Friday, July 28, 2006

Background Info


The campaign takes place directly after the Coalitions first failed seige on Tolkeen.
Much of the outerlying buildings of Tolkeen and its suburbs lie in smoking ruin.
The region between just outside Tolkeen and Chitown has become a de-militarized no mans land which is still partroled by members of the Coalition, Tolkeen and various scavengers.
Prior to the seige the infamous members of the Art Brutal resistance have openly sided with Tolkeen founding the Tolkeen Civil Defense league. Since then they have engaged in wanton terrorist and gurilla warfare against any Coalition targets still in the area.
The league was founded as a way for the civic minded supporters of Tolkeen to aide the resistance against the Coaltion. It grew out of a grassroots movement to take on the Coalitions information campaign and as a way for citizens not particularly interested in standard military service to take part in the resistance.
Members tended to be radical rogue scientists, street punks and anarchists, particularly those who had themselves or know others who had personaly suffered at the hands of the colition and its dragonian tactics with regards to information flow and truth and genocide.
The league has participated in a decimating and unending terrorist campaign against the Coalition, frequently sending operatives into the Chi-town burbs and other outlying areas to sew the seeds of truth and try to educate the people of the evil things their Coalitions overlords are doing when all the typical CS citizen hears is news reports saying the war is going well.
Tactics include standard bombings often acompanied by prison breaks or precision strikes on the true targets. Typicaly they will bomb a known “safe” spot Coalition troops tend to socialize or relax in such as a bar or hotel. During the chaos other operatives will spray paint graphiti against the war and to question how it was really going. They also will do things like reporogram traffic signals and video displays and automated broadcast forwarders to display subersive messages. Think Brazil.
Since its founding the League has accepted new entrants on a invite only basis, and they currently have operatives in most Coalition held territory where there is an active subculture resistant to the draconian tactics employed against information flow and knowledge.
A few members are CyberKnights who decided to fight with Tolkeen against the Coalition and are now caught up in the follow up. As such the League tends to keep its operations safe for civilians caught up in them, and often will deliberaty change plans to avoid causing civiilian casualties.
Because of this they have strong support amongst most common folk who have been won over by the Leagues activies in providing emergency medical care for them no matter how poor.
The League operates a safe house outside of Tolkeen disguised into the pit from a former missle silo, now covered by a lake. The lake has a small farm house which actualy contains the entrance to the true facility below.
The starting characters are thought to have suitable quarters below. Membership in the league carries no responsibilities in the true sense of the word, as in no specific things are required. The League’s informal leader is Helion, however there is also an electected body of representatives from the various territories the TCDL operates in.
Representatives will formaly make requests of the group and notify them of problems. While they primarily came out of stoping the Coalition the group also knows of the Corruption in the Tolkeen leadership as well as the threats posed by other supernatural invaders.

Teh CamPaigN beGiNzzzzz


Do you still play rifts? Its July 28th, 2006.
Ultimate rifts is out, and I might be running ye old grand campaign of 2006.
Check back here for details, muahahahahaha.
I will be expecting some character bios posted for my aproval mmm yes.
Everyone please post some stats and character description!
Post by clicking the comment link under this post.

