Working with the Rat, to make the world a different place. (Inactive)

Game Master Vrog Skyreaver


The first major modification that we will be making to the 5e system is that we are going to change Backgrounds into Origins. Each origin will determine your pool for ability scores, your classes you can choose from, and some other character details.

Before we go into detail, to handle powers, I am going to use a combination of Class abilities and magic items. Basically, to represent additional powers, you may choose at character creation to say that some or all of your magic items are internalized. and that they can't be taken away from you. Also note that this does not apply to the Natural Origin, which by it's definition has no powers.

Races: For races, you may select any one race in the PHB, SCAG, EEC, or Unearthed Arcana (I would allow Volo's, but I don't have a copy of it.) Mechanically, you are this race. for all intents and purposes, however, your character is human.

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The Origins are, in no particular order:

Natural:

*A natural character will be starting off at level 12 instead of level 10, and represents a character who has no innate magical talents or powers, but is instead the result of extended and intense training.

*A Natural character will generate attributes using 4d6 drop the lowest. A Natural character's are capped to 18 AFTER applying race and level adjustments.

*A Natural character may select from the Fighter, Ranger, or Rogue classes.

*A Natural character will begin with the player's choice of 5 of the magic items from the Natural list to be considered part of their equipment (which given that you are in prison you obviously will not be starting with). Note that you may not take more than 2 weapons or armors.

Magic:

*A Magic character will be starting off at 10th level and represents someone who has spent years or decades mastering the esoteric mystical arts.

*A Magic character will generate attributes rolling 4d6 drop the lowest for their str, dex, con, wis, and cha and will start the game with a 20 intelligence (a Magic character has no maximum value to their intelligence).

*A Magic character must select the wizard class.

*A Magic character will begin with the player's choice of 2 of the following magic items considered part of their equipment (which given that you are in prison you obviously will not be starting with.

Enhanced:

*An Enhanced character will be starting off at 10th level, and represents mutants or metahumans. Note that Enhanced characters MUST select all of their magic items as Internal and there will be prejudice/worship towards them.

*An Enhanced character will generate attributes rolling 5d6 for one attribute (keeping all 5; this attribute has no maximum value) and 3d6 for each of their other attributes.

*An Enhanced character may select from the Monk, Sorcerer, Bard, or Barbarian classes.

*An Enhanced character will begin with the player's choice of 3 of the following magic items which are internalized powers.

Alien:

*An Alien character will be starting off at 8th level and represents characters not from this world or dimension, or those who have made pacts with such beings (note that warlocks CAN just be aliens, in which case their patron will be a powerful family member, or member of their society).

*An Alien character will generate attributes using the following array: 22, 21, 20, 16, 15, 14 (with no maximum for any of their attributes).

*An Alien character will select from the Cleric, Paladin, Druid, or Warlock classes.

*An Alien character will begin with the player's choice of 1 of the following magic items considered part of their equipment or an internalized racial power.

Psychic:

*A Psychic character will be starting off at 10th level, and represents a character with powerful powers of the mind.

*A Psychic character will generate attributes rolling 4d6 drop the lowest for their str, dex, con, wis, and cha and will start the game with a 20 intelligence (a Psychic character has no maximum value to their intelligence).

*A Psychic character must select the Mystic Class.

*A Psychic character will begin with the player's choice of 2 of the following magic items considered part of their equipment or as internalized powers.

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Natural Character Magic Items:

Armor Armor +3, Arrow-Catching Shield, Bracers of Defense, Cloak of Protection, Dwarven Plate, Elven Chain, Glamoured Studded Leather, Mariner's Armor, Mitral Armor, Plate Armor of Etherealness, Ring of Protection, Ring of Resistance, Sentinel Shield, Shield +3;

Weapons: Dagger of Venom, Dwarven Thrower, Frost Brand, Giant Slayer, Luck Blade, Mace of Terror, Oathbow, Ring of Shooting Stars, Rod of Lordly Might, Scimitar of Speed, Staff of Striking, Sun Blade, Sword of Answering, Sword of Life Stealing, Sword of Sharpness, Vicious Weapon, Vorpal Sword, Weapon +3.

