Showing posts with label Template. Show all posts
Showing posts with label Template. Show all posts

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]

Tuesday, July 21, 2020

Wild Vampire Set Worshiper



Vampire worshipers are stored in temples of Set like the one in Merctown and awoken if the temple is in danger.
By destroying the temple of Set in Merctown Caldor woke them up and now they swarm over the magic zone.  One of these did a slow kill on Towjam, lost 4 pints of blood

Vamp stats
Green LVL1 IQ3 ME14 MA6 PS 23 PP 17 PE18 PB 4 SPD 25 PPE 18 HP 20 5ATA ISP 20
Normal LVL3 IQ4 ME16 MA8 PS 26 PP20 PE20 PB 5 SPD 30 PPE 24 HP 50 5ATA ISP 40
Vet LVL8 IQ11 ME19 MA12 PS29 PP23 PE 21 PB7 SPD 35 PPE 30 HP 90 6ATA ISP 50
Elite LVL 12 IQ13 ME22 MA14 PS32 PP26 PE22 PB8 SPD 40 PPE 36 HP 120 7ATA ISP 100

Vamp powers: Horror Factor 12/12/13/13 NV1200ft can see invis in bat form with echolocation
Magic Energy does 1/2 dmg to HP, Psionic / Magic weapons do full dmg
Immune to Hypnotic Suggestion, Empathic transmission, exorcism mind wipe, mind bond, biomanip

2Psionic Attacks/melee, 12 save vs psionics, +1vs/magic psi, immune to all but mag/psi/silver/wood
Psi Sensitive: Empathy, presence sense, sense evil
Psi Physical /healer Death Trance Alter aura,  mind block,  deaden pain, induce sleep
Transform into Bat, fly 35mph, Wolf, Run 40mph, Mist 7.5mph
Prowl 50%, regen 2d6/melee fight to -20hp then coma

Summon Vermin Hoard 20/60/160/240 minutes
penalties from vermin smothering -1ata -4 ini -1s -2p/d -75% vision/hearing,
Rats hf9 100/300/800/1200 rats, 1d6+1 damage /melee from bites
Bugs hf6 500/1500/4000/6000

Summon Canines hf 8  6/18/48/72 wolves or dogs summoned for 20/60/160/240 minutes

Vet Powers: Summon Fog 7th level

Weapons:
Green:
Sacrificial Dagger of Set 1d6MD double vs good creatures, only evil can touch
Normal: 5ft SDC Chain, 10x Throwing Metal shards, 1d4MD+ps dmg,
Vet: 10ft length of MDC Chain
Elite: Chains of Set, 4d6MD 30ft range, on hit agony, Good take 2d6MDC from touching, selfish 1d6
+2s railgun d6x10md 4000ft Plasma d4x10 4000 ft punch +3d6md kick +5d6MD +25MD/+75SDC

Armor:
Green: None
Normal: Vestments of Set 30SDC PR4
Vet: Vestments+Chestplate AR16 70MDC/140SDC PR6
Elite: Angrar MarkII PS40 700MdC /3500SDC PR8

Money Green/Normal/Vet/Elite:
1d6cr scrap/1d6x10cr scrap/1d6 set gold coins worth 1000cr each/1d6x10 set coins


Hand To Hand Attacks: 5/5/5/6 Init +2/+2/+2/+3
Strike +1/3/4/7 (6pp bonus +1 level10wild vamp bonus )
Knife Strike +1/+4/+7/+11
Shards and Knife Throw Strike +2/+5/+8/+12
Chain Strike NA/ +2/+5/+8

Parry +1/3/4/7 (6pp +1level10 wild vamp bonus)
Knife Parry +2/+5/+7/+12
Chain Parry +1/+3/+6/+10

Dodge +1/3/4/6pp

Unarmed Attacks
Green/Normal/Vet/Elite Bite 2d6MD +PS Bonus+8/11/14/17  6d6 SDC+32/33/42/51
Green/normal/Vet/Elite Punch 1d6+8MD / 3d6+32/33/42/51 SDC
Green/Normal/Vet/Elite Power Punch 3d6+32MD /3d6+96SDC

Melee Weapon Attacks
Dagger Knife Strike +1/+4/+7/+10 Knife Parry +2/+5/+7/+11
Sacrificial Dagger of Set +Punch DMG 2d6+8MD / 6d6+32/33/42/51 SDC

Ranged Weapon Attacks
Thrown Metal Scrap +PS Bonus 1d4+8/11/14/17 MD / 3d4 +32/33/42/51 SDC

1 in 4 carry merc guns+ramjets 3d6 handgun/ 2d6 smg/7d6 heavymg/powerarmor
Guns Strike Aimed +3/+4/+5/+6
Guns Strike Burst +1/+2/+3/+4


Psionic Attacks
Super hypnotic suggestion Range Line Of Vision must see into victim's eyes
20ISP Duration 5/15/40/60 minutes

Vamp skills
Speaks Egyption/Spanish/Dragonese
Green WP Dagger, WP Chain WP AutoPistol Pilot Motorcycle
Normal WP Dagger, WP Chain, WP smg, Pilot Motorcycle Learns Hunting
Vet WP Dagger, WP Chain, WP Heavy, Pilot Tank/APC Hunting
Learns Streetwise, Track Animals ,