Friday, February 25, 2005

Rifts Magic Index 0.91

Mage combat spells
--------------------
Name            Level  Range             PPE  Damage/effects 
-----------------------------------------------------------------------------------------------
Throwing Stones   2    200ft +100/lvl     5   1d6+1/lvl, 2 melees 
Orb of Cold       3    200ft              6   3d6+save vs. numbing
Electric Arc      4    30ft/lvl           8   2d6MD, +2 to strike, 1 melee
Fire Blast        4    50ft               8   3d6MD to full range
Fire Bolt         4    100ft+5/lvl        7   4d6MD
Inkspray          4    30ft               8   1d4MD/min, 1d4Min/lvl,
-1att, -2ini, -1s/p/d 
Kinetic Beam      5    60ft               7   [1d4+1]/lvl, +1 to
strike/per ss bonus
Lifeblast         5
Mental Blast      5    100ft+10/lvl       15  5d6MD/HP +penalties
(vs. Psi)
Barrage           6    100ft+30/lvl       15  2MD each, 3+1/lvl,
+penalties
Call Lightning    6    300ft              15  1d6MD/lvl, auto-strike
Fire Ball         6    90ft               10  1d4/lvl (3')/lvl dodge w/18+
Ice Blast         6    90ft               12  [1d4+1]/lvl, dodge w/18+,
5ft wide cone
Power Bolt        6    1600ft+100/lvl     20  5d6MD+2/lvl
Ballistic Fire    7    1000ft+10/lvl      25  1d6MD each, 1/lvl, directed,
auto-strike
Black Light       7    300ft              20  2d4MD/lvl, x2 to creatures
of light, dodge w/18+ 
Fire Gout         7    30ft/lvl           20  6d6MD to full range, -3 to
dodge 
Sonic Blast       7    (20ft)             25  4d6MD+ deafness
SP Acceleration   7    100ft/lvl          20  1d6x10MD+1/lvl, or 6 shot
recharge
Fire Globe        8    200ft              40  5d6MD/melle, 1d4 min, stores
for 1wk/lvl
Lightning Arc     8    100ft/lvl          30  4d6MD+2/lvl, +4 to
strike/+1>100ft, 1 melee/lvl
Shockwave         8    (10ft)             35  1d4MD/lvl + knockdown
Desiccate the SN  9    50ft/lvl or touch 2 50 3d6x10MD/HP, -1 to save (for
1/2 damage)
Dragon Fire       9    100ft              40  1d4x10MD 1 melee/lvl, dodge
w/16+
Armor Bane        10   300ft              100 -10% MDC, +minor systems
lost
Deathword         10   30ft               70  2d6HP/MD+1d6/lvl, x2 if
wispered, + save vs. coma!
Meteor            10   200ft/lvl          70  1d6x10+2/lvl (40ft), +4 to
strike
Soultwist         12   100ft/touch        170 6d6MD/HP, -6 to save, or
funky penalties  
Annihilate        14   500ft+100/lvl      600 2d4x100MD (10 4d6x10MD), +3
to strike
Note:many of these spells also get bonuses from target/archery spells.

Mage Defensive Spells
----------------------
Name            Level  Range              PPE Effects
-----------------------------------------------------------------------------------------------
*Armor of Ithan   3    Self/Other         10  10MDC/lvl, 4 melees/lvl, 1/2
damage from M/F/L/C
Imp. to Cold      3    Self/60ft          5   Magic and normal cold have
no effect, 5min/lvl 
*Imper. to Fire   3    Self/60ft          5   Fire does no damage,
5min/lvl
Imper. to Poison  3    Self/Others touch  5   immune to poisons, and
poison gases, 5min/lvl 
Magic Sheild      3    Self/Other         6   60MD, parries taking 1/4
dam, +1 par, only -3 fast
Resist Fire       3    self/others 60ft   6   all fire does 1/2 damage
Chromatic Pro.    4    Self/touch/10ft    10  blinds attacker, 1d4 melee,
-4ini, -6s/p/d, more.
*Deflect          4    Self               10  +4p, 1 deflection p/lvl,
lasts 1melee/lvl 
Energy Field      4    60ft               10  60MDC, 8ft area
Multiple Image    4    Self               7   1 min/lvl, -4to save, 3
twins, +2ini, +2d, +1s
Armor Bizarre     5    Self/30ft          15  15MD/lvl, tentacles-HF
9+1/2lvl, every melee, -1ini
House of Glass    5    100ft              12  std save, glassy looking,
takes same damage, 1min/l
Implosion Neut.   5    50ft/lvl/touch 2   12  1/2 damage & radius,
1min/lvl on un-exploded ones
Mindshade         5    self/touch         15  +4vs psionics/mindaltering,
imp. to possession
           aura blank, doesn't radiate
magic or psionics 
Imp. to Energy    6    Self/others ritual 20  2 min/lvl, energy does no
damage
Imp. to Radiation 6    self/60ft          15  resist fire+radiation does
no damage         
Targeted Deflect. 6    self/500+50/lvl    15  +3p, 13+ hits attacker, only
energy that way
*Invulnerability  7    self/touch         25  invulnerable, 35MD aura,
+10vs mag/psi
Invincible Armor  8    self/touch         30  25MDC/lvl, envir, 1/2 from
enrgy, absorbs last dam.
Lifeward          8    self/touch         40  put on armor, after armor's
gone, MD=SDC, 1min/lvl 
Prot. Circle:Simp.9    radius of circle   45  affects lesser SN,
+2vsmag/psi, nothing vs greater 
           24 hours, 4PPE to
reactivate, no SN winthin 5ft  
Null Sphere       12   (10ft)/lvl         220 5min/lvl, 100MD/lvl, enivr,
no dam from mag/energy
           no mindcontrol, physical
things go thru, prot circl
Prot. Circle:Supr 13   radius of circle   250 NO SN creatures in at all,
lesser can't be in sight
           +5vsmag/psi, imp. to
possesion, +8vs HF, +10PPE/ISP


