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Author Topic: Masters of the Universe
bjrc
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posted February 11, 2003 10:57 AM      Profile for bjrc      Edit/Delete Post
I agree.

I have now edited it, and lowered his intelligence to 8 (I think 7 would have been TOO dumb). Clawful was apparently smart enough for the Elders to consider him too great a risk to simply throw him in jail; he was banished the Dark Hemisphere with his boss. So while is rather stupid, he isn't THAT stupid.

- 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
adanama
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posted February 27, 2003 12:56 PM      Profile for adanama      Edit/Delete Post
bjrc: GREAT JOB SO FAR!!

so when are we going to see the rest of them?

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adanama

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bjrc
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posted February 27, 2003 02:51 PM      Profile for bjrc      Edit/Delete Post
I'm sorry guys. For the past two weeks, I have been stricken with pnemonia. Even reading my e-mail has been a chore, seeing how blurry my vision has been.

But I have recovered. The stats for Whiplash will be up by Saturday at the latest. After him, I still have three classic characters to work with.

But that's not all. Catoon Network has new episodes premiering starting the 8th; and the first new episode will feature the premiere of yet another classic character. (I will not say who just yet). So I will soon have a lot more to work with.

So stay tuned.

- 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 February 27, 2003 08:08 PM      Profile for jonstryder   Email jonstryder    Edit/Delete Post
Another characer...

Well there is one heck of a list to go through.

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

"Never underestimate the power of a Dark Clown!"
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bjrc
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posted March 01, 2003 07:20 PM      Profile for bjrc      Edit/Delete Post
Hello everyone! Bet you thought I had abandoned this thread? Well, being sick with pneumonia for two weeks, writing something this long has been a virtual impossibility.

So time for the next character – a villain who proves that having a good head on your shoulders isn’t always as important as having a good tail on the base of your spine. That’s right, I’m talking about…

Whiplash

Male Kalagar Fighter 15

CR 17; Medium-Sized Monstrous Humanoid (reptilian); HD 15d10+60; hp 180; Init +4; Spd 30 ft; AC 15 (touch 10, flat-footed 15); Atk +21/+16/+11 (by weapon), or +35 (3d6+5, tail); SA Tail attack; SQ Natural armor, darkvision to 60 feet; AL NE; SV Fort +13, Ref +7, Will +6; Str 20, Dex 10, Con 18, Int 9, Wis 12, Cha 14.

Skills: Climb +14, Jump +14.

Feats: Cleave, Combat Reflexes, Dirty Fighting*, Fists of Iron*, Great Cleave, Improved Bull Rush, Improved Critical (tail), Improved Initiative, Improved Sunder*, Improved Unarmed Strike, Lightning Reflexes, Power Attack, Power Lunge*, Sunder.

* From Sword and Fist.

Tail Attack (Ex): Like all kalagars, Whiplash’s primary weapon is his knobbed tail; it strikes with an attack bonus of +35 (his total attack bonus for his class and level) and does 3d6 points of bludgeoning damage plus his strength bonus. Normally, a kalagar’s tail threatens a critical on a roll of 19-20, but due to Whiplash’s Improved Critical feat, his attack does so on a roll of 17-20. If Whiplash uses a weapon as well, his tail gives him and extra attack. Also, due to his Improved Unarmed Strike feat, using both his tail and a weapon does not provoke an attack of opportunity, a problem for most kalagar. (And his Fists of Iron feat can make his tail deadlier still.)

Natural Armor (Ex): Whiplash’s scaly hide gives him a natural AC of 5.

Possessions: Whiplash might carry a weapon occasionally (usually a bludgeon), which may have a small enchantment. But he prefers to rely on no more than his tail. Perhaps even though he is now hated by his own race, he cannot shake the traditions that he grew up with.

Appearance: All of the reptilian kalagars appear somewhat different. Whiplash is about six feet tall, and hulking (some would say fat), and muscular. His face is lizard-like, with a toothy mouth with slightly pronounced lower incicers, and eyes that appear more like a mammal’s. His scales are very small and soft, so as to be almost unnoticeable, and the only unusual features on his skin are odd bumps. All in all, he isn’t very fierce-looking compared to most other kalagars.

Tactics: Whiplash isn’t very bright, and his fighting style is about as subtle as an earthquake. Skeletor recruited him for his ability to inflict a large amount of damage, and that’s what he does best. The Masters must admit that he’s not one to be taken lightly. While Whiplash may not be very smart, he’s quite good at hitting things with that tail; and when such a weapon is capable of smashing solid boulders into pebbles, an enemy’s low intelligence hardly matters.

History: Whiplash is a Kalagar, a reptilian, humanoid race native to Subternia (the Underdark of Eternia). The Kalagar are not an especially evil or violent race… at least not most of the time. Whiplash however, was apparently a criminal of some sort, who committed some kind of terrible offence against his own race. The Kalagar’s current king, a powerful warrior named Ceratus, claims he was a traitor, and apparently what Whiplash did was so terrible, that the mere mention of his name is enough to send the average kalagar into a rage. However, the exact nature of his crime has never been revealed.
Whatever the case, before Whiplash could be brought to justice for whatever he did, he escaped to the surface. There, he was recruited by the blackguard Keldor (later known as Skeletor) for his army in his bid to attack the Tower of Wisdom and seize the power of the Elders. Clearly, Keldor recruited the brute for one purpose – his strength.
Keldor’s attack failed utterly, and apparently the Elder’s decided that Whiplash (among several other members of Keldor’s army) was too dangerous to simply imprison. So he was banished, along with his master, to the Dark Hemisphere.
Years later, when Keldor – now known as Skeletor, due to the curse the Elders had put upon him – escaped, Whiplash was close behind. He was part of the initial assault on the Eternian Royal Palace, but his role in that battle was minimal.
A long while after Skeletor learned that the Elders’ power was contained in Castle Greyskull (and many failed attempts at conquering it), Whiplash got a good idea. He though that it might be easy to enter Greyskull from below, through Subternia. Having grown up there, he thought he could find Greyskull’s location rather easily. Skeletor was impressed at the idea; so taking along Beast-Man and Evil-lyn, he followed Whiplash into Subternia’s depths.
As fate would have, King Randor had a mission to take care of in that shadowy realm that day. When he was commander of the Elder’s armies, he had fought alongside the Kalagar and another Subternian race, the Spelians (a race of large humanoids who resemble bats), against an enemy whose identity is as yet unrevealed. Since then, the alliance between the two races had ended, had grown into an unfriendly rivalry, and was now threatening to collapse into all-out war. Randor thus decided to embark on a diplomatic mission to attempt a peace treaty; since he didn’t expect combat, he decided to only bring Man-at-Arms and Adam.
However, soon after meeting the Spelian king, Lord Dactys, a spelian who had been scouting their territory reported sighting Skeletor. It didn’t take long for Randor to realize that his old enemy was planning to attack Greyskull from below. Despite Duncan’s urging for him to return to the surface, Randor felt it was his responsibility, and decided he would confront the blackguard personally. So, after borrowing Dactys’s sword, the three Masters left to track down the villains.
Along the way, the three of them wandered into kalagar territory, were Ceratus himself and his entourage were passing through. Adam noticed the Kalagar king in the shadows; mistaking him for Whiplash, Adam called him out by that name; hearing the traitor’s name angered Ceratus, and he ordered his men to attack. After a brief battle, Randor traded blows with Ceratus and subdued him, ordering him to stop. At that point, Ceratus recognized his old ally. Randor told him that Skeletor was lurking around, and promised that he would arrange a treaty between his people and the Spelians once the villains were taken care of. Although Ceratus doubted that peace was possible, he knew the danger that Skeletor posed, and ordered his men to let them pass.
Soon after, they met Skeletor and his henchmen in a volcanic cave. During the brief battle, Adam purposely faked panic, and managed to separate himself from his father and Man-at-Arms. Pretending to flee to surface, he instead made to a hidden area and transformed into He-Man.
Skeletor escaped from that confrontation, and eventually Whiplash did lead them to the right area; after unearthing a pile of rocks, Skeletor found what he was looking for – an entrance to Greyskull, shaped exactly like its primary one. At that point, Randor and Man-at-Arms caught up to them; Skeletor ordered Beast-Man and Whiplash to hold them off, while he and Evil-lyn blasted open the door. But when they did, He-Man was waiting behind it! (Exactly how he got isn’t known.)
A battle ensued; Randor finally paid back Skeletor for the beating he received in the initial battle at the palace. When defeat was certain, Skeletor and his men retreated; only to run strait into Ceratus and his entourage. They were quite happy that the traitor had fallen into their hands…
The end result of Whiplash, Skeletor, and the others with the Kalagar isn’t known (nor is what Skeletor eventually did to Whiplash for causing the whole mess), but they apparently escaped eventually. Whiplash’s next contribution to Skeletor’s plans was more indirect. After Skeletor’s forces suffered a humiliating and costly defeat due to He-Man, he decided to direct his efforts towards eliminating He-Man. For that, he didn’t need warriors – he needed assassins.
Whiplash spoke up at that point, saying that he had two friends who were assassins, and that either one could do the job. He started to describe them, but then Skeletor interrupted him, ordering him to send for both of them.
Now, Whiplash knew that bringing both of these two assassins (Badka and Tuvok by name) to the same place at the same time wasn’t a good idea. They were fierce rivals who hated each other’s guts. But disobeying Skeletor was never a good idea, so he did what he was told.
After Skeletor saw what the two assassins were capable of (by putting his own henchmen against them), he decided to hire both of them, and ordered them to cooperate, telling them to like it or lump it (so to speak). So the two of them reluctantly did so, setting a trap for He-Man.
Unfortunately, things turned out just as Whiplash feared; the fact that the rest of Skeletor’s henchmen (fearing job security) sabotaged their efforts, didn’t help much. The plan failed miserably. Fortunately, Whiplash escaped without punishment, as the blame fell entirely on Badka and Tuvok.
Whiplash has always been an incurable suck-up; if he has any plans to rebel against his boss, he keeps them to himself and he likely will for the immediate future.

