Vheld (Atlantean Artifact Hunter)

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Vheld (Atlantean Artifact Hunter)

Postby Vheld » Fri Mar 30, 2007 5:08 pm

Player Name: Brian

Character Name: Vheldval Ex’tyrin
Alias: Vheld
Race: True Atlantean
O.C.C.: Tolkeen Artifact Hunter
Occupation: Acquiring magical power, the better to avenge himself
Alignment: Aberrant
XP Level: 10
XP Points: 107,832 (Ace of Spades, 10/1/18)
Next Level @ XP: 129,961
Sentiments/Non-Humans: All individuals are evaluated as just that, individuals.
Sentiments/Coalition: No experience with the CS as of yet. Should they cross Vheld, they shall pay.
Disposition: Shy- quiet and timid, tends to be a loner, but sure of himself.
Insanity: Obsessed with revenge. Vheld is driven to exact revenge for wrongdoings committed against innocent people, teammates and (most of all) himself. Very unforgiving, particularly of supernatural monsters, and above all the Splugorth and their minions (see background).

ATTRIBUTES
I.Q.: 20 (+6% to new skills) --> 23/+9% with silver ring (bonus factored in to skills)
M.E.: 30 (+8/13)
M.A.: 21 (65%)
P.S.: 21 (+6)
P.P.: 15
P.E.: 24 (+18%/+5)
P.B.: 13
Speed: 33 (23 MPH)

PHYSICAL DATA
PPE: 327 (+3d6/lvl)
HP: 46 (+1d6/lvl)
SDC: 164
HF: 12 (when people realize he is a True Atlantean)
Age: 25
Sex: Male
Height: 6'6"
Weight: 150 lbs. (very skinny)

Natural Abilities
Perception: 51% (+3%/lvl)
Charm/Impress: 5%
Invoke Trust/Intimidate: 65% or None (+5% vs. armed forces personnel)
Max. Encumbrance: 50 lbs.
Max. Carrying Weight: 420 lbs.
Max. Lifting Weight: 840 lbs.
Max. Jumping Ability: 10.5' length & 5.25' height
Can move 27.5 yards each action

Special Abilities
● Increased PPE Recovery- Recovers 10 PPE per hour of rest/sleep, 15 per hour of meditation
● Cannot be physically transformed by any means
● Sense Vampires and Vampire Intelligences- 1000 ft. radius. Cannot pinpoint exact source. 10% chance per level to recognize a vampire on sight.
● Operate Dimensional Pyramids- 85% (+5%)
● Sense Ley Lines and Nexuses- Range: 10 miles per level, 85%+5%/lvl, +10% to sense a nexus
● Ley Line Phasing- Requires 1d4 melees of concentration, maximum of 22 phasings (+2 per level) per 24 hour period
● Dimension Sense- After 1d6+2 minutes of concentration (meditating on a new world or reading an open rift), can tell the type of dimension, how dense the dimensional fabric is, whether it can support human life, magical energy levels, whether it is artificially created, and any other type of unusual dimensional characteristics. When reading a rift, the shifter can also get a sense of how soon it will close, whether or not it was random, etc, at –10% to skill. Can also automatically sense a dimensional vortex 1d6 +1/lvl minutes before it opens.
● Dimension sense can also be used to detect dimension-based magic in use (including teleportation, portals, temporal magic, etc.). Activating this aspect of the power costs one melee action; the sensing may be extended for one minute per level by sacrificing another action. If the skill roll is successful, the shifter can attempt to alter (but not stop) the magic being cast. 90%+5%/lvl

● Open Rifts- By performing a special ritual lasting 1d6x10+15 minutes, the shifter can cast the dimensional portal and re-open gateway spells at ½ PPE cost. The ritual also allows the shifter to hold the rift open for one minute per level, and manipulate the size of the rift. Maximum size is 10 feet by 10 feet per level of experience.
● Communication Rift- Costs 50 PPE within half a mile of a nexus, 100 within half a mile of a ley line, and 200 everywhere else. Lasts one minute per level. Skill is 75%+5%/lvl , +20% if performed as a ritual. If the skill roll fails by less than 20%, the portal still connects to the right continent/world/dimension, but not the specific location the shifter was aiming for.
● Dimensional Teleport Home- For 125 PPE the shifter can teleport himself, his familiar, and whatever he can carry to his home or to selected safehouses.
● Sense Rifts- Automatically senses rifts. Range is 550 miles, +50 per level. Can also sense other dimensional disturbances (teleports, dimensional anomalies, etc) within half that range.
● Familiar Link- Creates a telepathic and empathic link. The shifter cannot take any other actions while seeing through the familiar’s eyes. If the familiar is killed, the shifter permanently loses 10 HP and has a 50% chance to go into a coma for 1d6 hours.
● Summoning- To resist a creature must roll above the shifters MA on 1d20 three out of five times, including ME bonuses and bonuses to save vs. mind control. A natural 20 always wins.
● Link to the supernatural- Currently linked to Hecate, a Goddess of Magic.

Magic Tattoos
● Flaming Flamberge- 60 PPE to activate, for 15 minutes per level, 3d6 MD
● Protection from vampires- 60 PPE to activate for one hour per level. Makes the character impervious to the bite and mind control powers of vampires and related undead.
● Eye of Mystic Knowledge- Inverted Triangle (This tattoo can only be used for evil purposes). 40 PPE to activate. Can recognize magic circles, symbols, wards, and runes as being genuine articles involved in magic. 86% skill to read magic scrolls. 74% chance to recognize possession or enchantment, 62% skill to identify/read specific wards and symbols, 50% skill in correctly identifying magic circles, 40% skill in accurately reading runes, 30% chance of correctly identifying a magical item, including weapons and artifacts. Inscribed around Vheld's right eye.
● Chain Encircling a Skull- 50 PPE to activate, one minute per level. Impervious to mind control of all types and +3 to save vs. psionic attacks of any kind. Inscribed on the left side of Vheld's neck.
● Phoenix Rising from the Flames- 248 PPE to activate, touch or within 12ft. range. Restores up to 50 HP and 50 SDC or 100 MDC. Curse all types of common diseases, magic minor disorders, magic sickness, minor curse, and petrification. Addiction and insanity are not cured. Resurrection permanently costs 1d6 HP, 2d6 PPE, and one PE attribute point but Vheld gains one MA point. Only possible if performed within six hours of the moment of death- dead person restored with 3 HP, all limbs and organs regenerated, and all wounds healed without scarring. Inscribed over Vheld's heart.

