#snakeman exe
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There’s yuri in MMBN2? 😳
#art tag#megaman battle network#rockman exe#ms millions#ribitta#kero midorikawa#midorikawa kero#toadman exe#snakeman exe#toadman.exe#snakeman.exe#im surprised nobody did this since toadsnake is such a popular ship in classic
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sillay art dump
erm..
..this too
#RAH!!!!!!#megaman#timeman#snakeman#bubbleman#centaurman#crashman#then theres that twink#ermmmm#starman exe#or however you tag 'em#im tired ❤️#metal boxed -art
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Was having a very bad no good flareup and in my torturous insomnia, my time of suffering,. he appeared
i actually slept afterward loooool
#this configuration of snakeman pixels has given me more emotional support than my exes ever have#SERIOUSLY. I DONT KNOW HOW HE KEEPS SHOWING UP#I'm f2p and simply trying my best#thank u yakumo for giving me surprise serotonin when i need it most#also i hate u why do u keep doing this to me#a year ago. i didnt know u. i saw u in eerie escapade and was like.#no thanks#give me garu#they didnt give me garu.#they gave me yakumo#and i ignored him for so long out of spite#ok but i still want ee garu.#yakumo i do not regret u coming into my life but also i want a dog#misty vale
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One Song For Every OC
Tagged by @mysticstarlightduck see their post here!
Rules: Assign a song that fits the vibe of your OC.
Tagging (gently): @cherrybombfangirlwrites @sugar-phoenix @thelivingdeceased @theroseempress @snehithiye @dragonedged-if @serotoninshift @writinglittlebeasts
Going to be doing this for a few minor characters from the AASOAF series. The main cast's post can be found here!
Anise (Fay's best friend. Professional sugar baby 💅 but braver and smarter than she looks)
Kirik (Barrelman of the Angel's Lyre and Dancer of Balera master martial artist. Forever remembering the man he loved ���)
Lady Fisla (Axtapor's grandma. The elegant teller of truths, longing for the world and a true companion in it)
Hartim (Second of Axtapor's lackeys. Ex-War Dancer fancy name for those who perform ritual sacrifices. A Snakeman who follows orders and also eats people sometimes. Also he's gay.)
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Home On The Strange
So, here we go.
Home on the Strange was the first successful TTRPG campaign that I ever ran - I'd tried running some games of Shadowrun in college, but that system is uh, iffy, to say the least, even if the setting is amazing.
I'd started watching an excellent YouTuber named Seth Skorkowsky, who praised Call of Cthulhu as a TTRPG system, so I got really into the idea of running a game of it.
And then I watched Cowboys and Aliens for the second time.
And thus was born the seed of Home on the Strange.
Setting:
I eventually settled on using the Pulp Cthulhu additional ruleset, to fit the tone of Cowboys and Aliens best.
I decided on a homebrew setting in Wyoming, and created Serpent Springs, Wyoming to serve as the hub location for the campaign.
I decided on a year of 1899 for the campaign, to potentially use themes of "the end of the Wild West" and the upcoming turn of the 20th century. Didn't really go there outside NPC backstories, though.
And then I mostly copy-pasted the plot of Cowboys and Aliens, replacing the generic aliens from the film with the Mi-Go.
I actually made an entire map of the town center, the information on which went little used.
In general, I overprepared for the campaign. But I blame that on my hyperfixation setting itself firmly to "learn everything about late 1890s Wild West".
But I digress. Onto the cast next!
Cast:
I'd gotten a group of five players for the campaign, and after character creation we had the following player characters:
1. Minerva "Missy" King: local prostitute/saloon girl, the cast's social expert, eventual Monsterfucker. She had the most inconsistent luck with combat rolls I've ever seen, and eventually flipped off Nyarlathotep to his face (indirectly).
2. Colby: Town doctor, innately curious, eventual magic-using Snakeman.
3. Sam Walker: sheriff's deputy, first to fail a SAN check, eventual single-handed killer of the "final boss".
4. Constance "Connie": local semi-hermit, sharpshooter, and grumpy old lady, also eventually became a Snakewoman.
5. Violet Brown: another sheriff's deputy, skilled at weaponry and charm, already a Monsterfucker prior to the game start due to her intimate relationship with Sheriff Jane, whom she eventually married post-game. Her player dropped out about 1/3rd of the way through due to not vibing with the non-combat aspects of Call of Cthulhu.
Major NPCs:
1. Sheriff Jane Rodgers: Civil War veteran, holder of highly progressive ideas for criminal investigation, excellent gunslinger, Fancy Lesbian Werewolf™, eventual wife of Violet.
2. Chief Deputy Jacob "Jake" Langford (aka Ara'ssa): Rattlesnake-inspired serpentman, former leader of a criminal gang called the Rattlers, part time bounty hunter, mammal chaser, husband of Woodrow Langford, ex-Fang of Yig (a serpentperson who is a direct servant/occasional vessel of the Great Old One Yig, in exchange for increasing one's willpower/ability with magic. Very much the Power Bottom Himbo to his husband's Catty Gay Service Top.
3. Chief Deputy Woodrow Langford: Just a Guy™, former second-in-command of the Rattlers criminal gang, part time bounty hunter alongside his husband, Catty Gay Service Top to his husband's Power Bottom Himbo. Very skilled at many things of the illegal varieties.
4. Delilah Wrangler: Current leader of the Rattlers gang, lover of Old Garrison, possessed of bright red hair after a magical incident with the Rattlers and an underground K'n'yan city. Eventual wife of Missy King.
5. Old Garrison: Giant old-man Grandpa Ghoul, born in the mid-1750s, fought in the Revolutionary War. Lover of Delilah Wrangler, owner of the Biggest Iron™, very much inspired by Goris the albino deathclaw. Eventual husband of Missy King.
6. Buzz: conscientious objector Mi-Go who eventually helped the PCs stop his people's kidnapping of innocents and razing of towns. Outfitted in the Mi-Go equivalent of MJOLNIR armor from Halo.
Note: I may have missed some.
Next post will be the first part of the recap.
#rpg stories#call of cthulhu#tabletop rpg#ttrpg stories#ttrpg stuff#pulp cthulhu#home on the strange
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✿ for the slavic snakeman 👁
flower dyanmics!
FRIENDSHIP. childhood friends / work buddies or coworkers / family friends / friends with benefits / smoking buddies / adventure buddies / fake friends / recently friends / party buddies / friendship of need / dying friendship / circumstantial friendship / partners in crime / old friendship / [ your muse ] is the good influence / [ your muse ] is the bad influence / [ my muse ] is the good influence / [ my muse ] is the bad influence / opposites attract / ride or die / frenemies / roommates or flatmates / penpals / exes to friends / enemies to friends / other
ROMANCE. childhood sweethearts / [ your muse is mines ] childhood crush / [ my muse is yours ] childhood crush / exes / exes to lovers / forbidden lovers / highschool sweethearts / secret relationship / opposites attract / long distance / unrequited [ from your muses side ] / unrequited [ from my muses side ] / unrequited [ from both sides ] / skinny love / friends to lovers / enemies to lovers / spurious relationship / power couple / newly entered / soulmates [ metaphorical ] / soulmates [ literal ] / awkward / turning toxic / toxic love / cheating [ on your muse ] / cheating [ with your muse ] / other
FAMILIAL. siblings [ half ] / siblings [ step ] / [ my muse ] is an older sibling figure to your younger sibling figure / [ my muse ] is a younger sibling figure to your older sibling figure muse / [ my muse ] is a parental figure to yours / [ my muse ] is a child figure to your muse / guardian figure / legal guardian / adoptive child / foster child / [ your muse ] is taken under mines wing / [ my muse ] is taken under yours wing / other
ANTAGONISTIC. dangerous to each other / dangerous to others / unpredictable / rivals / petty / developing into sexual or romantic tension / based off family matters / based of off circumstance / based of professional matters / based off misunderstanding or lies / conflict of ideology / betrayal / hero - villain dynamic / enemies / fight club / friends turned enemies / lovers turned enemies / exes turned enemies / other
#( * ooc. ⟩ ❛ stop posting. shut up. ❜ )#vullcanica#( * answered. ⟩ ❛ got anymore of that wild in ya? ❜ )#i continue to be obsessed with these two tbh
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Comparing Megaman robot masters to Megaman Battle Network netnavis part 3
okay not gonna lie I’ve got a bit of a migraine forming so gonna do my best to be brief and quick with this one
First up is Needleman and Needleman.exe
Classic looks like a retrofitted Airman but oddly enough I kinda prefer it this time. Force gem or whatever the random glowey bits on robot masters are called is in a weird spot but it’s not too be a detraction
.EXE looks like a png-tuber who complains about the problems of forced diversity. Dreamworks smirk looking headass. Also weirdly enough in the anime they gave this navi to a (relatively) fleshed out version of the twin sister of the teacher character. Not putting that towards the score but figured that was neat (also Ms Yuri can step on my thro-)
Point (eheh) in favour of the Robot Masters, giving us a score of 11-6
Next is Magnet Man and MagnetMan.EXE
Classic is...kinda bare bones with the idea. Looks like someone in a bootleg Magneto cosplay.
