Fort +15, Ref +14, Will +15; Str 10, Dex 17, Con 16, Int 18, Wis 15, Cha 18.
Skills: Alchemy +20, Bluff +22, Concentration +13, Knowlege (Arcana) +20, Scry + 20, Spellcraft +20.
Feats: Brew Potion, Corrupt Spell*, Craft Wand, Empower Spell, Enlarge Spell, Extend Spell, Forge Ring, Heighten Spell, Maximize Spell, Quicken Spell, Scribe Scroll.
*This Feat is found in the "Book of Vile Darkness." If a DM does not have that source or choses not to use it, replace with Craft Wondrous Item.

Summon Familiar: Evil-Lynn does not appear to have a familiar presently, but she is fully capable a summoning one if she so choses.

Sadistic (Ex): Though Evil-Lynn does not know it, and would never believe it, she is very much insane, and has the Sadistic trait. If she inflicts a number of points of damage to a single person (anyone, friend or foe) equal to her level in a single round, she gains a +1 circumstance bonus to attack rolls, damage rolls, skill checks, and saving throws the next round.
This trait has a downside, however. Like most sadist, Evil-Lynn fears being hurt herself. Thus, if an enemy threatens her with physical pain, he gains a +1 circumstance bonus any Intimidate checks.
(The Sadism trait is described in the "Book of Vile Darkness." If a DM does not want to use it for this character, he does not have to.)

Spells per day: 4/5/5/5/5/4/3/2/1

Spellbook: Evil-Lynn's many spellbooks hold an impressive collection of spells. They contain all arcane eight-level spells and lower from the Player's Handbook (except those with the Good descriptor) many from the Forgotten Realms Campaign Sourcebook (none of those tied to specific archmages), many from "Tome and Blood," a few (at the DMs discresion) from "The Book of Vile Darkness," and many she has invented herself.

Pessessions: The Scrying Staff, Ring of Protection +3, Braciers of Armor +4. Evil-Lynn has many other wands, rings, potions, and miscellanious items in her possession that she can use when the situation warrents, but these three items are the ones she is always found with.

The Scrying Staff: This unique staff, resembling a blue metal staff topped with a glass sphere, is basically just an improvement over a standard Staff of Power. Besides the abilities of that item, the globe at the top is a fully functional Crystal Ball.
The Staff currently has 30 charges remaining; should it run out of charges, the staff would remain a +2 Quarterstaff (like a standard Staff of Power) and the Crystal Ball would cease functioning. It is not known if Evil-Lynn has any means of recharging it, and if she doesn't, it is not known what she will do when it runs out, especially since she lacks the ability to make magical staffs.

Appearance: With her violet skintight leotard, cape, and exotic headpiece, not to mention the magic staff she is never without, Evil-Lynn practically resembles the archetype of the evil she-wizard. Of course, if one were to ask her, she'd say the outfit is practical - it'd designed it allow freedom of movement, moreso than a clumsey wizard's robe. The color, however, was probably chosen to imitate her employer Skeletor; a little flattery is always useful.

Tactics: Unlike her employer, Evil-Lynn isn't a half-fiend; however, those who've seen her in battle might swear that she's ALL-fiend. Her cruelty and sadism is legendary. For her, killing an enemy isn't enough - a foe's death must be done in the most agonizing way possible. She even loves watching Skeletor painfully punish her fellow criminals for making mistakes (and when SHE makes a mistake, her intellectuall superiority over them, and her willingness to double-cross practically anybody nearly guarantees that she won't be the one on the wrong end of his Havok Staff). She cares little for anybody but herself, and has no regard for sentient life (except, maybe, for her estranged father), and if she thought she could gain power by blowing up an orphanage with its residents inside, she'd do it in a second.
In battle, Evil-Lynn is no warrior. She never even carries a weapon, other than her Staff, and she really has no training in hitting opponents with it. Usually, she lets Skeletors more able fighters like Beast-Man and Whiplash take the forefront, while she stays in the background and supports them with spells.
In regards to spells, she is quite good at selecting which ones to memorize. Possessing the common sense that her boss lacks, she always takes into account where she is going, what foes she will be facing, and all potential obstacles that might come into play. If Skeletor sends her on a mission to the Volcano Caves, memorizing Resist Elements, Summon Monster V (for elemental allies) and lots of cold-based spells (for the monsters there)is the first thing she does. If she has to look for an artifact near the Sea of Rakash, memorizing Water Breathing is in order, and wasting spell slots on fire-based spells is foolish. She always knows the best spells for a situation.
When it comes to diabolic plots, there are many, but Evil-Lynn has some favorites. She used to like magical mind control, but Man-at-Arms soon discovered this plot, and developed a small, wearable microchip to block such spells; it is now standard issue for the Masters and the entire Royal Palace staff, so Evil-Lynn has abandoned that.
One of Evil-Lynn's most infamous plots, used when the kingdom is in some sort of crisis, is to polymorph into a more trusting form (like a young lass or a matronly old woman) and sprea rumors among common folk that she witness a hero, a celebrity, or even Randor himself commiting some horrible atrocity (it is amazing the chaos that the lies of a woman with 22 ranks in Bluff can create among commoners). Eventually, such rumors can turn whole cities against the Masters, until proof of Evil-Lynn's deceit can be found.

History: The past of the wicked she-wizard who calls herself Evil-Lynn (almost definately not her real name) who is now Skeletor's second in command, is shouded in mystery. She is the daughter of an ancient arcane spellcaster known as the Faceless One. Little is known about this being; not his alignment (though he is probably non-good), not whether he is a wizard or sorcerer, or even if he is living or undead. Aside from being Evil-Lynn's father, only three things are known about him for sure: One of his responsibilities is guardianship of an artifact called the Ramstone (whether this task was self-imposed or placed upon him by another is not known); his power is likely greater than his daughter's; and he is very disappointed with her for "wasting her talent's" working for Skeletor. Whatever the case, Evil-Lynn is reluctant to even speak to him, suggesting that the two had a falling out long ago.
Exactly how Evil-Lynn entered Keldor's (later known as Skeletor) employment is not known. Presumably she was part of the original assault on the Elders, and was banished with him. She returned just as he did, and is now Skeletor's second-in-command, in charge of his minions in his abscence. But she is far from loyal. She has stated in his presense that she plans to take his place someday, taking both his power and Greyskull's power for herself. Such words would be threatening to most, but Skeletors arrogance and enormous ego won't allow him to believe that any of his minions, even his most powerful one, could ever threaten him.
Evil-Lynn's career with Skeletor took a bumpy turn when the Overlord of Evil planned his first assault on Greyskull. To do so, he needed a special tool - the Ramstone. The artifact had the power to break through any barrier, even that which protected the Castle, and to Evil-Lynn's horror, he ordered her to fetch it. She tried to bluff Skeletor, saying she could never defeat the Faceless One, but Skeletor was too busy to go himself; so Evil-Lynn reluctantly traveled to her father's stronghold in the Burning Sands, taking Trap-Jaw and Beast-Man for backup.
The three villains entered the fortress, not knowing that Man-at-Arms and Prince Adam were trailing them. Inside, while Evil-Lynn cloaked herself with invisibility, the Faceless One confronted Beast-Man and Trap-Jaw, and blasted them black and blue. Then Evil-Lynn confronted him, and after a short exchange of words, he made the mistake of letting his guard down; Evil-Lynn stunned him with a Lightning Bolt, and the three villains fled with the Ramstone in hand.
They were met outside by He-Man and Man-at-Arms. Evil-Lynn panicked, and after conjuring a sandstorm, lept into the vehicle she had used to get there, abandoning her allies and heading towards Greyskull. Fortunately, Man-at Arms recognized the Ramstone, and he guessed in a minute what Skeletor wanted with it. He urged He-Man to follow Evil-Lynn, saying he would handle Beast-Man and Trap-Jaw (and he did).
In the end, Skeletor's assault on Greyskull that day was one of the most humiliating defeats of his life; he was actually bested by Randor's jester Orko. During the lopsided fight, the Ramstone was dropped into the bottomless abyss surrounding Greyskull, and Skeletor believed it was lost.
In truth, Evil-Lynn caught it; She sent it back to her father with a note saying, "Skeletor will bother you no more." Upon receiving it, the Faceless One remarked, "Perhaps there is still hope for you, my daughter."
But the Faceless One was most likely wrong. If anything, Evil-Lynn's cruelty has worsened. And she still has not given up her ultimate goal of ousting Skeletor and usurping his power, thus taking his place as the Overlord of Evil. And with the Wisdom that he lacks, she may yet succeed.

--------------------
Venger

www.Citadelraven.com
Let the Battle Begin!