Misc: Apparatus of Kwalish (special; You may only take this item in place of all your other picks to represent power armor (The Apparatus may have it's armor bonus increased via enchanting)), Alchemy Jug, Amulet of Proof against Detection and Location, Bag of Holding, Belt of Dwarvenkind, Belt of Giant Strength, Boots of Elvenkind, Boots of Levitation, Boots of Speed, Boots of the Winterland, Bracers of Archery, Cap of Water Breathing, Chime of Opening, Cloak of Arachnida, Cloak of Elvenkind, Cloak of The Bat, Decanter of Endless Water, Dimensional Shackles, Driftglobe, Eversmoking Bottle, Eyes of Minute Seeing, Folding Boat, Gauntlets of Ogre Power, Gloves of Swimming and Climbing, Gloves of Thievery, Goggles of Night, Hat of Disguise, Headband of Intellect, Helm of Comprehending Languages, Heward's Handy Haversack, Immovable Rod, Ioun Stone (max 1), Iron Bands of Bilarro, Lantern of Revealing, Mantle of Spell Resistance, Necklace of Adaptation, Periapt of Health, Periapt of Proof Against Poison, Portable Hole, Quiver of Ehlonna, Ring of Evasion, Ring of Feather Falling, Ring of Free Action, Ring of Invisibility, Ring of Jumping, Ring of Spell Storing, Ring of Swimming, Ring of Warmth, Robe of Useful Items, Rod of Security, Rope of Climbing, Sending Stones, Stone of Good Luck.

Magic Character Magic Items:

Armor Magic - Armor +1, Armor of Invulnerability, Bracers of Defense, Cloak of Protection, Dwarven Plate, Elven Chain, Mariner's Armor, Mitral Armor, Plate Armor of Etherealness, Ring of Protection, Ring of Regeneration, Ring of Resistance, Sentinel Shield, Shield +1, Spellguard Shield;

Weapons: Dwarven Thrower, Efreeti Chain, Flame Tongue, Frost Brand, Javelin of Lightning, Mace of Smiting, Oathbow, Ring of Shooting Stars, Rod of Lordly Might, Staff of Striking, Sun Blade, Sword of Answering, Vicious Weapon, Wand of The War Mage +3, Weapon +1.

Misc: Magic - Amulet of The Planes, Bag of Holding, Belt of Dwarvenkind, Belt of Giant Strength, Bowl of Commanding Water Elementals/Brazier of Commanding Fire Elementals/Censer of Controlling Air Elementals/Stone of Controlling Earth Elementals/Efreeti Bottle, Brooch of Shielding, Broom of Flying, Cap of Water Breathing, Carpet of Flying, Cloak of Displacement, Cloak of Invisibility, Cloak of The Manta Ray, Crystal Ball, Cubic Gate, Decanter of Endless Water, Deck of Illusions, Dimensional Shackles, Driftglobe, Folding Boat, Gem of Seeing, Helm of Teleportation, Heward's Handy Haversack, Immovable Rod, Ioun Stone (max 1), Iron Flask, Mantle of Spell Resistance, Mirror of Life Trapping, Portable Hole, Quiver of Ehlonna, Ring of Djinni Summoning, Ring of Elemental Command, Ring of Feather Falling, Ring of Jumping, Ring of Spell Turning, Ring of The Ram, Ring of Warmth, Ring of Water Walking, Robe of Eyes, Robe of Scintillating Colors, Robe of the Archmagi, Staff of Charming, Staff of Fire/Frost, Staff of Power, Staff of the Magi, Stone of Good Luck, Talisman of The Sphere, Well of Many Worlds.

Enhanced Character Magic Items:

Armor: Armor +2, Armor of Resistance, Bracers of Defense, Cloak of Protection, Demon Armor, Dragon Scale Mail, Dwarven Plate, Elven Chain, Mariner's Armor, Mitral Armor, Plate Armor of Etherealness, Ring of Protection, Ring of Regeneration, Ring of Resistance, Sentinel Shield, Shield +2, Spellguard Shield;

Weapons: Enhanced - Dragon Slayer, Dwarven Thrower, Efreeti Chain, Flame Tongue, Frost Brand, Javelin of Lightning, Oathbow, Ring of Shooting Stars, Rod of Lordly Might, Staff of Striking, Sun Blade, Sword of Answering, Trident of Fish Command, Vicious Weapon, Wand of The War Mage +2, Weapon +2;

Misc.: Enhance - Bag of Holding, Boots of Elvenkind, Boots of Levitation, Boots of Speed, Boots of Striding and Springing, Boots of the Winterland, Cap of Water Breathing, Cape of The Montebank, Circlet of Blasting, Cloak of Displacement, Cloak of The Manta Ray, Cube of Force, Decanter of Endless Water, Driftglobe, Eyes of The Eagle, Gloves of Missile Snaring, Heward's Handy Haversack, Horn of Blasting, Instrument of The Bards, Ioun Stone (max 1), Periapt of Wound Closure, Pipes of Haunting, Pipes of The Sewers, Portable Hole, Quiver of Ehlonna, Ring of Feather Falling, Ring of Invisibility, Ring of Jumping, Ring of Warmth, Ring of Water Walking, Robe of Eyes, Robe of Scintillating Colors, Staff of Charming, Staff of Healing, Staff of Power, Stone of Good Luck.