While the chest of .EXE being another, larger magnet along with the magnet helmet, I do like the kind of studded look to it, Gives it a kind of knuckleduster look to it which while not matching the initial theme matches with him being less of a partner to his user and more of a bodyguard/hired muscle. I also like the fact they gave him a sort of brother/copy in blue for his signature North-South Tackle
Point to the navis, giving them double the RM’s score with 12-6
Skipping GeminiMan and HardMan we have TopMan and TopMan.exe
...I really do not see how any robots, even a Mettaur, could follow TopMan even with the RobotMaster tech
Meanwhile I have a big soft spot for this gaming geezer. The video I’m ripping o-I mean was inspired by mentioned how TopMan.exe looking like his owner was a ‘problem’ with a lot of navi but I love it. It also makes the theming work a bit more, with the owner being a crotchety toy maker.
Unlucky for the Robot Masters, it’s now 13-6
Ssssslithering into frame is SnakeMan and SnakeMan.exe
SnakeMan is probably my favourite design from 3, even if it’s relatively goofy.
I vaguely remember being creeped out by SnakeMan.exe in the anime, despite its clown vomit of a colour scheme. The arms at the back of the head kind of make it awkward. I feel like if they appeared in their own jars it’d work a bit better. Also the...flames(?) so SnakeMan.exe can actually move seem a bit out of place.
Point in favour of the robot masters, 13-7
Next up, SparkMan and SparkMan.exe
...I’m gonna be completely honest I have nothing to say for either case.
The lighter orange and addition of yellow to make it read more at a glance it’s a electric boss is alright, but leg down by the adition of green
...I’m calling it a tie. Maybe it’s the headache or the fact I do not have an attachment for either design but I’m just so...apathetic.
14-8
And finally for this batch, ShadowMan and ShadowMan.exe
Now these are ssome damn good designs!
The classic’s night sky blue armour referencing the real life ninja uniforms (the all black ones were more of a theatre thing) along with the sorta...I forget the right word but fishnet ‘undershirt’ is a big plus for me. And while I’d argue the pure white parts ruin the whole stealth idea...ehhh, it’s not like he’s stealthy in the game anyway, and his navi self’s not dressed for stealth.
But what he is dressed for is to look so damn cool. Strider levels of oversized scarf, purple will always get you bonus points with me, and the legs looking like the tradition sandal look
...this is another tie but I genuinely think that these two are 10/10 designs that are just two different looks of the same theme.
Which ends this post with the score being 15-9. Genuinely surprised at how close it’s been so far.
Since I’ve got some shifts coming up, I probably won’t be posting again until Sunday at least...or who knows maybe I’ll surprise even myself. Cioa ‘til then
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Sasuke is my favorite part of the entire series. why? because he gets up and DO A LOT OF THINGS. he makes insane goals and isn't the least bit daunted about it. let's go follow the snakeman to become more powerful! let's kill the snakeman after we're done with him and recruit his insane ex-underlings/specimens, bet they'll just agree to come along for no specific reason! let's assassinate my terrorist brother! let's join the terrorist organization next! let's assassinate the president, in the middle of a UN meeting if necessary! how inspirational.. Sasuke is like the NIKE logo:
#sasuke uchiha#love of my life#NIKE#product placement#except when it comes to killing naruto#then it's SIKE can't do it
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I left this fandom, but still
#megaman#Megaman exe#megaman battle network#mm#mmbn#snakeman#crashman#roll#xover#megaman xover#topman#tundraman#sketch#doodle
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Classics-Line Mini-Comics, a Summary and Explanation: Issue # 1 "The Legend Begins"
This is the first issue of the Classic-Line comics, but the title is misleading. The story picks up in the middle of an on-going crisis with very little explanation and the assumption that the reader already just "knows" what's going on.
The title "the Legend Begins" does not refer to the beginning of He-Man, but instead the beginning of King Grayskull's legend.
The Classics-Line "the Legend Begins" is actually a retelling of an older Masters of the Universe mini-comic from the Vintage era of the franchise.
There are minor and inconsequential differences, but the main plot is the same:
He-Man must travel back in time and seek out the answers to his struggles in the present, in the past.
Specifically, our protagonists (He-Man, Teela, She-Ra, etc.) are losing ground on on the defensive against the multiple fronts of the Snakemen, the Horde, and Skeletor. The Sorceress is dead, Man-at-Arms has been transformed into a Snakeman, and our heroes are forced underground and living in caves.
Teela uses her newfound power as the New Sorceress in combination with the power of the newly risen Central Tower to send Adam back in time to the Preternia Era, the time of King Grayskull.
But Skeletor was also skulking around Central Tower (as one does) and saw Teela send Adam to the past. Before the portal closes, Skeletor sneaks through and follows Adam to the Preternia Era.
While in the past, Adam must disguise his identity to avoid causing a paradox.
Immediately after arriving in the past, Adam starts performing good deeds and saves a dinosaur that was being attacked by Snakemen. This dinosaur then becomes his steed for the reminder of time Adam is in the past.
Meanwhile, Skeletor looks up his ex-boyfriend former roommate, King Hiss.
Note how King Hiss makes mention of "the Unnamed One" on both. Even in 1987 Mattel had already planned for the concept that would eventually become Gorpo the Unnamed even back then.
The original Vintage version of this issue ends with the Sorceress (which is Teela-Na, not Teela in that version) telling Adam that he needs to find a wizard to help him.
The Classics-Line version of this comic ends with He-Ro (a wizard) helping Adam out then promptly vanishing.
Both endings set up for the next issue, but the 1987 issue never got a follow-up, while the 2012 version was just the first of a short run of comics that would be companion pieces for Mattel's 2010s collectors toy line.
Explanation:
The Classics-Line comics were packaged with Classics-Line action figures, which were marketed and priced for adults and toy collectors. The assumption was that the people buying the Classics-Line were the same children that had played with the toys in the 80s and were already familiar with Masters of the Universe characters and lore.
The audience was just supposed to already know what the Three Towers are, who Adam|He-Man, Teela, Skeletor, and King Hiss are, and so on. Any exposition given is the bare minimum and only when absolutely necessary.
You can read issue # 1 of the Classics-Line here:
#motu#masters of the universe#skeletor#king hiss#snakemen#classics line mini comics#three towers#preternia#great wars#the legend begins#he-man#prince adam
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Controversial Ranking of Every Venomous
01. Professor Venomous (original recipe)
the man, the myth, the one we (Boxman included) all fell for. points for being a good dad to at least one of his children and minus the rest for being the worst person ever. but at least he’s hot.
02. Ex-hero pre-Venomous post-Laser
longer hair, looser morals, frequently without shirts, a hint of desperation
03. Professor Venomous (older)
he’s got greying hair, a ponytail and a wedding ring what else do you want me to say
04. Laserblast (sans helmet)
chaotic neutral twunk energy. genius in some areas (very intelligent! expert fighter!) and himbo in others (no common sense!)
05. Shadowy Venomous
terrible. but hot in a crazy way!
06. Laserblast (with helmet)
a much nicer guy (seemingly...) but you can’t see his pretty eyes ):
07. Shadowy Figure
you never see his eyes either but he is 100% a big ol’ bitch
this is just my ranking, but PVs all essentially equal (except Shadowy, he’s bad.) all just the same disaster bisexual with low self-esteem and a pretty face. Mechasuit!Venomous, PV-with-Laserblast’s helmet and snakeman!Venomous are excluded on the grounds of being just the extra crispy and spicy flavors of the original (Mecha & PV with Lasers) and being a visual gag (snake.)
#professor venomous#laserblast#shadowy figure#shadowy venomous#gee venomous#how come your mom lets you have 4 characters#ok ko let's be heroes#long post#ok ko
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THE SURVEY HAS STOPPED GETTING RESPONSES SO HERE ARE THE FINAL RESULTS (174 RESPONSES)
THE WINNER FOR MOST RIDICULOUS NAME IS: HOT COLDMAN AT 34 VOTES
congrats to hot coldman. your reward is dying in a ditch hopefully.
full results below the cut
#1: HOT COLDMAN: 34 votes
#2: DEEPTHROAT CYBORG NINJA: 32 votes
#3: SHOOT GUNNER: 23 votes
#4: OTACON WHICH STANDS FOR OTAKU CONVENTION: 13 votes
#5: PARA-MEDIC, NAMED THAT NOT BECAUSE SHE IS A PARAMEDIC, BUT BECAUSE PARAMEDICS DON'T EXIST AND SHE WISHES THEY DID exe quo with PACIFICA OCEAN: 11 votes each
#6: CECILLE KOJIMA IS GOD: 7 votes
#7: *SIGH* IVAN RAIDENOVITCH RAIKOV exe quo with A NUCLEAR SCIENTIST NAMED STRANGELOVE, BUT IT'S BECAUSE SHE'S A LESBIAN, AND NOT BECAUSE SHE'S A NUCLEAR SCIENTIST: 6 votes each
#8: TWO CHARACTERS NAMED KAZ AND PAZ, BOTH OF WHICH MEAN PEACE, AND THEY ARE IN THE SAME GAME, ABOUT PEACE, CALLED PEACE WALKER, AND TALK ABOUT THE MEANINGS OF THEIR NAMES CONSTANTLY, AND THIS IS VERY SUBTLE: 5 votes
#9: SOLIDUS SNAKE exe quo with NAKED SNAKE: 4 votes each
#10: REVOLVER OCELOT exe quo with A VAMPIRE NAMED VAMP, BUT IT'S BECAUSE HE'S BISEXUAL AND NOT BECAUSE HE'S A VAMPIRE and SNAKEMAN, IN A GAME WHERE EVERYBODY IS NAMED SNAKE (DISCARDED CHARACTER): 3 votes each
#11: A FAT MAN NAMED FAT MAN BUT IT'S BECAUSE OF NUCLEAR BOMBS OR WHATEVER exe quo with CODE TALKER (REAL NAME): 2 votes each
#12: BIG MAMA exe quo with and CHINAMAN (DISCARDED CHARACTER): 1 vote each
#13: apparently perfectly good names which have gotten no votes, somehow: SOLID SNAKE, LIQUID SNAKE, VENOM SNAKE, BIG BOSS, MAN WITH CODENAME ZERO REAL NAME OH. INCONSPICUOUS, SIGINT WHO DOES NOT WORK IN SIGNALS INTELLIGENCE, EMMA EMMERICH
honorarily featuring: "these are all good what do you mean"
----------------------
okay so what surprised me. no votes for big boss. no votes for solid snake (ITS LITERALLY AN EUPHEMISM FOR A BONER COME ON). no votes for major zero and his inconspicuous ass codename????
