Thursday, February 10, 2022

Jet Girl the Rift Runner

Jet Girl opens a portal above the 3rd Eye Safezone and flys in her jet towing a scrawny flying monkey and a tw floater orb with 2 goblins in it.
"SPECIAL DELIVERY FROM LORD DUNSCON FOR CAPTAIN TICKLES COURTSEY OF THE HAND" she shouts before flying back in and closing the portal.



Jet Girl by skate-alco on deviantART


4th Level Rift Runner
150ppe
Minor Psionic with Presence Sense and 28ISP

HTH Basic


Skills:
Camo +20 Concealment +10 Detect concealment +10 Find Contraband +14 English 98
Gobblely & Dragonese +20 Literacy English +15 Lore Magic +15 Math Basic 25
Palming +15 pick locks +15 streetwise +14 Surveillance +10 WP Epistol
1 chosen WP Chain

4 chosen occ skills
Roadwise +10
Prowl +10
Impersonation+5 +5
Imitate Voices and Sounds +10



2 Secondary Skills
Pilot Hovercraft
Radio Basic

Spells:
Blinding Flash, Chameleon, Cleanse Cloak of Darkness Concealment Detect Concealment Dimensional Envelope, Pockets
Featerhlight Float in Air Lantern Light Locate Invis Simple Manipulate Objects Mystic Alarm
Mystic Portal Plane Skip Reopen Gateway Rift Teleportation Seal See the Invisible Teleport lesser and sup, watchguard


Equipment:
Line Walker Armor 90SDC w/ TW Energy Feild
Bigbore Buccaneer Breech Lock Pistole 1d6+kd 120ft 50 rounds, 20 wood rounds
TW Iceblade chain worn around neck.

Thunderhead VTOL Flyer TW Impervious to Energy Armor of Ithan 4th level p152 black market
FWD Mounted Bandit 5050 Papa Bear Enhanced Bigbore Medium Railgun
2000 ft 2d4sing /4d4 3burst/ 5d6 6 burst 180 shots in ammo drum


Sunday, February 6, 2022

Dragon Ape Federation of Magic Operative


Flying Monkey by badgerlordstudios on deviantART  
Dragon Ape Federation of Magic Operative
A tribe of them in Dunscon tow Federation of Magic TW Floaters with Psi Goblin Troopers aboard.



Green Regular Veteran Elite
IQ 10 12 16 18
MA 8 14 17 20
ME 9 15 18 21
PS 17 20 23 24
PP 15 18 21 22
PE 16 20 24 28
PB 5 6 7 9
Spd 18/42 flying 24/72 flying 30/82 flying 36/102 flying
HP/SDC
ARMOR
Body:
190MDC

Armor Bizzar
15MDC/45SDC
Body:
220MDC


Armor Bizzar
45MDC/135SDC
Body:
250MDC

Light Barding
30MD/90SDC
Armor Bizzar
120MDC/360SDC
Body:
280MDC

Armor Bizzar
180MDC/540SDC
PPE 99 147 230 300
# Actions
Melee 
7 7 7 7
Strike  0 4
5 knife
3 smg

7
12 knife
4 smg
8
14 knife
6 smg
Parry 0
1 knife
6
8 knife
8
14 knife
9
16 knife
Dodge 0 7 9 10
Initiative
+4 +5 +5
Vs. Magic/
Poison

1  2 3
Combat Actions FrostBlade Dagger 4d6md

Pulls Light TW Floater Chariot with 2 Normal Psi Goblins
5ppe/hr to float
-20% flight speed 90MDC
3 TW Targeted Deflection Throwing Daggers
1d6MD

TW Plasma Rifle 4d6 MD 1500ft 10, 12ppe/5shots
x2 dmg on leylines


Pulls Fancy TW Floater Chariot
2 TW Rocketstaffs on wings

w/ 4 Normal Psi Goblins 1 Vet commander 150 MDC


Lesser Rune Dagger d4x10MD

TK-80 tk machinegun 4000ft 2d4single/3d6/5d6/2d6x10md full melee
1/5/10/50
200rds, 1ppe/rd

Pulls TW Airboat w/ 10 norm 2 vet psigoblins 300MDC

6 TW Rocketstaffs on wings 
` 1st 3th 8th 12th




Inate Magic: Death trance Chameleon, invis, globe of daylight, shadow meld, cloak of darkness, horror, influence the beast, frostblade, powerweapon.

Federation Trained in Magic:
Green 3 spells:

Breath Without Air
Armor Bizzare
Mindshade
Level: 5 
Range: Self or others by touch. 
Duration: Three minutes per level. 
Casting Time: One minute 
Saving Throw: Standard if resisted. 
P.P.E.tm Cost: 15 
The recipient of this spell gains a +4 bonus to save vs. psionics and mind-altering magic, plus becomes impervious to possession. The character's aura comes up as blank (nothing extraordinary), and he doesn't radiate any magic or psionic power!

