Strolen\s Citadel content. 
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MoonHunter's comment on 2008-10-01 07:16 PM
MoonHunters 2009

1) Work with your group to determine the best kind of game for you and your troupe.

2) Never Game in a Vacumumn: Learn about other games and other game groups. There is no "one way" to game and you might learn something useful, or find some new kind of gaming you like. Go to Comment
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MoonHunter's comment on 2008-10-13 04:07 PM
Sometimes, when you're alone at an empty cross road, he'll show up. The Dark Man. He'll offer you a deal: your greatest desire, for a favor later on. There's a huge group of people, all networked and organized, all thoughout northern America, just waiting for when that favor will be called in. Almost no one knows about this "Crossroads Society", and those who do have no idea how dangerous it could be. Go to Comment
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MoonHunter's comment on 2008-05-20 01:33 PM
Cahracetr summary

She was curved like a knife. Attractive not for what she'd give you but snip take away. Others would take you to the light where you'd see them; she'd take you to those dark abodes where you could see yourself. Go to Comment
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MoonHunter's comment on 2008-07-02 01:23 PM
elves with bioluminescent

I see them as improved trees, or a glowing moss that goes on the trees.

They light hometrees. They light paths. They light when an intruder passes by.

I know that when you were dealing with the Minoan diplomatic team,
you worked long and hard to secure the rights for Minoan
biotechnology, especially their bioluminescent plants.

1. Christmas trees that do not need lights, reducing danger from
electrical fires

2. Glowing trees to line highways to save government electricity

3. Agricultural crops and domestic plants that luminesce when they
need watering

4. New methods for detecting bacterial contamination of meats and
other foods

5. Bio-identifiers for escaped convicts and mental patients

6. Detecting bacterial species in suspicious corpses

7. Novelty pets that bioluminesce (rabbits, mice, fish etc.)

The nation-states in the core worlds have achieved most, but not all
of the goals listed here. I would like to see airborne
microorganisms developed that would tag infected Mellor with a glow
that can be see by our explorers. Go to Comment
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MoonHunter's comment on 2008-05-12 11:41 AM
Create a people in a semi tropic zone that use these.

The A Frames on the stones provide safety from a variety of ground crawling pests, rats, and snakes. Plus they are more secure.

A latte stone, or simply latte pronounced lat-tee), is a large pillar found on the Mariana Islands built by the ancient Chamorro people. They consist of a tall trapezoidal base (haligi) with a hemispherical stone cap (tasa) at the top with the flat side facing up. Standing in parallel rows of two to eight stones, they supported important structures in villages.

Chamorro dwellings were typically A-frame structures built of wood poles (often bamboo) with thatched roofs (of coconut or nipa leaves). These structures supported by latte stones would have provided a sheltered work area between the stones. Also, the structures may have offered more protection from typhoons and earthquakes than typical dwellings elevated by wood poles.

Latte stones varied greatly in size. The smallest were several feet tall. The largest latte still standing is 16 feet (5m) tall, located in Tinian. In Rota, quarried latte would have stood 25 feet (8m) high if erected. The largest shaft found here weighs 34 tons while the largest cap weighs 22 tons.

The first latte were probably constructed during the 9th century AD; however, when the Mariana Islands were discovered by Europeans in the 16th century, latte were no longer being made. Latte are found on the islands of Guam, Rota, Saipan, Pagan, and Tinian. The history of Guam before European contact is often divided into the Latte and Pre-Latte Go to Comment
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MoonHunter's comment on 2008-05-12 01:28 PM
Tips for 2008
Done 06/12/2008 Go to Comment
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MoonHunter's comment on 2008-05-15 02:25 AM
Kerri Meyes aka The White Swan

NPC Minor

Once a pawn, now a tool of destiny and a chance to redeem the unredeemable.

As Kerri Red hair, blue eyes, fair skin. She is a tier two super model, so she has The Look, but not all the fame or money.

As White Swan. Originally her hair was long and with wavy curls in the initial event, it returns to this state when she becomes the White Swan.

Kerri is a 2nd tier supermodel. Just famous enough to be everywhere, but not famous enough to be a house hold name or draw the huge bucks. She live in LA, renting an apartment from a lovely old Japanese woman downstairs, and occasionally cohabitating with her on again/ off again boyfriend who was one of the curators at the Los Angeles Museaum of Fine Art. Her life would of been fairly interesting as lives go, except she had the misfortune of having a "magical experience".

