Archives for posts with tag: Hypercorps 2099

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.

There has been an explosion of interest in this series so we’ve got a bit of a queue built up now: next week it’s the Venom symbiote (folks that have FAMOTH will know what’s coming!), then Ghost Rider (in which case I may just point at Clinton Boomer’s tumbler), Thor, and then like 10+ others on deck. I am still taking requests however so let me know and we’ll get them on the list–the sooner the better!

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!

FUN ASIDE: Earlier today I was prompted to create a spreadsheet that lists the grosse numbers for the various DC Comics and Marvel Comics films in a simple box-office comparison. It is not adjusted for inflation and may not have every single movie that qualifies but it’s not bad: check it out if you like!

moon knight hypercorps promo

MOON KNIGHT        CR 17—XP 102,400

Male human brawler 5/investigator (sleuth) 4/vigilante 3 [hs 4; hypernaut 1, meganaut 1]
CG Medium humanoid (human, hyper)
Init +10; Senses low-light vision, darkvision 60 ft.; Awareness +18

DEFENSE
AC 32, bullet 28, touch 23, flat-footed 26 (+9 armor, +5 deflection, +4 Dex, +2 dodge, +2 hyper)
hp 135 (5d10+4d8+3d8+60+12); Hyper Bonus +2
Fort +11, Ref +15, Will +9
DR 5/—
Hyper Flaw lunar-powered (during the day and on moonless nights, the bonuses from Moon Knight’s Hyper Attribute traits are halved: DR 3/—, Speed 35 ft., leap 10 ft., -1 melee atk/dmg; during a full moon they are increased by 50%: DR 7/—, Speed 45 ft., leap 30 ft., +1 melee atk/dmg), multiple personalities

OFFENSE
Speed 40 ft., leap 20 ft.
Melee unarmed +20/+15/+15 (1d8+11) or unarmed flurry +18/+18/+13/+13 (1d8+11) or [+5 adamantine quarterstaff] +24/+19/+19 (1d6+14) or [+5 adamantine quarterstaff] flurry +22/+22/+17/+17 (1d6+14)
Ranged lunar shuriken +16/+11/+11 (1d2+7, Range 20 ft.) or combat pistol +16/+11/+11 (2d6+4, Crit x4, Range 100 ft.)
Special Attacks brawler’s flurry, hidden strike +2d8/+2d4, hyper bonus +2, knockout 1/day (DC 16+Str/Dex), martial flexibility (1 min, 5/day)

STATISTICS
Str 21, Dex 19, Con 20, Int 14, Wis 12, Cha 14
Hyper Strength 2 (strong leap, strong warrior), Hyper Dexterity 1 (dexterous footwork), Hyper Constitution 2 (hyper tough)
Base Atk +10; CMB +17 (+18 trip); CMD 34 (35 vs. trip)
Feats Alertness [B], Combat Expertise [B], Combat Reflexes, Dodge [B], Improved Unarmed Strike [B], Mobility, Point-Blank Shot, Precise Shot, Shot on the Run, Spring Attack, Weapon Focus (unarmed strike) [B], Weapon Specialization (unarmed strike) [B]
Hyper Feats Extra Attribute Trait, Extra Hyper Attribute (2)
Skills Acrobatics +13, Appraise +6, Athletics +16, Awareness +18, Bluff +9, Craft (technology) +7, Diplomacy +7, Disable Device +13, Disguise +6, Escape Artist +8, Handle Animal +6, Heal +5, Intimidate +11, Knowledge (engineering, local) +8, Knowledge (history, law) +6, Knowledge (technology) +7, Linguistics +6, Profession (business) +5, Ride +8, Sense Motive +12, Search +13, Sleight of Hand +10, Spellcraft +6, Stealth +17, Survival +9, Use Magic Device +6, Use Technology +7
Languages English, French, German
SQ AC bonus +1, brawler’s cunning, brawler’s strike (magic), close weapon mastery, dual identity, hyper attack 1, hyper initiative, hyper mortality, inspiration (free action +1d6 5/day to Knowledge, Linguistics, or Spellcraft; +1d6 to attack roll or saving throw at double cost, immediate action for saving throw), investigator talent (quick study), keen recollection, maneuver training (trip +1), martial training, poison lore, poison resistance +2, unarmed strike (1d8), seamless guise, sleuth’s luck (3 points, regain one on natural 20 Knowledge/Sense Motive, rolling 6 or higher on inspiration), social talents (case the joint, gossip collector), studied combat, studied strike +1d6, trap sense +1, trapfinding +3, vigilante specialization (stalker), vigilante talents (shadow’s sight, silent dispatch)
Gear [+5 adamantine chain shirt], [+5 adamantine quarterstaff] with integrated cornerstone crossbow for grapple gun, [ring of deflection +5], [lunar cape that allows the use of glide as an at-will extraordinary spell-like ability], various gadgets (see Wealthy hypernaut power)

