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Author
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Topic: Masters of the Universe
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jonstryder
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Member # 15558
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posted May 30, 2003 09:49 PM
Everythings looking good so far.
I remembered to bring my magazine with me to work this time. Yes it will be coming our for the gamecube, as well as the X-Box.
The working title of the game is: Masters of the Universe, He-Man: Defender of Grayskull.
Its being developed by Savage Entertainment, and is currently schedualed for release in November.
As for a new Thundercat's cartoon, thats news to me. I collect the new comics though. I'd be more interested in a game rather than a cartoon of them.
(Hurray, I'm number 100.) [ May 30, 2003, 09:53 PM: Message edited by: jonstryder ]
-------------------- "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
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Skyrocket
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Member # 124176
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posted May 30, 2003 09:57 PM
Since Hordak is around I wonder if we`ll see any more villians from She-Ra show up. I always liked Shadoweaver a lot.
-------------------- "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
From: Sapporo, Japan | Registered: Jan 2003
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DrakeRunner
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Member # 138936
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posted May 31, 2003 05:54 PM
I dunno, we're quickly running out of the characters I remember... and I can't find a decent character bio site that has pictures.
-------------------- Super Hyper Satchel Monsters!(email if you dare!)
From: Milan Indiana | Registered: May 2003
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bjrc
Member
Member # 7993
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posted June 08, 2003 01:51 PM
Hey guys. Ready for the next one? I sure am! Comments and criticism are welcome.
EVIL - SEED
Male Fiendish Plant Druid 16
CR 19; Medium-Sized Plant (Evil, Extraplanar); HD16d8+84; hp 180; Init +5; Speed 50; AC 20 (touch 15, flat-footed 15); Atk +12 melee (X2) (1d10+3/1d10+3, claws); SA/SQ nature sense, woodland stride, trackless step, resist nature’s lure, natural armor, regeneration 10, tremorsense, druidic restrictions, fiendish vines, shapechange vines, sadistic, plant, immortal, SR 15, DR 10/+2; AL NE; SV Fort +14, Ref +10, Will +15; Str 16, Dex 21, Con 18, Int 14, Wis 20, Cha 10.
Skills: Climb +9, Hide +15, Intuit Direction +14, Jump+9, Knowledge (Botany) +21, Knowledge (Nature) +18, Swim +18, Wilderness Lore +20.
Feats: *Animal Defiance, *Brachiation, Dodge, Mobility, *Snatch, Track.
Spells Per Day: 6, 7, 6, 5, 5, 4, 3, 3, 2
Typical Druid Spells: detect animals or plants, detect magic, guidance, know direction, light, mending, read magic; *camouflage, detect animals or plants, detect snares and pits, entangle, invisibility to animals, magic fang, pass without trace; *briar web, *creeping cold, *decomposition, *green blockade, summon swarm, warp wood; contagion, poison, protection from elements, snare, speak with plants; *blight, dispel magic, giant insect, languor, miasma; commune with nature, *kiss of death, unhallow, wall of thorns; contagious touch, ironwood, transport via plants; creeping doom, transmute metal to wood, *slime wave; command plants, repel metal or stone.
Natural Armor (Ex): Evil-Seed’s tough skin provides a natural AC of 5.
Regeneration (Ex): Fire, cold, and good or holy weapons do lethal damage to Evil-Seed. If he loses a limb or organ, it regrows in a mere two rounds (the severed member immediately rots into decayed foliage). Attack forms that don’t deal hit point damage ignore the regeneration, and it does not heal hit points lost from thirst, starvation, or suffocation.
Tremorsense (Ex): Evil-Seed can automatically sense the location of any earthbound creature within 120 feet of him or his fiendish vines.
Spikes (Ex): Evil-Seed can make the thorny protrusions on his body sprout into long spikes as a free action; any creature who attempts to grapple him takes 1d12 points piercing damage. As a full round action, Evil-Seed can form a covering of small spikes, and on the next round, shoot them in a cone-shaped volley 30 ft long. Anyone inside the cone takes 2d10 points damage (Reflex save an DC 15 for half-damage).
Druidic Restrictions: Though he has levels in druid, Evil-Seed is more like an “anti-druid,” a blight on nature that most druids would find repugnant. Thus, he is denied some of a druid’s standard abilities: he cannot use the Wild Shape ability or the Thousand Faces ability.