From: Clio, Michigan, USA | Registered: Mar 2001  |  IP: Logged
Venger
Member
Member # 8041



posted November 09, 2002 10:47 AM      Profile for Venger      Edit/Delete Post
Originally posted by bjrc aka Brian

HE-MAN, GUARDIAN OF GREYSKULL

Male Enchanted Human Paladin 20

CR 25; Medium-Sized humanoid (human); HD 20d10+80; hp 220; Init +8; Spd 30 ft; AC 24 (touch 14, flat-footed 20, add 6 to normal and flat-footed when shield is used); Atk +20/+15+10/+5 (1d10+5+9 plus 1d6 electricity plus 2d6 holy/19-20, The Sword of Greyskull); SA smite evil, turn undead (seven times a day as a 18th level cleric, Sword is used as holy symbol), spells; SQ detect evil, divine grace, lay on hands(80 hp per day), remove disease (six times per day), divine health, bonded mount, alter ego; AL LG; SV Fort 20, Ref 14, Will 12 (divine grace bonus already applied); Str 28, Dex 19, Con 19, (physical ability scores may increase; see below) Int 16, Wis 15, Cha 18.
Skills: Heal +23, Jump +19, Knowlege (Eternia) + 18, Knowlege (Nobility and Politics) +18, Ride +29, Sense Motive + 13.
Feats: Cleave, Exotic Weapon Proficiency (Bastard Sword), Great Cleave, Improved Initiative, Improved Unarmed Strike, Power Attack, Stunning Fist, Sunder.
Alter-Ego (Su): Due to one of the effects of his sword (see below), He-Man has a unique superhuman ability, that of the Alter-Ego. When He-Man is not needed, he can revert to his origional identity, that of sixteen-year-old Adam, Crown Prince of Eternia. Adam is more than a disguise; it is an entirely different body that shares the same spirit and soul. Whether Adam or He-Man is the being's "true" form can not be determined; even he does not know, and it is perhaps best if the answer to the question is not pursued.
Adam's stats are as follows:

ADAM, PRINCE OF ETERNIA

Male human Aristocrat 8
CR 8; HD 8d8+16; hp 68; Init +5; Speed 30 ft; Ac 11 (touch 11, flat-footed 10); Atk +6/+1 (1d10+2/19-20, The Sword of Greyskull in dormant state); AL LG; SV Fort +8, Ref +4, Will +5; Str 14, Dex 12, Con 14, Int 16, Wis 15, Cha 14.
Skills: Bluff +23, Diplomacy +22, Knowlege (Eternia) +18, Knowlege (Nobility and Politics)+18, Ride +16.
Feats: Cleave, Exotic Weapon Proficiency (Bastard Sword), Improved Initiative, Power Attack.

While the difference between Adam and He-Man is physical, it is not psychological. Adam can be well intentioned and brave when he wants to be, but as a warrior, he is clearly an amateur. Sadly, because he must keep his alter-ego a secret from almost everybody and must frequently flee from danger to make the change, many of his friends - and even his parents - tend to believe he is a coward.

Possessions: The Sword of Greyskull, Large +5 Steel Shield (only occasionally carried). He-Man seldom carries any weapons, armamens, or magic items other than these.

The Sword of Greyskull: This ornate bastard sword, created by Castle Greyskull itself, is a potent artifact, and the key to He-Man's power. Its primary purpose is to serve as a link between He-Man and Greyskull; in fact, it may be that the Sword itself has no true powers of its own, and Greyskull is the only true artifact (Greyskull IS an artifact of immesurable power, perhaps the most powerful in existence, so the question remains unknown). At any rate, this link cannot be severed - even if He-Man is on another plane, the Sword can still draw power from its creator.
As a weapon, the Sword of Greyskull is a Holy, Shocking Burst, Mighty Cleaving, +5 Bastard Sword. (It is not an intelligent weapon, probably because it isan extension of Greyskull, which IS sentient and intelligent). However the Sword has many other powers.

* Primarily, the Sword can transform Adam to He-Man and back (see "Alter-Ego" above). Each transformation takes a full round action (but since it is always done out of site away from combat, this is rarely a problem). He may transform from Adam to He-Man and back again as many times as necessary.
When in Adam's form, the Sword also changes, becoming a rather plain bastard sword. In this dormant state, the sword has no powers, other than the ability to transform Adam to He-Man.

* Ten times per day, as a full round action, He-Man can use the Sword to draw power from Greyskull, increasing his Strength, Dexterity, or Constitution by five points for one hour. Note that while limited to ten times per day, He can use this ability round after round if he so desires, giving himself godlike strength in mere minutes.

* He-Man con invoke the following spell-like affects from the Sword, for his or other's benefit: 3 times per day: Daylight, Holy Smite, Flame Strike, Searing Light; Once per day: Heal, Holy Aura, Holy Word.

* He-Man must use his Sword to invoke his Lay on Hands ability, his Remove Disease ability, and all paladin spells. The sword is used as a Focus Component, whenever one is needed.

The sword has many other powers. For example, one time when a very unstable minor artifact called the Corodite Crystal was about to explode because Merman misused it (which would have been the magical equivalent of a hydrogen bomb) He-Man was able to use the Sword to absorb its energy, causing it to crumble into harmless power. If a Player portraying He-Man thinks of a reasonable power that the Sword could have and the DM okays it, the power exists. However, the DM should not be too generous - even artifacts cannot do everything.
Only He-Man and the Sorceress can use any of the Sword's powers (she cannot use it to invoke his transformation or use his paladin abilitis or spells). In anyone else's hands, the Sword doesn't even function as a normal bastard sword, becoming blunt, heavy, and doing no more damage than an awkward club.

Spells per day: 4/4/3/5
Typical Spells: Bless, Cure Light Wounds, Divine Favor, Protection From Evil; Remove Paralysis, Resist Elements, Shield Other, Delay Poison; Cure Moderate Wounds, Heal Mount, Remove Blindness/Deafness; Cure Serious Wounds, Death Ward, Neutralize Poison.

Bonded Mount: He-Man's Bonded Mount is a friend he has known his whole life - a fierce riding cat which Greyskull created from his pet cat Kringer. Now called Battle Cat, he is He-Man's loyal steed and partner.

BATTLE CAT
Large Magical Beast; CR 15; HD 14d10+56; hp 180 Init +1; Spd 35 ft (50ft without barding); AC 34 (touch 12, flat-footed 32); Atk 2 claws +10 melee, 1 bite +5 melee; Dmg claw 1d8+6, bite 2d6+3; face/reach 5ft by 10 feet/5ft; SA command felines, pounce, improved grab, rake; SQ alter-ego, improved evasion, share spells, emphatic link, share saving throws, spell resistance (25); AL LG; SV Fort 20, Ref 14, Will 12; Str 23, Dex 15, Con 17, Int 12, Wis 16, Cha 16.
Skills: Climb +10, Listen + 15, Spot +5, Swim +8
Battle Cat wears magical +5 Half Plate Barding
Pounce (Ex): If Battle Cat leaps on an opponent in the first round of combat, he can make a full attack, even if he has already taken a move action. He cannot use this ability while carrying a rider.
Improved Grab (Ex): To use this ability, Battle Cat must score a successful hit with a claw or bite attack; if he gets ahold, he may attempt a rake attack. He may not use this ability while carrying a rider.
Rake (Ex): After a successful Pounce or Improved Grab, Battle Cat can attack with his rear claws (+9 melee) doing 1d8+3 damage each.
Alter-Ego (Su): Like his master, Battle Cat can revert to his original form when Battle Cat is not needed (again, which form is now his "true" form can not be dermined). Kringer's stats are identical to a common leopard (see the Monster Manual) except that he has no means of attack (he has long been declawed, and is far too tame to ever bite anyone), is lawful good, and has an Intellingence and Charisma of 12. Plus, the change is also psychological; Kringer is a notorious coward who is prone to bolt at anything that is even the least bit frightening (though he will never resist being transformed into Battle Cat).
In any case, Kringer is transformed into Battle Cat when Adam transforms into He-Man; Adam does not HAVE to transform Kringer, but he cannot do so without transforming into he man, but he can transform Kringer if he is already He-Man, by taking a full-round action. Battle Cat automatically reverts to Kringer when He-Man reverts to Adam, even if the two are separated.
Note: In the current version of the show, Kringer and Battle Cat can NOT talk.

Appearance: With his Adonis-like frame, disdain for armor, and wild eyes and hair, He-Man more resembles a barbarian than the paladin he is. But make no mistake - Greyskull would never have chosen as it guardian someone whose heart wasn'tpure enough to accept the call of the divine warrior. And while his appearance can be intimidating, his personality is anything but - so long as you don't get on his bad side.

Tactics: In battle, He-Man tends to have an odd sense of humor, which leads him to taunt and goad opponents. Perhaps he thinks that angry opponents become careless, or maybe it's traces of the teenage Adam's immaturity showing through. However, his attitude quickly can turn deadly serious when lives are in danger. Then the kid gloves come off, to reveal fists of superhuman strength.
Being a paladin, He-Man's primary concerns in a crisis are to protect innocents, aid his allies, and apprehend criminals - in that order. If Evil-lyn is pelting a village with Fireballs, his first job is to get the villagers to safety, calling the Masters for backup in the process. If doing so means letting Evil-lyn get away to do it, so be it.
When fighting Skeletor's hordes, He-Man won't necessarily fight for keeps. He IS a paladin, and he knows the meaning of mercy. If a foe is near defeat, he'll always give them a chance to surrender. Only when all else has failed will he consider killing an enemy. His restraint and self-control is admired by many heroes.

