Wednesday, September 9, 2020

Krull Brass ZGirls Necromancer Captain




6th Level African Necromancer Captain in  Pharaoh Rama-Set's 47th Colonist Army Brigade sent to Merctown.
Alignment: Diabolic
IQ 18 ME 15 MA 10 PS 14 PP 10 PE 13 PB 10 SPD 22 HP 39 SDC 39 PPE 132
DPLR Armor 90SDC -10 prowl

Age 25 Sex: Male 140lbs 5'8"

Skills: English, Euro, Dragonese, Demongogian, Literate Dragonese Demongogian English
Basic Math 98 Wilderness Survival 60 Skin Hides 79 Lore Demons 70 Lore Magic 80 Pilot Hover 85 HTH Assassin Prowl 59 First Aid 93 Pilot Truck 66 Writing 54 Land Nav 60 Boxing
WP Knife, WP Heavy Energy

Secondary Skills
WP Auto Rifle
Cook
Athletics
WP Archery/Targeting
Radio Basic 79
Running


Abilities
AC and Control Dead (29) 10ppe 420ft 60min
Ad pair limbs 10ppe/each +1att, +1s/p each pair
Draw PPE from sacrifice or nearby death if ready for it
Entangle
HF8 +6vs HF  Impervious to vampire transformation,

Invocations
Cloud of Smoke
Sense Magic
Invisibility Simple
Magic Net
Trance
Metamorphosis Animal
Control Entities


Weapons used when 4 human arms are attached with necromancy:

1 human arm weilds Magic Sacrificial Dagger 3d6MD/9d6SDC
or throws
Bandoleer of 10 Frag Grenades 6d6SDC 20ft radius
or carries walking stick w/ spike 1d6MD

2 necro arms weild NG-E4 6d6MD 20 shots/long elip 10/short 1600ft range 4 long clips

2 necro arms weild AK47 with no stock 4d6SDC 900ft 30rd clip 4 ramjet clips

1 human arm drives/weilds UZI 600ft 30 rd clip 2d6SDC 2 clip silver 4 clip Ramjet

Equipment:
10000 black market credits

leather gloves, 2 sets clothes, large satchel, 50 large sacks w/ziplock, sleeping bag, sunglasses, air filter, infrared distancing goggles, 2 hand shovels, 1 hand ax, wilks laser scaple wilks laser torch
6 human arms, human skin robe AR18 45SDC, protection from sickness amulet, see invisible amulet, protection from undead amulet, necromantic talisman 50PPE

Scrolls Heal Wounds , Teleport Superior , Eyes of Thot , Climb , wall of stone, negate magic, summon fog


Animated Dead Speed 7 PS 12 50-140SDC bullets do 1/3 blint/energy 1/3

"Mummy Masher" Vehicle
2 Mummy ride on back
1 catapult on back
20 corpses mounted on mountaineer ATV which is covered in skulls and bodies reaver style

quad .50cal fwd mounted w/ramjets
100rd burst 7d6x50x4 50% chance of overheating barrels

Damaged Suspension due to crash Drago 






Wednesday, September 2, 2020

Sepa Driz Spinx Necromancer



Sepa Driz 6th 7th Level Necromancer
She is a colonist sent by the Pharaoh to rebuild the Merctown temple of Set after Caldor destroyed it.

Miscreant Sphinx Age 31 5ft Tall
IQ 22 +6
ME 22
MA 10
PS 29
PP 20 +3s/p/d
PE 28
PB 21 SPD 39/124 flying
210MDC / 230 HP 460 SDC PV6 / 170 PPE

RCC abilities:  HF 17 NV 120 ft keen hawk like vision Prowl 85% Track by Sight 77% Swim 40 Understands all LAnguages, +4vs HF
Bite1d6 MD Claw 3d6MD Power Claw 6d6MD Flying ram 4d6MD +40% KD
HTH Sphinx (same rules as ultimate edition dragon hth)


[+4s/+6p/+5d]
+3s/p/d pp +2p/d hth +1s/p  +2 entangle


Skills
Languages Lizard Man, Dragonese, American, Euro,  Japanese, Spanish, Demongogian
Literate Dragonese
Wilderness Survival 73 Skin and Prepare Hides 73 Pilot Hover 98 Lore Demons 83
Math Basic/Advanced 98 Anthropology 83 Computer Operations 95 Sing 90 Writing 90 Art 90

Secondary Skills (needs audit this uses pre ultimate rules)
Detect Ambush 68
Radio Basic 83
Play Flute 73
Interrogation 68
Lore Magic 63
Land Nav 68
Lore Dbee 63
Lore Faerie 63
Fortification 68
Trap Construction 53
Camoflage 58
PAramedic 68

