Saturday, February 28, 2015

Phoenix Empire Recon Squad Tauton


-WIP- Croc tribal warrior by Djingo on DeviantArt


Phoenix Empire Recon Squad Tauton

Trained to serve the Phoenix Empire in one of the Demon Legions.


Green Regular Veteran Elite
IQ 10 12 16 18
MA 10 12 16 18
ME 10 12 16 18
PS 27 29 37 45
PP 16 18 22 24
PE 15 20 25 30
PB 4 5 7 8
Spd 20 27 30 42
HP/SDC
ARMOR
100MDC

+120MDC Body Armor

+10 MDC Armor of Ithan

200MDC

+custom 150MDC Armor

+30MDC Armor of Ithan

300MDC
+ 200MDC Magic Breastplate

+200MDC Invincible Armor
400MDC

+1000MDC Magic Platemail

+300 MDC Invincible Armor
PPE 100 220 370 510
# Actions
Melee 
6 6 7 8
Strike  1/2 with spear 4/6 with spear 7/10 with spear 10/15 with spear
Parry 4/5 with spear 7/9 with spear/11ss 9/12 with wpear/14ss 12/15 with spear/17ss
Dodge 4 7/13ss 9/15ss 12/18ss
Initiative 3 4 4 5
Vs. Magic/
Poison/psi
1 vs magic
/impervious to toxins/+0 vs 15
4/imp/+1 vs 15
6/imp/+1 vs 15
9/imp/+2 vs 15
Combat Actions Punch 3d6MD+12

Giant Spear:
Punch+1d8MD

Giant Sized Bow & 20 Enchanted arrows 3d6MDC


Blinding Flash

Carpet of Adhesion
TW Revolver 4d6MD/6shots 10ppe/shot

TW Rocket Staff

Call Lightning 3d6md 300ft

Domination 4ft range

Siphon: Simple 30ft range


Punch 5d6MD+22

K-500 Railgun



Call Lightning 8d6md

Agony 40ft

Life Drain 30ft

 Blue Fireball 3d4x10md
600ft range
dodge 18

Speed of Snail 60ft

Soultwist 100ft 170ppe 6d6md/hp

Summon and Control Entity 


Punch 6d6MD +30 Backmounted Howitzer

Call Lightning 12d6MD

Vacume Rifts 1650 ppe 
` 1st 3th 8th 12th


Natural Abilities:  
Magic: 
Green 7 spells from 1-4
See Aura, Blinding Flash, Turn Dead, Armor of Ithan, Invisibility Simple,  Deflect, Carpet of Adhesion

Normal 3 5th level spells,
Superhuman Speed 10ppe 4melees/ple, +2parry +6 dodge
Implosion Neutralizer
Domination


 3 6th level spells

Siphon: Simple
Level: 6 
Range: 30ft 
Duration: Instant 
Casting Time: Two melee actions 
Damage: 1d6 hit points, 3d6 S.D.C.tm, or 2d6 M.D.C.tm, depending on the creature. 
Saving Throw: Opponents are -1 to save. 
P.P.E.tm Cost: 12 
The use of this spell allows a necromancer to steal a fraction of another living creature's life force, weakening the creature and strengthening the death mage. The mage can take M.D.C.tm from a supernatural creature, but he only recovers 1d6 hit points and 3d6 S.D.C.tm if he does not possess M.D.C.tm Supernatural creatures that practice necromancy only gain 2d6 M.D.C.tm by draining 1d6 hit points or 3d6 S.D.C.tm Whatever is lost by the victim is gained by the necromancer. Undead and animated dead are not affected by this spell. The victimized creature is also -2 to strike, parry, and dodge and -10% on skill performance for two melees (weakened and disoriented).



Impervious to Energy
Call Lightning

Vet
3 7th Level Spells
 Agony
Dispell Magic Barriers
Life Drain


3 8th Level Spells
Invincible Armor
Oracle

Blue Fireball
Level: 8 
Range: 250ft +50ft per level, blast radius is 20ft. 
Duration: Instant 
Casting Time: Two melee actions. 
Damage: 1d4x10 damage, +1d4x10 more at levels three, six, nine, and twelve. 
Saving Throw: Dodge an 18 or better. 
P.P.E.tm Cost: 50 
This spell conjures a large, fast, and deadly fireball composed of blue flame. When it hits the target, it explodes and causes knockdown to the target. Everything within 20ft of the target also suffers half damage from the fireball. 