SPECIAL ABILITIES
Case the Joint (Ex) If Moon Knight spends at least 1 hour in a location while in his social identity, he can attempt a DC 20 Knowledge (engineering) check. If he succeeds, he gains the ability to later reroll any one failed skill check involving the location’s layout (such as a Stealth check to sneak into the location, a Disable Device check to disable an alarm, or a Sleight of Hand check to snatch an object from a pedestal). For every 10 by which the check exceeds 20, Moon Knight gains an additional reroll. If he fails to return to the location within 1 week, the situation changes too much and he cannot use the rerolls. Moon Knight can’t case the same joint more than once a week.
Dual Identity (Ex) This character has two identities: his NG social identity as Marc Spector, and his CG vigilante identity, Moon Knight. Knowledge checks about one identity do not reveal information about the other, and spells and effects that would locate one identity don’t find the other unless the caster knows both identities. The character picks an identity each morning and can change to the other one with 1 minute of costuming and mental preparation. This character sheet refers to him as Moon Knight for simplicity, except in abilities that he can use only in his social identity. He can use abilities marked with a [V] in his social guise—but risks betraying his secret identity. He can share his dual nature with fellow PCs without penalty.
Gossip Collector (Ex) In his social identity, Marc Spector can gather information in 1d2 hours instead of 1d4 hours.
Hidden Strike (Ex) Moon Knight deals 2d8 points of precision damage against enemies that are completely unaware of his presence or who consider him an ally. He can also deal hidden strike damage to a target he is flanking or that is denied its Dexterity bonus to AC, but he deals 2d4 points of precision damage to such targets instead.
Quick-Change Mask (Ex) Moon Knight can remove his mask as a move action for one of two uses. He may either change his appearance as if using disguise self (giving him a +10 bonus on his Disguise check to appear to be another Medium humanoid) or switch into his other identity. He can attempt a Bluff check to create a diversion before taking off the mask. If successful, he can roll a Stealth check to hide as a part of the same move action he uses to remove the mask.
Seamless Guise (Ex) If a creature suspects Moon Knight of being Marc Spector (or vice versa), he can attempt a Disguise check with a +20 circumstance bonus to reinforce his current identity.
Silent Dispatch (Ex) [V]: When Moon Knight ambushes an enemy or enemies unaware of his presence, he can attempt a Stealth check at a –5 penalty. The result indicates the DC of Perception checks to hear his attacks until an opponent’s first action, when the DC returns to the normal –10 for hearing battle. Other enemies present can still see the attack; this talent only prevents the sounds of battle from alerting others.
Sleuth Deeds (Ex) Daring (1 luck point for +1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim; reroll results of 6 up to 2/day); Make It Count (1 luck point to gain investigator talent he does not already know to effect his studied strike; must meet prerequisites of the investigator talent); Opportunistic Evasion (1 luck point to gain benefits of evasion on successful Reflex save to take half damage); Run Like Hell (1 luck point to gain a +20-foot bonus speed for 1 minute; while active if he moves more than his normal speed in a round, he gains a +4 bonus to AC until the start of his next turn); Second Chance (1 luck point when rolling an inspiration die or using the daring deed (see above) to reroll either the inspiration die or the daring deed die; rolling 6 or higher on reroll does not regain a luck point and new result is kept even if lower); Sleuth’s Initiative (+2 initiative while Moon Knight has 1 luck point).
Studied Combat (Ex) Moon Knight can use a move action to study his enemy’s moves and gain a +2 insight bonus to melee attack and damage rolls against that enemy for 4 rounds or until he ends it with a studied strike. The damage is precision damage, and it isn’t multiplied on critical hits. Moon Knight can only have one enemy studied at a time, and if he wants to study an enemy he already studied that day, he must spend 1 use of inspiration.
Studied Strike (Ex) Moon Knight can end his studied combat early to add 1d6 extra precision damage to a successful melee attack against his target. He must be able to see the target well, and the damage doesn’t multiply on a critical hit or affect creatures immune to sneak attacks.
Unshakable (Ex) Moon Knight adds +4 to the DC of attempts to intimidate him.
Wealthy Hypernaut Power (Ex): Moon Knight is financially independent or otherwise able to procure goods and services with money not represented on his character sheet. None of these items may exceed a value of 12,000 gold. At the GM’s discretion, lethal or illegal items (such as robots or weapons) may require a normal expenditure of gold or roleplay to acquire.

NOTES ON MOON KNIGHT’S PATHFINDER BUILD

Yeesh! Bit off quite a bit here! Fortunately I can foresee many times I’ll be revisiting this to save some time designing future characters. A+ for the Pathfinder (and Hyper Score!) systems for fitting the bill here, I think, though I’m not super familiar with Moon Knight and I’m sure I missed something. :p

MOON KNIGHT

Medium humanoid (human), chaotic good
Armor Class 16 (studded leather of bludgeoning resistance)
Hit Points 190 (20d8+100)
Speed 40 ft., leap 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 20 (+5) 14 (+2) 13 (+1) 15 (+2)

Saving Throws Str +10, Int +7
Skills Athletics +10, Acrobatics +9, Investigation +7, Insight +6, Perception +6, Stealth +9
Damage Resistances slashing and piercing from nonmagical weapons, bludgeoning
Senses darkvision 60 ft., passive Perception 16
Languages English, French, German
Challenge 14 (11,400 XP)

Two Identities. Marc Spector and Moon Knight are one and the same. While he is assuming one persona any attempt to locate the other persona fails, as though they did not exist. Any attempt to identify the two identities as one another (without evidence, such as witnessing him changing identities) requires a DC 23 Investigation check. Changing identities takes 1 minute, as much a mental change as it is a change in clothing and manner.
Exceptional Resources. If given 24 hours Moon Knight can collect, purchase, or craft a high-quality item that grants him advantage to any specific skill or ability check, or modify his attacks to grant advantage when targeting a single, specific enemy. He may carry up to five skill resources at any one time, and one weapon resource.
Lunar Cape. When Moon Knight would fall he may instead choose to glide on his cape, traveling 5 feet horizontally for every 5 he feet falls. Even when he does not glide, he never takes damage from falling and always lands on his feet.
Lunar Power. During nights when the moon is out, Moon Knight gains a +2 bonus to all checks and rolls. When the moon is full, he gains advantage on all ability checks. During the day and on moonless knights, Moon Knight takes a -2 penalty to all rolls (except for damage).

ACTIONS
Multiattack. Moon Knight makes five unarmed strike, lunar staff strike, or lunar shuriken attacks in any combination.
Unarmed Strike. Melee Weapon Attack. +10 to hit, one target. Hit: 23 (4d8+5) bludgeoning damage.
Lunar Staff. Melee Weapon Attack. +10 to hit, one target. Hit: 23 (4d8+5) magical bludgeoning damage (double damage to objects).
Lunar Shuriken. Ranged Weapon Attack. +9 to hit, range (30/150), one target. Hit: 18 (4d6+4) slashing damage.