Her magical experience started when the Museam was preparing for a travelling show of Nipponese Historical Treasures. Included in this was an atypical set of Ninjato (long and short) made from a cut down/ broken Katana and Wakisashi. Legend said that the they were the weapons of the last Spiral Dragon Ninja, the Mokoroko. His dread figure was said to have been a dishonored samurai (whom slew his own lord) and learned the way of the Ninja. This man was said to be so evil, that he slew his family before they could come after him to clear their bloodline. Legend has it that he was the minion of the Five Clawed Oni, whom wished to revenge himself on the Heroic Bloodline that bound him to the spirit realm. That same bloodline were hunting down the Mokoroko for his crimes against their cousin clan. He killed many people at the Oni's request. He was stopped by the last surviving member of the Heroic Bloodline just before he killed the Emperor.

Being somewhere she should not of been waiting for her boyfriend, she touched these blades while they were being prepped for display. She knicked her finger on the blades spilling one tiny drop of blood. One moment the blood was there, the next it was absorbed into the blade.

That night, danger crossed the night. A shadowy figure broke in and stole several items from the display. And killed every guard in the building. The only clues was a shadowy image of a ninja in a red shinobi suit caught on a camera, before it mysteriously stopped working.

Over the next night, seemingly random killings occured across the LA basin. However, they were all related loosely. This alerted the one member of the Heroic Bloodline that followed "the old ways".

To explain, early in the last century the Samurai of the Heroic Line left Japan because he could not follow the new "direction" of the Imperial Government. He brought his family to Los Angeles. They still safeguarded "The Demon Eye Talisman". It was the hate forged key to open the bindings that held the Oni of Five Claws. It took dying blood from each victim, each from an increasingly noble bloodline, to free the Oni from its black prison. If the demon's minions possessed the talisman once again, all they would need to do is attack the Emperor himself and spill his blood. Once done, the Oni of Five Claws would once again stride the world, enslaving all of mankind.

The Mokoroko knew that one of them still held the Talisman. It pleased him and amused his Master that he could revenge himself on the bloodline and further his cause.

The Last Samurai, Kerri's boyfriend, and any adventerous souls you would want to be included attempted first to trap the Shinobi (ninja). They discovered that the Evil Demonic Ninja Spirits had possessed Kerri and was using her body (thus preventing the Samurai from killing the innocent girl). The plot would be hard to follow at this point, but in the end, with the aid of the Wise Japanese Shugenga whom was her LandLord, Kerri was set free of Mokoroko and its Evil was banished from this world.

Needless to say, both Keri and The Ninja were suprised the next Solstice. They met in her dream, which was quite lucid. The Ninja, which he wished to be called, had been relieved of his burden of Evil. He wished to redeem himself before passing on, because having failed the Oni of the Five Claws would ensure that his afterlife would be unpleasant unless he was embraced by those of the eternal light.

This could not of happened for a better time for Kerri. Several of her friends were currently on the run from a shady record producer, one Boston Marks, who obviously had ties to organized ties and the drug trade, and the police, as they had been set up to take the fall for a number of illegal activities and possibly a murder.

Using the skills and magics of The Ninja (and some of his less violent advice), Kerri took on the role of The White Swan. She was quickly able to clear her friend's names, bring down Marks and his drug pipeline, and avenge a fallen friend.

Since then The White Swan has made an occasional appearance in Los Angeles and in odd places around the world (Kerri does travel for her job). She is not a traditional super hero, doing crime fighting on a regular basis. However, she seems drawn into the unsusual, usually with a minor super natural twist.

Every traditional Ninja Power, ability, and gadget. Okay, I can see you will want more rundown on this.

The True Metapowers are Invisibility, Limited Teleport, and Insubstantial. These powers require slow movement, or no movement at all.

The White Swan has some small kenja (magics). She has some healing abilities (on herself and others), limited telekinesis (about 2kg), the ability to stick to walls like a spider, quick change (changing clothes in a blink of the eye), instant change, the ability to "summon up" small items like she was a stage magician. These talents take a moment of time and concentration (gesture and incantation) to make work, so they are more out of combat or "special situation" abilities.

She seems to be able to summon Ninja Tools from no where. Though if searched several things will show up on her person. If given some time, she can simply pull them out of thin air. While the tools can take any form, they tend towards those things historically and traditionally attributed to Ninja/ Shinobi ("What is that?", "an electronic lock pick, your picks won't open this", "I did not know you owned this?", "I don't, but I don't ask where these things come from anymore." "Wise Decision". )

Some of the common tools are:
Smoke: Grenades in eggs that give off smoke, some also go pop. She has a mystic ability to summon smoke/ fog that will slow up a room quickly while standing still.