Fiendish Vines (Su): Evil-Seed’s primary weapons are his fiendish vines, plants of his creation that he uses in combat. To create fiendish vines, Evil-Seed (or someone else), must plant his fiendish seeds; he can create these seeds from his very body at the rate of one per hour. When planted in soil (regardless of its quality), it takes 1d4 hours for them to sprout into fully mature vines, hideous things the size of tree-trunks.
The vines are more an extension of Evil-Seed’s body than independent creatures, and he can control them as easily as he does his limbs. Each has his Hit Points, AC, Attack Bonus (although they may attack with one slam in melee for 1d20+7 points damage), Save Bonuses, Ability Scores (except Strength, which is 25), Skills (except Jump), Feats, regeneration, and tremorsense. They move at an incredible rate of 70 ft, both aboveground and burrowing. They are treated as Huge monsters. However, when Evil-Seed is directing them, he himself may take only partial actions.
The vines must remain rooted to the ground (often where they were planted). If uprooted, they loose their regeneration ability and lose 1d10 hit points per round until they die (they cannot reestablish a root). Uprooting them requires an opposed Strength check against the vine’s Strength.
The vines are, like Evil-Seed, considered extraplanar, and can be banished with appropriate spells.
Evil-Seed can ride his vines, aboveground and under it. He can take passengers (on his vine or others); each vine can seat four man-sized creatures, but the vines do not give them the ability to breathe while burrowing.
Finally, the vines have Evil-Seed’s Spikes ability.
If Evil-Seed strays more than five miles from the root of vine, his bond with it is severed, and it is weakened. It loses its regeneration ability, half of its Hit Points, and can no-longer access his Skills or Feats (as it now considered a mindless creature). Its Intelligence score becomes effectively zero.
Vine Creatures (Su): Evil-Seed’s most notorious ability is his ability to transform his fiendish vines into plant-monsters, effectively turning them into creatures with the Wood Element template (see Manual of the Planes). Doing so requires a full round of concentration. He can transform one vine into a creature of Huge or smaller size, or merge three vines into a Gargantuan creature (but he cannot create Colossal creatures).
Creatures created in this manner have all the benefits and liabilities as a fiendish vine. Like a vine, they keep at least part of themselves rooted to the ground - when such creatures walk, they uproot one foot at a time, which instantly re-bonds with the ground; however, if completely uprooted, they cannot re-bond, and die in the same manner as a vine. For this reason, he never creates flying creatures.
Evil-Seed can only create creatures which he has personally seen, and they only have the Extraordinary and Supernatural abilities which Evil-Seed knows they have (for instance, if he has seen a purple worm, but does not know that a purple worm’s stinger is poisonous, a vine creature purple worm that he creates will not be poisonous). They have all the abilities of a wood element creature. Because fire and cold can harm Evil-Seed and his vines, they never have fire or cold abilities.
Evil-Seed can only control six vine creatures at one time. Like the vines, if he moves more than five miles from one, the bond between them is lost, and the creatures weaken as the vines do.
Sadistic (Ex): Evil-Seed is a lunatic with a great hatred for all animal life, and gains great pleasure from causing them harm. Thus, if he inflicts damage equal to his level in one round, he gains a +1 circumstance bonus to attack rolls, damage rolls, skill checks, and saves on the next round. On the other hand, like most sadists, Evil-Seed hates feeling pain himself. Thus, foes gain a +1 circumstance bonus to Intimidate checks against him if they threaten him with physical injury.
Immortal: Like many extraplanar creatures, Evil-Seed does not age. He does not require air to survive, nor does he, like most plants, require sunlight, water, or soil nutrients. He does, on occasion, eat animal flesh for the sheer pleasure of devouring the creatures he despises. Note that being immortal makes the druidic Timeless Body ability redundant.
Plant: Immune to poison, , sleep, paralysis, stunning, and polymorphing; not subject to critical hits; possesses low-light vision. Unlike most plants, Evil-Seed is intelligent and sentient, and is vulnerable to mind-affecting effects.
Possessions: Evil-Seed carries no possessions except his fiendish seeds, which resemble small walnuts.