Classic Whiplash Quote:

Whiplash has brought the assassins to Skeletor’s throne room.

Whiplash: “Skeletor, may I present Tuvok and Badka. Tuvok, Badka, may I present…”

Whiplash is interrupted as Skeletor blasts him with a Lightning Bolt.

Kalagar PCs

+4 Strength, -4 Dexterity. Kalagar are very strong, but also very clumsy.

Medium-Size; Most Kalagar are medium-size creatures, and as such have no special bonuses or penalties due to their size (however, a kalagar never stops growing during his or her average 200 year lifespan, although older ones grow slower, and an old kalagar may be as large as eight feet tall, and thus be Large sized).

Kalagar base speed is 30 feet

Darkvision; As monstrous humanoids, a kalagar has darkvision to 60 ft.

Natural Armor; A kalagar’s reptilian hide gives him or her a natural AC of 5.

Tail Attack; A kalagar can strike with his or her tail, with an attack bonus equal to the total attack bonus for his or her class; the attack does 3d6 points of bludgeoning damage plus the kalagar’s Strength bonus, and threatens a critical on a role of 19-20.
If a kalagar uses a weapon as well, his tail grants him an extra attack, but doing so provokes an attack of opportunity, unless he takes the Improved Unarmed Strike feat. Most kalagars do not use weapons; weapons are not “the kalagar way.” (They aren’t fools however; if faced with opponents who are immune to normal attacks, they have no problem using enchanted weapons.)

Odd Anatomy; Due to their peculiar body structure, all clothing and armor for a kalagar must be custom made, and costs double the normal price. This is even true is the smith is a kalagar, because every kalagar’s body is shaped differently, and they tend to have horns, ridges, and frills that are different for each individual (few kalagar smiths exist anyway – the race seems to have little talent with metalwork)

Automatic Languages: Eternian, Kalagar, Spelian.

Favored Class: Fighter. A Multiclass kalagar’s fighter class does not count against him when determining whether he suffers an XP penalty.

ECL: 2

Coming up next: since I’ve planted the seeds for it… be prepared to experience the horror of Skeletor’s newest unwilling employee!

I’m back, and I’m gonna be keeping them coming like wildfire!

- 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
Wyvern76
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posted March 16, 2003 02:27 AM      Profile for Wyvern76   Email Wyvern76    Edit/Delete Post
So when do we get to see Moss Man? [Smile]

Wyvern

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"There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
- William Shakespeare, "Hamlet"

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Skyrocket
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posted March 16, 2003 11:25 AM      Profile for Skyrocket      Edit/Delete Post
Considering that he's the one the Masters answear to, I'd like to see the stats for King Randor.

You know, IIRC, in the 80's version of the show Adam's mom was actually from Earth.

--------------------
"There are countless ways of achieving greatness, but any road to achieving one's maximum potential must be built on a bedrock of respect for the individual, a commitment to excellence, and a rejection of mediocrity."
-Buck Rodgers

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bjrc
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posted March 16, 2003 04:49 PM      Profile for bjrc      Edit/Delete Post
They're all coming people.

My next character will be Two-Bad (wait until you see him!)

After that, your wish will be granted Skyrocket - King Randor will come after. He may have never been made into an action figure, but without him, the Masters would never have existed!

After that, I have plans for the following characters, who have appeared in recent episodes:

Cyclone
Roboto
Moss Man
Evil Seed

Although Evil Seed has not been made into an action figure (yet) he deserves attention because versions of him have appeared in both the old series and the current one.

I have not yet decided whether to do Count Marzo yet, but its possible; the more important guys come first.

But that's not all. The new episodes have revealed many new exotic monsters of the world of Eternia... so be ready for "Monsters of the Masters!"

Also, there have been many odd magic items revealed as well. Want D&D stats for the Ram Stone, the Legacy Stones, or even the Diamond Ray of Disappearence? Be ready for "Artifacts of the Ancients!"

Want more?

The new comic book series by Image has promised a new limited series, detailing the full origind of four villains: Tri-Clops, Beast-Man, Merman, and Trap-Jaw! Be prepared for possible revised versioned.

And a DEFINATE revised version is on the way. Image has promised another limited series, a prequel detailing the beginnings of Keldor, including his earliest battles with Randor! That's right, My stats for Skeletor, the Overlord of Evil, will have a fresh new look, in the coming weeks!

It's all coming soon...

- 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
Wyvern76
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posted March 16, 2003 06:36 PM      Profile for Wyvern76   Email Wyvern76    Edit/Delete Post
quote:
Originally posted by bjrc:
After that, your wish will be granted Skyrocket - King Randor will come after. He may have never been made into an action figure,

You'd be surprised. Go to this page and scroll about 3/4ths of the way down.

quote:
It's all coming soon...
Cool.

--------------------
"There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
- William Shakespeare, "Hamlet"

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WilliamPall
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posted March 24, 2003 04:44 PM      Profile for WilliamPall   Email WilliamPall    Edit/Delete Post
I just found this thread today and my jaw has now fallen through the floor and is down stairs . . .

I was planning on doing something like this eventually, but I figured the only way to do it proper respect was to use Mutants & Masterminds. I was wrong.

This is amazing! This is fantastic! Is this thread available in pdf fomat?!

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bjrc
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posted March 24, 2003 05:08 PM      Profile for bjrc      Edit/Delete Post
Um, what is pdf?

And incidentally, I promise that Two-Bad's stats will be up by Wednesday (they are introducing characters very fast. Incidentally, here the character classes and races of the characters that I plan to do:

Two-Bad: Unique Cursed Amagamate Assassin8/Fighter8

Randor: Human Aristocrat 3 / Fighter 14

Cyclone: Celestial (unknown race) Paladin 17

Roboto: Android Expert 4 /Fighter 12

Moss Man: Nature Spirit Druid 18

Evil Seed: Demonic Nature Spirit Druid 14

Count Marzo: Sorcerer 20

If next week's episode introduces anyone else; we'll see.

- 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
Skyrocket
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posted March 24, 2003 09:06 PM      Profile for Skyrocket      Edit/Delete Post
Okay, so Adam, a prince, is a level 8 aristocrat and his dad, a *king* is only level 3? I don't follow. [Confused]

--------------------
"There are countless ways of achieving greatness, but any road to achieving one's maximum potential must be built on a bedrock of respect for the individual, a commitment to excellence, and a rejection of mediocrity."
-Buck Rodgers

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Mr. VanderMeer
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posted March 25, 2003 03:22 AM      Profile for Mr. VanderMeer      Edit/Delete Post
I don't think your title has anything to do with level. A simple baron might be a level 16 aristocrat, while a king maybe only level 1 aristocrat.

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Mr. VanderMeer; Bakemono Barbarian/Rogue.

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bjrc
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posted March 25, 2003 04:35 PM      Profile for bjrc      Edit/Delete Post
Actually it makes perfect sense.

See, before Randor was granted sovereignty over the lands that the Elders ruled, he was leader of the Elders's armies (the Elders granted him sovereignty as a reward for his loyal service). He spent the majority of his life as a warrior, and, relatively little of it as a monarch.

Adam, on the other hand, has spent almost all of his sixteen years as a noble. He only started to learn how to fight about a year before he became He-Man. It thus stands to reason that he is more an Aristocrat than a Warrior. If you see episodes like the three-part "Beginnings" story and "The Courage of Adam", you will see that Adam is a pretty pathetic warrior, clearly a thousand times weaker than his alter-ego, and certainly far weaker than his father.

Besides, just because Randor is more Fighter than Aristocrat won't make him a bad Aristocrat. You'll see what I Mean when his stats are posted.

If you want proof of Randor's fighting abilities, see the "Underworld" episode. That episode also gives some background on him, and some hints to his past accomplishments.

By the way, after those characters I mentioned have been taken care of, a revised version of Skeletor will be posted. It will be much better than before.

- 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.

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WilliamPall
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posted March 25, 2003 07:31 PM      Profile for WilliamPall   Email WilliamPall    Edit/Delete Post
Pdf format is a file format used with Adobe Acrobat. But if your not aware of the file format I'm guessing no . . . eh?
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jonstryder
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posted March 25, 2003 07:50 PM      Profile for jonstryder   Email jonstryder    Edit/Delete Post
But you got to have Acrobat Reader in order to write things in .pdf format other wise 'd be using it. [Big Grin]

--------------------
"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

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jonstryder
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posted March 26, 2003 10:03 PM      Profile for jonstryder   Email jonstryder    Edit/Delete Post
By the way when did Cyclone and Roboto pop up in the new series? I though Mossman was the only one to be shown so far.

