Posts Tagged ‘ NPCs ’

The Old Crone of Pohjola

And it’s back to my series of 5E D&D conversions of material from the AD&D Deities & Demigods. When last I left off, I’d tackled a bit of the Finnish Mythos as well as several magical items. Returning to the Finnish Mythos, I’m faced with a minor irritation. Most of the Finnish Mythos consists of heroes, and converting heroes to 5E D&D is a bit of a pain. So, in order to minimize the pain bits, I’m going to limit myself to three final Finnish Mythos conversions.

The first is Louhi, the wicked crone who rules “the evil land of Pohjola with an iron hand.” In later posts, I’ll get to the Son of Pohjola, Louhi’s savage offspring (and one of the few NPCs from Deities & Demigods that I ever used while DMing). I’ll finish up the Finnish Mythos with the air maidens, those angelic servants of Ukko, the supreme god of the Kalevala.

(Nota Bene: That link above is an affiliate link.)

Louhi rules the evil land of Pohjola with an iron hand. She opposes all of the good heroes of Kalevala, and works continuously for their downfall. (Deities & Demigods, page 60)

Louhi
Medium humanoid (human), lawful evil

Armor Class 14
Hit Points 110 (13d8+52)
Speed 25 ft.
Ability Scores STR 8 (-1), DEX 18 (+4), CON 19 (+4), INT 19 (+4), WIS 14 (+2), CHA 7 (-2)

Saving Throws INT +14, WIS +14, CHA +3
Skills Arcana +9, Intimidation +3, Perception +9, Nature +9
Damage Resistances necrotic, poison
Senses passive Perception 19
Languages Common, Giant, Infernal
Challenge 14 (11,500 XP)

Illusion Immunity. Louhi cannot be fooled any illusion created by a cantrip or 1st-level spell (or their equivalent).

Legendary Resistance (3/Day). If Louhi fails a saving throw, she can choose to succeed instead.

Magic Resistance. Louhi has advantage on saving throws against spells and other magical effects.

Mind of Iron. Louhi’s proficiency bonus for Intelligence and Wisdom saving throws is doubled.

Queen of the Dead. Undead never attack Louhi unless controlled to do so, and even then, the undead have disadvantage on attack rolls to hit Louhi. When Louhi casts animate dead or create undead, the undead she creates have 15 additional hit points and inflict an additional 5 points of damage with their attacks.

Spellcasting. Louhi is a 15th-level spellcaster. Her spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). She prepares spells from the cleric (up to 5th-level spells), druid (up to 5th-level spells), and wizard (up to 8th-level spells) lists. She has the following spells prepared:

Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray, sacred flame
1st level (4 slots): cure wounds, mage armor, silent image, thunderwave
2nd level (3 slots): hold person, phantasmal force, spike growth
3rd level (3 slots): animate dead, protection from energy, vampiric touch
4th level (3 slots): divination, phantasmal killer, wall of fire
5th level (2 slots): contagion, mislead
6th level (1 slot): circle of death, create undead
7th level (1 slot): etherealness
8th level (1 slot): incendiary cloud

Spell Recovery (1/Day). Louhi has learned to regain some of her magical energy by meditation. When she finishes a short rest, she can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 15, and none of the slots can be 6th level or higher.

Actions

Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage plus 4 (1d8) poison damage, or 3 (1d8-1) bludgeoning damage plus 4 (1d8) poison damage if used with two hands.

Legendary Actions

Louhi can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Louhi regains spent legendary actions at the start of her turn.

Cantrip. Louhi casts a cantrip.

Detect. Louhi makes a Wisdom (Perception) check.

Teleport. Louhi magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see.

Lair Actions

Within the evil land of Pohjola, Louhi reigns supreme. If Louhi is encountered in her lair, she has a challenge of rating of 15 (13,000 XP). While in her twisted forest home or forboding castle, on initiative count 20 (losing initiative ties), Louhi takes a lair action to cause one of the following effects:

Blinding Ice and Snow. A whirling cloud of ice and snow roars up around Louhi. Each creature within 10 feet of her, including around a corner, must succeed on a DC 18 Constitution saving throw or be blinded until the end of Louhi’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the Louhi’s next turn.

