Heyo folks!

I’ve been a very busy fellow since my last general update in late January — editing for several other folks’ projects (Ponyfinder‘s Races of Everglow and cleaning up a product for Salt in Wounds), setting up things for projects in the future (this summer will be very exciting), and putting a bunch of stuff through layout (Veranthea Codex: Adventurer’s Handbook and 2099 Wasteland, both nearly 200 pages, as well as another 30+ page adventure for Mists of Akuma called Cursed Soul of the Scorpion Samurai), but today is not about me or other dudes, it’s about women.

In that spirit today’s RPG character from the vault is Abel(line) Rappeport: EVERY(WO)MAN, a character I played in a heavily modified Abberant game set in the Marvel Universe many years ago. While Abel himself was a man, I turned back to the character when making Hypercorps 2099 and as Steve Kenson has already made a very excellent Everyman, we decided to make him into a woman (specifically a black woman because they are woefully under-represented in RPG art).

I could talk about all the awesome stuff he did (like almost surgically implanting a bomb into the skull of a crazy disruptive fellow PC or his brilliant response to the party being ambushed by HYDRA [he did the salute, all of the henchmen did as well, tables turned]) but in short Abel’s (and Abelline’s) thing is being old, knowing everybody, and being pretty good at pretty much everything. To get a feel for the game the character originated in I strongly recommend listening to the only one of the weekly  “newsie” recaps I can find (I used to make one after every game).

However I’m droning on. Enjoy Abelline and unleash her in your next D&D 5e or Pathfinder game! If you’re game for Aberrant or keen on more of my illegible handwriting, Abel is included as well. Enjoy!

 

Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

By request this week we have ROM the Space Knight! He’s no longer with Marvel (it’s actually an interesting history and he’s getting some love recently so check it out!) but since somebody asked for him, he’ll qualify for a build. If you have a favorite character you’d like to see, please comment and let me know. Tune in next week for another request: Axel Asher (for my fellow crossover fans, woooooo!) Also if you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

ROM Hypercorps 2099 promo.png

ROM THE SPACE KNIGHT          CR 17 — XP 102,400

Male human (galadorian) fighter 8 [hs 7; hypernaut 1/meganaut 2]
LG Medium humanoid (galadorian, human, hyper)
Init +10; Senses darkvision 300 ft.; Awareness +10

DEFENSE
AC 33, bullet 29, touch 24, flat-footed 29 (+14 armor, +5 deflection, +3 Dex, +1 dodge)
hp 147 (8d10+88+21) regeneration 1; Hyper Bonus +3
Fort +18, Ref +8, Will +7
Defensive Abilities bravery +2; DR 6/—; Immune disease, poison; Resist cold 21, fire 21, electricity 21
Hyper Flaws fetish (all hyper attributes, feats, and powers tied to space knight armor and weapons)

OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee unarmed strike +18/+13/+13/+8 (1d4+10)
Ranged Neutralizer +15 ranged touch (Will DC 23 or Neutralizer, Range 300 ft.) or +15/+10/+10/+5 ranged touch energy beam (3d6+4 fire damage, Range 300 ft.)
Ranged strong hurl +15 touch (1d8 per 100 pounds+10 or 4d8 per 400 pounds+10, Range 60 ft.; ROM’s Heavy Load is 140,000 pounds although few things weigh that much and acquiring one is a time consuming effort)
Special Attacks hyper bonus +3, weapon training 1 (firearms)
Hyper Spell-Like Abilities (CL 15th; concentration +20)
    4/day—any spell 5th-level or lower (hyper flaw: fetish)
    At will—Neutralizer (as dismissal but sends the creature to Limbo, energy beam, or inverse protection from energy)

STATISTICS
Str 24, Dex 16, Con 28, Int 20, Wis 10, Cha 12
Hyper Strength 2 (Strong Back, Strong Hurl), Hyper Constitution 3 (Hyper Blooded, Hyper Resistant, Hyper Tough), Hyper Intelligence 2 (Hyper Analysis +2 2/day for 7 rounds)
Base Atk +8; CMB +18; CMD 37
Feats Alertness[B], Deadly Aim, Dodge[B], Flyby Attack, Improved Iron Will, Improved Unarmed Strike[B], Iron Will[B], Point-Blank Shot[B], Precise Shot[B], Power Attack[B], Quick Draw[B], Rapid Shot[B], Toughness; Hyper Feats Extra Hyper Attribute (2), Extra Hyper Trait, Gadgeteer
Skills Athletics +7, Awareness +10, Diplomacy +7, Fly +6, Knowledge (arcana, the Planes) +8, Knowledge (geography) +10, Knowledge (engineering) +9, Knowledge (technology) +13, Search +15, Sense Motive +7, Survival +6, Use Technology +13; Armor Check Penalty -4
Languages Galadorian; universal translator (tongues)
SQ armor training 2, hyper attack 2, hyper focus 3/day, hyper initiative, hyper mortality, hyper rest
Gear Analyzer [as detect magic, detect psychic significance, technomancy and locate creature (dire wraith)], Galadorian space knight armor [+5 full-plate, darkvision, ring of protection +5, ring of sustenance, and wings of flying], Neutralizer [only ROM can use this weapon and by firing it at an energy source, he can sap it away for 1 round per 5 points absorbed as an inverse protection from energy (maximum 120 points)]

SPECIAL ABILITIES
Space Knight Armor (Ex) ROM has been fused to high-technology from Galador that makes him able to travel through the vacuum of space, superior strength and toughness, the power of flight, enhanced vision, regeneration, and vastly increased carrying capacity. Removing him from his armor requires high science or extremely powerful magic, but doing so deprives him of all hyper attributes, hyper feats, and hyper powers (but not hyper special qualities).