Elite WP Dagger, WP Chain, WP Heavy Energy, Pilot Powerarmor +5secondary


Wednesday, September 11, 2019

Mephisto's Horsemen



Merctown Mephisto's Horsemen
This gang is rumored to work for Atlantis



Green Ogre T- Men Regular Human T-Men Veteran Elves T-Archers Elite Sunaj
IQ 10 12 9
MA 7 10 12
ME 12 14 18
PS 22 16/22 16/22
PP 17 17 22
PE 20 15 15
PB 8 10 22
Spd 15 20 30
HP/SDC
ARMOR
25hp/100sdc

100MDC/300SDC tatoos

Giant Armored Jacket 25MDC/75SDC PR6

Knights Armor 20MDC/60 SDC 25ppe
30HP/50SDC
120MDC/360SDC tatoos

Patchwork Body Armor 100SDC PR7

Knights Armor Tat
60MDC/180SDC

Invulnerability Tattoo
75MDC/225 SDC
60HP/100SDC

700sdc tats

elves 1/2stat tats

KnightArmor
90MDC/180SDC

Invuln Tat
32MDC/98SDC




PPE/ISP104 132 270
# Actions
Melee 
5 6 6 Bow + 1 other
Strike  +1/2 fists w/SNvis
+2/3 club w/SNvis
+3/4 sniper xbow w/SNvis



+3/4 fists w/SN invis

+6 sword/
+7 sword w/SN

+5s aimed /+2 bursts Wilks



+9 HTH
+10 SNvision
+14 bow
+15 SNV+bow

+5 railgun+SNV
+6 railgun weapon systems lock+SNV

Parry +4/5 club
+6 club w/SNvis
+4/7 sword
+8 sword w/S
+10
+11 SN vision


Dodge +4 +4 +10
+12 flying tat

Initiative

+3
Vs. Magic/
Poison/psi
+5/3 +2/0+2/0
Combat Actions Crossbow

Giant Flaming Club
2d8MDC/6d8SDC

Flaming serpent arrows 2d6MD/6d6MD vs Dragons 6d6SDC/18D6) x3 range

Hoverpod Vibro Harpoon+towline 3d6MD 100ft
Wilks Laser Pistol 1d6MD

Shortbow Tat
2ppe

Flaming Sword 10ppe
2d6MD/6d6SDC

Death touch +1s/p 1d6hp/3d6MD

Hoverpod Pulse Ion
6d6MD 2000ft

Hoverpod 4x AP Minimissiles 1mi
KO/Stun 17-
Hypnotic Gaze

Bow Weapon Piercing a heart (anti-PPE) 20ppe
save vs magic 14 or loose ppe=dmg

Lightning Arrows 9d6MD/27D6SDC  /2
30ppe 4x arrows

Energy Disruption Arrows

Hoverpod Railgun 1d4x10MD
3d4x10SDC
4000ft





1st 3th 9th 12th





Green Ogre OCC Skills: Ogre, Gobbley, Boxing Acrobatics Gambling 30 Prowl 27 WP Blunt WP Archery WP Polearm WP Knife
OCC Related Skills Wilderness survival, H100ppe 15 min 460MDC 6 ATA PS 34 PP 28 PE 28 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

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


Furry Beetle 100PPE
Knight Armor 25PPE 30min 20MDC
3 eyes super natural vision 20ppe 10min +1s/p nv see invis see aura



Regular Human OCC Skills:  Cook, Fish, Gardening, Boxing, Acrobatics, Euro, Gobbley, Wilderness Survival, Boat Building, WP Sword, Fencing,
OCC Related Skills Wilderness survival, 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 WP Epistol, Skin and prepare hides, Land Nav

2 Simple Weapons (1d6SDC Shortbow, 1d8 SDC Longsword)
2 Magic Weapons (Flaming Sword  , Flaming serpent arrows 2d6MD/6d6MD vs Dragons 6d6SDC/18D6vs dragons) x3 range 30PPE for 4 arrows)
2 animals Dog, Horse
2 monsters
3 eyes super natural vision 20ppe 10min +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



Veteran Elves OCC Skills: Firstaide radio basic elf, american, intelligence, tracking, wilderness survival, body building, boxing, climbing, swimming, WP archery, Blunt, Knife, Sword, Energy Pistol, Heavy Energy  HTH Assassin
5 OCC related: Hovercycle Weapons Systems Radio Scrambler +5 Disguise +10 Pick Pockets +2
3  @level4 pick locks demolitions
3  @level8
Secondary Skills: Streetwise, Athletics, Lore Demon, Lore Magic, Running

1/2 strength Tattoos due to being elf
2 Simple Weapons (2d6SDC Longbow, 1d8 SDC Longsword)
2 Magic weapon Flaming Sword 10ppe , Flaming serpent arrows 2d6MD/6d6MD vs Dragons 6d6SDC/18D6vs dragons) x3 range 30PPE for 4 arrows)
2 animals
2 monsters Yll-Tree Climber 1/2 physical stats 100ppe 30 min 230MDC 6 ATA PS 34 PP 28 PE 28


Heart Encircled by Chains (invulnerability from all but psi/magic, 75MDC/225 SDC 40ppe 30min
3 eyes super natural vision 20ppe 10min +1s/p nv see invis see aura
Skull Coiled with Thorns Death touch