NOTES ON MOON KNIGHT’S 5E BUILD

Fortunately I had a vigilante nearby that was already well-suited for a lot of what Moon Knight is about so if you’ve got Mists of Akuma, you may recognize some bits in here. Either way it’s a good example of one of the differences between PF and 5E — you can build virtually anything in Pathfinder. Making him in DnD5e as a PC from the ground up would be impossible but there it is with PF, and on the other hand, *one* of these easily fits on a single page. Simulation or narrative folks, choose your poison! 😀

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.

This week’s request is everyone’s favorite metal-armed mutant timetraveler, Nathanael Summers AKA Cable! We’re on to another request next week, Moon Knight, and after that the queue is wide open so if there’s someone YOU want to see, let me know!

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!

cable h2099 promo.png

CABLE         CR 18—XP 153,600

Male human aetherkineticist 5/brawler 1 [hs 10, meganaut 3/parallel 1]
NG Medium humanoid (human, hyper)
Init +15; Senses darkvision 60 ft., see in darkness; Awareness +22

DEFENSE
AC 29, bullet 29, touch 25, flat-footed 23 (+2 deflect, +5 Dex, +1 dodge, +7 hyper, +4 mage armor)
hp 176 (6d8+1d10+98+42); Hyper Bonus +5
Fort +24, Ref +16, Will +8; +4 vs. blindness and sight-based effects
Defensive Abilities fortification 60%; DR 6/—; Immune exhaustion, fatigue, sickened
Hyper Flaws techno-organic virus, time tossed

OFFENSE
Speed 40 ft., leap 20 ft.
Melee unarmed +17/+12/+7/+2 (1d6+13)
Ranged arc pistol +16/+11/+6/+1 (1d8+7 electricity, range 50 ft.)
Ranged metarifle +16/+11/+6/+1 (2d8+7 elemental damage, range 150 ft.)
Special Attacks elemental overflow +1, hyper bonus +5, metakinesis (empower)  

Hyper Spell-Like Abilities (CL 15th, concentration +26)
at will—telekinetic projectile
11/day—haste, mage armor, magic missile

Kineticist Wild Talents Known (CL 15th, concentration +26)
Defense—force ward (9 hp)
Infusions—bowling infusion (trip +11, 2 points), kinetic fist (1 point)
Kinetic Blast—force blast +10 (3d6+12)
Utility—kinetic cover (hardness 0, AC 5, 18 hp; max 10), telekinetic finesse, telekinetic haul (2,000 pounds)

TACTICS
During Combat When using his weapons Cable typically switches on the automatic or semi-automatic firing modes.

STATISTICS
Str 27, Dex 20, Con 32, Int 20, Wis 14, Cha 12
Hyper Dexterity 1 (Dexterous Footwork), Hyper Constitution 3 (Hyper Endurant, Hyper Fortification, Hyper Tough), Hyper Strength 2 (Strong Leap), Hyper Intelligence 2 (Hyper Analysis +2 for 1 minute 2/day, Hyper Smart 2/day)
Base Atk +4; CMB +17; CMD 35
Feats Alertness[B], Dodge[B], Improved Unarmed Strike[B], Mobility, Point-Blank Shot[B], Shot on the Run
Hyper Feats Bodytech (3), Extra Hyper Attribute, Hyper Peripheral
Skills Acrobatics +14, Athletics +14, Awareness +22, Heal +11, Intimidate +10, Knowledge (history) +10, Knowledge (technology) +11, Search +22, Sleight of Hand +13, Stealth +13, Survival +8, Use Technology +14
Languages Askani, English
SQ burn (1 point/round, maximum 9), gather power, hyper attack 1, hyper initiative, hyper mortality, infusion specialization 1, metakinesis (Empower Spell), utility wild talents (telekinetic finesse, telekinetic haul)
Gear arc pistol, belt of dexterity +2, bodytech limb mark 2 (Str +2, Con +2), bodytech limb mark 4 (hyper materials 2, Tiny concealed compartment, Str +4, Con +4), cybernetic eye (veemods: black, gray, green, white), hyperjack (in cyberarms), metarifle, ring of protection +2

 

CABLE

Medium humanoid, neutral good
Armor Class 15 (18 with mage armor)
Hit Points 190 (20d8+100)
Speed 40 ft., leap 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 21 (+5) 21 (+5) 14 (+2) 13 (+1)

Saving Throws Dex +11, Con +11, Int +11
Skills Intimidate +6, Investigation +11, Medicine +8, Perception +8, Sleight of Hand +11, Stealth +11, Technology +11
Damage Resistances force, psychic
Damage Immunities critical hits
Condition Immunities charmed, exhaustion, stunned
Senses darkvision 60 ft. (sees in all darkness), passive Perception 18
Languages Askani, English
Challenge 17 (18,000 XP)
Autoficient. Cable does not need to spend a bonus action aiming to gain his proficiency bonus to attacks made with firearms.
Cyberarms. Cable’s carrying capacity is doubled and he gains advantage on all Strength checks and Strength saving throws.
Hyperjack and Targeting Matrix. When using weapons with hyperlinks, Cable gains a +2 bonus to attack and damage.
Pain Threshold. Cable’s telekinetic powers provide a natural buffer that protects him from harm. Any attacks or spells that deal 5 points of damage or less do not deal any damage to Cable.
Practiced Shot. Cable gains his proficiency bonus to damage with his sidearm and does not suffer disadvantage for making ranged attacks while within an enemy’s reach or while grappling.