 

 

ROM the Space Knight

Medium humanoid (galadorian), lawful good
Armor Class 19 (space knight armor)
Hit Points 190 (20d8+100)
Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 22 (+5) 19 (+4) 10 (+0) 14 (+2)

Saving Throws Str +10, Con +10, Int +9
Skills Arcana +9, Athletics +10, Insight +5, Investigation +9, Perception +5, Persuasion +7, Survival +5, Technology +9
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing
Damage Immunities poison
Condition Immunities diseases, poisoned
Senses darkvision 300 ft., passive Perception 15
Languages Common, Galadorian; universal translator (as tongues)
Challenge 14 (11,500 XP)
Analyzer. ROM can point his analyzer at a creature he can see to reveal if it is a concealed dire wraith. In addition, he can use it on objects to detect magical auras, potent psychic energy, or great technological power.
Space Knight Armor. ROM’s technologically bonded armor grants him advantage on ability checks and saving throws for Strength, Constitution, and Intelligence, darkvision, a fly speed, damage resistances, damage immunity to poison, condition immunities, and a +10 bonus to damage with melee weapon attacks and thrown weapons. In addition, he can travel safely through the vacuum of space and lift objects as heavy as 70 tons. Removing him from his armor requires high science or extremely powerful magic.
Spellcasting. ROM is a 20th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks) and he has 4 spell slots he can use to cast any spell of 5th-level or lower.

ACTIONS
Multiattack. ROM can make four unarmed strike attacks or four neutralizer attacks each turn.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (1d8+15) bludgeoning damage.
Neutralizer. Ranged Weapon Attack: +7 to hit, range 100/300, one target. Hit: 20 (4d8+2) radiant damage or banishment (the target makes a DC 17 Charisma saving throw or is transported to Limbo).
Thrown Object. Ranged Weapon Attack: +7 to hit, range (100/200), multiple targets (determined by object size; make one attack roll per target). Hit: 19 (1d8+15) damage. The damage type depends on the object (bludgeoning, piercing, or slashing) and at 100 pounds and every 100 pounds thereafter, the damage increases by 1d8 (up to 105 [20d8+15] at 100,000 pounds).

Welcome to the sixth post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or what have you, check out last week’s character (Fei-Long!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter) and let me know!

Next week I’ll be putting up Balrog (I think) but if there’s someone you’d like to see instead I do these by requests so let me know and we’ll get your pick in queue!

Also check out Mists of Akuma! There’s free stuff! ^_^ Thanks for visiting my website! 🙂

moa-ken-promo

Ken Masters

Medium humanoid (human), chaotic good monk (martial artist) 11/fighter (battlemaster) 5
Armor Class 20 (Wisdom, martial arts stances)
Hit Points 141 (11d8+5d10+64)
Speed 50 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
16 (+3) 19 (+4) 18 (+4) 9 (-1) 18 (+4) 17 (+3) 14 (+2) 12 (+1)

Saving Throws Str +8, Dex +9
Skills Acrobatics +9, Athletics +8* (+13 to jump), Intimidation +8, Stealth +9
Damage Resistances bludgeoning
Damage Immunities fire, poison
Condition Immunities diseases, poisoned
Senses passive Perception 14
Languages Common
Challenge 16 (15,000 XP)
Background Feature: Never Stop (Roustabout). Ken’s Haitoku score does not increase when he uses the attribute ability to avoid going unconscious.

Combat Superiority (4d8). Ken knows the following maneuvers. He can use only one maneuver per attack. A superiority die is expended when Ken uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Disarming Attack. When Ken hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a DC 16 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.
  • Goading Attack. When Ken hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. He adds the superiority die to the attack’s damage roll, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than Ken until the end of his next turn.
  • Parry. When another creature damages Ken with a melee attack, he can use his reaction and expend one superiority die to reduce the damage by the number he rolls on his superiority die + 5.
  • Sweeping Attack. When Ken hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. He chooses another creature within 5 feet of the original target and within her reach. If the original attack roll would hit the second creature, it takes damage equal to the number he rolls on his superiority die. The damage is of the same type dealt by the original attack.  

Evasion. If Ken is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Fighting Style: Dueling. When Ken is wielding a melee weapon in one hand and no other weapons (or wearing his fighting gloves), he gains a +2 bonus to damage rolls with that weapon (or unarmed strike).
Ki (11 points). Ken harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.
Flurry of Blows. Immediately after Ken takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense. Ken can spend 1 ki point to take the Dodge action as a bonus action on his turn.
Step of the Wind. Ken can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
Stunning Attack. Ken can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of his next turn.
Martial Arts. Ken can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d10 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Ken uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Purity of Body. Ken’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance Scion. Ken has learned 3 martial arts stances from his monk training and is able to simultaneously utilize up to 3 at once.
Stance of Fire’s Eternal Vengeance (3). Ken’s strikes deal an additional 1d8 fire damage and he gains immunity to fire damage. As an action, he can erupt with the fury of his inner fire, dealing 10d8 points of fire damage to all creatures and objects within 15 feet. A DC 15 Dexterity saving throw reduces this damage by half. Ken cannot use this feature again until he has completed a long rest.
Stance of the Stout Boar (3). Ken’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Ken’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Ken’s speed increases by 20 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.
Unarmed Savant. Ken’s unarmed strike damage increases by one step (to 1d10) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Ken makes three unarmed strikes when he takes the attack action.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (1d10+1d8+5) magical bludgeoning damage and 4 (1d8) fire damage.
Hadouken! Ranged Weapon Attack: +9 to hit, range 40/100, one target. Hit: 36 (5d12+4) force damage.