--------------------
"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

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bjrc
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posted March 27, 2003 04:30 AM      Profile for bjrc      Edit/Delete Post
Yes, they have.

And if the cover of the most recent comic book is any indication, Zodac, Fisto, Webstar, and Stinkor should show up soon.

- 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
DFloyd
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posted March 27, 2003 10:43 AM      Profile for DFloyd      Edit/Delete Post
quote:
Originally posted by jonstryder:
By the way when did Cyclone and Roboto pop up in the new series? I though Mossman was the only one to be shown so far.

Sy-Klone appeared in "Mystery of Anwat Gar" (which would have been filler if not for Sy), and Roboto appeared in "The Roboto Gambit."

If you go to the He-Man.Org forums, you can get much more information than we can give here without going wildly off-topic.

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bjrc
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posted March 27, 2003 09:46 PM      Profile for bjrc      Edit/Delete Post
Hello everyone. Brian here, with the next character in my continuing project. Man, I really put my blood, sweat, and tears into this one. Believe me, this was the hardest one yet.

You ever hear the expression “two heads are better than one”? Well, that is DEFINITELY not the case with this guy.

And with a set-up like THAT, you know that I’m talking about…

TWO-BAD

Male Cursed Amalgamate Fighter 8 / Assassin 8

CR 18; Medium-Sized Aberration; HD 8d10+32 plus 8d6+32; hp 154; Init + 7; AC 18 (touch 18, flat-footed 18); Spd 30 ft; Atk +21/+16/+11/+6 melee (by weapon +5) X2, or +19/+14/+9/+4 ranged (by weapon) X2; SA/SQ Dual minds, odd polymorph, superior two-weapon fighting, shared legs, master guardian, enhanced skills and feats, sneak attack +4d6, death attack, poison use, uncanny dodge (can’t be flanked), +4 to saves vs poison; AL NE (both); SV Fort +14, Ref +6, Will +9/+7; Str 21, Dex 16, Con 18, Int 15/10, Wis 14/9, Cha 16/18.

Skills: Balance +10, Bluff +14, Climb +13/+11, Craft (Trapmaking) +24/+20, Disable Device +15, Disguise +4/+4, Hide +11/+11, Intimidate +12, Listen + 2, Move Silently +11/+11, Read Lips + 9, Spot +12, Use Rope +15.

Feats: Cleave, Exotic Weapon Proficiency (Bolos), Exotic Weapon Proficiency (Boomerang), Exotic Weapon Proficiency (Great Chain), Exotic Weapon Proficiency (Nunchaku), Fists of Iron*, Great Cleave, Improved Initiative, Improved Unarmed Strike, Iron Will, Power Attack, Run, Skill Focus (Craft [Trapmaking]), Weapon Finesse (Nunchaku).

From Sword and Fist

Skills and Feats listed in italics are possessed only by Tuvar; those listed in bold are possessed only by Baddhar. Those in normal font are possessed by them both.

With all stats with two numbers separated by a slash, the one two the right is Tuvar’s stat, and the one to the right is Baddhar’s in the case of Skills, see Two-Bad’s Enhanced Skills and Feat’s ability for more info.

The great chain is described in Oriental Adventures; the bolos and boomerang is described in Dragon #275. For the sake of those who do not possess these sources, these weapons will be described below.

Typical assassin spells used: (Note: only Tuvar is smart enough to cast assassin spells)(2, 2, 1): Obscuring mist, spider climb; darkness, pass without trace; absorb weapon*

*This spell is found in Song and Silence

Tuvar’s small spellbooks contain all the first, second, and third level assassin spells listed in the DMG, and Song and Silence. However, he steers clear of the spells listed in the Book of Vile Darkness. He has always been no more than a mercenary, and casting such fiendish magic is not his style. Besides, such dark, evil magic scares the hell out of him.

Tuvar’s possessions: Nunchaku, great chain, two +2 shocking burst daggers, +2 shocking burst trident, two or more +1shock bolos, clocking device, several smoke grenades, ropes, rations, trap-making equipment, thief’s tools, traveling spellbook.

Baddhar’s possessions: One or two heavy maces, several boomerangs, nunchaku, heavy shield (not always carried), ring of protection +5, rations, trap making equipment.

Note that all of Tuvar’s special weapons and devices are technological, not magical. Baddhar does not understand how to use Tuvok’s daggers, trident, or cloaking device, so he cannot use them if Tuvok is somehow incapacitated (he is also not proficient with a bolos, even if he did no how to operate it; Tuvar’s great chain is an ordinary one, but Badka is not proficient with that either, so he incurs the normal penalties if he tries to use it). Smoke grenades, however are very easy to use.

Bolos:: The standard bolos is a small, ranged exotic weapon, consisting of a set of three weighted balls made of wood or metal connected by cords. To attack, one whirls the bolos in a circle over his head and then flings it at a target. The weapon hits with a successful ranged touch attach, disregarding armor, shields, or natural armor bonuses.
A target struck by a bolos must make a Reflex save with a DC equal to the attack bonus of the attacker. If the save fails, he takes 1d6 points of subdual damage and is pinned. (Note that Tuvar’s version has the Shock property, so they also do electric damage). A bolos can only pin a medium-sized or smaller target.
To get free of the bolos, a pinned victim can try break out (making a Strength check at DC 20 – success destroys the weapon), wriggle out (making an Escape Artist check at DC 20) or cut the bolos with a slashing weapon (most have 5 hp). Regardless of the method, escaping is a full round action; the victim may take 10 or 20 on the action to escape, if he has time.
If the saving throw succeeds, the target takes damage, but isn’t pinned.
There are also barbed versions of bolos – these work the same way, but do real damage (slashing) rather than subdual. If a pinned victim tries to wriggle free of barbed bolos and fails, he takes 1d4 points damage (but not if he fails to burst free). Someone who is proficient with normal bolos is also proficient with barbed ones (Tuvar does not use this type).
Both bolos do double damage on a critical, and have a range increment of ten feet. An ordinary one costs 10 gp and weighs 3 lbs.; a barbed one costs 20 gp and weighs 4 lbs.

Boomerang: This primitive weapon is a small, exotic ranged throwing weapon made of wood. Both slashing and bludgeoning versions exist, and a proficient user can use both types (Baddhar uses slashing types). It has a range increment of 20 feet, and does 1d4 points of damage (bludgeoning or slashing).
A user who has the proper Exotic Weapon Proficiency feat can throw a boomerang so that it will return to him if it misses the target. To successful catch it when it returns, the thrower must make a second attack roll (as if he were throwing the boomerang) and “hit” AC 10. If he misses, the weapon falls ten feet from the thrower in a random direction.
Boomerangs cost 20 gp and weigh 2 lbs. Masterwork ones might be made of metal and are heavier.

Great Chain: Also known as a manriku-gusari, this martial arts weapon is just a long chain with weights on the end. It is considered large weapon, and can used in two hands as a double weapon, or one, as a reach weapon (because Baddhar does not know how to use it, Tuvok can no longer use it the former way; but he can use it in the latter way if Badka simply holds onto one end.). If used as a double weapon, all normal penalties occur. If used as a reach weapon, it can hit foes up to 10 feet away; unlike most reach weapons this weapon can be used to attack adjacent enemies. It can be used to make trip attacks, and gives the user a +2 bonus on opposed attack rolls when using it to disarm opponents (including the roll to avoid being disarmed himself if the disarm attempt fails).
This weapon can be used with the Weapon Finesse feat.

Cloaking Device: A common piece of equipment among Eternian assassins and spies, this technological device can grant a user limited invisibility.
Shaped like a gauntlet, when activated, the wearer vanishes from site. However, the effect is far from perfect. If the user remains perfectly still, he is completely invisible. If he moves at no less than a walking speed, he can be seen slightly – a viewer must be actively looking for an enemy (i.e., he must announce he is making a Spot check or Listen check), and then a Spot check at DC 20 reveals the user’s presence. If the user moves at a brisk walk, he appears as a faint shadow; at this point, a viewer does not need to announce his intentions, and a Spot check at DC 15 allows him to see the user. If the user moves faster than that (which is necessary for combat), the device fails, and he becomes visible until he slows down.
The battery in the device can power it for about ten hours (while it is turned on, whether it is actually working or not), before it needs recharging. Charging it requires a simple generator that can be found almost everywhere (including Snake Mountain), but it takes two hours of charging to recharge one hour of power.
These devices cost around 1000 gp; they weigh 20 lbs.

Smoke Grenades: These common devices are found in practically weapon shops. They are shaped like small gray spheres with a button on one side. To use, one simply pushes the button down, and throws it against a hard object (usually the floor). It then explodes, releasing a cloud of smoke similar to an obscuring mist. Users use these devices to cause confusion, cover escapes, and a variety of other purposes.
These grenades cost 2 gp each and weigh a mere four ounces.