Spellcasting. Cable is a 20th-level spellcaster that uses Constitution as his spellcasting ability (spell save DC 19; +11 to hit with spell attacks). Cable has the following spells and can cast them without the need for material or verbal components:
Cantrips: mage hand, mending
1st (5 slots): alarm, mage armor, magic missile, shield
2nd (4 slots): barkskin, pass without trace, spiritual weapon
3rd (4 slots): fly, haste
4th (3 slots): stoneskin
5th (2 slots): telekinesis

ACTIONS
Multiattack. Cable makes five unarmed strike attacks, four gun burst attacks, two telekinetic throw attacks, or two gun burst attacks and one telekinetic throw attack each turn.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) bludgeoning damage plus 7 (2d6) force damage and 7 (2d6) psychic damage.
Gun Burst. Ranged Weapon Attack: +13 to hit, range (100/400), one target. Hit: 16 (2d8+7) radiant damage. Instead of dealing damage, a Cable can lay down covering fire, causing the target to have disadvantage on attacks until the beginning of Cable’s next turn.
Telekinetic Throw. Ranged Weapon Attack: +11 to hit, range (80/160), multiple targets (determined by object size; make one attack roll per target). Hit: 9 (1d8+5) 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 99 [21d8+5] at 2,000 pounds).

REACTIONS
Telekinetic Forcefield. Cable manifests a psionically-powered physical forcefield around himself or one ally as a bonus action or reaction, granting 20 temporary hit points that last for 1 round.

NOTES ON CABLE’S POWERS

I’ve read a lot of comics with Cable in them and I thought I was familiar with him, but here’s a breakdown of what I got off of Marvel.com and I did not realize that even the not-X-Man version of him is basically psionic Jesus on meth. That said the above versions will suit most of folks’ needs and provide a fun, unlikely encounter with a futuristic warrior far displaced from his home. 😀

Given the breadth of his powers and abilities, getting him down in the Pathfinder version of the rules was hard enough that I didn’t even take a swing at the D&D 5E PC build–like Iron Man he’s built as a monster.

  • Telepathy (read thoughts over vast distances or interface multiple minds, mental blasts)
  • Telekinesis (super fine control, levitate up to the tons, super forcefield)
  • Astral projection
  • Mind control
  • Resistant to psychic stuff
  • Skeleton replaced by metalloid bone replacements
  • Mega strong and mega tough (immune to fatigue)
  • Cybernetic eye (left; EM spectrum, detect technology, detect psionics)
  • Incredible reflexes (not quite spider-man)
  • Cybernetic arm (mostly the left one, lifts in tons, hyperlink)
  • Rapid healing
  • “As smart as Reed Richards” <–Marvel.com (I call bullshit)

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.

This week’s request is the all-powerful LIVING TRIBUNAL! If you have a favorite character you’d like to see, please comment and let me know. Tune in next week for another request, Nathanael Summers aka Cable, everyone’s favorite metal-armed mutant timetraveler!

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!
hypercorps living tribunal promo.png

LIVING TRIBUNAL         CR 37/MR 10—XP 129,433,600

Human wizard 20 [hs 10, hypernaut 4]
N Medium humanoid (human, hyper, mythic)
Init +14; Senses true seeing; Awareness +25

DEFENSE
AC 44, touch 26, flat-footed 38 (+13 armor, +5 deflection, +4 Dex, +2 dodge, +5 hyper, +5 natural)
hp 318 (20d6+180+42+30); Hyper Bonus +5
Fort +22, Ref +19, Will +28
Defensive Abilities hard to kill, true archmage; DR 9/—; SR 21 (24 vs. arcane only)
Hyper Flaws personal problem (duty, inhuman), split personalities (equity, necessity, revenge), tiring (wish)

OFFENSE
Speed 50 ft., fly 60 ft. (perfect)
Melee +1 flaming longsword (rod of lordly might) +18/+13/+13/+8/+3 (1d8+3 slashing damage plus 1d6 fire, Crit 19-20/x2)
Ranged touch +19
Special Attacks archmage arcana (wild arcana), hand of the apprentice (24/day), hyper bonus +5, metamagic mastery (7/day)

Hypernaut Abilities (CL 20th; concentration +41)
3/combat—wish (DC 35)*

*See bottom of post.

Wizard Spells Prepared (CL 30th; concentration +51)
9th—maximized disintegrate (DC 37), dominate monster, foresight, gate, mage’s disjunction, meteor swarm (DC 40), time stop, wish
8th—demand (DC 39), discern location, mass charm monster (DC 39), maze, mind blank, moment of prescience, summon monster VIII, iron body
7th—quickened fireball (4), ethereal jaunt, forcecage (DC 38), plane shift, reverse gravity
6th—chain lightning (2, DC 37), disintegrate (DC 37), eyebite (2, DC 37), greater dispel magic (3)
5th—baleful polymorph (3, DC 36), break enchantment (2), teleport (3), wall of force
4th—black tentacles, confusion (2, DC 35), dimension door (3), fear, greater invisibility, scrying
3rd—cure serious wounds (2), haste, protection from energy (5; 1 for each element), searing light
2nd—cure moderate wounds (2), invisibility, knock, resist energy (5; 1 for each element)
1st—charm person (DC 32), cure light wounds, magic missile (6), shield (2)
0th—detect magic, mage hand, prestidigitation, read magic