Normal 6 spells:
Deflect
Astral Projection
Impervious to Fire
Fists of Fury

Stationary Illusion

Level: 3
Range: 60ft
Duration: Five minutes per level.
Casting Time: One melee
Damage: None
Saving Throw: -2 penalty
P.P.E.tm Cost: 8

An invocation which creates a replica of a physical object. The object that is "created" can be no larger than 100 cubic feet (5x5x4 feet) plus 100 cubic feet per level. Thus, anything from your basic easy chair to a pen can be simulated. The object has no substance, and if it is touched the spell is broken and the illusion ends. It is most effective when used to create an illusion of an object that is looked at but rarely touched (like a mantelpiece, painting, or other aesthetic possession). As the mage progresses, he can even create illusions of non-moving cars, shacks, used armor, etc. In order to create an object, the mage must have a copy to work from, a detailed memory, or a skill involving the object.
Carrion Shaping
Level: 4 
Range: Touch 
Casting Time: Two melee rounds. 
Duration: One hour per level. 
Saving Throw: None - matter is dead. 
P.P.E.tm Cost: 5 for initial molding, 15 for every hour afterwards. 
The shaman can mold the carrion, which he collects. Vast amounts are usually gathered, depending on the habitat. The initial molding makes the carrion mega-damage! After the initial molding, the shaman can add to the heap whenever he so desires. The carrion has 10 M.D.C.tm per item created (takes about one hour to create a simple item), or per six by six square foot area (each area takes a half hour to develop). Weapons can be created and are also mega-damage structures, but only do S.D.C.tm damage. 
Dried carrion armor typically weighs about 14 lbs and causes a -10% penalty to prowl, but has an amazing 80 M.D.C.tm (double or triple according to size for larger and non- humanoid creatures). The Animal Shaman can create artwork, shelters, walls, shovels, axes, chairs, etc. Just use the appropriate skill if the GM feels it is necessary. For non- Rifts worlds the mega-damage values should be replaced with equal S.D.C.tm

Vet: 24 spells
Implosion Neutralizer
Carpet of Adhesion
Charismatic Aura
Energy Field
Magic Net
Fingers of Wind
Ignite Flame
Fuel Flame
Extinguish Fire
Magic Sheild
See Invisible
Featherlight
Mystic Alarm

Superhuman Dexterity
Level: 5 
Range: Self or others by touch. 
Duration: Two melees per level. 
Casting Time: One melee action. 
Damage: None 
Saving Throw: Standard if resisted. 
P.P.E.tm Cost: 10 
The recipient of the spell gains another +3 to strike, parry, and dodge, one extra attack per melee, +1 on initiative, and +5 points to the speed attribute. Not effective on cybernetically or chemically enhanced humanoids, power armor, robots, or vehicles. 
Superhuman Endurance
Level: 5 
Range: Self or others by touch. 
Duration: One minute per level. 
Casting Time: One melee action 
Damage: None 
Saving Throw: Standard if resisted. 
P.P.E.tm Cost: 12 
The character who receives this strengthening magic gains a P.E. of 30 (+8 vs poison/magic and +30% vs coma/death) and is also impervious to the effects of knockout and stun attacks. The recipient also gains +30 S.D.C.tm (for supernatural creatures this is M.D.C.tm) for the duration of the magic. Not effective on cybernetically or chemically enhanced humanoids. 
Resist Magic
Level: 5 
Range: Self or others by touch. 
Duration: Three minutes per level. 
Casting Time: One melee action 
Damage: None 
Saving Throw: Standard if resisted. 
Destabilization: +1d4% 
P.P.E.tm Cost: 20 
Resist Magic gives a recipient a +1 vs magic per two full levels of experience of the caster. Any mage levels one through three can give a +1 bonus, while those 4 and 5 give a +2 bonus, and so on. Casting this spell multiple times will not increase the bonus, and if two mages cast this spell on the same target the target uses the higher of the two bonuses. Lastly, this bonus is the only one that can be used (it is not added to any existing save vs magic bonuses, natural or artificial, because it overrides the existing bonuses).

Weapon Talent
Level: 4 
Range: Self and touch, or others by touch. 
Duration: Five minutes per level. 
Casting Time: One melee action 
Damage: None 
Saving Throw: Standard (roll for the device), but ballistic firearms get a +1 bonus, energy weapons get a +2 bonus, and vehicle weapon systems get a +3 bonus. 
P.P.E.tm Cost: 10 
The casting of this spell gives the recipient an unnatural skill with a weapon held at the time of casting. If the recipient has no weapon proficiency with the weapon he gains a +1 to strike and parry with it, or +1 on an aimed and burst strike for firearms. If the recipient does have training with the weapon he gains one extra melee attack with the weapon and a +2 initiative bonus when using it for their first attack in a melee, in addition to the bonuses of an untrained user of the weapon. If physical contact with the weapon ends (like if it is knocked away or dropped) the magic ends immediately.

Curse: Bloodlust
Level: 5 
Range: 60 feet 
Casting Time: One melee action. 
Duration: Two days per level. 
Saving Throw: 12 or better (does not change). 
P.P.E.tm Cost: 50 
This curse is similar to beast eyes, but the victim is overcome with the homicidal urge to kill and maim, but only at night. When the curse is first inflicted, the victim will feel nothing save for an unusual chill. At night, the victim will become a merciless murderer regardless of alignment.



OCCSkills: Dragonese, Demongogian, American, Literate in Dragonese
Gobbley, Euro
Basic Math, Land Nav, Wilderness Survival Intelligence Interrogation track, escape artist acrobatics climb find contraband
WP Heavy Energy, WP Knife



OCCRelSkills:
Prowl
Streetwise
Gambling
Trap Construction
Demolitions
???1 more


Vet vs Magic
Elite Vs Magic
Equipment:


Green Strike Bonuses: 0
Normal Strike[4]+2pp
Vet Strike [3]+3pp
Elite Stike [8]

Green Parry Bonus: 0
Normal parry[6] +2pp
Vet parry [3]+3pp
Elite Parry [9]

Green Dodge Bonus:0
Normal: [3] +3pp
Vet: [9] +3pp
Elite: [10]