Weekly PlayersGorby - Varakyn is
an Avenger that looks like this with a bigger sword. Chararacter Sheet. She sees visions that tell her that even the dead need to be punished, so maybe it would be for the best if this tough warrior mystic helped out some infernal bros! Divine Aspect: Raven Queen devotee, tied to the Ethereal Plane!
*Dropped* Shinra - Ettie is an
Assassin Revenant Little Girl in service unto Belial, Lord of the 4th. Not only is she a big-league assassin at the tender age of 3 years after Rigor Mortis, but she has her career path lined up with laser precision typically reserved for sniping! Persona: Flesh Beast
*Dropped* Rosencrantz - Gustav, a
Dwarven Warden! He grew up under the tutelage of his harsh taskmistress grandmother and left a little brother behind to make it big in America! Will his subtle, stoic bad-ass grit get him through to his dreams without selling his soul? Free Mortal.
McDohl - Viktor, Dragonborn Fighter! He's a secret agent who isn't afraid to get his hands dirty, blood-soaked and out-right damned to gather the dirt on American industry! He's big, bright-red and serious business! He may actually be Garrus, from Mass Effect! Persona: Two-Faced Sentinel.
*Dropped* Burrito - Rumal, Bugbear Strangler(Rogue)! He's an exceptionally crafty and sneaky Bugbear out to make money by compressing the passage of air through the throat! Although he worships a Bugbear God, he's in it to win it with whoever is paying! Free Mortal.
Nap - Demetrio, an Eladrin Time Mage! Nap wants to test-run a character class based on manipulating time in a Controller role! He is a too-thin, fidgety man interested in everything! He believes he has a tangible connection to the concept of reality itself! Aspect: Material Plane.
Airman - Kaspar is a Dwarven Artificer! He wants to fulfill his muse and line his pockets by crafting objects for others out of less-than-kosher things! He is an avid fan of Opera and a cultural gentleman once you get past the criminal behavior and past! Persona: Clockwork Imp Muse.
DioBrande - Dawn, a Sorceress!
Kayumi - Cedrayne, Drow Sword-Mage.
One-Shot Player Poolgive me a shout if you want to try the one-shot system thing
FirearmsThese are basic templates for weapons.
Firearms are abnormally loud unless an outside source of silencing is provided. Silencers are not available for standard sale.
Dexterity is used for the attack rolls. So, Dex Mod + 1/2 Level Bonus + Prof.
All non-Caster classes are trained in the use of Revolvers, Rifles Tommy Guns and Shotguns. Harpoon Guns and Cannons are always untrained and require a feat to claim proficiency bonus to attack.
All weapons have two ranges. The first is standard range and has no modifiers. The second is a long shot and applies a -2 to attack. It is not possible to attack outside the second range.
Check Player's Handbook pages 216-217 for weapon properties. 218 for any misc information on weapon statistics.
Load-Free: Reloads as free action. Assumed to occur when firing with it.
If you use a firearm for a multi-attack power, count each shot fired off individually. The attack ends prematurely if the clip cannot meet the demand.
Big Edit: Revolvers and Hunting Rifles may be used for powers. Revolvers ignore the above rule. Hunting Rifles do not.
i.e. a Rogue used Blinding Barrage with a revolver. The move occurs as per usual. A Rogue uses a hunting rifle for Blinding Barrage against 6 targets. He only affects the first three targets chosen.
Revolver: 1d8, Prof +3, Range 10/20, weight 1lb, off-hand property, small property, load-free property, 25 gold pieces, 6 shots per chamber-load, Chamber of Six Cost is 5 gold pieces per.
Hunting Rifle: 2d4, Prof +3, Range 25/40, weight 8lb, quasi-versatile(no +1 bonus to damage, but a Small character may use this in both hands), load minor, 75 gold pieces, loads and fires three shots at a time, Clip of Three Cost is 10 gold pieces per.
Shotgun: 1d12, Prof +2, Range 10/15, weight 6lb, off-hand, quasi-versatile(no +1 bonus to damage, but a Small character may use this in both hands), load minor, 50 gold pieces, 2 shots, a Six-Shell Pack costs 10 gold pieces per.
Special: A roll of 10 or better on damage will knock a target back one square if possible. They may be knocked prone if blasted against something.