STATISTICS
Str 14, Dex 19, Con 25, Int 52, Wis 21, Cha 21, Luck 30, Rep 34
Hyper Constitution 3 (hyper age, hyper tough), Hyper Intelligence 3 (each 3/day; hyper analysis +3, hyper ingenuity, hyper smart)
Base Atk +10; CMB +17; CMD 38
Feats Combat Casting, Combat Expertise, Dodge, Eschew Materials, Fleet (2), Greater Spell Penetration, Maximize Spell[B], Run, Scribe Scroll[B], Silent Spell[B], Still Spell[B], Spell Penetration, Quicken Spell[B], Toughness
Hyper Feats Extra Attribute Trait, Extra Hyper Attribute (4)
Mythic Feats Dodge, Fleet (2), Run, Toughness
Skills Appraise +25, Awareness +25, Bluff +25, Craft (alchemy) +44, Diplomacy +15, Disable Device +14, Escape Artist +24, Fly +19, Heal +15, Intimidate +15, Knowledges (all) +44, Linguistics +43, Search +25, Sense Motive +27, Spellcraft +44, Stealth +24, Survival +27, Use Magic Device +27
Languages all
SQ amazing initiative, arcane bond (ring of protection +5), archmage abilities (arcane metamastery, crafting mastery, deep understanding, divine knowledge [3], enduring armor, energy conversion, flexible counterspell, sanctum), force of will, hyper attack 3, hyper focus (5/day), hyper initiative, hyper life 1/day (5d8+10), hyper mortality, hyper rest 2/day, immortal, legendary hero, mythic power (23 points), mythic path (archmage), mythic saving throws, recuperation, surge +1d12, unstoppable
Gear amulet of natural armor +5, bag of holding type IV, belt of physical perfection +6, bracers of brawling deathless armor and fortification (heavy) +1, greater mask of giants, handy haversack, hat of disguise, headband of mental superiority +6, mantle of spell resistance, ring of protection +5, robe of the archmagi (gray), rod of lordly might, slippers of the triton, talons of leng, truesight goggles, wings of flying

SPECIAL ABILITIES
Cosmic Entity (Ex) The Living Tribunal’s equipment sublimates into its form and only appear as the material objects they are once it is defeated. Each item still projects a magical aura. In addition, the Living Tribunal can use its wish hypernaut power to become Gargantuan sized (increasing its Strength and Constitution considerably), use greater scrying at will to simultaneously observe events in multiple universes, or (at the GM’s discretion) even undo entire worlds.

 

LIVING TRIBUNAL^

Gargantuan construct, neutral
Armor Class 25 (natural armor)
Hit Points 410 (20d20 + 200)
Speed 50 ft., fly 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

Skills all +19
Damage Resistance damage from spells; magical bludgeoning, piercing, and slashing
Damage Immunities cold, fire, poison; nonmagical bludgeoning, piercing, and slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses truesight; passive Perception 29
Languages all
Challenge 30 (155,000 XP)
Magic Resistance. The Living Tribunal has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The Living Tribunal can innately cast any wizard spell (spell save DC 27, +19 to hit with spell attacks), requiring no material components. Its innate spellcasting ability is Intelligence. 
The Living Tribunal can cast invisibility, scrying, and wish* at will, knows all wizard cantrips (treat him as a 20th level caster), and has the following slots available: 1st-level (6 slots), 2nd-level (6 slots), 3rd-level (6 slots), 4th-level (5 slots), 5th-level (5 slots), 6th-level (5 slots), 7th-level (4 slots), 8th-level (4 slots), 9th-level (3 slots). 

*See bottom of post.

ACTIONS
Multiattack. The Living Tribunal makes 4 unarmed strikes or casts one spell and makes two unarmed strikes
Unarmed Strike. Melee or Ranged Weapon Attack: +16 to hit, reach 25 ft., one target. Hit: 73 (6d20 + 10) magical bludgeoning damage.

REACTIONS
Tripled Reflexes. The Living Tribunal may take up to 3 reactions each round.

LEGENDARY ACTIONS
The Living Tribunal can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Living Tribunal regains spent legendary actions at the start of its turn.
Allseeing. The Living Tribunal casts scry, targeting any plane of existence.
Impossible Power. The Living Tribunal casts a wizard spell of 5th-level or lower.
Planar Phase. The Living Tribunal transports itself and all creatures and objects within 1,000 feet to the plane of its choice. If the plane has no gravity or otherwise cannot support the weight of the creatures and objects transported there, they fall, disperse, or otherwise move accordingly (for instance in the Plane of Water things sink, in the Plane of Air they fall, etc.). This otherwise operates as plane shift.
Speaking Face. None are sure how or when the facet of The Living Tribunal that is currently in control changes to another and each has its own power.

  • Equity. The Living Tribunal redistributes up to 100 hit points among creatures it can see. It cannot use this ability to reduce a creature below 1 hit point or increase a creature’s hit point total beyond the creature’s maximum.
  • Necessity. The Living Tribunal deals 15 points of damage to any number of creatures within 100 feet and gains a number of temporary hit points equal to the damage dealt.
  • Revenge. The Living Tribunal chooses one creature that dealt it damage last turn. That creatures makes a Charisma saving throw against its spell save DC or takes an amount of damage equal to the damage it dealt.

^ Redditor eyrieking162 has called me out on quite a few faults in the 5E build and I have fixed it up a bit per his critique!

NOTES ON THE LIVING TRIBUNAL

I’m not sure if this request was meant to be taken seriously but I decided to treat it that way anyway! For those who don’t know, The Living Tribunal is a god of gods and singularly unique throughout the multiverse. That is to say that effectively he is not an NPC that a group of adventurers can normally interact with the way they might a potent mage or powerful dragon.
What we have above is a mythical Pathfinder wizard hypered out to the max and a very big bad D&D 5e monster with a penchant for magic, both of which should be considered to be greatly weakened versions of the original (probably because of a dastardly villain like Doctor Doom or more likely Thanos).
* Even then a group of PCs is probably going to need a lot of extra help (like artifacts and dope magic items) or some sort of environmental factor to give them an edge that brings them up towards the power level needed to take down this big bad. The preeminent thing to curb here is the wish access but you might temporarily eliminate or limit any of his greater abilities via a special energy ray using a weapon designed by the Inhumans (or powerful spell from Doctor Strange or potent poison concocted by the Shi’ar Empire or technology from the Watcher etc. etc.).
You might also use The Living Tribunal to provide a source of aid in a climactic battle (for instance, it might be fighting off a squad of Galactuses taken from all over the multiverse as the PCs are underfoot fighting through an army of Ultrons to reach a critical control relay — you get the idea with these suggestions by now, I think 😉 ).

