Zed (Timneh High Magus) READY FOR REVIEW

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Zed (Timneh High Magus) READY FOR REVIEW

Postby Daj » Fri Jun 28, 2019 3:21 pm

Player Name: Michael
G-Mail: zionchylde3@gmail.com

Character Name: Daelur Ezekiel Zenth
Alias: Zed
Race: Timneh
O.C.C.: High Magus
Alignment: Scrupulous
XP Level: 3
XP Points: 4801
Next Level @ XP: 9600
Sentiments/Non-Humans: ‘Character defines the living’.
Sentiments/Coalition: To be ruled by fear is an unfortunate path of existence.
Disposition: Sober minded. Generally lost in thought. Philosophical. Selfless. Studious. Protective.

I.Q.: 15
M.E.: 13
M.A.: 13
P.S.: 10
P.P.: 18
P.E.: 15
P.B.: 4
Speed: 19

S.D.C.: 45
H.P.: 20 +1d6/lvl
P.P.E.: 219 +5d6/lvl

Age: 28
Sex: Male
Height: 5’8”
Weight: 151 lbs
Description: Tall, wiry Avian humanoid. Grey feathers, matte black, and crimson highlights

Natural Abilities
Perception Bonus:24% +3%/lvl see rules here
Charm/Impress: -30%(P.B. 15=25%, 14=20%, etc.)
Invoke Trust/Intimidate: 25% (M.A. 15=35%, 14=30%, etc.)
Max. Encumbrance: 45.3 lbs see rules here
Max. Carrying Weight: 100 lbs
Max. Lifting Weight: 200 lbs
Max. Jumping Ability: 20' long/40' high see rules here

Special Abilities
1. One with the body: All Magi are trained to know their mind and body, although the High Magus has minimal physical bonuses. The High Magus is a more cerebral and philosophical character. Fatigues at half the normal rate, can hold breath for 3 min., has good balance (+5%) and coordination.

2. One with the mind: The mage is alert and able to concentrate and stay focused even when all hell is breaking loose around him. It also enables the character to keep his calm, ignore insults (“Words cannot hurt the body and only sting the mind and emotions if one allows it. Hollow words are not worth fighting over. They are empty and meaningless.”)

3. One with Magic: The Magus has a comprehensive understanding of the principles of magic and is especially well versed in ritual magic and power spells.

4. Pilot Automaton. [All, but prefers the Colossus]

5. May Draw PPE from ley lines, nexus points, people, and ritual blood sacrifice the same as a Ley Line Walker.

6. Link with the Lords of Magic. The High Magus has a mysterious connection to the Lords of Magic (similar to a priest and their gods)that even the the Magi don’t quite understand(nor realize the full extent). It is through this link that, unknown to the High Magi, they can animate and empower the Automatons. Known to the High Mage is that they can draw upon the vast PPE reserves of the three Lords of Magic to create permanent magic weapons via the Enchant Weapons (minor) spell, and at half the normal PPE cost to The Three. This link helps the Magi to learn their high level magic and also alerts The Three when a High Mage is killed; they know instantly, and have a general idea of where (within 200 miles/320km) and whether the Magus suffered, but not how or by whom.

7. Automaton Creation & Bonding Rituals. The High Magus. The secrets of creating Automatons and the bonding ritual that gives the Controllers their unique union with the magical constructs. [world book 16 federation of Magic pg 80-81]

Innate Abilities
All timneh can cast the following magic spells:
4 times/24 hr period +1 per level in any combination [7]
Magic Armor
Fly as the Eagle
Globe of Daylight
Mystic Portal

Spell Knowledge
Spell Strength: 13
ALL 11th level spells
ALL 12th level spells
ALL 13th level spells

- Dimensional Pocket
- Dimensional Envelope
- Exorcism
- Illusion Manipulation
- Fire Globe
- Anti-Gravity Flight
-– Magic Warrior
-- Warped Space
-- Wisps Of Confusion
-- Summon Greater Familiar

Create Steel
Create Water
Create Wood
Fool’s Gold
Ignite Fire
Energize Spell
Manipulate Objects
Globe of Daylight
Water to Wine
Dispel Magic Barrier
Negate Magic
Negate Mechanics
Energy Disruption
Stone to Flesh
Teleport Lesser
Restore Limb
Super Healing
Healing Touch
Frequency Jamming
Speed Weapon
Power Weapon
Armor of Ithan
Armor Bizarre
Invincible Armor
Magic Shield
Sheltering Force
Mend the Broken
Wall of Defense

O.C.C. Skills
Lore: Demons & Monsters-- 60%
Lore: Magic & Geomancy-- 55%
Lore: Faeries & Creatures of Magic-- 55%
Speak & Literate (Native)-- Dragonese 111%/75%
Speak & Literate-- American 89%/75%
Speak & Literate-- Japanese 79%/65%
Speak & Literate-- Swahili 79%/65%
Basic Math-- 90%
Advanced Math-- 90%
Electrical Engineering-- 60%
Mechanical Engineering-- 55%
Weapons Engineering-- 55%
Military Fortification-- 55%
Computer Operation-- 75%
Computer Repair-- 55%
Computer Hacking-- 40%
Computer Programming-- 50%
Radio Basic-- 70%
Surveillance-- 55%
Sensory Equipment-- 55%
Aircraft Mechanics-- 50%
Robot Mechanics-- 45%