Appearance: At first glance, Evil-Seed resembles a needleman without spines - he is thin, lanky, and nimble, and his plant-nature is obvious. However, his visage is more hideous than the typical needleman, with long spikes growing from his joints, glowing red eyes, pointed, thorn-like teeth, and a flared collar around his neck resembling a cobras. Vine-like growths cover him in an odd pattern. He wears no clothing or equipment.
Tactics: Evil-Seed is quite mad, and his tactics rarely have any rhyme or reason. His hatred for animal life makes him lash out at them and desire only their death, but he is about as subtle at attempting it as a landslide. This does not make him less dangerous however; he knows how powerful he can be, and lashes out with all abilities at his disposal. Usually, he uses his fiendish vines to fight for him, and he uses them to the best of his ability, often with use of his Snatch feat. His major weakness is typical of villains - he loves to gloat and terrorize his enemies before finishing them; a smart opponent can easily trick him into stalling until an advantage can be found.
History: According to Moss Man, Evil-Seed is an “Enemy to everything that’s healthy and balanced in nature.” It seems obvious that this mad plant creature traces his origins to some fiendish source, but his true origins are not known.
However, his goals are very apparent. Evil-Seed despises all animal life, mostly because they feed on plants, and seeks the extinction of animals from Eternia (in his madness, he fails to realize the calamity that would ensue from such a change to the ecosystem).
Sometime in the past, Evil-Seed battled Moss-Man, the living, sentient representation of Eternia’s ecosystem. In that battle, Evil-Seed clearly lost, but Moss-Man was unable to destroy the fiend. So he imprisoned Evil-Seed in an underground cavern below the Evergreen Forest (incredibly close to where the Royal Palace would eventually be built), and restrained him with a magical tether and a plant-like straitjacket; this apparently prevented him from producing his fiendish seeds. Their was one bagful left; Moss-Man did not dare take it with him, knowing that if anybody spilled it, they would sprout and Evil-Seed would escape. So he simply placed the sack in Evil-Seed’s “cell,” just out of his reach.
Evil-Seed spent most of the next several centuries in a deep slumber; however, whenever someone passed by his cell, he’d listen closely for any useful information. Eventually, he learned that Eternia was ruled by a monarch named Randor, who’s palace was very close by. He slowly began making plans, should he manage to escape.
And escape he did, due to an error of mistaken identity. One fateful day, the bumbling court jester Orko got upset at having no important duties. Man-at-Arms reluctantly gave him the job of tending the Queen’s garden, thinking that no harm could come of it.
After trying to water the garden with magic and nearly drowning it, Orko ran into Ram-Man; Ram-Man had heard of an entity named Moss-Man who lived in the Evergreen, who supposedly could make anything grow, and suggested Orko look for him. Eager to please Man-at-Arms, Orko rushed off to find this plant expert.
After searching through the forest, Orko was spooked by a fox-like creature, and in his efforts to flee from it, stumbled into Evil-Seed’s cell, causing the villain to awake. The straightjacket that Moss-Man had applied hid some of Evil-Seed’s sinister appearance, and Orko thought that this might be Moss-Man. Evil-Seed was at first angry to hear his enemy’s name, but when he heard the reason why Orko was looking for him, an idea came to his dark mind. Telling Orko he was Moss-Man, he directed Orko to the fiendish seeds, telling him to plant them. With no reason not to believe him, Orko eagerly grabbed the seeds.
After Orko planted them, the seeds burrowed into the earth, and within a few hours, matured .into fiendish vines. The monsters first burrowed into their master’s prison and freed him, and then attacked the palace, taking the Masters and the royal family prisoner. Evil-Seed dragged them to a makeshift lair, where he intended to use his plant-creatures to devour them. Inadevertantly, he disarmed Adam of his sword (thinking he’s use it to free himself).
Fortunately, Orko escaped their notice (his natural flight ability protected him from their tremorsense). Soon, the real Moss-Man felt an imbalance in nature, and came to investigate. When he met Orko and saw the residue caused by the vines, it only took him an instant to realize that Evil-Seed was lose.
Moss-Man and Orko quickly trailed the fiend to his lair, and a battle broke out between the two old adversaries. When Moss-Man gained the advantage, however, Orko became overconfident and started to gloat, and eventually let it slip that the “source” of the Masters’ powers was Castle Grayskull. Getting a new idea, Evil-Seed forgot about them, and raced towards the castle (which, up to now, he thought was only an old ruin).