Spell Knowledge
Level 1
Blinding Flash (1 or 4)
Cloud of Smoke (2)
Globe of Daylight (2)
Sense Evil (2)
Sense Magic (4)
Level 2
Aura of Power (4)
Cloak of Darkness (6)
Concealment (6)
Manipulate Objects (2+)
Turn Dead (6)
Level 3
Armor of Ithan (10)
Breathe Without Air (5)
Energy Bolt (5)
Invisibility: Simple (6)
Light Target (6)
Negate Poison/Toxin (5)
Level 4
Carpet of Adhesion (10)
Charismatic Aura (10)
Chromatic Protection (10)
Energy Field (10)
Magic Net (7)
Repel Animals (7)
Seal (7)
Shadow Meld (10)
Trance (10)
Watchguard (10)
Level 5
Calling (8)
Charm (12)
Distant Voice (10)
Energy Disruption (12)
Eyes of Thoth (8)
Featherlight (10)
Implosion Neutralizer (12)
Lifeblast (15)
Mental Blast (15)
Sustain (12)
Level 6
Barrage (15)
Call Lightning (15)
Compulsion (20)
Frequency Jamming (15)
Ice (15)
Impervious to Energy (20)
Mask of Deceit (15)
Sheltering Force (20)
Targeted Deflection (15)
Time Slip (20)
Tongues (10)
Words of Truth (15)
Level 7
Constrain Being (20)
Dispel Magic Barriers (20)
Fly as the Eagle (25)
Mental Shock (30)
Sub-Particle Acceleration (20)
Level 8
Exorcism (30)
Expel Demons/Deevils (35)
Invincible Armor (30)
Lightning Arc (30)
Luck Curse (40)
Sorcerous Fury (70)
Level 9
Beat Insurmountable Odds (70)
D-Step (50)
Speed of the Snail (50)
Summon and Control Canines (50)
Dessicate the Supernatural (50)
Level 10
Banishment (65)
Control and Enslave Entity (80)
(T) Dimensional Pockets (20 temporary/140 long term)
Meteor (75)
Mystic Portal (60)
Reality Flux (75)
Summon and Control Rodents (70)
Summon Greater Familiar (80)
Summon Shadow Beast (140)
Level 11
Anti-Magic Cloud (140)
Energy Sphere (120+)
Mindshatter (130)
Re-Open Gateway (180)
Summon & Control Animals (125)
Level 12
(T) Dimensional Envelope (60 temporary/380 long term)
Ensorcel (400)
Heavy Air (200)
Summon and Control Entity (250)
Level 13
Protection Circle: Greater (300 to create, 20 to reactivate)
Summon Lesser Being (425)
Talisman (500)
Level 14
Annihilate (300)
Level 15
Dimensional Portal (1000)
Summon Ally (600)
Teleport: Superior (600)
(T) Time Warp: Space and Time (800)
Void (700)
Spells of Legend
Sanctuary (1500)
Warrior Horde (1100)

O.C.C. Skills
Native Language: Greek/Atlantean- 107% (+1%)
Literacy: Greek- 99% (+5%)
Speak American, Dragonese/Elf- 89% (+3%)
Literate American, Dragonese/Elf- 89% (+5%)
Intelligence- 91% (+4%)
Detect Ambush- 94% (+5%)
Lore: Dimensions- 84% (+5%)
Lore: Demons and Monsters- 99% (+5%)
Lore: Magic- 94% (+5%)
Speak Demongogian and Faerie- 104% (+3%)
Prowl- 104% (+5%)
Land Navigation- 95% (+4%)
Wilderness Survival- 99% (+5%)
WP Sword
WP Energy Rifle
HtH: Expert

O.C.C. Related Skills
Lore: Faeries and Creatures of Magic- 94% (+5%)
Zoology- 94% (+5%)
Tracking- 89% (+5%)
Lore: Psychics and Psionics- 94% (+5%)
Acrobatics
Gymnastics
● 51% climbing ability
(Selected @ Level 3; counts as two)Boxing
(Selected @ Level 6)Lore: D-Bee- 64% (+5%)
(Selected @ Level 9)Undercover Ops- 54% (+5%)
(Selected @ Level 10)Leadership

Secondary Skills
WP Staff
Basic Math- 104% (+5%)
Horsemanship: Exotic- 89/79% (+5%)
WP Energy Pistol
Mythology- 89% (+5%)
Computer Operation- 99% (+5%)
(Selected @ Level 3)Pilot Hovercycles, Skycycles, and Rocket Bikes- 109% (+3%)
(Selected @ Level 3)Running
(Selected @ Level 6)First Aid- 79% (+5%)
(Selected @ Level 6)Skin and Prepare Animal Hides- 64% (+5%)
(Selected @ Level 9)Computer Programming- 49% (+5%)
(Selected @ Level 9)Research- 59% (+5%)
(Selected @ Level 9)WP Targeting

Combat Data
HTH Type: Expert
Number of Attacks: 7
Initiative Bonus: 0
Strike Bonus: +2
Parry Bonus: +5
Dodge Bonus: +5
HTH Damage Bonus: +9
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +3
Bonus to Disarm: +3
Other: KO on Natural 20, Karate Kick (2d6 damage), Critical strike on natural 18-20, Paired Weapons, Backhand Strike (1d4 damage), Body Flip/Throw.

Weapon Proficiencies
Sword- +4 strike/+4 parry/+2 throw
Staff- +4 strike/+3 parry/+2 throw
Energy Pistol- +5 strike
Energy Rifle- +5 strike
Targeting- +1 strike

Saving Throws
+12 vs. magic (+1 at lvl. 13)
+14 vs. possession (+1 at lvl 15)
+8 vs. HF (+1 at lvls. 11, 15)
+9 vs. psionics
+8 vs. mind control (+1 at lvl 15)
+14 vs. insanity
+7 vs. poison
+5 spell strength (+1 at lvl., 13)
Last edited by Vheld on Wed Dec 05, 2018 8:08 am, edited 11 times in total.
User avatar
Vheld
Diamond Level Patron
Diamond Level Patron
 
Posts: 427
Joined: Sat Mar 31, 2007 8:36 am
Location: Rifts PC (The Spook Squad)

Postby Vheld » Fri Mar 30, 2007 5:24 pm

Equipment
Worn on Person
A set of traveling clothes
Tinted Goggles
Air Filter and Gas Mask
Pen Flashlight
Silver Holy Symbol
(1) Secured Universal Credit Stick: 678,900 [Ace of Spades 11-29-18]
(1) Secure Universal Card: 1,500,000 (From Carl 11-27-17)
(1) Secured Universal Credit Stick: 2,500,000 [Ace of Spades 10-30-18]