History: To fully understand the history of He-Man, one must understand the history of his power source, Castle Greyskull.
Long years ago, a cabal of ancient wizards and sorcerers of goodness existed who held the secrets of Eternia's magical power, power so great that it could undo reality and shape it in any way its possessor desired; power so great it could make gods tremble. Naturally, these Elders as they called themselves, protected these secrets with their lives - if evil claimed them, the universe would be doomed.
But an powerful evil warlord named Kelvor learned of these Elders, and gathered a horde of evil warriors. They attacked them, but they were no match for the Elders. They cursed the egotistical Keldor, and banished him and his henchmen to the Dark Hemisphere, a place on Eternia of great evil where no sane creater dares go.
Several decades passed. The Elders predicted that evil would return; their mortal bodies were now too frail and decrepit to combat it. So they devised a plan.
They gathered in an ancient ruin that Eternians were fond of calling "Castle Greyskull," due its skull-shaped front. Whatever purpose this castle was origially built for had been forgotten for centuries, but it would now have a new one. The Elders chanted and conjured for weeks, speaking the words of one ultra-powerful spell. When it was done, all of Eternia shook, and every creature on the planet felt a breif twinge of pain.
The Elders were no more. They had used the spell to meld, bodies, souls, and spirits, with the walls of Greyskull. They had lost their identities and individuallity, but now their vital secrets were safe in a powerful monolith of stone. Their next act was to find a caretaker for the Castle; they found one, in a mysterious woman who is now known only as The Sorceress. The only thing left was to find a guardian - but that could wait.
Eventually, after a few decades more, evil did return. Keldor, now calling himself Skeletor, escaped from the Dark Hemisphere, along with his evil minions. He launched an attack on the Eternian Royal Palace, believing that King Randor knew the location of the Elders.
In the early stages of the battle, a strange feeling started to come over Randor's sixteen-year-old son Adam, Eternia's Crown Prince and heir to the throne, as well as the kings general Duncan, , aka Man-at-Arms, a man who, unbeknownst to anyone, knew more about Greyskull and the Elders than just about anyone. Guessing what the feeling probably was, Duncan led th reluctant Adam to the Castle, where the drawbridge swung open to great them.
Inside, the two were confronted by the beautiful Sorceress. She told Adam, in no uncertain terms, that the Castle had chosen him as its protector; he would become its guardian, in order to protect the secrets that the Elders had worked so hard to keep.
Unfortunately, the teenager, naive and skeptical as he was, was unwilling to believe such a farfetched story. Why would the great and powerful Elders chose a clumsy sixteen-year-old kid to protect such vital power. He scoffed and left the building, much to the Sorceress and Man-at-Arm's disappointment.
However, in the ensuing hours, the battle between Skeletor's forces and Randor's elite warriors (later called the Masters) intensified. Adam soon saw that his friends were being trounced. Finally, when Skeletor himself kidnapped his father, Adam saw that he had no choice, and he ran back to Greyskull. Unseen by him, his pet cat Kringer and Randor's court magician Orko saw him flee, and out of curiosity, followed him.
When Adam again met the Sorceress, little needed to be said. She led him to the Castle's inner sanctium, and handed him the Sword of Greyskull, which then and there transformed him into He-Man for the first time. The Sorceress then said he would need a companion; he then saw that Kringer and Orko were watching. So, he turned the Sword's power on his beloved pet, transforming him into the powerful Battle Cat.
Finally, the Sorceress warned him that his dual identity must forever be a secret, for if the forces of evil should ever learn it, even accidentally, the consequences would be dire.
With He-Man joining the battle, the tide quickly turned. Randor was rescued, and Skeletor's forces were defeated.
Since then, Adam has adjusted to his role as Defender of Greyskull quite nicely. To the other Masters (aside from Man-at-Arms and Orko) he is somewhat of a mystery, but they are always glad for his help (that is a great irony: he is the most powerful Master, but as he is not technically an employee or ally of Randor, he is really just an unofficial member of the group). He really does not know why the Castle chose him; not even Man-at-Arms, who has studied the Elders and Greyskull exstensively and is the closest thing the Sorceress has to a confidant, has any idea why. The Sorceress may know why, but she isn't telling. It doesn't matter. He-Man has proved an effective Guardian, and likely will continue to be so for the immediate future.

--------------------
Venger

www.Citadelraven.com
Let the Battle Begin!

From: Clio, Michigan, USA | Registered: Mar 2001  |  IP: Logged
bjrc
Member
Member # 7993



posted November 09, 2002 03:05 PM      Profile for bjrc      Edit/Delete Post
Gee Venger, thanks. Wish I knew how to do that.

Anyway, as promised, here is the nest character, a hero whose story started farther back than even He-Man's

MAN-AT-ARMS

Male Human Fighter 9 /Expert 8

CR 17; Medium-Sized Humanoid (Human); HD 9d10+18 plus 8d8+16; hp 120; Init +7; Spd 30 ft; AC 24 (touch 13, flat-footed 21); Atk +18/+13/+8/+3 melee (1d8+3+3, special heavy mace) or +19 ranged (1d8+3, special heavy mace) or +19/+9 ranged (1d20, portable hand blaster); SG shielded mind; AL LG; SV Fort +12, Ref +8, Will +7; Str 15, Dex 16, Con 14, Int 25, Wis 15, Cha 12.

Skills: Craft (Armorsmithing) +33, Craft (Machines) +73, Craft (Weaponsmithing)+33, Heal +21, Knowlege (Eternia) +33, Knowlege (Greyskull and the Elders) +33, Profession (Surgeon) +46.

Feats: Cleave, Dodge, Endurance, Exotic Weapon Proficiency (Portable Hand Blaster), Far Shot, Improved Initiative, Mobility, Point Blank Shot, Power Attack, Presice Shot, Shot on the Run, Sunder.

Shielded Mind (Ex): Due to his constant and continual study of Greyskull and the Elders, Man-at-Arms has learned through practice to protect his thoughts from all but the most powerful intrusions. Any spell or psionic power of less than seventh level that is designed to read minds (or a spell-like or supernatural ability that imitates one) directed at him automatically fails, unless he is unconcious or asleep.

Man-at-Arm's Equipment: Duncan has invented dozens of advanced weaponry and equipment, both for his use and for the other Masters. Though he has almost no magical talent and all of his inventions are technological in nature, his eqipment has been described using the rules for magic items, for simplicity's sake.
To begin with, there is his personal melee weapon, his mace. In a combat situation, this weapon functions as a Thowing, Returning, Mighty Cleaving Heavy Mace + 3. However, the mace also contains a small, yet powerful, portable computer; this allows him to contact any of the other Masters from anywhere on Eternia (but not from across planar boundries). He can also use it to control via remote control any of his machines that are capable of movement(like vehicles, or his "doppleganger robots," described below.
Another weapon he is never without is his portable hand blaster, an exotic weapon of his own design. When not in use, the blaster is folded on his wrist, and is no more encumbering than a thick bracelet. However, with a simple double-tap (a free action) the user can cause it to unfold, at which point it covers the user's hand (the user cannot use the hand for anything else while it is unfolded, so Duncan, being right-handed, designed it to fit his left hand). The blaster fires a bolt of plasma (requireing a ranged-touch attack) which has a range of 200 ft, and does 1d20 points of heat damage. Duncan has thusfar built only one of these weapons, for his own use; anyone else who wanted to use one would need to convince him to build another, and in addition to taking the appropriate Exotic Weaopon Proficiency Feat, would have to be trained in its use by him personally.
Finally, there if his custom-built armor. This armor is very heavy when not worn. However, special circuitry inside the armor makes it as light as normal clothing when worn. Thus, it provides the protection of +3 Half Plate, while not impeeding the wearer's movement in the least.
Other inventions include vehicles, such as the Sky-Sleds (small, one-man flying machines), the Battle Hawks (larger, three-man flying machines), and the Bashing Beetle (a large, five-man tank, armed with a huge mandible, and a powerful bludgeon); also there are the doppleganger robots (these constructs have stats similar to flesh golems, but are made of metal, have no magical immunities, cannot go berzerk, and can be programmed to cast an illusion to appear as any humanoid creature; the Masters use them for sparring practice).

Appearace: Man-At-Arms is a grim-faced, battle-worn warrior. He is rarely seen without his armor and his mace at his side, and more often than not, he is seen carrying some tool or device at his side. He tends to take everything seriously, and almost never smiles.

Tactics: In a battle, Man-At-Arms doesn't fool around. He gets right to the heart of the problem and deals with it. He presents an image that few enemies want to mess with - a powerful soldier dressed in armor carrying an ugly club. He's been known to break up gangs of weak-willed thugs by mearly showing his face. It is with little wonder that he is the unanimous choice as leader of the Masters - all of them follow him without question. Even He-Man would rather fight beside him than go it alone.
When defending Greyskull, Duncan's dedication increases a hundredfold. He is even willing to sacrifice himself to protect the Elder's secrets. In his opinion, Eternia could survive if something happened to him... but not if something happened to Greyskull.

History: When the wise and powerful Elders merged themselves with Greyskull, every creature on Eternia felt a brief twinge of pain. But the young boy named Duncan felt a great deal more.
In his dreams, he saw things... the Elders, the Castle, and a strange woman... It became so infused in his mind that he devoted his life to studying the Castle, and te mysterious Elders, who had mysteriously vanished.
It is not known when Duncan and Castle's caretaker, the woman known only as the Sorceress, first met, but meet they did. Eventually, the two became friends; an odd friendship, but a friendship nonetheless.
One might have thought that Duncan would have been the ideal choice to become the Castle's guardian; but as fate would have it, he was chosen for quite a different task. When he was twenty-five or so, and a young soldier in King Randor's army, he recieved an urgent and frantic telepathic call from the Sorceress to come to the Castle. The Sorceress had been struck with a crisis that not even Greyskull's near-infinate power could aid her with - motherhood.
She had borne a baby girl, named Teela. Whoever the infant's father was is unknown; presumably he died before the birth. Greyskull was no place to raise a child, and the Sorceress's duties were too important for her to do so. Thus, she begged Duncan to raise Teela in her stead. Duncan agreed, promising to raise her as his own.
Duncan proved an efficiant father; Teela wanted for nothing, and her adoptive father taught her the ways of combat. She is now a prominent member of the Masters herself. She believes that Duncan is her real father, and that her mother is dead. Man-At-Arms has constantly tried to convince the Sorceress to tell Teela the truth, but she cannot. The Sorceress claims that Teela has a "destiny" to fulfill; whatever that means, no one can guess.
Years after Teela's birth, great evil returned to Eternia, in the form of Skeletor and his hordes. During Skeletor's first assault, Duncan - now Randor's general, weapons designer, and head of his elite team of warriors, later caller the Master's - heard a call from Greyskull, along with Randor's son, Crown Prince Adam. Having a pretty good idea what it was about, Man-At-Arms (as he was now called) led Adam to the Castle, where after some reluctance, Adam accepted the role of Greyskull's Guardian, and became the powerful warrior He-Man.
Now, being the only competant member of the Masters who knows Adam's secret, Man-At-Arms is pretty much the sole person whom he can confide in; a great benefit, as having to keep his secret from EVERYONE would likely drive him insane. Man-At-Arms now leads the Masters, and there's no-one they'd rather follow; after all he's seen and done, he's a born leader.

