Monday, February 24, 2025

Zakandell the Priest

 

ZAKANDELL 'Dell' SCORCHWHISPER 

Rehabilitated Dragonwright Cultist (Priest of Light variant), Level 3


CHARACTER STATISTICS

Race: Human
Alignment: Scrupulous (Redeemed from a darker fanatic past)
XP Level: 3 (Approx. 6,250 XP, give or take a visionary quest or two)
O.C.C.: Priest of Light (Dragonwright-Tainted)


ATTRIBUTES

  • IQ: 16

    (+2% bonus to all skills)

  • ME (Mental Endurance): 17

    (+1 to save vs. insanity)

  • MA (Mental Affinity): 14

    (No numerical bonus but decently likable—once you get over the cult baggage)

  • PS (Physical Strength): 13

    (Slightly above average)

  • PP (Physical Prowess): 15

    (+1 to strike/parry/dodge)

  • PE (Physical Endurance): 18

    (+6% to save vs. coma/death, +2 to save vs. poison/magic)

  • PB (Physical Beauty): 12

    (Ritual scars are an acquired taste, but not hideous)

  • Spd (Speed): 20

    (Pretty quick on his feet)


HIT POINTS & S.D.C.

  • Hit Points:

    • Base at Level 1: 22 (PE 18 + 1D6 roll of 4)
    • Level 2 Increase (1D6, rolled a 3): +3
    • Level 3 Increase (1D6, rolled a 2): +2
    • Total HP = 22 + 3 + 2 = 27
  • S.D.C.: 40

    (30 from O.C.C. training + 10 from that hearty cult lifestyle)


P.P.E. & I.S.P.

  • P.P.E.:

    • Base at Level 1: 95
    • Level 2 Increase (+8) = 103
    • Level 3 Increase (+8) = 111 Total
  • I.S.P.:

    • Base at Level 1: 14
    • Level 2 Increase (+2) = 16
    • Level 3 Increase (+2) = 18 Total

ATTACKS PER MELEE

  • Hand to Hand: Basic grants 2 attacks at Level 1, plus an additional attack at Level 3.
  • Total3 Attacks per Melee at Level 3

COMBAT BONUSES

  • Strike/Parry/Dodge: +1 (from PP 15)
  • Hand to Hand: Basic progression at Level 3 (approximately):
    • +2 to strike, +2 to parry, +2 to dodge (cumulative from levels 1–3)
    • +1 additional attack at Level 3
  • W.P. Staff: Typically +1 to strike/parry at Level 1, gains +1 to strike OR parry at Level 3 (GM’s call). Let’s pick:
    • +1 to strike at Level 1, +1 to parry at Level 1
    • +1 to strike at Level 3

    (So total with staff at Level 3: +2 to strike, +1 to parry from W.P. alone, plus PP bonuses.)

SAVING THROW BONUSES

  • +2 vs. magic/poison (from PE 18)
  • +1 vs. insanity (from ME 17)

SPELLS & MAGIC

Zakandell is a reformed disciple of draconic energies, bridging healing and protective incantations with a dash of utility.

Level 1 Spell List (Original at Character Creation)

  1. Globe of Daylight (5 P.P.E.)
  2. Sense Evil (2 P.P.E.)
  3. Turn Dead (6 P.P.E.)
  4. Heal Wounds (10 P.P.E.)
  5. Repel Animals (7 P.P.E.)
  6. Armor of Ithan (10 P.P.E.)
  7. Impervious to Fire (5 P.P.E.)

New Spells at Level 2

Gains 2 spells from levels 1–5 range, typical Priest-of-Light style.

  1. See the Invisible (4 P.P.E.)
  2. Negate Poison/Toxin (5 P.P.E. to 15 P.P.E., depending on potency—commonly 10–15)

New Spells at Level 3

Gains another 2 spells from level 1–5 range.

  1. Breathe without Air (5 P.P.E.)
  2. Cleanse (6 P.P.E.)

A helpful, redemption-flavored incantation that removes grime, toxins, or minor curses.


SKILLS

All skill percentages below are updated to Level 3, factoring in base percentages, IQ bonus (+2%), and typical +5% increments (or so) per level—this can vary by skill type, but we’ll keep it straightforward.

