Showing posts with label Non Player Character. Show all posts
Showing posts with label Non Player Character. Show all posts

Saturday, June 6, 2026

Knight Malphas


Knight Malphas the 5th Level Gallu Bull Demon

Vane sends Malphas to duel Towjam.  It is destroyed and sent back to hell in ep 140

Here is Vane's struggle to regain control over it and drag it back from hell to pay for daring not perform his will correctly the first time.

"The Roll

  • Vane's Willpower Roll: 14 (Base) + 3 (Shifter Summoning Mastery Modifier) = 17

  • Demon Bull's Resistance Roll: 11 (Base) + 4 (Infernal Rage Modifier) = 15

The Outcome: Success (Barely)

The psychic tether of the Magic Pigeon sparks violently, turning from a soft blue to a blinding, electric white. The Demon Bull let out a subterranean roar that shatters every glass vial in Vane’s workshop, its massive brass hooves skidding across the threshold of the rift.

For a terrifying second, the balance tips toward the pit. But Vane digs deep, channeling that extra reserve of P.P.E. The cosmic law of the Shifter binds tight. With a sickening crack of planar displacement, the demon is yanked entirely through the portal, crashing hard onto the blood-stained chalk lines of the summoning circle.

The rift snaps shut behind it with an implosive pop, leaving the room in sudden, heavy silence—save for the heavy, sulfurous breathing of the beast.

The Demon Bull glares up at Vane, its eyes smoldering like dying coals. It is bound back to Vane's will... for now. But it is nursing a massive grudge, and it will be watching for the absolute slimmest slip in focus to test those chains again."

Alignment: Miscreant (bound to Vane's will, but inherently cruel)

I.Q.: 12 MA 10 ME 14 PS 33 PP 18 PE 22 SPD 140 PPE 150

M.D.C.: 450 + Platemail 100 PV8 , SDC rules 450hp, 900SDC, Armor 300SDC

Natural Abilities: Nightvision, See/Turn Invis, dteleport 66 regen 4d6/min 1/2 fire, leap 40

Can take the form of a large bull or a humanoid warrior at will.

Combat Bonuses  HTH Demon 5th Level +2 / 5 psi init Roll +3 +2hth = 5 / 9 psi / 14 psi tc

Attacks per Melee: 6 4 HTH +2 RCC +1HTHLVL = 7 / 3 Magic

Strike: +7 +3 rcc +2pp +3hth = 8 / 11psi / 13 mace / +14 mace tc

Parry/Dodge: +8 +4rcc +2pp +3hth = 9 / 10psi / 12 mace / +13 mace tc

Damage: +18 M.D. / +54SDC

Psionics: Sensitive: All (120 I.S.P.) 

Tactics: 

Punch 5d6+15MD/15d5+54 MD, Power Punch for x2 for 2ata

Mace 9d6+15MD/27d6 +54SDC, Power Mace for x2 for 2ata


Thunderclap HF8,  +1 to strike, parry, and dodge +5 init vs any who fail save

Intuitive Combat:Initiative: +3Strike: +1Parry: +1Dodge: +4Pull Punch: +4Roll with Punch/Fall/Impact: +2 

Attack: Blinding Flash 10ft radius 60ft range duration 1 melee

Telepathy to read surface thoughts, if victim fails roll uses information for,

Luck or Phobia Curse spells, -2 save vs if also failed telepathy save, 40ppe 20ft range 5 days

Fear Smoke Clouds 20-foot diameter, up to 100 feet away. HF 16 5ppe

repel, animate and turn dead, exorcism, 

He likes to curse minions to blackmail them into service using remove curse as reward.

Skills: Radio Basic Computer Operation Literate Dragonese, English, Demongogian

WP Chain +2s +1p, Energy Rifle/Pistol +5/+3bursts, Blunt +2s/p,  

Equipment:  3 set GP worth 3000CR each, 327000 blackmarket, Wilks PC and Radio

V Platemail 100lbs 100MDC/300SDC PV 8

Giant Double Mated L-20 Pulse Rifles  6 long eclips, 12d6 pulse / 6d6 aimed double


"The Event Horizon"

This is a heavy, spiked mace forged from black meteoric iron. It pulses with a faint purple light when swung.

Damage: 4d6 M.D. + P.S. Bonus + If on ley line onhit Ley Line Time Flux for 25 minutes for 80ppe

Effect: The caster can choose to slow down time or speed it up. "Slow" Effect: A "Nausea" spell (Level 8) acts as a slow mechanism, reducing movement to half and imposing penalties (-6 to strike, parry, dodge) due to vomiting.

On a successful strike, the target must save vs. Magic (13+). If they fail, the local gravity around their body intensifies tenfold for 1d4 rounds. Reduce Spd and number of attacks per melee by half.

Mace can only trigger this effect three times per melee round.  Cannot be carried by anyone but Malphas and sinks into the ground if he is parted from it or banished from this dimension.


Arrives with a Random Minions who Pilot a Combat Barde from Federation of Magic: 

Roll d100 for 1d4+1 minions with the same Rifle and Armor he has:

1-10 Gurgoyles 11-25 Gargoyes 26-50 alu 50-75 DGhouls 76-100 Shedim

Source: 

https://www.deviantart.com/grandmasterfdc/art/Bull-Demon-674136513


Thursday, February 8, 2024

Bow'Zaa the Adult Fire Dragon


Bowza is an adult dragon which is unaffiliated with the federation of magic and has taken over one of their nexus's which belonged to Princess Shack.