Grasping Shadows. Sinuous shadows appear in a 20-foot radius centered on a point on the ground that Louhi can see within 60 feet of her. That area becomes difficult terrain, and each creature there must succeed on a DC 18 Strength saving throw or be restrained by the shadows. A creature can be freed it it or another creature takes an action to make a DC 18 Strength check and succeeds. The grasping shadows fade away when Louhi uses this lair action again or when Louhi dies.

Queenly Might. Louhi rolls 1d8 and regains a spell slot of that level or lower. If she has no spent spell slots of that level or lower, nothing happens.

Regional Effects

The region around Louhi’s forboding castle is warped by her powerful magic, which creates the following effects, all of which fade within 1d10 days if Louhi dies.

* Icy fog lightly obscures the land within 6 miles of Louhi’s castle.

* While Louhi is at rest, storms rage within 6 miles of Louhi’s castle, forming blizzard conditions.

* Icy, jagged formations create labyrinthine passages within 1 mile of Louhi’s castle. The formations act as 10-foot high, 10-foot thick walls that block line of sight. Creatures can move through the passages as if they were difficult terrain. Each 10-foot cube of ice has AC 5, 30 hit points, resistance to bludgeoning and slashing damage, vulnerability to fire damage, and immunity to psychic and lightning damage.

November 15th, 2018  in RPG No Comments »

Vainamoinen of the Kalevala

First up, check out the badwinnie, a huge rabbit with a voracious appetite and a wiggly nose. After you do that, check out the Thieves Can’t comic presented by Zach Stoppel and Bartholomew Klick.

Next, we leave behind the Nile and head north to the icy world of the AD&D Deities & Demigods Finnish Mythos. Permit me to introduce Vainamoinen, hero and minstrel for use with 5E D&D.

Vainamoinen is the Kalevala’s greatest hero and minstrel. His mother is Ilmatar [goddess of mothers], so Vainamoinen has divine ancestors (like many of the Finnish heroes). He is called “Son of the Wind” by his friends and enemies alike.

Vainamoinen appears as an elderly fighter…. (Deities & Demigods, pages 57)

Vainamoinen
Medium humanoid (human), lawful good

Armor Class 21 (leather)
Hit Points 247 (26d8+130)
Speed 45 ft.
Ability Scores STR 27 (+8), DEX 24 (+7), CON 20 (+5), INT 18 (+4), WIS 18 (+4), CHA 18 (+4)

Saving Throws DEX +13, INT +10, WIS +10, CHA +10
Skills Arcana +10, Athletics +20, History +10, Insight +16, Intimidation +16, Medicine +16
Condition Immunities charmed, poisoned
Senses passive Perception 14
Languages Common, Giant, Sylvan
Challenge 20 (25,000 XP)

Destroy Undead. As an action, Vainamoinen speaks a prayer censuring the undead. Each undead that can see or hear him within 30 feet of him must make a DC 18 Wisdom saving throw. When an undead creature with a CR of 2 or lower fails its saving throw, the creature is instantly destroyed. Otherwise if the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from Vainamoinen as it can, and it can’t willingly move to a space within 30 feet of Vainamoinen. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Divine Sense (5/Day). The presence of strong evil registers on Vainamoinen’s senses like a noxious odor, and powerful good rings like heavenly music in his ears. As an action, he can open his awareness to detect such forces. Until the end of his next turn, he knows the location of any celestial, fiend, or undead within 60 feet of him that is not behind total cover. He knows the type (celestial, fiend, or undead) of any being whose presence he senses, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, he also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

Heroic. Vainamoinen makes Wisdom and Charisma saving throws with advantage. His proficiency bonus with Athletics, Insight, Intimidation, and Medicine is doubled.

Innate Spellcasting. Vainamoinen’s innate spellcasting ability is Charisma. He can innately cast the following spells, requiring no material components:

At will: dispel magic, conjure animals, shapechange

Legendary Resistance (3/Day). If Vainamoinen fails a saving throw, he can choose to succeed instead.