Once Evil-Seed was far enough away from his vines, the Masters were able to free themselves with relative ease, Adam regained his sword, and soon he and Battle Cat chased after the villain. They were met halfway by Moss-Man, and they both intercepted Evil-Seed. The monster fought tooth and nail, creating a powerful Learnian hydra from his vines, but eventually the onslaught of the two heroes was too much for him. Moss-Man was again able to restrain him, and reimprisoned him, presumably in a more secure location.
Some good did come from this battle - Moss-Man decided to join the Masters as a result. But it would be foolish to think that the threat Evil-Seed poses is over.
Classic Evil-Seed Quote
Evil-Seed: “You’re too late! Once I plunder your precious Castle Grayskull’s magic, all of Eternia will be mine!!”
He-Man: Does he always talk like this?
Moss-Man: Uh-huh.
Campaign Conversions
In a D&D campaign, Evil Seed might be an offspring of a demon lord such as Zuggtmoy (in which case, if a DM wants to run the Return to the Temple of Elemental Evil adventure, he could be a major player), or the son of a nature deity like Ehlonna or Obad-Hai, who was seduced by a fiend (making him an abomination of sorts).
Evil-Seed would need a location as a central base, whether he is imprisoned or free; either place would be a place where nature and magic collide. In a Oeridian campaign, Evil-Seed’s prison might be made in the Silverwood, while if free, his lair might be in the Bonewood or Bramblewood. On Toril, his prison would probably be in the forest of Myth Drannor, while a suitable lair would be the Kryptgarden forest.
We have one character left until the second season starts - after him, look for updates.
- Brian [ June 08, 2003, 01:52 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
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Axelrodi
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Member # 144103
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posted June 08, 2003 05:41 PM
What I have read so far is fantastic.
From: Melbourne | Registered: Jun 2003
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Necro Bob Mancer
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Member # 131923
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posted June 08, 2003 06:11 PM
Long time reader of the thread, like alot of what I see and other things make me cringe.
Two-bad and his legs. I read it over and then I read it over again. How could he do a long distance of two bodies? When the body tires of running it shouldn't possible to just switch heads and keep going. I just can't see it working like that.
When I saw Sy-klone in the cartoon I thought, look a outsider monk with some magic items. Then he is shown as a paladin. He just doesn't come off as the paladin type. He can't detect good, otherwise he'd have probably been more understanding toward He-man and man-at-arms. His whole character and philosophy seems more on par with a lawful good monk than a paladin.
I dislike how some of the races had odd stat bonuses, but a little diviation from Wotc is not always a bad thing.
Ram-man is a cyborg? In the first cartoon I could see that because he had those crazy slinky legs, but the current ram man just seems to be a really strong and tough guy with an unsual means of attacking.
By the way did he change size on us? Originally I though he came up to about most people's chest in the old series in a classic "dwarf stockiness" of being as tall as he was wide. The current one looks like he might have some ogre/giant blood in the family line.
Either way keep up the work, even if I don't agree it's inspiring, I almost want to start doing characters that haven't been introduced, like members of the horde[either the toyline or the cartoon.]or the snakemen that have been looked over. Like poor old tongue lasher or tanglor.
-------------------- You just rolled a nat 20? But that's a d6?
Registered: Mar 2003
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bjrc
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Member # 7993
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posted June 09, 2003 03:40 AM
Necro -
Two-Badd is one of the characters I will be giving a slight update to.
Syclone - I thought of making him a monk, but he's a little too... martial for such a class. His background and original purpose (guardian of Anwat Gar), made me think up the Outsider thing. And a paladin can detect evil, not good.
If you watch the cartoon, the new version of Ram-Man is a lot bigger than he used to be. I also doubt he is a "normal man with exceptional skills;" even armor, the average barbarian cannot ram through metal plating. Even without the spring-legs (which were probably changed because they were... dumb) I figured that he has a cybernetically encanced spine, shoulderblades, and maybe other stuff.
The comic book version from image has said that all of the "gifted" Masters (Ram-Man, Mekanek, Man-E-Faces) will have their origins explained eventually, either on the show or the comic. Until then, we can only guess.
- Brian [ June 09, 2003, 03:41 AM: 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
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bjrc
Member
Member # 7993
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posted June 09, 2003 03:33 PM
Necro -
You’ll be glad to know that I’ve reviewed the three episodes where Syclone appears, and I’ve decided that he would be better off as a monk than a paladin. (I don’t know, I think the armor made me think “paladin” the first time).