PARAMEDIC DOING AS HIGH AS SHE DID? her code name is not that weird!!!!! i mean shes not a paramedic but she is. some medic.
vamp being so low ??? i hear him being joked about all the time but barely any votes weird
also naked snake and solidus snake being so low.
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masterlist of kins + cc’s
its a lot so im putting it under cut aaaa
Kins -
Bumble bee (tf g1/tfa/cyberverse/idw)
Rodimus/hot rod (tf g1/tfa/idw/cyberverse
Tailgate (tf idw)
Starscream (tf g1/tfa/cyberverse/idw)
Four (BFDI/BFB)
Spinel (Steven universe)
Peridot (Steven universe)
Bakugo (BNHA)
Kirshima (BNHA)
Hawks (BNHA)
Shigaraki (BNHA)
Benrey (HLVRAI)
Soul (Soul Eater)
Bee (Bee and Puppycat)
Fern (Adventure Time)
Hinata (Haikyuu!!)
Tendou (Haikyuu!!)
Ultra comfort characters -
*All kins listed above!
Swerve (tf idw)
Nickle (tf idw)
Misfire (tf idw)
Zim (Invader Zim)
Sounwave (tf idw/cyberverse/g1)
Shockwave (tf g1/cyberverse/idw)
Jibanyan + most of his variations (Yo-kai watch)
First aid (tf idw)
Enderman (Minecraft)
Creeper aw man (Minecraft)
Pinkie pie (MLP:FIM)
Rumble (tf g1/idw)
Frenzy (tf g1/idw)
Ravage (tf g1/idw)
Quick man (mega man)
Teto (Vocaloid)
Vincent/William Afton (FNAF)
Omega Flowey (Undertale)
Gastly, Haunter, and Genger (Pokemon)
Eeveelutions + Eevee (Pokemon)
Comfort Characters -
Wheelie (tf g1/idw/tfa)
Cuddle Team Leader (Fortnite)
Deku (BNHA)
Amethyst (Steven universe)
Cheetor (tf cyberverse)
Snakeman (Mega man)
Gemini man (Mega man)
Wayne (Hylics)
Megatron (tf idw/g1)
Reid (Criminal Minds)
Sero (BNHA)
Tommy (HLVRAI)
Mirio (BNHA)
Fresh Sans (Undertale AU)
Testutestu (BNHA)
Tamaki (BNHA)
Hitoshi Shinsou (BNHA)
Tsuyu (BNHA)
kageyama (Haikyuu!!)
tsukishima (Haikyuu!!)
kenma (Haikyuu!!)
ENA (ENA)
fatgum (BNHA)
Whitty (FNF)
Comfort sources -
Scott Pilgrim V.S. the world
Coraline
Bolt (2005 Disney movie)
the FNAF series (except for FNAF 3 for personal reasons)
My Hero Academia/ BNHA
Undertale/ Deltarune
Transformers (MTMTE/LL comics/TFA/Cyberverse)
Mythology (ex: angels, demons, greek mythology)
Musicals (ex: Hamilton, Heathers, Be More Chill)
cats
bunnies
The X Files
TMNT/ROTTMNT
Hylics
HLVRAI
Criminal Minds
Pokemon
Buzzfeed: Unsolved (supernatural and true crime)
Stranger Things
BFDI/BFB
(inanimate object shows in general)
My Little Pony: Friendship is Magic (gen.4)
Bee and Puppycat
Day shift at Freddy’s (FNAF fan game series)
OFF the game
Animation memes
Drawing and writing (my hobbies)
miss kobayashi's dragon maid
Haikyuu!!
Steven Universe
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d20 Modern Stats for X-Com Aliens Part 1 “Humanoid” Aliens
This is a long project I’ve been working on going to break it int groups
Sectoid
UFO Defense
Bureau
EU/EI 2012
Species Traits
Ability Modifiers: -2Str, +2Dex, -2Con, +2Cha.
Creature Type: Aberration, Sectoids have all traits common to an Aberration.
Size: Small, Sectoids have a +1 size bonus to Attack rolls and Defense, and a +4 size bonus to hide checks, but, a -4 penalty to grapple checks and can only carry ¾ as much as a Human.
Darkvision: Sectoids have Darkvision out to a range of 60feet.
Base Land Speed: 30ft.
Bonus Feats: Sectoids receive Wild Talent and Archaic or Simple Weapons Proficiency, as Bonus Feats
Unbreakable Bond (Su): Sectoids can use Psionic powers or Psy-like Abilities with a target of self on a friendly creature within 30ft, if the Sectoid is slain before the effect's duration ends, the recipient suffers damage equal to the Sectoid's Hit Dice (ie a second level Tough Ordinary would deal 2d10+[2x its Con Modifier] while a 5th level Strong Hero would deal 5d8+[5x its Con Modifier]) the damage type is negative energy.
Made To Order (Su): Sectoids are cloned from a Template for very specific tasks, and so, may only take the Academic, Criminal, Military or Technician Starting Occupations and must have base abilities of 10 or 11
Limited Telepathy (Su): A Sectoid can communicate telepathically with any creature within 50ft, that speaks a language it understands.
Starting Languages: Sectoids can read, write and understand (but, not speak) the language of their Ethereal masters at character creation. If a Sectoid has a positive Intelligence modifier it may learn to read/write/understand 1 additional language per point at character creation. Past character creation a Sectoid can not learn additional language.
Level Adjustment: +0.
Sectoid CR1. Small Aberration Fast Ordinary 2 HD: 2d8-2. HP7. Mas9. Init:+1. Spd 30ft. Defense:16, Touch16, FF15(+1size, +1dex,+4Class). Bab+1. Grapl-5. Atk/Full Atk:+1melee(1d4-1 Pistol Whip) or +2ranged (2d10 Fire RI;40ft Plasma Pistol). FS:5ftx5ft. R:5ft. SQ: Aberration traits, Darkvision 60ft, Unbreakable Bond, Made to Order, Limited Telepathy. AL: Ethereals. Sv Frt-1, Ref+3, Wil+0. AP: N/A. Rep+0. Str9, Dex12, Con9, Int10 Wis11, Cha12.
Occupation: Technician (Computer Use, Craft[Electronic], Repair)
Skills: Computer Use+3, Craft(Electronic)+3, Craft(Mechanical)+3, Hide+5, Listen+1, Move Silently+5, Read/Write/Understand (Etheral), Repair+4, Spot+1
Feats: Archaic Weapons Proficiency, Personal Firearms Proficiency, Simple Weapons Proficiency, Wild Talent (Burst, Valor, Verve)
Possessions: Plasma Pistol (3lb) w/Booby Trapped and Integrated Shrapnel Grenade gadjets, 1d4+1 Power cells.
Sectoid Commander CR.7 Small Aberration Charismatic Hero3/Telepath4 HD: 7d6-7.HP20. Mas9. Init:+1. Spd 30ft. Defense:14, Touch14, FF13(+1size, +1dex, +2Class). Bab+3. Grapl-2. Atk/Full Atk:+3melee(1d4-1 Pistol Whip) or +5ranged (2d10 Fire RI;40ft Plasma Pistol or 5d6 Shrapnel grenade). FS:5ftx5ft. R:5ft. SQ: Aberration traits, Darkvision 60ft, Unbreakable Bond, Made to Order, Limited Telepathy, Psionic Skills, Psionic Powers, Trigger Powers, Power Crystal. AL: Ethereals. Sv Frt+2, Ref+4, Wil+6. AP:3. Rep+4. Str9, Dex12, Con9, Int10 Wis12, Cha12.
Occupation: Criminal (Hide, Move Silently)
Skills: Autohypnosis+7, Bluff+7, Concentration+3, Diplomacy+7, Hide+7, Listen+6, Move Silently+9, Pilot+4, Psicraft+6, Read/Write/Understand (Ethereal), Spot+6.
Feats: Alertness, Archaic Weapons Proficiency, Blind-Fight, Personal Firearms Proficiency, Point blank Shot, Run, Simple Weapons Proficiency, Stealthy, Wild Talent (Burst, Valor, Verve)
Talents: Coordinate, Inspiration
Psionics: (Power Points 8) 0; Daze, Distract, Finger of Fire, Verve 1; Attraction, Charm Person, Lesser Body Adjustment 2; Inflict Pain
Possessions: Plasma Pistol (3lb) w/Booby Trapped and Integrated Shrapnel Grenade gadjets, 1d4+1 Power cells, 1d2 Shrapnel grenades.
