Showing posts with label encounter critical. Show all posts
Showing posts with label encounter critical. Show all posts

Sunday, May 26, 2013

Twenty Questions: Sosaria

The first couple of Ultima computer RPGs included a hodgepodge of sci-fi elements mixed into the fantasy stuff that later became the norm.   I thought that mashy-upedness would make the setting of the earlier games ideal for some Encounter Critical nonsense, particularly the Lands of the Feudal Lords in Sosaria during the time period between the death of the Mondain (big bad of Ultima I) and the rise of  the Ultima II villain, his apprentice/girlfriend (a pretty creeped up combo if you ask me), Minax the Enchantress.  My old twenty quick questions article was designed for D&D games, but I thought I'd see how well it fit in this case.

What is the deal with my cleric's religion?


You won't be playing a local cleric, since there's no such class in Encounter Critical.  The divine and the magical aren't split and religion isn't a major factor in most folks' day to day lives.  Only warlocks and other weirdos get involved in religion, by joining cults (more on that below).


Where can we go to buy standard equipment?


Any town and most villages will have traders happy to sell you all sorts of stuff.  What counts as 'standard' equipment in Encounter Critical is a matter of debate.


Where can we go to get platemail custom fitted for this monster I just befriended?


Any town ought to have a smith capable of the job, but waltzing about with a big scary pet monster might get you noticed by the burly and surly guards.


Who is the mightiest wizard in the land?


Everybody used to agree to on this answer, but Mondain has been dead for five years.  No doubt powerful wizards dwell in the City of Magic in the Frozen North, beyond the area depicted in the map above.


Who is the greatest warrior in the land?


The Black Knight, once a chivalrous hero that Mondain turned to the dark side, he now wanders the land committing acts of banditry and mayhem.





Who is the richest person in the land?


Probably one of the Feudal Lords, the Monarchs of Rondorlin and Barataria, but rumor has it that certain clans of mountain dwarves possess gold beyond the dreams of avarice.


Where can we go to get some magical healing?


Most towns and many villages have local healers who use either herblore or minor psychic abilities to heal minor injuries, for a modest fee of course.


Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?


More serious injuries and conditions should probably be referred to a member of the Cult of Truth, a group of warlocks specializing in white magic.


Is there a magic guild my Magic User belongs to or that I can join in order to get more spells?


There are lots of cults, sects and secret societies, many possessing magical lore unknown to others.  Newly created warlocks may begin play with a bonus spell by rolling on a random cult list, which includes mainstream groups like the Cult of Truth and the Cult of Runes to more obscure groups to outlaw orders like the Disciples of Mondain.


Where can I find an alchemist, sage or other expert NPC?


Castle Rondorlin and Castle Barataria sound like good places to look.


Where can I hire mercenaries?


Experience sellswords are pretty common at all the towns, unless the monarchs are at war again.  And it isn't difficult to find young farmers who can be lured into henchwork with tales of adventure.


Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?


Civilized society recognizes the utility of magic and the practicality of arming oneself, but some of the more backward villages might have strange local ordinances.


Which way to the nearest tavern?


Taverns are the lifeblood of Sosaria.  A village is only a collection of adjacent peasant hovels without a public house to make it into a community.


What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?


Many villages and towns are plagued by local menaces, the defeat of which will no doubt make you the hero of the burg.  The Frozen North is home to the Great White Dragon, a major menace.


Are there any wars brewing I could go fight?


Now that Mondain is no longer threatening to take over the world Rondorlin and Barataria have resumed their age old rivalry for control of the realm.  They fight little skirmishy wars practically every year.  Raiders of the viking and/or goblin persuasion sometimes attack the northern coasts, while amazon warbands occasionally pillage the south.


How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?


No, but on the off years when the two kingdoms aren't at war at least one of them holds a tournament.


Are there any secret societies with sinister agendas I could join and/or fight?


The Disciples of Mondain mentioned above, the Guild of Thieves, and perhaps others.


What is there to eat around here?


The steak is excellent.  Baratarian beef is known throughout Sosaria.


Any legendary lost treasures I could be looking for?


Mondain allied himself with the mysterious Starwalkers, who possessed arcane technologies beyond the kin of Sosaria's pseudo-medieval civilization.  Those guys left all sorts of cool crap laying around the joint.


Where is the nearest dragon or other monster with Type H treasure?


Head north and seek out the castle of the Great White Dragon or plunge the depths of the dungeons in hopes of finding the treasure troves of balrogs and liches.

Monday, May 13, 2013

Vanthian Prior Career Charts

WARRIOR
01-05 God City Starmerc
06-10 member of a Blackhawk Free Company (50% license revoked)
11-15 survivor of General Zo's Thunder Legion (34% suspected of treachery)
16-20 member of disbanded Steel Warlords Bastard Band (choose instrument)
21-25 Knight in service to the Lord of Crane
26-30 Knight in service to the Lord of Noth
31-35 Knight in service to the Hoarfrost King
36-40 Knight in service to the Zombie Princess
41-44 soldier in the Invincible Hosts of the Hobling Emperor
45-48 Viraxian Stormtrooper
49-52 God City Militia (half starting money)
53-56 Waepetian Palisade Guard
57-60 Sulduku Dervish (5% hunted by Holy Assassins)
61-63 Shunned Towns Axe Murderer (25% license revoked)
64-67 Phasic Swampwretch
68-70 Bleak Mountains Maniac
71-73 God City Sewer Psycho
74-77 Forbidden Wastes Road Warrior (12% bike)
78-80 Dino Islands Ape Cultist
81-87 Parathaxian Horde survivor (7% scarred)
88-93 Northern Mountain Hillbilly
94-00 Funfair Nomad

WARLOCK
01-03 Shunned Towns Unholy Roller (3% unicycle)
04-07 Phasic Swampwitch
08-11 Bleak Mountains Hermit
12-14 God City Voice Hearer (11% others can hear)
15-18 Dino Islands Kongpope
19-22 Forbidden Wastes Omega Zealot
23-25 Parathaxian Schismatic
26-29 Northern Mountain Wendigo Whisperer
30-33 Funfair Tent Revivalist
34-40 studied under an Ape Vizier
41-46 washed out of Waepetian College of Sorcery
47-53 Associates Degree for the Mystic Arts, Blackhawk Community College (8% fake)
54-60 Viraxian Illuminati (77% renegade)
61-67 studied at the Nothian Tower of Ensorcelment (54% outcast)
68-75 God City Computomage
76-83 Suldukan Glyph Master
84-91 Dreamer at the Angel Barrows
92-00 Funfair Tattoomancer