6 of choice
Beautiful Dancer (Hypnotic Gaze). It's only 15 PPE
Weapon Piercing a heart (anti-PPE)
eye of mystic knowledge (magic)
Energy Disruption Arrows
Lightning Arrows 9d6MD/27D6SDC 30ppe 4x arrows
Eye of Knowledge languages


+7 from level 9
Rose and thorny stem Heal spell 30ppe
Heart with large wings  fly 20ppe 130mph +2 dodge
Heart peirced by wooden steak
Skull with Bat wings animate dead
Shark Tatoo
Eye with Tears Empathic Transmission 1/melee 15ppe
Chain around skull +3 vs psionics 25ppe 9min

Elf HTH +3 init
strike +4pp +2hth +3skills +1 sn vision
parry +4pp +3hth +3 skills +1 snvision
dodge +4pp +3hth +3skills +2 heart with large wings 20ppe


Ogre Custom Hoverpod   75MDC/375SDC   100MPH max
Normal K2 Kitani Hoverpod 100MDC/500SDC 200MPH max
Vet K3 Kitani Hoverpod    200MDC/1000SDC   300MPH max

Saturday, February 9, 2019

Splugorth Conservator Template


Green Level 1 Conservator 250 lbs 8ft tall
IQ 12 ME 18 MA 9 PS 50 (+35!) PP 21 PE 21 PB 2 SPD 44 HF 16 PPE 120 ISP 30
MDC 100 + 350 Biowizard platearmor / 200SDC 100 HP PV6 + 1050SDC biowizard armor PV 8
Psionics: Astral, empathy, mind block object read sense magic speed read telepathy total recal
Hunting Magic Spells: from 1-3 frozen at 4th level:
See Aura, Cloak of Darkness, Armor of Ithan (40MD/120SDC), Impervious to Fire, Detect Concealment, Mystic Alarm, Chameleon, Magic Shield 60MD/180+1parry
RCC Abilities NV1kft turn/see invis, bioregen 1d4x10/min dimensional tp 98% to master
RCC Skills Basic math, radio, scrambler pilot all boats, pilot hover, climb swim, wild survival,
land nav, Skin & Prepare Hides, Land Navigation, Track & Trap Animals, Boat Building
WP Spear WP Blunt WP Knife (works with  elbow spikes) WP Ranged WP Sword
WP Heavy Energy WP Energy Pistol
Combat:
8 Attacks / 2 magic +9s/p +6 d +4 roll +2 vs psi/magic (+3 with rune weapon touching him)
Attacks
Chemical Spray 20 ft tags with scent
Tail Stinger 2d6MD+35/6d6 +105SDC+save vs paralysis poison (14) d4min duration
Spike Punch/Elbow 7d6MD+35/21d6sdc +105
Spike Power Punch 2d6x10MD+2d6MD+70/ aka 22d6MD 66d6SDC +210 2attacks
Evil Lesser Rune Spear 4d6MD + 6d6MD punch=10d6MD+35 /30DC6 SDC +105 +10s/p wp spear
Aimed Helm Laser 2d6MD/6d6 sdc 4blasts/melee (not full auto) 60 blasts 2000ft 2ata +3s 2ata

Normal Level 3 Conservator 300Lbs 8.5ft tall
IQ 14 ME 18 MA 12 PS 50 PP 21 PE 22 PB 3 SPD 44 HF 16 PPE 220 ISP 40
MDC 200+350 Biowizard plate/400SDC 200HP PV6 + 1050 SDC plate PV8
+4 strike aimed helm laser 2ata
+2 strike w/bursts from laser/K500 Railgun 6d6MD/30d6sdc)/30 rds 4000ft 1x390rd belt (13 bursts)
WP Spear +11s/p

Vet Level 8 Conservator 350lbs 9ft tall
IQ 17 ME 18 MA 15 PS 50 PP 21 PE 22 PB 4 SPD 44 HF 16 PPE 320 ISP 60
MDC 300+350 Biowizard plate/600SDC 300HP PV7 + 1050 SDC Plate PV8
Spear + Rune Club 6d6MD+6d6MD punch=12d6MD+35/36dcSDC+105
wp rune spear/club +12s/pd WP Heavy Energy +3 strike bursts K500

Elite Level 12 Conservator 500lbs 10ft tall
IQ 20 ME 18 MA 18 PS 50 PP 22 PE 22 PB 6 SPD 44 HF 16 PPE 420 ISP 80
MDC 400+350 Greatest biowiz plate/800SDC 400HP PV 7+1350SDC Plate PV 9
WP Impaler Sword +14s/+13p  WP Heavy Energy +5s k500 bursts
1d6x10MD+35 + 6d6MD punch/ 30d6x10sdc+105 +18d6SDC punch = 48d6+105 SDC!
Greater Biowizard Platemail  (PV+1 to 9)


Tuesday, February 5, 2019

Splugorth Slaver Template


Splugorth Slaver

Green Lvl 1 Slavers travel with 1 Green Altara Warrior Woman  
10ft tall
HP 60 Armor of Ithan 120MDC/360SDC
Minion Armor Main body 300MDC/900SDC PR7
PS28 PE23
PPE 120 ISP 30
16ft tentacles
Combat: +6ini +4s/+10p+4d +5 vs psionics +4 vs magic
10 physical attacks