Sectoid Mechtoid Pilot CR6*. Large Aberration* Strong Hero 3 HD:3d8+97*. HP114, Hard10*. Mas: N/A.* Init:+1. Spd 35ft.* Defense:17, Touch12, FF16(-1size, +1dex,+2Class,+5Equip)*. Bab+3. Grapl+10.* Atk:+5melee(1d8+5 Slam)*. Full Atk:-1ranged (8d6 fire, RI: 75ft, 2x Puma Pop up turrets)* or -5 ranged (2 Puma turrets, auto-fire)*. FS:10ftx10ft.* R:10ft.* SQ: Aberration traits, Darkvision 60ft, Unbreakable Bond, Made to Order, Limited Telepathy. AL: Ethereals. Sv Frt+1, Ref+2,Wil+1. AP:3. Rep+0. Str17*, Dex12, Con9, Int10 Wis11, Cha12.
Occupation: Military (Drive, Pilot)
Skills: Drive+5, Hide-3,* Pilot+5, Read/Write/Understand (Ethereal), Repair+4
Feats: Archaic Weapons Proficiency, Mecha Operation, Mecha Weapons Proficiency, Power Attack, Simple Weapons Proficiency, Wild Talent (Burst, Valor, Verve)
Talents: Melee Smash, Improved Melee Smash
Possessions: Mectoid suit.
*Represents the Sectoid in its Mectoid suit, when out of the suit make the following changes; CR2, Small Aberration, HD3d8-3, HP14 Hard 0, Mas: 9, Spd: 30ft, Def14 Touch14 FF13 (+1size, +1dex,+2class), Grapl-2, melee +3 (1d2+1 nonlethal), ranged none, F/S 5x5 R5 Str9, Hide+5
Mechtoid (PL7)
Size:large (-1size) HP: 100 Super Structure: Alumisteel Hardness: 10 Armor: Alumisteel Defense:+5 Penalty: -6 Reach: 10feet Strength:+8 Dexterity: N/A Speed: 35feet Purchase DC: 39 ($402,300) Equipment Package: Crew: Cockpit (Torso, Back), Comm System, Life Support System w/24hours “air” (Helmet)
Defenses: Light Fortification (Boots), Space Skin (Shoulders)
Weapons: 2x PNK-Puma Pop up Turrets w/Auto-fire gadgets (Left arm, Right arm) 8d6 fire 75ft
Sectoid (XCOM2)
Species Traits
Ability Modifiers: +2Dex, +2Cha.
Creature Type: Aberration, Sectoids have all traits common to an Aberration.
Size: Medium, X-Com 2 Sectoids receive no special bonuses or penalties based on size.
Darkvision: Sectoids have Darkvision out to a range of 60feet.
Base Land Speed: 30ft.
Bonus Feats: Sectoids receive Wild Talent and Archaic or Simple Weapons Proficiency, as Bonus Feats
Nercomancer (Su): Sectoids can cast Animate Dead as a 7th level Mage a number of times per day equal to their Charisma bonus (minimum 1).
Unbreakable Bond (Su): Sectoids can use Psionic powers or Psy-like Abilities with a target of self on a friendly creature within 30ft, if the Sectoid is slain before the effect's duration ends, the recipient suffers damage equal to the Sectoid's Hit Dice (ie a Sectoid a second level Tough Ordinary would deal 2d10+[2x its Con Modifier] while a 5th level Strong Hero would deal 5d8+[5x its Con Modifier]) the damage type is negative energy.
Limited Telepathy (Su): A Sectoid can communicate telepathicly with any creature within 50ft that has a language.
Made To Order (Su): Sectoids are cloned from a Template for very specific tasks, and so, may only take the Academic, Criminal, Military or Technician Starting Occupations and must have base abilities of 10 or 11
Starting Languages: Sectoids can read, write and speak the language of their Ethereal masters at character creation. If a Sectoid has a positive Intelligence modifier it may learn to read/write/speak 1 additional language per point at character creation. Past character creation a Sectoid can not learn additional language.
Level Adjustment: +2.
Sectoid (X-Com2) CR.7 Medium Aberration Charismatic Hero3/Telepath4 HD: 7d6.HP27. Mas11. Init:+1. Spd 30ft. Defense:13, Touch13, FF12(+1dex, +2Class). Bab+3. Grapl-2. Atk/Full Atk:+3melee(1d4 Pistol Whip) or +4ranged (2d10 Fire RI;40ft Plasma Pistol or 5d6 Shrapnel grenade). FS:5ftx5ft. R:5ft. SQ: Aberration traits, Darkvision 60ft, Necromancer 1/day, Unbreakable Bond, Made to Order, Limited Telepathy, Made to Order, Psionic Skills, Psionic Powers, Trigger Powers, Power Crystal. AL: Ethereals. Sv Frt+2, Ref+4, Wil+6. AP:3. Rep+4. Str11, Dex12, Con11, Int10 Wis12, Cha12.
Occupation: Criminal (Hide, Move Silently)
Skills: Autohypnosis+7, Bluff+7, Concentration+3, Diplomacy+7, Gather Information+7, Hide+3, Listen+6, Move Silently+9, Psicraft+6, Read/Write/Understand (Ethereal), Spot+6.
Feats: Alertness, Archaic Weapons Proficiency, Blind-Fight, Personal Firearms Proficiency, Point blank Shot, Run, Simple Weapons Proficiency, Stealthy, Wild Talent (Burst, Valor, Verve)
Talents: Coordinate, Inspiration
Psionics: (Power Points 8) 0; Daze, Distract, Finger of Fire, Verve 1; Attraction, Charm Person, Lesser Body Adjustment 2; Inflict Pain
Possessions: Plasma Pistol (3lb) w/Booby Trapped and Integrated Shrapnel Grenade gadget, 1d4+1 Power cells, 1d2 Shrapnel grenades.
Snakeman
Traits
Aberration: Snakemen have all traits common to Aberrations.
Darkvision: 60ft
Durability: In addition to their natural armor, a Snakeman's thick hide grants Fire Resistance 5.
Rend (Ex): A Snakeman that hits with both claws can rend the target for 2d4+3
Psychic (Su): Receive Wild Talent as a Bonus Feat, and a number of bonus Power points equal to their Constitution Modifier (Minimum +1).
Bonus Feats: Snakemen receive Archaic Weapons Proficiency and Far Shot as Bonus Feats
Snakeman CR4. Medium Aberration HD:4d8+4. HP22. Mas13. Init:+0. Spd 20ft. Defense:16,Touch10, FF16(+1Equip,+5Nat). Bab+3. Grapl+5. Atk:+5melee(1d4+2 Bite) or +3ranged (2d10 plus 1d4 Con [Ref15 negates] RI; 50ft Render Rifle). Full Atk:+5melee(1d4+2, 2 claws) and +0melee (1d4+1 bite). FS:5ftx5ft. R:5ft. SQ: Aberration traits, Darkvision 60ft, Fire Resistance 5, Rend (2d4+3), Psychic. AL:Snakemen Empire. Sv Frt+2, Ref+1, Wil+3. AP: N/A. Rep+0. Str15, Dex10, Con13, Int6 Wis9, Cha6.
Skills: Intimidate+6, Jump+5*, Listen+2, Read/Write/Speak (Draconic), Spot+2
Feats: Archaic Weapons Proficiency, Far Shot, Personal Firearms Proficiency, Wild Talent (Far Punch, Valor, Verve)
Possessions: Render Rifle (14lb) w/1d2+1 Power cells, Undercover Vest (3lb non-proficient).
*includes armor penalty
Thin Man (EU2012)
Species Traits
Ability Modifiers: +4Dex, -2Wis, -2Cha.
Humanoid (Reptilian): Thin Men have all traits common to a humanoid with the Reptilian subtype).
Natural Armor: +3 while havily physically altered from their Viper roots, Thin Men still have tough hides
Size: Medium, Thin Men receive no special bonuses or penalties based on size.
Keen Sight (Ex): Vipers have Darkvision out to a range of 60ft
Base Land Speed: 30ft.
Immunities (Ex): Thin Men are immune to their own poison spit as well as the Poison Spit/Death of other Thin Men and the Spit of Vipers, Thin Men receive a +6 bonus to Fort saves vs Poison
Bonus Feats: Thin Men Receive Alertness and Stealthy as bonus feats.
Skills Bonuses: Thin Men receive a +10 species bonus to jump checks and a +6 bonus to disguise checks to pass a human.
Poison Spit (Ex): Once per day as a move action, a Thin Man can hurl a glob of venom as a grenade like weapon (Range increment 10ft), the glob “explodes” on impact creating a 20ft radius cloud, the cloud persists for 1d2 rounds and functions like a Smoke grenade. Anything that is within the cloud or passes through it must make a DC 15 Fort save or suffer 1d4 initial and secondary Con damage.
Poison Death (Ex): When a Thin Man is reduced to 0hp a cloud of Venom erupts from its body, this cloud is identical to the one created by Poison Spit (see above) this effect will occur even if the Thin Man has already used Poison Spit
Automatic Languages: Thin Men can Read/Write and Speak Draconic, Ethereal and one human language.
Level Adjustment:+2.