CRIMINAL
01-09 Minor scion of a Slaver King (6% legitimate)
10-17 Funfair Freak Wrangler
18-25 Limbjacker (7% d3 spare limbs)
26-33 Ice Pimp
34-39 Suldukan Hashisheen (d6 doses)
40-47 God City Made Man
48-55 Blackhawk Thieves Guildman
56-63 Viraxian Killsquadder
64-68 West Road Toll Collector
69-73 Blacksteel Buccaneer
74-78 Spineywood Merryman
79-84 Unknown Highwayman
85-88 Bloodhaven Sausage Maker
89-92 God City Punker
93-96 Funfair Roustabout
97-00 Faerie Smuggler

DOXY
01-05 God City Socialator
06-10 Icy Lake Houri
11-15 Blackhawk Streetwalker
16-20 Surprise Limb Lady (d3 random limbs)
21-25 Bloodhaven Wench
26-30 Iron Kingdom Beardlass (free false beard if needed)
31-36 Viraxian Harem Girl
37-42 Waepetian Nymphomancer
43-50 Suldukan Nun (2% flying)
51-55 Priss Class Replicant (cyaborg if not robodroid)
56-61 Galaxinoid Astrobabe (cyaborg if not robodroid)
62-67 Rogue Fembot (cyaborg if not robodroid)
68-75 Recalled Massage Droid (cyaborg if not robodroid)
76-80 Suldukan Blessed Ballerina (57% tutu)
81-85 Dino Islands Hula Girl
86-90 Funfair Tattoo Lady
91-95 God City Valley Girl
96-00 Junktech Gypsy Hootchie Mama

PIONEER
01-07 Fissure Guide
08-13 Cave Unhider
14-20 Iron Poacher
21-27 Grounded Spacehopper
28-33 Astro-Scout
34-40 God City Upstation Techno
41-47 Mountaineer, Northern
48-53 Mountaineer, Bleak
54-60 Deadly Mountaineer, Southern
61-65 Salty Bay Seadog
66-70 Dino Islands Paddleboater
71-75 Icy Lake Kayaker
76-80 Sailor on the Sea of Great Peril
81-87 Junktech Gypsy
88-93 Galactic Hitchhiker (50% towel)
94-00 Mysterious Strider (34% hooded cloak)

PSI WITCH
01-15 True Psi Witch
16-29 Esper Corps Cadet
30-43 Vulkinian Academy washout
44-60 Psychic Wars veteran (12% wanted for mindcrimes)
61-75 Hedge Psychic
76-92 squire to a Galactic Psiknight (3% phasic prismatic sword)
93-00 Hypermind Fragment

Friday, August 26, 2011

an Encounter Critical treasure chart (d20)

This was made for an EC session where the players didn't find either location that had a pile of treasure.

1. Scratch Off Ticket for the the Cosmic Lotto (roll 3d8, if you get triples win 10,000 GC)
2. Klengon to Succubese phrasebook
3. Monofilament Yo-Yo (if played with roll Dex or less on d100 or lose random limb/head)
4. Cool Shades of Protection (75% vs. gaze/blinding attacks)
5. Eulg (the opposite of glue, disassembles whatever you smear it on)
6. Coupon good for free small fries at Soylent Burger
7. Shaq-Fu for Dummies (book on tape)
8. Axecalibur, +15% Black Hole Metal Axe, you are rightful king of Space Camelot
9. Freeze dried astronaut food, includes Tang (d6 days worth)
10. Souvenir margarita glass from Wrigley's Pleasure Planet
11. Impervium knuckles (like brass knuckles but +10%)
12. Phasic socks (matching pair, argyle)
13. Slorg egg, almost ready to hatch
14. d6 gold teeth (worth d6 GC each)
15. Box of donuts, d12-1 remaining
16. Platypus skin hat
17. Infrapink goggles (invisible things are visible, but also vice versa)
18. Atomic Zippo
19. class ring for the Green Lantern Academy (no powers)
20. Runeputer, holds d6 spells

Thursday, March 31, 2011

missed opportunities & brain strangeness

So in the run-up to GaryCon I told all-around cool dude and notable beard enthusiast Adam Thornton that I would run a pick-up game of Encounter Critical for his crew. Like the year before, we never were on the same page schedule wise, partially because I was only day-tripping the con, partially because some event slots seemed to overlap and partially because I am an idiot. Next year I'm just gonna submit a game ahead of time and get on the ding dang schedule.

As the date of the convention approached I started occasionally thinking to myself, "You really need to come up with an adventure, dude."  But nothing would pop into my mind.  By the day before the con I had convinced myself to run something already written, either the sample adventure or part of my Asteroid 1618 module or one of the many weird things in the Files section of the EC yahoo group.  So I printed some stuff out and shoved it into my gaming bag, fully intending the next day to pretend that I had a coherent adventure ready to go while actually pulling random EC-related documents from my bag.

But then something happened.  I don't know if it was the trouble I had sleeping, or the gin I drank not long before bedtime or just my unconscious mind working on the problem, but I woke up Saturday morning with a question fully formed in my mind:

"What the heck is an Omnitron?"

My wife's laptop was handy so I hit up wikipedia looking for an answer.  I'm not sure why I chose wikipedia rather than google (or blekko.com, which I find to be better than google for simple searches) but I wasn't fully awake yet and maybe in my hypnogogic fugue I was just dead certain that A) an omnitron was a real thing and B) it had its own wikipedia page.  Turns out I was right on A but wrong on B.  The Omnitron was a particle accelerator that was designed by Albert Ghiorso but never built.  Ghiorso is cool as heck because he was a Manhattan Project physicist who co-discovered every element from 95 to 106 on the periodic table.

After reading Ghiorso's wikipedia entry I took out my little pocket Moleskine notebook, which I carry pretty much everywhere in case I get an idea or need to write down the name of a book.  The following adventure synopsis poured out onto the page:


TRANSCRIPT:

Omnitronic Joe
   one of the Immortobot line
   now reduced to talking
   arm & pile of lesser components

   seeks party to retrieve
      his right ankle

Hyperdog X-14
      like Krypto but
         a little pug
      opposes Joe.

   must visit the Great Hive
      Oracle to learn
      location
         Guarded by Bee Girls

   must ride the great
      mauve mega maggot
      to center of Vanth

fire-
 breathing
  parrots

fight giant electro neuronic
   slime dudes

   who are enslaved by
      Necranna deQuire
slinky warlock babe
with radioactive third
             eye

   she and her wookee
sidekick Mr. Balls (owns
   chainsaw x-bow & roboclaw
      hand) are casting
         a big long ritual
         spell: animate planet

(I'm pretty sure the part about the fire-breathing parrots was already on the otherwise-empty page when I started, but I was totally going to use that.)