O.C.C. Skills (Priest of Light / Dragonwright Emphasis)

  1. Language: Dragonese/Elven

    • Level 1: 90%
    • L2: +5% = 95%, L3: +5% = 100% (capped at 98% or 99% typically, but let’s go with 98% maximum)

    Final: 98%

  2. Literacy: Dragonese/Elven

    • Level 1: 80%
    • L2: +5% = 85%, L3: +5% = 90%
  3. Lore: Dragons & Faeries

    • Level 1: 70%
    • L2: 75%, L3: 80%
  4. Lore: Religion

    • Level 1: 80%
    • L2: 85%, L3: 90%
  5. History: Cult of Dragonwright (Specialized)

    • Level 1: 75%
    • L2: 80%, L3: 85%
  6. Public Speaking

    • Level 1: 60%
    • L2: 65%, L3: 70%
  7. W.P. Staff

    • Bonuses listed in “Combat Bonuses” section.
  8. Hand to Hand: Basic

    • Updated in “Attacks per Melee” & “Combat Bonuses.”
  9. Holistic Medicine (two-part skill: diagnosis & herbal remedy)

    • Base was ~50%/40% at Level 1 (Diagnosis/Treatment)
    • L2: 55%/45%, L3: 60%/50%

Elective & Secondary Skills

  1. Philosophy

    • Base ~50% at L1? Let’s incorporate +2% IQ bonus = 52%, plus +5% per level
    • L2: 57%, L3: 62%
  2. Research

    • Typical base ~50% +2% IQ = 52% at L1, +5% per level
    • L2: 57%, L3: 62%
  3. Lore: Demons & Monsters

    • Base ~40% +2% IQ = 42% at L1, +5% each level
    • L2: 47%, L3: 52%
  4. Cook

    • Base ~50% +2% IQ = 52% at L1, +5% each level
    • L2: 57%, L3: 62%
  5. Wilderness Survival

    • Base ~40% +2% IQ = 42% at L1, +5% each level
    • L2: 47%, L3: 52%
  6. Dance

    • Base ~50% at L1, +5% each level
    • L2: 55%, L3: 60%

EQUIPMENT & GEAR

  1. Ceremonial Staff of Dragonwright

    • Damage: 1D8 S.D.C. in melee
    • Bonuses: +2 to strike (at L3) & +1 to parry from W.P. + PP
    • A re-sanctified rod, once used for questionable rites, now a beacon of redemption.
  2. Light M.D.C. Armor (Salvaged)

    • M.D.C.: 25
    • Draconic plating motif. Repaired with random patchwork.
  3. Hooded Cloak

    • Adorned with redrawn runes symbolizing rebirth.
  4. Adventurer’s Utility Belt

    • Compass, flint & steel, small mirror, rope, canteen, bandages, etc.
  5. Draconic Rosary / Holy Symbol

    • Reworked from fanatic chain to a moderate item of hopeful prayer.
  6. Personal Library of Scrolls

    • Dog-eared Dragonwright manuscripts with scrawled notes of contrition and the Book of Kyn
  7. Herbal Components

    • Pouch stuffed with leaves, roots, and minor crystals used in holistic rituals.
  8. Trade Goods

    • A handful of gem shards that once served as cult tribute.
  9. Funds

    • Modest savings: 300 credits in hard currency, ~1,000 credits on a battered cred-stick.

BACKGROUND & PERSONALITY

History: Indoctrinated and trained as a priest from youth in a small religious backwater town in SE Ohio, Zakandell soared high on zeal until a crisis of conscience forced him to save an innocent from sacrifice. Branded a heretic, he fled, shielded by a red dragon who saw a chance for a new powerful minion and gatekeeper.
Current Outlook: He has been given a book by Zamok before his departure to the astral plane, causing him to leave behind his previous life with the death of the red dragon.
Attitude: Eager to protect the downtrodden, albeit prone to “devotional” monologues about cosmic draconic watchers in the astral plane. Tends to over-apologize for the cult’s past atrocities.
Motivation: Atonement. Healing. Bridge-building between dragons and mortals. Possibly chasing redemption from old cult members who still hunt him.

Friday, August 30, 2024

Mananana the Nymph

Mananana

Mana is a Nymph who protected the region around the Red Dragon's lair in the Magic Zone of Ohio.

After her tribe of faeries was captured or slain by the Dragon she went into hiding.

Starlight is a pixie who was once one of Mana's followers and now is in a cage at the Dragon's lair.

Mana desperately wants to free starlight but she doesn't have enough power until she meets a strange group of adventurers...

Against her better judgement she decides to ask them for help.