Classic Man-at-Arms quote:

(Duncan reaches for a grenade in an attempt to escape from the stomach of Merman's giant flying shark)

Man-at-Arms: "A nitro-gas grenade should put some float in this boat..."

Coming up next: Orko!

[ January 07, 2003, 02:35 PM: Message edited by: bjrc ]

--------------------
"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
Knight_of_spades
Member
Member # 110050



posted November 15, 2002 01:26 AM      Profile for Knight_of_spades   Email Knight_of_spades    Edit/Delete Post
What about trap-jaw?
You obviously put a lot of thought into this project and the results are great!

[ November 18, 2002, 02:49 AM: Message edited by: Knight_of_spades ]

From: Norway | Registered: Oct 2002  |  IP: Logged
bjrc
Member
Member # 7993



posted November 15, 2002 07:02 AM      Profile for bjrc      Edit/Delete Post
I will get to Trap-Jaw eventually.

However, my primary concern is to get to the vital characters first - ie, the ones who have major importance to the shoe the ones with the most history behind them.

Therefore, tomorrow, the stats for Orko - a vital character, seeing as he is one of Adam's confidants, and one with a great deal of history - will be posted. After that will probably come Teela. Then I'll probably do some of the villains, probably starting with Beast-Man and Trap-Jaw; the other Masters will follow: Stratos and Buzz-Off will be done together, along with info on creating PCs belonging to their races.

So don't fret, don't stew; I will get to everyone.

- Brian

--------------------
"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
Knight_of_spades
Member
Member # 110050



posted November 18, 2002 02:52 AM      Profile for Knight_of_spades   Email Knight_of_spades    Edit/Delete Post
Orko is obviously more important than Trap-jaw, I was just hoping that you would not forget him [Smile]
Looking forward into seeing more!

From: Norway | Registered: Oct 2002  |  IP: Logged
bjrc
Member
Member # 7993



posted November 18, 2002 09:39 AM      Profile for bjrc      Edit/Delete Post
Want more? You got it!

ORKO

Male Trollian Wizard 8 (level subject to change)

CR 9; Small Outsider (Chaotic); HD 8d4+16; hp 41; Init +8; Spd fly 40 ft (perfect); AC 15 (touch 15, flat footed 11); Atk +4 melee (by weapon); SQ Planar level change, spell screw-up; AL CG; SV Fort +4, Ref +6, Will +4; Str 9, Dex 18, Con 14, Int 19, Wis 7, Cha 16.
Skills: Alchemy +25, Knowlege (Arcana) +25, Perform (ballad, comedy, flute, juggling, limericks, lute, lyre, pan pipes, poetry, prestidigitation, song, storytelling) +12, Spellcraft +32.
Feats: Brew Potion, Improved Initiative, Enlarge Spell, Scribe Scroll, Weapon Focus (Rays)

Flight (Su): Like all Trollians, Orko possesses the power of natural flight, but he may only maintain an altitude of twenty feet at most. This power also acts as if a permanent Feather Fall were effecting him.

Planar Level Change (Su): A being of pure chaos Orko's level of class abilities can change whenever e crosses a planar boundry. Every time he enters a different plane or world, his level of experience - to a degree - changes, sometimes for the better, sometimes for the worse.
Eith level is his current level, and is his base. His level can never be lower than five, nor higher than eleven. Any time he crosses a planar boundry, roll 1d8, and add four - the result is Orko's new level - but only in regards to his spellcasting abilities. Other statistics (like hit dice, skill points, and so on, remain the same.
When Orko gains enough experience to advance to ninth level, he gains the benefits of that level (hit points, skill points, and so on), plus one level is added to his minimum potential, and one to his maximum potential. Thus, when he next crosses a boundry, one must roll 1d8 and add five to it to determine his level. The process continues in this fashion.
Should Orko ever obtain a new Trollian Stabilization Device to replace the one he lost (see below) he would become immune to this effect so long as he carried it, and his level would become fixed (at which point all other statistics WOULD change).

Spell Screw-Ups: Ever since he lost his Trollian Stabilization Device (his "wand", see below), Orko's magic sometimes doesn't work right. Often times he makes a mistake with his spells, and they go awry. He may polymorph a monster into a dire tiger when he meant to turn it into a house cat, or when trying to launch a ball of fire, he might conjure a WALL of Fire. These "screw-ups" are often dangerous, but rarely life threatening, and often easily fixed by his allies.
The chance of a "screw-up" depends on the Alignment and Magic traits of the plane or world that Orko is currently on; his magic works better on planes where magic is powerful and Chaos reigns:

No special magic or alignment traits: On a world like this (like Eternia) Orko has a 40% chance of a screw-up.

Any Chaos-Aligned, Impeded Magic: On this type of world, Orko has a 30% chance of a screw-up.

Mildly Chaos-Aligned or Enhanced Magic, but not both: On this type of world, Orko has a 20% chance of a screw up

Mildly Chaos-Aligned AND Enhanced Magic, or just Strongly Chaos-Aligned: Here, Orko has no chance of a screw-up.

Strongly Chaos-Aligned AND Enhanced Magic: On a world like this (such as Trolla), Orko actually benefits. Not only is there no chance of a screw up, but all his spells are automatically Maximized, Quickened, and Enlarged or Extended (whichever is appropriate).

Mildly Law-Aligned, Enhanced Magic: Here, Orko has a 40% chance of a screw-up.

Mildly Law-Aligned, no special Magic trait: On a world like this, Orko has a 50% chance of a screw-up.

Mildly Law-Aligned, Impeded Magic, or just Strongly Law Aligned: Here, Orko has a 60% chance of a screw-up.

Strongly Law-Aligned, Impeded Magic: Should Orko be unlucky enough to find himself in a place like this, he not only has an 80% chance of a screw-up, but a screw-up will always be quite catastrophic. For example, a Fireball might not only hit the wrong target, but strike with the force of a Meteor Swarm; or instead of casting an illusion of a pyrohydra, he might summon a real one.
Natually, Orko will never knowingly or willingly go to such a place if he can help it; if he CAN'T, he'll stock up on wands and other magic items, to make sure he needn't cast any spells.
Should Orko ever get a replacement for his Trollian Stabilization Device (see below) he'd be immune to this effect (but not the benefit from being on a Strongly Chaos-Aligned Enhanced-Magic plane).

Spellbook: Surprisingly, Orko has lots of spellbooks, used when he was a powerful wizard on Trolla. They contain all spells of sixth level and lower in the PHB (except Evil spells), many from the Forgotten Realms Soucebook, and several from "Tome and Blood".

Possessions: Orko has many scrolls, potions, and minor magic items. His most prized possession is his Stash-Away Hat. Resembling a red wizards hat, this headpiece can open midway at the top, revealing an extradimentional space with as much room as a Portable Hole. It also comes with an added feature - four magical hands that can search through the space without Orko needing to use his own hands. Unfortunately, any item put into the hat must fit through the eight-inch diameter opening. Orko uses the hat to hold any object he might need as a wizard, court jester, and member of the Masters - potions, scrolls, wands, his spellbooks, musical instuments, playing cards, juggling balls, food, and other odd items. The hat reacts like a Portable Hole should a Bag of Holding be placed in it, or should it be place in such a Bag.
Orko once had a wand, a Trollian Stabilization Device, that protected him from his Planar Level Change and Spell Screw-Up hindrances. The item has since been destroyed. To create a new one would require the following:

Caster Level 13; Prerequisites: Craft Wondrous Item, creator must be Chaotic, Plane Shift, Magic Circle Against Law; Market Price: 10,000 gp (To a Trollian; worthless to anyone else.)

Orko never carries weapons of any type, having had no training in combat.

Appearance: Orko is a curious creature; about four feet tall, he dresses in a red robe that covers his legs, a pointed hat with a wide brim, a green scarf, and a gold amulet with the letter "O" on it. The only parts of his body that show are his thin arms and his pointed ears, which are blue, and his glowing golden eyes (apparently, in Trollian culture, it is tabboo for a Trollians to show their faces to anybody except their spouses, or perhaps their betrothed).

Tactics: Orko rarely takes the forefront in any battle; he rare participates in battles at all, unless it is a serious one where all hands are needed. He is aware of his limitations, and knows that he is probably the weakest of the Masters. Unfortunately, the fact that he knows Prince Adam's secret requires him to participate in the defence of Greyskull more often than he'd like, and despite his weakness, he knows full well what would happen if the Castle should fall into Skeletor's hands, and he is just as willing as any of the Masters to fight to the bitter end to defend it.

History: Orko hails from Trolla, a world of chaos and magic, about which little is know. There (according to him) he was a great wizard, and somewhat of a celebrity.
Exactly how Orko got to Eternia isn't quite known. But one thing is for certain - Orko DIDN'T come willingly. Perhaps some experiment went awry, or some magical disaster struck. Whatever the case, somehow or other, he was sent hurtly though the dimensional rifts; how long it took, even he doesn't know. But he crash-landed on Eternia, into some sort of swamp.
Orko barely had time to recover when he heard cries for help. Following them, he found a young boy - Eternia's Crown Prince Adam, who was then only five years old, accompanied by his pet cat Kringer, then only a kitten. They had lost there way, and were caught in quicksand.
Orko first tried to pull them out, but they were then attacked by a herd of swamp beasts. Lacking the physical strength to pull them to saftey, Orko cast a spell on the trees, pulling the young prince and his cat out of harm's way. But sadly for Orko, an instant later he dropped his wand, his Trollian Stabilization Device into one of the Swamp Beast's jaws, a mistake that he would regret for years to come. His magic has never worked quite the same since.
Nonetheless, as a reward for saving his son's life, King Randor gave Orko a job as a Court Jester. Orko performed the task loyaly for many years, being unable to return home, and being unable to reliably perform well as a wizard.