3000 MDC/ 1000hp 2000 SDC PV8  HF 16 Level 10

IQ20 MA 18 ME 18 PS 35 +20 PP 20 PE 28 PB 24 SPD 80 160 flying

NV 100ft, regen 1d4x10MD/min impervious to fire, teleport self 88% dimension teleport

Combat:

8ATA, 4 fire breath 6d6MD +5s/p/d pp 20 Bite/Claw 4d6MD +20 Powerpunch 1d4x10MD+20

+9 strike / +8 parry +10 ss parry +8 dodge +3 initiative +3 roll +3 all saves

+13 strike wp knife claws / +12 parry wp knife claws / +14 ss parry knife claws


Magic:  PPE 500 , All spells 1-6

TODO roll for additional magic training, dragon hand to hand

Psionics: ISP 118, all sensitive and physical

Advanced Math 98 Literate Dragonese, English, Technocan, Demongogian, Gobbely

Speaks Spanish, Euro, Japanses, Russian, Splugorthian, Trade Basic1

Demon monster lore, faerie lore, basic electronics, computer operation

3x skills selection: Astronomy and Navigation, wp knife (claws), excavation

Standard Buffs:

Armor Bizaar +150MD, Targeted Deflection, Superhuman Speed +2parry +6 dodge, 

If taking energy damage past AB, Impervious to Energy

Magic attacks: 

domination 4ft on anyone in melee, compulsion 60ft, weight of duty, timeslip

fireball d4x10


Sunday, November 13, 2022

William Targturn the Shifter



William Targturn 9th Level Shifter

https://www.deviantart.com/sephiroth-art/art/Black-Mage-273582228

Former Captain in the Immaterial hand of Merctown, turned traitor.

He now serves Baki the Traitor king of the east of merctown magic zone.

Targtun turned in exchange for lordship titles and land in the newly conquered regions of merctown Baki has invaded.

Targton was sent to kidnap the daughter of the immaterial hand operative currently with Tickles in the 3rd eye safe zone

IQ 19 ME 20 (+3vs psi)MA 10 PS 25 PP 11 PE 13 PB 9 SPD 14 PPE 195 ISP 35

+7 vs HF +2 vs magic +4 total vs psi , 4ATA +1lvl 4 +1lvl9 +1 tentacles = 7ATA

+2 strike HTA /+3 wp sword / +5 total

+3 parry HTA +1 athletics +1 amp hearing /+2 superhuman speed  /+5 wp sword / +12 total

+3 dodge HTA +1 athletics +2 amp hearing /+6 from super human speed / +12 total

+1 Initiative HTA +3 amp hearing / +4 total

Alignment Diabolic (formerly scrupulous before failing battle of wills during demonic link)

Age 37 Sex Male Height 5'9" Weight 168lbs

Family Origin: Cardia, a small wilderness community in North america built out of a prerifts medical equipment warehouse facility:

Biowizardry implants gained from service to Baki:

2 Retractable Mini-tentacles, Increased Supernatural PS to 25, Left Eye Infrared Amplified Hearing Bat Ears

2 Antenna - heat detection 60ft, motion detection 1/2 blindness penalties

Mated pair of Tal Worms who are unhappy  with him +1 vs psi +2 vs poison +2% vs coma +32ISP

Sixth Sense, Bioregn Self, Psychic Purification, Resist Fatigue, Empathy, Mindblock AD, 

Summon Inner Strength 4ISP/10SDC +2 vs poison +10% vs coma

Demonic Link to Mephisto the Deceiver

OCC Skills: 

Astronomy 90 Math Basic 98 Lore Demon 90 Lore Faerie 90 Gobbley Dragonese

Landnav 83  Wilderness survival 80

OCC Related:

HTH Martial Arts body flip/throw; does 1D6 damage,  Critical Strike 18

Karate and any hand strike/punch, Karate-style kick (does 2D6 damage)

Leap Kick (3D8 damage, but counts as two melee attacks), and +2 to entangle.

W.P. Paired Weapons, Holds,+2 to disarm. Back flip

Prowl 72 Anthropology 70 Archaeology 70 Streetwise 53 Radio Basic 80

Pilot Hovercraft 85 Literacy English 55 Computer Operation 65 Art 45

Secondary Skills: WP Epistol Sword Erifle  Pilot Auto 81 Athletics Climbing

Shifter Apprenticeship lvl1

Call lightning 9d6MD/27d6SDC ,18D6MD/54d6 on leyline, Compulsion

Calling, Constrain Being, Dimensional Portal, Energy Bolt, Energy Field, Exorcism, Repel Animals, reopen gateway, sense evil sense magic trance shadow meld, summon and control canines, summon and control rodents , sustain, timeslip, turn dead, tongues

Shifter Travels lvl 2-9

Control Enslave Entity, Close Rift, Forcebonds, Teleport Superior, Summon Sea Serpent, Protection Circle Superior, Distant Voice, Ley Line Transmission

Baki Apprenticeship, gained him Baki's spells 1-9 from https://3rdageofdragonwright.blogspot.com/2021/11/baki-yoweri-traitor-king-of-east.html

Desiccate the Supernatural 50ft Instant 50 3D6x10 MDC to supernatural beings

Magic Net, Telekinesis

Armor Bizarre Self 4 melees PLE 15 +15 MDC PLE, Horror Factor of 9 

9x15=135MD/405SDC offleyline, 810SDC on leyline, 1215SDC on nexus

Dispell Magic Barriers 20, World bazaar 40 12melees 200ft

Cloud of Smoke, Sense Magic, Invisibility Simple 6 mask of deceit, 

Lvl4 Deflect 10ppe costs him 20, grants 12 parries +5pp+4 = +9 to parry with deflect 9melees

Superhuman Speed Touch 10 costs him 20, 12minutes Speed to 44, +2 Parry, + 6 Dodge

Learned from Jet Girl Mystic Portal

Gear

Kittani Hoverjet piloted by fiend, crew 1 pilot, 1 copilot, 4 passengers MB 225MD/750SDC 60mph