REACTIONS
Deflect Missile. Ken can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 19 (1d10+2d8+5).
Slow Fall. Ken can use his reaction when he falls to reduce any falling damage he takes by 55.

*Ken gets proficiency in Athletics through *multiple* routes and in cases like this, I tend to give a player the bonus because I feel bad that it comes up repeatedly (so he effectively gains expertise with Athletics checks made to jump).

KEN’S FIGHTING GLOVES

Wondrous item, legendary
Ken still uses the same fighting gloves he wore when training with Ryu and they have absorbed his ki. While wearing his fighting gloves, Ken is able to use his fighting style feature with his unarmed strike. In addition, he gains the following two features:
Hadouken! By spending 1 ki, Ken can unleash up to two balls of energy (range 40/100) instead of unarmed strikes. On a hit, a ball of energy deals 5d12 plus his Wisdom modifier force damage.
Shoryuken! By spending 2 ki, Ken can use the special attack feature from Stance of Fire’s Eternal Vengeance by spending 2 ki, although he only deals 5d8 fire damage when doing so.

Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 (free stuff alert!) to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

This week we’ve got a guest design! Steven Caron was one of Hypercorps 2099’s biggest backers (see Heroes of the Hypernet for more info and the synopsis of an amazing 19 game campaign) and put together a build for Kurt Wagner, better known to the world as (ze!) Nightcrawler!

If there’s someone you’d like to see please comment with a request (tune in next week for ROM the Space Knight!), tweet at me @MikeMyler2, or poke me on Facebook, and if you notice room for improvement let me know. Also, if you dig this, share it around and like it and so forth! Thank you!

nightcrawler hypercorps promo.png

KURT VON WAGNER DARKHOLME (aka NIGHTCRAWLER)
Male tiefling (bamf) swashbuckler (inspired blade) 5/monk (martial artist) 5 [hs 5; parallel 2]
CG Medium outsider (native)
Init +15; Senses darkvision 60 ft., see in darkness; Awareness +18
DEFENSE
AC 33, touch 26, flat-footed 23 (+4 armor, +8 Dex, +2 deflection, +2 dodge, +2 hyper, +2 monk, +3 natural)
hp 85 (5d10+5d8+20+12+3); Hyper Bonus +2
Fort +11, Ref +20, Will +10
Defensive Abilities evasion, natural armor, snatch arrows Immunity fatigue Resist cold 5
Weaknesses hyper flaw (hubris), parallel powers

OFFENSE
Speed 40 ft.(+10 ft. to charge, run or withdraw)
Melee agile rapiers of skewering +18/+18/+13/+13 (1d6+13 [9 off-hand], Crit 15-20/x2) or agile rapier of skewering +22/+17/+17 (1d6+13+5 precise, Crit 15-20/x2) or flurry of blows unarmed +13/+13/+8/+8/+8 (1d8+5)
Ranged star knives +19/+14/+14 (1d4+4+5 precise, Crit. x3, range 20 ft.)
Special Attacks flurry of blows, hyper bonus +2, panache 6/day, stunning fist 12/day (DC 19 fatigue/stun)
Hyper Spell-Like Abilities (CL 15th, concentration +23)
11/dayshift (35 ft., as per dimension door) [Hyper Flaw: Disturbing]
8/dayanticipate peril, dimension door [Hyper Flaw: Passenger Fatigue], extended blend [Hyper Flaw: Shadow Conditions], guiding star, ray of exhaustion [Hyper Flaw: Teleport Powered], spider climb
At willknow direction [constant, Hyper Flaw: Unnatural]

STATISTICS
Str 15, Dex 26, Con 15, Int 13, Wis 13, Cha 20, Luck 20, Rep 25
Hyper Dexterity 2 (Dexterous Skills)
Base Attack +8; CMB +14 (+16 grapple); CMD 38 (40 vs. grapple)
Feats Alertness[B], Combat Reflexes, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Savant, Dodge[B], Grasping Tail, Improved Grapple, Improved Natural Attack (tail)[B], Improved Unarmed Strike, Multiweapon Fighting, Weapon Focus (rapier); Hyper Feats Hyper Peripheral, Parallel Access (3), Powerful Talent
Skills Acrobatics +27, Athletics +10, Awareness +18, Bluff +13, Diplomacy +13, Knowledge (local) +3, Knowledge (nobility) +5, Perform (dance) +13, Search +8, Sense Motive +8, Stealth +16; Racial Modifiers: +2 Acrobatics
Languages Common, Elven, Infernal
SQ charmed life +5 (3/day), combat tail, deeds, exploit weakness +6 (+2 Sense Motive, Reflex Saves, Dodge to AC), fiendish eyes, fuzzy elf, high jump +5, hyper attack 1, hyper focus 2/day, hyper rest, inspired finesse, pain points, prehensile tail, rapier training (+1 atk, +2 dmg; Improved Critical), sprinter, strange physiology
Gear agile rapiers of skewering +1 (2), amulet of natural armor +2, belt of physical perfection +2, blink back bandolier, boots of gusto, bracers of armor +4, cape of daring deeds, gloves of arrow snaring, headband of alluring charisma +4, ioun stone (violet thorny), ring of protection +2, shining wayfinder, mithral star knives (2), mwk cold iron star knives (2)

Steve’s Notes:

Dimension Door: If teleporting with passengers, both Nightcrawler and each of his passengers are subjected to his ray of exhaustion power; one charge is expended per teleport, regardless of the number of passengers. If Nightcrawler has used all charges of his ray of exhaustion power, his personal saving throw is as if he had the Tiring Hyper Flaw with all uses expended and as such must save against damage instead (any passengers still save against the ray of exhaustion as normal.)