Thin Man CR2. Medium Humanoid (Reptilian) Charismatic Hero 2 HD:2d6.HP9. Mas11. Init:+6. Spd 30ft. Defense:,Touch,FF(+2dex,+1Class,+3Nat). Bab+1 .Grapl+1. Atk/Full Atk:+1melee(1d4 Pistol Whip) or +3ranged (2d10 Fire RI;40ft Plasma Pistol or Poison Spit). FS:5ftx5ft. R:5ft. SQ: Darkvision 60ft, Poison Spit, Poison Death. AL: Ethereals, Evil. Sv Frt+2, Ref+4, Wil-1. AP: 2. Rep+2.Str11, Dex14, Con11, Int10 Wis9, Cha8.
Occupation: Criminal (Hide, Move Silently)
Skills: Bluff+2, Disguise+4(+10 to pass as human), Hide+9, Jump+12, Listen+3, Move Silently+9, Read/Write/Speak (Draconic, Ethereal, English), Spot+3.
Feats: Alertness, Improved Initiative, Personal Firearms Proficiency, Point blank Shot, Simple Weapons Proficiency, Stealthy
Talents: Coordinate
Possessions: Plasma Pistol w/booby trap gadget and integrated Shrapnel grenade (3lb), 1d4+1 power cells
Viper (XCOM2)
Species Traits
Ability Modifiers: +2Str, +4Dex, -2Wis, -2Cha.
Monstrous Humanoid (Reptilian): Vipers have all traits common to a monstrous humanoid with the Reptilian subtype.
Natural Armor: +5
Natural Weapon (Ex): Vipers have a bite attack that deals 1d4 points of piercing damage and a tail slap (see below)
Size: Medium, Vipers receive no special bonuses or penalties based on size.
Keen Sight (Ex): Vipers have Darkvision out to a range of 60ft
Immunities (Ex): Vipers are immune to their own poison spit as well as the Poison Spit of other Vipers and the Spit/Death of Thin Men, Vipers receive a +6 bonus to Fort saves vs Poison
Base Land Speed: 40ft, Climb 20ft, Swim 20ft.
Bonus Feats: Vipers receive Alertness, Archaic Weapons Proficiency, and Stealthy as bonus feats.
Skill Bonuses: Vipers receive a +8 Species bonus to climb checks, they can swim with out making checks and if they forced to make a swim check they get a +8 species bonus on swim checks.
Poison Spit (Ex): Once per day as a move action, a Viper can hurl a glob of venom as a grenade like weapon (Range increment 10ft), the glob “explodes” on impact creating a 20ft radius cloud, the cloud persists for 1d2 rounds and functions like a Smoke grenade. Anything that is within the cloud or passes through it must make a DC 15 Fort save or suffer 1d4 initial and secondary Con damage.
Improved Grab (Ex): A Viper hits a target with its tail or tongue attack, it can initiate a Grapple check as a free action
Long Tail (Ex): The Viper has a tail attack that deals 1d6+1.5x the Vipers strength Modifier, the tail has a reach of 10feet and while grappling a target its own size or smaller it can deal automatic slap damage on a successful grapple check.
Tongue Attack (Ex): As a Full Attack action a Viper may make a Ranged touch attack against a target out to a range of 15ft, on a success it may make a grapple check as a free action. On the next round it may attempt to immediately pull the target in to range of its tail as a Full Round action on a successful grapple check.
Automatic Languages: Vipers can Read/Write and Speak Draconic, Ethereal and one human language.
Level Adjustment:+3.
Viper CR2. Medium Monstrous Humanoid (Reptilian) Strong Hero2 HD:2d8+.HP. Mas. Init:+6. Spd 40ft, Clmb 20ft, Swim20ft. Defense:,Touch,FF(+2dex,+2Class,+1Equip,+5Nat). Bab+2. Grapl+3.Atk/Full Atk:+3melee(1d4+1 Pistol Whip or bite or 1d6+1 Tail slap) or +4ranged (2d10 Fire RI;40ft Plasma Pistol or Poison Spit). FS:5ftx5ft. R:5ft (10ft tail). SQ: Darkvision 60ft, Poison Spit, Improved Grab, Constrict 1d6+1, Tongue Attack. AL: Ethereals. Sv Frt+2, Ref+0, Wil+0. AP:2. Rep+0.Str13, Dex14, Con11, Int10, Wis9, Cha8.
Occupation: Criminal (Hide, Move Silently)
Skills: Climb+7*, Hide+5*, Listen+1, Move Silently+5*, Read/Write/Speak (Draconic, Ethereal, English), Spot+1
Feats: Alertness, Archaic Weapons Proficiency, Improved Initiative, Personal Firearms Proficiency, Simple Weapons Proficiency, Stealthy
Talents: Ignore Hardness
Possessions: Plasma Pistol w/booby trap gadget and integrated Shrapnel grenade (3lb), 1d4+1 power cells, Undercover Vest (3lb -2armor penalty non proficient)
Muton
EU/UFO Defense
Muton (EU2012)
Muton (XCOM2)
Species Traits
Ability Modifiers: +6Str, -2Dex, +6Con, -4Int, -4Wis, -4Cha.
Monstrous Humanoid.
Bonus Hit Dice: Mutons begin play with 3 levels of Monstrous Humanoid at character creation, granting 3d8+3xCon modifier Hit points, A +3 base attack bonus, a +1 bonus to Fort saves, a +3 bonus to to Reflex and Will saves, an additional feat of the creator's choice, and 2xIntelegence Score+4 skill points (“Class” skills, Climb, Intimidate, Jump, Listen, Spot)
Natural Armor: +3
Large: Mutons suffer a -1size penalty to Attack and Defense, receive a +4 size bonus to Grapple checks and can carry twice as much weight as a human. Armor and clothing for Mutons have a Purchase DC 4 points higher than normal.
Fearful Visage (Ex): Mutons can replicate the effects of the Frightful Presence Feat without taking it.
Darkvision: 60ft
Punch: Mutons can perform a slam attack for 1d4 plus their strength modifier in bludgeoning damage
Base Land Speed: 20ft.
Made for War (Ex): Mutons receive Archaic Weapons Proficiency, Light Armor Proficiency and Medium Armor Proficiency as bonus Feats
Languages: All Mutons begin play with the ability to speak (but not read or write) Muton and Ethereal.
Level Adjustment:+2.
Muton CR4. Large Monstrous Humanoid Charismatic Hero1 HD:3d8+9 plus 1d6+3.HP29. Mas17. Init:-1. Spd 15ft (20 base). Defense:17,Touch8, FF17(-1size, -1dex,+0Class,+6Equip,+3Nat). Bab+3. Grapl+10. Atk/Full Atk:+5melee(1d4+3 slam) or +1ranged (3d10 RI: 80ft Plasma Rifle or 5d6 RI: 20ft Shrapnel grenade). FS:10ftx10ft. R:10ft. SQ: Fearful Visage, Darkvision 60ft, Made for War. AL: Ethereals. Sv Frt+5, Ref+1, Wil+1. AP:3. Rep+2. Str17, Dex8, Con17, Int6, Wis7, Cha6.
Occupation: Military(Drive, Pilot)
Skills: Bluff+3, Climb+0*, Hide-10*, Intimidate+2, Jump+0*, Listen+2, Speak (Ethereal, Muton), Spot+2.
Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (Light and Medium), Charismatic Plus, Personal Firearms Proficiency, Simple Weapons Proficiency.
Talents: Coordinate, Inspiration, Greater Inspiration.
Possessions: Plasma Rifle (8lb) w/Booby Trapped and integrated Shrapnel grenade gadgets, 1d4+1 Power cells, 1d4 Shrapnel Grenades, Tactical Vest (10lb, -5 Armor penalty).
*Includes Armor Penalty
Elite Muton CR6. Large Monstrous Humanoid Tough Hero2 HD:3d8+9 plus 3d10+9. HP48. Mas17. Init:-1. Spd 15ft (20 base). Defense:24,Touch10, FF24(-1size, -1dex,+2Class,+9Equip,+3Nat). Bab+5. Grapl+12. Atk/Full Atk:+7melee(1d4+3 slam) or +3ranged (3d10 RI: 120ft Plasma Rifle or 5d6 RI: 40ft Shrapnel grenade). FS:10ftx10ft. R:10ft. SQ: DR2/--, Fearful Visage, Darkvision 60ft, Made for War. AL: Ethereals. Sv Frt+6, Ref+3, Wil+2. AP:3. Rep+1. Str17, Dex8, Con17, Int6, Wis7, Cha6.
Occupation: Military(Drive, Pilot)
Skills: Climb-3*, Concentration+ 5, Hide-13*, Intimidate+2, Jump-3*, Listen+4, Speak (Ethereal, Muton), Spot+4.
Feats: Advanced Firearms Proficiency, Alertness, Archaic Weapons Proficiency, Armor Proficiency (Light and Medium and Heavy), Far Shot, Personal Firearms Proficiency, Simple Weapons Proficiency.
Talents: Damage Reduction (1 and 2).
Possessions: Plasma Rifle (8lb) w/Booby Trapped and integrated Shrapnel grenade gadgets, 1d4+1 Power cells, 1d4 Shrapnel Grenades, Forced Entry Unit (20lb, -8 Armor penalty).
*Includes Armor Penalty
Berserker (EU2012)
Berserker (XCOM2)
Muton (Bureau)
Traits
Monstrous Humanoid Traits.