Attacks:
Staff of Eyelor strike & Claw Punch 3d6MD+13 /9d6+39SDC
Tentacle Strike 6d6+13SDC
Tentacle Power Strike for 2ata 2d6MD+26/6d6sdc+78
Bite 2d6MD/6d6SDC +39
Tentacle Entangle

RCC Skills: Swim, Track by blood 66%
Psionics: MindBlock, Telepathy

Gear:
Minion Barge Main Body +6 eye of eyelor 500MD/2500SDC, 4xBarge Sheilds 100MD/500SDC
53mph 500ft up

(5) Eye Drones
50MDC/250SDC  35mph spd 50 4 ata
Attacks: 2d4MD/6d4sdc on ley line, 2000ft, blinding flash
+5x4attack (20!)eye drone telepathy command attacks when drones set to kill/stun


See Aura, Invis, Eyes of Wolf, Sense/see magic, Sense Evil, Detect Concealment Ley Line transmission, NV600, Telescopic 6000ft

Staff of Eyelor 2 spells/melee ss14 - 100ppe  150 MDC/ 450SDC
2x/day 8th Level spells
Call lightning 8d6MD /24d6SDC 300ft
befuddle 100ft  64melees Fear  20ft area 24Melees
energy disruption 60ft  96melees (non military gear only)
Magic Wrist Plasma Ejector 5d6MD/15d6SDC /2000ft 4x/melee
Magic Eye Laser Blaster  2d6MD 1200ft, 60blasts, up to 4 /melee, standard rate of fire, 2d6MD

Tactics:
Call lightning any weapon that hurts it
Tentacle Slams & Punches
Green and bloodthirsty, less likely to take as many living prisoners.
Set all 5 Eye drones to blast randomly

Normal Lvl 3 Splugorth Slavers travel with 2 Normal Altara Warrior Women
HP 80
PPE 160 ISP 40

Slavers who survive to level 3 receive additional combat training.
HTH Expert WP Blunt +2s/p
10 Attacks +7 dodge
Punch/Bite/Tentacle +6 strike +13 parry
Staff of Eyelor          +8 strike +15 to parry

Additional Gear:
Seeker Hunter Drone Eye 5ATA 200MD/400sdc PV7 armor, 100md /300SDC PV 6 eye
Laser 3d6MD 4xmelee 2000ft
Combat Spells 5th Level 3x/melee 400 ppe HF14 Paralysis Lesser, FireBolt, Fireball, call lightning, wisps of confusion

Tactics:
Scout with eyes, ranged attacks from cover to draw enemy into under water ambushes
Fear magic,dDisarm and take living prisoners, focuses eyelor drone fire on biggest target.

Vet Level 8 Splugorth Slaver travel with 3 Vet Altara Warrior Women
HP 100
PPE 200 ISP 50
11ft tall
11 Attacks  +6 to strike,  +13 parry +7 dodge
+9s/+16p with staff of eyelor or staff of power
Crit 18-20

Additional Gear:
2xSeeker Hunter Drone Eye

Dual Wields Staff of Eyelor and 5th Level Magic Staff of Power, no daily limit, 160ppe
Call Lighting 15 5d6MD/15DC SDC, 
Shadow Meld 10,  Mystic Portal 60 Negate Magic 30 Anti Magic Cloud 140
Staff of Power Strike 5d6MD+13/15d6+30SDC

Elite Level 12 Splugorth Slaver travel with 4 Elite Altara Warrior Women

HP 120 ISP 60
PPE 240
12ft tall
HTH Expert 12 Attacks
+8strike +14 to parry with staves
Knockout/stun on an unmodified roll of 18, 19, or 20
+3 to damage MD (+9 SDC)

Additional Gear: Psi Interrogator
3xSeeker Hunter Drone Eye

Thursday, July 19, 2018

Merctown Boosterboys


Heist WIP by TD-Vice on DeviantArt

Merctown Booster Boys

Lead by Davey Boy, they run the best car theft ring in Merctown.   They boosted a truck with 125mil in goods from the player group.

Based on p87 of Merctown source book.
Tactics, Techniques, and Procedures include sending in 2 green spotters to find and guard the mark, followed by one regular and one vet to boost the vehicle, with the elite nearby in case they need extraction.

The group has encountered Greens on bikes and Quckflex Normals during the truck jacking where they lost one of their Trucks and Towjam.

Later they countered Normals on a towtruck towing a red devil vehicle.
Lastly the group faced the main battle tank with a Elite, Vet, and normal booster boy inside.


Green Human City Rats (ages 12-18) Regular Quick-Flex Alien Professional Thieves Veteran D'norr Devilmen Techno Wizard Elite Kremin Cyborg
IQ 16 12 13 14
MA 9 16 20 22
ME 12 16 20 22
PS 10 14 24 35
PP 17 20 23 25
PE 8 16 20 24
PB 14 6 10 12
Spd 14 55 30 120
HP/SDC
ARMOR
15/20/30SDC leathers armor
Wastelander Motorcycle
25/40/90SDC Huntsman light body armor +90 sdc light naruni forcefield generator +/- 1-50% depending on computer hacking roll

50/100/450 TWCyborgshell +medium naruni forcefield 180sdc +/- 100% depending on computer hacking roll
NG Hover Tow-Platform

150hp/300sdc /1250 sdc alien borg armor
Naruni Heavy Hovertank

PPE/ISP20 4 150 3
# Actions
Melee 
4 6

Strike 


+3/+1 Bikegun
+4/+2 Weapons systems roll
Vibroknife +1



+6 hth
+7 knife
+8 grenades
+6/+4 epistol
+6/+4 heavy
+7/+5
Bike Weapons Systems 40%