So, when I do my updates, Syclone will be given a total revision (I plan to do the same for Skeletor) after the minor updates are done.
But, for now, on to the last new character of season one:
GENERAL RATTLOR
Male Snake Man Expert 3 / Fighter 15
CR 19; Large Monstrous Humanoid (snake man); HD 3d6+12 plus 15d10+60; hp 220; Init +7; Speed 40 ft; AC 17 (touch 13, flat-footed 13); Face/Reach 5ft by 5ft /10ft; Atk +24/+19/+14/+9 melee (by weapon +6); SA natural armor, bite, poison, tail strike, improved grab, immortal; AL NE; SV Fort +15, Ref +10, Will +8; Str 23, Dex 19, Con 18, Int 17, Wis 15, Cha 12.
Skills: Climb +24, Jump +23, Knowledge (ancient Eternian history) +17, Knowledge (military) +17, Profession (soldier) +16, Listen +16, Spot +16, Tumble +18.
Feats: Dodge, Expertise, Improved Initiative, Improved Bull Rush, Improved Trip, Improved Unarmed Strike, *Knock Down, Mobility, **Poison Immunity (snake venom), Power Attack, Run, Spring Attack, Stunning Fist, Sunder, **Thrall to Demon (King Hiss).
*From Sword and Fist **From the Book of Vile Darkness Natural Armor (Ex): Rattlor’s scaly skin gives him a natural AC of 4.
Bite (Ex): In leu of all other attacks, Rattlor can deliver a vicious bite to a foe. This attack has a reach of 15, due to Rattlor’s flexible and compressible neck. He attacks with an attack bonus of +24 and does 1d10 points damage. Note that, due to his Improved Unarmed Strike feat, this attack does not provoke an attack of opportunity.
Poison (Ex): Rattlor’s fangs hold a deadly venom (Fortitude save DC 18 to resist). Initial damage is 1d10 points of constitution, secondary damage is 1d8 points of constitution.
[B]Tail Strike Rattlor can hammer foes with his tail in leu of any other attacks, attacking with an attack bonus of +24 and doing 2d6+6 points damage. Note that, due to his Improved Unarmed Strike feat, this attack does not provoke an attack of opportunity.
Improved Grab (Ex): If Rattlor hits a foe with his tail, he can attempt to start a grapple without provoking an attack of opportunity (grapple bonus +30). If he gets a hold, he can choose to continue the grapple normally, or simply use his tail to hold the opponent (-20 to grapple checks, but Rattlor is not considered grappled). In any event, the opponent takes normal tail damage each round.
Possessions: Currently, none. Any weapons, armor, and magic items that Rattlor may have once possessed were lost when the Snake-Men were defeated. He likely is currently looking for appropriate equipment for when he and Kobra Khan strike again.
Appearance: Unlike most snake men, who are thin and lithe, Rattlor is huge and hulking. The size of an ogre, he has beige, scaly skin, an inhuman, snake-like face with pronounced fangs and green, slitted eyes, and a long tail topped with a rattle, similar to a rattlesnake’s. He wears a harness dominated by in the front by a snake-head design, and a brown, fur loincloth, whose belt-buckle bears King Hiss’s symbol.
Tactics: Rattlor is a great deal more lucid than his comrade Kobra Khan; in battle, he is intelligent, crafty, and cunning. His huge, muscular form hides incredible agility and speed, and his bite often comes as a surprise to those who try to keep a distance from him. In the heat of an intense fight, he often acts more primal, resembling a snarling, snake-like beast rather than a warrior; however, even at these times, he loses none of his battle skills, which are respectable.
History: To properly relate General Rattlor’s history one must first summarize the history of his race, the dreaded Snake Men.
Ages ago, in the time of Randor’s ancestor’s ancestors, their was a threat far greater than Skeletor ever could be. A race called the Snake Men, spawned in the Dark Hemisphere, raised an army from Snake Mountain which they built (that horrible fortress was far larger back then). Under the leadership of a being named King Hiss, they set out not only to conquer Eternia, but to exterminate all other sentient life, making them the planet’s sole masters.