Fearful Visage (Ex): Berserkers can replicate the effects of the Frightful Presence Feat without taking it.
Darkvision: 60ft
Made for War (Ex): Berserkers receive Archaic Weapons Proficiency, Light Armor Proficiency and Medium Armor Proficiency as bonus Feats
Blood Lust (Su): When ever a Berserker takes damage from a ranged attack or spell, ti must make a Will save (DC 10+damage dealt) or take a Free Full Move action towards the attacker, provoking attacks of opportunity (these do not trigger blood lust)
Berserker CR10. Large Monstrous humanoid HD:9d8+45. HP85. Mas20. Init:-2. Spd 15ft (20 base). Defense:18, Touch7, FF18(-1size, -2dex,+6Equip,+5Nat). Bab+9. Grapl+18. Atk:+13melee(1d6+/x3 Punching Dagger or 1d4+ slam) or +2ranged (4d8 RI: 10ft Scatter laser). Full Atk:+13/+8melee(1d6+5/x3 Dagger or 1d4+5 Slam) or +2/-3ranged (4d8 RI 10ft Scatter Laser). FS:10ftx10ft. R:ft. SQ: Monstrous Humanoid Traits, Fearful Visage, Darkvision 60ft, Made for War, Blood lust. AL: Ethereals. Sv Frt+8, Ref+4, Wil+4. AP: N/A. Rep+0. Str20, Dex7,Con20, Int4 Wis6, Cha6.
Skills: Hide-12*, Intimidate+8, Listen+1, Speak (Ethereal, Muton), Spot+1
Feats: Archaic Weapons Proficiency, Armor Proficiency (Light and Medium), Power Attack, Improved Bull Rush, Simple Weapons Proficiency
Possessions: Medium sized Punching Dagger or Scatter Laser (10lb) w/1d4+1 power cells (7 shots each), Tactical Vest (-5Armor penalty).
Advancement: 10-12HD (Huge)
*Includes Armor Penalty
Lobster Man
Species Traits
Ability Modifiers: +4Str, +2Con, -4Int, -4Cha.
Monstrous Humanoid Traits (Ex): Lobster men have all the traits common to Monstrous humanoids.
Aquatic Subtype (Ex): Lobster men have the Aquatic Subtype.
Armored Shell (Su): The heavy carapase of a Lobster man grants it a +9 natural armor bonus to defense, 10 points of Sonic Resistance and Damage Reduction 10 vs weapons that do not deal slashing and bludgeoning damage.
Medium Sized: Lobster Men receive no special bonuses or penalties for their size.
Darkvision: 60ft
Light Sensitivity (Ex): Lobster men are dazzled in bright light.
Base Land Speed: 30feet, Swim 40ft.
Natural Attacks (Ex): Lobster men have 2 massive claws, 1d8+Strength mod damage
Multiple Arms (Ex): Lobster men have a secondary set of arms, they aren't articulate enough to operate complex objects but, they grant a +2 Species bonus to Climb and Grapple checks.
Bonus Feats: Lobster men receive Archaic Weapons proficiency as a bonus feat
Starting Languages: Lobster men can speak (but not read or write) Aquatoid and Aquan
Level Adjustment:+4.
Typical Lobster man CR6. Medium Monstrous Humanoid (Aquatic) Strong Ordinary3/Fast Ordinary3 HD:6d8+12. HP33. Mas14. Init:+0. Spd 30ft, Swim 40ft. Defense:25,Touch10, FF25(+6Class,+9Nat). Bab+5. Grapl+9. Atk:+8melee(1d8+2 claw) or +5ranged. Full Atk:+4melee(1d8+2, 2 Claws). FS:5ftx5ft. R:5ft. SQ: Monstrous Humanoid traits, Aquatic traits, Armored Shell, Darkvision 60ft, Light Sensitivity, Multiple arms. AL:Aquatoids. Sv Frt+5, Ref+3, Wil+2. AP: N/A. Rep+1. Str15, Dex10,Con14, Int6 Wis11, Cha6.
Occupation: Primitive (Concentration, Handle Animal, Survival)
Skills: Balance+3, Climb+4, Hide+3, Jump+8, Move Silently+3, Speak (Aquatoid, Aquan), Swim+10 (only needed in special circumstances)
Feats: Archaic Weapons Proficiency, Cleave, Power Attack, Simple Weapons Proficiency, Weapon Focus (Claws)
Aquatoid (Terror from the Deep)
Species Traits
Ability Modifiers: -2Str, +2Dex, -4Con, +2Int, +2Wis, +2Cha..
Creature Type: Aberration, Aquatoids have all traits common to an Aberration.
Aquatic Subtype: Aquatoids can swim without making checks, receive a +8 species bonus Swim checks if forced to make one, Aquatoids can not be drown, an aquatoid can function out of water for 24 hours, after which they begin “drowning” must remain in the water for 48 hours before recovering enough to venture back on land
Size: Small, Aquatoids have a +1 size bonus to Attack rolls and Defense, and a +4 size bonus to hide checks, but, a -4 penalty to grapple checks and can only carry ¾ as much as a Human.
Natural Weapons (Ex): When on land an unarmed Aquatoid can make 2 claw attacks (1d4 plus strength modifier) as a full attack action, when swimming they can make 4 claw attacks a Full round Action.
Darkvision: Aquatoids have Darkvision out to a range of 60feet.
Light Sensitivity (Ex): Aquatoids are dazzled in bright light.
Base Land Speed: 20ft, Aquatoids can also swim at a rate of 40ft.
Bonus Feats: Aquatoids receive Wild Talent and Archaic or Simple Weapons Proficiency, as Bonus Feats
Telepathy (Su): Aquatoids can communicate telepathically with any creature within 100ft that has a language.
Made To Order (Su): Aquatoids are cloned from a Template for very specific tasks, and so, may only take the Academic, Criminal, Doctor, Military or Technician Starting Occupations and must have base abilities of 10 or 11
Starting Languages: Aquatoids can read, write and Speak their own language by default, they also frequently learn additional languages of other species.
Level Adjustment: +1.
Aquatoid Scientist CR10. Small Aberration (Aquatic) Smart Hero3/Scientist (d20 Past)7HD:10d6-10. HP:27. Mas8. Init:+1. Spd 20ft, Swim 40ft. Defense:16,Touch15, FF14(+1dex, +1int,+3Class,+1Equip). Bab+4. Grapl-1. Atk: +6ranged (2d6plus Deaf for 1d4 rounds [Fort DC15 negates] RI; 40ft Sonic Beam) or +4ranged (2d6 RI; 10ft Spear gun). Full Atk:+0melee(1d4-1, 2 or 4 Claws). FS:5ftx5ft. R:5ft. SQ: Aberration Traits, Aquatic, Darkvision 60ft, Light Sensitivity, Telepathy, Made to Order, Scientific Improvisation, Discoveries, Class Features (Major Breakthrough, Smart Defense). AL:.Sv Frt+4, Ref+4,Wil+8. AP: 10. Rep+3. Str10, Dex12,Con8, Int13 Wis12, Cha13.
Occupation: Criminal (Hide, Move Silently)
Skills: Computer Use+9, Craft (Chemical)+9, Craft (Electronic)+9, Decipher Script+8, Disable Device+8, Drive+8, Hide+13, Knowledge (Earth and Life Science)+9, Knowledge (Physical Science)+9, Move Silently+9, Navigate+8, Profession+8, Repair+9, Research+7, Search+8, Swim+7
Feats: Archaic Weapons Proficiency, Builder, Educated, Gear head, Personal Firearms Proficiency, Simple Weapons Proficiency, Smart Plus, Stealthy, Wild Talent (Burst, Valor, Verve)
Talents: Savant (Research), Plan, Trick, Exploit Weakness
Discoveries: 0:Cure Minor Wounds, Daze, Haywire, Inflict Minor Wounds, Mending, Message, Prestidigitation. 1: Cause Fear, Command, Mage Armor, Obscuring Mist, Ray of Fatigue. 2:Cure Moderate Wounds, Inflict Moderate Wounds, Remove Disease. 3: Animate Dead (Divine), Slow 4: Fear
Possessions: Sonic Beam (3lb) w/1d4+1 power cells, Spear gun (5lb) w/1d10 spears, 2d6 completed Discoveries, Leather Jacket (4lb)
Zudjari and Mosaic (Bureau)
Outsider (EU2012)
Species Traits
Ability Modifiers: +2Str, +2Dex, +2Con, -4Cha, Zudjari are incredibly fit but, their alien nature make them hard to relate to.
Outsider: Zudjari are considered Outsiders, Zudjari can not be raised or resurrected and disintegrate if killed.
Size: Medium, Zudjari receive no special traits based on their size
Darkvision: Zudjari have Darkvision out to a range of 60ft.
Base Land Speed: 40ft.
Electric Vulnerability (Ex): A Zudjari reduced to 0 Hit points by a weapon that deals Electric damage, or critically fails a Fort Save to resist an electric based effect collapses into a crystal shard, this shard vibrates at the same frequency as a living Zudjari. With two weeks of work and three successful DC 35 Craft checks (1 Electronic, 1 Structural, 1 Mechanical) a group can build a Radio relay that can be used to locate a Zudjari base located any where on the same planet as the Device (Computer Use DC 45 requires 24 hours to complete, check can be repeated)
Mosaic (Su): All Zudjari are part of a larger hive mind. As such, Zudjari are immune to all mind influencing effects, receive a +8 species bonus to Sense Motive checks and Will save to oppose Diplomacy and resist Intimidation, and are only considered flanked or flat footed if all in the group are flanked or flat footed, zudjari have an unbreakable allegiance to Mosaic.