Magical Walls
---------------
Name            Level  Range              PPE Effects
--------------------------------------------------------
Wall of Cold      7    90ft               20  3min/lvl, 1d6MD/5ft thick,
15x10x5/lvl
Wall of Fire      7    90ft               '   '   
Wall of Void      7    90ft               '   '   silent black flame
Wall of Lightning 8    90ft               25  [2d4MD/lvl
8x4/elvl][2d4MD/3lvls 8x4] no width
Wall of Wind      8    100ft              40  5min/lvl, supps=32+1/lvl,
2tons or hi-ps to stand
Wall of Defense   9    100ft              55  1melle/lvl, thin,
10x6+5/lvl, stops all (freezes!)  
Wall of Not       10   100ft              70  15x15/lvl, makes any wall
invisible
Wall of the Weird 12   200ft              180 10x1x10/lvl, 40mdc/10ft,
1d4tentalces attack 15ft
Shadow Wall       13   
Impenetrable Wall 14   100ft              600 20x20/lvl, 5 melees/lvl 
Id Barrier        14   200ft +100ft/lvl   600 3min/lvl, save vs. HF 14,
fail=fight apparition


Mage Curing/Healing/Mending Spells
--------------------      
Name            Level  Range              PPE Effects
-----------------------------------------------------------------------------------------------
Light Healing     3    touch              6   heals very minor ailments,
+1d6sdc or 1d4hp
Negate Poison     3    self/touch         5   negates poisons, even if in
the bloodstream
Cure Minor Disor. 4    touch/10ft         10  relives minor physical
problems & simple curses
Head the Dead     5    touch/3ft          8*  +4d6SDC/+2d6MD to animated
and undead
Heal Wounds       5    touch/3ft          10  heals minor wounds, +3d6sdc,
+1d6hp
Mend the Broken   5    touch              10+ mends 1pt SDC/ppe used over
10, 30ppe per MDC pt.
Cure Illness      6    touc/3ft           15  cures ordinary illness, non
magica/cancer 
Fortify vs Dis.   6    self,2 touch,100ft 15  resists infections, +4 vs
virii/magic, +1vs poison
Heal Self         7    self               20  meditate for 1 min, +3d6sdc
and 1d6hp/1d4md
Greater Healing   8    touch              30  +2d4x10sdc, 6d6hp, or 1d4md
Purge Self        9    self               70  removes diseases, parasites,
possestion, poisons
Purge Other       10   touch              100 ('), non willing subjects
have +8 to save
Restore Limb      10   touch              80  reatach limb, 12hours/lvl
after detachment
Super Healing     10   touch              70  heals 4d6MD
Remove Curse      12   touch/10ft         140 gives another save, +5vs
spell, +10vs ritual 
Restore Life      13   touch              275 4hours/lvl after death, x2
at 50%, more 
Restoration       14   touch/3ft          750 heals everything, and will
re-attach limbs 
Resurrection      14   touch/6ft          650 died within 2 months, 45%, 3
times by 1 mage, 6ttl
Notes:  most of these will not work on the mage himself