TWNG Particle Beam Rifle 1d4x10MD/10shots

Tow Truck Magnet Hook
NG 6shot Hanheld AP mini missle launcher

2 carpet of adhesion grenades
2 plasma grenades 5d6md/15d6 sdc
1 Naruni 115 mm Heavy Particle Beam Cannon 5d6MDx10 rng 9.3miles commander

2 Coaxial  Rail Gun: 2d4x10

Coupla railgun 3d4x10

x8 medium missiles
x48 minimissiles

(also in tank)
1 vet gunner
1 normal gunner
1 TMAN commander


2 heavy fusion blocks

Parry +3/+4 knife +5/+7 knife

Dodge +3 +6 auto

Initiative+3 amp hearing +3

Vs. Magic/
Poison/psi

0

Combat Actions
Bike HMG 7d6SDC/burst# ramjets, 100rnd clip

Vibroknife
10mm SMG

Bike HMG
7d6 MD Ramjet, 100rd box clip
Vibroknife 1d6md/3d6SDC
2 frag grenades 2d6md/6d6sdc
2xNG Ion Pistoles 3d6MD 10shots/6 eclips




1st 3th 8th 12th



Green Cyber: Amp Hearing, Headjack, Ear Implant and Radio, Prerifts Cyberdeck +2% computer hacking
Green skills: hth basic athletics computer operation programming hacking radio basic basic electronics basic mechanics jury rig surveillance systems literacy technocan streetwise combat driving WP Knife WP Heavy WP SMG Weapons Systems pilot motorcycle pilot auto

Normal Cyber : Breathing Tubes, Bionic Lung and Air filter, Radio Scrambler, Amp Hearing, MO Eye +1 str, NG Cyberdeck NG-7 +5 computer hacking
Normal Combat Skills of note: Weapons Systems 40% Prowl 45% HTH Assassin WP Paired WP Targeting WP E pistol WP Heavy Energy WP Heavy Combat Driving WP Quick Draw
Computer Hacking 45%  Pilot Motorcycle, Auto, Truck, WP Knife +1s/+2p

Vet Cyber: Alien Slicer Droid X-1 Headimplant (computur hacking AI+10% to rolls 2ata), Naruni Cyberdeck N-100 +7 % computer hacking
Elite Kremin Full Cyborg, Built in Kremin K-1 Cyberdeck +9% computer hacking Alien AI

Green Roll
Normal Roll +4


Friday, January 22, 2016

Phoenix Empire Death Squad Air Jinn


Genie final. by vlda on DeviantArt air


Phoenix Empire Death Squad Jinn

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


Green Air Jinn Regular Water Jinn Veteran Fire Jinn Elite Earth Jinn
IQ 10 12 13 14
MA 14 16 20 22
ME 10 16 20 22
PS 34 36 38 42
PP 16 17 18 20
PE 14 16 20 24
PB 4 6 10 12
Spd 40/140flying 60/160flying 100/200 flying 120/220 flying
HP/SDC
ARMOR
600MDC



800MDC


1200MDC
1400MDC

PPE/ISP 100/40 220/50 570/60 710/70
# Actions
Melee 
6 6 8 9
Strike  4/5 rod 5/6axe 8/11stave 10/15sword
Parry 4/5 rod 6/7axe 9/12 stave 10/15sword
Dodge 4/5 flying 6/7 flying 7/11 flying 8/14 flying/teleport  dodge
Initiative 4 4 4 4
Vs. Magic/
Poison/psi
6/6/6 vs 12 7/7/7
9/9/9
11/11/10
Combat Actions Punch 3d6MD+12

K-30 Ion Pulse Rifle

Corrupt Rod punch+6d6MD

Blinding Flash


Crush 3d6+12 Wing Attack: Basic 6d6+24

K-4 Laser Pulse Rifle         Corrupt Executioner's Blade
punch+5d6MD save vs 14 death strike or take double damage

Punch 5d6MD+22

Wing Attack: Advanced Punch+70%KD
 Pin/incapacitate on nat 17+

Wing Gliding Sweep attack power punch to 15ft area +d4x10meter KD

Corrupt Serpent Slayer  Stave Punch+4d6MD double to dragons + stops teleporting K-500 Rail Gun
Crit 18+
Punch 6d6MD +30
Corrupt Millenium Slayer
Remote Controlled Phoenix Sand Crawler
` 1st 3th 8th 12th
Green Air Jinn Spells:
Defense: thunder clap +1s/p/d +5 init

Invis Wall 60ft 10ft/lvl 50/lvl
Darkness


Summons:
Phantom Footman 20ppe Phantom 30ppe

Air Jinn Offensive magic:

Wind Rush 120ft 10ppe
Northern Lights 60ft range 30ft area 12ppe
Electrical Field 200ft 10ft/lvl 35ppe 4d6+10md 2min/lvl
Wind Blast +6 s 2d4x10+30md 40ppe 1000ft+400/lvl
Tornado 60ppe 600ft range 100ft area 4d6x10md for 1d6melees
then hurled out for 2d6x10md


Natural Abilities:  
Magic: All spells of one elemental magic type.8th level at night 4th at day