K500 Railgun 6d6MD burst w 390rd belt 13 blasts range 4000ft +1st laser sight

Linewalker Armor with TW Super Speed and TW Armor of Ithan +50MD/+150SDC /+300 on leyline

Survival Knife, Hand Ax, 9mm Uzi, KEP Ion Pilstol 5d6MD 200ft 20/long 6 long clips

Ceremonial silver dagger, Vibro Sword 2d6md/6d6sd plasma sword 2d6md plasmablast 4d6 50ft

Knapsack, Backpack 3 small sacks, pocket mirror, silver cross, 4 garlic cloves, 6 stakes, mallet, salt in pouch, canteen, binoculars, tinted goggles, pocket laser distancer, PPD player recorder, 5 laser disks, pc3000 computer, hooded brown robe, sharpened iron rod, bandoleer, 25 HE grenades 4d6MD

tw airmask break without air 400 set gp

Has 1 fiend fro Dyval bound to his will, p 222 conversion book, 

PS 22 PP 20 PE 20 PB 5 MDC 350/1050SDC PPE 240 NV 90ft, fire/cold 1/2  prowl 50

pilot hover, tankapc, Robots/powerarmor, motorcycle

4th Level Caster

Magic to Hide: Shadowmeld, chameleon, multiple image, mask of deceit, escape, cloud of smoke

Magic to Fight: Blinding Flash 4 melees 10ft, ThunderClap 30ft +1s/p/d +5int deafens others on fail

Fear 20ft hf16 5ppe, circle of flame 10ft radius 24melees 10ppe 6d6SDC

animate dead 400ft 20min 20ppe 5 corpses 50-150SDC each spd 7 1d6SDC 2ata


 5ata +3ini +6s/p/d +8s/p sword

WP Sword, Heavy Energy,  Equipment: Vibrosword 


Wednesday, March 16, 2022

Randy Randal Super Spy Mage

Randy Randal 6th Level Super Spy Mage.  Rifts Contact and Apprentice to Zamok.  

Before the invasion Randy worked as an investigator for the Men In Black faction of the 3rd Eye Safe zone in Merctown.

IQ10 ME16 MA10 PS13 PP18 PE17 PB18 SPD10 HP40 SDC45  Unprincipled Alignment

OCC Skills

Radio Basic 80 Scramblers 65 crypto 60 math basic 90 literacy english , language Dragonese, Spanish

Intelligence 67 Pick Locks 65 Disguise 60 Forgery 55 Prowl 60 Computer Operation 70

WP Energy Pistol, WP Sword 

4OCC Related Skills Streetwise 46 Boxing HTH Martial Arts

 Isshin Ryu Karate https://palladiumriftsfansite.fandom.com/wiki/Category:Martial_Arts_Forms

CHARACTER BONUSES Add +1 to P.S. Add +1 to P.E. Add +2 to P.P.

Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact.

Basic Defense Moves: Automatic Parry, Dodge, Parry.

Advanced Defense Moves: Combination Parry/Attack, Power Block/Parry.

Hand Attacks: Draw Hand (New!), Ridge Hand (New!), Uppercut, Vertical Fist (This is similar to a conventional punch, except the fist is held vertically instead of the usual horizontal position. Properly executed, the punch is launched from the side keeping the fist vertical the entire time. The elbow is kept close to the side and the shoulder is mostly quiet. The punch is applied to the main body in a whip-crack motion. At the completion of the punch the hand and arm are left in a position ready to punch or block again immediately with no wind up. This method allows for much faster punching techniques and has two possible methods of use. The character can fire two quick punches in succession, counting as one melee attack, or the character can use this punch as a Combination Strike/Parry).

Basic Foot Attacks: Kick Attack, Roundhouse Kick, Snap Kick, Tripping/Leg Hook.

Special Attacks: Combination Strike/Parry, Death Strike (New!), Elbow.

Languages: Japanese

Cultural(Select Three): Bonsai, Calligraphy, Cooking

Weapon Proficiencies: W.P. Bo (Staff), W.P. Kama (Axe), W.P. Nunchaku (Chain), W.P. Sai (Forked), W.P. Tonfa (Blunt).

WP BLUNT Fortress Penetration Kata or Bassai Kata: A single minded attack on a single opponent, this Kata is designed to penetrate the defenses of any opponent. All Strike rolls receive a + 3 bonus plus the character s normal attribute and form bonuses. Otherwise, the character uses the usual # of Attacks per Melee Round and performs all other defensive moves at -3(that means -3parry, dodge and roll).

COMBAT

6 Attacks per melee

+1s/+3p/+3d from boxing/pp before HTH +2 s +2p +1 dodge +2 roll +2 dmg

+3s/+5p/+4d total, +6s/+8 parry wp sword/blunt +9s -3 p/d/roll with blunt kama

critical 19-20,  from behind automatically KO 19-20



OCC at 3 Computer Hacking 41 Weapons Systems 65 OCC at 6 WP Energy Rifle Sniper

Secondary Skills

Pilot Truck 60 Land Navigation 56 Computer Programming 55 First Aid 70

Randy Claims to be an ex Federation of Magic Agent trained in this Spell List:

1 See Aura, Globe of Daylight, See the Invisible

2 Mystic Alarm, Extinguish Fire, Turn Dead

3 Armor of Ithan 60MD / 180SDC , Invisibility: Simple, Telekinesis

Laura started training him after this:

4 Multiple Image (taught by Laura as payment during his work before invasion)

5 Supernatural Strength PS 30 +15damage/+45 Damage (taught by Laura after invasion)


6 Blue Mist (Taught by Laura as last resort if they are overrun)

source: https://3rdageofdragonwright.blogspot.com/2012/05/great-netbook-of-spells-for-rifts-by.html

Level: 6 

Range: 10x10x5ft (500 cubic feet) area per level, cast up to 90ft away (but can travel up to 300ft away from the caster). 

