Mad Brew Labs

Better Gaming by Design

Archive for May, 2009

Announcing the Skillforge

Posted by Mad Brew On May - 18 - 2009
The Skillforge

The Skillforge

Quinn Murphy of At-Will is busy guy.  Not only is he a prolific blogger on At-Will, but he has created the 4e D&D specific forums 4eTopia and now he is introducing the Skillforge.  The Skillforge consists primarily of two things:  The RSS feed with the latest skill challenge articles from a number of blogs, and a database application that lets the community share skill challenges.  The Skillforge is currently barebones since it just went live.

So while the database portion of the site has yet to be grown, the feed portion works pretty well.  It is of course dominated by many of Quinn’s very own articles on Skill Challenges (I consider him the RPGBN’s resident authority on Skill Challenges), but if you have any Skill Challenge related articles, I recommend you contact Quinn and ask how you can share your stuff (tag any SC posts as “skill challenge” and give him the feed for that category).

Of special note is a FREE PDF that compiles the 14 part Skill Challenges of War series Jonathan, Quinn, and I collaborated on way back in December and January.  Yeah, that is before anything on the subject ever showed its face on DDI!  Anyways, I finally managed to put together the e-book which can be found for free in the Downloads & Resources section of the Skillforge.  So go check it out!

Listening to: Mudvayne – Lost and Found – Happy

Portrait of a Villain: Mad Archwizard

Posted by Mad Brew On May - 12 - 2009
Mad Archwizard ill. by Crystal Frasier

Mad Archwizard ill. by Crystal Frasier

The Mad Archwizard (aka the Insane Sorcerer) is probably one of fantasy roleplaying games’ most used villain archetype.  90% of the world’s dungeons have been excavated and populated by these nefarious personalities.  Many have turned to the cold embrace of undeath to continue their magical studies, picking up the Lich template.  Just as many (if not more) become victims of their success as some rare magic they have just discovered ends their mad obsession with obtaining arcane lore.  The trick is spinning the cliché into something new and original.

Once again, I would like to thank Crystal Frasier for providing the fantastic illustration accompanying this article.  Look for her work in an upcoming issue of Kobold Quarterly (I hope I can say that!).

Xephero Valderann

All I seek are exceptional apprentices to whom I can instill my great knowledge.  I invite all seekers of arcane lore to my school, the Arcane Academy, where I unlock their potential with the Art to become great wizards.  I am the 10th headmaster of a long line of powerful wizards.  All one must do to enroll in my academy is to sign this application…

Background

The Arcane Academy has been around for around five hundred years and has a tradition of changing headmasters every fifty years.  Xephero is the tenth such headmaster, who has all had a reputation for being loony, but commanding a large measure of loyalty from his students.  In fact, no student to date has ever spoken about their time at the academy, merely stating that if one wants to know more they should apply with the headmaster.

The truth of the matter is that Xephero is actually the founding headmaster and is over five hundred years old.  Xephero has gone by many names, but he often reverts back to his original given name which he claims currently.  Xephero created the Academy because during his obsessive search for arcane power, he became cursed by the patron deity of magic.

Xephero had reached what he considered the pinnacle of mortal achievement in the studies of Arcane Lore.  Not one spell, ritual, or tome had escaped his research.  So he prepared an ancient ritual for communing with the gods, thinking to impress the deity of magic.

During his commune the deity of magic, Xephero demanded to be shown the divine secret of magic, thus ensuring his ascension to godhood.  The god of magic was enraged at Xephero’s hubris and placed a curse upon him:

You shall truly be known as the greatest wizardly instructor of the Art, for you shall be compelled to instill your vast knowledge upon any apprentice who seeks it.  You shall never be able to expand your precious knowledge, only share what you have learned thus far.  This shall be your fate until the Prodigy surpasses your achievements in the Art.