Ray of Exhaustion: Nightcrawler expends either a charge of shift or dimension door to teleport up to his opponent, touch them, and teleport away together. If Nightcrawler actually grapples his opponent however, he may create a multiport, increasing the DC by 2 per each extra charge expended (to a maximum number of extra charges equal to his hyper bonus); the duration of the effect is also extended as per the poison rules. Only one shift or dimension door charge is used for either effect.

Tiefling (bamf):
The following describe the tiefling (bamf) alternate racial traits and heritage. Stats are +2 Dex, +2 Chr, -2 Wis.
– Combat Tail is an alternate of Maw or Claw, granting a fully usable tail attack, thus replaces the racial SLA. When combined with Prehensile Tail and Grasping Tail, the tail is treated as another arm and hand; 1d6 (1d4 small) damage.
– Fiendish Eyes are from the variation table, granting the See in Darkness ability
– Fuzzy Elf is the same as Scaled Skin (Resist Cold) and replaces Fiendish Resistance.
– Prehensile Tail replaces Fiendish Sorcery.
– Sprinter is Fiendish Sprinter, replacing skilled.
– Strange Physiology is from the variation table, granting a +2 racial bonus: Acrobatics.

(5E build below is by me!)

 

Nightcrawler

Medium humanoid (human, hyper), lawful good
Armor Class 19 (Wisdom)
Hit Points 150 (20d8+60)
Speed 60 ft., climb 50 ft., leap 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 17 (+3) 13 (+1) 18 (+4) 14 (+2)

Saving Throws Dex +10, Con +8
Skills Acrobatics +10, Athletics +7, Insight +9, Intimidation +7, Perception +9, Persuasion +7, Religion +6, Sleight of Hand +10, Stealth +10
Senses darkvision 120 ft., passive Perception 19
Languages English, German, Latin
Challenge 13 (10,000 XP)
Bamf Step. Nightcrawler can spend a bonus action to teleport to any location within 100 feet.
Combat Awareness. Nightcrawler’s AC is equal to 10 + his Dexterity modifier + his Wisdom modifier.
Devilish Tail. Nightcrawler has a tail able to support his weight, giving him advantage on checks to resist the prone condition. He is able to wield one-handed weapons with his tail or use it to grab similarly sized objects. He may use the Sleight of Hand skill with his tail but does not gain his proficiency bonus when doing so.
Dimensional Bamf (Recharge 1–4). Nightcrawler can spend a bonus action to teleport to any location between 100 feet and 1,000 feet.
Distant Teleport. Nightcrawler can easily teleport north south along Earth’s magnetic lines of force. However, teleporting east west against them or teleporting vertically is more difficult. Under optimal conditions, Nightcrawler can teleport 2 miles east west, 3 miles north south, and 2 miles vertically if he exerts himself. Nightcrawler has a limited unconscious extrasensory ability that prevents him from teleporting into any area that he cannot see or has not seen in the past, as doing so runs the risk of injury or death by materializing partially or entirely within a solid object.
Passenger Sickness. Nightcrawler is able to take any creature of up to Large size with him when he teleports. Any creature that teleports with Nightcrawler is poisoned for 2d4 rounds and stunned for 1d4 rounds. A successful DC 16 Constitution saving throw leaves the creature poisoned for 1d4 rounds and stunned for 1 round.

ACTIONS
Multiattack. Nightcrawler makes eight cutlass attacks or one teleporting fatigue attack and four cutlass attacks.
Cutlass. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage.
Teleporting Fatigue. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: The target and Nightcrawler teleport multiple times, ending in a location within 100 feet. The target takes 27 (6d8) force damage and 27 (6d8) necrotic damage from being repeatedly shunted through the Brimstone Dimension and may suffer from the passenger sickness feature.

REACTIONS
Fast Reactions. Nightcrawler has two reactions each round.
Bamf Dodge. When an attacker that Nightcrawler can see hits him with an attack or spell with an area effect, he can use his reaction to teleport up to 15 feet away (taking no damage). He cannot take a passenger when using this feature.

Welcome to the fifth post for Street Fighter D&D 5E! If you dig this please comment or share it about or like it or whatever, check out last week’s character (Cammy!), and if you think this can be improved in any way don’t hesitate to speak up and let me know!

Next week I’ll be putting up Ken but if there’s someone you’d like to see after him I am doing these in order of requests (Balrog is my next go-to character but maybe we’ll see Blanka or Dhalsim?) so let me know and we’ll get them in queue!