Kiss of the Ram
Image
Type: Worn as a medallion.
Damage: None
Alignment: Miscreant
1. Independent personality with an average to high I.Q.
2. Communicate through limited telepathy.
3. Are totally indestructible, the blades never dull. Can be used to parry energy blasts at a -6 to parry (Single shots only, not bursts).
4. Made of black, dark grey, blue grey, or dark red metal and lined from tip to handle with runes.
5. Do no less than 4D6 damage (in Rifts they do 4D6 M.D.). Most known weapons do not exceed 6D6 points of damage, although a few are known to do 1D4x10 and 1D6x10 damage. In mega-damage dimensions, that damage is mega-damage.
6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws.
8. Can be used only by a person of a particular alignment (good, evil, or selfish). Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
Greater & Special Abilities
• Psionic abilities.
Possesses all sensitive powers and Induce Insanity and Induce Amnesia (Rifter 25).
I.S.P. 90 at sixth level proficiency.
I.S.P. recovers at a rate of 10 every three hours.
• Inflict magic curses
Includes the following: luck curse, minor curse, phobia curse, compulsion, and remove curse (54%).
Each can be performed as often as three times per 24 hour period.
Personality: An evil, conniving manipulator.
History: A tool for suffering made by the Demon-Lord Succor-Bemoth


Rings on right hand
Silver Ring
Image
Legendary Enchanted Ring
Magic Features
• Increased I.Q.: While the ring is worn, the wearers I.Q. is raised by 3 points.


Rings on left hand
Ring of Invisibility
Ring1.jpg
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Uncommon Enchanted Ring
Magic Features
• Invisibility
• • Duration: 10 minutes per activation.
• • Charges: 3 renewed every 24 hours.


Stored in pouch on utility belt:
Talisman of Greater Animate and Control Dead
Image
Talisman Ring
Magic Features
• Greater Animate and Control Dead: As per spell at 8th level proficiency. (BoM pg. 194)
• Charges: 2/3 remaining


Ring of X-Ray Vision
Image
Uncommon Enchanted Ring
Damage: (if applicable)
Magic Features
• X-Ray Vision: As per spell (PFRPG pg. 203)
• • Duration: 10 minutes per activation.
• • Charges: 2 renewed every 24 hours.


Talismans
Created by Vheld- Level 9 strength
Invincible armor
Tongues

Slung through belt
Corrupted Millennium Wand of Fire
Image
M.D.C.: 100
Damage: 1D4 or 1D4 M.D. to Vampires
Magic Features
• Spell strength of all spells is 5th level
• All spells can be invoked twice per day
• Circle of Flame
• Fireblast
• Fire Bolt


Electrical Belt Worn under Armor
Belt.jpg
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Rare Enchanted Necro-Silver Chain Belt
Magic Features
• Electrical Discharge
• • Range: 20’ or touch.
• • Damage: 3D6 M.D. (6D6 M.D. if channeled through a metal weapon.)
• • Charges: 3 per 24 hour period.


Mage Armor
Image
M.D.C. by Location
Helm: 50
Arms: 25 each
Legs: 45 each
Main Body: 90
Modifiers: -5% to physical skills
TW Feature: Armor of Ithan (10 P.P.E. activation cost, 60 M.D.C.)


Storm Staff
Image
☞ Lightning Bolts: Range 1000 feet, Damage 6D6 MD, up to four bolts per melee, + 2 to strike
☞ Impervious to Energy: Duration, 1 melee per level of the user, Activation Cost: 30 P.P.E. or 60 I.S.P.
☞ Hand to Hand: Damage 2D6 MD, Can parry attacks with Supernatural Strength, +1 to Strike and Parry
☞ Staff has 50 M.D.C.


Odin’s Blade (sheath on utility belt)
Blade.jpg
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Type: Lesser Rune Bastard Sword
Damage: 6D6 M.D.
Alignment: Miscreant
1. Independent personality with an average to high I.Q.
2. Communicate through Telemechanics.
3. Are totally indestructible, the blades never dull. Can be used to parry energy blasts at a -6 to parry (Single shots only, not bursts).
4. Made of black, dark grey, blue grey, or dark red metal and lined from tip to handle with runes.
5. In mega-damage dimensions, that damage is mega-damage.
6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws.
8. Can be used only by a person of an evil alignment. Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
Personality: The blade's personality is that of an immature, spoiled child. It wants instant gratification, though what it wants seems to change on a whim. The only respect it shows its master is calling him or her sir or ma'am, everyone else is referred to derogatorily. Has a tendency to find all kinds of plight humorous. It will not try to get its master killed, but will annoy one to the breaking point.
History: Odin’s Blade was found impaling the corpse of a supplicant who failed attempting the rite of knowledge at the World Tree Yggdrasil. This sword has been used many times before to attempt to perform the right and has succeeded very few of them. This strange sword doesn’t have the ability to communicate via telepathy, it instead relies on the psionic power of Telemechanics to communicate. Two tiny speakers are attached to its hilt to facilitate such.


TW Shard Pistol (holster on utility belt)
● Range: 700'
● Damage: 3d4 M.D./blast or 4d6 M.D./burst
● Rate of Fire: single shots or short burst (3 shots)
● Payload: 12 shots/P.P.E. Clip

5 PPE Clips.

TW Shard Rifle
(Slung over one shoulder)
  • Damage: 2d6+1 MD Single , 4d6 MD Short Burst , 6D6 MD Long Burst , 1d6x10 MD Whole Clip Burst
  • RoF: Single, Short Burst 5 Shots , Long Burst 13 shots , Full melee Burst 24 shots
  • Range: 1,200 Feet
  • Payload: 24 shots per Rifle PPE Clip
  • MDC: 20 Lbs
  • Weight: 10 Pounds
  • Rifle PPE Clips: 5

Void Grenade
(Worn in a bandolier across Vheld's chest)
  • Amo: 6 Grenades
  • Blast Radius: 5 Foot
  • Effect: Victim vanishes into a dimensional void , Falling , Disorientated , no Sense of Direction
  • Duration: d4 melee
  • Side Effects: After Victim reappears Disorientation remains for d4+1 Melee
    -1 Attack , 1/2 Spd , All combat Bonuses 1/2 , All Skill performance 1/2


Knapsack/NG-S2 survival pack
(Worn on back)
1 Small Sack
Handheld computer
Pocket Mirror
6 wooden stakes and mallet
Salt
Canteen
Two medallion talismans each containing 50 PPE (both squirreled away in the pack)
Medallion: Sub-particle Acceleration talisman. 3 uses remaining, lvl 5 strength.
Rabbit's Foot: Constrain Being talisman. 3 uses remaining, lvl 5 strength.
Whip of Pain
Image
Damage: 3D4 S.D.C. when not activated. When activated, casts Agony and is effective against mortal and Mega-Damage beings
Rate of Fire: Once the magic is activated, it inflicts Agony to everybody it strikes (pain lasts for 1 minute).
Effective Range: 12 Feet
Duration/Payload: Remains charged for four minutes per activation
P.P.E. Cost to activate: 20 P.P.E. or 40 I.S.P.
Black Market Cost: 200,000 credits (rare).
Source Book of Magic page 322

MercTown State Bank Account

Stored in Vheld's room at the Haunt
Aesir Bludgeld
Image
Legendary Magic Receptacle
This item contains an infinite supply of gold, but is only accessible to a member of the Aesir (Primary Norse Pantheon)
OOC Comments
Per this post, is of sufficient value to the Aesir that handing it over will get Vheld major brownie points as he pursues the gift of knowledge.