Dual Minds(Ex): Two-Bad was once two separate beings; thus, each of his heads has a different mind and a different personality. Despite the fact that they hate each other, they have been forced to work as a team, and are starting to adjust to it.
The most important consideration about Two-Bad’s condition is the effect that mind-affecting spells and devices have on them. Any spell, power, device, or attack used on them that is designed to affect the mind can only affect one of his minds (unless it is designed to affect multiple creatures, like mass charm.
Naturally, Two-Bad fears what would happen should one of their heads become charmed or otherwise mentally controlled, so they have thought up a strategy to prepare for such a situation. Should it become obvious that one of them is being charmed or similarly mentally controlled, the other will immediately drop whatever weapon he is holding and start punching the other in the face, doing subdual damage in an attempt to knock him unconcious (reducing “half” of Two-Bad to zero hit points by subdual damage only requires reducing half of his current hp to zero). Note that the other will not fight back, even under the orders of the person who is mentally controlling him; doing so would endanger the lives of both of them, is considered a suicidal action, and violates what a standard charm is capable of. If the charmed one is knocked out, the other takes control of their legs and tries to escape.
Note, however, that while Two-Bad is mentally two beings, they share one body physically. If one of them is affected by a mental spell that is lethal, (like phantasmal killler)then the other dies with him.

Odd Polymorph (Su):The bizarre nature of the curse that Two-Bad is under causes a weird effect is they are ever subjected to an effect that changes their shape into that of another creature (whether he does it himself – like via a potion of polymorphing or if he is the victim of a polymorph other spell or the like), the resulting creature will also have two heads. Should he be polymorphed into a creature that is already multiheaded, the result will have twice the usual amount of heads (if polymorphed into an ettin, the ettin will have four heads). Finally, Two-Bad cannot be polymorphed into creatures that effectively do not have heads (like a beholder); such attempts simply fail.

Superior Two Weapon Fighting(Ex): Because each of Two-Bad’s heads controls an arm, they do not suffer an attack penalty for fighting with two weapons.

Shared Legs (Ex): Each of Two-Bad’s heads also control a leg. For a while this made walking difficult, but eventually, they learned that one of them could take control of both legs. Thus, they usually decide on one of them to walk for both of them (usually Baddhar, because he knows the Run feat), but this also has two vital benefits. First, if one of them is incapacitated in some way by magic, the other can take control of the legs and flee. Second, and even more valuable, if they must travel a great distance, one of them can take control of their legs and run until he becomes tired; at that point, he can stop and the other can take over so the first can rest. Then by the time he becomes tired, the first probably will have recovered and be able to take over. In this way, Two-Bad has been know to job hundreds of miles in a single day.

Master Guardian (Ex): It is possible for one of Two-Bad’s heads to sleep while the other stays awake; thus he is the best at guard duty in Skeltor’s Horde (and unfortunately for them, they are usually the first to get that boring job).

Enhanced Skills and Feats (Su): Before the vile curse that turned them into Two-Bad, both Tuvok and Badka were 6th/6th level Fighter/Assassins – but they were not identical. As Two-Bad, they are an 8th/8th level Fighter/Assassin.
When the curse took affect, both of them retained all the skills and feats that they formerly possessed; they also both gained the skill points they’d have gotten for gaining two levels of both fighter and assassin (which each applied to various skills), and each got a new feat.
In regards to Two-Bad’s skills, A skill that only Tuvar possesses, only he can use – only he can Read lips and Disable Devices with any competence. The same is true with Baddhar’s skills – only he is any good at Bluffing or Intimidating. In the cases where both of them have ranks in the same skill, the score used depends on which one of them is using it – however they make good use of the cooperation option (the one with the higher score is considered the “leader.”
The same is true of Feats. Only Tuvar can use the feats he knows, and only Baddhar can use his. Two-Bad gains no benefit from the feats that both of them knew (the fact that the both knew Improved Initiative does not make their initiative go up higher).

Appearance: Two-Bad is a hideous creature. Not only do they have two heads, but the two heads don’t go together. The left side (which was Tuvok) has smooth blue skin, and a head with three ridges on a bald dome, and a face that may have been handsome if not for the sharp teeth. The right side (which was Baddhar) resembles a simian reptilian creature, with purple, scaly, knobbed skin, horns and ridges all over, and a dinosaur-like face. Two-Bad’s clothing is just as mixed-up – they wear shorts that are different on both sides, and a similar vest.

Tactics: The curse that Skeletor put on Tuvar and Baddhar was perhaps the cruelest thing he has ever done. They have gained some assets from the merge, but they have gained many more liabilities.
Not only do the two hate each other, but the curse has severely cramped their fighting abilities. Although both of them were fighter/assassins, their fighting styles were very different. Tuvar was the type who relied on stealth, espionage, and sneak attacks (he would have made a good rogue, but he was too proud to lower himself to the level of a common thief). Baddhar, on the other hand, was a brutal, crude, in your face fighter (he’d probably have made a good barbarian, but he came from the wrong culture).
Still, the two of them have tried their best to adjust (and keep their sanity). Being able to fight with two large weapons at once is an advantage now: Baddhar sometimes lends Tuvok a mace for double-mace fighting. Also, they are now able to throw two weapons at once, and seeing a raging Two-Bad charging with bolos and boomerangs flying is enough to scare most anyone (except the Masters). Worst of all, Two-Bad is more than a good combatant – they like to fight. Despite the fact that Skeletor have them on a short leash, they’ve decided to make the most of it.

History: Few stories are more bizarre than that of Two-Bad.
Once they were two individuals named Tuvar and Baddhar. Whatever races they belonged to are not known, but it hardly matters now. They were bounty hunters and assassins for hire – quite successful ones. They were fierce rivals who hated each other with a vengeance. But they did have a friend in common – the member of Skeletor’s Horde known as Whiplash.
At one point, Skeletor tried to seize an evil artifact called The Emerald of Orcus Island, which he would use to assault Castle Grayskull. The Masters intercepted his forces at the Island. However, just as Skeletor was on the verge of winning, He-Man arrived, and the tide turned in the Masters’ favor. Skeletor and his men were forced to flee without the Emerald.
Unbeknownst to Skeletor, Beast Man had succeeded in an unauthorized experiment – he had figured that he could control the Master Man-E-Faces while he was in monster form. He made the attempt, and it worked. Fortunately, He-Man enabled Manie to snap out of it.
However, Beast Man did not get a chance to tell Skeletor, who was seething with rage. He wanted to get rid of He-Man once and for all, and decided he didn’t need warriors who knew how to fight – he needed ones who knew how to kill. He needed hired assassins.
At that point Whiplash spoke up, knowing that either of his friends could do the job. But before he could describe them, Skeletor ordered him to send for both of them.
Whiplash knew that bringing Tuvok and Badka to the same place at the same time wasn’t a smart idea; but disobeying Skeletor was even less smart, so he sent for both of them.
Naturally, the two of them were angry to see that their rival was there, but they were quite interested in the bounty that Skeletor offered. He first decided to test them, and ordered his henchmen to attack them. Tuvok and Badka beat all of them black and blue before they knew what hit them.
Skeletor was impressed, and so ordered both of them to hunt down He-Man. At first, they refused to work together, but Skeletor threatened dire consequences if they didn’t.
Thus, they set a trap, and started a rumor of a monster attacking travelers in the tar swamp. However, Skeletor’s henchmen followed them, intent on revenge for being humiliated. They planned to let the two of them take out He-Man, then finish them off, and take the glory for themselves.
It did not take long for the monster rumor to reach the royal palace. However at the same time, Randor ordered the Masters to take The Emerald of Orcus Island to the Sands of Fire to destroy it. Except for Man-e-Faces; after what happened at the battle, Randor felt it would be best for him to sit this one out. Feeling that Manie need some cheering up, Adam transformed into He-Man and asked Manie to accompany him to the Tar Swamp to investigate the monster rumor.
At the Swamp, it did not take long for them to realize that it was a trap. Tuvar and Baddkar started playing a deadly game of cat and mouse with the two Masters, while Skeletor’s henchmen watched from afar. The Masters could have taken them out easily, but Manie was reluctant to assume monster form, remembering how weak he formerly was.
Eventually, the two got separated. When Manie was waylaid by a swamp-monger, he finally broke through the mental block and assumed monster form to defeat it.
Eventually, He-Man was cornered by Baddhar, and fell into a vine-trap that he had set. But then Tuvar attacked his rival, trying to get the bounty for himself. Baddhar then told Tuvar that if they didn’t work together, Skeletor would be mad at them; but when Tuvar stopped to consider that, Badhar attacked him!
Once the two assassins has beaten each other half to death and their weapons were practically all broken, Trap-Jaw, Tri-Klops, and Evil-lyn moved in. They spoke, “Remember us?!” and blasted them into unconsciousness.
With half their plan accomplished, the Horde moved towards He-Man; but then Manie charged towards them in monster form. However, they made a critical error – Beast Man overestimated his abilities, and tried his power on Manie again. This time, however, the Master resisted the attack, freed He-Man, and defeated the villains.
But the horde was still able to gain satisfaction. They dragged the two assassins back to Snake Mountain, telling Skeletor how they ruined the whole plan by fighting among themselves.
Skeletor looked at the two of them. “So, wouldn’t work together like I told you to hmmm?” he said. “Don’t like each other, hmmm? Well, TOO BAD!!!”
And with that, Skeletor cast an fiendish curse on the two assassins – one that almost definitely involved vile magic – which bonded them together in one body. He had cursed the two rivals to live together as one creature, so they could never be apart. It is a miracle that their sanity was kept intact.
Skeletor now keeps Two-Bad – as his henchmen call them, inspired by the words he said – as part of his horde, though more of a slave than a henchman. They are free to leave whenever they choose, just like all of his horde, but then what would they do? For all they know, Skeletor is the only one who can reverse the curse that bonded them together – and that is probably true. If the curse did involve vile magic – which is probable – then the cure would have to be done in an area under the affects of a consecrate or hallow spell, and given Two-Bad’s nature, there just aren’t many people who have such places who would administer such a cure to them. Thus, while they despise Skeletor, they remain with him.
Tuvok and Badka still hate each other, but they have called a truce, and are trying to work together; they have improved a great deal. Now a part of Skeletor’s forces, they may prove to be a big headache for the Masters for a good time to come.