Duration: Two minutes per level. 

Casting Time: Two melee actions. 

Damage: 4d6 S.D.C.tm damage (or 2d6 M.D.C.tm in RiftsR). 

Saving Throw: None 

P.P.E.tm Cost: 15 

Blue Mist is an incantation that generates an enchanted, glowing, sky colored gas that can creep along surfaces, through cracks, and under doors at a Spd. of 22 (15 mph). An extra +10 P.P.E.tm will boost the mist's speed up to 44. The mist is completely harmless and heatless until the caster decides to change that. It takes one melee action to change the mist from harmless to harmful, or back again. 

When the mist is put into "damage mode," flammable objects have a 60% chance of catching fire. Anyone in the mist will take the listed damage each melee - the only way to avoid it is to escape the mist. Heat fumes and the mist itself obscure vision to cause a -3 to strike, parry, and dodge penalty. Anyone who is unprotected (wearing no armor, metal armor, or non-environmental armor) suffers double the penalties. Any creature vulnerable to flame takes an amazing triple normal damage (including vampires and most other necromantic creatures)! 

A powerful wind (like Wind Rush, elemental air magic, or storm magic) can dissipate the mist in two melees. The mist is heavy and will sink to the floor, but can still crawl up stairs and through air ducts (as long as the caster can see enough to direct it). The mist isn't intelligent, so it can't be put on guard duty or sent off to hunt and find things. Further, a Negate Magic or Dispel Magic Barrier spell will destroy the Blue Mist spell as normal (it gets the usual save throw). 

7 Lightblade d4x10MD (learned from Zamok)

Gear

Airfilter, Goggles, Patchwork Armor 70MD/140SDC PV6

NG-E4 Plasma Ejector E-Rifle 6d6MD 1600ft 20/long eclip 3 eclips clips

6 stakes, mallet,  wooden baseball bat, 1d6SDC works with kama, wooden cross, 3 set gold coins, 3058 black market credits.

Merctown Cellphone, Papers, Pens, stamping equipment, etcher, jewelers hammer, microscope, Wilks Personal Computer, Bedroll, water bottle.  Keys to Randy's Ride (the truck blocking the gates to the safe zone).

Randy's Ride p97 Mercs MDC Modified Large Electric TW powered Truck 

80MD/560SDC cab +tw energy field 50MD, 100MD/700SDC trailer PV7 +2x tw energy fields

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


Tuesday, November 23, 2021

Baki Yoweri Traitor King of the East

Source:
https://www.tribality.com/2018/04/16/entering-the-maze-a-new-minotaur-ability/minotaur/

Former merctown shopkeeper Baki has installed himself as king of eastern Merctown Magiczone as an allie of the Rama Set invading colonists.

Baki Yoweri 12th Level Minotaur Necromancer
IQ 13 MA 12 ME 18 PS 33 PP 24 PE 33 PB 18 SPD 40
100HP/1000SDC / 250ppe
Heavy Fury Beetle Plate Armor 200MDC/400SDC
7ata
strike 7/12 polearm
parry 11/15 polearm/17 polearm ss
dodge 11/17ss

Necro 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,

6 necro spells
command ghouls, divining tombs and graves, consume power and knowledge transfer life force
death strike

6 invocations (cost double except for armor bizaar which counts as necromancy)
Cloud of Smoke
Sense Magic
Invisibility Simple
Magic Net 60ft 2 melees PLE 7 Snares 1-6 human sized targets
Telekinesis
Armor Bizzare Self 4 melees PLE 15 +15 MDC PLE, Horror Factor of 9
180MDC/540SDc x2 on ley line

Also knows Vet spells
lvl6 mask of deceit
lvl 7 Dispell Magic Barriers 20(40 for him)
lvl8 World bazaar 40 12melees

Knowns Elite spells
lvl9 Desiccate the Supernatural 50ft Instant 50 3D6x10 MDC to supernatural beings
lvl10 Command Vampires
lvl 11 create mummy
lvl12 wall of the weird 180ppe

Federation of Magic Training grants these Spells:
Lvl4 Deflect 10ppe costs him 20, grants 12 parries +5pp+4 = +9 to parry with deflect
Superhuman Speed Touch 10 costs him 20,  12minutes Speed to 44, +2 Parry, + 6 Dodge

Weapons:
K500 Railgun 6d6MDC PV9 3 clips
Vibro Polearm 6d6MDC +18/18d6+

Personal Minions:
2 DGhouls
8 Mummy
29 animated dead
2d6 wild vampires created from merctown locals , some under magic control

COURT OF BAKI (they meet and address public from tower of bone next to the shop)
FACTION ONE 
Baki's  Merctown Fanclub
1d6x10 Necromancer Loyalists from Mecrown with 10-20animated undead each, 
supporter minions 1d6 murder wraiths, 1d6 vampires, 1d6 entities 

FACTION TWO
Phareo-Rama Set Advisors present at Baki's court at any given time:
Thuul the Tauton on Pillar of bone with Baki,  and Entourage loitering in shop
Petitioners trying to get Baki to give them land and privateering rights in his new kingdom:

1d6 set vampires under direct control through magic by Thuul w/ stolen vehicles

FACTION THREE
3 Shifters working for figoro controlling  1 chained Alu Demon Hound
Figoro had hired Greenskins as security to guard his representatives at the court, most of the greenskins were blown up by the 3rd Eye missile strike called in by the party after making a deal with 3rd eye to pay credits for missile strikes by radioing 3rd Eye the coordinates.
The remaining security for the shifters is 3 Greenskin Orc vampires, 7 animated dead orcs