About eleven years after his arrival, evil came to Eternia, in the form of Skeletor and his hordes. During Skeletor's First assault, Orko had little to do with the battle; but at one point, he and Kringer noticed Adam flee the battle and run towards Castle Greyskull. Curiosity got the best of them both, and the followed him into the old ruin. There, Orko witnessed Adam make his first transformation into He-Man.

After the battle was won. Orko was literally bursting with excitement - however, Man-At-Arms quickly pulled him aside and, in no uncertain terms, forbade him from EVER telling anyone what he had witnessed. Thus, while Orko would love to tell the secret, his fear of the strict leader of the Masters prevents him from doing so.

Soon, Orko would learn the resonsibilities of knowing such a secret. For example, when Adam was kidnapped by Skeletor (who sent the Sword of Greyskull back to Randor with the ransom note) Man-At-Arms gave Orko the responsibility of bringing the sword to Adam at Snake Mountain, while he prepared an alternate plan. Like it or not, Orko's curiosity has caused him to become one of the Masters, caused him to become just as involved with the defence of Greyskull as the rest of them, and perhaps made him wish he had never followed Adam on that fateful day.

Classic Orko quote:

(Four red dragon eggs have hatched, and the hatchlings have escaped, after nearly destroying a dining room.)

Man-at-Arms: "Where did those hatchling dragons come from?!"

Orko: "Oh, oh, I know, I know! From dragon mothers!"

Next up: Teela!

[ January 07, 2003, 02:40 PM: Message edited by: bjrc ]

--------------------
"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
kwegener
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posted November 30, 2002 06:04 PM      Profile for kwegener      Edit/Delete Post
not to be a jerk or anything, but I'm pretty sure the name Skeletor had before he took that name (note this is only explicitly stated in the new series to my knowledge, in the old series I believe it was only suggested/hinted at) was Keldor, not Kelevor. That's how it shows up on my closed captioning and that's what it sounds like to me.
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bjrc
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posted December 01, 2002 06:09 AM      Profile for bjrc      Edit/Delete Post
It IS Keldor; I made a mistake which I will soon fix.

Anyway people, I was away for Thanksgiving, away from my notes and computers and taped episodes of the series. I hope to have Teela's stats up soon.

In the meantime, here is some info on the monstrous fauna (and flora) of Eternia, for the curious.

Aberrations: Eternia has its share of creatures who are of the utterly bizarre type; many of them have yet to be discovered. It is rumored that the planet has its own Underdark, but thusfar Randor has not organized any expeditions to find and explore it. If there is one, Aberrations could exist there in large numbers. Plus, the Dark Hemisphere, the region of ultimate evil where the Elders banished the most vile of criminals (including Skeletor) could well the haunts of several powerful Aberrations. Skeletor may know the secrets of some of them, but he's not telling.
The Masters have yet to encounter any creature resembling an illithid, beholder, aboleth, or the like, but considering the strange nature of Eternia, it mat be only a matter of time.

Animals: Like all worlds, Eternia is thick with animals. But in adition to horses, cats, dogs, birds, and such, there are many creatures that are considered animals that do not appear on other worlds. A perfect exaple is the Eternian riding cat, a great cat that is often used for mounts. Skeletor's fiendish servent Panthor is a fiendish version of this animal. There are several other od animals that are native to Eternia.

Beasts: There are many monsters on Eternia that classify as Beasts. Among them, griffons, hydras, purple worms, and stirges are common; Skeletor's henchman Beast-man has several of all four of those creatures under his command. Several mostrous fish populate the seas.

Constructs: Constructs are common on Eternia; but in addition to the golems constructed by wizards, such as Skeletor, Eternia's advanced technology has created a new kind of construct - computerized robots. Scientists such as Man-at-Arms and Skeletor's henchman Triclops excell at creating robots, constrocts that are far more advanced than the clackwork creations of ancient times. Robots can be very powerful, and they often have intelligence scores, but in most cases, they follow the same rules for other constructs.

Dragons: Eternia has wyverns native to it (Beast-Man once had one, but it was slain recently). True dragons on Eternia, however, differ greatly from those on other worlds.
Like all dragons, they come in a variety of colors, with different breath weapons and age catagories; they are treasure hoarders, and incredibly powerful - He-Man himself was nearly killed fighting a red one, and would have been, had the dragon not recognized him as the human who had freed it from being buried alive in its lair, and spared him.
But what truly sets Eternian dragons apart from dragons on other worlds is algnment. Chromatic dragons on Eternia are not necessarily evil; metallic ones are not neseccarily good. Most Eternian dragons are true neutral. They also try to stay as far away from other sentient beings as possible, preying only on animals or other fare (a dragon can eat practically anything) and consorting only with other dragons. On Eternia, half-dragons are nearly unheard of. Howerver, one thing to remember - a dragon will never forget any creature who aided it or wronged it, and they always repay their debts.
Usually, dragons speak only draconic. Only a dragon who has a good reason to deal with another race will bother learning another language.

Elementals: Elemental creatures usually appear om Eternia only when summoned by a spellcaster, and they don't stay long. The one exception are the Weirds (found in MM2); these oracles can be found on Eternia in several places.

Fey: Eternia has many fey. Faerie creatures live in secluded places, in beautiful forests, and other mystical places. They are said to know great magical secrets. However, they are very reclusive, and usually only those with great magical power (like the Sorceress) can find and communicate with them.

Giants: Several races of giants live in the wilds of Eternia. In addition to ogres, trolls, and all the standard races in the MM, there are several other races as well (but cloud and storm giants are very rare). Giants tend to be evil and brutish, and rarely make any plans beyond holding onto their small territories - but evil warlords like Skeletor sometimes find them useful pawns.

Humanoids: Eternia is home to a multitude of civilized humanoid races, far to many to list here. They come in a variety of shapes, colors, species, and abilities.

Magical Beasts: Several bizarre magical beasts live on Eternia. Unicorns are known to live here, as are sphinxes. The Masters have also battled many magical beasts that have not been named, several of which have been under Beast-Man's control.

Monstrous Humanoids: Eternia is home to many powerful humanoid creatures; while medusa, minotaurs, and harpies have never been seen, many other monstrous humanoids exit. Some are members of powerful races, and others are unique creatures.
As if that were not enough, evil wizards and scientist like Skeletor have used forbidden magic and experiments to create mutations on both humans and animals, in an effort to create strong henchmen.Many subjects die in the process, but there are many successes. It is believed thet this is the way that Beast-Man, Merman, Whiplash, and Clawful were created.

Oozes: These nasty scavengers are just as common on Eternia as they are anywhere; fortunately, they are no problem for the Masters to deal with.

Outsiders: Rare on Eternia, Outsiders usually only appear on Eternia when summoned by a spellcaster, or when one becomes trapped there (as Orko has). However, if an evil outsider becomes trapped on Eternia, it can become a very dangerous situation, as the creature often attempts to wreck as much havock as it can, and perhaps conquer a few cities in the process. Such a problm can test the limits of the Masters.

Plants: In wilderness areas such as the dangerous Vine Jungle, carnivorous plants abound. These creatures can be deadly hazards to travelers; it is no wonder that King Randor has ruled the Vine Jungle off limits to civilians.
On another note, the noble race of treants is represented on Eternia; in fact there is an elder treant named Sky Tree who is said to be the oldest living thing on Eternia (stats for elder treants are given in the Epic Level Handbook)

Shapechangers: Lycanthopes and dopplegangers have not yet been seen on Eternia - if they exist there at all, they are not ready to let themselves be known.

Undead: Thankfully, undead are rare on Eternia. Few wizards seem to have the capacity to animate the dead.
Intelligent undead seem to be rare too - althou it is possible that Evil-lyn's father, and ancient arcane spellcaster called the Faceless One, is a lich (maybe).

- Brian

--------------------
"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
Farland
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posted December 01, 2002 07:06 AM      Profile for Farland   Email Farland    Edit/Delete Post
Hey! Nice work! Your attention to detail made this thread a pleasure to read.

[Big Grin]

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The World of Farland:

A detailed world conquered by evil and ruled by the Lords of Sin

www.farlandcampaign.homestead.com

Free Mass Combat Program

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bjrc
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posted December 14, 2002 11:20 AM      Profile for bjrc      Edit/Delete Post
Hello everybody! Thought I had abandoed this thread did you? No such luck!

Today's character: the warrior maiden who's as pretty as roses but deadly as nightshade: Teela!

TEELA, CAPTAIN OF THE ROYAL GUARD

Female Human Fighter 7 / Rogue 6

CR 13; Medium-Sized Humanoid (human); HD 7d10+14 plus 6d6+12; hp 106; Init 8; Spd 30 ft; AC 30 (Touch 30, Flat-Footed 30); Atk +12/+6/+1 (1d6+4+2, +4 Defending Quarterstaff), +12/+6/+1 (1d6+4+2, +4 Defending Quarterstaff); SA sneak attack +3d6; SQ evasion, uncanny dodge (can't be flanked); AL NG; SV Fort +10, Ref +12, Will +5; Str 15, Dex 18, Con 15, Int 13, Wis 12. Cha 16.
Skills: Balance +14, Climb +12, Escape Artist +14, Hide +9, Intimidate +8, Jump +12, Move Silently +9, Spot +11, Swim +7, Tumble +14, Use Rope +8
Feats: Ambidexterity, Blind-Fight, Combat Reflexes, Expertise, Improved Disarm, Improved Initiative, Improved Trip, Two-Weapon Fighting, Weapon Focus (Quarterstaff).