Bonus Feats: Zudjari receive Archaic Weapons proficiency and Light Armor Proficiency as Bonus Feats
Starting Languages: Zudjari can speak, read and write their own language and Ethereal, many will also learn at least one language native to a planet they are invading.
Level Adjustment:+1.
Standard Zudjari Charismatic Hero3 CR3. Medium Outsider HD:3d6+3.HP16. Mas13. Init:+1. Spd 30ft. Defense:16, Touch12 ,FF15(+1dex,+1Class,+4Equip). Bab+1. Grapl+2. Atk/Full Atk:+2melee(d+/) or +2ranged (2d8 RI: 60ft Charge Pistol). FS:5ftx5ft. R:5ft. SQ: Outsider traits, Darkvision 60ft, Electric Vulnerability, Mosaic. AL: Mosaic, Ethereals. Sv Frt+3, Ref+3, Wil+3. AP:3. Rep+2. Str13, Dex12, Con13, Int10 Wis11, Cha6.
Occupation: Military (Drive, Pilot)
Skills: Drive+7, Gather Information+4, Hide+2, Intimidate+2, Pilot+7, Read/Write/Speak (Ethereal, Zudjari), Spot+3
Feats: Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (Light, Medium), Personal Firearms Proficiency, Iron Will, Simple Weapons Proficiency
Talents: Dazzle, Fast Talk
Possessions: Charge Pistol (2lb) w/booby trap and integrated Shrapnel grenade gadget, 1d2+1 30 round magazines, medium Combat Armor (8lb)
Ethereal
X-Com/UFO
EU2012
Bureau
Species Traits (Original)
Ability Modifiers: -4Str, -4Dex, -4Con, +4Int, +4Wis, +4Cha.
Humanoid: Ethereals are humanoids with the Ethereal subtype.
Size: Medium Ethereal receive no special bonuses or penalties due to size.
Darkvision: 60ft
Base Land Speed: 10ft, the immense psionic potential of an Ethereal grants them a fly speed of 30ft (Perfect), flying is not effected by armor or carrying capacity.
Bonus Feat: Ethereal receive Wild Talent and Simple or Archaic Weapons Proficiency as Bonus Feats
Telepathy (Su): Ethereals can telepathically communicate with anything within 100ft that has a language.
Starting Languages: Ethereals can read, write and speak their own language
Level Adjustment: +0.
Ethereal CR11. Medium Humanoid (Ethereal) Charismatic Hero3/Telepath7 HD: 10d6-20.HP17. Mas6. Init:-2. Spd: 10 ft, fly 30ft. Defense:21, Touch11, FF21(-2dex,+3Class,+9Equip). Bab+4. Grapl+2. Atk/Full Atk:+2melee or +2ranged. FS:5ftx5ft. R:5ft. SQ: Psionics, Trigger Powers, Combat Manifestation, Darkvision 60ft, Telepathy, Humanoid traits. AL: Evil. Sv Frt+2, Ref+4, Wil+10. AP: 10. Rep+5. Str7, Dex6, Con7, Int14 Wis15, Cha16.
Occupation: Religious (Knowledge [Arcane Lore and Theology/Philosophy]+1, Sense Motive)
Skills: Bluff+15, Concentration+8, Diplomacy+15, Disguise+1(+5 w/a disguise kit), Gather Information+12, Knowledge (Arcane Lore)+11, Knowledge (Philosophy and Theology)+11, Profession+12, Psycraft+12, Read/Write/Speak (Ethereal), Sense Motive+12
Feats: Archaic Weapons Proficiency, Armor Proficiency (Light, Medium, Heavy), Deceptive, Educated (Arcane Lore, Theology/Philosophy), Iron Will, Lightning Reflexes, Simple Weapons Proficiency, Wild Talent (Detect Psionics, Valor, Verve).
Talents: Coordinate, Inspiration
Psionics: Power Points (25), 0; Burst, Daze, Far Hand, Finger of Fire, Missive 1; Attraction, Charm Person, Lesser Body Adjustment, Lesser Mind Link 2; Brain Lock, Inflict Pain, Suggestion 3; Lesser Domination, Mind Blast
Possessions: Forced Entry Unit (20lb)
Ethereal Commander CR11. Medium Humanoid (Ethereal) Charismatic Hero3/Telepath7 HD: 10d6.HP37. Mas11. Init:-3. Spd: 10 ft, fly 30ft. Defense:19,Touch10, FF19(-3dex,+3Class,+9Equip). Bab+4. Grapl+4. Atk/Full Atk:+2melee or +2ranged. FS:5ftx5ft. R:5ft. SQ: Psionics, Trigger Powers, Combat Manifestation, Darkvision 60ft, Telepathy, Humanoid traits. AL: Evil. Sv Frt+2, Ref+4, Wil+10. AP: 10. Rep+5. Str11, Dex4, Con10, Int14 Wis17, Cha19.
Occupation: Religious (Knowledge [Arcane Lore and Theology/Philosophy]+1, Sense Motive)
Skills: Autohypnosis+9, Bluff+16, Concentration+10, Diplomacy+16, Disguise+2(+6 w/a disguise kit), Gather Information+13, Knowledge (Arcane Lore)+11, Knowledge (Philosophy and Theology)+11, Perform (Act)+9, Profession+13, Psycraft+12, Read/Write/Speak (Ethereal), Sense Motive+13
Feats: Archaic Weapons Proficiency, Armor Proficiency (Light, Medium, Heavy), Deceptive, Educated (Arcane Lore, Theology/Philosophy), Iron Will, Lightning Reflexes, Simple Weapons Proficiency, Wild Talent (Detect Psionics, Valor, Verve).
Talents: Coordinate, Inspiration
Psionics: Power Points (27), 0; Burst, Daze, Far Hand, Finger of Fire, Missive 1; Attraction, Charm Person, Lesser Body Adjustment, Lesser Mind Link 2; Brain Lock, Inflict Pain, Suggestion 3; Lesser Domination, Mind Blast
Possessions: Forced Entry Unit (20lb)
Species Traits (EU2012/Bureau)
Ability Modifiers: -4Str, -4Dex, -4Con, +4Int, +4Wis, +4Cha.
Outsider: Ethereals are considered Outsiders, Ethereals can not be raised or resurrected..
Size: Medium Ethereal receive no special bonuses or penalties due to size.
Darkvision: 60ft
Base Land Speed: 10ft, the immense psionic potential of an Ethereal grants them a fly speed of 30ft (Perfect), flying is not effected by armor or carrying capacity.
Bonus Feat: Ethereal receive Wild Talent and Simple or Archaic Weapons Proficiency as Bonus Feats
Telepathy (Su): Ethereals can telepathically communicate with anything within 100ft that has a language.
Four Arms (Ex): Ethereals possess four arms granting a +2 Species bonus to Climb checks and Grapple Checks
Starting Languages: Ethereals can read, write and speak their own language
Level Adjustment: +0.
Ethereal CR11. Medium Outsider Charismatic Hero3/Telepath7 HD: 10d6-20.HP17. Mas6. Init:-2. Spd: 10 ft, fly 30ft. Defense:20, Touch11, FF20(-2dex,+3Class,+9Equip). Bab+4. Grapl+4. Atk/Full Atk:+2melee or +2ranged. FS:5ftx5ft. R:5ft. SQ: Psionics, Trigger Powers, Combat Manifestation, Darkvision 60ft, Telepathy, Humanoid traits. AL: Evil. Sv Frt+2, Ref+4, Wil+10. AP: 10. Rep+5. Str7, Dex6, Con7, Int14 Wis15, Cha16.
Occupation: Religious (Knowledge [Arcane Lore and Theology/Philosophy]+1, Sense Motive)
Skills: Bluff+15, Climb+0, Concentration+8, Diplomacy+15, Disguise+1(+5 w/a disguise kit), Gather Information+12, Knowledge (Arcane Lore)+11, Knowledge (Philosophy and Theology)+11, Profession+12, Psycraft+12, Read/Write/Speak (Ethereal), Sense Motive+12
Feats: Archaic Weapons Proficiency, Armor Proficiency (Light, Medium, Heavy), Deceptive, Educated (Arcane Lore, Theology/Philosophy), Iron Will, Lightning Reflexes, Simple Weapons Proficiency, Wild Talent (Detect Psionics, Valor, Verve).
Talents: Coordinate, Inspiration
Psionics: Power Points (25), 0; Burst, Daze, Far Hand, Finger of Fire, Missive 1; Attraction, Charm Person, Lesser Body Adjustment, Lesser Mind Link 2; Brain Lock, Inflict Pain, Suggestion 3; Lesser Domination, Mind Blast
Possessions: Forced Entry Unit (20lb)
Uber Ethereal CR11. Medium Outsider Charismatic Hero3/Telepath7 HD: 10d6.HP37. Mas11. Init:-3. Spd: 10 ft, fly 30ft. Defense:19,Touch10, FF19(-3dex,+3Class,+9Equip). Bab+4. Grapl+6. Atk/Full Atk:+2melee or +2ranged. FS:5ftx5ft. R:5ft. SQ: Psionics, Trigger Powers, Combat Manifestation, Darkvision 60ft, Telepathy, Humanoid traits. AL: Evil. Sv Frt+2, Ref+4, Wil+10. AP: 10. Rep+5. Str11, Dex4, Con10, Int14 Wis17, Cha19.