BAKI Tactics
distraction
attack0 ritual casting of wall of weird with cabal in tower, then he fights

attack 1 animate 20 dead orcs in parking lot (9 left)
attack 2 world bazaar -40
attack 5 cloud of smoke -2

BUFFS
attack 3 Invis simple 6
attack 6 armor bazaar 15 
attack 7 superhuman speed 10
attack 4 deflect -20

attacks
dessicate sn 50 ppe 3d6x10MD / 9d6x10SDC x2 on leyline 50ft
magic net
death strike

gear
192gp
392000 black market credstick
Lim Duuhl's List of lost Necromancy https://telarapedia.gamepedia.com/Necromancer_abilities (worth ~100k)
Ramaset Comlink
Federation of Magic Privateering License signed by Denali
Baki's Book of Peerage - lists conspirators who worked with baki to take over and pay taxes to him, some he has granted lands/titles to.  One famous name from town in this book is Figoro.  Fig has sent a party of reps in the court but doesn't openly support him and only works through intermediaries.  This is evidence of that and could be used to get fig in trouble or extort something from him.  Figorro's men are supposed to be the local competition to the major black market families for doing wetwork using his highly trained and rumored supernatural hitmenS


10mil value
Syndicate's Tomb of Doom (each spell has 1 working scroll in the book written in Gobbllely)

 Post subject:Unread postPosted: Wed Jul 11, 2007 12:21 am
  
User avatar
Adventurer

Joined: Thu Aug 29, 2002 1:01 am
Posts: 464
Location: Seattle, WA (kinda)
I was hoping someone would post a few "home-brewed" ideas (yes, I know the first threaded message is for NEW spells), but I'll just post some of them here, and absorb feed-back.

PLEASE UNDERSTAND THAT THIS LIST IS NOT COMPLETE AND IS STILL UNDER REVISION...THIS IS JUST A GENERALIZATION OF WHAT I'M TALKING ABOUT.

Death Mist-A rolling fog forms behind the caster. Anyone not protected by environmental armor (assuming they have to breath) must make a save vs magic or be affected. Those affected are weakened (speed reduced by 30% and -4 to P.S., P.E., and P.P.). The mist is obscuring (-5 strike, parry, or dodge), and is a frightening sight to behold (HF 13). The deep grey mist looks to have wisps of skulls moving about the interior.
lvl 5

Chaos Skull-The caster summons into his dominant hand, a greenish flaming skull. The skull can be thrown to damage a creature. Depending on the amount of P.P.E. spent, depends on the power of the skull. 10 p.p.e. = 3D6+3 damage to 5ft radius (flies 100ft), 25 p.p.e.= 5D6+4 damage to 10ft radius (flies 400ft), 40 p.p.e =1D4x10+10 to 20ft radius (flies 1000ft). Every 3rd level of experience the caster can create one additional skull. Each can be at a different level of power, and can be launched all at once. Additional skulls float within 4ft of the cast waiting to be used. Will hold for a maximum of 1 hour per level of experience.
lvl5

Walking Throne-This spell summons forth a huge throne composed of bone and dead flesh. The creation has four massive legs that speed along at a spd of 35. The throne can carry a maximum of 500 pounds per level. Has a M.D.C of 40 + 15 per level. Lasts for 4 hours per level.
lvl 4

Flesh Wrap-This gruesome spell allows an undead, or animated dead to hide as a mortal creature. Lvl1 5ppe 1d4 hr/lvl unless undead is bathed in blood which grants another 1d4hrs


Vampire fangs-the caster grows a pair of fangs (much like those of a vampire). Anyone bitten must save vs poison, or be put under the Necromancer’s control. Can control up to 2 people/creatures (not supernatural or creatures of magic) per level of experience for 1 hour per level.
lvl1

Water to Acid-can turn a up to 10 gallons per level of experience into a very corrosive acid. Acid does 4D6 S.D.C. per splash, or at the cost of an addition 15 p.p.e. can be made to cause M.D. (3D6+3).
lvl3

Rend Spirit-the spell caster’s arms glow with a ghastly yellow aura. Once cast, this spell allows the caster to slam his arm into and through the target. Once penetrated, the caster causes unspeakable pain to shoot throughout the victim, stunning him and incapacitating the opponent. Must have the spell ghost hand first. (the advantage of this spell over the agony spell is that all living creatures are -4 to save)
lvl10

Ghost Hand-Allow the caster to move his arm through a solid object to grab whatever is on the inside. The object penetrated cannot be magical.
lvl8

Mage Reaper-Summons a large green energy-sycthe that swings once at an opposing spell caster. If a successful hit is made, the targeted caster loses 4d6+10 p.p.e. (+1D6 per level of experience).
lvl7

Repel Living-A field of yellowish-green energy bursts forth from the caster, forcing all living creatures (who fail their save) back at a speed of 40 beyond the radius of the spell.
lvl10

Soul rip-a powerful spell that works like the rune ability to suck souls. The mage plunges his ghostly hand into the victim, attempting to tear the victims spirit away (can be used for various applications).
lvl13

Bury-This ability allows the caster to instantly send the victim 1D4 (+1 foot per level up to neck level) into the ground. The spell only works on natural terrain (nothing man made like brick or concrete). The terrain must not be solid (like rock).
lvl6

Fling bone-With a flick of his wrist, the Necromancer summons a dagger-like bone. It can be thrown with deadly accuracy and can even be empowered with poison. Taking one action to throw does 1D6+1 S.D.C., taking two actions does 2D4+4 M.D.C. This spell can be cast twice to summon one bone in each hand, but can only be used if the Necromancer has paired weapons. Range for a level 1 throw is 250ft, range on level 2 throw is 500 (goes up 100 per level).
lvl2