Major Psionics: All sensitive and Physical 5th lvl

Physical:
   Alter Aura (Self) (2)
   Death Trance (1)
   Ectoplasm (6, 12)
   Impervious to Cold (2)
   Impervious to Fire (4) 
   Impervious to Poison/Toxin (4)
   Levitation (2 (up to 2 lbs), 6 (up to 20lbs), 6+1 for every 10lbs over 20lbs)
   Mind Block (4)
   Nightvision (4)
   Resist Fatigue (4)
   Resist Hunger (2)
   Resist Thirst (6)
   Summon Inner Strength (4)
   Telekinesis (3, 8, 8+1 for every 10lbs over 20lbs)
Sensitive:
   Astral Projection (8)
   Clairvoyance (4)
   Empathy (4)
   Mind Block (4)
   Object Read (Psychometry) (6)
   Presence Sense (4)
   See Aura (6)
   See the Invisible (4)
   Sense Evil (2)
   Sense Magic (3)
   Sixth Sense (2)
   Speed Reading (2)
   Telepathy (4)
   Total Recall (2)
 Intuitive Combat
Psychic Invisibility
Read Dimensional Portal




RCC Skills: 
HTH Demon(same as ultimate edition hth dragon minus bite/tail attacks)
Basic Math lit dragonese euro egyption streetwise intel track humans wilderness survival land nav lore demon faeries radio basic comp op basic elec locksmith pick locks pick pockets palming concealment wp sword wp energy rifle

RCC Related Skills (3wps)
WP Blunt WP Axe WP Heavy Energy




Green1d4x10000 in egyption gold coins of the ramaset 2 eclip

Normal 1d4x100000 in coins 3 eclips

Vet 2d4x100000 in coins 4 eclips 1 ppeclip deed to small house in Rama, Africa
Elite4d4x100000 in coins5 eclips 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 +4 rcc
Normal Strike[4]+1pp +4 rcc
Vet Strike [7]+2pp+4 rcc +2 strike rcc hth
Elite Stike [8]+3pp+4 rcc +3 strike rcc hth

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

Green Dodge Bonus: +1pp  +3rcc
Normal: [7]  +3 rcc+1pp +2 rcc hth
Vet: [9] +2pp+3 rcc+2 rcc hth +3 to dodge in flight
Elite: [10]+3pp+3rcc+2 rcc hth +5 to dodge in flight

Tuesday, January 5, 2016

Phoenix Empire Recon Squad Werewolf


Werewolf by sandara on DeviantArt

Phoenix Empire Recon Squad Werewolf

Trained to serve the Phoenix Empire in one of the Demon Legions. P135 Africa.


Green Regular Veteran Elite
IQ 6 8 10 12
MA 10 14 16 18
ME 10 14 16 18
PS 16 20 22 24
PP 16 20 22 24
PE 15 20 25 30
PB 10 14 16 18
Spd 15/50 35mph as wolf 20/50 25/50 30/50
HP/SDC
ARMOR
45HP/100MDC 200 SDC patchwork armor 48HP/ 52hp/Custom Patchwork 150MDC 300SDC +

56
PPE 50 70 80 90
# Actions
Melee 
6 6 6 6
Strike  4/5 with knife or claws 7/8 with knife or claws 8/11 with knife or claws 9/14 with knife or claws
Parry 3/4 with knife or claws 5/7 with knife or claws 9/12 with knife or claws 10/14 with knife or claws
Dodge 4 6 10 11
Initiative 1 2 4 5
Vs. Magic/
Poison/psi
2/0/2 vs 12 5/3/2 vs 12 7/5/3 vs 12 10/8/4 vs 12
Combat Actions K-30 ion Pulse Rifle 3 eclips
+6 aimed +1 burst





TK Sniper Rifle 4d6MDC 3000 ft 5shots/32ppe
 +9 aimed single shots only

mated to stripped down
K-4  +7 aimed/+2 burst

Vibro Knife
TK Snipe +11s
K4 +9s/4s burst

TW Sawed  off Sapper
 +8s

4d6MDC to nonliving and magic barriers

-3d6ppe -4d6ppe to magic creatures 12 shots 600ft 10ppe/shot

Miscreant
Yellow Fang 6d6MD Lesser Rune Dagger
+1s/p/all saves
` 1st 3th 8th 12th

Natural Abilities: Prowl 80% swim 50 track by smell 70 nv 300ft bio regen 4d6hp/hrMagic: Meta Animal Meta human summon and control canine repel animals tounges.
Psionics: Sixth Sense See Invis Mind Block

RCC Skills: Gobblely & Euro 98 land nav +15 track animals +20



Secondary Skills G/N/V/E: 7/7/15/19
Intelligence, Pick Pockets+5, Pilot Hover, HTH Assassin (Phoenix Empire Training), WP Knife (works with claw attacks)
WP Energy Rifle
Sniper

Extra Vet Secondary Skills:
at 4 Interrogation Techniques, Escape Artist, Streetwise
at 8 Basic Math,Lore Magic, Gambling, Palming


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 "Yellow Fang Leader of the Savanah Werewolves" and RamaSet.