Also check out Mists of Akuma! There’s free stuff! 😀

fei long moa promo.png

Fei Long the Flying Dragon

Medium humanoid (soburi), neutral good monk 12 (martial artist)
Armor Class 21
Hit Points 75 (12d8+12)
Speed 50 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
13 (+1) 17 (+3) 13 (+1) 14 (+2) 15 (+2) 13 (+1) 16 (+3) 12 (+1)

Saving Throws Str +5, Dex +7
Skills Acrobatics +7, Athletics +5, Insight +6, Performance +5, Stealth +7
Damage Resistances fire
Damage Immunities poison
Condition Immunities disease, poisoned
Senses passive Perception 12
Languages Common (Soburi)
Challenge 12 (8,400 XP)
Background Feature: By Popular Demand (Entertainer). Fei Long can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club.
Evasion. If Fei Long is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Ki (12 points). Fei Long harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Flurry of Blows. Immediately after Fei Long takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Fei Long can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Fei Long can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Attack. Fei Long can spend 1 ki point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 14 Constitution saving throw or be stunned until the end of his next turn.

Martial Arts. Fei Long can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d8 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Fei Long uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Purity of Body. Fei Long’s mastery of the ki flowing through him makes him immune to disease and poison.
Stance Scion. Fei Long has learned 3 martial arts stances from his monk training and is able to simultaneously utilize up to 3 at once.
Stance of Fire’s Vengeance (2). Feil Long’s strikes deal an additional 1d6 fire damage (this damage is not multiplied on a critical hit) and he gains resistance to fire damage. As an action, he can erupt with the fury of his inner fire, dealing 8d8 points of fire damage to all creatures and objects within 15 feet. A DC 15 Dexterity saving throw reduces this damage by half. Fei Long cannot use this feature again until he has completed a long rest.
Stance of the Striking Serpent (2). Fei Long’s unarmed strikes deal an additional 1d6 piercing damage (this damage is not multiplied on a critical hit), he gains advantage on Acrobatics checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist his attempts to grant them the prone condition.
Stance of the Tiger’s Claw (2). Fei Long’s unarmed strikes deal an additional 1d6 slashing damage (this damage is not multiplied on a critical hit.) He gains advantage on Intimidation checks and checks made to disarm a foe or avoid being disarmed. In addition, Fei Long may roar as a bonus action to give enemies within 20 feet of you the frightened condition for 1d4 rounds; a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) resists the effect. He cannot use this feature again until he has completed a long rest.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Fei Long’s AC equals 10 + his Dexterity modifier + his Wisdom modifier + the number of martial arts stances he knows.
Unarmored Movement. Fei Long’s speed increases by 20 feet while he is not wearing armor or wielding a shield, and he is able to move along vertical surfaces and across liquids on his turn without falling during the move.
Unarmed Savant. Fei Long’s unarmed strike damage increases by one step due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Fei Long makes two unarmed strikes when he takes the attack action and may use two-weapon fighting to attack with his nunchaku (a light weapon) as a bonus action.
Nunchaku. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) magical bludgeoning damage, 3 (1d6) fire damage, 3 (1d6) piercing damage, and 3 (1d6) slashing damage.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) magical bludgeoning damage, 3 (1d6) fire damage, 3 (1d6) piercing damage, and 3 (1d6) slashing damage.

REACTIONS
Deflect Missile. Fei Long can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 18 (1d10+3d6+3).
Slow Fall. Fei Long can use his reaction when he falls to reduce any falling damage he takes by 60.

MoA RPGlory screenshot.png

One of the reward levels for the Mists of Akuma Kickstarter was for me to run a game for your group through Roll20.net and one of those games has been concluded! Join RPGlory as they explore the abandoned city of Yuga, slaughter adeddo-oni by the dozens, explore an underground dungeon, and do battle with horrible creatures in its stone passages!

All of the games are recorded on YouTube but for the folks that just want the meat of the sessions, check out the summary below!

SESSION 2: https://player.twitch.tv/?video=v122841643&autoplay=falseWatch live video from RPGlory on http://www.twitch.tv

SESSION 2 (last 15 minutes): https://player.twitch.tv/?video=v122897830&autoplay=falseWatch live video from RPGlory on http://www.twitch.tv

Chris’ Game #1: Oh, Dead Adeddo-Oni! (aka “No, Let’s Kill Hundreds of Undead Instead”)

Escaping from Osore Prefecture after causing a stir in Supin, the party (Chuda Masaru, Shibonotoko, Tetsujin, Fuk, and Crow) take to a raft dragged along across the nearby bay by their umibo yamabushi. Upon reaching the seaside city of Kamenotochi a messenger delivers a sealed scroll from a bengoshi of Satsujin–they have been commanded by one of the clan’s Seer Swords to retrieve Lord Chianji Satsujin from the city of Yuga on island not far from their shore to the north. It came with a substantial payment as well and with their coin spent, the party charters a boat to take them northward.

In a few days they make landfall in a berth not far from the settlement and make the rest of their way on foot, but strangely the din of a busy city does not welcome their approach to the gates of Yuga–not a single resident is in sight, almost as if everyone had left. Cautiously making their way into the city, Tetsujin and Crow hear something from a few buildings away and go to investigate. The adventurers come upon a single addedo-oni, surprising the hunchling long enough for Shibonotoko to explode its skull with an arrow. It was not alone however and in a flash dozens of the undead swarm over the environs of Yuga to surround the party!

They quickly retreat into a nearby building and Chuda throws up a shaped wall of force to funnel their attackers, allowing Crow and Fuk to unleash unarmed hell on every foe foolish enough to approach them. Dozens and dozens of undead die by spell and fist before a lull occurs and after briefly flitting into the air, their tengu monk realizes that the hundreds of people have been transformed into bloodthirsty monsters by the Mists of Akuma!

