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| #1masatoAug 13, 2010 18:04:17 | Hey there, I cleaned up my Cellar last week (need the Space ;) ) and found some (hundreds of) sheets with all the old websites that aren't there anymore (back then, when I was young I printed everything DS related). I looked through them and though that maybe, just maybe, someone might find those work interesting or even inspiring. So let's honour the fans of the past and the present and shine some crimson light on their work. I hope they don't mind ;). I will add once in a while something from those sheets (with the name of the author should it be available). You are all welcome to contribute, new and old stuff. The Village of PhantasmLocation: Under the Oasis, West of the Canyon of Guthay Population: 350 (female in majority with children of ex-slaves) Description: The underground amazon community is lead by Lady Fantine (female Villichi/12th level psionicist/LN). Fantine is helped by her counsellor Amara (female half-elf/10th level earth cleric/NG) and her general Resis (female mul/8th level fighter/CG). Resis has the command of 50 female fighters of 1st to 6th level. The village has a pack of 4 female preservers, of which the most powerful is Lemn (female human/9th level preserver/NG). The House Latar is the principal trade house of the village of Phantasm. The House Latar is ruled by Mirviouak Latar (male Elf/12th level trader/CG). Queen FantineFemale Villichi psionicist level 12 AC: 2 MV: 24 HP: 42 THAC0: 15 #at: 1 (1d4+1 (Bone dagger +2) SZ: M (7') ML: Fanatic (17) AL: Lawful Neutral Str: 10 Dex: 21 Con: 11 INT: 17 Wis: 19 Cha: 20 Psionic Summary: Dis 4/Sci 7/Dev 17 PSPs: 169 Atk: all/Def: all Player's option: #at: 3/2 MTHAC0: 12 MAC: 5 Clairsentience: Sciences: nil Devotions: Danger sense, know location Psychokinesis: Sciences: Project force, telekinesis Devotions: Ballistic attack, control body, control sound, inertial barrier Psychometabolism: Sciences: Animal Affinity (eagle) Devotions: Cell adjustment, graft weapon Telepathy: Sciences: Mindlink, superior invisibility, probe, empower Devotions: ESP, invincible foes, psychic messenger, conceal thoughts, mind bar, identity penetration, sight link, life detection, invisibility. Lady Fantine leads the village of Phantasm. She has long golden hair and emerald eyes. Fantine wears usually a long red dress with no sleeves and an obsidian coronet with emeralds incrusted in. She is very patient and calm. Fantine has a very white skin compared to normal Athasian females. She has a magical resistance of 10%. Fantine posses a ring of protection +2 and boots of striding and springing. |
| #2PennarinAug 13, 2010 18:33:23 | Is that from the old Villages of the Waste fan supplement? |
| #3masatoAug 13, 2010 18:36:29 | Is that from the old Villages of the Waste fan supplement? No I searched through the VotW and couldn't find a "Fantine" or "Phantasm" via ctrl+f. I dunno who wrote it, it's just a printed sheet of paper ;). It's quite funny to look through this old fan stuff, I like the Half-Drakes from Raphael Wanka . |
| #4masatoAug 14, 2010 4:57:15 | Half Drakes![]() by Raphael WankaHalf Drakes were conceived of by the Sorceror Queen Abalach-Re. The Sorcerer Queen created a spell to allow their creation due to her fear of chaos enveloping her city. She created the spell to create champions which would provide her and her city-state protection. She never actually got the chance to create any Half Drakes, althought she did do all the research involved. Sadira of Tyr obtained all the papers containing the spell when she killed Abalach-Re, and kept them for her own. Why did she not burn them? Because she wanted them for herself! She was attempting to find a way to change the creatures to obey the cause of good, but couldn't fully understand the great complexity of the Tenth-Level spell used to power the fusion betwen a Drake and a Human being. She journeyed to the Ringing Mountains in hope that the ancient Uhgaran (a powerfull preserver) could help her. Unfortunately, she was robbed along the way, never to see those papers again. The papers quickly fell into the wrong hands, and it came to be that King Hamanu got his claws wrapped about them. As soon as he received the spell, he ordered a hundred of his most powerfull gladiators to be locked away in his magical chambers in order for him to start the transformation. So he did, and