Tommy Gun: 1d6, Prof +2, Range 15/20, weight 10 lb, quasi-versatile(no +1 bonus to damage, but a Small character may use this in both hands), load minor, 50 gold pieces, Clip lasts for 6 attacks of 2 Sprays or a combination there-of, Clips are 10 gold a piece.
Special: Once per encounter, a Tommy Gun may open fire wildly upon a 3x3 area within 5 squares. This attack deals minimum damage per attack(including enchant properties or critical hits) and is at a -2 to each target vs Reflex.
Harpoon Gun 1d10, Prof +2, Range 15/30, weight 20lb, load move, one-shot, a specialty item costing 200 gold, replacing the harpoon is a 50 gold investment, the rope 50 silver.
The Harpoon Gun requires a Training Feat to gain the Prof +2 bonus to attack.
Special: A target hit by the Harpoon Gun may be reeled as per a Bull Rush check(Your Strength Attack vs their Fortitude Defense), but it pulls the target one square rather than pulls. During an active reel, the target must succeed at a Bull Rush check to move as Slowed. They may also cut the rope at 3 points of Damage vs AC 10.
Cannon: 2d8, Prof +1, Range 40/50, weight 80lb, load standard, one-shot, a military-grade ordinance costing 300 gold, each cannon ball is 25 gold per, each cannonball weighs 20lb.
The Cannon requires a Training Feat to gain the Prof +1 to attack and to even use.
The Cannon may not be used while moving without a minimum strength of 16. The Cannon may be set down as a minor, removing the strength needed to use. It may be picked up as a minor.
A Cannonball may be fired at a destination vs an AC of 20. Variance of up to 4 squares occurs for every number under 20. I.E. you roll a 17, the cannonball veers 3 squares off course. A destination firing produces a fireball like AoE that deals half physical/half fire damage in a 3x3 from the landing spot. Targets hit are blown one square away from it and knocked prone.
Cannonball veering is determined by a 1d8 roll.
1 - N
2 - NW
3 - W
4 - SW
5 - S
6 - SE
7 - E
8 - NE
If a Cannonball's line of fire strikes cover or a target first, or it is used as a direct fire weapon, it is fired vs Reflex Defense and deals standard 2d8(1d8 as fire, 1d8 as physical.) A successful hit knocks the target back three squares and knocks them prone. Cover blocks the AoE effect entirely unless abnormally weak.
GlossaryAs taken from Fiendish Codex 2: Tyrants of the Nine Hells, or the Fiend Folio: Devil Edition. 3.5e.Pact Primeval: The original contract between Asmodeus and Heaven, permitting Devils to punish souls and draw a very literal source of power from them. It did not include a clause to prevent Devils from actively leading mortals to Hell.
Asmodeus: In the D&D cosmology, he is the Devil. He is as old as the plane of Hell and the absolute master of it. His machinations are timeless and he was always confident that the Blood War could be won and the Heavens destroyed. He is a Diety-like figure to those who wish absolute power and control of their life, in a way.
The Lords of Nine: Individual Devils that rule the nine layers of Hell. Asmodeus rules the ninth. Only Beelzebub(7th), Mephistopheles(8th), and Dispater(2nd) seem be former angelic figures, as Asmodeus. Although the Eight answer to Asmodeus, they hold a similar position of power to his in their own respective layers. Higher numbers have no direct power over lower numbers.
Faustian Contract: Traditional soul-selling between a devil and a mortal. If you'd sell your soul for an F-1 Race Car, the Devil gets you to sign one of these and gives you the car. You become Lawful Evil. More often than not, the Devil now has a vested interested in immediately setting up your "coincidental" death. The exceptions are when the mortal will function as actively evil and is more useful alive. For now. Traditionally, a Contract is considered null and void if the Devil simply bullies a mortal into signing it. Thus, Devils find it useful to acquire and store wealth on the material plane, as gold is little missed when it acquires a fresh soul.
Pact Certain: As above. You sell your sell for a one-time good and service. The wording of the contract is very explicit, no matter how complicated it is. Allegiance to Hell is sworn.
Pact Insidious: Similar, but without direct allegiance to Hell. Rather, the Devil and Mortal exchange favors in a business-like proposition. The Devil aims to put the mortal into situations where he will sin and condemn himself.