One exceptional snake man was General Rattlor, a general in Hiss’s army. Apparently he was an officer of some importance, if not the commander of army. In any event, he was vital enough to the effort to earn great respect from Kobra Khan (see below).
In the war that followed, Eternia’s inhabitants were cut down by the thousands by the vile monsters. Eventually the Elders themselves decided to intervene, along with many powerful allies, like the celestial mystic named Zodac.
The war continued to be costly; even some of the Elders died under the grip of King Hiss, as did Zodac’s brother. It has even been hinted that Rattlor was at least partially responsible for the death of Zodac’s sibling; however, it is also hinted that Zodac personally defeated Rattlor in a battle. Eventually the Elders led a strike against Snake Mountain, and utilized one of Hiss’s own weapons against them: a prison demiplane known as The Void. In the final battle, Zodac used the King’s magic to imprison him and his whole race in the demiplane.
They took with them the key that could release the race from the prison; why they did not destroy it is unknown. Probably they, as beings of goodness often do, thought that someday the Snake Men could find redemption. It was a minuscule chance, but so long as their wasn’t NO chance, they would not attempt to leave them there forever.
Sometimes, even the plans of the most powerful beings of goodness go wrong.
They did not know it, but one solitary snake man had escaped their notice - another officer named Kobra Khan. How he avoided imprisonment is unknown; perhaps he at one point had incredible magic to escape detection.
Centuries went by, and eventually the Snake Men became mythical to Eternia’s population, parts of legends, fiction, and even fairy-tales. Eventually, parents would even use them to scare their children into obeying (“If you don’t go to sleep, the Snake Men will get you!”) turning their once deadly image into that of pathetic bogeymen.
But the Snake Men were real, and the last free one spent the centuries plotting their release. Close to the present time, Kobra Khan found the key to The Void, which possibly was given to King Randor by the Elders. He eventually wound up in the prison of the Royal Palace (perhaps as a result of breaking in to steal the key).
While in jail, Khan meditated constantly, and eventually unlocked a new power in his mind. He became able to summon a familiar, just like an arcane spellcaster. He summoned a lizard to his side, which entered his cell while the guards were not looking. Khan then instructed his new companion on how to escape - after midnight one night, when the prison guard shift was at its lowest, and when the two guards on his cellblock were preoccupied with a game of chess, the lizard stole in, seized the keys to its master’s cell, who quickly freed himself. Khan made short work of the guards, and took from then the key to the muzzle he had been forced to wear (to prevent his acid-spitting), removed the muzzle, and then used his acid to melt through the floor, and escape through a sewer.
The instant he escaped, Castle Grayskull, its former selves now realizing the danger, alerted the Sorceress, who alerted Man-at-Arms. With the Elders now helpless to act, he decided to seek out Zodac in his home in the Mystic Mountains, taking Teela and Adam with him. After finding the legendary mystic, anger swelled inside Zodac as memories of his brother filled him. Telling the three Masters to leave, he decided to find Khan alone.
Meanwhile, Khan had reached his former home, well aware of its new inhabitants. He purposely strode right up to Skeletor’s territory, and was confronted by Merman and Two-Badd. He surrendered without a fight - which was exactly his intention. When brought before the Overlord of Evil, Khan told Skeletor that he wished to join the ranks of his horde. He offered information on the Palace which he claimed was useful. Skeletor had heard of Khan, and even if he was suspicious, he believed the Snake Men could never be freed (he had found the door that led to the entrance to The Void when he moved into Snake Mountain, but never succeeded in opening it. Thus he accepted Khan’s offer. Khan provided the information he promised (whether it was real or fake is not known), and while Skeletor and his henchmen were studying it, he stole away to the door that led to The Void, and opened it with the key.
Minutes later, Zodac barged into the fortress and made short work of Skeletor and his henchmen (due to the fact that they had no idea of his abilities), he trailed Khan to the room where The Void was accessed, and arrived just in time to see Khan fit the key into the slot.. Anger got the best of Zodac, and while he threatened Khan, the snake man stunned him with his acid.
The, to Zodac’s horror, The Void opened, and the vile army began to emerge. General Rattlor was the first one to emerge; Khan humbly told him to do with Zodac as he pleased.
But before Rattlor could finish Zodac, Man-at-Arms, Teela, and Adam (who naturally had followed Zodac), arrived. Khan attacked them with acid, and Adam was splashed in the face. The splash didn’t hurt him, but he thought fast, faked blindness by clutching his eyes, ran for the door. Teela tried to follow, but Khan’s acid melted the door shut.