Possessions: +4 Defending Quarterstaff, masterwork longsword (only occasionally carried), Braciers of Armor +6

Appearance: Sixteen years old, five-foot-four, and slim, Teela hardly appears as formidable as she is. Her skin is smooth and flawless, her eyes are emerald green, and she ties her chestnut hair in a long ponytail. She distains armor of any sort, wearing only a lightweight, white and blue battle-dress.

Tactics: Many enemies tend to underestimate the young, beautiful Teela, only to realize that they have made a terrible mistake a second before she clocks them upside the head with her staff. Her adoptive father Man-at-Arms, the greatest warrior among the Masters (except for He-Man, if you count him), has been training her to fight ever since she was able to lift a weapon, and she learned fast.
Teela sometimes carries a longsword, but she prefers to use her "lucky staff," a wooden quaterstaff with a snake's head carved on one end which she found in an old ruin (the staff is magical, but she doesn't know it).
In a battle, Teela can be as ruthless as the most hardened of warriors. She takes most things seriously, and doesn't like jokers (Orko often gets on her nerves). She is also very tomboyish - she knows little about diplomacy, and hates wearing dresses and other "ladylike" behaviors.

History: Teela is the daughter of the Sorceress of Greyskull. Whoever her father was is not known, but he is presumed to have been killed before his daughter's birth. Greyskull was no place to raise a child, and the Sorceress's duties were too much for her to do so. Thus, she summoned her only ally at the time, a young soldier named Duncan; with tears in her eyes, she begged him to care for Teela. Duncan agreed, promising to raise the child as his own.
Teela grew up believing (and still believes) that Duncan was her true father, and that her mother is dead. Duncan has several times tried to convince the Sorceress to tell Teela the truth, but she claims that, for some reason, she cannot. The Sorceress claims that Teela has a "destiny" to fulfill - whatever THAT may mean, none can guess.
However, the Sorceress has watched Teela over the years. That is, in fact, how Teela obtained the magical Braciers she now wears. On her fourteenth birthday, they arrived for her, in a mysterious gift box, with no return address. Teela does not know that these armbands are magical, but ever since she first donned them, her fighting methods have improved, so she retains them.
Anyway, ever since Teela was three, Duncan - who eventually became King Randor's general, weapons designer, and head of his band of elite warriors (later called the Masters), and known by the name Man-at-Arms - began trainin her in combat techniques. By the time Teela was eight, she was more than a match for a typical soldier in Randors army; at age ten, she could easily defeat one of his officers. And by age fouteen, she had earned her rightful place in the ranks of the Masters herself, and was actually apointed Captain of the Guard, answering only to her father, and Randor himself.
It was fortunate too, for two years later, evil came to Eternia, in the form of Skeletor and his horde. Teela was involved in the first battle, where He-Man first appeared, and has since become a major factor in the protection of Greyskull.
However, one ironic part about Teela's role with the Masters is her relationship with Prince Adam. Call it bad luck, call it a twist of fate, but the two of them always seem to be working together when a crisis occurs, and Adam has to flee the scene to secretly make the transformation into He-Man. As a result, Teela cannot help but feel disdain for Adam, thinking him somewhat of a coward. This hurts Adam a great deal; if he was allowed to share his secret with just ONE person, it would likely be Teela.
Even more ironic is the fact that Teela seems to have a bit of a crush on He-Man. Surely, keeping his secret hidden from Teela is taking a great deal of willpower on Adam's part.
If Teela has any weaknesses at all, it is gullibility. She is headstrong and always anxious to perform heroics, and when she hears a rumor of a crisis, she will often spring up to investigate it before the rumor is confirmed; she is also easy prey to spellcasters using mind-control spells. Indeed, Teela may have a stong and skilled body - but her mind still must mature a bit more.

Classic Teela quote:

(After the intial encounter with the dragons, Teela has locked staffs with Evil-Lyn)

Teela: "You're not related to those dragons are you? There seems to be family resemblance!"

Next, I will cover a villain or two - probably Beast-Man.

- Brian

[ January 07, 2003, 02:45 PM: Message edited by: bjrc ]

--------------------
"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
jonstryder
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posted December 17, 2002 10:10 PM      Profile for jonstryder   Email jonstryder    Edit/Delete Post
I like whats been done so far. ALthough I would have put the Sorceres into the Epic levels. Like when ever she is with in the walls of Greyskull her level is much higher, but out side of the castles walls her power decreases.

--------------------
"Nothing gives me a warm fuzzy feeling like a mob of armed villagers."

"Never underestimate the power of a Dark Clown!"
www.geocites.com/sean_ropp

From: Aloha, OR, USA | Registered: Apr 2001  |  IP: Logged
bjrc
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posted December 18, 2002 03:48 AM      Profile for bjrc      Edit/Delete Post
I likely won't give any of these characters Epic levels - I have the Epic Level Handbook, but I have yet to grow accustomed to it yet.

However, you will note that, with the Sorceress's Invoke Greyskull's Power ability, she can produce Epic-level effects while in its walls, albeit at great risks (in fact, she can do practically anything). And while outside of the castle, she is pretty much helpless. The only thing she can do while outside the Castle in Zoar's form is telpathically communicate with He-Man/Adam, Man-at-Arms, Orco, or Teela (and she rarely dares communicate with Teela at this point).

- Brian

--------------------
"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
jonstryder
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posted December 18, 2002 10:17 PM      Profile for jonstryder   Email jonstryder    Edit/Delete Post
True, besides I've heard alot of bad things about the Epic Levels handbook anyway. It not balanced. You could easily make a character more powerful than a god. A little piddly mortal that can trade blows with Bane and win. There is just something not right with that. WOTC really screwed up on that one, they should have had the Epic book out first before they did Deities and Demi gods. But thats an entirely different thread to worry about.

--------------------
"Nothing gives me a warm fuzzy feeling like a mob of armed villagers."

"Never underestimate the power of a Dark Clown!"
www.geocites.com/sean_ropp

From: Aloha, OR, USA | Registered: Apr 2001  |  IP: Logged
adanama
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posted December 20, 2002 11:10 AM      Profile for adanama      Edit/Delete Post
Anyone interested in this thread might also enjoy this link:

Claudio Pozas Art & Design: Masters of the Universe

Claudio Pozas did the artwork for Sword and Sorcery's (now Fiery Dragon's) Counter Collection

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adanama

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lordcack
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posted December 20, 2002 03:27 PM      Profile for lordcack   Email lordcack    Edit/Delete Post
I have to say that this is an awsome thread. I LOVE The Masters of the Universe and have ever since I was a kid.

Now a question, You had detailed some specifics of Eternia as a whole. Has anyone actually started a campaign in this setting and how do you handle making a hero. Because all of the heros and villians have unigue powers. How do you handle this (i.e. Like RamMan doesn't exactly fall into the DnD mold as far as character classes nor does Man-E-Faces). How do you think that character creation could be changed to make these sort of characters possible......thanks for listening....

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bjrc
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posted December 20, 2002 05:25 PM      Profile for bjrc      Edit/Delete Post
I already know how I will handle Ram-Man and Man-E-Faces. They will be humans with unique powers.

Ram-Man will be something called a "Cybernetic Human" (the same term will be applied to Mekaneck, Tri-Clops, and Trap-Jaw); Man-E-Faces will be something called an "Enchanted Human" (this term has already been applied to He-Man and the Sorceress). Ram-Man will probably be a Barbarian; Man-E-Faces will definately be a Bard/Fighter.

These terms are not templates in traditional sense, because each enchated human and cybernetic human are vastly different from each other. They are just useful terms to use when describing humans with unique powers.

With non-humans, race-names will be used when available. The names of Stratos's, Buzz-Off's, and Whiplash's races are known; when I do them, I will also provide information for creating PCs for those races (I did not do so for Orco's race, the Trollians, because I believe his race would be too complex for a player to manage, and playing Outsiders rarely works.). The names of the races of Merman, Beast-Man, and Clawful have not yet been revealed, if they even have any (given the nature of their abilities, I suspect Skeletor may have actually created them in some foul mutagenic experiments).

At any rate, the project will continue, until I have got to them all.

- Brian

--------------------
"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
bjrc
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posted December 30, 2002 07:13 PM      Profile for bjrc      Edit/Delete Post
Hello fantasy buffs! I've been away visiting my family for Christmas, separated from my rulebooks. But I'm back, and ready to convert more Masters of the Universe characters into D&Dized forms!

Today: When this guy was first made into an action figure, his title was simply, "Evil Henchman." But as most know, he is far more lethal than such a title suggests. Observe, as I present the malevolent lord of monsters:

BEAST-MAN

Male Ranger 15 (Race Unknown)

CR 17; Medium-Size Monstrous Humanoid; HD 15d10+60; hp 165; Init +9; Spd 40 ft; AC 18 (touch 15, flat-footed 13); Atk +16/+11/+6 ranged (1d2+4 plus special, +4 Thundering Barbed Whip) or +10/+10 melee (1d6+6/1d6+6, claws); SA Favored enemies (1st: humans, 2nd: fey, 3rd: aberrations, 4th: magical beasts), dominate monsters, summon minions; SQ telepathic link, spells, scent, natural armor; AL NE; SV Fort 13, Ref 10, Will 7; Str 22, Dex 20, Con 18, Int 12, Wis 14, Cha 16.

Skills: Animal Empathy +18, Climb +16, Handle Animal +23, Hide +10, Inuit Direction +12, Jump +11, Ride (griffon) +20, Spot +7, Wilderness Lore +7
Feats: Exotic Weapon Proficiency (whip), Improved Initiative, Mounted Combat, Track, Weapon Focus (whip).