Tetsujin calls upon spirit guardians and uses its powerful radiance to slaughter scores of the creatures as they slip from house to house. Hunchlings die in droves but even with the deft martial prowess of the umibo’s allies, a few undead samurai wearing the emblems of Satsujin break through his magic to strike at him. All the same the adventurers reach Iesu Castle on the hill above the city, the monsters harrying them stopping outside of its moat to gather in vast numbers.

The party quickly evaluates Iesu Castle’s exterior and Tetsujin’s detect magic reveals that the entire building is enchanted to both clean itself and protect against teleportation. With the hordes briefly held at bay the adventurers step inside to find the building in disarray though Chuda’s keen eyes for detail intuits that no struggle took place. Fuk uses his incredible speed to rapidly canvas the estate, finding that nothing of value has been left behind, but it is Crow and Tetsujin that spot a bird-like human peeking from the stairs to the basement before flitting out of sight. With no other leads and legions of adeddo-oni charging up the hill to Iesu Castle, they choose to follow and fortify the basement if need be. Their tengu ally quickly finds a secret door however and the party is able to enter the hidden stone passage behind it before their attackers can reach them, closing it shut with none of the monsters any the wiser.

The hallway descends for hundreds of feet before reaching a bridge that crosses over an underground river to the worked metal doors of a dungeon. Gathering their wits and with no enemies in sight, they stop to catch their breath before hopefully finding Chianji Satsujin–or his corpse–inside.

 

Chris’ Game #2: Unnatural Spores of the Sekaina Nanbasen

As they rest Chuda senses a strange odor in the air and finds spores floating throughout the cavern. Shibonotoko breaks out her alchemist’s kit and determines that their violet-brown hue was unnatural and had no biological reason for being the odd color.

When confronted with a thick stone door Fuk unleashed his martial prowess, destroying it in less than a minute–making the attackers waiting beyond it ready to strike! The sickly-looking hengeyokai viciously rain blows down upon the bakemono as his allies rally to his side but before they are all beaten, one escapes to the northern passage.

Fuk gives chase and sets off a trap of needles but ignores them (and the poison on the points of the dozens that stick into his skin) and kills the fleeing Death Crow but it cries out as it is slain, earning the attention of a powerful beast that explodes into the passage. Shibonotoko throws oil and fire at it but the tengu and bakemono monks are what bring the creature to its end.

As the party looks over the thing’s corpse, Shibonotoko wanders back towards the entrance and is attacked by another Death Crow! Fuk leaps to follow with his fantastic speed but falls short, bumbling into Chuda in mid-air and tumbling to the ground as their necroji wizard blasts it with flames. Their attacker flees southward and they give chase, Crow finding and unlocking the door he thinks it went through to discover an underground ravine. While the party explores the new area Chuda checks the unopened door and finds the Death Crow he just chased away with a fire bolt completely healed, slathering a viscous green substance all over itself to mend its wounds.

In the underground ravine, Crow flies too close to the windowed atrium across the bridge and a strange hum rattles as his soul–then the aroma began, spreading rapidly all over the dungeon and gripping the adventurers’ minds, drawing all but Fuk and Chuda to its source. Crow opens the door and finds a ghastly tree with strange head-shaped fruits, and though he and Shibonotoko walk towards it they both manage to resist the urge to eat from the wretched thing. A vicious combat breaks out and a strange seer reveals himself, using powerful psychic abilities and a quick scimitar to bring low both Crow and the tanuki rogue!

Tetsujin’s kami frees him from its influence and rescues Crow’s mind from its control and before being beaten down by the seer manages to grievously wound the jinmenju using his fiery blast strike maneuver. Once freed the umibo casts spirit guardians and trudges forward as Chuda unleashes a wall of force, trapping the monster as the cleric’s magic gradually wore it down. Once their tactic takes hold the seer disappears into the dungeon, returning soon after with a hostage–the noble the party was ordered to collect!

The necroji wizard nearly blasts him with fire and Fuk slams his fist into his face–so the seer makes good on his threat, slashing the noble’s neck open with his blade and fleeing. Healing their allies and saving their charge’s life, the adventurers quickly leave via a teleportation circle cast by Chuda (who chillingly insures the man they are saving that if anything other than “they are my saviors” is said, there will be dire consequences) but before leaving the dungeon they discover some strange propaganda and one name: Sekaina Nanbasen, the death cult plaguing this region.

EPILOGUE

Arriving in the Satsujin family’s estate in the prefecture’s capital of Ki-Yosa, the adventurers piece together that the kidnapper and scourge of Yuga city is a rogue Seer Sword, another bengoshi like the man who hired them. They collect their payment (thousands of gold) and travel papers but are quickly ushered off the grounds and strongly urged to leave Satsujin Prefecture.

The city of Yuga is abandoned and overrun with monsters–what will become of it?

Where in Soburin will the adventurer’s roam?

Is Fuk really the better fighter or will Crow prove his superiority?

Will Tetsujin and Chuda’s magic still save their monk allies from the peril they fling themselves into?

And perhaps most importantly,

what in the name of the ancestors did Shibonotoko do with her wine bottle opener?

Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 (free stuff alert!) to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

By request this week’s character is the INVINCIBLE IRON MAN! I’m not familiar with the new series so we’re just going with Tony Stark (my favorite memories of that character, cheesy as they may be, are from the old Saturday morning cartoon on ABC–check it out if you don’t know what I’m talking about).