 

The response to Street Fighter D&D has been stellar but that’s not the only game designing that I’ve done which might interest people, so I’m starting 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.

We’re kicking off the series with my go-to favorite, the alter ego of Peter Parker and arachnid scourge of New York: SPIDER-MAN!

If there’s someone in particular you’d like to see please comment and let me know! I’ll move them up the list.

spider-man hypercorps2099 promo.png

SPIDER-MAN      CR 15—XP 51,200
Male human brawler 8/veloces* 1 [hs 5, meganaut 1/parallel 1]
NG Medium humanoid (human, hyper)
Init +13; Senses Awareness +9

ͺ‾‾‾‾‾‾‾‾‾ DEFENSE ‾‾‾‾‾‾‾‾‾‾‾ͺ
AC 27, bullet 27, touch 27, flat-footed 15 (+3 deflect, +9 Dex, +3 dodge, +2 hyper)
hp 90 (8d10+1d8+26+12); Hyper Bonus +2
Fort +12, Ref +19, Will +3
Defensive Abilities evasion

ͺ‾‾‾‾‾‾‾‾‾‾ OFFENSE ‾‾‾‾‾‾‾‾‾‾‾ͺ
Speed 60 ft.
Melee unarmed +21 or +21/+16/+16 or +19/+19/+14/+14/+14 (1d10+15)
Ranged strong hurl +19 touch (1d8 per 100 pounds+12 or 4d8 per 400 pounds+16, Range 60 ft.; Spider-Man’s Heavy Load is 2,800 pounds)
Special Attacks brawler’s flurry, dash 6 rounds/day, knockout 2/day (DC 25), martial flexibility 7/day
Hyper Spell-Like Abilities (CL 14th, concentration +23)
9/day—spider climb, web*, web bolt* (DC 20) [*Flaw: Tied to web-shooters]

ͺ‾‾‾‾‾‾‾‾‾‾‾ TACTICS ‾‾‾‾‾‾‾‾‾‾‾‾‾ͺ
Combat Spider-Man uses Combat Expertise every round to maximize his AC (taking a -3 penalty to attack rolls, making his AC 30) and hits enemies with knockout; if that fails to work he goads his enemy and retreats to draw them away from allies before unleashing a brawler’s flurry. He frequently uses martial flexibility to gain Deflect Arrows and Improved Trip, Lunge and Monkey Lunge, or Mobility and Spring Attack. When truly pushed to the limit Spider-Man uses his dash veloces ability, increasing his AC by +4.

ͺ‾‾‾‾‾‾‾‾‾ STATISTICS ‾‾‾‾‾‾‾‾‾‾‾ͺ
Str 24, Dex 28, Con 15, Int 16, Wis 8, Cha 12, Luck 20, Rep 21
Hyper Dexterity 2 (Dexterous Footwork), Hyper Strength 2 (Strong Back, Strong Hurl)
Base Atk +8; CMB +17 (+19 trip, +18 disarm); CMD 42 (44 vs. trip, 43 vs. disarm)
Feats Alertness[B], Combat Expertise, Combat Reflexes, Craft Technological Item, Disorienting Maneuver, Dodge[B], Dragon Style[B], Endurance[B], Improved Unarmed Strike[B], Greater Weapon Focus (unarmed), Greater Weapon Specialization (unarmed)[B], Power Attack[B], Weapon Focus (unarmed)[B], Weapon Specialization (unarmed)[B]; Hyper Feats Extra Hyper Attribute (2), Parallel Access
Skills Acrobatics +20, Awareness +9, Craft (technology) +12, Intimidate +13, Knowledge (local, nature, technology) +6, Profession (photographer) +7, Search +5, Sense Motive +4, Stealth +20, Survival +8, Use Technology +9
Languages English, Latin
SQ AC bonus +2, brawler’s cunning, brawler’s strike (cold iron, magic, silver), close weapon mastery, fast movement, hyper attack 1, hyper focus 2/day, hyper initiative, hyper mortality, hyper rest, martial training, maneuver training (trip +2, disarm +1), unarmed strike
Gear amulet of mighty fists +2, belt of dexterity +4, ring of evasion, ring of protection +3, camera, chipfinder (green), flashlight, tracker chips (green, 4), web-line shooters

*For those wondering, the veloces a base class for speedsters in Hypercorps 2099. Obviously Spidey isn’t really a speedster, but 1 level of the class does a great. The dash ability is explained at the bottom of the page.

WEB-LINE SHOOTERS (both Pathfinder and D&D 5E)
Price 8,500 gp; Slot wrists; Weight 1 lb.; Capacity 100; Usage 2
As a standard action, Spider-Man can fire a strand of webbing to briefly harden to anchor on corners and walls of objects and structures, trailing a thin high-tensile line back to him. As a move action, he can pull towards the anchor, swiftly carrying himself to the anchor point.
This ability has a maximum range of 500 feet and can anchor only to a structure sturdy enough to support Spider-Man’s weight. If there is not a platform appropriate for him to land on next to the anchor, he must succeed at a Climb/Athletics check (DC appropriate to climbing the surface the webbing is anchored to) or immediately fall. The strand of webbing disappears in 1d4 hours. The strands of webbing deal no damage and normally creatures other than the wielder are unaffected by them.
Spider-Man can expend 15 charges and spend a full-round action/action and bonus action to create a tether-line or net with his web-line shooters (hardness 3, 30 hit points per 5-ft. of length or AC 15, 20 hit points per 5-ft. of length) to catch or stop objects (maximum weight 5,000 lbs.). By expending 12 charges from his web-shooters, Spider-Man can cast spend a full-round action/action and bonus action to effectively cast web on a creature within 50 feet except the webbing made has the statistics listed above. At the GM’s discretion, he may create other simple objects with his webbing (such as a parachute or large pillow).
CONSTRUCTION
Craft DC 32; Cost 4,250 gp
Craft Technological Item, production lab

