Harvester by ~The-NK on deviantART
They take souls extensively from coalition patrols who dared venture too deep into the Magic Zone... They are executives in the Corn Company bringers of the Dark Harvest.
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Green Tactics
Attacks Befuddle, send zombies to attack, energy pistol fire
Normal Tactics
Hide: Invisibility lesser, Cloak of Darkness
Buff: Armor of Ithan
Attack: Orb of Nxla (cold)
Vet Tactics
Hide: cast invisibility superior, aura of death to escape detection by thermal to hide,
Buff:then Cast super human speed, cast Armor of Ithan, possibly impervious to energy & deflect.
Attack:
Shockwave first to stun,
Compulsion of Corporate Propaganda 60ft 20ppe 24hr duration
"You want a Company Job."
possible secondary orders given:
"The Company offers a competitive benefits package."
"Jobs Are Good."
"Everyone Should have a Company Job"
"Bringing in a recruit guarantees hiring"
"Doing what the Company Representatives say garuntees hiring"
"Convince those still fighting to join the Company and you will all be given Company Jobs"
Life Source to use more magic
Green Magic: Object Read the Dead, Recognize Undead, Consume Power and Knowledge, Command Ghouls, Animate and Control Dead, Turn Dead, Befuddle, Mystic Alarm, Sense Magic
Normal Magic
2nd Cloak of Darkness Climb Fear 3rd Invisibility: Simple Life Source Armor of Ithan Orb of Nxla
Vet Magic
4th Deflect Energy Field 5th Superhuman Speed, Aura of Death 6th Impervious to Energy Compulsion 7th Invis Superior Constrain Being 8th Shockwave
Portal of Fear http://www.users.qwest.net/~bhegr/magic/night.html
Level: 8
Range: Cast up to 90ft away.
Duration: Two minutes per level.
Casting Time: One minute
Damage: 2d6 S.D.C.tm per strike, blow, or melee action of crushing. In Nightbanetm add +1d6 damage, and in Rifts® the attacks to 2d6 M.D.C.tm
Saving Throw: See description
P.P.E.tm Cost: 40
This spell creates a magical rift of darkness, out of which 4d6 tentacles will stretch and attack afrom. Each tentacle has one attack, +2 to strike, +4 to entangle, 50 S.D.C.tm (or M.D.C.tm), a supernatural P.S. of 15 plus the caster's level (has no effect on damage - only grasping ability), and can reach 30ft away from the black rift.
Once entangled, a victim must save vs a horror factor of 15 when touched by a tentacle - failure means the victim is stricken with fear and reduced to one melee action while in contact with a tentacle. Getting away from the tentacle and getting touched again calls for a new save throw. Two melees (maybe more depending on strength) after being entangled, victims are pulled into the darkness rift. Another save vs magic (16 or better) must be made - failure means the victim is wracked with fear (immobilized) for 4d4 melees.
The portal will disappear when all tentacles are destroyed, the duration of the spell ends, or the spell is hit with a Dispel Magic Barriers or Negate Magic spell. This was based on power #11 of Weapons of Chaos, on page 89 of Heroes Unlimitedtm. In an Nightbanetm setting, the tentacles have 75 S.D.C.tm
9th Mute Aura of Doom
10th Warmonger
Level: 10
Range: Self or others by touch.
Duration: Two minutes per level.
Casting Time: Two melees
Damage: Special
Saving Throw: Standard if resisted.
P.P.E.tm Cost: 80
This spell enhances the strength and combat ability of the recipient, making him a more deadly warrior. He gains the following abilities:
* +3 to strike, +1 to parry, and +1 to dodge.
* +2 on initiative.
* +1 attack per melee.
* +3 to on all save throws.
* Impervious to pain, possession, Hypnotic Suggestion, Empathic Transfer, Domination, Charm, and knockdown attacks.
* Mortals become roughly equivalent to a supernatural P.S. of 20. They do 1d4 M.D.tm on a punch, 1d6 M.D.tm on a forearm, elbow, head butt, knee, snap kick, body block, or body throw, 2d4 M.D.tm on a kick attack, and 2d6 on any stronger attacks. Essentially, drop all damage bonuses and the damage done becomes mega-damage. For contemporary worlds, simply add +8 to damage or convert their strength to supernatural for the spell's duration.
* If the being already has supernatural strength add +6 to their P.S. attribute, so they do more damage on physical attacks.
source http://www.fortunecity.com/rivendell/stonekeep/596/10.html
10th Speed weapon 11 Astral Hole Re-Open Gateway 12 Ensorcel Soultwist
Souls Eaten
A few have eaten magic user souls,
1d20 roll
1-12 no magic user souls eaten
13 5 leyline walker spells Ley Line Storm Defense, Ghost, Time Capsule, summon ley line storm, Rift To Limbo
14 6 shifter spells & deeper link to Nxla +1d6x10+20ppe +d4x10sdc +6ps +2 saves, demon familiar, Tongues, Call Lightning, Constrain Being, Reopen Gateway, Repel Animals, Dimensional Portal
15 5th level Warlock spells, 7 earth warlock spells Dust Storm, Track, Wall of Clay, Create Mound, Encase Object in Stone, Quicksand, Little Mud Mound
16 6th Level Warlock spells 8 air warlock spells, Cloud of Steam, Distant Voice, Miasma, Call Lightning, Jamming, Phantom, Electrical Field, Electro Magnetism
17 7th Level Warlock 9 fire warlock spells Impervious to Fire, Cloud of Ash, Swirling Lights, Wall of Flame, Mini-Fireballs, See Through Smoke, River of Lava, Flame Friend, Blue Flame
18 8th Level Warlock 10 water warlock spells Breath underwater, walk waves, Frostblade, Swim as Fish, Wall of Ice, 10 ft ball of Ice, Encase in Ice, Little Ice Monster, Summon Storm, Tidal Wave
19 11 necromancery spells
20 roll twice
OCCSkills: Literate in English, Speaks Dragonese, Lore Demon/Magic/Dbee +10/10/5, Biology +10 Preserve Foods +20 Skin Hides +10 Wilderness Survival +5 Horsemanship +10 Dance, Sing, WP Knife, WP Epistol HTH Basic
OCCRelSkills: Holistic Medicine +10 Prowl +10 Detect Ambush +5 Tracking +5 Disguise +5 Pick Pocket +10
Secondary Skills:Athletics, Radio Basic, Computer Operation, Pilot Auto
Regular Skills:: Read Sensors, Concealment +10
Vetern Skills: Forgery Weapons Systems
Elite Skills:Pilot Robot Vehicle Robot Combat Basic
Painful bonus calculating:
Strike Bonuses: +0/+1pp /+2pp / +3pp+1hth
WP knife bonus +1 strike/+2strike/+3strike/+4strike
total Knife Strike bonus +1/+4/+5/+8
Guns Burst Strike: +1wp/+2wp/+4wp/+6wp / +1weapon systems
calcParry Bonus +1skills/+1skills +1pp+2hth/+1skills+2pp+2hth/+1skills+3pp+3hth
total parry bonus +1/+4/+5/+7
wpKnife Parry Bonus +1parry /+2parry/+3parry/+5parry
total knife parry bonus +2/+6/+8/+12
Dodge Bonus: +1skills/+1skills +1pp+2hth/+1skills+2pp+2hth/+1skills+3pp+3hth
+1/+4/+5/+7
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