Classic Two-Bad quote:

Skeletor has just cast the vile melding curse

Tuvarto Baddhar: This is all your fault!!

Baddhar: Shut big trap before I sut trap fr you!

Tuvar:Oh? What are you gonna do, hit me with your one arm?!

The argue ment is drowned out by the cruel laughter of Skeletor's henchmen...

Coming up next – Randor!

- Brian

[ March 28, 2003, 12:32 PM: Message edited by: bjrc ]

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"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
DFloyd
Member
Member # 21429



posted March 28, 2003 09:32 AM      Profile for DFloyd      Edit/Delete Post
Yay! [Big Grin]

As usual, I'm here to pick some of them thar nits...

Their names were Tuvar (blue) and Baddhra (purple); I don't know how their names got twisted into Tuvok and Badka (perhaps people got confused by how Whiplash spoke their names).

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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
Member
Member # 7993



posted March 29, 2003 10:05 AM      Profile for bjrc      Edit/Delete Post
Thanks Floyd (I assume you keep an eye on the closing credits). It has now been edited.

Another thing that has come to my attention - I have been using gold pieces to value objects. Well, gp is probably not the currency that Randor's people uses. So until someone on the show reveals it, if someone wants toplay an Eternian campaign, I suggest the D&D monetary system be used as a default one. When the currency system of Eternia is revealed - if ever -one can simply say that one gold piece is equal to the standard unit of Eternian currency.

- Brian

[ March 29, 2003, 10:18 AM: Message edited by: bjrc ]

From: Brooklyn, NY, USA | Registered: Mar 2001  |  IP: Logged
bjrc
Member
Member # 7993



posted March 29, 2003 10:12 AM      Profile for bjrc      Edit/Delete Post
Hi people.

With new characters being introduced like wildfire, I’ve got lots of work to do.

So here he is as promised. He wasn’t made into an action figure until the old series was nearly out of style – but despite the fact that he has been rejected by way of toys, this guy’s importance cannot be denied. He-Man may be the defender of Grayskull – but if not for the person I am about to describe, there wouldn’t BE any Grayskull!

Any I really put some work into this. So without further ado…

King Randor, Sovereign of Eternia

Male Human Aristocrat 4 / Fighter 16

CR 21; Medium-Size Humanoid (human); HD 4d8+16 plus 16d10+64; hp 200; Init +7; Spd 30 ft; AC 32 (touch 26, flat-footed 28); Atk +23/+18/+13/+8 melee (by weapon +3) or +23/+18/+13/+8 ranged (by weapon +3); SQ Blessing of Grayskull; AL LG; Fort +16, Ref + 11, Will +10; Str 17, Dex 16, Con 18, Int 21, Wis 18, Cha 20.

Skills: Diplomacy +35, Gather Information +23, Jump +21, Knowledge (Eternian history and cultures) +35, Knowledge (military) +24, Knowledge (Politics) +26, Ride +21, Sense Motive +22.

In addition to Eternian, Randor speaks Avion, Adrenan, Kalagar, Spelian, and possibly other languages.

Feats: Close Quarters Fighting,* Combat Reflexes, Dodge, Endurance, Expertise, Expert Tactician,* Eyes in the Back of Your Head,* Hold the Line,* Improved Initiative Leadership, Lightning Reflexes, Mobility, Mounted Combat, Run, Spring Attack, Whirlwind Attack, Weapon Specialization (longsword).

*From Sword and Fist

Possessions: Randor wears five powerful magical protection devices at all times. (Unlike most rulers, he does not like appearing before his subjects with obvious bodyguards – other than the Masters. He feels bodyguards make him look vulnerable.) He wears a +5 breastplate which, despite being made of solid bronze, is completely weightless (it has no helmet, however). His wristbands are bracers of armor +8, and he wears a platinum ring with four gemstones (a ruby, sapphire, emerald, and amethyst), which is a ring or minor universal elemental protection. (Described in the Epic Level Handbook this powerful ring is a non-epic lesser version of a mighty epic magical ring. This version works like a minor ring of elemental resistance, but protects against all five forms of energy. To construct this ring, a spellcaster must be 15th level spend 144,000 gp, and meet the requirements for the standard minor rings.) Finally, the small crown that Randor usually wears (not the true Royal Crown of Eternia, of course; that is only worn for special occasions) is a unique magic item that protects him like a contingency spell; if he ever fails a Will save, a dispel magic (as if cast by a 20th level sorcerer) is cast upon him. Unlike ordinary contingency spells, the magic of the crown is instantly “reset” after each use.
Randor has no weapon specific to him (though he prefers longswords) but he has access to the Royal Armory, which contains hundreds of mundane, technological, and magical weapons. In addition, as sovereign of much of Eternia’s civilized lands, and an ally of many independent ones, and with access to vast wealth, Randor can obtain or have built nearly any non-artifact item, given enough time.

Blessing of Grayskull (Su): Randor’s former employers have merged with Grayskull and lost their identities. However, the Castle has retained the memories of the Elders, and it has not forgotten the loyal service of their Captain and the numerous times he had aided them.
As a result, if Randor’s life is in mortal danger (e.g., his hit points are in single digits and he is certain to be hit with a powerful attack), there is a chance that Grayskull will intervene and save his life.
The base chance of this happening is 30%. This can be altered by the following modifications based on the type of action Randor is performing; the more worthy he is of help, the more likely:

Randor is willingly performing an action that endangers Grayskull*: - 20%

Randor is knowingly and willingly acting in Grayskull’s defense: +20

Randor is being forced to perform an action against his will or under magical control: +30%

Randor is performing a selfless act of charity or generosity (something a paladin would admire) without expecting a reward: +10%

Randor set out to perform the action believing there was a slight risk: +5%

Randor set out to perform the action believing there was a moderate risk: + 10%

Randor set out to perform the action believing there was a severe risk: +30%

Randor set out to perform the action believing the risk was so great that he did not expect to survive it: +60%

*The only reason Randor would purposely endanger Grayskull is if he did not know that his actions were doing so. If he ever knowingly and willingly endangered the Castle it would not help him – and would never do so again.

The first four conditions are cumulative, and can be cumulative with the last four, but the last four cannot be cumulative with each other.

If Grayskull does intervene, it can do so from any distance; not even the farthest planar barriers can block the Castle’s omnipotence.
Although Grayskull’s power is nearly infinite and it could aid Randor in practically any way, it will always do so subtly, so as not to let anyone know of the “arrangement.” With its godlike intelligence, it can instantly think of a subtle way to save Randor that fits his situation.
For example, if Randor has been downed by a foe wielding a magic warhammer in a forest, and he slumps down under a tree where a hornet’s nest is resting above, the Castle might telekinetically mess up the enemy’s aim just enough so that he misses Randor by a hair and hits the tree; the Castle would telekinetically dislodge the nest and make it fall; then it would use an animal control power to command the wasps to attack the foe, and at the same time use an effect similar to contagion on the foe which would give him a severe allergic reaction to their stings, which would no doubt cause him to flee. After he got away, the enemy would no doubt blame his bad aim a blow that was too forcefull, and plain old bad luck for his failure, never suspecting that his foe had been saved by a higher power.
If Grayskull intervenes, it will not do so again for a week; if it does so more often, people might suspect that Randor is being protected. Note that Randor does not know that Grayskull is protecting him; in fact, no-one knows, not even the Sorceress. Grayskull keeps this secret to itself.

Appearance: Randor is a man that practically exudes charisma – in fact, of all the Masters, only He-Man looks more impressive. He is in his early fifties, but looks younger. He has a full head of bushy chestnut hair and a short beard; his arms are thick and muscular (they have gotten more so since He-Man’s first battle, when he decided to renew his combat practice). Randor’s appearance is regal in every aspect; he wears a breastplate of solid bronze (actually powerful magical armor), a white fur cloak, leather trousers, and boots, and a small golden crown.(another magical device).

Tactics: Trained in the arts of war by the Elders and his father Captain Miro, Randor makes a better commander than a fighter. He is a born leader, and there isn’t a single member of his army who would not follow him to Hell and back, literally. His skills are also better at the negotiating table these days than on the battlefield. However, Randor is more than capable of combat. He may not be the strongest or most talented of the Masters, but his fighting skills are nothing to laugh at. Still, it is rare for Randor to actually enter combat – he knows the calamities that would occur if anything were to happen to him. Still, Randor has sworn to protect his kingdom – and he will if he has to.