As Adam transformed into He-Man, Rattlor commanded his soldiers to emerge, and dozens of snake men leapt out. Zodac, Man-at-Arms, and Teela started to fight a losing battle, until, He-Man dropped in (claiming the Sorceress had contacted him). He-Man chased Khan to the ceiling; and then a blast of energy caused him to plummet into The Void. The blast had come from Skeletor, who had recovered. He congratulated Khan for freeing the Snake Men to serve him (saying it as if that had better be what he was doing).
Zodac plunged into The Void to rescue He-Man; smelling victory and drunk with it, Khan gloated, and announced his true intentions, forgetting that Skeletor was right next to him.
Meanwhile, He-Man and Zodac were facing scores of snake-men, and the colossal, shadowy form of Hiss himself. He-Man finally convinced Zodac the suicidal nature of his folly, and the two escaped before the confused Hiss realized the situation.
When Zodac went to try to remove the key and re-imprison the Snake Men, Khan hit the key’s alcove with acid, rendering it irremovable. Zodac tried to smash it by plunging his spear into it, but he wasn’t strong enough to do so. But then Khan’s gloating doomed his plans - he yelled that Zodac wasn’t strong enough. So He-Man plunged the Sword of Greyskull into it as well.
The key was destroyed, and an immense suction drew the vile monsters back into their prison and resealed it. Only Khan and Rattlor (who were strong enough to brace themselves) escaped this fate. They then retreated, as did Skeletor.
Though the two elite snake men no doubt still intend to free their race, they will have a hard time doing so now that the key is gone. And with both the Masters and Skeletor’s Horde as enemies, they will have an even harder time. Still, Rattlor is a better planner than Khan ever was, and should the pair strike again, he will likely play a much larger part than before.
Coming up next will be some updates on many of the characters already profiled, which will be followed by a complete revision of Syclone and Skeletor. After that, some of the various races and monsters will be done in MM format. If I have time (before Season 2 starts) some magical artifacts will be profiled.
But don’t despair... Season 2 will introduce more characters, as I have said, and I am as eager to convert them as you are.
- Brian [ June 09, 2003, 05:12 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
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Necro Bob Mancer
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posted June 09, 2003 08:54 PM
Glad to be of service, though the first time I saw his new armor and considering the setting I thought samurai? My bad with the mis-quote on the detect ability, going to be kicking myself for that one.
I can also see why most people think he's a cyborg. To this I say look at the Keeper in the fiend folio. An outsider, but it's noted that most sages believe them to be someones attempt to create a race of constructs that would act as spies or guardians of some secret knowledge. Sounds kinda like Sy-klone.
Under immunities Keepers have an alien physiology and incomprehensible minds that make them more like constructs than living beings, the list of immunities is pretty much the same as a constructs from there on.
Of minor note, Sy-Klone's touch AC is wrong, it should be 14, not 22. [ June 09, 2003, 08:55 PM: Message edited by: Necro Bob Mancer ]
-------------------- You just rolled a nat 20? But that's a d6?
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bjrc
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posted June 10, 2003 01:38 AM
Yes; when people suggest to me that Syclone (that's how his name is properly spelled, by the way), might be a cyborg, I always mention the modrons. These creatures look like mechanical golems, but they are outsiders, and are living creatures that are truly no more mechanical than a fiend or deva.
- 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
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Magical Mittens
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Member # 138729
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posted June 15, 2003 10:12 PM
Horak created an item that nearly cut Eternia in two! He'd better have a LOT of wizard/sorc levels.
Plus I have the action figure ![[Smile]](http://archivedboards.wizards.com/community/smile.gif)
-------------------- "Of all the mage-guilds on all the planes of existence, you had to teleport into mine."
From: The Free City of Greyhawk aka Medicine Hat | Registered: May 2003
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bjrc
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Member # 7993
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posted June 16, 2003 08:04 AM
Yes... if ever I do Hordak (which I will when I have enough information), he will definately be an Epic-level character.
However, in his defense, when he created the Triad of Separation, he didn't intend to rend the planet in half - he had made a mistake and made it too powerful.
Anyway, I may as well mention now that the first updates will be up by Wednesday at the latest.
- 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
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