Spells (3,2,1): Detect Snares and Pits, Magic Fang, Pass Without Trace; Animal Messenger, Snare; Greater Magic Fang.
(Note: Beast-Man cannot change these spells, as he does not truly cast spells like other rangers. His spells simply reflect supernatural powers that he possesses. As he increases in level, he may develop other powers that mimic spells from the ranger spell list, but they too will become "fixed." He may use each of these powers once a day, and they are renewed at each sunrise. If he does not use them, they are wasted.)

Dominate Monsters (Su): Beast-Man's most infamous ability is his ability to dominate and enslave creatures, similar to the Dominate Monster spell, but stronger. However, any monster he uses this ability on must meet certain prerequisites. First, its type must be an aberration, animal, beast, dragon (but not of the race of true dragons; a wyvern or dragon turtle can be dominated but not a red dragon or gold dragon), magical beast, monstrous humanoid, or vermin. The monster's Intelligence score must be 11 or lower; he cannot dominate aquatic creatures (that's Merman's department); and the monster cannot be under any other being's control at the time (he cannot, for example, dominate a paladin's bonded mount or a wizard's familiar).
Beast-Man can use this ability as often as he wants, but only once per day per creature. The victim must make a Will save against DC 16 (Beast-Man's Charisma score; if his score ever increases, so will the DC). If the creature makes the save, Beast-Man can never dominate that creature again. However, if it fails, the creature willingly serves him for twenty-four hours. A Dispel Magic, Remove Curse, or stronger spell cast by a third party ends the effect prematurely.
After the effect ends (naturally or prematurely), Beast-Man can either release the creature, or attempt to dominate it again (which he usually does). The creature must then save again, but this time, it saves as if its Will Save score was treated as one point lower. For every time Beast-Man successfully dominates a creature, its Will Save score lessons another point for the purpose of making this save (however, if it EVER succeeds in making the save, it is safe from his evil power forever).
If Beast-Man attemps to dominate a creature at a point where its Will Save score would be considered zero, then the creature becomes his complete and total slave, permanently, and no more attempts on his point are needed. At this point, nothing short of a Wish or Miracle can free the creature from his mental grasp. Also, if the creature was not evil already, his wicked influence corrupts its mind, turning it Neutral Evil.
Amond the creatures Beast-Man is known to have enslaved are a pack of bloodhounds, several griffons (used by him and the rest of Skeletor's henchmen as mounts) a herd of purple worms, at least one rhinoceros-like beast, a swarm of giant wasp-like vermin, and a dozen or so shadowbeasts (he once had hundreds of shadowbeasts, but most were killed in a failed attack on Greyskull; his most powerful minion, a wyvern, was killed by a red dragon.)

Telepathic Link (Su): Beast-Man can communicate telepathically with any creature he is currently controlling or has enslaved, within a 100' radius.

Summon Minions (Su): Beast-Man can send out a summons (more of a "distress call" of sorts) to any of his enslaved monsters that are within a hundred miles of him. He can target a specific creature, a specific species, or ANY creature within range. However, whatever creatures within range do not magically appear - they must reach him under their own power. The DM must decide which of his minions - if any - are able to answer his summons, and how long they will take. (If Snake Mountain is within range, some of his minions will doubtlessly hear - if he is above ground, griffons will most likely respond; if underground, purple worms will; how long they will take depends on distance.)

Scent (Ex): Beast-Man possesses the Scent ability, as described in the Monster Manual.

Natural Armor (Ex): Beast-Man's tough, leathery hide grants him a natural AC of 3

Possessions: In combat situations, Beast-Man uses a +4 Thundering Barbed Whip. He also carries an ordinary whip to keep unruly beasts in line.

Description: Beast-Man is an intimidating figure. He stands seven feet tall and weighs over 400 pounds. Most of his body is covered in shaggy orange fur, and bony spurs jut out of his shoulders and joints. His neck strangely juts out in front of his shoulders, rather than on top of them, giving him a hunched-over appearance, and his head is hairless, with a feral, bestial look; his ears are fiendishly pointed, and his mouth is full of sharp fangs. His entire body is bulging with muscles. He wears only a loincloth, harness decorated here and there with skulls.
It is not known what race Beast-Man belongs too - if any. Given the nature of his powers, it is likely he is a unique creature, possibly created by Skeletor in some evil mutanagenic experiment.

Tactics: Many have made the mistake that, due to his appearance, Beast-Man's brain is as weak as his body is strong. Although he isn't the smartest of Skeletor's warriors, he is a great deal brighter than he looks. He is capable of planning and strategy, and in the past, he's come up with more than one good idea.
Beast-Man is more than willing to trade blows with the Masters, but he knows his limitations. He rarely goes into battle without several of his beasts as backup - either in plain sight or, even better, hidden from view, as a trap.

History: Beast-Man's origins are largely unknown. He was one of Skeletor's oldest henchmen, and when the Elders banished Skeletor to the Dark Hemisphere, Beast-Man was banished with him.
As was said, Beast-Man is brighter than he looks, and he hates being taken for granted, espescially by his teamates, who constantly tease him. He loathes Evil-lyn, who has made fun of him ever since Skeletor recruited the two of them for his horde (it isn't known which of the two was recruited first). Beast-Man knows he's a valueable member of the group, and this had led him to work extra hard to prove himself in Skeletor's eyes; since they escaped from the Dark Hemisphere, he has made no less than three major attempts.
The first one almost met with success. Beast-Man knew that he couldn't control true dragons; he believed it was because they were just too smart. But he believed that if he hatched them out of eggs and raised them, then maybe he could train them to do his bidding. So he took an enslaved wyvern to the cavern lair of a female red dragon, and while it was distracting the wyrm, he stole the eggs, and then made the cave's ceiling collapse, pinning the unfortunate dragon. Fortunately for her, Prince Adam and Teela flew by soon after on their way to a diplomatic mission and heard her cries of pain. Not exactly knowing what creature it was (he could only see the claw), Adam pried enough of the boulders loose for the wyrm to escape; she quickly flew off to find the kidnapper.
Unfortunately for Beast-Man while he fled the scene, the eggs fell through a hole in the sack he stuffed them in.
While he and Skeletor tried to locate them, the court magician Orko found them. Thinking them nothing but odd balls, he brought them to the royal palace to practice juggling; soon, they hatched. After only a day, the hatchling grew to three times their size (as red hatchlings often do, and the Masters had their hands full trying to drive them off. Skeletor seized the opportunity, and used a spell to lure the hatchlings to Greyskull, hoping theyed breach its walls. But before they could do just that, Adam, alerted by the Sorceress's distress calls, managed to lose Teela (they had finished the mission) transform into He-Man, and arrive there ahead of her. He easily drove away the hatchlings - but was unprepared when their furious mother showed up. The wyrm would certainly have killed him - but at the last moment, she recognized him, by scent, as the one who rescued her from the cave. She halted her attack and flew away with her hatchlings.
But it wasn't over yet, because at that point, Skeletor and his warriors (including Beast-Man with the wyvern) attacked, ready to finish what the dragons had started. The other Masters arrived on the scene, but with the wyvern there, they were out matched; but to the shock of everyone, the mother dragon decided to turn around. Clearly remembering the wyvern, it thew itself at the monster, tore its throat out, and hurled it into the abyss surrounding Greyskull. The wyrm then positioned itself behind the Masters, as if daring Skeletor and his men to take a step further. At this point, the villains showed a rare bit of common sense - they fled for their lives.
Beast-Man's next attempt was a good deal more thought-out. He gathered several hundred shadowbeasts - powerful predators that probably came from Subternea (the Underdark of Eternea). Skeletor figured that this powerful army could doubtlessly break into Greyskull AND destroy the royal palace. However, shadowbeasts had a weakness - they were deathly afraid of light, even moonlight and starlight. So Skeletor got creative - he used mundane means to force a large volcano to erupt, covering the sky over much of the planet with a thick layer of ash, covering Eternia in darkness. Then he unleashed the shadowbeast army on both Greyskull and the palace.
This attack tested the Masters, and indeed, every soldier in Randor's army to their limit. If the Sorceress had not discovered at a crucial time exactly what was causing the darkness, Skeletor's plan may well have succeeded. As it was, He-Man had to completely destroy the volcano before the ashen clouds could be cleared; after that, the shadowbeasts were easily destroyed.
Beast-Man's cleverest plan to date, however, was done without Skeletor's approval. He noticed that, when the Master known as Man-E-Faces assumed his monster face, he became quite powerful, but his intelligence dropped. Thus, Beast-Man theorized that, possibly, he might be able to dominate the Master when he was wearing his monster-face. It was worth a shot, so in the next battle in which Man-E-Faces participated, Beast-Man tried it - and it actually worked! For a few minutes, Beast-Man was actually controlling Man-E-Faces, and the Master turned against his friends. Fortunately, He-Man was able to break Beast-Man's control (possibly by using a paladin spell), and Man-E-Faces reverted to his human face; the Masters ultimately won the battle, but Man-E-Faces was ashamed of his lack of willpower, and fully intended never to wear his monster-face again.
However, the next day, Randor sent the Masters on a mission, and felt that Man-E-Faces had best sit it out. To get his confidence back, He-Man appeared at the palace, and asked him to accompany him on a minor mission that he was investigating, about a monster that was attacking a trade route through a swamp. Man-E-Faces agreed, thinking it wouldn't be hard.
But unbeknownst to He-Man, it was a trap. Skeletor had hired two deadly assassins to conconct a ruse to lure him there. And unbeknownst to the assassins, the rest of Skeletor's henchmen (Beast-Man included), who were worried about job security had followed them, and were prepared to finish them once they finished He-Man. For Beast-Man, seeing Man-E-Faces there was an unexpected bonus.
The two assassins played a game of cat and mouse with the two heroes. Man-E-Faces tried his best to rely only on his robot-face abilities, but eventually, he knew it wasn't enough, and when a swamp beast tackled him, he shifted to his monster-face. Eventually, the assassins caught He-Man in a vine trap. At that point, however, they both got greedy, and started fighting each other over who would get the bounty; it made them easy prey for a knockout blow from Evil-lyn's staff. At that point, Man-E-Faces charged at the villains with his monster-face in full view. Naturally, Beast-Man attempted his vile trick again... and he thought it worked. When he ordered Man-E-Faces to kill He-Man, it looked like he was doing so... but when Man-E-Faces stood aside, He-Man was gone, and a big grin was on Man-E-Faces's monstrous face. He has resisted Beast-Man's power, and though his monster form wasn't very smart, his legendary acting skill had not changed a bit! He-Man then appeared behind the villains, and flipped them all into a mud patch; the two tired heroes then left, deciding to let Skeletor punish them.
Still, Beast-Man remains in Skeletor's employ, and it remains to be seen what ideas he'll come up with next.