Alien Character Magic Items:

Armor: Adamantine Armor, Armor +2, Bracers of Defense, Cloak of Protection, Demon Armor, Dragon Scale Mail, Dwarven Plate, Elven Chain, Mariner's Armor, Mitral Armor, Plate Armor of Etherealness, Ring of Protection, Ring of Regeneration, Ring of Resistance, Sentinel Shield, Shield of Missile Attraction.

Weapons: Dancing Sword, Dragon Slayer, Dwarven Thrower, Efreeti Chain, Flame Tongue, Frost Brand, Holy Avenger, Javelin of Lightning, Mace of Disruption, Mace of Terror, Hammer of Thunderbolts, Ring of Shooting Stars, Rod of Lordly Might, Rod of The Pact Keeper, Rod of Resurrection, Staff of Striking, Sun Blade, Sword of Answering, Sword of Life Stealing, Sword of Sharpness, Trident of Fish Command, Vicious Weapon, Wand of The War Mage +2, Weapon +2

Misc: Alchemy Jug, Amulet of The Planes, Bag of Holding, Bag of Tricks, Boots of Striding and Springing, Boots of the Winterland, Bracers of Archery, Cap of Water Breathing, Cape of The Montebank, Cloak of Invisibility, Cloak of The Manta Ray, Crystal Ball, Cubic Gate, Decanter of Endless Water, Dimensional Shackles, Driftglobe, Eyes of The Eagle, Gem of Seeing, Gloves of Missile Snaring, Heward's Handy Haversack, Horn of Valhalla, Ioun Stone (max 1), Necklace of Prayer Beads, Periapt of Wound Closure, Portable Hole, Quiver of Ehlonna, Ring of Animal Influence, Ring of Feather Falling, Ring of Warmth, Ring of Water Walking, Ring of X-Ray Vision, Robe of Eyes, Robe of Stars, Rod of Alertness, Staff of Fire/Frost, Staff of Healing, Staff of Power, Staff of Swarming Insects, Staff of the Adder, Staff of The Pythom, Staff of The Woodlands, Staff of Withering, Stone of Good Luck, Talisman of Pure Good, Talisman of Ultimate Evil, Tentacle Rod, Well of Many Worlds.

Psychic Character Magic Items:

Armor: Psychic - Animated Shield, Armor +1, Armor of Resistance (Psychic only), Bracers of Defense, Cloak of Protection, Dwarven Plate, Elven Chain, Mariner's Armor, Mitral Armor, Plate Armor of Etherealness, Ring of Protection, Ring of Regeneration, Ring of Resistance, Sentinel Shield, Spellguard Shield;

Weapons: Dragon Slayer, Dwarven Thrower, Flame Tongue, Javelin of Lightning, Mace of Smiting, Oathbow, Ring of Shooting Stars, Rod of Lordly Might, Staff of Striking, Sun Blade, Sword of Answering, Sword of Life Stealing, Vicious Weapon, Wand of The War Mage +2, Weapon +2, Weapon of Warning.

Misc: Amulet of Proof against Detection and Location, Bag of Holding, Belt of Dwarvenkind, Belt of Giant Strength, Boots of Striding and Springing, Bracers of Archery, Cap of Water Breathing, Cape of The Montebank, Cloak of Displacement, Cloak of Invisibility, Cloak of The Manta Ray, Crystal Ball, Decanter of Endless Water, Deck of Illusions, Dimensional Shackles, Driftglobe, Eyes of Charming, Eyes of The Eagle, Folding Boat, Gem of Seeing, Helm of Telepathy, Heward's Handy Haversack, Immovable Rod, Ioun Stone (max 1), Mantle of Spell Resistance, Medallion of Thoughts, Periapt of Wound Closure, Portable Hole, Quiver of Ehlonna, Ring of Feather Falling, Ring of Invisibility, Ring of Jumping, Ring of Mind Shielding, Ring of Telekinesis, Ring of The Ram, Ring of Warmth, Ring of Water Walking, Robe of Eyes, Robe of Scintillating Colors, Staff of Charming, Staff of Thunder and Lightning, Stone of Good Luck.