Wednesday, February 02, 2011

repost from Encounter Critical mailing list

So Friday night I ran a little EC session at my local con.  Nice folks here and elsewhere really helped with the prep, as I based the game on Mr. Hoyle's description of the City of Blackhawk as described in the Lexicon of Vanth: http://vanth.pbworks.com/w/page/10255096/FrontPage.  I also handed out some random print-outs from other Lexicon entries to the players to give them a feel for the setting.  The pregenerated PCs were all from this handy file of starting characters: http://www.scribd.com/doc/28162234/Encounter-Critical-PCs.   I gave each player two random selections from the assorted PCs on hand a few minutes to pick one or the other.
The adventure begins with Standard Opening #2: everyone wakes up in jail hung over.  A mutant (eyeball in mouth, his speech comes out of his empty eyesockets) in evil vizier robes has the PCs pulled out of the drunk tank and hauled over to the palace of the King of Blackhawk.  The palace is a ramshackle wreck, as the King has no real wealth or political power in the city.  Instead he exists on a meager pension and takes care of all the ceremonial duties that whitewash a small facade of legitimacy over the otherwise anarchic fiasco that is life in the big city.  But the current king is such a lazy and mushbrained fool that every time his vizier takes him out for a public appearance the results are always a train wreck.  So years ago the vizier had a frankensteinian double made to order.  Its complete lack of social skills is an improvement over the real king's liabilities.  But someone done stole the double.
At first the PCs operated under the assumption that someone wanted all the vaunted powers of the king at their own disposal instead of Cortox Jones's (that the vizier) but they quickly got on the trail of the King's estranged ex-wife, who still holds the title of Queen but has been shacking up with a mysterious warlock called the Black Scorpion.  Most of the party takes the monorail to the Citadel of the Black Scorpion while one ornery player sets off alone to the red light district to get some street level insights into whatever is going down.  He ends up talking to some drunken short order cooks that put him on the trail of the Astroburger Corporation and the local Regional Manager in Charge of Fast Food Operations and Planetary Domination, the solid gold businessdroid Syd Moodabi.  It seems that the Astroburger Franchise Fortresses in Blackhawk are putting all the other fast food places out of business because "those Astrobugrer jerks are putting real meat in their sammiches!"
Meanwhile, a gang of hardened Battle Mimes jump the PCs in the monorail.  The PCs are dodging invisible imaginary bullets fired out of nonexistent machineguns and wrestling invisible imaginary chainsaws out of mime hands.  One foe is a Mimeomancer, who puts one of the PCs into the dreaded Shrinking Box, but the silent bad guy is killed before I pulp the poor bastard.  At one point a PC is thrown out a monorail window by Walking in Place Wind Strike, but he saves himself with a bullwhip Indiana Jones style.  Once the Mimes are defeated they search the bodies.  One of the PCs finds some imaginary paper in an imaginary pocket and makes a Scholarship roll to decipher the Mime Runes, giving them clear evidence that Moodabi hired the mimes to keep the PCs from interfering with his nefarious plans.  The party heads to the robot's mansion with revenge on their minds.
The party is on edge when they discover that Moodabi lives in a Scooby Doo style haunted house next door to the largest cemetary in Blackhawk.  They immediately assume that Astroburgers is people, but I reassure them that actually all the other chains use Soylent Green and that's why Astroburger is the more popular alternative.  As a Happenstance roll would have it, a couple of computer nerds in cheesy uniforms are making a service call the mansion just when the PCs need some pretense to get into the place and past the HamburgerDroid guards (giant animatronic Mayor McCheese types).  They find their way to the computer room, complete with lotsa blinky lights and spinning reel-to-reel machines.  Some serious Machine Friendliness allows them to do two things: discover that the "special order" for the Queen was sent to Franchise Fortress #1's grinding room for preparation and to transfer a zillion quatloos from the Astroburger Ridiculous Profits Account into one of the PCs best friends, a shady ATMdroid that appeared earlier in the episode when they were short on cash.
Using the wealth now at their disposal, the party gets themselves equipped with phasic this and prismatic that (one PCs foregoes the mechanically best armor they can wear for some Solid Gold Mail).  They also buy a Damnation Van with armor plating and a pintel mounted photon grenade launcher.  They then attack what is essentially the Death Star of hamburger joints.  No wait, first they went through the drive thru to grab some lunch, THEN they attack.  They blast their way into the loading/unloading dock, where they chew up some Burgerdroids pretty quick and annihilate the poor Minimum Wage Mutant turned hero who tried to reach for a mysterious lever.  Then the Giant Four-Armed Grimace (http://www.sixuntilme.com/blog2/2007/10/grimace.html) attacks.  The vulcan doxy responds to this threat by guzzling some Project X Liquid to grow to giant size.  Of course he then attempts to seduce the titanic purple milkshake monster.  He doesn't roll well enough to succeed, but close enough that the creature pauses to question its sexual orientation.  That's when the guy operating the grenade launcher drops some steaming hot photons right down the monster's throat, exploding him from the inside.
After clearing sizziling purple monster foam from ever nook cranny and crevice of the D-Van and their own bodies, the party grabs a Minimum Wage Mutant and has him take them to the Grinding Room, where they find Moodabi (C-3PO in a business suit) and the Black Scorpion (mysterious hooded black robes, facemask) huddled over a big machine.  The king's double is dangling over the gaping maw of the grinder.  The party immediately lets loose with a Death Blossom of phasic energy and other miscellaneous weaponry.  The robot is melted but the warlock is protected by some sort of force field effect.  Noticing that the Black Scorpion is not a chump, the dude still holding onto almost a zillion quatloos belonging to the guy they just melted offers the warlock a hefty bribe to walk away.  A portable card reader appears out from under the black robe and 7.8 million quatloos are deposited into the Scorpion's bank account.  He ninja vanishes away.
The frankenstein is returned to the vizier and he has the real king give the PCs their promised reward: pardons good for all past crimes committed in Blackhawk as well as up to three future crimes.  The party agrees they use the rest of the money and newfound criminal immunity to give up this penny ante adventuring crap and move on to becoming fullblown corporate jerkwads.  The end.
Question from a player as the whole deal is heading towards the end: Why the crap does the Queen want to eat the king's double?
Answer: She doesn't.  The thought of doing so sickens her.  Part two of the plan would have been to feed the frankenburgers to the king.  Not only would that have doomed the king to a lifetime of making all those public appearances himself (which he hates doing) but self-cannibalism is against his religion, endangering his immortal soul.  Moodabi and the Black Scorpion were just pawns in her plan to get back at that fat ugly stupid toad for all those years living with him.  She plays for keeps.
some miscellaneous scenario design notes:
King Hortensus = the King of Town as played by Tsathogua or vice versa
map of Blackhawk City = map of Disney's Magic Kingdom (Cinderella's castle = the King's palace, Space Mountain = the Citdel of the Black Scorpion, Haunted House = Syd Moodabi's Mansion)
Syd Moodabi = Gordon Gekko played by C-3PO
Black Scorpion = what if Ric Flair was a wizard?
basic plot of missing frankenstein king comes from a paragraph in Milorad Pavic's Dictionary of the Khazars (fabulous book)