Personal Enhancement Spells 
--------------------------------------------
Name            Level  Range              PPE Effects
-------------------------------------------------------------------------------------------------
Combat Oriented|
----------------
Fist of Fury      3    Self/touch         10  1 melee/lvl, SNPS,
punch-only (1d6min), parries MD
Crushing Fist     6    self/50ft/lvl      12  1min/lvl, either 2d6MD punch
or 2d6MD bolts, +1str 
Sorcerous Fury
Shadow Leap       7    self/touch         45  70% shadow, +4ini, +2s, +6d
(auto)
           40% +2ini, +2s +4d [shadow
teleport 60ft]
Magical Adr. Rush 8    
Giant             10   self/touch         80  1 melee/lvl, +10ft,
MDC=(hp+sdc)*3, SNPS+50%, +1att
           +1s/p, +1000lbs, -3d,
-20%spd, no magic casting
Movement
--------
Climb             2    self/others 40ft   3   5min/lvl, climb 98%/60% for
normaly unclimbables
*Levitation        2    60ft               5   3min/lvl, 200lbs+20/lvl,
60ft+10/lvl up
*Float in Air      3    self/others 30ft   5   10melees/lvl, no save, 1ft
up, -1att/s/p/d, 1/2spd
Telekinesis       3    60ft               8   1min/lvl, 60lbs, +3s/+4p,
1d6/4d6SDC
Swim as Fish      4    self/others 10ft   6   ad. Swimming/SCUBA 96%,
+1p/d in water, 2min hb 
Superhuman Speed  5    self/touch         10  1min/lvl, +2p/+6d, spd=44
(30mph)
Swim as Fish(sup) 5    self/others        12  10min/lvl breath in water,
spd20, no fatigue, +2p/d
Fly as the Eagle  7    self/others 100ft  25  20min/lvl, 50mph, +1p/+2d,
+2damage on dives
Winged Flight     8    touch (not self)   35  fly at spd*5, will work over
armor 

----
Misc
----
Sustain
Mystic Fulcrum
Lifeblast
Beat Ins. Odds
Energy Sphere
Breath w/o Air
Astral Projection
Charismatic Aura
Superhuman P.P. 5      self/touch        10   +3s/p/d, +1 attack, +1ini,
+5spd, 2melees/lvl
Superhuman P.E.
Superhuman P.S.
Deathgrip       3      50ft              8    both hands can't let go
1melee/lvl, PS34/SPS20 
Memory Bank
Reduce Self
Transferal

--------
Sensory
-------------------------------------------------------------------------------------------
Name            Level   Range            PPE  Effects
-------------------------------------------------------------------------------------------
See Aura                
See the Invisible       
Sense Evil               
Sense Magic               
Detect Concealment     
Tongues                
Nightvision       4      self/touch      8     NV 200ft+100/lvl, in magic
darkness 50ft+10/lvl
See Wards         7    
Second Sight           
Commune With Spirits    
Eyes of the Wolf         
Locate                  
SI Magic Darkness 11   self/2touch        125  x2spd in shadow wall,
shadow beasts only have cha.
Oracle                  
Eyes of Thoth         
------------         
Concealment       
-------------      
Name            Level  Range              PPE  Effects
-----------------------------------------------------------
Cloud of Smoke    1    90ft               2    30x30x30ft, in cloud
-5s/p/d
Chameleon         2    self/touch         6    18melees/lvl,90% 0ft/melee,
70%2ft/melee,20% 6ft
Cloak of Darkness 2    self (5ft)         6    4min/lvl, distance attacks
at -3/less optics, -1
Invis:Simple      3    self               6    3min/lvl, no normal vision
can see him
Shadow Meld       4    self               10   2min/lvl, invis to all but
infra, 60%prwl or +15
Aura of Death     5    self               12   2melee/lvl,invis to
IR,thermal,
Invis:Superior    7    self/touch         20   3min/lvl, prowl 84%, 
Nightspill        7    90ft               25   total darkness 100ft
area/lvl, -6s/p/d
--------------
Metamorphosis
--------------
Animal
Human
Superior
Mist
Insect





----------------------
Transportation Spells
-------------------------------------------------------------------------------------------
Name            Level   Range            PPE  Effects
-------------------------------------------------------------------------------------------

Teleport:Lesser
D-Step           9      Self/3ft         50
Mystic Portal    10     20ft             60   Portal 10x20ft, 12ft
deep/lvl, or teleport 100ft/lvl 
Plane Skip       10      
Astral Hole      11     Self             120 
Re-Open Gateway  11     10ft             180
Time Hole        12     Self             210 
Swap Places      13
Circle of Travel 15      
D-Teleport                               800
D-Portal         15     A few feet       1000 Guess?
Teleport:Sup.    15     300miles/lvl     600  Mage and 1000lbs/lvl, more. 