IQ12 ME13 MA 7 PS 6 PE PE 13  PP 17 +1s/p/d PB 21 SPD  15 70 flying 80 sdc 30 hp

rcc Abilities: HF10 Speak all languages

Glowing, Ethereal, NV 90ft see invis turn invis, sense water, leylines 90%  knows all languages

Invulnerable to all but magic, disappear into living plants, pass through organic material

+2 on all saves +1 vs magic +1 vs poison +8 vs hf

HTH Faerie 6ATA / 3 magic +2 s/p/d +3 dodge flying +3 init +2 roll 

Total HTH 6 ATA +3s/p/d +4 dodge while flying climb 90

Basic Math, id plants and fruits, botany, biology 60  holistic medicine , astronomy, land nav, wildernes survival, preserve food, cook 80 track animals 90 farie lore, demon lore 60 sing n dance 60 prowl 80

Magic Spells: Sleep, Dust Storm, Summon Fog, Purple Mist, Call Lightning, Wind Rush, Finger of the Wind, Thunder Clap, Extinguish Fires, Part Waters, Calm Waters, Calm Storms, Repel Animals, Grow Plants, Animate Plants, Wall of Thoms, Breath of Life, Ley Line Transmission, and the Faeries' Dance (same as the Faeries' Circle, only it is a spell that lasts for 60 minutes or until cancelled by the Faerie spell caster). 



Equipment: Robes


Friday, May 17, 2024

129 Rat Pack Assembles


NG-V7 Mobile Hunter Gun Top Gunner's Workstation

Inside the Mech:
Caldor  pilots seat TOWJAM gunner seat
Gina copilot seat
Kai and his squad Sgt Fleaval Pvt Tony get in an argument after Fleaval spraypaints the interior of the Mech with Pecos Raider grafiti.  
PVT Tony becomes intoxicated on paint fumes.
Caldor kicks both of these rats out of the mech.  Fleaval falls and breaks his neck.  Being low on food the rest of the rats, Caldor and TOWJAM eat Fleval except Gina who refuses to turn cannibal.

Distant roaring is heard and rhino buffalo tracks are found nearby.

Eventually the Dragon finds the Mecha.  Being a hot head the dragon foolishly attacks the main gun!  Caldor keeps blasting while  KAi recklessly hangs out the mecha hatch emptying his light laser rifle on the beast!  Bowza returns fire destroying Kais equipment and armor and nearly killing Kai.

Distracted chasing Zamok around, Bowza ignores the Mecha!
Caldor gets some lucky shots in and manages the kill the beast before it can retreat!

Rats start trying to decide how to carve Dragon up and eat it.
Someone takes the dragons claws (who has them?)

After the battle a strange peace happens, with caldor training Rats on his mecha and them taking well to their new life as crewmates despite earlier fights between TOW and Cereal the rat.


NG-V7 Layout "The People's Robot" According to Caldor

10ft long range radio antenna extends from roof
           |1ANTENNA - radio basic, radio scrambler
           |
           | ______
           /2SENSR\__________________
           |3GUNR  _14MAINGUN______|
 --------         ----------
|4PILOT l    5COPLT|__________
|6PASS1  a  7PASS2 |15MISSLES|
|8PASS3  d  9PASS4 |---------------
|10NUKEd 11CRGO | 
 \-------     r      ----- /---- 13DICK GUN
            |12hatch|
             \-----/



A
3 Combat Computer Consoles at POSITION 3GUNNER, 4 PILOT, 5 COPILOT
Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.). tied to the targeting computer.  All Console access is using copies of caldors and TOW login codes to unlock terminals for now, admin access is in Nerbat's name so new accounts cannot be created.
Combat computer displays interface to use Targeting Computer integrated with sensors: Assists in tracking and identification of enemy targets, 30 mile range (48 km).

The rest of the systems require Console access:
B
14MAINGUN 
Integrated Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +1 to strike when using long-range weapons

C
15ARM MINIMISSILES  loaded with 12 plasma

D
13TORSOGUN
Require Console access to use weapons.

E
Radar: Simple radar can identify and track up to 72 targets simultaneously at a range of 40 miles 
Built into POSITION 2SENSOR

F
Radio Communication with 2 radios:
Wideband directional long range radio communication system with an effective range of about 500 miles (800 km). using POSITION1 retractable Antenna for use with other long range radios

Directional short range radios using antenna built into mainbody,  5-10 miles for use with hand held comlinks, pc radios built into the motorcycles, short range remote control

G Built-in Loudspeaker: 80 decibels.

H External Audio Pickup: A sound amplification listening system that can pick up a whisper 300 feet (91.4 m) away.

I Spotlights: 2 Typical range is 600 feet (182 m).