Tuesday, October 26, 2010

Mad Science on Tatooine, part 2

Our heroes show up at a mostly abandoned Darklighter Ranch, one of the more prosperous moisture farms in the Tosche Station area.  Most of the people and droids are out trying to pick up the trail on the Sand People who abducted Biggs' kid sister Cindel two nights earlier.  Two hired hands were left behind to repair the blasted door to the main compound.  Ivuur the alien jedi helps repair the doot and she notes that the blast marks were too precise for Sand People.  Meanwhile Rand (IIRC) heads to the outhouse to see a man about a bantha.  We have a brief discussion about how every possible drop of liquid is harvested at a moisture farm, but I decide against explicating the actual apparatus involved.  When setting a mood sometimes a suggestion works better than an explanation.

Tiberius Starwalker whips out his tricorder and picks up the an ion trail suggestive of a souped up landspeeder heading towards the Jundland wastes.  The party confirm that no one in the Darklighter household drives a turbospeeder, so they decide the trail must lead to the fake Sand People.  As they get ready to leave one of the farmhands gives each of the PCs a space brewsky as thanks for the help with the door and all.  The players inquire if my ale quaffing house rule is still in effect.  I don't know about you, but I reserve the term 'house rule' for things that I will use in any game I run, so I agree they can continue to imbibe alcohol once per session for d6 healing.

The rest of the night is a series of action sequences.  First up they stumble across a dozen legit Sand People out looking for the dillweeds sullying their bad name.  I give a 1 in 6 chance that no parley will be possible with these guys and the magic die says they attack.  Blasters and lightsabres quickly overwhelm gaffi sticks and those Tuskens who aren't dead and/or dismembered flee into the night.  The party decides that they may want to use some of the Sand People's gear for disguises and/or deep desert survival, so they loot the bodies.  I decide that for purpose of this campaign Sand People are hideously scared, mutated and generally grody humans.  The head wrappings flake away like crusty bandages.

Finally the PCs arrive at the hidden fortress of the Imperials. It's a squat construction built of hardend duranium (whatever that means) with a dual-mounted laser turret, a floating 'eye in the sky' style security droid and a laser drawbridge over a quicksand moat. The players watch the droid long enough to realize it makes a slow, regular circuit around the facility which they then exploit to load the barrels of the laser cannon with rocks. Eventually they provoke a fight, which causes the lasers to explode when they are fired. The main doors open some Imperial douchebags (pictured left) come out looking for trouble. One of them activates the laser drawbridge just before the PCs open fire on them. Amaiza Shadowslayer aims for the guy packing what I describe as a back-mounted beerkeg connected to a weedwhacker by a length of vacuum cleaner hose. I figure she's going to pop that guy so she can snag his Heavy Plasma Wrecker but instead she aims for the fuelpack. Dice indicate a hit and the keg spews hot plasma all about the place, melting all of the Imperials nearby.
 
The PCs rush into the place only to discover that the duranium building is the top two floors of an extensive underground facility, with lots of catwalks and very few safety railings. A quick tricorder scans shows a room a few levels down with a bunch of lifeforms crammed inside and another room on the same level, not too far away, giving off a strange energy reading. Bless their souls, the party splits up once they reach the target level. The jawa and the jedi bounty hunter head for the energy reading while the rest of the group makes for what they hope is the detention block. Along the way they have a running gun battle with more Death Squad Commander action figures.

Turns out all the lifeforms are in some sort of evil science room where all the kidnapping victims are strapped to tables with needles and stuff jammed into their skulls. It looks like some substance is being slowly sucked out of their brains. Amaiza starts to unhook people while Ivuur interrogates the droid in the room. Rand Skystar keeps an eye out for more badguys. Meanwhile Tiberius and the jawa open the door leading to the energy reading only to come face-to-face with a Monster Droid. Combat droids are higly regulated in the Galactic Empire, so occasionally the jawas cobble together frankensteinian ones to sell on the black market. What would an unlicensed combat droid be doing smack dab in the middle of an Imperial facility? Acting as an insurance policy.

The strange energy reading is the Mad Science lab (complete with Jacob's ladders and smoking beakers) belonging to one Skullbryn Limbic, a scowling big-brained alien in a classic mad science outfit: doublebreasted white lab smock, long rubber gloves, goggles that do nothing. He bought the monster droid because he doesn't trust the Empire as his sole source of personal security. That's also why he carries a Neutron Whip at all times. I really should have typed this sequence up last week, as Tim and Alex did some brilliant maneuvering in this encounter and now I can't remember it all clearly. There wasn't much actual fighting, as the monster droid's ion emitter shut down Tiberius's lightsabre and Tiberius used the Force to yank away Limbic's Neuron Whip and his Monster Droid Remote Control. However, Skullbryn was able to telepathically shut down Tiberius's agression, forcing him to negotiate briefly. That created the opening for the mad scientist to get away. But the party ended up with a mostly intact Monster Droid, its controller unit and a Neu(t)ron Whip, whatever that is.