General Dehabilitating Spells
-------------------------------------------------------------------------------------------
Name            Level   Range            PPE  Effects
-------------------------------------------------------------------------------------------
Blinding Flash    1     60ft, (10ft)     1    blinded 1d4 melees,
-5s/-10p/d, 50% fall 
Thunderclap       1     (30ft)           4    hf 8, mage gets +5ini,
+1s/p/d
Befuddle          2     100ft            6    2min/lvl, -2s/p/d, 1/2
attacks, -20% skills
Fear              2     100ft, 20ft area 5    hf 16, fail means can't
defend against 1st attack
Light Target      3     10ft/2 touch     6    2min/lvl, glows brightly
Paralysis: Lesser 3     60ft             5    1min/lvl, 1 limb only,
leg=-2 p/d, -90% spd
Blind             4     touch/10ft       6    -5s, -10p/d, 50% fall per
10ft travelled 
Carpet of Adh.    4     30ft/lvl         10   200square feet,
fail=10melles/lvl, pass =2d6melees
Magic Net         4     60ft             7    1-6 human sized, 10ft area,
dodw/16+, 2melees/lvlf
Weight of Duty    4     200ft/ 2touch    10   1min/lvl, fail=no ini,
-4s/p/d, 1/2spd, 1/2 skills
Compulsion        6     60ft             20   1day, 1 desire or need
implanted
Ice               6     50ft/lvl         15   wall(50MDC/lvl,
10x10x10+10/lvl)/ice cover (spd 4!) 
Words of Truth    6     5ft              15   2 questions per melee, 1
minute/lvl
Agony             7     5ft/lvl          20   1min/lvl, after 1/2 att,
spd, -1s/p/d for 1 minute
Life Drain        7     30ft             25   2melees/lvl, 15ftarea,
1/2SDC,hp,spd, -1att,-10%skss
Wind Rush         7     120ft            20   60mph, 1 melee, 18+ to
stand, objects go 2d6x20ft
Hallucination     8     touch/3ft        30   1 major hallucination 
Portal of Fear    8     90ft             35   4d6tentecles, 1att each,
+4entangle, 10MDC each
                                              if entagled, save vs magic
(12+) or 1 att/fear
           in 2 melees, pulled in,
imob.w/fear 4d4melee or sv
Sickness          8     touch/20ft       50   major sickness, 12hours/lvl,
1 att, pe-70%, -4s/p/d
Wisps of Confusion8     90ft             40   5 melees/lvl, -5s/p/d, 1/2
att, 1-8 people
Aura of Doom      9     200ft (20ft)     40   -1/2att, -4s/p/d,
1/2skls,2min/lvl, others dislike 
Mute              9
Realm of Chaos    9
Speed of Snail    9     60ft             50   1/3 all capabilities, 1-6
targets, even non-living
Havoc             10    90ft             70  (20ft), does 1d6hp/melee,
2me/lvl,-3i/s/p/d
Reality Flux      10    60ft/touch2      75  1 melee/lvl, weapon goes sdc
Warped Space      10    150ft (10ft)     90  funky effects, p152 
Bottomless Pit    11    50ft, (2ft)      100 falling till end (2min/lvl),
dodge w/17+   
Disharmonize      11
Heavy Air         12
Collapse          13
Void              15
 
 
Illusionary Magic
-------------------------------------------------------------------------------------------
Name            Level   Range            PPE  Effects
-------------------------------------------------------------------------------------------

Aura of Power     2    self/touch        4    makes look 50% buffer,
+14d+2ma, 1min/lvl     
Heavy Breathing   2    60ft (6ft)        5    5 meless/lvl, can move
sound, 60% flee or -2s/-1p/d
Horrific Illu.    5    30ft              10   2min/lvl, HF 14, fails will
not go pass it
Apparition        6    30ft              20   1min/lvl, hf10, real stats,
fails must fight,p176
Mask of Deciet    6    self              15   10min/lvl, generic face,
spec. 20+5/disguise -4 save       
Illusion Booster  6    per illusion      15   doubles duration
Illusory Wall     6    500ft             15/30 1000^2ft/lvl, fails get to
save again if disprovd
World Bizarre     8    200ft (20ft/lvl)  40   everything goes demonic,
hf17 (flee/-1att/-2ini/-2c 
Illusion Manipu.  9    500ft/lvl         25/60 changes set illusion, -1/-4
save, con
Illusory Forest   10
Illusory Terrain  11