3 9th Level Spells
Teleport: Self
Level: 9 
Range: Two miles per level. 
Duration: Instant 
Casting Time: One minute 
Damage: None 
Saving Throw: None 
P.P.E.tm Cost: 50 
The mage can transport himself and 100 lbs. plus 10 lbs. per level of experience to a known location within the range of the spell (within sight is allowable, and has a 100% success rate). The additional weight must be non-living matter. The success ratio is 84% +2% per additional level of experience. A failed roll means that the mage ends up somewhere within his range (but is not teleported into an object). GMs can decide if his possessions appear in the same place as he does. This spell is a bit different than the one found in Heroes Unlimited, but the end result is the same. 

Speed of Snail
Improved Invisibility (lvl 9) 
PPE: 40 
Dur: 1 minute/lvl 
Range: self 
Save: N/A
This spell renders the caster invisible and undetectable as superior invisibility, but can remain so even in combat. This forces a -10 to strike the caster.


3 10th Level Spells
Control/Enslave Entity
Animate and Control Dead: Greater
Level: 10 
Range: 1000ft/line of vision. 
Duration: 10 minutes per level. 
Casting Time: One melee 
Saving Throw: None 
P.P.E.tm Cost: 50 
The same principle as the normal spell, only it targets one single creature. A single large corpse (10-30ft, or more) can be animated. With this spell dragon, demon, fury beetle, and equally-sized beast corpses can be animated.
All physical attributes are at the maximum possible for that creature (if the P.S. of the creature is 2d6+12, the undead beast's P.S. will be 24). Damage is as per supernatural strength and natural (or held) weapons.
The creature will have three melee attacks, plus one more if the creature is naturally fast or combative (a dragon, for example).
The beast is reliant on bonuses from attributes - no special race bonuses may be added to undead beings.
S.D.C.tm and/or M.D.C.tm is 50% that of the maximum normal (of the creature has 1d4x1000 M.D.C.tm, then the undead version would have 2000 M.D.C.tm) Bullets (including rail gun slugs) do no damage. Fire does double damage.
The creature will be intelligent enough to follow basic commands (stay, kill, defend, guard, etc.) and can use simple weapons like swords and clubs. It also does not need to be in the caster's vision to remain animated, only when the initial animation takes place.

Entropy Shield 
Level: 10 
Range: caster 
Duration: 1 melee per caster level 
PPE: 60
This spell covers the caster in an aura of chaos. Any hand to hand attack has a 50% chance on failing automatically. If an attack it allowed to continue, the caster is +2 to any defensive measures he chooses to take and the attack must score above a 10 to strike. All ranged attacks automatically miss. Grenades, missiles, and other ranged attacks with an area of effect have a 50% of catching the caster within the area of effect. Magic and Psychic attacks have a 50% chance of not effecting the caster. Others within the area of effect of these attacks will still be effected. Only magic and psychic attacks that create energy for a physical force are effected by this spell. Mental attacks are unhindered.


3 11th Level Spells
AntiMagic Cloud
Disharmonize
Reopen Gateway


Elite
3 12th Level Spells
DISGUISE TRUE NATURE
Level: 12
Range: Self, or others up to 10 ft away per level of experience.
Duration: 1 hour per level of experience. Can be cancelled at any time.
Damage: None
Saving Throw: If the effects are not wanted, +10 to save.
P.P.E. Cost: 250
Effect: This spell is a favorite among powerful sorcerers, demons, dragons, and gods. It will make the character effectively powerless. 