Classic Beast Man Quote #1:

(Beast-Man's gargoyles have returned from a vital mission; Skeletor and Evil-lyn are gloating among themselves while completely ignoring Beast-Man.)

Beast-Man (sulking): "You're welcome..."

Skeletor: "What was that?!"

Beast-Man: "Um, I said... You're well-groomed! I love the hood!"

Classic Beast-Man quote #2:

(Evil-Lyn has just made fun of Beast-Man's bloodhounds for failing to track He-Man [although since they were trailing Adam, they techinically succeeded])

Evil-Lyn: "...and by the way, you're shedding."

Beast-Man (furious): "You're gonna be shedding TEARS when I get done with...!!!

(Skeletor interrupts them with a Lightning Bolt)

Coming up in the next few days - a double dose of villainy, in the form of Tri-Clops and Trp-Jaw!

- Brian

[ January 07, 2003, 02:51 PM: Message edited by: bjrc ]

--------------------
"Who's side am I on? I am on nobody's side, for nobody is on my side."

- Treebeard, from The Two Towers, expressing the basic philosophy of nature - neutrallity.

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
The Scarlet Bard
Member
Member # 96732


posted January 01, 2003 09:32 PM      Profile for The Scarlet Bard   Email The Scarlet Bard    Edit/Delete Post
Dude, this is amazing. I was talking to my roommate about this earlier but didn't know anyone was actually doing it. This rocks! I can't wait to see the next one.
From: Hot Springs, AR | Registered: Jul 2002  |  IP: Logged
bjrc
Member
Member # 7993



posted January 03, 2003 11:44 AM      Profile for bjrc      Edit/Delete Post
Hello everyone, I'm back again.

And now, a double dose of evil: two sinister cybernetic psychopaths - Tri-Clops and Trap-Jaw!

TRI-CLOPS

Male Cybernetic Human Figter 3 / Expert 12

CR 17; Medium-Sized Humanoid (human); HD 3d10+6 plus 12d6+24; hp 94; Init +6; Spd 30 ft; AC 12 (touch 12, flat-footed 12); Atk +16/+11/+6 (+5 Defending, Throwing, Returning Longsword)or +13/+8/+3 ranged (2d10, eye ray); SA/SQ Cybernetic eyepiece; AL NE; SV Fort +7, Ref +7, Will +12; Str 12, Dex 14, Con 14, Int 20, Wis 16, Cha 15.

Skills: Alchemy +15, Appraise +15, Craft (machines) +55, Open Lock +12, Profession (Engineer) +23, Profession (surgeon) +33.

Feats: Improved Critical (longsword), Improved Initiative, Precise Shot*, Point Blank Shot*, Rapid Shot*, Weapon Focus (rays), Weapon Focus (longsword).

Cybernetic Eyepiece (Ex): The cybernetic eyepiece that covers the upper part of Tri-Clops's head like a helmet gives him several special abilities. First, the device cannot be removed without killing him (or if it can be, only he knows how).
The three mechanical eyes (placed at the 0-degrees, 135-degrees, and 270-degrees positions of the circular device) allow him to see in all directions, and he does not need to even blink. Thus, he cannot be caught flat-footed unless he is asleep or somehow blinded.
The mechanical eyes all are able to see invisible objects, etherial objects, and are not fooled by illusions. He is completely immune to all gaze attacks (of course, the device is probably not completely foolproof - epic spells that created these effects could probably work on him). Because his eyes are mechanical, he is immune to all attacks, magical or otherwise, that rely on biological means to blind a creature (pepper spray, spitting cobra venom, and even a Power Word, Blind spell cannot blind him - but simply throwing ink in his face may put out one eye for a minute or two).
Tri-Clops can use the eye that is currently in front of his face (but not the other two)like a telescope, and accurately see objects up to five miles away (so long as there are no obstacles blocking his sight).
Each of Tri-Clops's eyes is equiped with two ray weapons. He may only use the weapons in the eye that is currently in the front of his face, but he can rotate the eyepiece and switch eyes as a free action. One eye is equiped with a cold ray and a sonic ray; another is equiped with a heat ray and a particle ray (which does physical damage); and the third has an electric ray and a ray that shoots deadly negative energy (this does double damage to good outsiders and heals undead and evil outsiders, like Skeletor; obviously, this addition was Skeletor's idea). Each ray does 2d10 points damage. Each ray is powered by a battery, and can be fired fifty times before the battery must be replaced (thus, Tri-Clops has a total of 300 ranged attacks before running out of "ammunition"; note that all of his batteries may not be fresh at the start of an encounter.
Finally, the eyepiece is linked to work with Tri-Clops's doomspheres (see below).
Tri-Clops is constantly updating his eyepiece, and it may have additional powers in the future.
An enemy can attempt to break Tri-Clop's eyepiece in combat, but it isn't easy. The opponent suffers a -5 penalty to his attack roll, and it provokes an attack of opportunity. If he manages to hit it, the eyepiece has a hardness of 10, can withstand 60 hp before being significantly broken, and has break DC of 65.
If the eyepiece is damaged, Tri-Clops can repair it in one week; if it is completely destroyed, he requires one month, and Skeletor's help, to build a new one.

Possessions: +5 Defending, Thowing, Returning Longsword, several Doomspheres.

Doomspheres: These inventions of Tri-clops are used for surveilance and espionage. Resembling tiny spaceships, a doomsphere can fly at a speed of 50 feet (perfect manuverability) and can fly up to 100 miles from Tri-Clops to spy on enemies. It is equiped with a sort of scrying device; by using his eyepiece, Tri-Clops can see anything a doomspere sees. He can project what it is seeing for others to see, like a movie camera. A doomspere can also record and save anything it views and project the images for Tri-Clops (or anyone he tells it to) later. It is not known what the limits of a doomsphere's storage memory is (presumably some have more than others). A doomsphere also is equiped with a small lantern that can shed light equal to a Light spell, and a small energy blaster (in case an enemy discovers it) that can fire a blast equal to a Magic Missile once per round; it can shoot fifty blast before needing to be recharged (this is a weak weapon, so if discovered, it usually flees, using the blaster to cover its escape). A doomsphere has an AC of 15 and 20 hp, and has all the benefits of a construct.

Note: Tri-Clops's eyepiece, his sword, doomspheres, and anything else he builds are technological items, not magical items, and thus are not subject to any effects that may limit magic items (for example, they still work in an Anti-Magic Field).

Appearance: Tri-Clop's cybernetic eyepiece, made of green metal, gives him a bizarre look. The rest of his clothing is also green, limited to an odd vest and trousers, on which there are strange tubes that only he knows the purpose of (presumably they have something to do with the function of the eyepiece).

Tactics: Tri-Clops functions better in his labs than the battlefield, but he doesn't shy away from combat. He is likely the smartest member of Skeletor's horde (except Skeletor himself, and Tri-Clops may argue about that when he's sure Skeletor can't hear). Tri-Clops's major problem is, while he's a genius at building and inventing things, he's lousey when it comes to battle strategy, unlike his equivalent on the side of the Masters, Man-at-Arms. Tri-Clops particularly despises the leader of the Masters; he claims that he is a much better scientist than Duncan is. However, Tri-Clops is only fooling himself; he will never be as good as Man-at-Arms, and the only reason he hates the Master is jealousy, pure and simple.

History: Tri-Clops's history is largely unknown. Obviously, he once had a name other than "Tri-Clops, but it has been forgotten. He doubtlessly invented the cybernetic eyepiece that he wears; but since a sugeon cannot perform surgery on himself, he must have had a partner some time in the past. Whether his origin will ever come to light remains to be seen.
What is known is that he was one of Skeletor's oldest henchmen; when the evil would be conquerer was banished by the Elders to the Dark Hemisphere, Tri-Clops was banished with him. When Skeletor escaped, Tri-Clops came in tow.
Tri-Clops remains one of Skeletor's most valuable henchmen. He invented all of the Overlord of Evil's technological equipment, including the vehicles which he and his henchmen use. Tri-Clops has thus far showed remarkable loyalty to Skeletor, and if he has any plans to usurp his power, as a few of Skeletor's other more intellient henchmen do, he has kept them to himself - for now.

Classic Tri-Clops quote:

(Tri-Clops has just learned that the reason his latest experiment blew up in his and Skeletor's faces was due to a surge from the Corodite Crystal)

Skeletor: So, the Corodite Crystal still exists; it is a wonder I haven't thought of it before...

Tri-Clops (still upset): You didn't even think of it this time...

Skeletor: You're lucky I'm in a chipper mood...

[ January 04, 2003, 09:01 AM: Message edited by: bjrc ]

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged


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