Occupation: Religious (Knowledge [Arcane Lore and Theology/Philosophy]+1, Sense Motive)
Skills: Autohypnosis+9, Climb+2, Bluff+16, Concentration+10, Diplomacy+16, Disguise+2(+6 w/a disguise kit), Gather Information+13, Knowledge (Arcane Lore)+11, Knowledge (Philosophy and Theology)+11, Perform (Act)+9, Profession+13, Psycraft+12, Read/Write/Speak (Ethereal), Sense Motive+13
Feats: Archaic Weapons Proficiency, Armor Proficiency (Light, Medium, Heavy), Deceptive, Educated (Arcane Lore, Theology/Philosophy), Iron Will, Lightning Reflexes, Simple Weapons Proficiency, Wild Talent (Detect Psionics, Valor, Verve).
Talents: Coordinate, Inspiration
Psionics: Power Points (27), 0; Burst, Daze, Far Hand, Finger of Fire, Missive 1; Attraction, Charm Person, Lesser Body Adjustment, Lesser Mind Link 2; Brain Lock, Inflict Pain, Suggestion 3; Lesser Domination, Mind Blast
Possessions: Forced Entry Unit (20lb)
recommended creatures for the other “Terror from the Deep” Basic Aliens
Deep One: Skum (Monster Manual pg228), Gill-man: Locathah (Monster Manual pg169-170)
Tasoth: Sahuagin/Sea Devil (Monster Manual pg217-218/d20 Past pg43-45)
Recommended Creatures for the Advent soldiers from X-Com2
Replacement template (d20Modern RPG pg 255-256), Sand Slave template (Menace Manual pg79-80)
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You may be cool, but are you “David Coverdale tweeted you back” cool?[1]David Coverdale is a riot on Twitter and as the Brits would say he is one cheeky bastard. He has all the charm to make his brand of sleaze, playful and endearing. I highly recommend his twitter to those who love a good double entendre and a whole lotta of innuendo.
However, I am not here to write a 1000 word review of Coverdale’s twitter[2]. I am here to tell how I just had my balls rocked off by Whitesnake tonight at the Hampton Beach Casino Ballroom on their Flesh & Blood Tour. Let’s check the pretension at the door just like Whitesnake do with their new party rocker, “Shut Up And Kiss Me”. The infectious gang chorus has everyone singing along immediately as if the song came out in 1987. David Coverdale still oozes charisma out of every pore and can command a crowd with just his eyes. Bassist, Michael Devin has a great voice is crucial on these choruses and is very entertaining to watch as he rocks out on the bass. The drummer, Tommy Aldridge, looks like the lead singer of REO Speedwagon with his gray, curly, huge afro, but rocks like a man half his age.[3]The twin guitar attack of Reb Beach (Winger[4]) and Joel Hoekstra (Trans-Siberian Orchestra) shred all over this song. Many times, the “new stuff” from these classic rock and metal bands fall flat on their face with the live crowd, but on this night Whitesnake proved an old dog can teach its master, new tricks.
Whitesnake has some real winners off the Flesh & Blood album, which was officially released the day I attended the concert, May 10th. “Trouble Is Your Middle Name” is the banger off this album, which has you banging your head at the hard rocking chorus and shouting along with the band. The verses feature Coverdale at his raspy, strained bluesy best has he croons over a thumping bassline before kicking it into overdrive into the huge, sing-along chorus. “Get Up” is a throwback to the foot-stomping, blues-boogie-rock that Whitesnake was founded on, before it took on a metallic sheen in 1987. “Hey You…Make Me Rock” is the heavy metal anthem of the album. It has a really strong guitar lead in, but the chorus is not as catchy as the other tracks played and Coverdale gives an uninspired performance here. He is more at home with blues-based songs or the fun sexy, party rock. After the very successful Doug Aldrich era of Whitesnake, I loved how the Hoestrka/Beach team with Coverdale crafted their own album that captured a distinct, fresh, vivacious and very electric sound. I think that’s what separates this from a lot of songs released by classic bands in the modern day is how lively this music is, which comes from how energetic Hoestrka & Beach sound on this album and live.
Hoestrka and Beach showed off their chops in a six-minute guitar duel which each tried to out Eddie Van Halen each other as they shredded & finger tapped their way to glory. I have always thought that’s when Whitesnake is at their best when they are the best possible combination of Van Halen and Led Zeppelin. Unfortunately, for Coverdale he may never shake the moniker of “David Coverversion” as dubbed by Robert Plant when Plant flew into a jealous rage over Coverdale/Page album released in 1993[5], which is criminally underappreciated now. When Coverdale wants he can do Robert Plant better than Robert Plant (see “Pride & Joy” from Coverdale/Page and “Still of the Night”), but Coverdale has a lot more range than his more famous rival. He has more access to his lower register and this gives Whitesnake’s songs a more soulful depth to them. Also, having seen both men live twice since 2010, there is no doubt Coverdale is the better frontman. He is still out there giving a balls out hard rock performance and entertaining the audience while Plant is more concerned with being artist and indulging his own agenda. Coverdale’s voice has also aged better. At the beginning of the concert, I did notice that his singing was not quite as good as I remembered on the Purple Snake tour of 2015. However, I think he was saving his voice up for the big finish. On the last three songs all from the hit 1987 album (“Give Me All Your Love Tonight”, “Here I Go Again” and “Still Of The Night”), he unleashed his full vocal prowess. He left no room for you to doubt it was really him singing as he was screaming like a banshee and belting out each note with vim and vigor. “Still of the Night” remains one of my all-time favorite songs. The hook riff is just pure sex and Coverdale delivers one of his best vocal performances. I fell in love with the song all over again tonight.
Whitesnake has consistently been one of the best hard rock/heavy metal bands of the last decade. The Purple Album (2015) reminds the world that Coverdale era of Deep Purple is full of classic tracks that stand up well against the Mach II Era Machine Head album. “Burn” and “Stormbringer” feature Ritchie Blackmore at the peak of his powers. Both of those riffs are two of the greatest of all time and it is Coverdale that brings the vocal ferocity to match these pummeling riffs. The Doug Aldrich era saw Whitesnake release their best albums since 1987 with Good To Be Bad (2008)[6]and Forervermore(2011) and have been lauded by those fans that still listen to the new music produced by the classic bands of the genre. The stand out tracks from Good To Be Badare the raucous title track that sounds like “Bad Boys” on steroids and “Can You Hear The Wind Blow” which features Doug Aldrich doing his best Randy Rhodes shredding over the place while Coverdale gives a powerful & dynamic performance and the rhythm section has that classic Whitesnake boogie groove. “Forevermore” is the blues-rock album that returns Whitesnake back to its roots. My favorite is the opening track “Steal Your Heart Away” may be the best pure blues-rock song that Whitesnake has ever released, Coverdale gives a master class on how to hold your attention on the verse before the addictive bridge kicks in, if you have not heard this song, drop what you are doing and give it a spin. The point is Whitesnake delivered two distinct albums in 2008 (hard rock, heavy metal) and 2011 (blues, ballads) that were phenomenal and they look to deliver another badass album this year with Flesh & Blood.
As you can tell by this glowing review, David Coverdale is one of my favorite singers/frontman in the history of rock. He has worked two of the most important guitarists of all time when he was in Deep Purple in the 1970s and with Jimmy Page on Coverdale Page in 1993. He achieved commercial success on his own working with guitarist John Skyes on the killer 1987 album. He demonstrates that even into the 21stcentury that he can pen some of the best hard rock, heavy metal songs ever that would have been massive hits in the 1980s. His live performance is still engrossing to watch. He has such an amazing stage presence and his eyes are so expressive. Most importantly, a mic stand is still a lethal weapon in the hands of the Snakeman! I highly recommend either picking up the new album, Flesh & Blood or going to see the Flesh & Blood tour in a city near you or just give David Coverdale a follow on Twitter, you won’t regret it.
[1]“Me too, Bro…we always have a blast together!!!” – David Coverdale to me on Twitter with respect to the Hampton Beach crowd.
[2]@DavidCoverdale for those so inclined to follow on Twitter.
[3]You must see his drum solo. I forgot all about from when I saw him in 2015. I just remembered the huge, gray, curly afro, but as soon he started rocking on his drum solo I remembered how incredible he is. Rock ‘n’ roll is the fountain of youth.
[4]I saw Kip Winger do an acoustic set of all your Winger favorites in small bar in Worcester and man did it really make want to see a full blown, plugged in, full throttle Winger reunion set. I definitely need to do a review of their monster comeback album Karmafrom 2009. Also, Kip & Reb can we get a full Winger tour already! David stop hogging Reb!
[5]This has to go down as the most successful “make my ex jealous” ploys ever as David Coverdale & Jimmy Page delivered the best Led Zeppelin album since Physical Graffitiand Coverdale blew Plant out of the water on all the live shows doing classic Led Zep songs. This forced Plant’s hand to do Led Zep reunion shows in the mid-90s.
[6]The year 2008 was a very strong year for classic rock/metal bands releasing new material. I would put Good To Be Badas a strong number three behind Motley Crue’s Saints of Los Angeles and Metallica’s Death Magnetic
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