Magic Items. Vainamoinen uses several magic items. He wears +3 leather armor and belt of cloud giant strength. (His Strength without the belt is 21.) He fights with either his +3 battle axe or his sword of sharpness. The latter weapon is intelligent. It speaks Common and casts fear once per long rest. He also two magical crossbows. The first combines is a +3 crossbow of remarkable speed and range. The other crossbow loads and fires itself much like a dancing sword. In hands other than Vainamoinen’s, these magical items are all legendary items that require attunement.

Spellcasting. Vainamoinen is a 20th-level spellcaster. His spellcasting ability is Wisdom (save DC 18, +10 to hit with spell attacks). He prepares spells from the bard (up to 9th-level spells), cleric (up to 6th-level spells), paladin (up to 5th level spells), and wizard (up to 6th-level spells) lists. He has the following spells prepared:

Cantrips (at will): dancing lights, friends, minor illusion, shocking grasp, spare the dying
1st level (4 slots): cure wounds, silent image, speak with animals, thunderous smite
2nd level (3 slots): alter self, find traps, zone of truth
3rd level (3 slots): crusader’s mantle, major image, protection from energy
4th level (3 slots): freedom of movement, greater invisibility, staggering smite
5th level (3 slots): circle of power, flame strike, mislead
6th level (2 slots): programmed illusion, true seeing
7th level (2 slots): mirage arcana, teleport
8th level (1 slot): glibness, power word stun
9th level (1 slot): foresight, power word kill

Spell Recovery (1/Day). Vainamoinen has learned to regain some of his magical energy by meditation. When he finished a short rest, he can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 20, and none of the slots can be 6th level or higher.

Actions

Multiattack. Vainamoinen makes two melee or two ranged attacks. Vainamoinen ignores the load property of crossbows.

+3 Battle Axe. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 15 (1d8+11) slashing damage, or 16 (1d10+11) slashing damage if used with two hands.

Sword of Sharpness. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d8+8) slashing damage, or 13 (1d10+8) slashing damage if used with two hands.

+3 Crossbow. Melee Weapon Attack: +16 to hit, range 800/– ft., one target. Hit: 15 (1d10+10) piercing damage. As a bonus action, Vainamoinen can make an attack with his +3 crossbow.

Dancing Crossbow. Melee Weapon Attack: +13 to hit, range 100/400 ft., one target. Hit: 12 (1d10+7) piercing damage.

Legendary Actions

Vainamoinen can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Vainamoinen regains spent legendary actions at the start of his turn.

Attack. Vainamoinen makes one attack.

Cantrip. Vainamoinen casts a cantrip.

Detect. Vainamoinen makes a Wisdom (Perception) check.

October 7th, 2018  in RPG No Comments »

Space Horror & Twin Heroes

Event Horizon arrived yesterday. By John Reyst and Johua De Santo, this 59-page introductory adventure for White Star takes that game system into the realm of space horror, a genre that I’ve dug since seeing Alien in the theater way back in 1979.

I read the adventure last night. It hits many of the high points of space horror, and presents some really interesting gaming possibilities related to sanity (Sanity Events) and becoming unmoored in space-time (Time Dilation). Sanity Events come into two sizes: Minor and Major. The precise descriptions of Sanity Events are largely left up the GM. The module offers some suggestions to get the imagination working.

In game terms, Sanity Events cause a reduction of Wisdom. If Wisdom gets too low, the affected character becomes a dangerously unstable NPC. Time Dilation events unstick one or more characters from their present time and/or location. For example, a character may “flashback” to an earlier scene in the adventure or “jump” forward in time to experience something that might happen. Like with Sanity Events, examples and advice about Time Dilation effects appear throughout the module.

Without going into too much more detail about the adventure itself, it’s noteworthy that the scenario starts with new characters waking up from cryosleep after Bad Things have happened near a black hole. Event Horizon is a race against time that draws on elements from Alien, Pandorum, and the movie Event Horizon, among others. The characters must beat the clock, repairing their ship before it gets either sucked into a black hole or destroyed by alien invaders.