Flash: Bright light and sound either by Grenade

Shurikien: seemingly can summon an endless supply of them


Swords and knives and Chains to use as weapons: she seems to have an arsenal concealed on her body

She can be a master of disguise, an acrobat, a top knotch martial artist and swordswoman. She only has supers level ninja skills when dressed as The White Swan. If she is Kerri or in disguise, she simply has "ninja skills" at a basic, human, level. It needs to be noted that she access to her "Ninja Powers", when she is The White Swan.

She is now fluent in Japanese, Chinese (Manderin and Cantonese), Korean, French, German, and a smattering of others. She had a small knack for langauges before, but she has mastered the Asian ones with The Ninja's help.

Kerri is fun, flighty, and fairly frivolous. She is not a ditz, and actually has a degree in Art History and a minor in French Literature.

The Ninja is cynical, bitter, and pragmatic. He is often giving her advice in her head (telepaths will tell you there are two people in there). He is seeing this as his chance at redemption. He failed his demonic masters, so if he is not accepted by the higher light he is not looking forward to the afterlife. However, keep in mind that he has a very differet world view than Kerri, being from Feudral Japan, a pragmatic ninja, and learning of the 21st century second hand from her experience and memories.

The two seem to live as "room mates" inside Kerri's head. Most of the time he ignores her life, though occasionally makes off hand comments about the world Kerri lives in. While he can possess her body totally, he will not. (Unless Kerri is incompacitated and he needs to save her). He is trying a gentle approach now, attempting to redeem himself.

The White Swan is a quiet and serious figure, taking on the best qualities of both. Though sometimes she seems to be having a conversation with someone unseen or worse yet seems to having a conversation for two sides of the converasation. When it is time for action, they seem to agree (actually except for the killing, they follow his lead).

The White Swan was something that The Mokoroko had called her disparaging in mind while he bound her there. Her Landlady used it once after they freed her. It was her destiny to be the White Swan of Beauty and Purity to clense the land of this Great Evil. At the time, it seemed to mean something different than it does after the fact.

Campaign Uses:
Pre Shinobi: She is a model, so she can be used as background, a victim, a piece of bait, a contact, or what ever, you need

The Shinobi event: Characters could be involved in The Case (the theft, the murders, the disturbance in The Force). They will have plenty of chances to fight the Ninja, who has a lot of plot immunity except towards the end. They will also have the Samurai as a contact and provider of information, and her Landlady who will provide the mystic ritual required to end the scenario.

The Solstice Event: The Characters could be involved in That Case. Following up leads could bring them in contact with The White Swan.

Post Solstice: Random encounters with a mysterious Shinobi in white.

Plot II
The last Samurai and the Kerri's boyfriend led a trap for the Mokoroko with a fake Talisman as bait. The Ninja in the Red Shinobi suit took the bait. After a grand battle, The Red Shinobi was revealed to be a possessed Kerri. Several other clashes occured, nearly costing everyone involved their lives, until they found where the swords were kept during the day (in a newly created hidden compartment in the Garage where her Land Lord stored her vintage car.

While the Samurai protected them, her landlord and boyfriend gathered the components for and performed a ritual of banishing. They manage to save Kerri and remove this threat of Evil fromt he world. Go to Comment
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MoonHunter's comment on 2008-01-29 01:27 AM
I need a cool name for a forest of Frozen Souls/ Eternal Chill/ Evil Cold. the forest region once had a happy/ normal name. (SoulChill)
(The original name is Winter Forest)

YYY = Cloudhome? It has nice ring

From the slopes of the Wyvrn Spine Mountains to the Prallan Border Mountains, is a a vast sea of spruce and oak, shrouded in fog. It was once called... YYY. According to old songs and records, there were many happy villages here. Once.

But there is no warmth in YYY Forest anymore. In fact there is no YYY any more, only XXX

Two hundred years ago, a deadly blizzard swept down from the northern wastes, expanding the reach of the Frost Gods and dooming hundreds of thousands of innocent souls to death by freezing and starvation. Entire towns were buried in ice, and what few villages remained were isolated, forced to fight for scraps of dry timber or bits of food. Even women and children were not safe from the hands and axes of men desperate to stay alive, to consume anything of flesh, to burn anything that could take a flame. Evil took deep root in the heart of Winter Forest, a black blood pumped by the icy heart of terror. Pacts were made, dark bargains that invited yet more evil. In the end, not a single human survived the winter . . . But the dark gods they called upon, stayed.