Meanwhile an ambitious young junior lieutenant had taken some intiative and gotten one of the tripod-mounted Gatling lasers out of the base armory. His men were setting it up in the hallway outside the lab but the PCs caught on and broke up the operation before they could open fire. The imperial troops routed under heavy blaster fire but the young officer stood his ground, exhorting his men to rally. I described the officer as a kid who was too young to have made it out of the academy, his family must have bought a commission for him. Rand did not hesitate to blow this young punk away even though the kid wasn't actually firing at anyone. Maybe it's only retroactively that I now see his shooting the lizarddog as stone cold. The two incidents in one night gave the scoundrel a definite Han Shoot First edge, at least in my mind.

We're nearing the end of the alloted gaming time, so we quickly wrap up at this point. The party quickly loots an armory they stumble upon. The stolen arms, mad science victims and monster droid are crammed into the back of a heavy transport speeder they find in a hanger area. Speaking of the hanger, when they arrive they see a small silverly starship shaped like an asymmetrical crescent taking off. The fire some blasters at it but we all know that never works. I had expected the party to kill the mad scientist and steal his starship, but maybe they can do that next time they run into him.

Two of the party members earned enough XP to reach level two, so first thing we'll do next session is go through the level-up procedure. Then we'll deal with the consequences of them wrecking an Imperial installation and stealing the Empire's stuff.

Thursday, October 21, 2010

Episode I: Mad Science on Tatooine, part 1

Last night I had five players take me up on running an Encounter Critical-fueled Star Wars type game.  There was a little fumbling over the handouts I gave them for chargen.  At least one high-strung player was having a bit of trouble getting his mind wrapped around the idea of rolling ADA, DEX, ESP, INT, LEA, LUC, MAG, ROB, STR without knowing what those things were.  But by maybe 20 or 30 minutes into the game we had the following party:

Tiberius Starwalker, male human Jedi with an Imperial bounty hunter's license
Rand Skystar, male human scoundrel
Amaiza Shadowslayer, female human warrior with a mysterious past and a 'Theopolis class computoface'
Ivuur Pefan, female hammerhead Jedi
Awtoonay, male jawa warrior

I announce that the PCs are all members of a small Rebel cell on Tatooine and their contact with the Alliance is a space satan named Queede Zabalus.  The party is to redezvous with him in a cantina in Mos Eisley for their next assignment.  The PCs then have an initiative roll-off amongst themselves for who gets to cause trouble in the cantina before the adventure proper starts.  Dane wins so he decides that his Hammerhead spots her no-good ex-husband across the bar.  The jerk took off on her, leaving nothing but a note explaining how he was going to fufill his lifelong dream of turning a desert planet into a lush, green world.  Ivuur uses the force to throw a drink in his face, then puts on a blindfold and beats the crap out of him.

The blindfold was an attempt to qualify for level 2.  In Encounter Critical to gain a level you must earn the required XP and perform a specific deed that varies from class to class.  For Psi Witches (i.e. Jedi) to advance they must defeat an equal or better foe using only their blindfight skill.  I'm not sure a gardener who was obviously stoned on whatever was in that double hookah of his really ought to count as an equal foe, but I decided I wanted to go easy the first time around.

Once everyone in the joint turns back to their drinks and the band starts back up everyone slides into a round booth with their pal Satan.  He tells them that people are being kidnapped from moisture farms near the edge of the Dune Sea, in the vicinity of Tosche Station.  All the locals believe the Sand People are to blame but the real culprits are the jerkwads running a secret Imperial research station in the Jundland wastes.  There mission is to find out what the Empire is up to there and to rescue the missing people if possible.  Since the PCs need transport, Queede arranged for a speeder to have the keys left in at a local used car lot.  The vehicle will only be reported stolen if plausible deniability is need on the part of the lot owner.

Rand Skystar volunteers to go get the speeder and meet the rest of the group with it at the city park.  It's the nicest green spot on the planet, as some kind soul has volunteered to maintain it out of the kindness of his heart(s).  Anyway, Rand arrives at the lot after twosundown, hops the fence and heads over to the assigned speeder.  Imagine a late seventies stationwagon painted bright green with a yellow racing stripe.  Trade in the wheels for a floaty forecfield effect and add three jet engines like on Luke's speeder.  The racing stripe was to placate the original owner, as he couldn't believe that his first new speeder purchase was such a doughty family model.

Rand encounters two brief complications in what should be a milk run.  While the used car lot owner gave the tired old Clone War vet that serves as nightwatchman the evening off, he forgot to tell the dude not to release the junkyard lizarddog that usually wanders the place at night.  I thought this was going to be a big hassle, as what kind of a good guy casually blasts a dog?  Turns out Rand is that kind of good guy.  The other problem was that the gate was locked.  I was expecting Rand to use the key on the same ring as the ignition key for the speeder, but he insisted on failing to pick the lock, then kicking the gate down.  The whole operation is a bit of a fiasco, but on the upside Rand has managed to commit a new crime (Grand Theft Speeder, Space Animal Cruelty, Needless Destruction of Private Property, take your pick).  Since he is a criminal that qualifies him for second level.

The party zooms across the wellworn road between Mos Eisley and Tosche Station, where they get in just before the place is shutdown for the night.  The buy a crapload of desert survival gear (with the money I am totally refusing to keep track of) and rent five cots set up in the back room for people who don't want to leave while the Sand People are mucking about.  The next day they get up just in time for the gorgeous sunrise and also managed to catch the blinding second sunrise.  They set out across the blistering landscape for the scene of the most recent attack, the Darklighter homestead.

Thursday, October 14, 2010

sometimes players need help

Another galaxy, another time....
PC name help

Human throw 3d6, consult charts below

Male first name
1 Biggs
2 Colton
3 Rand
4 Serji
5 Tiberius
6 Wedge

Female first name
1 Amaiza
2 Barbarella
3 Camie
4 Jolli
5 Meri
6 Shira

Last name, first element
1 Dark- (or Shadow-)
2 Fox- (or Wolf-)
3 Moon-
4 Sky- (or Space-)
5 Star-
6 White- (or some other color)

Last name, second elements

1 -killer (or -slayer)
2 -lighter
3 -shine (or -gleam)
4 -sun (or -star)
5 -train (or -jet)
6 -walker (or -strider)

Droid, roll d12 and 2d10

1 First letter of first name/d10 roll/Last letter of first name/d10 roll
2 First letter of first name/d10 roll/Last letter of last name/d10 roll
3 First letter of first name/d10 roll/First letter of last name/d10 roll
4 Last letter of first name/d10 roll/First letter of first name/d10 roll
5 Last letter of first name/d10 roll/First letter of last name/d10 roll
6 Last letter of first name/d10 roll/Last letter of last name/d10 roll
7 First letter of last name/d10 roll/Last letter of first name/d10 roll
8 First letter of last name/d10 roll/Last letter of last name/d10 roll
9 First letter of last name/d10 roll/First letter of last name/d10 roll
10 Last letter of last name/d10 roll/First letter of last name/d10 roll
11 Last letter of last name/d10 roll/First letter of first name/d10 roll
12 Last letter of last name/d10 roll/Last letter of first name/d10 roll

Wookie, roll d20 on the chart below d4+1 times

1 At
2 Ba
3 Bo
4 Buk
5 Chit
6 Chu
7 Ful
8 Gee
9 Ka
10 Kuk
11 La
12 Lum
13 Ma
14 Pa
15 Roo
16 Tar
17 Ti
18 To
19 Var
20 Wa

Jawa, 3 rolls of d10, put together as Roll + 't' + Roll + 'n' + roll. E.g. Eetawnyo.