J
14. Fully Environmental: Suitable for use in all hostile environments, including underwater (500 foot/152 m maximum depth unless stated otherwise). Includes the following features:
Computer controlled life support system.
Internal cooling and heating/temperature control.
Air purification and circulation systems, gas filtration and a humidifier/dehumidifier automatically engages when needed. Can recirculate breathable air for up to four weeks before getting too stale to breathe.
Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Twelve hour oxygen supply. 
Insulated, high temperature resistant shielding for up to 400 degrees centigrade (752 F). Normal fires do no damage. Nuclear, plasma, and magic fires do full damage.
Radiation shielded.
Polarized and light sensitive/adjusting tinted windows and viewports.

K
Reinforced Environmental Pilot Compartment
N
NUCLEAR POWER CORE accessible by climbing ladder to bottom of robot, core can be sealed from pilots compartment or used to power external equipment with a electronics basic skill roll.

O
Optics: Full optical systems in 2SENSR position, including
the visible light spectrum, infrared, ultraviolet, and polariza-
tion, passive night vision (light amplification), thermo-imag-
ing, laser targeting, and telescopic. Telescopic optics function
like built-in binoculars with a range of about two miles (3.2
km). All the other optic systems have a range of about 1000-3000
feet (914 m) depending on skill rolls rolls


PC XP

NG-V7 Robot Vehicle Crew 5/7 max

Caldor NG-V7 POSITION4 PILOT 107450xp
 +100 survival +500 save TOWJAM +425 skills +100 defeat Bowza +100 gcal +100 rp
108775

TOWJAM NG-V7 POSITION3 GUNNER 82950xp
 +250 survival +100 defeated by Cereal +125 skills +100 rp +100 save vs Coma +100 defeat Bowza +100 rp of issue with Cereal, forgiving him for earlier disrespect (or does he?) 
83825

Kai  NG-V7 POSITION8 PASSENGER3 11900xp
+2000 survival +275 skills +100 daring climbing out hatch +100 defeat Bowza POSITION 12 Mech lower hatch via climb skill , armor destroyed, +100 daring survival having armor destroyed by Bowza, weapon destroyed by fire breath +2 PB to rats due to burn  scars
14470

Gina NV-V7 POSITION5 COPILOT 10700xp
+2000 survival  +275 skills +100 use robot radio +100 rp with cam +100 climbs on back of motorcycle +100 loots 1.4million black market credstick from bowza +100 defeat Bowza
13475

Cereal NG-V7 POSITION6 PASSENGER1 4000xp
+4000 survival +100 Defeat TOWJAM +300 skills +100 daring +100 rp rat  heiarchy +100 defeat Bowza +100 use robot computer +100 take bone +100 daring throw bone at towjam +100 takes single human boot +100 loots fleaval's c-18 laser pistol  +100 gcal +100 enteres mech POSITION5 COPILOT +100 uses the computer at POSITION5 with computer operation
+100 helps towjam +100 rp of forgiving previous issue to help towjam (or does he?)
Crew cargo compartment FULL contains Randy, and Nerbat's old stuff
9700

Outside Mech
Cameron 52690 riding Jumbles the Robot Horse
+250 survival +500 save TOWJAM +100 skills +100 defeat Bowza +100 gcal , +50 stays OUTSIDE MECH +100 makes forcefields
53890

Zamok 41375 has 3 rats riding him using horsemanship: exotic
+500 survival +125 skills +100 defeat Bowza +100 gcal +50 stays OUTSIDE MECH goes astral to escape dragon +300 xp to Zamok for teaching wp knife and leading claw clan of 3 beastriders rats sent by elders to watch over the crystal serpent
42550

Razor holds machinegun on Bike4  4000
 +4000 survival +75 skills  +100 daring +100 leaves to take care of baby rat +100 defeat Bowza  +100 declines to eat Fleaval and finds food outside mech +100 uses radio at POSITION5 COPILOT until leaving mech +100 uses radio on bike4 after leaving mech
8675

Dead NPCs
Fleaval, eaten by party when they were starving at the start of 129, gina abstained

Alive NPCs see Kais sheet for details
Sparkle Tail
Jumbles the AI Horse NPC Level 5 Being riden by Cameron and Sparkletail



[TIRE]-[RADIO][PILOT]-[PASSENGER]-[TIRE]
Rat Wastelander Motorcycle Layout

Bike1
Joey lvl1 Wastelander Motorcycle C-18 Laser Pistol
Crash lvl1 Ride with Joey C-10 Light Assault Laser Rifle in love with burn WP SMG Knife