Motivations & Goals

Xephero is under divine geas to teach anyone who wishes to learn from him, but he makes an effort to seek out the most talented apprentices in the land to enroll in his Academy.  By doing so, he hopes to discover the prodigy destined to surpass him.  Every generation, he chooses his most promising student to become the next headmaster.  Then during a secret ritual, he traps the soul of the student in a crystal and possesses the student’s body, thus preventing anyone from surpassing his achievements.

When a student signs the application for enrollment, she is magically bound to defend Xephero from all threats while attending the Academy as well as being sworn to secrecy about anything she learns or hears within its walls.  With the magical contracts, Xephero hopes to ensure his continued existence free from external peril.

The life of a student of the Academy is harsh and full of work.  Xephero pushes the students to their limits and his motivation is twofold.  One, since he can no longer expand his arcane knowledge, he uses the students’ discoveries to increase his powers, though he has been unsuccessful at reproducing any student discoveries.  Two, he actually tries to make the students’ life as miserable as possible so they will quit and leave the Academy, keeping him from having to share his knowledge.

His previous research indicates that there may be an ancient artifact powerful enough to sever the geas the god of magic placed upon him.  However, since he is forever busy instructing apprentices, he is unable to look for it.  He has sent several groups of adventurers to retrieve it, but none have ever found it.  The years have not been kind, and Xephero becomes more fanatic every year the artifact goes unfound

Organization

The Arcane Academy is home for anywhere from ten to twenty students at any time.  The turnover rate is quite high, as not many students have the determination to subject themselves to the rigors that Xephero puts them through.

Because of the contract, they are all required to defend Xephero to the death should any aggressors attack the mad Archwizard.  They are all wizards ranging from level 1 to 25.  Also, the contract swears them to secrecy, even after quitting the school, which leaves much mystery to anyone requiring knowledge of the interior or inner workings of the Academy.

The only way to free the students from being bound by the contracts is to find them and dissolve them with acid.  Once the contracts are dissolved, students will be governed by their own free will, which could mean they might defend Xephero out of self interest.

Hooks

The mother of an apprentice of the Academy, a noblewoman who serves as a priestess of the goddess of healing, has been receiving visions about her son.  In her vision, her son has been imprisoned in a cage of glass.  All of her correspondence goes unanswered from the Academy, and she fears the worst.

A power artifact is rumored to be held by an elder black dragon in the swamps to the south.  A band of worthy heroes are being sought to recover the Quill of Fate before the dragon discovers its fate and uses it.  The ancient relic is supposedly capable of rewriting one’s fate should he know what his destiny truly is.  The Arcane Academy is willing to store and protect the artifact.

The player characters are in need of a rare ritual to cure a deadly disease.  They have heard the Arcane Academy houses much lore and may have the ritual in question, but the headmaster requires enrollment.

Check out some other villains hiding out on the web this week:

The Core Mechanic’s Morgan Le Fay

At-Will’s Grebs Follyfoot

Listening to: Machine Head – The Burning Red – Nothing Left

Acario Macellarius IX [Heroic Tier]

Posted by Mad Brew On May - 8 - 2009

Here is the heroic tier version of the Tyrant King, Acario Macellarius IX.  I detailed the background, motivations, and hooks surrounding this nefarious villain in my Portrait of a Villain: Tyrant King article.  I have left out any details that I have worked into the character stats that would just further clutter the statblock, such as Feats and Class Features.

Acario deviates a little from a standard 10th level Elite, but this is because he is considered as the main antagonist and was built much like I would a player character.