Undeath-A potent talent that imparts the living with undead attributes. (like regeneration and limited invulnerability. The necromancer often gives such abilities to others in a false promise of power)
lvl10

Death Battery-this spell allows the caster to construct a P.P.E. battery from the corpse of a fallen foe. The head of the slain victim serves as a vessel to hold the mystic energies (P.P.E). The floating skull accompanies the mage for as long as the duration of the spell. (a gruesome low-powered version of the energy sphere spell)


Template Skeleton-A very useful and rare skill that infuses skeletons with greater combat ability. Speed: gives the skeleton 2x att. per melee, plus 80 to speed, and +2 strike-parry-dodge…Defense: gives the skeleton x3 S.D.C.(which converts to M.D.C.), +1 parry, etc.
lvl2

Whirling Haunt-A 3’ wide x 10’ (+5’ per level) greenish whirling mist composed of spirits is summoned before the cast. The strange manifestation moves at a spd of 15 mph (+1 mph per level) at victims. This creation slowly saps the life-force of those within it’s borders (reducing HP/S.D.C./M.D.C. by 4D6 per round)
lvl7

Breathless-the caster inhales deeply stealing the breath of all creatures within a 10’ diameter (+5’ per level). Those inside environmental armor (or don’t need to breath) are immune to the effects of this spell.
lvl9

Decompose-Rapidly decomposes organic materials.
lvl3

Call Death serpent-Summons a towering decomposed snake-like monster to aid the caster. This necromantic creation is a corpse that is littered with pieces of dead flesh that cling lifelessly to it’s spinal frame. The head is a skinless skull of a massive viper with fangs that reach lengths up on 2 ½ ft. It towers 30ft + 10ft per level of experience. Has 100 M.D.C. plus 15 per level, and has a number of attacks that equal (3) plus 1 every (3) levels of experience. It can bite for 3D6+2 per level, and grapple an opponent in its mouth (P.S. equal to 26+1 every level supernatural, lifting capacity is triple strength!) It is +2 to strike with no dodge or parry ability. One additional creature can be summoned at levels 6 and 12.
lvl10

Spit Acid-This grisly ability allows the caster to cough acid from his stomach and whirl it at his enemies. The spitting range is 35ft. +5ft per level. Damage is only 2D6, but it will burn for 1D6 melee rounds unless washed off (dealing an additional 1D6 per round). The acid can also be used in a more corrosive form by dripping it slowly out of the mouth (damage is 4D6+2 per level).
lvl8

Detonating skeleton-Well, this causes one of the animated minions of the necromancer to begin glowing yellow-orange, and triples the speed of the skeleton. It will explode once it reaches it’s target. Dealing 3D4 (+1D4 per level) to a 5ft radius (+2ft per level). This is fragmentation/explosive damage, so those impervious to energy take full damage. Double the knock-down penalty. This spell can also be used as a trap, placing the remains of the skeleton upon the ground, until anything crosses them. Same damage, ½ radius of effect.
lvl7

Reaper’s Cloak-A wispy cloak (color is the caster’s choosing) that sprouts from the neck area and quickly covers all but the head in a magical cloth. Grants the following abilities to the caster: Hover up to 30ft. high at a speed of 25, does not cast a shadow (plus 25% to prowl or base skill of 50%),
lvl6

used up passages no longer have any magic:
Chains of Damnation-Precluding this spell is an unnerving whisper heard by all within 100ft of the caster. Shortly following that, grayish-brown rusted chains burst from the ground below the target and attempt to entangle him. (Roll to dodge 19 or higher) Should the target fail to dodge, then he must make another save vs. magic (or be blinded). If the target fails they will fall to their knees, completely restrained. (This spell can also be used to capture cyborgs, robots, small to medium sized vehicles, and other inanimates)

Ghost Form-The caster transforms into an ethereal creature now vulnerable to the same abilities as true spirits (or entities). The caster now has a flight speed of 100 +10 per level, and can move through any solid object (not magical barriers or protection circles). The caster will also be able to see other spirits and communicate with them.

Passage of Nis-this spell summons forth a page from the writings of the ancient Necromancer Nis Drinmoore. (gives the caster access to random shadow oriented spells) lvl14

Harness the Night (to be determined) lvl15 spell of legend may summon lesser old one!

Omegan Cha’s Horn (to be determined) lvl16 spell of legend 
This etched Horn is a holy relicwhich  details the rites of the Goddess Athena and speaks of how followers may gain her favor through battles with followers of her traditional enemies Mars, Pallas the Titan, and Hades.
Written in ancient greek on the horn:
"The way will be made clear to followers of the rites of athena, a crusade in the name of athena against one of her sworn enemey, mars, pallas, hades, to gain her favor"

"Ο τρόπος θα καταστεί σαφής στους οπαδούς των τελετών της αθηνάς, μια σταυροφορία στο όνομα της αθηνάς εναντίον ενός από τους ορκισμένους εχθρούς της, mars, pallas, hades, για να κερδίσει την εύνοιά της"


.

Sunday, February 7, 2021

Gorb the Ogre 'Arif Corporal





Gutterunch Gorb

Description:
Bio:

“Pappy” Gutterunch Gorb, an obese ogre with an immense, overhanging belly inscribed with Abyssal runes."

Level 3 Ogre T-Man rented by his splugorth owner Desslyth the Younger to Rama-Set's army. 

Ogre has worked as an infiltrator in merctown posing as a gang member in mephisto's horsemen prior to the invasion.

IQ 14 ME 10 MA 10 PS 25 PP 17 PE 20 PB 9 SPD 17 PPE 132

Aberrant alignment (lawful evil)

Natural Ogre 35hp/110sdc 9ft tall 700lbs

Magic Tattoos 100MDC/300SDC (tatoos provide magic armor when you have more than 7 tatoos...)