(1) Pomegranate seed - from Hades

Both of the above are kept within a small Circle of Protection: Greater that Vheld re-energizes before each new mission.

New learning materials (all studied):
Level 2
Concealment
Manipulate Objects
Level 3
Negate Poison/Toxin
Level 4
Magic Net
Level 5
Energy Disruption
Eyes of Thoth
Featherlight
Implosion Neutralizer
Lifeblast
Mental Blast
Level 6
Frequency Jamming
Mask of Deceit
Targeted Deflection
Words of Truth

Parchments and related learning materials for the following spells:
Blinding Flash
Cloud of Smoke
Globe of Daylight
Cloak of Darkness
Invisibility: Simple
Charismatic Aura
Seal
Lightning Arc
Void
Light Target
Watchguard

Not yet learned:
Thunderclap
Multiple Image

EP Approved Spells
Sanctuary
Spells of this type must then be earned as part of a quest obtained via the Collegiate Arcane, Deity, or some other super-powerful arcane source. Will do something in next mission.

Powerful Contact: Master Chef Phillip Lung
Last edited by Vheld on Tue Nov 13, 2018 10:48 am, edited 16 times in total.
User avatar
Vheld
Diamond Level Patron
Diamond Level Patron
 
Posts: 427
Joined: Sat Mar 31, 2007 8:36 am
Location: Rifts PC (The Spook Squad)

Postby Vheld » Fri Mar 30, 2007 6:52 pm

Vheld was born on the planet Alexandria, affiliated with the United Worlds of Warlock in the Three Galaxies. The Tyrin familiy started as a branch of the Acherean clan, the founders of the Atlantean colony on Alexandria in the Three Galaxies. However, while the Achereans had begun leaving Earth to explore the megaverse, the Tyrin clan remained behind to protect a human civilization developing in Greece. For centuries, the Tyrin clan silently protected the ancient Greeks from all manner of horrors, and in the process seeded the Mediterranean with tales of mighty warriors (Tyrin undead slayers) doing battle against evil. It was during this early period that the Tyrin clan became acquainted with the Gods of Olympus, ultimately pledging themselves to the service of the God Apollo in exchange for his aid against the demons and undead that threatened the land. Since then, all Tyrin children have been educated in Olympian mythology, and the family continues to have a dedicated priest of Apollo to this day.

However, with the rise of a militaristic city-state in Sparta and the equally expansionistic merchant state in Athens, the Tyrin elders finally decided the Greeks were able to stand on their own, and departed Earth. While they wandered the megaverse for 100 years or so, the Tyrins quickly discovered the burgeoning Atlantean colony and Alexandria. Thrilled to discover their long-lost relatives in clan Acherean, the Tyrins settled Alexandria and dedicated themselves to the training of some of the greatest undead slayers in Atlantean history. Vheldval’s mother died giving birth to him, which only heightened the expectations of his father and siblings that he follow in his family’s footsteps.

At first, the family was heartily encouraged by its youngest son. Vheld showed high reserves of psychic energy and a natural aptitude and interest in the study of magic. He possessed an upbeat, adventurous spirit, and even at a very young age demonstrated unusual intelligence. However, as he grew older Vheld’s passionate spirit cooled, and more and more he came to prefer spending his time nose-deep in some tome on magic. He became averse to physical activity, in particular the combat training all would-be undead slayers must endure. As time went on, Vheld spent more and more of his time reading, mostly about magic, and less training.

This was of no small concern to the family. Already, Vheld’s two older brothers were out in the megaverse, battling undead, while his older sister was flying through undead slayer training with gusto. Vheld’s father, in particular, could not stomach the thought of his son abandoning the family’s ancient warrior tradition, and wracked his brains for a way to turn his son on to the lifestyle of an Atlantean undead slayer. Eventually, Vheld’s father decided to play on his son’s love of magic. Magical tattoos were not too far a cry from magical spells, and it stood to reason that if Vheld could be convinced to enjoy the former over the latter he would become more enthusiastic about the family’s chosen vocation. Despite the fact that Atlanteans so young rarely had tattoos beyond the marks of heritage, Vheld’s father was sufficiently well-connected that he was able to talk a tattoo master into imprinting the design for mystic knowledge upon his son.

For his part, Vheld was greatly excited about anything that could deepen his understanding of magic. The family made the imprinting process into an elaborate, solemn ceremony, complete with Vheld swearing himself to the forces of light and pledging only to do good with his powers. Vheld was given an eye of mystic knowledge, and his father beamed in the days to follow when his son continued to use it to explore the realm of magic.

By this point, Vheld was old enough to understand his responsibilities, and to want to do right by his family. He rededicated himself to his undead slayer training, trying to force himself through the grueling combat drills. However, his heart just wasn’t in it, and Vheld fell further and further behind his more enthusiastic peers. Then, one day, tragedy struck.

Word got back to Alexandria that Vheld’s two older brothers had been killed fighting vampires. Despite the fact that the brothers’ supernatural nature prevented them from being turned into vampires, Vheld’s father was overcome with grief over the fact that his sons, both prime examples of a proud and ancient undead slaying tradition, remained in the clutches of the undead after death. His impassioned speeches before the Atlantean clan elders, however, fell upon deaf ears. He kept trying to get an expedition together to retrieve the bodies. He begged and pleaded with everyone he knew, calling in all sorts of old favors. In the end, his efforts were for nothing. ‘The task is too dangerous, the reward to small. We grieve with you over the loss of your children, but you must take heart from the fact that they are in a better place. Their bodies are mere shells. There is nothing more you can do with them.’

Where once had been an ancient, powerful clan patriarch there now seemed to be only a broken, bowed old man. Vheld’s father retreated into grief, and for months was not seen by anyone outside his family (and rarely ever by them for that matter). Vheld continued his training, but found it almost impossible to focus. If his longing to study magecraft wasn’t distracting him, it was thoughts about his brothers, or his father.

One day, the ailing patriarch emerged from his seclusion, and pulled both Vheld and his sister out of Undead Slayer training. Vheld’s sister was, for all intents and purposes, finished with her training, but Vheld’s lack of attention had caused him to be held even further back, denying him further tattoos and putting him nowhere close to fulfilling his family’s destiny. None of that seemed to matter to Vheld’s father.