Acario Macellarius IX Level 10 Elite Skirmisher (Leader)
Medium Natural Humanoid (Human Avenger) XP 1,500
Initiative +11 Senses
HP 185; Bloodied 92
AC 32; Fortitude 18, Reflex 22, Will 23
Speed 6
Action Points 1
Oath of Enmity (Minor; encounter) ♦ Avenger Feature
PHB2 p34
Channel Divinity: Divine Guidance (Immediate Interrupt; encounter) ♦ Avenger Feature
PHB2 p34
M Vicious Execution Axe (Standard; at-will) ♦ Basic Attack
Attack: +12 vs. AC
Hit: 1[W] + 3
r Eldritch Blast (Standard; encounter) ♦ Warlock Attack 1
PHB p132 (via Multiclassing)
Attack: +11 vs. Reflex
Hit: 1d10 +6
r Radiant Vengeance (Standard; at-will) ♦ Avenger Attack 1
PHB2 p35
Attack: +12 vs. Reflex
Hit: 1d8 + 7
m Bond of Retribution (Standard; at-will) ♦ Avenger Attack 1
PHB2 p35
Attack: +15 vs. AC
Hit: 1[W] +7
m Avenging Echo (Standard; encounter) ♦ Avenger Attack 1
PHB2 p35
Attack: +15 vs. AC
Hit: 1[W] +7
m Temple of Light (Standard; daily) ♦ Avenger Attack 1
PHB2 p36
Attack +15 vs. AC
Hit: 2[W] +7
Distracting Flare (Move; encounter) ♦ Avenger Utility 2
PHB2 p36
m Halo of Fire (Standard; encounter) ♦ Avenger Attack 3
Attack: +15 vs. AC
Hit: 2[W] + 5
m Dawn Fire Sigil (Standard; daily) ♦ Avenger Attack 5
Attack: +15 vs. AC
Hit: 2[W] +7
c Wrath of the Divine (Immediate Reaction; daily) ♦ Avenger Utility 6
PGB2 pg38
m Blade Step (Standard; encounter) ♦ Avenger Attack 7
PHB2 p38
Attack: +15 vs. AC
Hit: 2[W] +6
m Enduring Strike (Standard; daily) ♦ Avenger Attack 9
PHB2 p38
Attack: +15 vs. AC
Hit: 3[W] + 6
Eye of Justice (Minor; encounter) ♦ Avenger Utility 10
PHB2 p39
Alignment Evil Languages Common, Supernal
Skills Acrobatics +14, Athletics +14, Perception +15
Str 14 (+7) Dex 18 (+9) Wis 21 (+10)
Con 14 (+7) Int 16 (+8) Cha 16 (+8)
Equipment Vicious Execution Axe +3 (AV p9), Irrefutable Hide Armor +2 (AV p47), Symbol of Vengence +2 (AV p91)
Listening to: Nine Inch Nails – The Fragile – Into the Void

Untapped Potential of Technology

Posted by Mad Brew On May - 6 - 2009
Interactive Game Table

Interactive Game Table

Yesterday I posted an article for this month’s RPG blog carnival, The Future of Roleplaying, and I mentioned that I had more to say on the integration of technology and roleplaying games.  I think there has been some great ideas emerge in the last five or six years about taking advantage of technology to improve gameplay at the table (real or virtual).

Some of these ideas have produced fantastic software while other ideas have failed miserably.  I am going to talk about how some technologies could (or should) be implemented to extend the resources for roleplaying games as well as some tactics game publishers could use to help combat piracy (or at least turn the tables).

Maximizing PDF Potential 

The PDF is a venerable technology whose execution hasn’t changed much over the years.  However, Adobe has been sneaking in support for some really cool media types since about Adobe Acrobat 7 (currently at version 9).

Acrobat now handles Flash content natively, which is awesome.  Besides Flash, you can also embed audio and 3D into PDFs.  Acrobat markets this fusion of technologies as PDF Portfolios.  Imagine reading the core book for a new system and being able to watch a video of actual gameplay, or having an animation play that visualizes miniature tactics.  Better yet, make it interactive and allow readers to test the tactics by moving virtual game pieces on a battlemat.

The potential of the PDF has yet to be fully harnessed.  I think this is because the PDF is merely considered as the digital mirror of its analog counterpart, the printed book.  Thinking within the confines of print limits the possibilities that can be achieved with a PDF.  Of course, adding an animated panel of each race would significantly increase product costs, but it would be revolutionary.

 Deploying Digital Tools

I think Wizards critically fumbled DDI, right from the very concept.  Imagine a platform that would allow a gamer to use your suite of tools offline, without a browser, and dynamically update when connected to the internet.  That technology is already available with Adobe AIR.