Summon/Control Entity
SoulTwist

3 13th Level Spells
Infestation: Superior
Level: 13 
Range: 1 square kilometer per level of experience. 
Casting Time: One melee action. 
Duration: 1 year per level of experience 
P.P.E.tm Cost: 1000 
The shaman can curse a specific area of land with an insect infestation. Similar to lesser, insects will swarm from miles around and inhabit the area desired. Foodwise, the insects will be supplied indefinitely, and will remain there until the area is exo r
Soul Transport
Level: 13 
Range: 100' per level of exp. 
Casting Time: One melee action. 
Duration: Infinite 
P.P.E.tm Cost: 70 
This spell allows the shaman to transport the life essence of a human(or intelligent being ) comrade, dead or alive, into a body of an animal of the shaman's choice. A dead human must be freshly dead, not more than 5 hours, and he retains all his memories .
Restore Life


3 14th Level spells
Close Rift 
SPACE RIFT
Level: 14
Range: 15 ft away per level of experience. The rift will travel anywhere in the same dimension that the caster is in.
Duration: 1 minute per level of experience.
Damage: None
Saving Throw: None
P.P.E. Cost: 700
Effect: A powerful ritual that enables the caster to move about great distances within his or her own dimension. Unlike the teleport spells, this spell creates a tunnel to exactly where the gateway will lead, and the caster, or others, can choose if to go through the portal (unless pushed). This spell also does not suffer from the same limitations of the other teleport spells because the range of this rift is unlimited as long as the location is in the same dimension. Like an ordinary rift, the Space Rift can go wherever the spellcaster has visited before, or to a random location. To a specific place there is a 60% +6% per level of experience chance that the caster will end up exactly where desired. Random rifts will usually lead to a ley line nexus 01-75% of the time, 76-97% on a ley line, and 98-00% anywhere else.
Impenatrable wall of force
 

3 15th Level spells
VACUUM RIFT
Level: 15
Range: 150 ft away per level of experience. Double at Ley Lines and triple at Ley Line Nexuses.
Radius: 50 ft +10 ft per level of experience. Double at Ley Lines and Triple at Ley Line Nexuses.
Duration: 1 melee per level of the caster. Double at Ley Lines and triple at Ley Line Nexuses.
Saving Throw: None
P.P.E. Cost: 2000, 1500 at Ley Lines, and 1000 at Ley Line Nexuses.
Effect: An astounding spell that opens up a rift that will not only provide a dimensional gateway, but will also draw everything within the vacuum radius to the dimensional rift 
Void
Transformation

Psionics: None

RCC Skills: Basic Math +10 Read Dragonese +20 speak gobblley and ancient egyption, hth martial arts, prowl +10 track humanoids +20 track animals +10 intel +10 wilderness survival Boxing
RCC Related Skills:
Boat Building, Underwater Navigation
Detect Ambush +5 Computer Hacking +5
WP Bow Spear Sword
WP Revolver Heavy Energy
Computer Operation, Computer Programming, Radio Basic, Radio Scrambler


Secondary Skills:
Pilot Sailboat
Pilot Hover
Athletics
WP Targeting
Art


Equipment:
All have conscription papers signed by Pharo Rama Set to go to north america and retreive "any symbols of osiris" and bring them back to Africa.
The papers are signed by "Greenskull the Leader of the Nile Tautons" and RamaSet.


Green1d4x10000 in egyption gold coins of the ramaset 20 arrows

Normal 1d4x100000 in coins 1 belt of k500 railgun ammo
Vet 2d4x100000 in coins 2 belts deed to small house in Rama, Africa
Elite4d4x100000 in coins 3 belts 2 ppeclips deed to villa in Rama, Africa

Green Guns Strike Bonuses: +3 aimed
Normal Guns Strike Bonuses +4 aimed

Vet Guns Strike Bonuses 6 aimed
Elite Guns Strike Bonuses 8aimed

Green Strike Bonuses: +1pp
Normal Strike[4]+2pp +2hth
Vet Strike [7]+4pp+2hth +3 skills
Elite Stike [8]+5pp+2hth +3 skills

Green Parry Bonus: +1pp+3 skills
Normal parry[6]+2pp +2hth +3 skills
Vet parry [8]+4pp+2hth +3 skills
Elite Parry [9]+5pp +4hth +3 skills

Green Dodge Bonus: +1pp +3 skills
Normal: [7] +2pp+2hth+3 skills
Vet: [9] +4pp +2hth +3 skills
Elite: [10]+5pp +4hth +3 skills

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