Even in summertime, when the rivers sparkle again, and the snows recede, there is an unnatural chill here. The thousands who froze, eager to possess warm bodies again, haunt the woods. The woods are home, too, to monsters, outcasts, warlords of evil, and more, fighting over hiding-places and caches of old treasure, deep in the rich timberland. XXX is a place of icy evil, vast potential, and the legions of the wicked. Go to Comment
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MoonHunter's comment on 2008-02-01 12:46 PM
The Fey are alien creatures. They do not participate in the way most races see the world. They are not from here, nor are they truly solid at all. The Unseelie and Seelie are not Evil and Good, but their Moral Division is based on acceptance of solid reality and its inherent forms. Now all Fey will follow The Courtesies, to a basic level. It is just their nature. However, the Unseelie do not believe they need to extend fully courtesy to Humans (and other solid things). Part of their disdain for Humanity (and other Humanoids) is that they reject that the world has a archetype of Human (Humanoid) associated with intelligence (even though they reject that it is harder to be intelligent and not be associated with that formal archetype). If this is hard to follow, that is natural. You are trying to comprehend a complex subject of a race non-native to your very reality. This is the simplified version as a Fey might try to explain it to non-fey). . It rankles the Higher Noble Unseelie Courts as they must wear this form to follow courtly protocols half the year. This all aside, the Unseelie would like nothing better than to see the things that offend their aesthetic (i.e. Humans (Humanoids)) removed from the sphere.

They follow a cyclic court as they always have. However the courts have become more and more polarized along Seelie (pro courtesy and human) and Unseelie (against humanity and courtesy beyond them). Note there are shades of grey here, as there are many Seelie who dislike humans, but extend them full Courtesy, while Unseelie who dont mind humans, as long as they know their place and follow The Courtesies. . In fact, the Humans have taken to calling them the Seelie and Unseelie courts, rather than the Summer and Winter Courts (and they dont seem to notice the minor Autumn and Spring Courts). The Fey are always political creatures. And until recently the Seelie have had the upperhand in all affairs, even during the Winter Court.

Until Recently.

The sly interplay of politics, promises, and allegences, has put the Seelie factions in checkmate until The Summer Court Next. This grants the Unseelie a year and a half to endulge themselves without sanction or political restriction. They have a year and a half to complete their plans and cement their power.

The Army of Winter is now on the March.

The army is a rolling wave of fey across the face of The Sphere. Non-Human forms abound in the advancing tide of fangs, weapons, and spells. Rolling balls of white fur with giant maws full of razor teeth, roll besides loping fey wolves with tiny Red Cap riders, and WilloWhisps slide next to the Banshse and Troglees, and other things that are difficult to imagine until you see them coming to kill you, all move along, sweeping resistance from their path. The Small Folk are garbing themselves in a misshapen Goblinish form, to join the army. The Nobles have begun to clad themselves in a specific form, a uniform of sorts. While seemingly paradoxical, they are wearing the form of an exotic humanish form that has become known as The Winter Folk. These noble fey are riding flying snowflake chariots (drawn by little clusters of snowsprites), striking people down with arrows of burning ice, and performing random and cruel acts on warriors and innocents alike. They are proceeding at a leisurely place, enjoying this war of destruction like it was a leisurely stroll of the grounds.

They had a plan. To satisfy their own egos, they pushed ahead of the ice.

You have various options as how to defeat them

Fighting, while satisfying, you will just lose. They know they can win militarily.

Hide and survive (things will change in a year and some)

sneak around and mess with Stella

They can be punished and now forced to live in their WinterPeople forms. They could be wearing them with pride, like a civil war vet wore their old coat, even though they had lost, or the Brown Coats of Firefly. Go to Comment
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MoonHunter's comment on 2008-02-02 02:15 PM

The Timewheel (Idõkerék) is the world's largest hourglass, situated in Budapest, Hungary next to City Park, right of Heroes' Square and behind the Palace of Art (Mûcsarnok). It is made of granite, steel, and glass, and weighs 60 tons. The "sand" (actually glass granules) flows from the upper to the lower glass chamber for one year. The last few grams of sand flow through at exactly midnight on New Year's Eve and the Timewheel is then turned 180 degrees so the flow of the sand can resume for the next year. The turning is done by manual power using steel cables and it takes roughly 45 minutes for 4 people to complete the half turn. The Timewheel was unveiled on 1 May 2004 to commemorate the historic enlargement of the European Union that also admitted Hungary (along with some other former East European communist countries) to the EU.