Animation/Summoning/Control Magic
-------------------------------------------------------------------------------------------
Name            Level   Range            PPE  Effects
-------------------------------------------------------------------------------------------

Trance            4 
Domination        5
Charm             
Influence Beast   5
Constrain Being   7
Expel Demons       
A & C Dead        7
S & C Canines     9
Tame Beast        9 
A & C Dead:Greater10    1000ft/LOV       50*  1 large creature, max
attribs, 1/2 max MDC
           3 attacks (4 if fast),
imp. to bullets, x2 fire   
Banishment        10
C & E Entity      10
Enemy Mind        10 
S & C Rodents     10
S Greater Familiar
S & C Animals     11
Summon Fog        11
Calm Storms       12
Ensorcel          12
S & C Entity      12
S & C Rain        12 
S & C Storm       13
S & C Lesser Being13
S & C Sea Serpents14 
Summon Ally       15 


Creation/Enchantment Magic
-------------------------------------------------------------------------------------------
Name            Level   Range            PPE  Effects
-------------------------------------------------------------------------------------------

Create Wood       3     10ft   10/30 100lbs of wood, soft/hard,
2ft logs or 6ft planks
Ricochet Strike   4     by hth weapon    12   relects off 3 targets,
1melee/lvl, 1st str for all
Featherlight      5     touch/10ft       10   10min/lvl,200lbs/lvl, more
pg 136
Fly               5
Create Water      6     line of sight    15   1/2 gallon/lvl, 1/2 in
deserts, x2 in jungle/at sea
Flesh Armor       6     touch            12*  12hrs/lvl, 5MD/lvl,
imp. punct.,1/2blunt,x1mag/fire
Frost Blade       6     touch            15   sdc metal peice does 4d6MD,
1min/lvl 
Lightblade        7     self             20   1d4x10+1MD/lvl, 1min/lvl,
+1s/p, used only by mage
Spinning Blades   7     los/100ft/lvl    20   enchants 1 blade, creates
1/lvl, buzzsaw=2d6MD/blds
                                              parry attacks +6 (+2 fast),
+3 to strike, 1melee/lvl
Power Weapon      8     touch            35   2melee/lvl,weapon does MD,
or ads +25% to MD ones  
Create Steel      9     10ft             68   recycle 100lbs/lvl, or only
10 MDC, +10% ore
Phantom Mount     9     40ft             45   10min/lvl, 30MDC+5/lvl,
45mph,hf9,3att,1d6/3d6MD
           +1ini/+2s/+3d/+3roll, PS25
PP20 PE22 (sn)
Create Ghoul      10    touch            75*  creats 1 grave ghoul from a
dead body 
Magic Warrior     10    100ft            60   2melee/lvl, magic save=1/2
dam., 50+6MD/lvl, 5att

+4ini/+5s/p/d,hf12,2d6MDpnc/3d6MDkck,
Speed Weapon      10    touch            100  1 melee/lvl, x2 att
w/weapon, no magic ones 
Cr. Mummy         11
Cr. Magic Scroll  11
Id Alter Ego      11
Amulet            12 
Cr. Zombie        12
Ironwood
Cr. Golem         13 
Talisman          13     
Enchant Weapon (m)15


*=double PPE cost if a non-necromaster

Friday, February 20, 1998

Euroclyden Dogpack Cyberknight

Euroclyden: One of the first mutant dog Cyber Knights
-------------------------------------------------------
Note: In one of the books I read that there had been a few Dog-Pack Cyber Knights trained. I thought the idea was cool, so I created one. Pretty powerful, but hey, the forces of light need all the help they can get!

Euroclyden's parents were a pair of specially bred and mutated Malamute dogs. Owned by a wealthy merchant in Chi-Town, they were his "pets", and he treated them as so, despite their intelligence. The two dogs, "Big Al", and "Lady" had lived together with the man since they were puppies, and they both had learned a lot about the Coalition and the jobs of their Dog-Pack cousins.
Continually humiliated and abused by their master as little "toys" for his pleasure, both of the dogs grew to hate their lot in life. Given nothing to do, except sit, eat, and look pretty, they felt that they were useless, mere toys. In a world full of so much strife and pain, they felt like they should be out protecting humanity with their cousins, not stuck in some rich
man's mansion enjoying the air-conditioning and cuisine foods.