At first glance, Event Horizon is an attractive book. The cover and interior artwork is well-done, except for the pictures of the aliens, which still aren’t horrible. My aged eyes appreciate the single-column layout without obscuring background art or funky colors. I’d have used a different font for the headers, however; the header font in the book tricked my eyes into misreading a few words.

Similarly, while the ship’s maps are well done, the nebula background behind the maps is pretty but unnecessary, and the maps perhaps could been a bit larger. I found myself squinting at them, especially on the lower and middle deck maps where numbers appear in black over dark grey shading. In the main body of the adventure, italics are used to denote descriptive, read-aloud text, and these sections tend to blend into the main text. Boxed text or different spacing would have helped.

Most distracting, however, are the tables. Their layout is quirky, and some of the time text is missing. Table 5, for example, which uses 1d6, has results for 1, “3 thru 5”, and 6. Nothing for the number 2. (See the pic to right.) These details don’t ruin the look of Event Horizon, but they do distract from it as well as slightly muck up the coherence of the text.

All in all, however, I like Event Horizon, and I want to give it a run. I’d probably use Stars Without Number rather than White Star, since I prefer to form to the latter for sci-fi/space gaming, and that’s another selling point in favor of Event Horizon. It’s for White Star, but it’s still generic enough that Event Horizon would work well with just about old-school game.

Kudos to the d20pfsrd Publishing team!

And now, as promised, the twin heroes Hunapu and Xbalanque converted the AD&D Deities & Demigods for use with 5E D&D.

Hunapu and Xbalanque were conceived when their mother Xquic, daughter of one of the lords of Xibalba, the rulers of the land of the dead, spoke with the severed head Hun, Xquic’s dead husband. The skull spat in Xquic’s hand, and the twins were conceived in her womb. Hunapu and Xbalanque are great adventurers and resolute foes of demons and the undead. Both men love games, especially competitive sports.

Hunapu & Xbalanque
Medium humanoid (human), lawful good

Armor Class 14 (20 with barkskin)
Hit Points 153 (18d8+72)
Speed 30 ft.
Ability Scores STR 22 (+6), DEX 18 (+4), CON 18 (+4), INT 16 (+3), WIS 12 (+1), CHA 18 (+4)

Saving Throws Strength +10, Dexterity +8, Intelligence +7, Wisdom +5
Skills Athletics +10, Investigation +11, Insight +9, Medicine +9, Perception +9, Survival +9
Damage Resistances cold, fire
Senses passive Perception 19
Languages Abyssal, Common, Infernal, Sylvan
Challenge 11 (7,200 XP)

Clever Minds. The twins make Intelligence and Wisdom saving throws with advantage. Their proficiency bonus for Intelligence and Wisdom skills is doubled.

Favored Enemies. The twins have advantage on Wisdom (Survival) checks to track fiends and undead. The twins also have advantage of Intelligence checks to recall information about fiends and undead.

Innate Spellcasting. Hunapu’s and Xbalanque’s innate spellcasting ability is Charisma (spell save DC 16). They can innately cast the following spells, requiring no material components:

1/day each: barkskin, call lightning, divination, freedom of movement, plant growth, spider climb

Legendary Resistance (3/Day). If either of the twins fails a saving throw, he can choose to succeed instead.

Magical Weapons. Hunapu’s and Xbalanque’s weapon attacks are magical.

Spellcasting. Hunapu and Xbalanque are 10th-level spellcasters. Their spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). They prepare spells from the druid and wizard spell lists, gaining the latter without need of a spellbook. Neither twin can prepare 5th-level wizard spells, but either may use a 5th-level slot to cast a lower level wizard spell. They have the following spells prepared:

Hunapu

Cantrips (at will): druidcraft, fire bolt, message, produce flame
1st level (4 slots): charm person, cure wounds, disguise self, jump
2nd level (3 slots): darkvision, pass without trace, phantasmal force
3rd level (3 slots): conjure animals, dispel magic, slow
4th level (3 slots): grasping vine, polymorph
5th level (2 slots): tree stride