Giant Armored Jacket 25MDC/75SDC PR6

3rd Level Knights Armor Tattoo 60MDC/180 SDC 25ppe

melee strike +3/4 fists w/SN invis +6 club/ +7 club w/SN 

ranged strike +5s aimed /+2 bursts Wilks

parry +4/7 club +8 club w/S

dodge +4

+4 vs magic +3 vs poison/psi

Tman OCC Skills: Ogre, Gobbley, Boxing Acrobatics Gambling 30 Prowl 27 WP Blunt WP Archery WP blunt WP Knife

OCC Related Skills Wilderness survival, H Hunting, Track and Trap animals, HTH Expert
Pilot Hovercycle Weapons Systems Radio Basic Radio Scrambler Detect Ambush Sniper
Secondary Skills: Streetwise Athletics First Aid Climbing Lore Demon Leatherworking Skin and prepare hides, Land Nav

Magic Tatoos:
2 simple weapons (2d6SDC CrossBow, 2d8SDC Giant Club) 2ppe 30min
2 magic weapons  (2d8MDC/6d8SDC Giant Flaming Club, Flaming serpent arrows 2d6MD/6d6MD vs Dragons 6d6SDC/18D6) x3 range 30PPE for 4 arrows
2 animals Rhino, Crow
2 monsters Yll-Tree Climber 100ppe 15 min 460MDC 6 ATA PS 34 PP 28 PE 28
Furry Beetle 100PP

Knight Armor 25PPE 90min 60MDC
3 eyes super natural vision 20ppe 30min +1s/p nv see invis see aura

Heart Encircled by Chains (invulnerability from all but psi/magic, 75MDC/225 SDC 40ppe 30min
Skull Coiled with Thorns Death touch 40ppe 6 minutes +1s/p 1d6hp/3d6MD or 3d6hp/9d6SDC
Chain with broken Link, SN Strength +6

gear

Set Army Comlink Radio

Ogre-sizedd Custom Hoverpod   75MDC/375SDC   100MPH max 150mile electric range

Hoverpod Vibro Harpoon+towline 3d6MD 100ft

1325 stolen black market credstick

orc skull, human skull, rat skull chained to belt

Tribal Leather clothing (25SDC), NG survival kit, tent, 1weeks food, canteen, airfilter, tinted goggles

10ft length of heavy chain, padlock


background:

 https://3rdageofdragonwright.blogspot.com/2019/09/mephistos-horsemen.html

"Wild Ogres are captured and imported from a world known as the Palladium, but most ogre T-Men come from the Splugorth's slave kennels where ogres are bred and raised specifIcally as slave stock. The rare, wild females are kept for breeding (captive human females are frequently substituted). 70% of the ogres found within Splugorth dominated society are so-called domestic ogres raise in the slave kennels. One such ogre slave kennel is found in Atlantis. A horrible fate for these giant cousins to human beings. The Splugorth simply have no regard for human life. From their point of view, the domestic ogres are more controllable and docile than captives from the wilds."

"

https://rifts-16.obsidianportal.com/wikis/tattooed-man-aka-t-men

https://giantslayers-5.obsidianportal.com/characters/gutterunch-gorb


Gorb leads a platoon Orcs in a Tank3 as a NCO corporal in the army of Rama-Set.

Tank3 is part of a 3 tank squad, reporting to Krull (who is tank1), Tank2 is currently scouting to the north lead by Corporal Slaughter, another orgre Tman.   Tank1 is currently assaulting the 3rdeye safe zone.  All 3 tanks are in radio contact with a signal from a pinpoint rift north the the collegiate school of magic, and are expected to checkin to base every hour.


Friday, November 27, 2020

Jenny Nowak the Psi Ghost





Private Investigator for 3rd Eye in Merctown.  Unprincipled

She is detected by Zamok prowling to spy after the group while astrally projected.

4th Level Psi Ghost

IQ17 ME12 MA17 PS11 PP18 PE14 PB16 SPD10 PPE 15

HP 32 SDC 38 4 ATA +2s +5 parry +5 dodge +2 roll

+2ini +2 roll +4 vs mind control +4 vs posession

RCC Psionics: ISP 92

Psionic Invisibility, Deaden Senses, Mindblock, Nightvision, Object Read, Machine Ghost, Telemechanics.

traying5 RCC Chosen Psionics: Astral Projection, See Invis, Sense Evil, Telepathy, Intuitive Combat

1@lvl 2 Telekinesis 1@lvl4 Clairvoyance

1 super @3 Group Mind Block (developed after training from rena and days of vampire hypnotic suggestion attacks luring people way from the safe zone to be eaten by vampires)

RCC Skills: Literacy American, Euro, Basic Math, 

Radio Basic Surveillance Systems  Basic Electronics Basic Mechanics

Computer Operations Computer Hacking Escape Artist, Pick Locks

Streetwise, Prowl, Climbing Wp Energy Pistol, Wp Heavy, +4/+2 strike HTH Basic

5OCC Skills

Radio Scrambler +5 Jurry Rig +5% Demolitions +5 Disguise +10 Electrical Engineer +5

+2 rcc related at lvl3 Locksmith +10 Detect Concealment

Secondary Skills

Pilot Bicycle

DOMESTIC SKILL: WARDROBE & GROOMING Base Skill: 50%. +4%/lvl
Bonuses:

  • +1 P.B. (when dressed to impress).
  • +2% Disguise.