The time came where the man wanted to make money on his purebreds, so he forcefully had "lady" artificially impregnated with Big Al's sperm. While the two had already been having intimate relations (secretly, using contraceptives), they had already agreed not to have children, knowing if they did, the child would have the same fate as they. However, now they were even more horrified than ever at the acts of the man, and felt they really were being treated as mere animals more than ever. After they both recovered from the procedures, once Big Al found out he was enraged. Never before had he been so cruelly treated (he'd never have willingly gotten
Lady pregnant, knowing the fate of the child). That night, the man returned, and Big Al attacked him when he came in for his nightly games with his "pets". The man's two bodyguards quickly responded by stunning Big Al into unconsciousness, but not until he had torn out the throat of
his master. The man was rushed to the hospital, and stabilized with Bio-systems. Big Al however was turned over to the authorities for "going feral", and was quickly put to death.

After the attack, the man didn't visit Lady very often. She never knew why, but thought it was because he had finally realized they were intelligent beings, not animals. Little did she know that he was just waiting for her to give birth, so he could better train his new "toy".
Full of grief and anger about losing Big Al, one night Lady decided she had to escape. Easily doing so, considering the guards didn't truly consider her intelligent either, she fled to the lower levels hoping to avoid the authorities.

Pregnant, penniless, and alone, she was lucky to have found a member of the "mutant underground" before any of the less honest denizens, or the authorities found her. Smuggled out of the city, she was taken to a small monastery, where she was told people would help her, and give her a new
life. As fate would have it, she had been taken to one of the primary Cyber Knight training grounds of the mid-west. There she got a job doing physical labor, something she enjoyed immensely after lying around for most of her life. After she gave birth, she went to the home of a famous "gray seer". There she asked what her son's purpose in life would be, and what she
should name him. After a minute of meditation, the man answered to her: "Your child will do great things in his life, a good name for him would be Euroclyden". When asked what it meant, she was told it was dragonese, roughly translated meaning "courageous light". Joy filled at these revelations, Lady quickly became determined to have her son enrolled in the Knight's academy.

After attending the monastery's school for 5 years, young Euroclyden was enrolled into the Knight's school. As he grew to his full size, it quickly became apparent that he was well built and had an aptitude for combat. Working long and hard, Euroclyden became the first Mutant Dog to successfully master all of the Knight's powers. He also became revered for his skill in
combat. Taught to how to use his natural Psionics by a fellow mutant dog who also lived in the monastery, Euroclyden went on many "training" missions with his more experienced companions. There he proved to be invaluable at tracking and sensing the supernatural and evil. After he was considered fully trained and experienced enough (3rd level), he was given the option of leaving alone, to explore and bring light to the world.

Accepting the offer, he has been doing so since.

Stats
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Euroclyden (no last name)
Free Born Mutant Malamute Cyber Knight
Principled Alignment
9 years old (I say mutant dogs grow faster than humans, mentally he's about 25)
IQ:10 Height: 6'5"
ME:14 Weight: 360lbs
MA:16
PS:31
PP:12
PE:26
PB:8
SPD:57 ~ 47mph

Special Abilities
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Sense Psychic/Magic Energy - 65ft, powers on 550ft
Rec. Specific Scent again - 14% (+10 if he has a personal item)
Track by Smell 55% Recognize Scent 22%
Sense Supernatural Beings 400ft, powers on 1300ft
ID scent 68% Track scent 50%, powers on 70%
Superior Sense of smell
Recognize common odors 400ft 79%
Identify specify odors 100ft 52%
Track by smell alone 52%
Mutation Abnormality: Supernatural Endurance
Psi-Sword - 4d6MD/1d4x10MD vs the supernatural (see my home rules)

Psionics (Master)
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Empathy, Mind Block, Object Read, See the Invisible, Sense Evil, Sense Magic, Sixth Sense, Summon Inner Strength

Hand to Hand Combat
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Martial Arts: 5 attacks
+5 on initiative Leap: 10ft up or 11ft across
Damage: +16 Kick 2d4 Bite 2d6 Body Block 1d4 + knock down
Strike: +3 Pin 18+ KO 20
Parry: +7
Dodge: +7
Roll:+8

Saves
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+22% vs coma/death
+6 vs poison/drugs
+1 Vs psionics
+6 Vs magic