Green1d4x1000 in egyption gold coins of the ramaset 2 eclip

Normal 1d4x10000 in coins 3 eclips

Vet 2d4x10000 in coins 4 eclips 1 ppeclip deed to small house in Rama, Africa
 Elite4d4x10000 in coins5 eclips 2 ppeclips deed to villa in Rama, Africa

Green Guns Strike Bonuses: +3 aimed +1 rifle +2 sniper
Normal Guns Strike Bonuses +4 aimed +3 rifle +2 sniper

Vet Guns Strike Bonuses 6 aimed +3 rifle +2 sniper
Elite Guns Strike Bonuses 8aimed +3 rifle +2 sniper

Green Strike Bonuses: +1pp +2rcc +2hth
Normal Strike[4]+3pp+2rcc+2hth
Vet Strike [7]+4pp+2 rcc+2hth +1 with guns/thrown
Elite Stike [8]+5pp+2rc+2hth +2 with guns/thrown

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

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

Friday, May 1, 2015

Phoenix Empire Monster Slave Troops


Barbarians of the Savanah have been enslaved and forced to serve the Phoenix Empire in one of the Monster Slave Legions. See P135 in Rifts Africa.


Green Orc  Bandit Regular Ogre Bandit Veteran Troll Bandit Elite Minotaur Bandit
IQ 7 12 16 13
MA 12 8 10 12
ME 6 12 10 18
PS 23 25 27 33
PP 12 14 18 24
PE 17 19 21 33
PB 5 8 7 18
Spd 34 36 32 40
HP/SDC
ARMOR
20hp/100sdc/Medium Patchwork Armor 60MDC/120SDC

36hp/110sdc/Patchwork Armor 70MDC/140SDC -20%skills 55hp/140sdc/Giant Branaghan Armor 150MDC/300 SDC + 56MDCoat/112sdc

100HP/1000SDC
Heavy Barding 200MDC/400SDC

PPE 7 12 16 12
# Actions
Melee 
5 5 6 7
Strike  0/1 club 1/3 club 3/6 polearm 7/12 polearm
Parry 4/5 club 5/7 club/9 club+ss 7/10 polearm/12 polearm ss 11/15 polearm/17 polearm ss
Dodge 4 5/7ss 7/9ss 11/13ss
Initiative 1 1 1 1
Vs. Magic/
Poison/psi
1 vs magic
/1/0 vs 15
2/2/0 vs 15
3/3/0 vs 15
8/8/2 vs 15
Combat Actions Vibro Spike Club 1d6MD Scrapmetal Sheild 50SDC

K-30 Ion Pulse Rifle
Large Enchanted Spiked Club 1d8MD +10PS 

2 frag grenades

K-30 6d6/30 mated to  BB Sawed Off 2d6/10
Pledge of Caldeum magic polearm d4x10MDC Fire Damage
+1s/p

K-E4 Plasma Ejector
Pulls Catapult

K-500 Rail Gun


1st 3th 8th 12th

Natural Abilities:  
Orc SDC  occ 20 orc 40 men of arms 10  boxing +2ps +10sdc running +5sdc +15 speed +1pe forced march +2pe +2 speed +10sdc athletics +1ps +5 speed +5sdc

Ogre SDC occ 20  ogre 40 men of arms 20  boxing +2ps +10sdc running +5sdc +15 speed +1pe forced march +2pe +2 speed +10sdc athletics +1ps +5 speed +5sdc

Troll SDC occ 20 troll 60men of arms 30  boxing +2ps +10sdc running +5sdc +15 speed +1pe forced march +2pe +2 speed +10sdc athletics +1ps +5 speed +5sdc

Minotaur SDC occ 20  minotaur 1200 men of arms 40  boxing +2ps +10sdc running +5sdc +15 speed +1pe forced march +2pe +2 speed +10sdc athletics +1ps +5 speed +5sdc


Psionics: None

Bandit OCC Skills:  Gobblley,Euro, cook +10 fish +10 swim +10 climb +10 athletics horsemanship exotic, pilot hover, pilot motorcycle, land nav wp epistol, erifle, WP Blunt WP PoleArm HTH Basic

OCC Related Skills:
Boxing, Prowl +10 Streetwise +10 Camouflage +5   Radio Basic Radio Scrambler


Secondary Skills:
Gambling Running Forced March Athletics


Equipment:
All have enslavement papers signed by Pharo Rama Set to go to north america and retrieve "any symbols of osiris" and bring them back to Africa.
The papers are signed by "Greenskull the Leader of the Nile Tautons,renting from Caldeum owner of This Monster Legion" and RamaSet.


Green 2 eclips 1d6 credits in trash

Normal 3 eclips/bandoleer 20BB6 shells, random object of value worth 1d6x100

Vet 4 eclips, 2 bandoleers 40bb6 shells, 1 elf on chain, 1d6 SET GP

Elite  2 belts of ammo for k500 1 elf on chain 1d6x5 SET GP

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: 0
Normal Strike0
Vet Strike +1hth +2pp
Elite Stike +2hth +5pp

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

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

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

Sunday, June 29, 2014

Demon Locust Follower of Bes


Scorpio demon WIP by Exelzior-Maximus on deviantART

Bes has impressed many Demon Locusts.  Locusts have been seen swarming to witness the supposed end of Rifts Earth at the hands of NXLA.