WP Archery
WP Targeting
Hand to Hand: Basic

O.C.C. Related Skills
Astrophysics-- 45%
Chemistry-- 55%
Vehicle Armorer-- 55%
Robot Electronics-- 50%
Entomological Medicine-- 40%/20% picked @ 3rd lvl

Secondary Skills
Art-- 50%
Research-- 55%
Energy Pistol

Combat Data
HTH Type: Basic
Number of Attacks: 5
Initiative Bonus: +2
Strike Bonus: +3
Parry Bonus: +5
Dodge Bonus: +4
HTH Damage Bonus:
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +4
Bonus to Disarm:
Other: Kick +1d8

Weapon Proficiencies
Archery -- +2 RoF: 3/melee
Targeting -- +2 RoF(small items like knives, shurikens, etc.): 2/melee
Energy Pistol -- none
Knife -- +1

Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

Saving Throw Bonuses
Coma/Death: +5%
Magic (varies): +2
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+):
Psionics (varies):
Impervious to possession
Last edited by Daj on Fri Jul 12, 2019 1:22 am, edited 30 times in total.
Posts: 5
Joined: Tue Jun 11, 2019 9:38 am

Background WIP

Postby Daj » Fri Jul 05, 2019 1:17 pm

I've learned more than I can ever repay to Dweomer and The Three, but it is time to find another adventure I think. Maybe in doing so I can spread our influence. Either way the halls of Dweomer that at one time were vast and held such wonder, are now more akin to walls in the room of a well furnished cell. -Zed, Unnumbered Journal Entry

One of those cliché creative types, Daelur can most often be found drafting the next project or prototype and on more than several occasions waking from vivid dreams of new ideas. The avian has a genuine, childlike, adoration for inventing, magic in general, science and wizardry of all kinds. With an insatiable appetite for learning the young prodigy sets out to see what the rest of the world beholds.
Last edited by Daj on Wed Jul 10, 2019 7:30 pm, edited 1 time in total.
Posts: 5
Joined: Tue Jun 11, 2019 9:38 am

Dice Rolls

Postby Daj » Wed Jul 10, 2019 5:14 pm

1d6 = 4,1d6 = 5,1d6 = 2,1d6 = 3 =
1d6 = 4,1d6 = 4,1d6 = 6,1d6 = 4
1d6 = 1,1d6 = 3,1d6 = 6,1d6 = 6
1d6 = 1,1d6 = 3,1d6 = 2,1d6 = 2
1d6 = 6,1d6 = 1,1d6 = 5,1d6 = 2
1d6 = 1,1d6 = 1,1d6 = 1,1d6 = 2
1d6 = 4,1d6 = 6,1d6 = 1,1d6 = 3
1d6 = 5,1d6 = 4,1d6 = 1,1d6 = 3,1d6 = 3

P.P.E.: 2d6x10+45 +2d4x10 +5d6/lvl
I.S.P.: ME +2d6 +1d6/lvl
H.P.: PE +1d6/lvl

2d6*10 = 70 +45, 2d4*10 = 30, +5d6 = 25, +5d6 = 16, +5d6 = 13
(ME)+ 2d6 = 4, +1d6 = 1, +1d6 = 6, +1d6 = 5
(PE)+ +1d6 = 3, +1d6 = 1, +1d6 = 1
Extra Magic Spells
+1d6 = 4
Extra PS
+1d4 = 3
Extra Spd
+1d4 = 4
Determining Psionics
1d100 = 28
Posts: 5
Joined: Tue Jun 11, 2019 9:38 am


Postby Daj » Wed Jul 10, 2019 6:37 pm

Wish List Categories

Standard Categories

All things are in order:

Primary Weapon
Note: I leave this item to player discretion
Naruni Multitool (Dimension book 2 Phase World pg 143)
Wand of Life or Wand of Power or Wand of Knowledge made into a blow gun (England/page 19)
Harpoon Gun (Don’t know where this would be?)

Secondary Weapon
Note: This item is never larger than a one-handed weapon. This category cannot be sacrificed for the improvement of another.
TW Nuhr Firebolt Pistol (Book Of Magic pg 323)
NE-4 Plasma Pistol (Naruni Wave Two/page 21)
NE-H10 Plasma Derringer (Naruni Wave Two/page 21)

Note: This category includes: Force fields, EBA (environmental body armor), and assorted other types of armor and protection from damage
NE-F40A Heavy Force Field (Naruni Wave Two pg 22)
NE-F20A Medium Force Field (Naruni Wave Two pg 22)
NE-F12A Light Force Field (Naruni Wave Two pg 22)

Mage's Familiar or Scout's Animal Companion
Female Faerie: Leprechaun (Conversion Book 1 pg 105)
NE-030 Spy Drone (Naruni Wave 2 / page 22)
NE-040 Point Defense Drone (Naruni Wave 2 / page 66)

Daelur would sacrifice Primary Armor for best choice in the Primary Weapon category.
Daelur would also sacrifice primary armor and weapon for best choice in the Mage's Familiar category.
Posts: 5
Joined: Tue Jun 11, 2019 9:38 am

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