Scraping together every last credit of the family fortune, Vheld’s father purchased a Ghost Ship from the Promethians, and brought his two surviving children along with him on a mission to rescue the family as it were. By this point, he was a man obsessed. The two children lacked the experience to stand up to their father, and as a result were dragged by him far, far away from the UWW, or any other civilization.

They never even got close to their destination. The Splugorth happened upon the Ghost ship, and were able to use magic to immobilize it. Vheld’s father was severely injured when a panel exploded in front of him. When the Kydian minions boarded, Vheld’s sister did her best to hold them off. Her best was nowhere near good enough.

Vheld panicked. His combat skills were nothing next to his sister’s, and he didn’t even know how to drive a car, much less a spaceship. His flailings tripped the airlock controls, and the entire rear compartment- including his sister and the marauding Kydians, was sucked into space.

Vheld was horrified. True, his sister had been about to die anyway, but he could already feel the blood on his hands. Staring out the viewscreen at the Splugorth ship, Vheld was overcome with feelings of helplessness and despair. His sister was dead, his father was dying, and the Splugorth were coming closer to the trapped Ghost ship. In desperation, he closed his eyes and tried to will the Splugorth away, resorting even to a prayer to his family’s patron God, Apollo. Another voice answered instead.

((Apollo is weak. What is it you seek, little Atlantean?))

Startled, Vheld’s eyes flew open. I must save my father. He is all that remains of my family.

((And what do you offer in return, young man? ))

Vheld frowned as he regarded this. This didn’t sound like Apollo, or any of the other Olympians, at all. Whatever you want. I shall do what it takes.

((Very well. Open your mind to me. But, in exchange, I shall take that which is most precious to you.))

Please. Just get us out of here.

Vheld lowered his meager mental barriers, and actual spell knowledge filled his mind. Advanced knowledge, to boot. Vheld had never felt more alive. He exulted in the feeling for a few moments, before recalling his precarious position. Summoning his new-found power, Vheld created an anti-magic cloud around the Splugorth ship, disrupting its systems and, perhaps most importantly, the spells that were holding the Ghost Ship. Somehow, Vheld managed to activate the Phase Drive and disappear from right under the Splugorth’s noses.

They went a few light years before the alien presence returned. ((Set down on that planet. NOW!)) Hurrying to obey the voice in his mind, Vheld again flailed about the controls. This time, instead of smoothly operating the phase drive as he had before, the knowledge that filled his mind failed him, and he crashed on the planet. Vheld’s father died on impact.

Elsewhere on the same planet, the ancient Titan Hecate felt the landing of the young Atlantean she had guided to the planet. The old man’s released psychic energy (some would say his soul) would serve a most useful purpose in several experiments she had planned. Even as young Vheld struggled out of the wreckage of his craft, Hecate was plotting how she could next put the young man to good use.

Horrified at the role he played in the deaths of his father and sister, Vheld was a near basket case for several days. His thoughts turned darker and darker, and his shattered emotional state began to knit itself back together in ugly, twisted ways. Hecate was aware of all of this, and timed her arrival perfectly.

((You seem dissatisfied with the bargain you have made, young Atlantean.))

He looked up at her, the sorrow in his eyes replaced by a hollow, dark emptiness. “It was you in the spaceship, wasn’t it? You did this to me.”

((You are wrong. The splugorth did this to you. If they had not fired on your ship, hadn’t boarded it to try and greedily tried to take its technology, none of this would have happened.))

Desperate for someone to blame, Vheld found himself nodding along. In the space of a few moments, grief and loneliness changed themselves to rage. Not the burning hot rage of anger, but the cold, collected rage that sinks its claws into your mind and never really lets go.

((I can help you get vengeance. I can give you power, magic, and more, in exchange for your service. I shall teach you how to bend other creatures, other monsters to your will, and from them, you can build an army to take personal vengeance against those that have done this to you. You need only agree to serve me.))

Still shell-shocked from his recent trauma, Vheld wavered. A dark voice from his own mind asked him what else he would do, stranded on a strange planet with no transportation, no communications, and no family. For his entire life, Vheld’s family had been around him; counseling him, supporting him, directing him. All of that was gone now. While some would have rejoiced at this newfound freedom, Vheld was terrified. In a shaky voice, he said “W-what must I do?”

Hecate instructed him to kneel, and a soft glow of magic energy swept over him, altering one of Vheld's tattoos. Thus, the preliminary bond was formed. ((I am sending you back to your ancestral homeworld, young Atlantean. Beware, for the Splugorth are strong still, in Atlantis. I have allies that shall train you, in a city named Tolkeen. Seek out the shadow dragons. They shall guide you. When your training is complete, you shall serve as my agent on Earth. There is much forgotten magic hidden in the planet. You shall explore it, and deliver the most powerful items you find to me.))

A brief incantation and a rift later, Vheld was materializing on the outskirts of Tolkeen, in Minnesota. He managed to get himself to Tolkeen, despite the building prelude to the Coalition-Tolkeen war, and was taken under the wings of one of the Dragon Kings, who owed Hecate a favor. The dragon completed Vheld’s mage training, turning him into one of the most powerful young shifters to be found in the city.

When the fighting started, Vheld was nowhere to be found. His mistress had bade him take no part in the pointless conflict, and so, Vheld abandoned Tolkeen and everyone in it and struck out to make his own fortune.

Present-Day Goals

Sil's death hit Vheld hard, though he doesn't always show it. He has known her since she was a cub, and is honor-bound to her guardian spirits to protect her at all costs. Therefore, his principal goal at this point is arranging her resurrection, no matter the cost.

Beyond that, Vheld is possessed of a singular goal- the acquisition of enough magical power to take down the Splugorth. He will spend his entire life on the task, and likely not succeed, but for now it is that search that drives him.

During their encounters with the Asgardians, Vheld learned the location of Yggdrasil well enough to be able to rift back there. He also acquired several advantages with an eye towards successfully completing the ritual to acquire Odin's gift of magic. The sapphire jewel rescued by the team contained a spirit with some sort of connection to the tree- it promised its assistance in exchange for Vheld's help during that adventure. In addition, both the rune sword he now carries, and his mistress Hectate, have promised (and started to give him once or twice) clues and advice on how he can prepare himself to better survive the ritual. Once Sil is alive and well, Vheld will continue to balance his obligation to the Spook Squad with finding a means to achieve this goal (with the lowest chance of death possible).

Recently, Vheld's sword revealed that the Spooks' current employer, a True Atlantean seer named Lucius, has successfully undergone the ritual.

In furtherance of that goal, he will also prioritize learning the following spells: Lifeblast, energize spell, and beat insurmountable odds.