The timewheel was designed by Istvan Janaki. Go to Comment
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MoonHunter's comment on 2008-02-02 02:40 PM

The Timewheel (Idõkerék) is the world's largest hourglass, situated in Budapest, Hungary next to City Park, right of Heroes' Square and behind the Palace of Art (Mûcsarnok). It is made of granite, steel, and glass, and weighs 60 tons. The "sand" (actually glass granules) flows from the upper to the lower glass chamber for one year. The last few grams of sand flow through at exactly midnight on New Year's Eve and the Timewheel is then turned 180 degrees so the flow of the sand can resume for the next year. The turning is done by manual power using steel cables and it takes roughly 45 minutes for 4 people to complete the half turn. The Timewheel was unveiled on 1 May 2004 to commemorate the historic enlargement of the European Union that also admitted Hungary (along with some other former East European communist countries) to the EU.

The timewheel was designed by Istvan Janaki. Go to Comment
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MoonHunter's comment on 2008-02-10 02:00 AM
Wax tablets

Take a flat wooden board and carve a rectangular, shallow piece out of it on one side. Fill the hole you created with molten bee wax, flatten the wax as good as possible and let it solidify slowly. This could have been the instruction to build the medieval equivalent of the notebook: the wax tablet.

Wax tablets have been found in various forms, ranging from simple on-sheet version consisting of a single slab of wood with waxen surface, up to ten or more page books, bound with leather or metal rings. The single "pages" however were usually rather small. Only few tablets found exceed a size of 10x20 cm.

Parchment was extremely expensive and paper was not yet known in Europe. An alternative was needed for things that needed to be written down, but was not meant to be kept for a long time. While it was possible (and frequently done) to scratch the ink from a sheet of parchment with a knife, ink itself was expensive. Thus most writing that was not intended to be kept for long, was done on wax tablets.

A book of wax tablets shown in the Landesmuseum für Kunst- und Kulturgeschichte in Bremen, Germany.

Using the wax tablets is quite easy: To write on them a wooden or sometimes metal stylus was used, carving the letters into the soft waxen surface. A stylus with a flat end could be used to erase smaller parts of the tablet or apply smaller corrections. To renew a complete wax tablet, it was held above a candle for a short time and then flattened with appropriate tools such as the side of a knife.

Wax tablets were used for a number of purposes, including the obvious use as a notebook of sorts. Another popular use of wax tablets was for teaching writing in church schools. Any mistakes could be met with a reflattening of the page, instead of spoiling expensive parchment.

Archeological research has found wax tablets, that were obviously used to write down and record texts not meant to be erased after a couple of weeks. Such use, however, was rather the exception. Go to Comment
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MoonHunter's comment on 2008-03-16 02:28 AM
As human society became more entrenched in technology and the digital world, certain malevolent beings from the nether regions evolved to reflect the new tech-reliant reality. These cyber demons integrated the use of technology into their diabolical manipulations of humanity and reality. Eventually many of these demons melded with the technology to become truly cyber in nature. There are a wide variety of cyber demons, differing in their methods and use of tech. Some of these demons travel the grid, playing upon the vices of those who use the digital world to feed their dark impulses. Other demons revel in the negative side of industrial development, finding easy prey in the urban squalor created from industrial growth and subsequent economic crash.


Seductrix are cyber demons created from the concentrated lust and perversion inspired by the numerous pornographic sites on the grid. Seductrix can enter the real world if summoned or at times or in places where the barriers between dimensions are weak. They can automatically transmit their demonic shadow into the grid at any time though, and prefer this method in contacting mortals.

Description: In their natural form a seductrix appears as a beautiful human-like female between 1.7 and 2 meters tall with reflective glasslike skin of a dark blue hue. Their hair appears to be made of light blue metallic filaments that dimly glow, fluctuating in intensity every second. Their pitch black eyes appear to be made of the same glasslike substance as their skin. Seductrix have sharp glowing blue claws. Small green digital 0s and 1s race across their skin as if flowing across a computer monitor, fading in and out in random patterns. At will they can change shape to appear as the ideal beauty to any person (both female and male) they encounter (Treat as the Great Looks perk).