SPIDER-MAN
Medium humanoid (human), neutral good
Armor Class 20 (leather)
Hit Points 150 (20d8+60)
Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 27 (+8) 15 (+2) 11 (+0) 8 (-1) 17 (+3)

Saving Throws Str +9, Dex +12, Con +6, Wis +4
Skills Acrobatics +13, Intimidation +8, Perception +4, Stealth +13, Technology +8
Senses passive Perception 14
Languages English, Latin
Challenge 14 (11,500 XP)
Danger Sense. By spending a bonus action, Spider-Man can force disadvantage on attacks made against him until the beginning of his next turn.
Desperate Dodge. Roll a Constitution saving throw with a DC equal to the damage dealt when Spider-Man is reduced to below 0 hp; on a success, he is at 1 hp instead. Spider-Man requires a short rest before using this ability again.
Hyper Strength. Spider-Man has advantage on all Strength ability checks and saving throws, and his carrying capacity is tripled.
Rapid Reflexes. When Spider-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.
Superior Leaping. Spider-Man triples the distance of any jumps he makes.
Spider Strength. Spider-Man is capable of lifting up to 10 tons though his maximum throwing weight is only around 2,500 pounds.
Web Master. Spider-Man does not suffer disadvantage when making ranged attacks while within a foe’s reach. When using his webs to grapple a creature, Spider-Man does not have the grappled condition and he may grapple up to 6 creatures at once with his vines.

ACTIONS
Multiattack. Spider-Man makes any combination of four unarmed strike attacks and web attacks each turn or throws an object.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.
Web. Ranged Weapon Attack: +11 to hit, range (20/100), one target. Hit: grappled (escape DC 18). A creature already grappled by Spider-Man’s webs gains the restrained condition if hit by his web a second time (escape DC 20). A creature restrained by Spider-Man’s webs gains the incapacitated condition (escape DC 22). Each time Spider-Man uses this attack it consumes 1 charge.
Thrown Object. Ranged Weapon Attack: +11 to hit, range (50/100), multiple targets (determined by object size; make one attack roll per target). Hit: 8 (1d8+4) 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 44 [9d8+4] at 800 pounds).

REACTIONS
Fast Reactions. Spider-Man can take 4 reactions each round.
Reflexive Dodge. When Spider-Man is aware of his attacker, he may spend his reaction to reduce the damage of an attack or spell by half.

_________________________________

Dash (Ex) The veloces can sprint at incredible speeds for brief periods of time, weaving and lightly stepping with the grace of a leaf dancing in the wind and the swiftness of a
primordial predator. The total number of rounds of dash per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in a dash, a veloces gains a +4 morale bonus to her Dexterity, a +2 dodge bonus to AC and Reflex saves, ignores all types of difficult terrain (magical and mundane), and negates a number of attacks of opportunity provoked from movement equal to veloces level each turn. She must move at least her full speed (this movement does not need to be in a straight line) during any turn this ability is active. While in a dash, a veloces cannot use any Charisma- or Intelligence-based skills (except Intimidate) or any ability that requires patience or concentration.
A veloces can end her dash as a free action and is fatigued after dashing for a number of rounds equal to 2 times the number of rounds spent in the dash. A veloces cannot enter a new dash while fatigued or exhausted but can otherwise enter dash multiple times during a single encounter or combat. If a veloces falls unconscious, her dash immediately ends.
Entering a dash is a swift action.

Chris Avery on Facebook pointed out that my memory on Spidey’s strength levels was lacking! His lifting weight has been raised up a tad but is definitely (as the rest of these statistics) in the range of year 1 Spider-Man.

For folks that follow my doings, here’s the recent doings!

  • [PATHFINDER] The Veranthea Codex: Forever Dark copy is prepared and to be frank, it is awesome. Michael McCarthy (@ronarcorruption) really knocked it out of the park, and then I shot it with a water cannon for a while so the metaphorical ball went really far. In addition to his excellent campaign material, there’s now full entries for three Veranthean races (leugho, mongrelfolk, and pantako), underground equipment, a small coterie of monsters (including a forever knight, for people who also violently hated that damned shield guy from Zelda II), and generally it’s shaped up to be an awesome book. It will be going into layout this weekend/next week.Image result for knight zelda II
  • [PATHFINDER] They tell me there was a Kickstarter or something for this but that must have been before I got on the scene. Either way I’ve helped bring a project of Ryan Costello’s (something to do with “The Gnome On The Go”) up to speed as a project manager and I finished editing it. After he addresses a few things and the final art orders start coming in, it goes to layout in the beginning of December. It was nice to use my powers of project management to good effect for someone else. 😀
  • [D&D 5E] Last week I did a google hangout with Jason Sonia over at Storm Bunny Studios and am super happy we did it–while my print proof of Mists of Akuma came out nearly perfectly in terms of rendering his did not, so there’s a bit of work left for me to do with the print file. I expect to wrap that up before Monday and get backers their PDFs.
  • [D&D 5E] The Hypercorps 2099: Kickstarter launches on Tuesday, 11/23! LESS THAN A WEEK AWAY! If you’re here for that, kudos on you for your interest and thank you for checking it out! Look up the #2099Wasteland hashtag (or check out my Twitter feed @MikeMyler2) for some more apocalyptic goodies and please stop by the Kickstarter page when it goes live. If you’re also here for Mists of Akuma, while this is not the official book for Ceramia or Ropaeo it could make for a great stand-in until we get around to making those. 🙂

walker-capture

  • [D&D 5E] Another two articles have been submitted for EN5ider and I think a lot of people will be enjoying them. Normally I’m not into holiday themes but James Haeck over there suggested a gift theme and that right there is something I dug right into.
  • Other good things happened–some of which I just can’t divulge–but on the whole my focus is on wrapping up as many projects as I possibly can before Tuesday rolls around and the madness of running a Kickstarter begins anew (which will include a small preview PDF of Hypercorps 2099: Wasteland).