Athletics

+2 secondary at lvl 3 Pilot Auto, Play Music Instrument, Synthesizer (goth metal musician)

Can only ghost 20lbs of Gear: 

Plastic Bycicle w speaker system

Stealth Suit MDC Stalker suits, 45SDC -20% to spot

Wilks Pocket Computer/Comlink.  39000black market credits

1 heavy fusion block, Cross, Wooden Chopsticks, Electrical Tools. Digital Camera


Wednesday, October 14, 2020

Byorg Iotery




2nd Level Shaydorian Intel, Scrupulous Age 28 130lbs 9' tall
IQ 15 ME 24 MA 10 PS 15 PP 13 PE 10 PB 7 SPD 17  21PPE 64 ISP
80MDC/ 80HP 160SDC PV 6
HTH Natural
4ATA +4s/p/d +1roll +5 initiative

HF9 Prehensil Feet, Double  Jointed, Ambidexterous, Superiour Color Vision, 
Infrared, Nightvision 600ft
x3magnification
sensitive antennae
recognize smell 65 reconize indivisdual scent 50 track by smell 40 +5vs hf +4 vs mind control
+3 vs magic illusions +5vs coma/death

Psionics: Mind Block, Speedreading, Total Recall, Telemechanics


Lvl1 RCC Skills:
Swim 60 Climb 60 Prowl 60 Basic Math 60 Land Nav 46 Wilderness Surival 45 
Literacy Shadorian Dragonese, Language English Tecnhnocan

Advanced Math 50 Mechanical Engineer 30 Computer Operation 50 Computer Programming 40 Eleectrical Engineer 35 Read Sensors 40 Weapons Engineer 35 Surveilance Systems 40

Preultimate Edition Secondary Skills
Demolitions 60
locksmith 30
pilot hovercraft 50
pilot jet fighters 40
literacy technocan 30
archaeology 20
WP Knife Chain Erifle Epistol

Armor: Modified Juicer Plate 45MD 90SDC PV7
Weapons:
K30 Ion Pulse 15/30 shots 4d6/1d6x10+6 1000 ft 4 short eclips
Nunchaku 1d6SDC 2 Vibroknives 1d6MD

Pilots Stolen Kittani ATV Hoverjet
4 short range missiles, NG202 forward mounted railguni 30 burst 1d4x10MD 4000ft 6 belts 300rd belt 

Equipment:
Canteen K8000 Computer, Utility Belt, Fine Clothing 2 sets, 4 short Eclips, Portable Tool Kit, Pocket Audio Visual Player, 10 AV Discs, Traveling clothing

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?




Sunday, November 10, 2019

Jumbles the Robot Horse



Jumbles once belonged to a Cyberknight named Lady Naya.

The horse was inherited by Camron Case after Naya's death.

Original Bandito Arms RH-1003C Arabian robot horse Price 6,000,000cr
1400lbs 3f wide 9ft long 5ft at shoulder
Mainbody 240/1000SDC down to 800 due to damage fighting Mephisto's horseman.
Speed 120mph leap 20ft up 50ft across

Programming R47b aka
IQ9 PS28 PP22 PB11 SPD180
Chassis Combat Bonuses: +3 ini +2 s +5 dodge running +1 roll / 3 attacks
Black Market Combat Programming bonuses: +1s/p/d/ini/ +1attack
Laser + Targeting Computer +2 strike
PP 22 = +4s/p/d
Melee Total Bonuses: +4 ini +9s strike/+10 dodge
Front Hoof 1d6MD +13/3d6+39
Rear Hoof 2d6MD +13/6d6+39
Body Block 1d4MD +13/3d4+39 +40% kd

+3 strike with weapons systems AI skill, laser targeting in head,  targeting display in eyes

Mainbody has a forward Mounted TW TK-60 Light Machinegun
2d4MD/shot, variable burst dmg = 1/2 of # of rounds *2d4MD  / 6d4SDC 2000ft range
4d4MD/12d4SDC  shot on leyline or within one mile of nexus 4000ft range
6d4MD/18d4SDC / shot on nexus 6000ft range


Short Burst 5 shots/1 attack 1 - 2d4x3MD / 4d4MD x3 on leyline / 6d4MD x3 at nexus
6d4x3SDC/12d4x3SDC/18d4x3SDC

Long Burst 10 shots/2 attacks 2d4x5MD / 4d4MD x5 on leyline / 6d4MD x5 at nexus
6d4x5SDC/12d4x5SDC/18d4x5SDC

Full melee spray 30shots 2d4x15MD / 4d4MD x15 on leyline / 6d4MD x15 at nexus hits 1d4 targets
Payload 30rds, 1ppe/2isp / round to recharge
6d4x15SDC/12d4x15SDC/18d4x15SDC


Programming:
Blackmarket General Military Skill Program - 300,000cr sb1 p97 +1s/p/d/ini/attacks
Radio basic 98, math basic 98, pilot auto 70, pilot hover, land nav 45, understands american euro technocan, dragonese 98 speaks technocan dialect non cyberknights have difficulty understanding 98

Blackmarket Pilot Related Skill Program - 50,000cr sb1 p97
Read Sensors, Weapons Systems, Navigation 94

Cameron Case Horsemanship Bonuses:
While not riding horse with all powers active +14s/+15parry +14 dodge +5 disarm
With Horsemanship cyberknight at level 6
+6 init/12 when suprised with six sense +14s +17parry +16 dodge +6damage +2d6MD/+6d6MD charging with lance weapon

Additional Electronics:
NG Utility Deck cyberdeck  + cure program for Kittani 97 virus aka Tow Jam's worm.
Power Armor Sensor Suite includes Radar, 40 miles 72 targets, Laser Targeting +1 strike Long Range Radio 500 miles with external 20ft antenna extended, short range 10 miles, loudspeaker 80 decibles
Multi Optics Eyes Telescopic 6000ft Night Vision & Thermal Imager 2000ft +1strike Targeting Display