History: The history of King Randor, the first and current sovereign of the majority of Eternia’s civilized lands, is a long and colorful one. He is a man that is said to hold in him the blood of the Ancients – mysterious beings said to have populated Eternia before the Elders even existed. Although He-Man has saved and protected Castle Grayskull countless, times, if weren’t for Randor, there may not have been a Grayskull to protect.
Long ago, Eternia was ruled by the Elders, a cabal of near-immortal arcane and divine spellcasters, who possessed almost limitless knowledge and great (probably Epic) power. Randor was the son of Captain Miro, the leader of the Elder’s armies who defended their stronghold, the Hall of Wisdom. Miro was a hero in his own right – his own accomplishments included defeating an evil sorcerer named Count Marzo.
Miro trained his son in the arts of combat and war, and when he retired, the young Randor took over his father’s position as leader of the Elder’s armies. Most of his adventures as their Captain have yet to be revealed; one of them is know, however. At one point, he and at least a portion of his army allied themselves with two races of Subternia, the bat-like Spelian, and the reptilian Kalagar against an enemy who has not been identified (the purpose of this conflict has not yet been revealed).
However, Randor’s entire future would be defined by a far more serious conflict while in the Elder’s service. There was, at the time, a wizard/blackguard named Keldor, an egotistical sadist whose lust for power knew no bounds. (It has been hinted the Keldor and Randor has battled, or at least encountered one another a few times in the past.) He desired nothing lest than the enslavement of Eternia, and decided to do so by capturing the tower of wisdom.
Keldor had witnessed Marzo’s failure, and decided that Marzo’s mistake had been attacking the Tower alone. Thus Keldor decided he would not take that route. He recruited scores of evil foot soldiers from various races, created dozens of minor constructs and rose a battalion of skeletons and zombies. He also recruited several elite fighters, villains with exceptional abilities, who became known as his horde.
Keldor’s army attacked by surprise, and the Elders were taken unawares. Randor’s army launched a counter-offensive, and a battle raged that Eternia had not seen for years, and would not see for since. The battle lasted days. Eventually, the tide turned to Keldor’s side; many of Randor’s men fell, and it seemed the army of darkness would prevail.
But then, when all hope seemed lost, and the blackguard stopped to laugh and gloat form the outcropping where he was watching, Randor himself appeared there with his sword drawn. Keldor frowned, and drew his own sword. The two dueled for over an hour; Randor tried his best but eventually his foe was too strong. Keldor raised his sword and smashed Randor’s weapon to pieces. Randor fell to his knees.
But at that point, Keldor made a mistake. It was the first time he would show his utter lack of common sense, and would not be the last. Rather than finish Randor off, he decided to torture him. He took from his ouch a vile of highly corrosive poison, and flung it at Randor.
Instinctively, Randor Lifted his shield – a magical shield, designed to defect missile and thrown weapons back at the attacker. The vial bounced of the shield and hit Keldor directly in the face!
The blackguard screamed as the flesh on his face started to melt like wax. Randor got up, and pummeled the villain into unconsciousness. When they say their leader fall, dismay fell upon his army, and they gave up without a struggle. The battle was over.
Keldor was dragged before the Elder’s, who were very angry. His attack had killed a great many soldiers and destroyed irreplaceable items of priceless value. Thus, they laid a curse on him that would finish what Randor had done. The infused him with fiendish essence, transforming him into a half-fiend with a head that was a bare skull.
The Elders had no real death penalty, but Keldor was far too dangerous to simply imprison. Thus, they banished him to the Dark Hemisphere, a place of great evil on Eternia where the most dangerous criminals are sent. Escape from this realm was impossible due to a barrier called the Mystic Wall. The most powerful members of his Horde were sent there as well. The rest of his army spent the rest of their lives rotting in jail.
Some time after this, the magic that the Elders were using to extend their lifespans began to fail, and they knew they could cheat natural death no longer. Thus, they developed a plan to preserve the knowledge in their minds. First, however, they made one final public edict: they declared that their mageocracy of their lands that had existed for so long would be replaced by a hereditary monarchy. As a reward for his loyal service and for saving them from almost certain disaster, they offered Randor the position of the first monarch; he graciously accepted the role. Several days later, with no explanation, the Elders vanished, and the Tower of Wisdom crumbled into dust.
The Elders chose an old ruin that locals called Castle Grayskull, due to its shape. No one knew what the original purpose of this centuries-old structure was (although quite possibly the Ancients built it), but the Elders chose it because they figured that its frightening, foreboding appearance would keep nosy interlopers away. The Elders spent weeks casting spells of great power, and when they were done, their bodies, spirits, and souls merged with the Castle’s walls. They had lost their individual identities but now their near infinite knowledge and power were contained in one place. They next recruited a caretaker, a woman who became known as the Sorceress, who vowed to protect the Castle’s secrets (whatever it offered her for her service is unknown). Only one thing remained to be done, but it could wait.
Randor did not know at the time what his employers had done; he would not know until much later.
Randor served as a benign king for several years, and the citizens of the Elder’s lands prospered. He formed alliances with several independent nations such as the Avion. He had the lavish Royal Palace of Eternia built, and raised a sizable army of his own.
About sixteen years before the events that would change the face of his kingdom, Randor and his wife Marlina (it is not known exactly when they married) produced a son and heir, Adam. Perhaps at this time, Grayskull’s figurative purse throbbed with anticipation at his birth; but that is only a conjecture.
Eventually, Randor decided to form from his army a group of elite fighters for special purposes. They originally consisted of: his general, chief of research and development, and close friend Duncan (aka Man-at-Arms), who would be their leader; Stratos, the current king of the Avion, who has allied themselves with Randor; the cybernetic warriors Mekaneck and Ram-Man; and the enchanted former actor Man-e-Faces. A late addition was Duncan’s teenage daughter (unbeknownst to anyone but Duncan, his adoptive daughter), who became such a good fighter at the tender age of fifteen that she was granted the status of Captain of the Royal Guard.
But when Adam was sixteen years old, disaster struck. Keldor, now calling himself Skeletor, had found a means to escape from the Dark Hemisphere; he had been busy over the past several years – he had found a large volcano, and used his magic to shape it into a dark fortress which he named Snake Mountain; and while he was doing that, he ordered his Horde to search every square inch of the Dark Hemisphere for a way to escape.
Eventually they found one – an evil artifact called the Coridite Crystal. Skeletor used it to blast the Mystic Wall to pieces; the Crystal was destroyed in the process (or so he believed) but he didn’t care. He rallied his Horde, and set out with one goal in mind – revenge.
Grayskull would have warned Randor if it could, but it had no voice, and could not. Instead, it prepared for its final plans – recruiting a string warrior to serve as its guardian.
When Skeletor found the Tower of Wisdom gone and could not locate the Elders, he decided that he would instead attack Randor and force the location of the Elders out of him. His forces took the Palace by surprise, and destroyed a great portion of it. In the ensuing battle, Skeletor'’ Horde and Randor'’ elite team fought each other to a practical stalemate. In the meantime, however, Skeletor managed to separate Randor from his men and attacked him personally.
Randor had not fought in over a decade, and was very rusty; but his enemy’s fighting skills had grown immensely. Skeletor soon subdued Randor, and tried to intimidate out of him the location of the Elders, which Randor did not know.
At this time, Grayskull had made up its mind who it would want for its champion. Probably due to the fact that he was the son of the Elders’ former Captain, it would be Randor’s son. Thus, it instructed the Sorceress to contact her ally Man-at-Arms, and instruct him to bring Adam to Grayskull so it could make the offer.
At first, Adam scoffed, finding hard to believe at the whole concept of Grayskull. However, after leaving, Adam soon learned that his father was missing, and that Randor’s side was beginning to lose. Having no choice, he returned to Grayskull, where he made the transformation to He-Man for the first time.
He first stopped at the battlefield to aid Randor’s men. After scaring away the Horde, he gave them a pep talk, explaining their worth. He called them “masters of the universe”; the name stuck, and the elite force would call themselves The Masters from that point.
He-Man then went to find Randor. Skeletor had decided that the monarch truly did not know where the Elders were, so he decided hie could gain one thing – satisfaction. He dragged Randor to deep abyss, and planned to toss him over it. But at that point, He-Man appeared and issued a challenge. The egotistical Skeletor battled He-Man, but was no match for him. At the last moment, Skeletor aimed his staff at Randor and threatened to fire unless He-Man let him leave. He-Man decided that saving Randor was more important than defeating Skeletor, so he agreed. But once the fiendish blackguard had mounted Panthor, he blasted Randor anyway!
Randor fell into the abyss, but He-Man had expected such a double-cross. He dove in after him, caught Randor, and stopped the decent with his sword. Luckily, the Masters had won the battle in the meantime; Mekaneck managed to locate them with his neck, and Stratos flew them to safety.
After this battle, Randor began to renew his exercising and combat practice. With the threat of Skeletor, he needed to be in top physical condition. He also started knew campaigns to combat the threat. First, he worked hard to form alliances with all independent states and races that he did not rule. Second, he increased the size of his army and devoted more of the budget to the Masters, both their training and research and development. He also fortified the palace with magical and technological defenses, to make sure an attack like that could not happen again.
Soon after, Duncan revealed to the Masters the truth about the Elders and their connection to Grayskull; thus, Randor finally learned the fate of his old employers.
As a welcome addition, the roster of the Masters began to grow. New recruits came in a variety of ways. Randor’s small elite force is not only large, but also well balanced, and its members are varied in abilities.
Randor’s next major involvement came when he got word form problems in Subternia – the alliance between his two old allies, the Spelian and he Kalagar, had ended, turned into a fierce rivalry, and was threatening to turn into war. Thus, Randor decided to travel to the Spelian kingdom to work on negotiating a peace treaty. Because he did not expect combat, he only brought Adam and Duncan.
However, soon after meeting the Spelian king, Lord Dactys, a spelian who had been scouting the area reported Skeletor’s appearance. It did not take Duncan long to figure out that the villain was planning to attack Grayskull from below. Despite Duncan’s urgings for him to return to the surface, Randor insisted on handling Skeletor personally. So, after borrowing Dactys’s sword, Randor an his two companions went in search of his old enemy. Along the way, they crossed paths with the Kalagar king Ceratus and his entourage; seeing him in the shadows, Adam mistook him for Whiplash, and called him out by that name. Ceratus became infuriated at hearing the name of that hated traitor, and ordered his men to attack. After a brief battle, Randor subdued the Ceratus, who then recognized Randor. Randor convinced the kalagar lord to leave them unmolested.
They eventually found Skeletor and his men in a lava-filled cavern; Skeletor blasted the bridge the three of them were standing on, attempting to dump them into the magma. In the process, Adam purposely separated himself from Randor and Duncan. Randor yelled to Adam to find his way to the surface, which was just the excuse Adam needed; he found a secluded spot and transformed into He-Man.
Randor and Duncan escaped, and resumed their hunt. Skeletor eventually found what he was looking for, but Randor and Duncan confronted him there. He ordered Beast Man and Whiplash to attack them, while he and Evil-lyn attempted to smash down the entrance to Grayskull. But just as they succeeded, He-Man appeared on the other side!
After Evil-lyn cast an offensive spell that animated the rocks of the cavern, Randor issued a challenge to the Overlord of Evil. They battled, and this time, Randor was an even match for his old for. He-Man aided him, but he barely need it. They easily defeated Skeletor and he fled.
Randor admires He-Man immensely, even though the Defender of Grayskull is only an unofficial member of the Masters who is not on his payroll. It is ironic that Randor is often disappointed with his son Adam for all the mistakes he makes. Adam would love to tell his father his secret, but he cannot tell anybody, at least not now.