If there’s someone you’d like to see please comment with a request (tune in next week for Nightcrawler!), tweet at me @MikeMyler2 , or poke me on Facebook, and if you notice room for improvement let me know. Also, if you dig this, share it around and like it and so forth! Thank you!

Hyper Score Marvel Iron Man promo.png

IRON MAN (Tony Stark)
CR 26 — XP 2,457,600

LG Male human netjacker (mechwarrior) 17 [hs 7; hypernaut 1, meganaut 2]
Medium humanoid (human, hyper, netjacker robot)
Init +7; Senses (while in proxy) darkvision 60 ft., lifesense 60 ft., low-light vision; Awareness +23

DEFENSE
AC 47, bullet 33, touch 28, flat-footed 34 (+19 armor, +5 deflection, +4 Dex, +9 dodge)
hp 186 (17d8+85+21); Hyper Bonus +3
Fort +12, Ref +17, Will +12
Defensive Abilities improved evasion; DR 4/—[HF]; Immune netjacker robot traits; Resist cold 15, fire 15
Weaknesses vulnerable to critical hits, vulnerable to electricity
Hyper Flaws fetish (iron man armor), personal problem (compulsion: alcoholism)

OFFENSE
Speed 30 ft. without proxy; fly 90 ft. (average)
Melee unarmed +34/+29/+29/+24/+24 (1d3+22 bludgeoning) or with Improved Devastating Vital Strike +29 (3d3+26 bludgeoning)
Ranged missile +28 (12d6+12 bludgeoning and fire, range 120 ft.)
Ranged repulsor beam +28/+23/+23/+18/+18 or +26/+26/+21/+21/+16/+16 (3d4+12 force, range 60 ft.) or with Improved Devastating Vital Strike (“UNIBEAM!”) +28 (9d4+16 force, range 60 ft.)
Ranged strong hurl +28 touch (1d8 per 100 pounds+22 or 4d8 per 400 pounds+22, range 30 ft.; light load is 2,144 pounds)
Special Attacks combat hacks (melee +2, ranged +2), hyper bonus +3

STATISTICS
Str 10 (31), Dex 10 (19), Con 18, Int 28, Wis 9, Cha 18, Luck 28, Rep 25
Hyper Strength 2 (Strong Back, Strong Hurl)[HF], Hyper Constitution 2 (Hyper Tough)[HF], Hyper Intelligence 3 (Hyper Ingenuity 3/day, Hyper Smart 3/day)
Base Atk +12; CMB +34; CMD 57
Feats Alertness [B], Clustered Shots [B], Craft Cybernetics, Craft Technological Arms and Armor, Craft Technological Item [B], Devastating Vital Strike, Dodge [B], Extra Evolution (4), Flyby Attack, Impact Critical Shot, Improved Unarmed Strike [B], Improved Vital Strike, Point-Blank Shot [B], Precise Shot [B], Rapid Shot [B], Technologist [B], Vital Strike; Hyper Feats Extra Hyper Attribute (3)[HF], Hyper Lucky, Hyper Wealth
Skills Awareness +23, Bluff +14, Craft (mechanical) +35, Diplomacy +19, Disable Device +22, Fly +11, Knowledge (arcana, dungeoneering, local, nature, nobility, planes, religion) +15, Knowledge (engineering) +29, Knowledge (geography, history) +15, Knowledge (technology) +37, Linguistics  +14, Profession (industrialist, scientist) +13, Search +29, Sense Motive +21, Stealth +12, Use Technology +32, Vehicular Control  +8
Languages English, 11 other languages, translator for terrestrial languages in suit; electronic telepathy 40 ft.
SQ advanced hacking talents (equipment malefactor, fast-fix 3d8+17 12/day, invisibility to tech 340 ft. for 9/rounds 12/day, smart dodge +8), hacking talents (evasion, firesale, flash firewall, improved evasion), hyper attack 2, hyper initiative, hyper mortality, robot warrior, tech doyen, tech master, tech savant +5 (hypernet only), tech wiz +8 (insight bonus to all Craft (mechanical), Knowledge (technology), and Use Technology checks)
Gear [+5] Iron Man Armor (mechwarrior proxy; Tony has made his proxy into a +5 advanced item), hyperjack (linked to all aspects of his suit), [+5 ring of protection]

SPECIAL ABILITIES
Robot Immunities (Ex) Netjacker robots are immune to ability damage, ability drain, bleed, disease, death effects, fatigue, exhaustion, energy drain, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).

Robot Warrior (Ex) [from the Mechwarrior archetype for Netjackers]: A mechwarrior begins play with one robot (a proxy) she is able to wear like a suit of armor. The proxy mimics all of the mechwarrior’s movements, and the mechwarrior perceives through the proxy’s senses and speaks through its voice modulator; for the purposes of game mechanics the two are now one creature. The mechwarrior directs all of the proxy’s actions while it is worn.
While wearing her proxy, the mechwarrior uses the proxy’s Strength and Dexterity, but retains her own Constitution, Intelligence, Wisdom, and Charisma. The mechwarrior gains the proxy’s hit points as temporary hit points. When these hit points reach 0, the proxy is broken and counts against the mechwarrior’s carrying capacity. The mechwarrior uses the proxy’s base attack bonus, and gains the proxy’s armor, natural armor bonuses, and modifiers to ability scores. The mechwarrior also gains access to the proxy’s special abilities and the proxy’s upgrades. The mechwarrior is still limited to the proxy’s maximum number of natural attacks. The proxy has no skills or feats of its own. The proxy must be at least the same size as the mechwarrior. The proxy’s temporary hit points may can be restored through the same means as any other robot. Getting into or out of a proxy is a full-round action that provokes attacks of opportunity.
While wearing her proxy, the mechwarrior loses the benefits of her armor. She counts as both her original type and a robot for any effect related to type, whichever is worse for the mechwarrior. Spells such as antitech field or destroy robot work normally on the proxy, but the mechwarrior is unaffected. Neither the mechwarrior nor her proxy can be targeted separately, as they are fused into one creature. The mechwarrior and proxy cannot take separate actions. While fused with her proxy, the mechwarrior can use all of her own abilities and gear, except for her armor. In all other cases, this ability functions as the netjacker’s normal robot artist ability (for example, the proxy and netjacker share a digital watermark).
This modifies and replaces robot artist.