Formerly call Adobe Apollo, AIR allows developers to create rich internet applications that run outside of a browser and on multiple platforms.  Similar things can be accomplished using other enterprise level development platforms like Microsoft .NET or Java.

Of course, this method doesn’t really jive with the whole subscription model, which I am not overly fond of anyways.  However, it could work with an ala carte sales model, where you purchase the components (or upgrades) separately.

Integrating Technology at the Table

Shane Deseranno, a Microsoft software developer currently working with the Zune, has built an amazing interactive gaming table.  The table utilizes a Wiimote, IR pens, a projector, and a mirror to create a game table that allows players to physically interact with RP Tools’ MapTool.

This is probably the epitome of my vision of the integration of technology and roleplaying games.  The Wiimote can be configured to run a PC using Bluetooth and has the ability to track four separate IR points.  This allows the players to move the virtual game pieces on the virtual table top which is projected onto the surface of the table (from below).  This table is awesome and Shane has been kind enough to show you how he built it (there is also video of the table in action):

Pirates or Privateers? 

Recently, Wizards of the Coast yanked all their PDFs from the market and pointed their fingers at piracy as the cause for their impetuous actions.  I think most people with cognitive skills can agree that while piracy is wrong, it doesn’t have the impact on sales that company executives seem to believe it has.  Ninety percent of those downloading the contraband would have never bought the product in the first place.

Using a technology like air, publishers have the capability to stream secured content from servers, which require the user to be logged in.  Content would be determined by the user’s subscriptions and purchases and would be volatile and encrypted.  This could be a huge determent for piracy.

I have also been thinking about methods to turn pirates into an asset, thus taking a privateer designation.  If a company can truly track the amount of illegal downloads of their product, as Wizards of the Coast has claimed, then perhaps you could use that as a marketing bullet point.

I think it would be interesting to provide advertisement space within the confines of the PDF.  You could use the piracy circulation numbers when pitching ad space to potential advertisers.  “Our e-books are downloaded by two hundred thousand users” could be a powerful sales fact.  Sure, the ads could be stripped by energetic pirates, but if you turn the ads into a feature by utilizing Flash (interactive video/games) then it might even increase PDF sales (and illegal downloads).

Then who cares if it was illegally downloaded, you just made more off of advertising than you would ever have done if every single pirated copy had been purchased (assuming you price reasonably).  Hell, you could just give the damned things away for free, which would make everybody happy!

However, there is no fool proof protection against piracy.  The best actions a publisher can take are encouraging and satisfying legitimate customers by providing the material they want in the formats they desire.  Turn potential pirate into loyal patrons by creating the best damned product you can.

What technologies are you waiting for?  Can you think of any effective methods of turning pirates into assets?  If you have answers to these questions or general comments about what I have mentioned, be sure to post your comment.

Other Technology Focused Articles:

Listening to: Mastodon – Crack the Skye – Divinations

D&D 5ive: The Future of Gaming

Posted by Mad Brew On May - 5 - 2009
RPG Blog Carnival

RPG Blog Carnival

Roleplaying Pro is hosting this month’s RPG Blog Carnival (which I will be hosting next month, so stay tuned).  The topic is The Future of Roleplaying.  Sam of Roleplaying Pro has posed a few questions to the community, which I will answer and then I’ll give my thoughts on how the next edition of world’s most popular roleplaying game, Dungeons & Dragons, will look in the not-so distant future.

What games do you see emerging as the big players in the near future?

I am not plugged enough to be aware of any new systems that will be released in the near future, with the exception of the Pathfinder RPG.  I expect that when it splashes down from the heavens on August 13th during GenCon 2009, that it will sell out each day (assuming Paizo withholds product to release every day), especially considering that the incomplete BETA rules that could be downloaded for FREE sold out last year!  I know a lot of people are waiting for the final hardback print edition after having watched the beta evolve over the last year or more.