Redemption: No soul is technically beyond redemption, but the hard and fast of it is that a full alignment change must take place and atonement must be achieved.
Damnation: When a lawful evil or otherwise devil-bound being dies, their soul is flung to Hell. They arrive as a vaguely accurate representation of themselves upon dying, right down to injuries. They look far more haggard and damned and hopeless, though. After a brief sojourn down the River Styx, the soul is identified, credit is assigned to the Devil that tempted them to Hell, and they are irreversibly tortured and broken. The torture process transforms the soul into a Lemure, utterly obliterates the memories and person that was there before, and harvests the coveted energy of the Soul for the Lord of Nine. Naturally, this method is in a bit of a fix as the campaign starts..
Damnation Credit: Somehow, as soon as a soul becomes damned to Hell, any Devil responsible has their taint applied to it. By their own methods, Devils always know who to lawfully credit for the corruption. If a soul is just.. generally evil, it may become a very precious commodity. Devils in positions of influence are very fond of free souls that they may use to trade. This would also be the most likely fate of traitors captured. Sometimes, an otherwise Evil soul is claimed by a non-Hellish deity such as Vecna or Hextor. Their ambassadors regularly barter in Hell to insure these souls find their proper fates.
Damnation Rackets: Devils love to stake territories upon other planes. The idea is that a Greater Devil claims a fruitful city as his own. Perhaps the society is inherently Lawful Evil. Perhaps there's a very long War on. Either way, the Souls are lucrative and his claim applies his taint to all of them. Under him are Lesser Devils who may be responsible for individual neighborhoods. For each Devil under another, partial credit is awarded for the Soul. The Devils are expected to reinforce and uphold the values that make the spot so lucrative in the first place and to otherwise watch the claim and hedge out Devils from another Lord.
Basic Devil Behaviors: Devils fear demotion above all else, including death. Devils are timeless and nearly immortal when not operating in Hell itself. Devils hold grudges that can only be satisfied with blood. The blood of descendants will do. Devils tend to favor brilliant tactics, even if promoted to forms that turn them into near mindless killers, instead adopting a terrifying predator aspect. They are ultimately Lawful and can be a bit too literal and oddly, a bit more honorable than most monsters.
Promotion: When a Devil(and not a Devil worshipper) is promoted, he literally erupts from his previous form into a new, "higher-ranked" form in an agonizing, hours long process. Not every form is a direct improvement. A sly, intelligent imp may ascend to a brutish and nearly primitive beastial form. It is not unheard of for Promotions and Demotions to be used by clever Lords to achieve certain things. Minions who become too clever for their own good may be brought up or cast down to primitive forms. The killing prowess is useful, the minion's plans stop for a while as the Lord determines their loyalty, and the Minion can't call the Lord out for it. He clearly needed them for a task, right? Hell's Minions are quite used to suffering these indignities.
Demotion: When a Devil is demoted, it frees up some of the latent energy used to empower him. Devil Lords may demote minions to make use of their power. Another forced indignity. Demotion is also the greatest punishment in Hell, including forms worse than the pathetic, mindless lemure. When times are lean on souls, Demotion becomes common. Every Devil feels a subtle drive to continue corrupting mortals.
The Blood War: The endless conflict between the infinite Demons of the Abyss and Hell's Finest. Every layer contributes to a defense on the 1st layer of Hell. Devils use professional discipline and superior tactics to endure against a foe that out-numbers them 20 to 1.
Question and Answer4th Edition doesn't deal with Chaos/Law any more! What are you up to?Don't care. I'm cheesing it with 3e sensibilities for ease of use. It's not like it matters beyond fluff either way.
Alignment system?Fast and loose, more likely to filter people through "Good/Neutral/Evil" and then base it off their actual allegiance than to try and sort it through the archaic 9 points of 3e or the blistering stupidity of 4e's oversimplification. A serial killer is a serial killer whether lawful, neutral or chaotic evil, you know?
Difference between Devils and Demons?Demons have almost no structure beyond "Might makes Right" and are largely more of the ravenous monster type than a Devil is. A Demon will eat you and you'll die. If you fight Demons on the Abyss, maybe they'll eat your soul, too. But a Devil wants to calmly and coolly collect your soul in full.