WP Sword +3s/p
WP Heavy Energy

Necro Magic
Union with Dead
Animate and Control Dead
Strength of DEath
Summon Worms of Taut
Divine Tombs and Graves
Death Strike
Summon Insect Swarm
Object Read Dead
Recognize Undead
Consume Power and Knowledge
Command Ghouls
Throwing Stone

Invocation Magic
Armor of Ithan 70/210
Globe Of Daylight
Sense Magic
Fear
Turn Dead
Breath w/o Air
Fuel Flame
Ignite Fire
Paralysis Lesser
Shadow Meld
Constrain Being
Life Drain
Commune with Spirits
Exorcism
/Constrain/Enslave Entity
Protection Circle Simple
Create Mummy

Set Colonist Invocation Magic
From https://3rdageofdragonwright.blogspot.com/2012/05/great-netbook-of-spells-for-rifts-by.html

Spell Name: ShadowBlade (wp sword +3s/p)
Spell Level: 5
Range: self only
Duration: 1 minute per level
P.P.E.™ Cost: 12
Saving Throw: none


Description: This spell creates a sword of solid shadow that will do 6d6 MDC™ (x2 to creatures with weakness to cold)! The shape of the sword is determined mentally by the caster and in all ways (except damage) will function as that type of sword. The caster need not know how to use a sword but, if he is skilled then bonuses are as normal. The sword cannot be given to anyone else, if it leaves the casters hand then it will dissipate.

Eviscerate

Level: 7 
Range: Self, affects others by touch. 
Duration: One minute per level. 
Casting Time: Two melee attacks. 
Damage: 1d4 hit points (or 2d4 S.D.C.tm or M.D.C.tm) per level. 
Saving Throw: Standard. Supernatural creatures, M.D.C.tm beings, and anyone with a hardened molecular structure gets a +2 bonus. 
P.P.E.tm Cost: 35 

This grisly spell allows a necromancer to actually penetrate skin with his bare hands to damage the internal organs of a victim. On a natural 20, he does triple damage and he hits an essential organ (lungs, heart, brain, etc.) On prone victims (restrained, possibly for sacrifice) he can remove an organ on a strike roll of 15 or better, possibly killing the victim (-25% to save vs death). Use the standard hand to hand combat strike bonuses. The attack can be parried as normal, and even if the parry fails the victim still gets a save throw. If the save succeeds the victim takes only half damage, but takes full damage if it fails. This spell will not penetrate environmental armor, power armor, robot vehicles, or anything metallic or ceramic - only biological material, dead or living. If the victim is sent into a coma from the attacks, he is -20% to save vs death (maybe even more) due to the internal damage.

Shadow Leap

Level: 7 
Range: Self or others by touch. 
Duration: Three minutes per level. 
Casting Time: Two melees 
Saving Throw: Standard if resisted. 
P.P.E.tm Cost: 45 

For a limited duration, the character gains the power to jump into a shadow and appear out of one nearby! In a dark area, the character can truly come out of nowhere. For areas that are mostly shadow (+70%) give the character a +4 on initiative, +4 to strike, +6 to dodge, and an automatic dodge. For partially shadowed areas (40%-69%) the character gets +2 on initiative, +2 to strike, and +4 to dodge. Areas that are rather well lit (0%-39% shadowed) don't offer any bonuses. The range of the shadow teleportation is about 60ft.

Shadow Meld: Superior

Level: 7 
Range: Self or others by touch. 
Duration: 20 minutes per level. 
Casting Time: One minute 
Saving Throw: Standard if resisted. 
P.P.E.tm Cost: 25 

Same as the fourth level spell, but can be cast on others and has a much longer duration. It also bestows upon the recipient nightvision, as per the spell above, at 4th level strength.



Dark Duality

Level: 8 
Range: One weapon 
Duration: Two melees per level. 
Casting Time: Two melee actions. 
Damage: Special! 
Saving Throw: Standard 
P.P.E.tm Cost: 35 

This enchants a weapon held in the caster's hand with the ability to damage a foe by way of his shadow. Any time the weapon is used to strike a victim directly it does normal damage - but attack a victim's shadow with it and the weapon does triple damage! The weapon being enchanted gets a save throw against the magic, and success means the weapon is not enchanted. Bows, slings, and other missile weapons get a +1 save bonus, ballistic firearms get a +3 save bonus, and energy weapons (to include vibro-knives and rail guns) get a +5 save bonus.



Equipment:
7 Set GP
Silver Plated Kittani Collar Computer/Radio
Silver Flute
100ft steel wire for traps
Paints and Brushes
Breastplate 200SDC AR 14 PV8

Known Minions:
1 Dimensional Ghoul "lost boy" asked the players for a bribe after she left
2 siphon entities which cursed drago long ago and were acting as spies for an unknown creature
upon seeing this she controled them to attack the dragons to the death, and then left
she knew the dragons probably would be freed of  the entity spies after this...did she do it to..help the dragons?