Otherwise, I don’t really see any shift in the status quo.  D&D (in its current incarnation) will continue to hold the lion’s share of the market followed closely by White Wolf and Paizo (though whether or not Paizo usurps the number two spot will be interesting).  Though I do think a big shake-up would do the industry some good.

What companies should we be watching out for to release the next big product?

I would keep my eye on Green Ronin, I know for a fact that they will be announcing something big today, judging from the big countdown on their website.  The self-mastered warrior publishing company is a favorite of mine that is constantly developing awesome games and supplements (here’s looking at you Mutants & Masterminds).

That being said, I have heard rumblings about some new faces in the industry that call themselves Nevermet Press.  So I would certainly keep my eyes peeled for developments concerning that company.

How will technology become more integrated into roleplaying games?

I think we’ll continue to see online suites of tools emerge and evolve.  These will be from independent software developers like SmiteWorks (the developer of Fantasy Grounds) and RP Tools as well as in-house tools produced by game publishers like Dungeons & Dragons Insider.

While these tools will undoubtedly get better, I do not see them becoming the indispensable tools the developers want them to be.  More and more players will be utilizing the digital products, but nothing is going to replace a table, some tangible polyhedrons, and physical books.  I have some more to say on technology, but I think it is better left for another post.

What industry writer do we need to be on the lookout for?

Me.  Seriously though, Jonathan Jacobs, Quinn Murphy, and I collaborated on an article that should be appearing in the Gen Con edition of Kobold Quarterly (issue #10).  We plan on doing more together, so be on the lookout.

What blogs do you see exploding into becoming the next big thing?

This is hard one to pin down.  What I do expect to see is more burn-out as many of the bloggers that have picked up the habit find that is difficult to consistently create content.  The thing I expect the most is seeing a condensing of the RPG blogosphere where several smaller blogs combine their efforts into a larger, more prolific site that might be able to compete with the big dogs (that are usually multi-authored).

What do you see for the future of the industry?

I think the economy is going to be a crucible that will kill off some poorly managed publishers and make everyone ratchet their designs up a notch.  I see more RPGs blurring the lines between miniature, board, and card games.

D&D 5ive

The fifth edition of Dungeons & Dragons continues to ease the burden of preparation and decision making of players and dungeon masters alike by prepackaging dungeon tiles, monster minis, and player character minis, and power cards into all inclusive kits that can accommodate up to six players.

These kits include the rulebook, three adventures that re-use the included reversible adventure tiles and monster minis, six player character minis, power cards, treasure cards, condition tokens, and a single d20.  All you need to play!

The power cards are exchangeable, allowing players to truly customize their character.  For improved customization, there will also be quarterly expansion pack releases for each of the major components: treasure, powers, monster minis, player minis, and adventure tiles.  These collectable expansions give the Dungeon Master and players access to uncommon and rare components for use in your game.

Don’t forget to register your collection with D&DI where you can use the items you receive from the collectable expansions in automated adventures where you can game with your group online or play with thousands of other players across the globe!

Listening to: Silent Civilian - Rebirth of the Temple - A Call to Arms

Portrait of a Villain: Tyrant King

Posted by Mad Brew On May - 4 - 2009

Tyrant King ill. by Crystal Frasier

Tyrant King ill. by Crystal Frasier

Acario Macellarius IX

These people survive because I have gifted them with law and order.  They who usurped this very throne upon which now I sit from my family a century ago had allowed the decadence benevolence to deteriorate my kingdom.  The borders shrank as invaders carved up the countryside unchallenged while the aristocracy grew fat and lazy on the taxes that never made it to the royal coffers.

The people should hail me as a hero for executing those noble thieves and reclaiming the lands that belonged to my ancestors.  But instead they hate me and speak of revolution behind closed doors.  Well, they shall repay me with sweat and blood as I forge a new empire!  Devils be damned…

Background

It has been twenty years since Acario Macellarius IX emerged from familial exile leading his infernal host against the descendents of usurpers.  It is now the thirteenth year of his sovereignty, having restored the throne to its rightful heirs.