[+5] IRON MAN ARMOR

N Medium construct (robot); Senses darkvision 60 ft., lifesense 60 ft., low-light vision

DEFENSE
AC 33, bullet 19, touch 14, flat-footed 29 (+19 armor, +4 Dex)
hp 125 (12d10+59)
Immune netjacker robot traits; Resist cold 15, fire 15
Weaknesses vulnerable to critical hits, vulnerable to electricity

OFFENSE
Speed 30 ft., fly 90 ft. (average)

STATISTICS
Str 31, Dex 19, Con —, Int 6, Wis 10, Cha 10
Upgrades (26 points) Ability score increase (Str +4, Dex +2), lightweight (3), energy ray (repulsor beam, 2), fly (6), lifesense, resist (cold, fire)
Cost 34,000bt; Weight 210 lbs.

 

SOME NOTES ON THE PATHFINDER BUILD

As one of the world’s most powerful super heroes, Tony is a biggun–so big that he’s about as tough as Lucifer (and just as smart). He can buy whatever additional equipment you think is appropriate, but I think this is as streamlined as he gets (no mega-cannon) and definitely not the Hulk build, but definitely not Mark 1.

 

IRON MAN (Tony Stark)

Medium humanoid (human), lawful good
Armor Class 18 (8 Iron Man suit)
Hit Points 210 (28d8+84)
Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
22 (+6)* 17 (+3)* 16 (+3)* 21 (+5) 9 (-1) 19 (+4)

*Outside of his Iron Man suit, Tony Stark loses all his features but Technofanatic, all of his attacks (his Unarmed Strike changes to +6, 1d3+1), and his ability scores change to Strength 12, Dexterity 14, Constitution 14.

Saving Throws Str +10, Int +10, Wis +4, Cha +9
Skills Deception +9, Insight +4, Investigation +10, Perception +4, Persuasion +9, Technology +10
Damage Vulnerabilities critical hits, lightning
Damage Resistances cold, fire, poison, psychic; bludgeoning, piercing, slashing
Condition Immunities exhaustion, petrified, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 14
Languages English and 10 other languages
Challenge 16 (15,000 XP)
Artificial Response. When Iron Man is charmed, paralyzed, or stunned, he may spend a bonus action to make a saving throw to eliminate the condition. Iron Man may only use artificial response once against any one instance of an effect.
Rapid Reflexes. When Iron Man makes a Dexterity saving throw to reduce the damage of a spell or attack, on a success he takes no damage and on a failure he takes half damage.
Strongback. Iron Man is able to throw objects as heavy as 1 ton (2,000 pounds) and lift objects ten times that weight.
Targeting Relays. Iron Man does not suffer disadvantage for making ranged attacks while within reach of an enemy.
Technofanatic. Iron Man has advantage on Technology checks.

ACTIONS
Multiattack. Iron Man makes any combination of four unarmed strikes and repulsor blasts, two missile attacks, or one missile attack and a combination of two unarmed strikes and repulsor blasts each round.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (2d8+11) bludgeoning damage.
Missile. Ranged Weapon Attack: +9 range (60/500), multiple targets (20-foot-square). Hit: 39 (8d8+3) bludgeoning and fire damage; DC 18 Dexterity saving throw reduces damage by half.
Repulsor Blast. Ranged Weapon Attack: +9 to hit, range (100/500), one target. Hit: 25 (5d8+3) force damage.
Thrown Object. Ranged Weapon Attack: +9 to hit, range (100/200), multiple targets (determined by object size; make one attack roll per target). Hit: 15 (1d8+11) damage. The damage type depends on the object (bludgeoning, piercing, or slashing) and at 100 pounds and every 100 pounds thereafter, the damage increases by 1d8 (up to 101 [21d8+7] at 2,000 pounds).
Unibeam (Recharge 5-6). Iron Man unleashes the weapon in his chestplate, blasting a potent beam of force in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 88 (16d10) force damage on a failed save, or half as much damage on a successful one. Creature that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).

 

SOME NOTES ON THE D&D 5E BUILD

I eschewed the book’s mechwarrior (sorcerer archetype) NPC build for a straight monster build–as mentioned elsewhere, Hypercorps 2099 was envisioned and originally but for Pathfinder then translated to 5E, and the latter is not quite as flexible for player options as the former. Don’t get me wrong, it definitely still delivers super cyberbunk and is really a great time, but building whatever-you-can-fathom inside playable parameters is definitely more challenging because of the ability score caps and different resource distribution in D&D 5E. He’d probably end up past CR 21+ and at that point in 5E you’d never use him (the Pathfinder build above is definitely nearing epic play) whereas a CR 16 is much more likely to find room at your gaming table. 🙂