Skills:
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Languages: English, Dragonese 98%, Gobblely Spanish 95%
Lore Demons/Monsters 60% Anthropology 50% Horsemanship 67% Climbing 77% Body Building Swimming 75% Gymnastics 80/77/91/90% Prowl 55% Boxing Tracking 45% Wilderness Survival 55% Navigation 60% Writing 45%
Pilot Hovercraft 65% Basic Math 60% Lore Magic 45/35/30%
Read Sensors 60% Computer Operation 50% Wrestling Paramedic 65%

Secondary Skills:
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Radio Basic 60% Cooking 50% Literacy: Dragonese 45% Sniping Acrobatics Pilot Motorcycle 72% General Repair 55% Skin/Prepare hides 55% Running Pilot Auto 64% Athletics hunting

WPs
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Auto Rifle, Energy Rifle/Pistol/Heavy +4/+2
Sword +2S/+2P Blunt +2S/+2P

Equipment:
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2 knives, 3 long e-clips, 6 stakes, gasmask/air filter, tinted goggles, Crucifix, Hatchet
First Aid Kit, Flint, Camping Gear, Back Pack, Knapsack, Saddle Bags, 2 canteens, Geiger counter
Journal, Pens, 2 weeks food rations, hunting Boots, Buckskin/black/dress clothing,
Zaz-Co 3000 (collapsible Es-20 Stunner knock-off)
6 heavy explosive grenades 4d6md(6)
Vibro Saber 2d4md (wears it like a boot knife)
NV Goggles
Mp-30 Assault Rifle 2 clips,
300 silver rounds, 100 regular (anti-vampire mostly)
NG-101 Rail Gun, Power Pack, 3 belts (he's a big guy though)
NG-45LP
TW Thundergun and bandoleer w/36 silver rounds
Magic Tongues Amulet- 30 ISP for 5 minutes
Mystic Lantern (Globe Of daylight, 4 ISP 60ft, 2 hours)
Extra-Heavy Gladiator Armor
85MDC, 25lbs, -10% to prowl
TW 4th Level armor of Ithan and Chameleon
No Vehicle, he walks or runs

Notes:
Euroclyden is a very determined person. Extremely patient and level headed, he is always able to control his emotions. The one exception to this is the Coalition. After hearing his mother tell of the atrocities a citizen inflicted upon her and her husband, he can have nothing but raw hatred and loathing for such an unfeeling group of people. He just can not fathom how
someone could treat an obviously intelligent person so badly. Euroclyden has never had any personal experience with any Coalition members except for being shot at by them, and so he only has a negative image of them. he knows that they only feel they're working for humanity, but can not forgive them for all of the atrocities they have committed. One of the things Euroclyden is extremely fanatical about is saving innocents from the wrath of the Coalition, he will seek out and except quests of that type more than any other.

Euroclyden considers all races equal, and judges only by the person's actions and words. He is excepting of Magic and Psioncs, viewing them as tools only, not anything especially bad. One of the character traits that he hates himself for however is his immediate distrust and suspicion of creatures of magic and supernatural nature. Because of his dog-boy physiology, he naturally fears and wants to lash out at such beings. This is a problem his fellow knights tried to overcome time and time again, but finally they gave up. The feeling proved to be at the core of Euroclyden's personality, almost as if in a un-rewritable program (the genetic programming of the Coalition actually). So, he continues to be wary of such beings, and while he has learned to not attack them with out provocation, he is still very on edge when around them.

One of the reasons he opted to leave the monastery so soon was because of the presence of supernatural and magic creatures there (mostly good dragons and other races). While he knew they were not a threat, and only wanted peace, something inside him always screamed "fight or flight" when ever he was near them. It was beginning to madden him, so he took the first chance he got to leave. He is still *very* loyal to the knights, he just cannot be around such creatures comfortably for very long.

Now he wanders the territory on the outskirts of Coalition territory near Ohio, helping all in need, especially against the Coalition. Here he has made many allies, including a coven of good wizards, and numerous small villages and towns in the area. He has heard rumor of Psyscape, and would very much like to know more, but has yet to find any conclusive evidence.

When in battle, Euroclyden is amazingly agile for his size, often suprising opponets with his speed. He prefers to take his enemies alive if possible (unless they are supernatural or magic, in which case he is instinctively relentless and vicous beyond belief)