Acario is the last of a lineage of an exiled king, Acario Macellarius VI, overthrown and banished by the aristocracy of his kingdom.  When exiled, the Macellarius family managed to leave with much of the kingdom’s wealth which bought them a barony in the neighboring kingdom where they sought refuge.  Many members of the family looked to infernal pacts to increase their power and influence.

Slowly, the Macellarius family expanded their influence and power within borders of their new home, eventually staging a nearly bloodless coup as the Macellarius IX had risen to be a prominent general in that kingdom’s army.  However, the Macellarius family had not forgotten about their ancestral home.

During their exile, the Macellarius family had maintained close relationships with sympathetic nobles as well as infiltrating the court and army with their agents.  When Macellarius IX marched upon the capital of his ancestral home, almost half of the nobles had been turned or neutralized along with the army.  However, there was a long and bloody succession war fought against the remaining units still loyal to the king pretender as well as the remnants of the losers of the coup from his home in exile.

Acario Macellarius is cruel and revels in power, ruling his burgeoning empire with the proverbial iron fist.  He was born and bred to be the Macellarius that returned the family to their place as the rulers of their ancestral kingdom.  He was corrupted as a youth by the infernal teachings of his mother, but quickly showed an aptitude in battle, becoming the youngest general of his home in exile’s history.

Motivations & Goals

Acario is consumed with expanding his dominion.  He has already conquered two kingdoms and is preparing to launch a new campaign against the realm on his southern border.  But before he continues his conquest, he is overseeing the construction of his new seat of power, a mighty fortress that perched on a cliff overlooking the fields his ancestral home.

Acario was raised to believe it to be his destiny to become the emperor of the known world and sees himself as a benefactor, bringing law to the lawless.  Acario has re-written the law to conform to his vision and has ensured that his laws have been posted in the taverns and common areas throughout his kingdom, as it is in fact the law to do so, regardless to the reality that very few people are literate.  He ensures the law is enforced through a large constabulary.

To keep the peasants happy, and therefore reduce the chances of revolution, Acario has established weekly tournaments and games to distract his people from their miserable lives.  Some of these games are brutal gladiatorial contests between prisoners and slaves.  It was during one of these weekly events that Acario met the woman who he has decided to make his queen.

The Macellarius family is disgusted at his interest in this woman, Erin, who is a commoner from one of the outlying villages, thinking she is below his station.  His family has encourages Acario to marry a noble and take Erin as a mistress, but he will not hear of it.  Acario has courted Erin for a little over a month now, and she has developed feelings for him as well; they plan to wed by next summer.

Organization

Acario Macellarius IX possesses the crowns of two kingdoms, but has gutted their original infrastructure and established his own.  After wiping out much of the old aristocracy, he divided his lands into duchies and appointed trusted family and associates as dukes to govern their operations.  These dukes are supported by a small bureaucracy of officials including tax collectors, magistrates, and advisors.

Acario also maintains a large and well trained standing army which has garrisons located strategically throughout his burgeoning empire.  To maintain civil peace, Acario has also created a constabulary chosen from the most ambitious locals.

The army that marches with Macellarius IX strikes fear into the hearts of his enemy because of his hellish royal guard unit known as The Possessed.  The Possessed are men who have voluntarily (or otherwise) allowed the spirit of devils to warp their mind and body.  The ritual to create The Possessed was acquired through a pact with a devil, for which he still owes his first-born son.

Acario also established a network of spies to watch his trusted dukes as well as root out troublesome antagonists and revolutionaries.  The spy network is called the Steel Web by those aware of its existence due to the fact that no one can escape it once caught.  The Steel Web has usually have members on the local constabulary to assist it in apprehending suspects.

Hooks

Young men and women have been forced into slavery in outlying villages to participate in the weekly games sponsored by a particularly malevolent duke. The PCs must stop the slavers as well as fight in the gladiatorial event to win the slaves’ freedom.