Xbalanque

Cantrips (at will): guidance, message, prestidigitation, shocking grasp
1st level (4 slots): burning hands, cure wounds, grease, longstrider
2nd level (3 slots): blur, darkvision, spike growth
3rd level (3 slots): counterspell, haste, speak with plants
4th level (3 slots): conjure woodland beings, polymorph
5th level (2 slots): wall of stone

Wild Shape (2/Day). As a bonus action, a twin can magically assume the shape of a beast that has a challenge rating of 1 or lower that the twin has seen before. The twin can stay in a beast shape for 5 hours. He then reverts to his normal form unless he expends another use of this feature. He can revert to your normal form earlier by using a bonus action on your turn. He automatically reverts if he falls unconscious, drops to 0 hit points, or dies. While in beast form, the twins attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Actions

Multiattack. A twin makes three hand axe attacks, or one ranged weapon attack with a blowgun.

Hand Axe. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d6+6) slashing damage.

Blowgun. Ranged Weapon Attack: +8 to hit, ranged 150/600 ft., one target. Hit: 6 (1d4+4) piercing damage plus 21 (6d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Foe Slayer. When a fiend or undead creature within 5 feet of a twin hits or misses a twin with an attack, either twin can use his reaction to attack that creature immediately after its attack, provided the twin can see the creature.

Legendary Actions

Both Hunapu and Xbalanque can take 3 legendary actions each, choosing from the options below. Only one legendary option can be used at time and only at the end of another creature’s turn. The twins regain spent legendary actions at the start of their respective turns.

Detect. The twin makes a Wisdom (Perception) check or a Wisdom (Insight) check.

Move. The twin moves up to half his speed without provoking opportunity attacks.

Tackle. The twin makes a Strength (Athletics) check against an adjacent creature contested by the creature’s Strength (Athletics) or Dexterity (Acrobatics) check. If the twin wins the contest, he either knocks the target prone or pushes it 5 feet away from him. In either case, the target takes 8 (1d4+6) bludgeoning damage.

August 2nd, 2018  in RPG 1 Comment »

Dúr Feredir

Well, I’ve not posted anything in a while. Got to stop doing that, which means posting something. So, here’s a new magic item and, since new magic items ought to be earned, here’s also a villain who uses that new magic item.

The villain’s illustration is by Jeshields, who has some great stock art for sale. Check it out.

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Dúr Feredir makes her living as a mercenary and assassin. She specializes in the longbow, but she is almost as skilled in melee combat. Quick and clever, Dúr poses a serious threat, especially if she gets the drop on her target.

Dúr seldom works alone. She has more than enough experience to know that whatever her strengths, she needs partners or underlings. What’s more, Dúr has not gained that experience without learning important lessons about when and where to pick her battles. She is no crass brawler, but instead considers herself an artist who crafts tapestries of death.

Dúr Feredir
Medium humanoid (human), lawful evil

Armor Class 16 (studded leather)
Hit Points 75 (10d8+30)
Speed 30 ft.
Ability Scores STR 14 (+2), DEX 19 (+4), CON 17 (+3), INT 11 (+0), WIS 14 (+2), CHA 11 (+0)

Saving Throws CON +5, DEX +6, STR +4
Skills Acrobatics +6, Deception +2, Investigation +2, Perception +6, Stealth +8, Survival +4
Senses passive Perception 16
Languages Common, Orc
Challenge 7 (2,900 XP)

Assassinate. During her first turn, Dúr has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Dúr scores against a surprised creature is a critical hit.

Cunning Action. Dúr’s quick thinking and agility allow her to move and act quickly. She can take a bonus action on each of her turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Skillful. Dúr gains a +2 bonus to attack rolls she makes with ranged weapons. Dur’s proficiency bonus with Perception and Stealth is doubled. These bonuses are included in Dur’s statistics.

Sneak Attack. Once per turn, Dúr deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Dúr that isn’t incapacitated and Dúr doesn’t have disadvantage on the attack roll.