Classic Randor Quote

Randor has caught Adam and Orko fooling around with silverware.

Randor(Sternly) “Are you studying to be king or court jester? Because you are doing neither very well.”

One final note about Randor: no background has yet been given on his wife, Queen Marlina. In fact, she has never even been referred to by that name, and the only proof we have that her name IS “Marlina” is the closing credits of some episodes. Because several origins of the characters have been altered from the original series, we cannot assume yet that Marlina’s is the same (i.e. she was an astronaut from our world who crash-landed on Eternia.

Coming up next – this guy is a big blowhard, but in his case, that isn’t a bad thing. Stay tuned.

- 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
Member
Member # 7993



posted March 30, 2003 10:11 AM      Profile for bjrc      Edit/Delete Post
Hello people, I have been busy.

New characters are popping up like wildfire – last night introduced Kobra Khan and Zodac (and another snake man… General something or other), so I am going to have to start getting these things done faster)..

So let’s begin; we have a lot of ground to cover.

Sy-Klone

Male Celestial (Exact race unknown) Paladin 16

CR 18; Medium-sized Outsider (Good, Lawful); HD 16d10+48; hp 190; Init +9; Speed 50; AC 22 (touch 22, flat-footed 18); Atk +19/+14/+11/+4 melee {1d6+3 plus special, cyclone gauntlets) or +21/+16/+11/+6 ranged (1d4+5 special, cyclone rings); SA Armor weapons, pneumatic blast, whirlwind, smite evil, turn undead; SQ Symbiotic armor, vanish, regeneration 6, immortal, celestial qualities, detect evil, divine grace, lay on hands, divine health, aura of courage, remove disease (5/per week); AL LG; Fort +13, Ref +10, Will +9; Str 17, Dex 20, Con 16, Int 16, Wis 19, Cha 19.

Skills: Concentration +18, Diplomacy +18, Heal + 29, Knowledge (Anwat Gar) +18, Profession (Sage) +29.

Feats: *Divine Cleansing, *Divine Might, *Divine Resistance, Extra Turning, Improved Initiative, Power Attack.

Typical Paladin Spells (3,3,2,2): bless, cure light wounds, protection from magic; *blessed aim, remove paralysis, shield other; cure moderate wounds, dispel magic; cure serious wounds, neutralize poison.

* From Defenders of the Faith

Symbiotic Armor (Su): One of Sy-Klone’s oddest traits is his armor; the bizarre blue plate armor seems to be as much a part of his body as his arms and legs, and is just as “alive” as his other organs. This gives his certain benefits.
First, his armor is unremovable (or if it is removable, only he knows how to.
Also, his regeneration ability also applies to his armor – it regenerates itself when broken. In fact, his armor’s regeneration ability is even better than his own; while certain attacks can deal lethal damage to Sy-Klone, NO form of attack can permanently damage his armor.
Sy’s armor is considered full plate, but being part of his body, it is weightless, and does not impair his speed or count toward his encumbrance.
Finally, parts of his armor are necessary for some of his powers and weapons to function, and if they are broken, those powers cannot function until the parts are repaired by regeneration. The rings on his wrists control the functions of his cyclone gauntlets and cyclone rings; the large apparatus on his back controls the function of his pneumatic blast; the rings on his legs do not control any power alone, but if they, the rings on his arms, and the apparatus on his back are all destroyed, his whirlwind attack no longer functions.
All parts of Sy-Klone’s armor has the hardness of steel; the rings on his arms and legs have a break DC of 20 and 40 hp, while the apparatus on his back has a break DC of 25 and 50 hp. (Note that they are hard to destroy by hit point loss, as they constantly regenerate; however, unlike most regenerating objects, they shatter when reduced to zero hit points, and start to regrow. After their regeneration has rebuilt them, they are fully functional again.)

Armor Weapons (Su): Sy-Klone uses two weapons that he can conjure onto the wrists of his armor, one melee, one ranged. It takes a full round action for him to switch weapons, and he cannot have both of them active at once.
The melee weapons are his Cyclone Gauntlets. These are basically unarmed strikes with an extra kick. But they have two important advantages: first these strikes count as a weapon, not and unarmed strike, so they do not provoke an attack of opportunity. Second, if Sy-Klone scores a critical with them, they strike with a loud thunderclap, dealing an extra 2d8 points of sonic damage to the opponent.
The ranged weapons are his Cyclone Rings. These weapons have a range increment of 30 feet. Although the initial damage they do (which is bludgeoning) isn’t much, when they hit a target, they explode in a ten foot burst, dealing 2d8 points of force damage (Reflex save against Sy’s Paladin level, as if he were a were a wizard and the attack were a spell, for half damage). Even if the attack misses, if it hits something hard before it travels its full distance, it still explodes (see the rules for missing with a grenade-like weapon in the PHB).
Although these weapons may be considered Exotic, Sy-Klone does not need any special feats to use them (just as a dwarf does not need the Exotic Weapon Proficiency feat to use a dwarven urgrosh in the new rules, the situation is the same with Sy-Klone). These weapons were made by extraplanar smiths, and cannot be made or acquired by PCs.
Note that Sy-Klone always uses two hands in a fight, despite having no two-weapon fighting skills. It can be assumed that the four attacks he makes per round consist of two attacks with his right hand and two with his left.

Pneumatic Blast: Sy-Klone can let lose a blast of forceful air in a forty foot long cone, doing 6d6 points damage; reflex save DC 20 for half damage. Air elementals are immune to this attack, while earth elementals and other creatures made of soil or stone take double damage. Once he uses this attack, he cannot use it again for 2d4 rounds.

Whirlwind: Sy-Klone can create a whirlwind similar to that of a djinni. To do so, he must concentrate, taking a full round action. At the end of the round, the whirlwind formed around him. It is 5 ft. wide at the base, 30 feet wide at the top, and a maximum of 50 feet tall (if he is indoors in a place that does not allow for a whirlwind that high, he can make it smaller; but the minimum height is 25 feet). While in the whirlwind, Sy-Klone can fly a speed of 60 ft and perfect maneuverability (note that he can NOT fly without the whirlwind). Unlike a djinni’s whirlwind, he cannot take willing passengers with him.
Medium-sized or smaller creatures may be damaged if caught in the whirlwind. Such a creature must make a Reflex save (DC 20) or take 3d6 points of damage. It must then make the same save again, or be swept into the whirlwind and held, taking 1d8 points of damage per round. A creature with the ability to fly can make another Reflex save to escape, but takes damage even if successful. Sy-Klone can eject any creatures at will.

Vanish (Su): One of the most unsettling things that the Masters have learned about Sy-Klone is how he tends to mysteriously disappear, sometimes in the middle of a conversation. One minute, he’s there, but if they turn their heads away, he’s gone when they look back.
In game terms, Sy-Klone can dimension door at will. After he has used this ability, however, he cannot use it again for 2d4 rounds. Some people believe that if they simply watch Sy-Klone and not take their eyes off of him for a second, he won’t be able to Vanish; but it never works. It is simply impossible t do it for more than a minute or two.

Regeneration (Su): Sy-Klone takes lethal damage from fire and evil, unholy, and vile spells or weapon (although he has no real damage reduction). If he loses a limb or other member, he can reattach it if he does so within five round; otherwise, a new limb regrows within 10-16 rounds (complete with armor) and the lost member crumbles into powder.