The PCs have been asked to join the constabulary to help keep the peace (and help the Steel Web keep an eye on them). The PCs uncover a cabal of warlocks performing ghastly experiments on pregnant women. If the PCs defeat the cabal, they recover a royal charter to perform the deeds signed by the king.

The Steel Web has deemed the PCs a threat to sovereignty and has dispatched a unit of The Possessed to hunt them down. If the PCs are successful at defeating a Possessed, the devil within him makes a deal to trade information for his freedom. If the PCs barter, they discover that Acario plans to perform a ritual on his innocent queen that will transform their first-born into an avatar of a powerful devil.

The PCs have been recruited by a resistance movement to overthrow Acario. Their first task is to infiltrate an outlying fortress, neutralize the night watch, and raise the portcullis to allow the revolutionaries to storm the fortress with minimal casualties.

The PCs are sent on a secret diplomatic mission to obtain an alliance between the resistance and the realm to the south. Unfortunately, the Steel Web has caught wind is attempting to frame the PCs for an assassination.

The resistance has finally taken the battle to Acario and the PCs must face the tyrant on the field of battle. But Acario is not just a man any longer, he given his mortal shell over to his infernal master and the PCs must defeat him before the devil fully materializes on this world.

Statblock

I have created several statblocks for Acario Macellarius IX, spanning the three 4e Tiers: Heroic, Paragon, and Epic.  Due the length and complexity, I don’t want to overwhelm this article, so instead I will release the statblocks throughout the week.  I am also working on a 3.5/Pathfinder statblock.

Just to give a taste of how I built Acario, he is based upon the Avenger PC class multiclassed with Warlock and wields the executioner’s axe.  Acario definitely shares powers from those classes but I have also created three original powers that are unique to him.  Check back later this week to see his statblocks.

Villainous Thoughts

First I want to give a huge shout-out to Crystal Frasier who created the fantastic illustration accompanying this article.  Many thanks for providing me the art!  Please go check out more of her work at her website, Clockwork Amazon, as well as her illustrated Mutants & Masterminds campaign setting, Emerald City Guard, over at Atomic Think Tank.  I can’t say enough about how much I appreciate it!

It is very difficult to create a villain that is at once system/setting generic while actually providing enough detail to use the character in a game.  This is my first hard attempt at doing so and I think I came pretty close to my mark, but still feel I could improve.

If you have any suggestions or comments, feel free to sound off in the comments section.  Also, be sure to check out my partners in villainy:

At-Will - The Song of Flame: Savis Rayn

The Core Mechanic – Portraits of a Villain: Sir Mordred

Exchange of Realities – Villain Spotlight: Zora Aldebar

Listening to: Meshuggah – Chaosphere – Neurotica

Kohl of Seduction

Posted by Mad Brew On May - 1 - 2009

I like simple magic items that enhance or change the way things are usually done during play.  The following wonderous item for Pathfinder RPG is fairly simple, and while fairly simple, doesn’t really change the game.  What I feel it does do is encourage players to perhaps take the road less travelled when it comes to interacting with NPCs for vital information.  In my group, we tend to steer clear of most sexual situations.  Well, maybe if I drop something like the following magic item into a campaign (after having it used on them), I can foster some more interesting roleplay.

Kohl of Seduction

Aura faint enchantment; CL 3rd
Slot –; Price 80 gp; Weight – lb.

DESCRIPTION

This jet black cosmetic made from soot and vegetable oil is contained in a small round tin.  When successfully (DC 15 Craft [appropriate craft] or Disguise check)  applied as mascara or decoration to the eyes and face, it imbues the wearer with enhanced sexual appeal.  The kohl provides a +3 enhancement bonus on Bluff and Diplomacy checks that involve sexual innuendo or seduction.  A fresh tin includes enough make-up for 5 applications.  If the check to apply the kohl is failed, the application is wasted.

CONSTRUCTION

Requirements Craft Wondrous Item, charm person; Cost 40 gp

Listening to: Lords of Acid - Voodoo-U - Voodo0-U

VIDEO

TAG CLOUD

Affliations
Stop SOPA