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Here are a list of well known Adventurers, broken down by decade, with a quick mention of their best known powers:

1920s:

The first of the Gentlemen Adventurers appeared on the scene. The most well-known of their day include:

Golden Eagle: Also known as Darren Elle, Golden Eagle was the first modern era person to become public with his powers, which were winged flight and illusion control. He had a long career that culminated in his death at the age of 84 to congenital heart failure.

Clocksman: The clocksman was a sentient Automaton, whose first body relied on clockwork parts. He has since upgraded several times, before finally becoming the hero known as Swarm (see current). In his initial incarnation, Clocksman was made of titantium steel and could lift approximately 10 tons, but required that his gears be wound every 24 hours or he would shut down.

The Gentleman: Rumored to be a 3rd cousin to the Queen of England, The Gentleman's identity was never confirmed. He wore a Guy Fawkes mask, tuxedo, and top hat. While it did not become known until the 80s, The Gentleman was a magician of the first caliber.

Those who used their powers for personal gain included:

The Suffragette: A woman named Vera Rose, The Suffragette was a powerful advocate for women's rights, not just the right to vote. What made her dangerous, however, was that she would use violence to achieve her goals, and didn't care about collateral damage. Her primary powers were super-strength and invulnerability, and a little known power to exert mental control over women. Became something of a martyr to the women's rights movement of the 60s where she was held up as a woman fighting against the oppression of men. She was gunned down with some sort of magic bullet while speaking at an abortion clinic opening in Washington D.C.

Dr. Tomorrow: A futurist, Dr. William Henry was an inventor, who by today's standards would be considered a pure scientist, unconcerned with the moral implications of his science. The creater of Clocksman, Dr. Tomorrow's most famous works were the Atomic Bomb (while working as a prisoner of the government in the 40s) and the invention of stable fusion, which ironically enough earned him a post mortum Nobel Peace Prize.

Wong: The most well known of villains of this era was Emperor Wong I, the man who reunited all of China under his rule, resulting in World War I. While he was ousted at the end of the first world war, Wong was forced to reveal himself as an immortal Celestial Dragon, who believed that it was his destiny to rule China in order to align it with the Celestial Bureaucracy and end technology's reign over the planet. He would continue to be a threat to the safety of the world until the first Chronomancer exiled him to the last moment before the end of time.

1930's:

The Great Depression that ravaged The United States in our world did not happen in this one. The 1930's also saw the formation of the League of Adventurers.

Notable heroic adventurers in this era included:

The Minuteman: The first costumed adventurer that did not have superpowers, Austin Totes was an multi-gold Olympian who retired from the world of competitive track & field to take up the mantle of The Minuteman, a patriotically thematic adventurer who spent a good deal of time fighting Wong's adventurers, both at home and abroad.

The Gardener: One of the most underappreciated adventurers of his day, Jefferson Jones had the ability to control all aspect of plants. He came to prominence when he prevented an ecological disaster by changing all of the crops in the state of Iowa to ones that would prevent disaster. As the first known African American adventurer, Jefferson would be targeted by both farmers, whose cash crops he had changed to sustainable crops, and hate groups (both those who hated adventurers and those who hated minorities). In his later years, Jones used his abilities to help turn inner city areas in Baltimore into one of the most beautiful areas of the city. When he passed at the age of 94 in 2014, a national monument was erected in his honor in his home town of Dubuque. He is credited with creating the practice of sustainable farming.

The more Roguish adventurers of this period include:

The Colossus of Rhode Island: This massive creature was more a force of nature than an adventurer, but it's rampage through the major metropolitan centers of the east coast lead to the League of Adventurers being formed by Golden Eagle, The Gentleman, and Clocksman.

Alchemo: Abbas Azid was the first person to discover the process for turning lead into gold, which he used in a bid to bankrupt the United States, which forced America to leave the gold standard. In the preceeding years, Alchemo would refine his process to transmute other elements, until his murder in 1957 by persons unknown, who also destroyed all of his research.

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Fugitives:

Prisoner 44212:

Name: Enrique Tazmin
Adventurer Name: Daze

Hometown: Cancun, Mexico

Known Powerset: A master hypnotist, Daze specializes in "shutting off" people's minds, making them non-responsive.

Crime: 1492 counts of witness tampering.