1 Ah
2 Aw
3 Ay
4 Ee
5 Eh
6 Ho
7 Oi
8 Oo
9 Uh
10 Yo

Sand People do not give their names to the few outsiders they speak to.
The rest of the party should come up with a nickname for the character.
If the party cannot quickly agree on a nickname, the default choice is 'Sandy'.

Greedoian roll d12, females add the suffix -ata, males -do

1 Baktu-
2 Buree-
3 Chee-
4 Flee-
5 Ken-
6 O-
7 Plaa-
8 Raamoon-
9 Rapi-
10 Thee-
11 Tree-
12 Zee-

Hammerhead, roll d8 + d10

Hammerhead male first names (d8)
1 Ammerha
2 Boolon
3 Deldob
4 Flen
5 Gillom
6 Momaw
7 Murr
8 Neelig

Hammerhead female first names (d8)

1 Cellwan
2 Flen
3 Gillom
4 Haalis
5 Ivuur
6 Oovei
7 Voonuvi
8 Wimmel

Hammerhead last names (d10)

1 Ado
2 Corrob
3 Cranata
4 Habat
5 Ixlis
6 Laka
7 Moomo
8 Nadon
9 Pefan
10 Toreena

Snaggletooth (d12)

1 Takeel
2 Takle
3 Takmore
4 Takton
5 Toogeel
6 Toogle
7 Toogmore
8 Toogton
9 Zuteel
10 Zutle
11 Zutmore
12 Zutton

Walrus Man - roll d6 twice. Reroll if you get 2,1. That guy is dead.

1 Baba
2 Ponda
3 Ruzwal
4 Sawkee
5 Sidbam
6 Teak

[These charts were a compilation of half-assed research on Wookieepedia and crap I made up.]

Tuesday, October 12, 2010

EC campaign draft handout

Slightly incomplete, but I think you can get the gist:

Another galaxy, another time....
draft player’s guidelines for an Encounter Critical/Star Wars campaign

1. Forget everything you know about Star Wars from any source published after 1979. The original film is the jumping off point for your adventures.

2. Get out a piece of paper. Preferably ruled ( torn from a spiral notebook), graph, or the back of a take-out menu. Pre-printed character sheets are for wimps!

2. Roll some dice. Specifically 3d6 nine times. Assign them in order to the following stats: ADA, DEX, ESP, INT, LEA, LUC, MAG, ROB, STR. Don’t worry what those are or what they mean just yet.

3. Roll (d100) a race. Adjust stats and note anything else.

01-50 Human, no mods but see step 7.
51-75 Droid
76-80 Wookie
81-84 Jawa
85-88 Sand People
89-91 Greedoian
92-94 Hammerhead
95 Snaggletooth, tall
96-97 Snaggletooth, short
98-00 Walrus Man

4. Roll (d6) a class. Note special ability.

1. Warrior -
2. Warlock* -
3. Pioneer -
4. Criminal -
5. Psi Witch -
6. Doxy/Rake -

Note that you can add a class later, so you can still become a Jedi even if you didn’t roll a 5.All you need to do is find someone to train you.  If there already is a Jedi in the party, you can begin play as their young apprentice.

*If you have a problem with fantasy type spellcasters in a sci-fi setting just remember that Kenobi was a crazy wizard and Vader had sorceror’s ways. Or just get over it. Warlocks are here and they’re queer.

5. Get a gun.

You will need to zap badguys. Everybody gets a starting weapon of some kind. Most folks get a blaster (d10). Wookies start with a crossbow (d12 but ammo is a bigger issue). Sand People receive their choice of a blaster rifle (also d12, longer range, bulkier) or one of those wicked looking beat sticks (d6 melee). Jawas can take a blaster or an ion musket (d12 vs. droids only). Wookies, Hammerheads, Walrus Men and tall Snaggleteeth who are Warriors may opt for a Sigurdian battle-axe (d12 melee) instead of a ranged weapon. Psi-Witches may opt for an lightsabre (2d8 melee) instead of a gun, but fumbling an attack roll with one before 3rd level can be interesting.  Droids don't get a gun unless they are self-owned (see part 8 below).

6. Roll some gear (d30). Roll twice if LUC is 12 or higher.

1. Macrobinoculars
2. Walking stick/pimp cane with silver head
3. Rad detector
4. Righteous hat
5. Cool Jewelry (ring, disco medallion, etc) with secret compartment
6. Thermal Detonator (5d10 damage)
7. Omnitool
8. Gloves (choice of cool driving gloves or armored gauntlets)
9. Awesome pet (space monkey, dragondog, astro-hawk, etc)
10. Mysterious dark cloak
11. Pack of cards, marked
12. Spaceship
13. Grappling hook belt
14. Daynight goggles
15. Cool boots (cowboy, swashbuckler, go-go, etc) - roll again if you got crazy alien feet
16. Tricorder
17. Commlink
18. TAS membership
19. Flashlight
20. Small hookah and 2d6 doses of some semi-legal herb
21. d6 Ninja smokebombs
22. Oxyfilter Mask
23. Fancy change of clothes
24. Toolkit
25. Hi tech vacc suit (non-bulky, collapsable balloon helmet)
26. Cool vest or jacket
27. Boot knife (d4 damage)
28. Bottle of Corellian Whiskey
29. Medkit (pick race it works best on)
30. Vehicle (van, speeder, motorcycle, etc)

7. Humans roll on the Drama Chart (d12).

1. Lost a parent in the Clone Wars
2. Orphaned by Imperial douchebaggery
3. Loved one lost/missing in space
4. Loved one sold out, joined Imperials
5. Loved one in a Rebel cell on an Imperial world
6. Loved one a smuggler

8. Droid determine owner (d6).

1. Another PC
2. Relative of another PC
3. Other PCs liberated/stole droid from previous owner
4. Rebel contact
5. Unknown, may possess secret data
6. Droid possesses self-ownership papers (not valid in some sectors)

Tuesday, October 05, 2010

Winter War!