Immortal: Being a celestial, Sy-Klone cannot die from old age He does not require food, sleep, or air to survive.

Celestial Qualities: Sy-Klone has most of the celestial qualities of an archon. He possesses the aura of menace, magic circle against evil, and tongues abilities, but he lacks the ability to teleport (possibly he once had that power, but it was taken from him to ensure his loyal service as guardian of Anwat Gar). He is immune to electricity and petrification, gains a +4 bonus to saves against poison, and has low-light vision and darkvision to 60 feet.

Note that Sy-Klone does not currently have a bonded mount, but he is quite capable of summoning one should the need arise. Any mount he would summon would probably be a creature with the celestial template.

Possessions: Sy-Klone carries no possessions – the weaponry of his armor is quite enough. Of course, if his armor becomes so broken that none of his weapons work, he has no qualms about picking up a weapon from a fallen foe and using it until his regeneration repairs his own weapons.

Appearance: Sy-Klone’s appearance is both majestic and bizarre. His handsome face has blue skin, and eyes the color of gold. But his armor is what catches the attention of most people. The helmet is yellow, with a red ring around the crown, an incomplete red ring around the back, and a small red crest on the forehead; the arms are yellow with blue gauntlets, with large red rings around each shoulder and small red ones around each wrist; the torso is blue, and the center is taken up by a circular picture of a star chart, made up of stars, moons, planets, comets, and asteroids, who all oddly seem to move at times; the lower portion has a red belt, blue midsection, yellow legs, and blue boots with two rings around each ankle; and finally, on his back is a very large, red, circular apparatus, about four feet in diameter, that rises about three feet above his head.
Sy-Klone’s speech is always serious, and he never smiles, much less laugh or joke. He rarely raises his voice, trying to be as calm as possible.

Tactics: Sy-Klone lives by the code of the paladin, and knows what is important in a battle. His ethics in a battle are similar to He-Man’s (in fact, He-Man is the Master that he most likes fighting alongside – he looks up to the more powerful paladin), although he does not joke or taunt in battle like He-Man does. Like He-Man, Sy-Klone knows that the things to do in a battle are save innocents, neutralize danger, and apprehend the villains, in that order. If one must let a criminal escape to rescue even one innocent, that is a necessary sacrifice.
However, when innocents are not in danger and he CAN battle enemies, Sy-Klone does not hold back. His powers are considerable, and dish out damage. Sy-Klone is one of the greatest warriors the masters have; he has powerful abilities, intelligence enough to use them well, and is tough enough to take what the enemy can throw back at him.
In non-combat situations, Sy-Klone often shows up to give advice to his fellow Masters. He enjoys quoting proverbs (although some of them are cliches), and sharing with them the wisdom he has seen. After all, Anwat Gar was a place that housed a wealth of knowledge – Sy-Klone may have picked up some of it while there.

History: The early history of the celestial being known as Sy-Klone are unknown, even his specific race. Centuries ago, he was appointed as one of the guardians of Anwat Gar (he claimed to be the last guardian of Anwat Gar; what happened to the others is unknown). Anwat Gar is an island that was once home to a now-extinct race of sorcerers who were master weaponsmiths. Eventually however, they left for some unknown locale, and left behind on the island one treasure – the two Legacy Stones. Sy was entrusted with guarding them.
The Legacy Stones were artifacts of enormous power. By using one, a warrior power would be multiplied a thousandfold, and he would become practically indestructible.
For centuries, the island remained undisturbed and undiscovered, and most believed that Anwat Gar ant the Stones were just a myth. But one day, Skeletor discovered a scroll in an old ruin that provided him with directions to the island and its mighty Stones. His dark heart leapt with glee.
Castle Grayskull became aware of this dire threat, and as the Sorceress lay sleeping, it sent her a dream, which made it obvious what Skeletor’s goal was. The Sorceress had known where Anwat Gar was for a long time, so she contacted Adam and Man-at-Arms, telling them to travel there and stop Skeletor.
When Man-at-Arms and He-Man arrived at the island, they found the jungles and temples of the place riddled with traps. Sy-Klone watched them from a distance as they made their way to the main temple. After avoiding them all, Sy-Klone activated two giant stone golems. The two Masters destroyed the golems, by Man-at-Arms was injured in the process. Then Sy-Klone confronted them himself.
When Sy-Klone stated that he was the guardian of the island, He-Man tried to reason with him; but the celestial was too dedicated in his goal of protecting the Legacy Stones to listen; he had never heard of Skeletor, and had no way of telling one thief from another (a paladin can detect evil intent, but has no way of detecting good intent). After failing to convince the celestial, Sy-Klone attacked them. He-Man purposely pulled his punches, trying to beat some sense into Sy-Klone.
But just when it looked like he was about to succeed, Skeletor and Beast Man appeared on the balcony of Temple, with Skeletor holding the Legacy Stones! Sy-Klone’s fight with He-Man was just the diversion Skeletor had needed to sneak in and steal them. Sy-Klone tried to attack the Overlord of Evil, but having been weakened in the fight with He-Man, Skeletor knocked him out cold with a blast from his staff. Then he raised one of the Stones and spoke the command words – it transformed the artifact into a powerful suit of armor that filled Skeletor with incredible power. Skeletor laughed at his foes, and then bounded away, covering miles with each jump, no doubt headed for Grayskull.
However, Skeletor’s infamous lack of common sense had once again caused him to make a mistake – he had left the other Legacy Stone in Beast Man’s custody. Beast Man tried to invoke its power, but he couldn’t remember the command words that Skeletor had used (He-Man and Man-at-Arms to this day thank the Elders that Skeletor had brought him and not Evil-lyn or Tri-Klops). He-Man easily grabbed the Stone from him, and invoked the power himself, gaining a suit of armor of his own. He then rushed off after Skeletor.
As the humiliated Beast Man started to chase after the wounded Man-at-Arms, He-Man caught up to his enemy. The two began to fight; but Skeletor’s Havoc Staff could not make a blemish on He-Man, and He-Man’s sword could not scratch Skeletor. The two foes threw boulders, giant statues, and hunks of mountains at each other; Skeletor pounded He-Man into Eternia’s fiery mantle; He-Man threw Skeletor far into the ozone layer and he fell to earth with a crash; but after every attack, the two of them stood back up, completely unharmed.
Skeletor eventually said that the armor made them both indestructible, and they would likely fight forever in an eternal stalemate. At that point He-Man said, “You know, you’re right.” And to Skeletor’s utter surprise, He-Man removed his helmet, causing the armor to revert back to stone form.
Skeletor was flabbergasted – but not for long. Thinking He-Man was surrendering, he tore into his foe. But He-Man was NOT surrendering. Once again, Skeletor’s lack of common sense had doomed his plans. As He-Man expected, Skeletor’s thinking that he was invulnerable made him careless. By removing his helmet, Skeletor did exactly what He-Man wanted him to do – get very close. He-Man simply reached forward and yanked off Skeletor’s helmet, and HIS armor fell off.
Unfortunately, Man-at-Arms had, in the meantime, defeated Beast Man by luring him into a series of traps; having had enough, Beast Man escaped on one of his griffons, and picked up Skeletor on the way; so Skeletor once again escaped.
Sy-Klone at that point had recovered, and asked for the Legacy Stones back; however, He-Man believed they were far too dangerous, and insisted they be destroyed. Before Sy-Klone could stop him, he crushed them. Sy-Klone began to despair, believing that with the Stones destroyed his life now had no purpose. But at that point, He-Man suggested a new purpose. Sy-Klone thus became the newest member of the Masters.
However, despite being a full-fledged member, Sy-Klone is perhaps the most mysterious member of the team. He refused the offer for quarters in the Palace, preferring to spend most of his time outside the Palace grounds in quiet meditation. Should a battle need to be fought, he will be there to fight it, and should Randor have a task that needs his specific skills, he is sure to show up at the palace. But other than that, he is rarely seen. It is nearly impossible for the Masters to find him if they are purposely looking for him, and there is no telling when he will appear before them Still, when they are faced with problems, he sometimes appears to give advice, often in the form of proverbs and words of wisdom. And in a battle, he is quite a powerful force.
But their remains perhaps one more loose end - the Legacy Stones. Though even Sy-Klone believes they are destroyed, learned sages know that artifacts (espesially ones as powerful as these) are not destroyed so easily. It may be that they will reform someday - and that they may pose a threat once again.

Classic Syclone quote:

Syclone’s way of explaining how flexibility is just as important as strength

Syclone: “Strength is not always the key Teela. Remember, the reed bends before the wind, while the brittle branch snaps in two.”

Coming up next – a guy who has nerves of iron and a heart of steel – literally. Don’t miss it!

- Brian

[ March 31, 2003, 04:35 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
DFloyd
Member
Member # 21429



posted March 30, 2003 09:35 PM      Profile for DFloyd      Edit/Delete Post
Actually, the guy's name is spelled Sy-Klone, and right now, it looks like he's some kind of cyborg.

If you're a real He-Fan, you'll peruse the He-Man.Org Forums. You'll get a lot of information and theories on the new series from the regulars there, just be careful of the one who calls himself Count Marzo; I think he bites.

--------------------
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


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