Encounter: In the real world seductrix will attempt to seduce and manipulate people to fulfill their goals. If confronted with physical violence a seductrix turns into a viscous fighter using her claws and electrical energy blast to cause harm. They are also likely to utilize guns of the latest design as well. On the grid a seductrix's shadow can perform normal actions, including shadow combat and hacking (see grid section below).

Habitat/Society: Seductrix usually work for a greater cyber demon, recruiting mortal servants for the demon's cause. Many seductrix like to set themselves up as secret advisors to powerful people who control the proliferation of the grid and digital entertainment. Such individuals could be politicians who are in a position to control grid regulations, corporate leaders pushing technology to new levels, or movie studio heads creating entertainment for a large impressionable audience. On the grid seductrix will often set up provocative sites that entice grid users to experience any pornographic entertainment they can imagine. Their goal is to addict the grid user and weaken his will, eventually making him a mind-controlled slave.

Special Abilities: Seduction (Unique Mesmerism spell): Seductrix use a powerful charm magic that allows them to create feelings of infatuation and desire in the target. The victim of the spell feels a need to please the seductrix, seeing her as a person to court and win over. In this state, the victim will react towards the seductrix according to the degree of success. On an Ordinary result the target's attitude is automatically changed to Charmed. The victim sees the seductrix as a potential lover. He will follow reasonable suggestions given by the seductrix and will try to impress her, even to the point of defending her from harm. A Good result changes the attitude to Fanatical. The target is in love with the seductrix and will do almost anything she says unless it is totally against his nature. A ruthless mercenary will kill at her request, while a law-abiding cop will certainly balk at a command to murder. An Amazing result changes the attitude to Fanatical as well with an enhanced effect. A person in this state will do whatever the seductrix asks without question, including killing his best friend to prove his love for the demon. This spell even works on people who are Hostile or Combative towards the seductrix. This effect lasts for 10 minutes.

-More Targets: At ranks 4, 8, and 12 the seductrix may affect 2 additional persons with the use of this power.

-Seduction Ritual: A seductrix is able to perform a special ritual that changes the target into a Fanatical slave (as the Amazing result) for a much longer duration than the normal use of the power. This ritual can take many forms, but always involves manipulating the lustful desires of the victim. The most direct method is actual sexual activity with the victim. After a series of successful trysts, the victim eventually becomes a willing slave to the seductrix. Another way the seductrix can perform this ritual is by setting up a pornographic site on the grid that actually acts as conduit for her power. As the grid user involves himself in the pornographic media his will is weakened by the seductrix's power, eventually succumbing to her domination. In game terms the ritual is a complex skill check requiring the seductrix to achieve 5 successes. If successful the victim becomes Fanatical as described earlier. The seductrix makes a check for every hour of activity. This complex skill check does not have to be made continuously and the demon can even break off from the ritual and return another day to complete the magic. For instance the grid user may visit the porn site one hour each day eventually losing control to the seductrix. If the ritual is successful this effect lasts for 1 day. At the end of this period the victim may make a Resolve-Mental check to break free. At rank 6 the duration becomes a week, while at rank 12 the duration is a month.

Electrical Bolt: A seductrix is able to discharge a bolt of electricity from her mouth. This is equal to the super power Energy-Energy Blast. A seductrix who uses this power while kissing someone gets a -5 bonus to her skill check.

Seductrix Game Data
STR 9 (d6+8)
DEX 13 (d6+10)
CON 10 (d6+8)
INT 12 (d8+8)
WIL 10 (d6+7)
PER 14 (d6+11)

Durability: 13/13/7/7
Action Check: 13+/12/6/3
#Actions: 2
Move: sprint 22, run 12, walk 4
Reaction score: Ordinary/2
Last Resorts: 3
FX energy points: 10

Claws 11/5/2 d4w/d4+1w/d4+2w (LI/O)
Electrical Bolt 12/6/3 d4+1w/d6+1w/d4m (En/O)
Pistol 15/7/3 Varies HI/O

Armor: d4+1(LI), d4+1(HI), d4+1 (En)
+2 resistance modifier vs. ranged attacks
+1 INT resistance vs. encounter skills

Skills Athletics 9; Unarmed 9-brawl 11; Modern 13-pistol 15; Acrobatics 13-defensive 14, dodge 15; Stealth 13-hide 14; Vehicle 13-land 14; Stamina 10-endurance 14; Computer science 12-hacking 16; Knowledge 12- language (specific human) 15; Awareness 10-intuition 12, perception 14; Investigate 10; Resolve 10-mental 12; Culture 14-diplomacy 16, etiquette (human) 16; Deception 14-bluff 16; Entertain 14-dance 16; Interaction 14-bargain 17, charm 18, seduce 19.