So I was paying attention as last month event submission opened for Winter War, my groovy little local game convention.  All y'all should come to Champaign, Illinois next January 28th through 30th and play some games.  Here are the events I just submitted.

The King's Own Frankenstein
His majesty's corpse-collage duplicate has escaped!  Bring him back alive before his stitches/the kingdom/all time and space unravel.
six players for Encounter Critical, Friday night

Revenge of the Bad Guys
You and your dungeon buddies are sick of those jerks over at the Village of Omlet.  Time for some payback!
up to twelve players for Monsters! Monsters!/Tunnels & Trolls, Sunday afternoon

Monday, September 20, 2010

more Damnation Van goodness

Here's another Syd Mead design, this time for NASA!

And here's a Ralph McQuarrie Damnation Van!!!

Sunday, September 05, 2010

Wednesday, September 01, 2010

Encounter Critical webring


This is the closest thing you'll ever see to an official webring for the bestest game that was never written in the 70's but should have been.
Blogs with EC material:
Other related links:
If you find any other pages with EC material, please post a link in the comments or email me at jrients at gmail dot com.  Thanks!

Saturday, August 14, 2010

the Syd Mead Damnation Van

Big thanks to my buddy Pat for sending me this pic!

Wednesday, August 11, 2010

This one goes out to all my Encounter Critical pals



Found on Space:1970, a great resource for EC type fun.

Thursday, July 22, 2010

Encounter Critical live action!



Well, not really.  But if an EC larp did exist, I sincerely hope this guy would show up.

Monday, June 28, 2010

Encounter Critical scenario starters (d12)

1.  What if Cobra Commander was trying to conquer outer space?
2.  Remember how near the end of Excalibur ol’ Merlin became a dream ghost?  Somebody really ought to go into the Dreamlands and rescue that guy.
3. What if the galaxy was patrolled by the Justice League of the Federation (Kirk is Superman, Spock is Batman, etc.*)
4.  Re-watch The Wizard of Oz and keep repeating to yourself this mantra: A Primitive Robodroid Pioneer with a War Axe.  Enlightenment will follow.
5.  What if vampires were sort of anti-Kryptonians, i.e. powerless in yellow sunlight but ultra-rad under the rays of a red sun?
6.  Take a romantic comedy/chick flick/etc. and reuse the plot in deadly earnest.  (Example: Steel Magnolias involves a woman who may not survive giving birth to her dynasty’s heir, a rich heiress who spends her money on whatever catches her fancy, a grumpy witch with a giant hound, a crazy woman who makes cakes out of exotic animals, a doxy who finds religion and Tom Skerritt with a gun.  Seriously, you could make a whole friggin’ campaign offa that flick.)
7.  What if black holes were really the feeding orifices of some extradimensional predator?
8.  What if Galactus decided that the Death Star was too big a threat to his food supply?
9.  What if 2010: A Space Odyssey ended with Earth being invaded by giant cannibal space babies?
10.  Samuel L. Jackson survived that fall in Episode III, he’s got a wicked pirate hook hand and he’s organizing the dregs of Coruscant undersociety to kick some Imperial ass.
11.  Three words: Ork-Melmac War.
12.  What if Harry Mudd sold your favorite planet to the Daleks?




*Please forward all photoshops, sketches and cosplay pics of Wonder Woman Uhuru to jrients at gmail dot com.

Tuesday, February 23, 2010

Easy Peasy EC PC Contest Results

Wow! Major kudos to everyone who entered my Encounter Critical chargen contest. I had thirty two entries to sift through and I loved so many of them it took me three weeks to pick a winner. I eventually had to conscript my wife and daughter into helping me winnow down all the truly excellent characters to a single finalist. Big thanks to Joshua Cameron, Roger Carbol, Cris Creel, Michael David Jr., Philip Eckert, Kelvin Green, Kirk Hess, Alan Krause, JJ, Tom Livak, Randy Metras, MultiMoe, Zak S., Ryan Schipper, squidman and Adam Thornton for their submissions. The world of Encounter Critical is awesomer for your efforts. And without further ado, here is an excerpt from Tom Livak's winning entry:
Slasirack Mk II, Half Lizard Man/Half Robodroid Criminal

Background: Slasirack was a two bit criminal involved with Blood Claw gang of Thaskaia. When the gang pulled a heist against the local branch of the Pan-Galactic Bank, he was the getaway driver of the damnation van. When they were ambushed by the local law enforcement, the rest of the gang members ditched the van, leaving Slasirack to deal with a barrage of incoming explosive rockets. It was assumed he was destroyed in the resulting explosion, as were the stolen credits. But miraculously he survived, although badly injured, and made off with the credits, which he used to buy cybernetic implants to repair his broken body (opting for the opulent blue diamond eyes). Now not giving the Blood Claw their cut of the loot isn't going to sit too well with them, so Slasirack Mk II is trying to make sure they keep thinking he's dead, while still trying win himself back the credits he had to spend on his body.

Slasirack Mk II was but one of several excellent PCs submitted by Mr. Livak. As winner of the contest he is entitled to his choice of one three gamebooks written by yours truly. He picked the ultra-rare Cumberland Games & Diversions print edition of Asteroid 1618, my hastily written Encounter Critical module. Tom also gets the shiny new copy of Mutant Future donated by an anonymous benefactor and several other game goodies I'm throwing in the prize box. Hope you enjoy it all, Tom!

I had originally announced a prize for but a single winner. But I'm giving away a second prize. At one point I was down to four excellent finalist entries and I realized they were written by only two different dudes, Tom and Philip Eckert. So Phil is also getting one of my books as the Super Secret Bonus Second Place Winner. Here's the info on my fave of Phil's characters.

Ælfbørg, Elf Cyaborg Warrior

Background: After the tragic accident, the operation saved Ælfbørg's life but made him forever an outcast among his own kind. "Once I heard the sounds of the babbling brook with my own ears, saw the wooded glade with my own eyes. Now I sense only the buzz of circuitry and the glitter of diodes. Oh, to be flesh and blood once more!" More machine now than elf, he is on a quest to find and defeat his evil half-brother Wülfbørg, an elf/cyaborg/werewolf whose whereabouts are completely unknown.