In parallel with that goal, Vheld will continuously seek to expand his knowledge of magic, taking every opportunity to learn additional spells. He also wants to acquire additional magic tattoos as soon as they are available.
Last edited by Vheld on Thu Jan 16, 2014 2:45 pm, edited 1 time in total.
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Postby Vheld » Mon Mar 10, 2008 10:08 am

Name: Silhouette (Sil for short)
Race: Phantom Wolf (Madhaven P. 102)
Image
Alignment: Anarchist Level: 5

Attributes
IQ: 6
ME: 13
MA: 17 (45% intimidate)
PS: 27 (supernatural; 3d6 MD Punch damage)
PP: 18 (+2 s/p/d)
PE: 23 (+16%/+4)
PB: 16 (30% impress)
Spd: 90 (63 MPH)

Vitals
Size: 11 feet long, 6 feet tall Life Span: 39 years
Weight: 1100 lbs HF: 14
Age: 10
Sex: Female

MDC: 208
PPE: 83

Abilities
Feeds on PPE from her kills
Can leap 10 feet high, and 20 feet lengthwise
Nightvision- 2000 feet range
See the invisible
Land Navigation- 80%
Prowl- 72%
Swim- 70%
Track by smell/scent- 70%, +15% to follow the scent of magic
Bio-regenerates 3d6 MDC per hour

Phantom Walk- Turns Sil and her rider semi-transparent and intangible. Lasts five minutes, 10 within four miles of a ley line or nexus. Requires a five minute rest between uses. The act of transforming takes one action.

While in phantom form, Sil is completely silent and cannot be detected by technological sensors (+20% to prowl). Only psionic and magical means of communication can be employed; both Sil and her rider can harm ghosts, entities, astral beings, etc, and can be harmed by attacks designed to affect same. Attacks from the physical plane cannot harm Sil in phantom form, but beings in the physical plane cannot be attacked (even by magic or psionics) either. Cannot walk through walls or physical barriers.

APM: 5
Damage: 3d6 MD from bite or punch
+1 initiative, +6 strike, +6 automatic dodge, +4 save vs. HF, +2 vs. psionics, +6 vs. magic, +9 vs. poisons/drugs/disease, +2 perception.

Spell Knowledge: Chameleon (6), Sense Magic (4), Shadow Meld (10)

Military-Grade Collar
Image
  • M.D.C.: 25
  • Weight: 3 lbs


Talismans (all L10 strength; attached to collar)
Fly as the eagle
Image
Invincible armor
Image
Sorcerous Fury
Image
Stay back!
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (9d remaining)
PPE: 306/327 (Vheld), 83/83 (Sil), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion)
Energy Spheres (30d remaining for all)
  • 2 1000/1000 floating behind Vheld
  • 4 1000/1000 in sacks attached to Bel'Dar
  • 1 1000/1000 S'shir
  • 1 1000/1000 Brokswa
Weapon in Hand- TW Storm Staff.[/size]
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Bel'Dar

Postby Vheld » Thu Mar 06, 2014 6:15 pm

Name: Bel'Dar
Race: Infernal Sprite (DB 11, Dyval, P. 82); Type- Earth
Infernal Sprite.jpg

Alignment: Diabolic
Level: N/A. Casts magic at 4th level proficiency
Sentiments towards Vheld: A natural predator, Bel'Dar is aggressive and frequently impatient with mortals' activities that do not involve violence. However, it is bred to serve, and does so. Position: Steed (second from the bottom in minion hierarchy).

Attributes
IQ: 8
ME: 17 (+1 vs. psi/insanity)
MA: 20 (60%)
PS: 21 (2d6 MD Punch)
PP: 18 (+2 s/p/d)
PE: 18 (+6%/+2)
PB: 14
Spd: 15 on the ground, 130 flying (11/91 MPH)

Vitals
Size: 16 feet tall, 16 foot wingspan
Weight: 500 lbs
HF: 14
Sex: Male

MDC: 140
PPE: 118

Abilities
Supernatural Strength and Endurance
Maximum altitude is 50,000 feet115,240 m
Breathe without air, can fly and function in the vacuum of space
Bio-regenerate 2D6 M.D.C. per melee round
Suffers triple damage from iron, double damage from silver

Skills- Detect Ambush 45%, Dowsing 60%. Land Navigation 65%, Prowl 50%, Tracking (people) 55%, Track Animals 80%, Wilderness Survival 60%. Wings make a buzzing sound when flying quickly- if making an effort to fly quietly, add +10% to prowl.

APM: 6
Combat: Bite does 2d4 MD.+6 initiative, +2 perception, +4 strike/parry, +2 dodge, +8 automatic dodge when flying, +2 roll with punch.

Spell Knowledge: Sand storm (15), Throwing stones (4), Earth rumble (10), Petrification (40)

Equipment (worn on person: Talisman of invincible armor created by Vheld (L9 strength).
Talisman of Sorcerous Fury (L10)
Image
Last edited by Vheld on Sat Sep 19, 2015 11:13 am, edited 1 time in total.
Stay back!
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (9d remaining)
PPE: 306/327 (Vheld), 83/83 (Sil), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion)
Energy Spheres (30d remaining for all)
  • 2 1000/1000 floating behind Vheld
  • 4 1000/1000 in sacks attached to Bel'Dar
  • 1 1000/1000 S'shir
  • 1 1000/1000 Brokswa
Weapon in Hand- TW Storm Staff.[/size]
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Posts: 427
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Sshir

Postby Vheld » Thu Mar 06, 2014 6:48 pm

Name: Sshir
Race: Ice Wraith (DB 11, Dyval, P. 56)
Sshir.jpg

Alignment: Miscreant
Level: 5
Sentiments towards Vheld: Originally unaffiliated with any deevil lord, Sshir has no use for mortals and does not particularly care for being bound to Vheld. However, he enjoys the change of scenery, and the opportunities for mischief and mayhem, and is prepared to bide his time to achieve maximum chaos and carnage. Position: Hunter and slayer of Vheld's enemies (second from the top in minion hierarchy).

Attributes
IQ: 13
ME: 12
MA: 5
PS: 28 (3d6 MD Punch)
PP: 20 (+3 s/p/d)
PE: 17 (+5%/+1)
PB: 7
Spd: 30 (21 MPH)

Vitals
Size: 9 feet tall
Weight: 450 lbs
HF: 13
Sex: Male

MDC: 330
PPE: 126

Abilities
Supernatural Strength and Endurance
Nightvision 1000 feet (305 m), good day vision, see 1000 feet (30S m) even in snow blizzards
Impervious to cold (including magic-based attacks)
Breathe without air
Understand and speak all languages 80%
Dimensional teleport 22% +4% per level of experience (42% total)
Bio-regenerate at a rate of 2D6 MDC per melee round
Lower Temperature: Can lower the temperature in a 100 foot (30.S m) diameter by 10 degrees +S degrees per level of experience.
Walk on Snow and Ice (special):Can walk on the top of snow and run at full speed without impediment, without
fear of slipping and falling, and they leave no footprints in snow. Can walk across the thinnest sheet of ice over water without falling through it, and can run across ice at full speed without slipping or falling.
Heat and fire attacks do double damage.
Dislike warm temperatures- all bonuses reduced by half in environments above 85 degrees Fahrenheit.