Bike2
Plague lvl1 Pilot Wastelander Automechanics Basic Electronics Jury Rig (built and rides the custom Motorcycles painted in Pecos Raider colors used by the ratpack) C-18 Laser Pistol, Mechanics tools
Burn lvl1 Ride with Plague C-10 Light Assault Laser Rifle in love with crash WP SMG Knife

Bike3
Nikon lvl1 has psionic potential untrained, only student to actually learn, gambling expert Pilot Motorcycle C-10 Light Assault Laser Rifle Works as driver for Cereal

Bike4
Blade lvl1 Drives Scavenged Heavy Tricycle for Razor seats 3 C-18 Laser Pistol, PS 18
Magic Anti Vampire Sword 2d6MD/6d6 vs vampires  
also on bike4 are Gina and 
Private Tony lvl1 C-18 Laster Pistol Long Range Radio, MultiOptics Helmet kicked out of mech
pilot motorcycle wastelander motorcycle with Gina on back

3x rat beastriders cling to Zamok learned WP Knife beg for saddle or harness or rope

129.5 inbetween session updates for each PC:

CAM sparkletail your follower tells you her father at fort iron whiskers radioed and wishes the sherat return to act as representative for the tribe to a troop of psigoblins which have encamped outside and are demanding tribute in a blockade. rats are getting hungry.  federation scouts wont acknowledge anyone as faction representative who doesnt have magic/psi powers (snobbery)

RAZOR with bike radio and GINA  with mech radio roll radio basic to get msg to coordinate dragon meat food releif pickup with fort iron whiskers elders radio who are asking for help

ZAMOK has a clairvoyance vision of sparkletail at a cross roads between good cyberknights training and evil federation train as her magic and psionic potential grow he sees sparkletail aura can also learn magic which is why duncon wants her.  also  ZAMOK name your three rats they introduce themselves after your speach your rats tell you "sir sparkletail is indanger of being married off by the elders" we are the claw clan of three in your service *holds up knives zamok just trained them to use in a style like a claw*

GINA roll salvage skill to direct KAI in mech to computer operation skill roll scan for and remove items from dragons stomach Caldor roll pilot robots -10  computer operation to take scan data from kai and salvage loot successfully from dragons stomach.   failed attempts will destroy loot.

Gina realizes rats who caldor taught kreghor have  less penalty to relay coordinates inside mech and having a translator might be useful

Gina sees cereal who is in mech so cereal make a speak kreghor roll to translate coordinates better, the other new pc rat and the other rats who use swords all speak kregor.

Tuesday, April 30, 2024

Razor the Mutant Rat Pecos Raider


Razor Squad Leader Lvl3 Corporal Vehicle Specialist  

IQ 10 ME 9 MA 9 PS 14/18 arm PP 18 PE 14 PB 5 Spd 23 Hp 25 SDC 75

Skills:

Climb 85 Swim 75 Prowl 66 ID Scents 50 Track by Scent 46 

Leap 6ft up 10 ft across, when running 8ft up, 13ft across, double jointed, ambidextrous

Recos Raider OCC Skills Speaks Spanish and English 98

Cook 55 Fish 60 Swim 70 Athletics, Horsemanship Exotic 48, Pilot Hovercraft 60, Land Navigation 56

WP Energy Pistol, WP Energy Rifle 

Combat Driving Bonuses:-

+2 to Dodge when driving.

+2 to Survive a crash/impact.

Only -2 penalty when firing weapon from moving vehicle.

Aimed or Called Shots possible from moving vehicle (at -2 to Strike).

0 penalty to talk, or engage in some other activity while driving.

Penalties reduced an additional 1 point per level of experience of the driver.


Pilot Motorcycle, Radio Basic, Literacy Spanish, Art 35

Wp Spear WP Heavy , An  Art and Athletics rivalry with Cereal started at level 3

Rides in back of tricycle Buggy using the gun mounted there.

Vibro Spear 1d8MDx3 .50cal machinegun 1000rds ramjet 1000 rds normal ammo in belts of 200

Chopshop installed Salvaged Coalition Bionic Right Arm PS 18 PP 18

Combat:

HTH Basic +3 init   +4 roll with impact

5 Attacks per melee,  +3 ini +2 strike +3 strike spear +7 parry +8 parry spear  +8 dodge

War Trike 300SDC seats 2

https://www.deviantart.com/rogbrinas/art/Driver-mouse-1006281045

gear

Modified Heavy Deadboy Armor 80MD/160SDC, Vibrosword 2d6MD Human Boot


C-18 laser pistol 2 long clips, vibrospear made from vibroknife 1d8md