Anyway, you should be able to check out all the characters in full in a couple days when I upload the entire batch to the EC yahoo group. Congratulations to Tom and Philip and thanks again to everyone who participated!

Saturday, January 02, 2010

The Easy Peasy EC PC Contest!

So here's the deal. One of the very few things I don't like about Encounter Critical is the amount of time needed to make a new PC. After rolling stats it takes a fair bit of time to get all your percentile abilities looked up, added together and recorded. The process is not as painfully drawn out as many other games, but lengthy chargen is one of the reasons I don't play many of those games any more. I much prefer to dice up a quick freak and hit the ground running. And when I'm behind the screen that's what I like my players to be able to do. I run the kind of rock 'em sock 'em games where death lurks 'round every corner. Slow chargen puts players in the penalty box for longer than I am comfortable with. I want that player back in the game as soon as possible.

So to deal with this problem in Encounter Critical I see three basic strategies to speed up chargen: streamline the percentile skill system, look up percentiles only as the player needs them or have a bunch of pregens ready. I reject the first option since a big part of the fun of EC is the crazy mechanics. I'm totally open to the second option but not every player will dig on running a half-baked PC. I'm hoping the readers of the Gameblog will be able to help me out with the third option.

So the challenge of this here contest is to make the awesomest starting character for EC that you can. If you don't have a copy of the rules you can get a free PDF by joining the official mailing list and going to the Files section (recommended) or nabbing one from scribd.com. If you've never read Encounter Critical before do yourself a favor and find somewhere quiet to sit down and carefully read it from cover to cover. Do not skim, as you will miss half the jokes. Then dice up a first level character. Here are the details:

1) Roll 3d6 nine times in order for your stats. I can't have the Dice Gestapo monitor your rolls, so we're on the honor system for this part. Note that I like awesome sucky characters at least as much as awesome uberpowered characters, so cheating won't do you much good anyway.

2) You can either pick a race or roll on the Racial Determination table on page 5. If you opt for the latter and end up with a Monster or Were-Monster it's up to you to work out the details.

3) All the Optional Features on page 6 are available, singly or in whatever sick combinations your perverted little heart desires.

4) You may use races or professions outside the main rules as long as you provide either a link to where you found it on the internet or a write-up in the same format as the rulebook.

5) Hit points and starting gold credits should be rolled with dice or other random number generators.

6) Purchase initial equipment. Non-Warriors should limit their weapons to items that do no more than 6 points of damage, 12 points for gunpowder and hi-tech weapons. Don't forget to buy reloads for weapons that require ammunition at 1% of weapon cost per battle's worth of ammo. No armor is available for initial purchase; the Lord of Unheroic Decay did something unspeakable to the armor table.

7) Warlocks begin play with a grimoire, staff, wand or other item containing a single spell, either drawn from the list on pages 20-21 or made up by you. If you create your own spell please provide a one or two sentence write-up of how it works.

8) At the end of this post is the template that you must use when submitting the character. When filling in the percentage skills remember that some skills are generated by adding numbers from multiple stats (e.g. To determine the PC's Logic score you need look in the Logic column for Intellect, Robot Nature and Strength and add all three together).

9) The Background section of the charsheet should only be a paragraph or two. Try to keep in mind that the point here is to inspire another player to want to play your character, not to write a freakin' novel.

10) When submitting your character you may attach a picture of the PC in jpg, gif or png format. This could be a character sketch you did yourself, something you put together using Heromachine, or a still from a cheesy old movie or TV show. Don't borrow other people's drawings. Note that a picture is not required, but non-artistic types should definitely consider sharing their crappy PC sketches. I don't care the you "can't draw". Check out some of the art in the rulebook to get an idea how low the standards are here. For a project like this sincerity and an earnest devotion to awesomosity trump mere technical ability.

12) The character sheet should be emailed to me at jrients@gmail.com as a txt file, rtf file or simply in the body of the email itself. Please include the tag [EC PC] in the header of the email. Attached the picture (if any) to this email, please don't send them separately.

13) All submissions must be received by me by whenever I first open my email on February 3rd, 2010, so you probably ought to send it to me no later than the day before.

14) I am sole judge for purposes of awarding the prize for the best starting character. I reserve the right to be completely arbitrary. If I can't pick between two excellent entries, I may very well flip a coin. Deal with it.

15) The prize, as mentioned yesterday, is Jeff's Crazy Gaming Grab-Bag, the fancy pants name I am giving to this stack of game crap sitting next to my night stand. The contents of the Grab-Bag will remain a secret until it is in the winner's possession, with one exception. The winner will receive one of the following items: a lulu-produced copy of the Miscellaneum of Cinder, one of the super-rare Cumberland Games print copies of my full-length EC module Asteroid 1618, or my personal Kinko's-made copy of my OD&D module Under Xylarthen's Tower, whichever of the three the winner wants.

16) By submitting a character to the Easy Peasy EC PC contest you are granting me perpetual permission to use your creation in a free PDF that will be made available for download on the EC mailing list or wherever else on the internet that might be convenient. It would be awful selfish of me to keep any submissions to myself.

17) Multiple entries per person are totally allowed, so get cracking already!

------BEGIN CHARSHEET------

Character Name:
Character Race:
Character Class:
Level : 1
Experience Points: 0
XP to Qualify for next level:

Hit Points:

Adaptation:
Dexterity:
ESP:
Intellect:
Leadership:
Luck:
Magic Power:
Robot Nature:
Strength:

Alchemist:
Appease:
Argue:
Berserk Chances:
Camping:
Clue:
Command:
Command Energy:
Command Matter:
Conjure:
Consume Alien:
Crowd Manipulate:
Enrich:
Ensorcel:
Experience Bonus:
Great Feat:
Guard:
Happenstance:
Invisibility:
Labor:
Lesser Feat:
Logic:
Machine Friend:
Magical Attack:
Melee Attack:
Melee Damage:
Missile Damage:
Mistaken Identity:
Monster Friend:
PSI Resist:
Psychic Implant:
Ranged Attack:
Restore Courage:
Read Minds:
Saving Throw:
Scholarship:
Seduce:
See The Future:
Sneak:
Sneak Attack:
Steal:
Survival:
Unpleas. Oder:

Mutations & Class Abilities:

Equipment:

Cash:

Background:

Created by:

------END CHARSHEET------