Stats:
IQ 26 MA 18 ME 26 PS 45 PP 26 PE 24Speed 40/250 flying ~160mph
800MDC/800HP 1600SDC PV 7 12ft long 700lbs HF 16
57 ISP all psi sensitive 5th lvl
600 PPE 8th level wizard with all 1st lvl spells , call lightning firebolt fire ball negate magic dispell magic barriers fly as eagle animate turn dead exorcism remove curse curse phobia luck curse spoil sickness earthquake id barrier create scroll

7 attacks/3 magic +75 damage
+10strike/parry/dodge +4 init
w/ fly as eagle  25ppe 160minutes
+10 strike / +11 parry / +12 dodge / +81 dive damage +4 init
w/ fly as eagle + thunderclap 30ft radius
+11 strike/+12 parry/+13 dodge/+81 dive damage +9 init
w/ fly as eagle + thunderclap + intuitive combat 10isp 16melees
+12 strike/+13 parry/+17 dodge/+6 roll +81 dive damage +12 init


 +4 roll
+5 all saves

Attacks:
Punch 5d6MDC/15d6+90 SDc
Power Punch d6x10MDC/30d6+180 SDC
Stingers 6d6MDC/18d6+90 SDC + save 14 poison vs paralysis 2d6melee and 3d6hp damage for 1d4 rounds

Powers: Imp to Fire, leap 80ft dimensional teleport 54%

Magic Senses:
NV 200ft See  Aura 100ft Sense Magic 120ft See Invis 200ft

Magic Attacks: (from highset range to lowest)


Call Lightning 300ft 8d6MD/24d6 SDC  15ppe
Earthquake 260ft 2d6x100MD/6d6x100SDC  50 ppe 480ft fissur w/ 320ft radius
Fire Bolt 135ft 4d6MD/12d6SDC 7ppe
Fireball 90ft 8d4MD  8ft radius/24d4SDC  10ppe 18+dodge only
Blinding Flash 60ft 10ft radius

Thunderclap 30ft radius
Curse Phobia 20ft range 40ppe
Luck Curse 10ft range 40ppe
Sickness 10ft range 50ppe
Cloud of Smoke


Defenses:
Id Barrier 900ft range 600PPE hf 14 apparition 6th lvl 24minutes

Psionics (all sensitive)

    Sensitive
  • Astral Projection - PFRPG 168, HU2 305, NB 70, BtS 83, R 119, BtS2E 116
  • Clairvoyance - PFRPG 168, HU2 306, NB 71, BtS 85, R 121, BtS2E 117
  • Commune With Animals - PFRPG 169
  • Commune With Spirits - PFRPG 169, RWB12:P 39, BtS2E 119
  • Death Trance - NB 72, BtS 85
  • Dispel Spirits - PFRPG 169, BtS2E 119
  • Empathy - PFRPG 170, HU2 306, NB 73, BtS 87, R 121, BtS2E 119
  • Ethereal Mirage (Minor) - NBBtS 117
  • Intuitive Combat - PU 90, RWB12:P 39
  • Machine Ghost - PU 90, RWB12:P 39
  • Mask ISP & Psionics - PU 91, RWB12:P 40, BtS2E 120
  • Mask PPE - RWB12:P 40, BtS2E 120
  • Mind Block - PFRPG 170, HU2 306, NB 75, BtS 88, R 122, BtS2E 121
  • Object Read (Psychometry) - PFRPG 170, HU2 306, NB 75, BtS 88, R 122, BtS2E 122
  • Precognition - PU 92, BtS2E 123
  • Presence Sense - PFRPG 171, HU2 307, NB 75, BtS 88, R 122, BtS2E 123
  • Psychic Literacy - BtS2E 125
  • Read Dimensional Portal - PU 93, RWB12:P 40, BtS2E 125
  • Remote Viewing - RWB12:P 41, BtS2E 125
  • See Aura - PFRPG 171, HU2 307, NB 75, BtS 89, R 122, BtS2E 126
  • See The Invisible - PFRPG 171, HU2 307, NB 76, BtS 89, R 122, BtS2E 126
  • Sense Dimensional Anomaly - PFRPG 171, NBBtS 117, RWB12:P 41, BtS2E 126
  • Sense Evil - PFRPG 171, HU2 307, NB 76, BtS 90, R 122, BtS2E 126
  • Sense Magic - PFRPG 171, HU2 308, NB 76, BtS 90, R 123, BtS2E 126
  • Sixth Sense - PFRPG 171, HU2 308, NB 76, BtS 90, R 123, BtS2E 127
  • Speed Reading - PFRPG 172, HU2 308, NB 76, BtS 90, R 123, BtS2E 127
  • Summon Inner Strength - NB 77, BtS 91
  • Telepathy - PFRPG 172, HU2 308, NB 77, BtS 91, R 123, BtS2E 127
  • Total Recall - PFRPG 172, HU2 308, NB 77, BtS 91, R 123, BtS2E 128

Skills of Note: Demon Monster Faerie lore, computer operation  literate in dragonese euro demongogian technocan and english. streetwise, expert swimmer and climber, can jump 80ft+fly as eagle

Equipment:
Locusts checked in at the Cincinnati checkpoint get registered by Bes to have front row seats to the carnage of Nxla's coming.  Benefits include:

Duegar Pipboy
Oufitting custom Duegar Made giant sized pipboy computer & duegar connection software for txt/video/audio chatting in dragonese, mapping, betting and calulating slave shipments. 1/10 while flying mil wifi range from duegar networks.

Map file leading to "Nxla's coming".  Also included is a picture of nxla.

Entry in Demonic Betting pool (more on this later)