Skills- Camouflage 98% (only in snowy environments), Dowsing 75%, Land Navigation 85% (even in snow and snowstorms), Lore: Demons and Monsters 6O%, Track (people) 6O% (+30% in snow and even in snowstorms that blind others), Wilderness Survival 40%, and WP Sword and Blunt (+2 s/p, +1 throw for both).

APM: 5
Combat: 4d6 MD bite. +2 Perception, +5 strike, +4 parry/dodge, +1 disarm, +2 pull punch, +2 roll with punch, +2 to all saving throws in addition to attribute bonuses.

Spell Knowledge: All water elemental magic.
Level 1- Cloud of Steam (10), Color Water (2), Create Fog (5), Dowsing (2), Float on Water (4), Purple Mist (5), Salt Water to Fresh (4), Sense Direction Underwater (4), Walk the Waves (5), Water to Wine (5)
Level 2- Breathe Underwater (6), Change Current (8), Fog of Fear (7), Foul Water (6), Frostblade (7), Liquids to Water (10), Resist Fire (6), Ride the Waves (7), Swim as the Fish: Superior (6), Water Seal (8)
Level 3- Calm Waters (15), Circle of Rain (20), Command Fish (10), Freeze Water (8), Impervious to Ocean Depths (12), Resist Cold (6), Sheet of Ice (15)
Level 4- Create Water (7), Communicate with Sea Creature (12), Hail (20), Shards of Ice (15), Speak Underwater (10), Swim Like the Dolphin (15), Wall of Ice (20), Water Wisps (30)
Level 5- Earth to Mud (20), Protection from Lightning (25), Snow Storm (40), Ten Foot Ball of Ice (30), Whirlpool (40)
Level 6- Encase in Ice (40), Heal Burns (25), Hurricane (50), Little Ice Monster (40), Part Waters (50), Summon Sharks or Whales (50)
Level 7- Drought (70), Rain Dance (60), Summon Storm (100)
Level 8- Calm Waters (100), Creature of the Waves (70), Tidal Wave (80)

Knows all other Ice-based magic (?)- Blue Flames (30), and new spells from Dyval, P. 58-59:
Encase Object in Ice (10), Frozen Blast (13), Ice Sword (12), Meld with Ice or Snow (9), Melt Snow or Ice (25), Ride Ice and Snow (8), River of Ice (50), Travel Through Snow and Ice (22)

Equipment: Talisman of invincible armor created by Vheld (L9 strength). Worn on person.
Talisman of Sorcerous Fury (L10)
Image

Battle Fury Blade
Image
• Weight: 7 lbs.
• Damage: 6D6 M.D.
• M.D.C.: 200, regenerates 20 M.D.C. per day.
• Powers: By channeling 40 P.P.E. into the weapon, the wielder can invoke the Battle Fury. While this fearsome ability is active, the weapon inflicts a whopping 1D6x10 M.D. with every hit. In addition, every time the wielder makes an attack with the sword, they get two attacks instead of one; the weapon striking with blistering speed (opponents are -5 to Parry the unexpected, super-quick, second attack). Finally, for the duration of the enchantment, the user is encased in a suit of magical force with 100 M.D.C.
• The Battle Fury lasts for 3 minutes.

Mod text: An ultra-rare Battle-Fury Long-Sword (able to be used one-handed)
Last edited by Vheld on Mon Sep 25, 2017 11:21 am, edited 1 time in total.
Stay back!
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (9d remaining)
PPE: 306/327 (Vheld), 83/83 (Sil), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion)
Energy Spheres (30d remaining for all)
  • 2 1000/1000 floating behind Vheld
  • 4 1000/1000 in sacks attached to Bel'Dar
  • 1 1000/1000 S'shir
  • 1 1000/1000 Brokswa
Weapon in Hand- TW Storm Staff.[/size]
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Vheld
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Posts: 427
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Brokswa

Postby Vheld » Sat Sep 19, 2015 12:32 pm

Name: Brokswa
Race: Plasma Demon (DB 12, P. 118)
Brokswa.jpg

Alignment: Diabolic
Level: 9
Sentiments towards Vheld: For the moment, Vheld has promised him chaos and death, so he is willing to go along. After that, we'll see...

Attributes
IQ: 17 (+3%)
ME: 12
MA: 19 (55%)
PS: 39 (4d6MD Punch)
PP: 18 (+2 s/p/d)
PE: 26 (+22%/+6)
PB: 10
Spd: 41 (29MPH)

Vitals
Size: 6 feet tall
Weight: 250lbs
HF: 14
Sex: Male

MDC: 131
PPE: 126

Abilities
Nightvision (200ft, can see in total darkness)
See the invisible, infrared, ultraviolet
Dimensional Teleport: 23%
Bio-regenerate 4d6MDC per melee round
Impervious to vacuum/space, heat, fire (magic fire does 1/4 damage)
Vacuum speak (per spell)
Magically understands and can speak all languages, can communicate with fire elementals
Magical cold and water based spells/weapons do double damage. Impervious to natural cold.
Powers of Flight: Max. speed Mach 10 in space, Mach 6 in atmosphere. Can hitch a ride on FTL craft.
Plasma Field: A gaseous cloud 60ft in diameter, 10ft tall, 1.5 feet above ground. Range is 600ft (requires line of sight), duration is 1 melee round per level. Does 5d6MD to a touch, 2d6x10 if running through it, half damage if the target crawls underneath (takes a full round). Creation counts as three melee attacks.
Plasma Wall: A standing wall of rippling, burning hot plasma. Can be 10-30 feet tall, max. length is 60ft. per level. Range is 700ft (requires line of sight), duration is one melee round or continuously if the demon concentrates (cannot do anything else). Does 3d6 to a touch, 1d4x10 MD to passing through, does 2d6MD per melee along its length to surroundings. Counts as two melee attacks.
Plasma Bolt: Range is 1500ft+100ft per level, does 2d6-5d6 MD, +4 strike, counts as one melee attack.