so the the Half Drakes were born. The majority of the firsts Half Drakes were the mixing of Drakes and Muls, but soon Hammanu discovered that this way was not desireable as the creatures that the spell generated were much too free willed and revolted (powered by the mul's desire of freedom and the Drake's instincts). So he used some less freedom-obssessive humanoid creatures. It fell upon humans. The majority of the subjects used were his own, less powerfull templars, due to the fact that the templars already had some affinity for the elements and they had been faithfull to him for their entire lives. And so the mold was set. The Half Drakes were created. Hammanu contemplates, now more than ever due to his Half Drake minions, conquering Tyr and making the entire world his domain! • Half Earth Drakes: Terranus • Half Air Drakes: Aerynes • Half Fire Drakes: Pyrus • Half Water Drakes: Hydrans Half Earth Drakes (Terranus)The second most powerful and fearsome of the Half Drakes, the Terranus are the elite warriors of Hammanu. The Lion of Urik spends large amounts of time training these creatures, but not so much that his other soldiers miss their own lessons (Hammanu used to train every warrior himself). The Half Earth Drakes are tall, reaching 3 meters (10 feet) in height and weighing about 400 kilos. Their skin has hues of green and brown over the entire body. Their eyes are black, sometimes deep brown, and they do not have any body hair. Their physical structure is humanoid - they appear similar to huge muls; extremely muscular, with no body fat. Their hands end in extremely dense, powerful claws. These claws are of the same shape as those of a True Earth Drake, and are also present on the feet. The faces of these creatures are identical to the faces of True Earth Drakes. They have the ability to speak, and when they do so, their voice sounds like a rumbling earthquake. Racial Modifier: +2 STR, +2 CON, -2 DEX, -2 CHA Classes alowed: Templars(12), Defilers(12), Fighters(Unlimited), Gladiators(Unlimited) Racial Abilities: Hard Skin: The Terranus tough hide grants it a natural AC of 5 Earthquake: Once per day, the Terranus may create great tremors in the ground, centered on the drake, and expanding in 3' radius per round, until it is fully 30'feet in diameter, 15 ft in radius. It causes 1d6 points of damage per round and causes damage in any creature upon the ground in the area of effect, including other Terranus. Natural Attacks: Two claws and a vicious bite can be employed to deliver a total of three attacks per round, for 1d8+2/1d8+2/2d6+2 Disguise: Due to his large size and unusual appearance, a Terranus cannot successfully disguise himself as another race. Half-Air Drakes (Aerynes)The most powerful and fearsome of the Drakes, the Aerynes are the elite bodyguards of Hamanu himself. The are tall, reaching 3 meters (10 feet) in height and about 200 kilos. Their skin has hues of white and sky blue covering the entire body. Their eyes are black, sometimes royal blue, and their bodies are completely hairless. Their physique is humanoid. They do not have wings, instead, they have a membranae between their arms and legs (like the wings of an aarakocra, but the Drake's wings are leathery instead of feathery). The faces of these creatures are identical to the faces of True Air Drakes, though they can speak - and when they do so, their voice sounds like thunder. Racial Modifiers: +3 DEX, +1 CHA, -2 WIS, -2 CON Class alowed: Templars(Unlimited), Defilers(12), Fighters(15), Gladiators(Unlimited) Special Racial Abilities: Lightning: Twice per day the Aeryne may strike his opponents with a 5d6 lightning bolt. WindStorm: The Aeryne may create great winds in an area which are acompanied by great peals of thunder. The noise causes deafness and dizzines for 1d6 rounds, and deals 1d10 points damage to everyone within a 10 feet radius of the Drake. Useable once per day. Flight: The Aeryne has the ability to fly at 36 C movement rate. Natural Attacks: The Aeryne may attack with two claws and his bite in combat, striking for 1d8/1d8/2d4+2. Inability to Disguise: Due to his unusual appearance, the Aeryne cannot disguise himself, but at great distances he may be mistaken for an aarakocra. Half Fire Drakes (Pyrus)The agressive generals of Lord Hamanu, these half-drakes exeel in developing complex and effective combat strategies, at times impressing even Hamanu himself. Hamanu