FX Skills Mesmerism-seduction 17; Energy-energy blast 12; Diabolism-black warding 14, command 16 rend the weave 14, tongue of the damned 17

Seductrix on the Grid

A seductrix can send her spiritual essence onto the grid from the hellish dimension she originates. When a seductrix sends her shadow to the grid, the following information applies according to the Progress Level of the grid technology.

Progress Level 5: Tactics: At PL5, where true shadow forms have not been developed, a seductrix is a unique entity jumping about through various computer servers and stealing space to host her arcane websites. When she interacts with grid users she takes over sections of another user's system to run her programs and send messages. This can be a nasty surprise for a user when the seductrix's activities are traced back to the user's computer. When communicating with a user a seductrix will often send X-rated pictures of herself or a digital animation of herself performing provocative poses. The seductrix is able to use her seduction power through the pictures or the playing of her animation. When she has captured the attention of the user she then will direct the user to her websites, where the stronger seduction ritual can be performed. Due to the primitive nature (relatively speaking) of the technology used, the seductrix suffers a +1 penalty to her seduction power. At PL6 and higher a seductrix will have a true shadow form that can perform normal functions within the virtual reality of the grid. Her tactics will be similar to that mentioned before but the enhanced interaction of the technology allows her powers to act normally. She has no penalties for the use of her seduction powers in this environment. Of course a seductrix may use more sophisticated means to make someone do her bidding, especially when the intended victim is a powerful mortal with which long-term interaction is desired. She will set up a mortal identity for herself and then attempt to seduce the target through normal means, both on the grid and in the physical world if possible. She will resort to her mystical power only when necessary.

Seductrix Grid Shadow (PL 6 or higher): A typical seductrix's form on the grid is equal to an Ordinary shadow form which takes up no active memory slots. When using programs on the grid the seductrix acts as if she is using a gridcaster with a processor of Ordinary quality, giving the normal -1 bonus on action checks. Although the description and function of these programs are identical to actual grid technology they are arcane in nature. They combine technology with the seductrix's diabolical power. This means a spell or psychic power that could be used to detect or counter arcane or even evil energy, would be effective against these programs. For instance a splash of holy water may protect a computer system from a seductrix's virus. More powerful seductrix may have Good or better quality shadow forms, programs, or processors.

Typical Shadow: (using PL 6 technology)
STR 10
DEX 10
CON 10
INT 12
WIL 10
PER 14

Durability: 10/10/5
Action Check: 13+/12/6/3
#Actions: 2
Action Check Modifier: -d4
Reaction score: Ordinary/2
Grid Movement: 20
Grid Base Skill Check: 16/8/4
Processor: Ordinary (6 active memory slots)

resistance modifier vs. Grid attacks: +1
resistance modifier vs. encounter skills: +1 (INT)

Programs utilized (all Ordinary quality)* Slots
Break-in (appears as snake burrowing) 2
Shadow Armor (appears as electrical energy field) 1 d4 (+1
Shadow Bolt (appears as lightning from mouth) 2 d4s/d6s/d4w
Shadow Weapon (long sharp claws) 1
d4+2s/d4w/d4+2w (-1 bonus)
Trace (black metallic demon dog sniffs out prey) 1

*These are the typical programs used. A seductrix may have other programs available at the PL of the campaign's technology.

Story Seed for Seductrix in Dark*Matter: The peace of an affluent, suburban community is shattered with the horrific death of a visiting religious leader. To the shock of the community, three bright high school boys are revealed to be the murderers. With no apparent motive the boys killed and then mutilated the man by cutting strange markings into his torso. Immediately fingers are pointed in all directions trying to place the blame. The common bond of the boys is their obsession with computers and violent video games. When an investigation is performed the police find large amounts of downloaded pornography on their harddrives.