Skills- Basic Math (98%), Basic Radio (98%), Movement: Zero Gravity (98%), EVA (98%), Pilot: Space Fighter (90%), Pilot: Small Spaceship (98%), Weapons Systems (98%), Read Sensory Equipment (88%), Streetwise (66%), WP Energy Pistol (+5s), WP Energy Rifle (+4s), WP Targeting (+3s), HtH: Assassin, Hacking (68%), ID Undercover Agent (69%), Pick Pockets (73%), WP Heavy Energy (+3s), Prowl (87%), Navigation (88%), Electronic Countermeasures (78%), Surveillance (78%), Demolitions (81%), Acrobatics, Sniper, Gymnastics, Boxing, Computer Operation (88%), Computer Programming (78%), Basic electronics (78%), Camouflage (68%), Advanced Mathematics (78%), Wilderness Survival (63%), Recognize Weapon Quality (58%), Body Building, Running, Lore: Demon and Monster (43%), Hunting, Aerobic Athletics, Athletics (General).

APM: 5
Combat: +5I, +6s melee, +1s with thrown weapons, +1s (ranged; +3 for called/aimed shot), +10 parry/dodge, +3 disarm, +3 entangle, +10 roll with punch, +6 pull punch, +3 vs. mind control, +5 vs. possession, +6 vs. HF, WP Paired Weapons, KO/Stun on Natural 17-20,

Spell Knowledge: River of Lava (50), Flame of Life (40), 10 foot wheel of fire (40), Dancing Fires (35), Wall of Ice (30), Screaming Wall of Flame (30), Blue Flame (30), Fuel Flame (10), Swirling Lights (8)

Equipment: Talisman of invincible armor created by Vheld (L9 strength). Worn on person.
Talisman of Sorcerous Fury (L10)
Image

Al Bolga (Unique Item) (held in hand)
Image
Enchanted Kisentite Maul
☞ Damage: 2D12 + SNPS
Notes:
☞ Requires a Supernatural PS of 24.
☞ Talisman: stores 80 P.P.E. and replenishes as per standard Ley Line Walker ability.
☞ 6' long and 90 lbs
Last edited by Vheld on Tue Nov 08, 2016 10:39 am, edited 1 time in total.
Stay back!
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (9d remaining)
PPE: 306/327 (Vheld), 83/83 (Sil), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion)
Energy Spheres (30d remaining for all)
  • 2 1000/1000 floating behind Vheld
  • 4 1000/1000 in sacks attached to Bel'Dar
  • 1 1000/1000 S'shir
  • 1 1000/1000 Brokswa
Weapon in Hand- TW Storm Staff.[/size]
User avatar
Vheld
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Posts: 427
Joined: Sat Mar 31, 2007 8:36 am
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Slithn

Postby Vheld » Sun Feb 14, 2016 7:06 pm

Name: Slithn
Race: Deevil Wraith (DB 11, Dyval, P. 77)
Slithn.jpg

Alignment: Diabolic
Level: 7
Sentiments towards Vheld: Earth is a nice change of pace, and Slithn does enjoy being the boss of Vheld’s other minions. She recognizes the shifter’s power, and is content to go along with his instructions… For now.

Attributes
IQ: 25 (+11%)
ME: 21 (+3)
MA: 16 (40%)
PS: 19 (SN)
PP: 15
PE: 16 (+4%/+1)
PB: 22 (60%)
Spd: 15 (11MPH)

Vitals
Size: 12 feet tall
Weight: N/A
HF: 15
Sex: Female

MDC: 145
PPE: 200
ISP: 230

Abilities
Nightvision (120ft), See the invisible, hover and fly, move silently, leaves no tracks/DNA/fingerprints, breathe without air, dimensional teleport 84%, bio-regenerate 2d6 MDC once per melee round, magically knows all languages 97%.
Ethereal by nature: Can walk through solid matter as if it were a ghost, all physical attacks (bullets, arrows, swords/melee, energy, cold/fire, explosions, etc.) do no damage. Psionics and magic that attack the mind and emotions have full impact, as do rune weapons and thorns. Can function in atmosphere and outer space.
Vulnerabilities: Can be affected and blocked/barred by magical circles and most magical barriers. Vulnerable to psionics and magic that affect the mind and emotions as well as illusions, rune, holy, and millennium tree weapons but not TW or other types of magical weapons or most spells that create a physical effect (e.g., fire ball, blind, carpet of adhesion). Cannot pass through a door or other opening that has a sprig of thorns (rose or other) at least five inches long- entire rooms can be sealed off this way. Thorn pricks do 1 MD damage, 2d4 MD if lashed with a long, thorn-covered branch. Hate even the smell of roses and avoid rose gardens.
Skills- Gemology 92%, Heraldry 98%, Intelligence 98%, Interrogation 98%, Land Navigation 98%, Literacy: Dragonese/Elven, American, Demongogian, Gobblely, Faerie Speak, Techno-Can all 98%, Locate Secret Compartments 92%, Lore: Demons and Monsters 98%, Lore: Faerie and Lore: D-Bee 82%, Basic and Advanced Math 98%, Prowl 98%, Recognize Weapon Quality 92%, Streetwise 98%, Tailing 98%.
APM: 4 (psionic attacks only)
Combat: +3 I, +2 Perception, +3 vs. psionics, +3 on all magic saving throws, +12 vs. HF, +5 vs. possession, impervious to cold, heat, fire, disease, and toxic gas.
Psionics: Master psychic. Has all sensitive and physical powers, Detect Psionics (6), Mind Bolt, Telekinesis (Super), Telekinetic Force Field (30), PPE shield (10), Bio-manipulation (10), Mentally Possess Others (30), Group Mind Block (22), Mind Bond (10), Psionic Invisibility (10), Telemechanics (10), Telemechanic Possession (50).
Stay back!
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (9d remaining)
PPE: 306/327 (Vheld), 83/83 (Sil), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion)
Energy Spheres (30d remaining for all)
  • 2 1000/1000 floating behind Vheld
  • 4 1000/1000 in sacks attached to Bel'Dar
  • 1 1000/1000 S'shir
  • 1 1000/1000 Brokswa
Weapon in Hand- TW Storm Staff.[/size]
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Re: Vheld (Atlantean Artifact Hunter)

Postby Vheld » Fri Apr 20, 2018 7:09 am

This bit of salvage was sent to the void by Vheld in this post.
Stay back!
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatically sense Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses); Sustained (9d remaining)
PPE: 306/327 (Vheld), 83/83 (Sil), 126/126 (Sshir), 200/200 (Slithn), 118/118 (Bel'Dar), 126/126 (Brokswa). ISP: 90/90 (Medallion)
Energy Spheres (30d remaining for all)
  • 2 1000/1000 floating behind Vheld
  • 4 1000/1000 in sacks attached to Bel'Dar
  • 1 1000/1000 S'shir
  • 1 1000/1000 Brokswa
Weapon in Hand- TW Storm Staff.[/size]
User avatar
Vheld
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