has two of these drakes as his personal combat strategists. In addition to being excellent strategic advisors, these drakes are also very skilled in hand-to-hand combat due to their effective body weaponry and powerful elemental attack. They are as tall and strong as any of the half-drake kin. They may reach 3 meters (10 feet) in height and weigh almost 300 kilos (600 pounds). Their bodies a powerfully muscled, with a very tough, leathery skin of red and crimson hues. They have black spots arround the legs and arms. Vicious spikes protrude from the back of their head. These spikes are very sharp and can penetrate almost any type of armor. The spikes are also found on their forearms and the backs of their legs. Their faces are sharply defined -drake-like in appearance, but with a human touch to it. Their eyes are black in color, but may sometimes be crimson or ruby red. When they choose to speak, their voice sounds like a roaring fire. Racial Modifiers: +2 CON, +1 INT, +1 WIS, -3 CHA Classes aiowed: Templar(Unlimited), Defiler(Unlimited), Fighter(15), Gladiator(15) Racial Abilities: Tough Hide: a pyrus' tough hide grants it a natural AC of 6. Fire Ball: Once per day, a pyrus can create an enormous fireball centered on the himself. The fireball is 40 feet in diameter, and causes 6d6 of fire damage to any creature within the area of effect, including other Pyrus, but not the one who initiated the effect. A save vs fire magic can be made to halve damage. Natural Attacks: A pyrus' sharp claws, vicious arm spikes, and toothed maw allow him to deliver three atacks per round for 1d6+2/1d6+2/1d10+2. Disguise: Due to his size and unusual form, a pyrus cannot disguise himself by non-magic means. Half Water Drakes (Hydrans)The least fearsome of the Half Drakes, the Hydrans are the healers of the warriors of Hamanu. They spent much of their time caring for the injured, because they cannot be of great help in battles, such as the half earth or fire Drakes. Althought they do not fight very well, their understanding of the ways of the body and mind are considerable, and they are great healers. They do not agree completely with the way by which Hamanu styles himself emporer of the world, but they respect him for what he is - their creator and lifegiver. So they do not rebel against him, nor openly question his ways. These drakes are also very susceptible to dehydration, making them even weaker warriors. The Hydrans are tall as any other drake, standing about 3 meters (10 feet) tall. They are light, weighting only 150 kilos (300 pounds). They have deep blue skin, made of tiny blue scales. As all other Drakes they do not have any body hair. They have a membrane that starts on the top of their head and runs all the way down their backs. This menbranae is very thin, of a bluish color, and is transparent. They are humanoid in shape. They have near perfect feminine forms, very muscular, but not much massive a half fire or earth drake. They have claws on each hand and on their feet. They do have membranes betwen their fingers both of the feet and hand. This webbing helps them swim, and has a bluish color, in addition to being transparent (like the ones on a Triton in the MM). They have a human face, but have fin-like protrusions on each side of the head. The eyes of these drakes are always blue. Their voice sounds like the waves of the sea. Racial Modifiers: +2 INT, +2 WIS, -3 STR Class allowed: Templars(Unlimited), Defilers(Unlimited), Fighters(12), Gladiators( 12) Racial Abilities: Scales: The small, flexible scales of the Hvdran grant it a natural AC of 7 Thunder Storm: The Hydran may create a supernatural storm in an area about 10 meters - about 30 feet -in diameter. This storm is very dense, powerful, and quick, able to pierce exposed flesh for 1d4 points of damage per round. This makes concentration impossible, and every psionic power check gains a modifier of-7 to the roll of the dice. Casting magic is impossible, and cannot be done at all. This storm has the duration of 3 rounds and can be used twice a day - or once, depending on the DM Healing: The Hydran's touch may heal 1d6 points of damage per level - if this ability is used, then the Rain Storm should be reduced to once per day Natural Attacks: The Hydran's two claws and bite can deliver three atacks per round for 1d4+2/1d4+2/1d6+2) Disguise: At great distances a Hydran may be mistaken for a deformed human. |