If you missed the first post about this upcoming Kickstarter, you can find it here.

I am overwhelmingly excited with what I’ve been putting together for the post-apocalyptic timeline —  my playtesters all seized upon the doctor, mechanic, and scrapper classes almost instantly, the custom-built weapon rules are being embraced, and everyone is as stoked as I am to change the pacing of the game and explore how the settlement rules play out (hint: so far so good)!

As I continue to work my way through the document (I’m down to just spells, half the monsters, and a few bits and bobs), it’s all mechanics first. After I know a thing works, then I write up a half-page entry that details what, say, this terrifying creature is all about and how it is exactly that it fits into the environs of the Wasteland (although in the case of a nuclear elemental, it is perhaps pretty obvious.)

nuclear elemental draft 11.7.png

 

 

 

Like what you see? AWESOME! See something that could be improved? Tell me! Want to get in on the playtest? Contact me!

And thank you for checking it out! While I’m endeared to the little art pieces I’m putting together for this book, my primary goal will be to make these into art orders and use funds from the Kickstarter to pay for illustrations by far more talented artists.

Please keep popping back here throughout the month and when we launch the second Hypercorps 2099 Kickstarter, become a backer and tell your fellow gamers about the project!

I have neglected my website too long! My deepest apologies dear readers, but I assure you it’s been time well spent.

Things that I am doing currently:

  • Print proofing Mists of Akuma (which should be on sale before the end of November)
  • Developing the copy for Veranthea Codex: Forever Dark
  • Helping Ryan Costello of Know Direction with a project he’s been cooking up for a while now
  • Turning in projects to EN5ider and Drop Dead Studios
  • Fulfilling Hypercorps 2099 physical Kickstarter rewards
  • Celebrating the fantastic awesomeness of FAMOTH! If you are using Hypercorps 2099 for the Pathfinder Roleplaying Game, this is THE Hypernet Handbook. Want to nerd rage as a barbarian hacker? Wear a nanite suit? Visit the curiously medieval processing server of Harsanath? Go get FAMOTH!
  • Writing webpage updates that are really not as timely as they should be.
  • Putting The Yai Sovereign of Storms and Fangs of Revenge, two Mists of Akuma adventures going to PDF and print, through their paces in layout.
  • Translating Mists of Akuma to a mysterious RPG system!
  • Reading the Mutants and Masterminds 3E core book again for mysterious reasons. 😉
  • Polishing the pitch for a really awesome niche RPG in an intellectual property that I practically worship. I really, really wish I could tell people about it because it is AWESOME but I cannot do so for quite a while yet.
    Rest assured that my oldest fans will go bonkers when they find out.
  • Working on this amazing thing (Kickstarter before December!!):

hypercorps-wasteland-promo-2

If you are a GM interested in playtesting this (which will be on Kickstarter before December!) please comment below with how I can contact you, when you are scheduling your games, and the #2099Wasteland hashtag!

Awesome things you will find in Hypercorps 2099: Wasteland:

  • A 120 page (or larger) book
  • A World Design Engine: there will be stretch goals for a section that details a specific city or region, but the way I’m doing this will allow for GMs to generate the Wasteland as the PCs discover more of it
  • Settlement Rules: Build a settlement, attack a settlement, defend your settlement, expand your settlement — it’s all here (and a preliminary graphic for it is below)
  • Four New Classes: Doctor, Mechanic, Mutated Freak, and Scrapper. Doctors are the new healers (any non-necromancy magic has trouble functioning around radiation), Mechanics build deadly mechaframes they wear into battle, Mutated Freaks indulge in radiation and try to influence their mutations, and Scrappers are the technological masters of the Wasteland
  • Class Archetypes like the Commando Fighter or Wasteland Trader Bard. I expect to have more of these as the project takes shape but as of right now, we’re mostly concerned with “I am the best at shooting” and “bartering is crucial”
  • New Equipment and Weapons Rules. This will range from astronaut suits to plasma boots and we’re making a system for building a firearm from scrap or just improving whatever you’ve got on hand
  • New Races, Backgrounds, and Feats. Play as an android, an awakened animal, an alien gaxion, a mutant, or the husk of life known as the smart walker. Did you grow up in an underground shelter? Have a childhood as part of a feral gang of scavengers? Get abducted by aliens? All also covered
  • New Rules. These range from new conditions (such as starvation, irradiated, or limb damage) to new skills like Science and (the maybe familiar) Technology
  • New Hazards. Be it EM Storms, Radstorms, Radtwisters, or Unexpected Detonations, the very nature of this alternate timeline is lethal
  • A host of Wasteland Warlords, each with lackeys, soldiers, and commanders. The words of the day for Hypercorps 2099: Wasteland are “mad science” and I’ve been taking that to heart. Fight the militant Atomic Army, discover the secrets of the mysterious Bureau, battle against Axkrazdhi the Gaxian Masterlord, risk becoming a slave to the brain-slug Cult of Slarsh, and much more! Most excitingly, YOU, THE BACKERS, will determine which warlords make it into the book and which don’t!
  • Surviving Operators. While they aren’t out fighting (or working for) hypercorporations in the Wasteland, some of the characters from the core Hypercorps 2099 timeline will also be present–although quite different–in this universe!
  • MORE MONSTERS. Radiation dragon, irradiated elementals, psionic revenants, mordors, and the dreaded Wyrm — these will all be making an appearance in the Wasteland.

 

That’s all I can reveal right now! I’ll leave you with this amazing video of me playing Birdly, which was hands down the best two minutes of my life. IF YOU GET THE OPPORTUNITY TO TRY THIS, DO IT.