Unseen Reserves (Recharges after a Short or Long Rest). Dúr possesses hidden reserves of vitality which have one or two effects. On her turn, Dúr can take one additional action on top of her regular action and a possible bonus action. On the same turn, Dúr can use a bonus action to regain 14 (1d10+10) hit points.

Actions

Multiattack. Dúr either makes two melee weapon attacks or three ranged weapon attacks. She scores a critical hit on a 19 or 20 with any ranged weapon attack.

Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8+4) piercing damage.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Dúr’s Longbow
Weapon (longbow), very rare (requires attunement)

Any arrow fired from Dúr’s Longbow ignores its target’s damage resistances related to piercing attacks. For example, a nonmagical arrow fired from Dúr’s Longbow does normal piercing damage to a creature whose damage resistance is to nonmagical attacks. If the target has damage immunity to piercing attacks, an arrow fired from Dúr’s Longbow inflict one-half piercing damage (as if the target had resistance). Also, once per day as a bonus action, an arrow fired from Dúr’s Longbow transforms into a lightning bolt that inflicts 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether the lightning bolt hits or misses, each creature within 10 feet of the target must make a DC 15 Dexterity saving throw. Each of these creatures takes 2d8 lighting damage on a failed save, or half as much damage on a successful one.

———-

If you’re in the market for new monsters for your 5E D&D game, check out Chance Encounters IV. Help a guardian angel protect its charge. Party with a gang of beastfolk. Survive the psionic radiation of the Calefactive Cavern. Emerge victorious against the onslaught of bull-headed monsters under the command of a minotaur blood prophet. Chance Encounters IV presents thirteen new monsters and a place of power with which GMs can challenge their players.

July 9th, 2018  in RPG, Spes Magna News No Comments »

Eisenmann

At long last, the for-sale version of The Four Color Hack arrives at a virtual store near you. The revised, improved rules include streamlined, flexible ways to use Hero Dice to better simulate comic book action. Eleven villains make their debut in the rules as well.

If you’ve previously downloaded TFCH, you should have received an e-mail about the update. If not, the game sells for $3 US, but you can get it for $2 US by using this discount link (which expires at the end of July). Before the start of next week, I’ll also have updated Battle in Jurgen Zeeger Park, a short scenario for TFCH. If you’ve downloaded Zeeger Park, you should receive an e-mail about the updated file when it’s updated.

Here’s a new villain for TFCH suitable for a WWII-era setting:

Eisenmann
Level 5 Villain

Quote: “I will crush you!”
Real Name: Bernd Kalbfleisch
Identity: Secret
Place of Birth: Essen, Germany
Height: 6 ft. 2 in. (7 ft. 2 in. in armor)
Weight: 200 lbs. (600 lbs. in armor)
Eyes: Blue
Hair: Brown

Hit Points: 30 (5 Vigor)
Base Damage: 1d12
Powers: Jet-Assisted Leap d10, Mechanical Genius d10, V-2 Eisenmann Power Armor d12 (7 protection, 2d12 damage)

Bernd Kalbfleisch was an early and avid supporter of the Nazis. After Adolf Hitler was appoint chancellor in 1933, Kalbfleisch quickly rose to prominence thanks to his mechanical genius and zeal to help rebuild Germany into a formidable military power. To his end, Kalbfleisch designed and built his Eisenmann Power Armor. In order to prove its effectiveness, he donned the armor himself and used it to crush resistance to the Nazis, operating in conjunction with the Sturmabteilung. Once the war started in September 1939, Kalbfleisch unveiled his second design. Now a member of the Schutzstaffel, Kalbfleisch splits his time between his laboratories and the field, where he aids the Wehrmacht under the code name Eisenmann.

Kalbfleisch’s armor greatly augments his strength, enabling him to lift about 25 tons. It also protects him from harm. The powerful jets built into the armor’s legs and feet permit jet-assisted leaps of about 320 yards. Kalbfleisch is a brilliant mechanical engineer, and he often field tests new devices. Use the d10 from Mechanical Genius as a Hero Die to “purchase” new devices to use against the heroes, splitting the d10 into at least 2d8.

June 29th, 2017  in Spes Magna News No Comments »