Prisoner 11235813:

Name: Fermi (no surname)
Adventurer Name: Hipster

Hometown: Boston, Mass. (US)

Known Powerset: Able to make almost anyone want something that she touches. The longer she touches it, the more the target wants it.

Crime: 70 counts fraud

Prisoner 176033:

Name: Ross Grobin
Adventurer Name: Truck

Hometown: Detroit, Michigan (US)

Known Powerset: Superstrength (20 tons maximum), unbreakable skin.

Crime: 70 counts racketeering.

Prisoner 987876765:

Name: None known
Adventurer Name: Rubber

Hometown: Portland Maine (US)

Known Powerset: The ability to control electricity

Crime: 76 counts of manslaughter (for blacking out his hometown during a blizzard).

Prisoner 696968:

Name: Maya Tensin
Adventurer Name: Loki

Hometown: Reykjavik, Manitoba (CA)

Known Powerset: Extended Lifespan, the ability to use magic.

Crime: Unknown

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Prisoner 532234:

Name: Bradford Tethers
Adventurer Name: Slingshot

Hometown: Hartford, Ct. (US)

Known Powerset: Creator of cutting edge technology, including a personalized set of power armor.

Crime: Treason

Prisoner HAPPY TREE FRIENDS!:

Name: NONYA BUZINESS!
Adventurer Name: Tek

Hometown: NOT FROM AROUND HERE!

Known Powerset: The ability to.....NO ONE CARES!

Crime: BEING THIS PRETTY!

Prisoner 220304959:

Name: Jill Jansen
Adventurer Name: Geist

Hometown: Vancouver, British Columbia (CA)

Known Powerset: Master of multiple styles of martial arts, genius level intellect, holds patents on several different core components of smart phones and bluetooth devices.

Crime: 15,000 counts of destruction of property, 10,000 counts of Battery, 42,000 counts of breaking and entering, 5200 counts of resisting arrest, 1200 counts of assault of police officer, 52,000 counts of cybercrimes (cumulative).

Prisoner 64:

Name: Joe Jackson
Adventurer Name: Shoot

Hometown: Stopsign, Ia

Known Powerset: A world class sniper. Ability to see through walls.

Crime: 4200 confirmed counts of murder for hire.

Prisoner 1557000:

Name: Tanaka Wallace
Adventurer Name: Rachnid

Hometown: Brisbane, Queensland (Au)

Known Powerset: The ability to control insects via telepathic control.

Crime: 16 counts murder, 71 counts destruction of private property.

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Prisoner 11110011:

Name: Wilson Williams
Adventurer Name: Binary

Hometown: London, England (UK)

Known Powerset: The ability to talk to machines.

Crime: The serial murder of 17 known adventurers.

Prisoner 16412:

Name: William Masterson
Adventurer Name: The Professor

Hometown: None on file.

Known Powerset: Genius level intellect. Known to dabble in magic and has doctorates in mechanical and electrical engineering. Black belt in Krav Maga. Master Marksman.

Crime: 5200 counts accessory to a crime.

Prisoner 1642:

Name: Thaddeus Jackson
Adventurer Name: Thumper

Hometown: Newark, New Jersey (USA)

Known Powerset: The ability to absorb and release sound at all decibel levels.

Crime: 42 counts destruction of private property; 20 counts destruction of public property.

Prisoner 67896:

Name: Chrissy Christian
Adventurer Name: Technophile

Hometown: Salt Lake City, Utah

Known Powerset: The ability to telepathically control machinery.

Crime: 1 count Grand Theft.

Prisoner 91:

Name: Sampson Thyme
Adventurer Name: Hornet

Hometown: Cardiff, Wales (UK)

Known Powerset: winged flight; the ability to increase the size of insects and inanimate objects.

Crime: 14 counts murder; 42,000 counts attempted murder.

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Prisoner 86913354:

Name: Sheila Dennison
Adventurer Name: Goliath

Hometown: Dubuque, Iowa (US)

Known Powerset: Telepath and Telekinesis, including Telekinetic Flight.

Crime: Unknown

Prisoner :

Name: Unknown
Adventurer Name: Promethean

Hometown: Unknown

Known Powerset: Complete shapeshifting, including being able to assume the form of inanimate objects.

Crime: 16 counts Industrial Espionage, 72 counts Espionage.

Prisoner 11357911:

Name: Jack Jones
Adventurer Name: Nobody

Hometown: Caracas, Venezuela

Known Powerset: Commonly considered the best hacker in the world. No known extraordinary abilities.

Crime: Innumberable cyber crimes.