Unknown to the public, a seductrix had contacted each of the boys on a chat site and established a digital relationship centered around sex. Eventually she magically seduced each one in turn with her websites and then ordered them to murder the minister using a satanic ritual. The minister was in fact a member of a religious order of demon hunters who had foiled earlier plans of the seductrix. His ritual death weakened the barriers between dimensions and allowed the seductrix to pass through into this world. The seductrix has taken on a mortal identity as the beautiful new computer teacher at the local high school (the old teacher mysteriously left one day, tendering his resignation through e-mail). Now the seductrix has a large number of potential slaves to do her bidding as she sets her sights on seducing the owner of a successful software company conveniently located in the town. Go to Comment
Da MoonHunter's Junk
Dungeons  (Any)   (Style)
MoonHunter's comment on 2008-04-09 12:08 PM
The Pyrimid of Existance

This pyrimid forms the basis for a metaphysical and philosphical view of the world. It is like the expansion of the tao (two forces ying and yang), into the five elements, into the 8 baggua, into the 64 elements of the I-Ching. To take an European view, whihc unfortunately is much more occult in the other definition, takes the unity, to the balance, to the trinity. The trinity expands into the four forces (yod he vau he), which manifest as the five elements (fire, earth, air, water, spirit). The Trinity and Four forces expand into the 10 centers/ sepherot of the kabalah. Now this process can continue on to the echo that are the 22 Tarot. Several of these combine to 30 Aethyrs, and the 64 expanded tablet of union. (Well, I did say it was obscure and hard to follow).

Now your world needs something like this, but not this complicated. For this, I provide the pyramid of existance.

The Prime: Existence

The Two Poles: Light and Dark

The Three Motives: Creation, Destruction, Change

The Four Pillars: Earth, Air, Fire, Water

The Five Natures: Blood, Bone, Flesh, Bile, Spirit

The Six Thoughts: Love, Hate, Fear, Dream, Disbelief, Wonder

The Seven Virtues: Justice, Hospitality, Courage, Inspiration, Charity, Wisdom, Prudence Go to Comment
Da MoonHunter's Junk
Dungeons  (Any)   (Style)
MoonHunter's comment on 2008-04-09 12:09 PM
elementals are yes indeedy spirits of the natural elements (so things like wood are mixed with the air earth fire water)... but the reason they're elementals is not because they come from some 'elemental plane' where everything is like them, but because they are the creative/generative force behind existence. Thus everything that is has/had a form on one of the higher planes. Elementals basically take generative ("positive") energy, use it to create ... things... like plants, water, fire, wind, storms, animals, magic, emotions and so forth. Smaller elementals are responsible for smaller things - a tiny earth one might be responsible for the creation of pebbles, whereas a giant earth elemental may have once created mountains (or maybe is just a smaller one that has fed on/funneled more energies). demons are their polar opposites. spirits of entropy that feed on these 'basic energies' breaking them down before energy goes into the Void. so, there are frost, water, fire, lava, earth, plant (etc etc) demons as well. Go to Comment
Da MoonHunter's Junk
Dungeons  (Any)   (Style)
MoonHunter's comment on 2008-04-14 04:39 PM
Minor Race

Small people. Pale and Pink. Big eyes. Pointy ears. Slightly large heads. Pigish nose.

They are managers, administrators, burecrats. It comes their their sense of community and religion (celestial beuracracy).

These are fillers. They are a small minor race that is quite numerous. They are the ones to go running screaming when there is a giant mecha, fire fight, disasters, or other events.
Go to Comment
Arkths aka Ravagers
Lifeforms  (Fauna)   (Any)
MoonHunter's comment on 2006-01-22 02:25 PM
Updated: corrected a spelling error and added some digging ability that I had forgotten to add. Go to Comment
Arkths aka Ravagers
Lifeforms  (Fauna)   (Any)
MoonHunter's comment on 2006-07-16 03:14 PM
I forgot about these dungeon and magic banes. I really like these things. Go to Comment
Arkths aka Ravagers
Lifeforms  (Fauna)   (Any)
MoonHunter's comment on 2017-03-15 06:53 PM
If there is only one in an area strong adventurer team could take it. That is why they have pods.

They could travel between worlds, but few would notice that generally speaking.

They are designed to be a heavy handed tool for dealing with a world where the magical cottage industry has generate too much stuff. When the GM changes their mind about the texture of the rewards this gives you an in game reason for the changes. Or if you want a post apocalyptic generic fantasy world, let a few pods of these things decimate it. Go to Comment
Arkths aka Ravagers
Lifeforms  (Fauna)   (Any)
Chaosmark's comment on 2005-11-08 05:38 PM
A quite useful item for limiting magic within your world. Great for those of us who don't rely on components getting rarer as time flies, as it explains the general lack of magic items. A good encounter for your players if they happen to hit on the untouched magical trove of coolness. Go to Comment
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Duck-Billed Bird-Dog. This creature has the hindquarters of a hunting dog such as a Labrador Retriever, and the forequarters of a duck, including webbed feet and a wide beak. It also has the wings of a duck.

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