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Dhaltuun Onyxforge (Nuhr Dwarf Shifter)

PostPosted: Tue Jan 24, 2017 1:49 pm
by Dhaltuun Onyxforge
Player Name: Jason

Character Name: Dhaltuun Onyxforge
Alias: None
Race: Nuhr Dwarf
O.C.C.: Shifter
Alignment: Unprincipled
XP Level: 6
XP Points: 32,051 (Updated 10/2/2020 by GD)
Next Level @ XP: 34,961
Sentiments/Non-Humans: Believes all beings deserve a chance to prove their worth as individuals
Sentiments/Coalition: Government is corrupt and holds its people down/most citizens are scared and simply believe the lies
Disposition: Gruff, but fair; loyal if one earns his trust; Daring, even a bit foolhardy
Insanity: Hysterical aggressive reaction to slavers/slavery

I.Q.: 18
M.E.: 13
M.A.: 16
P.S.: 24
P.P.: 24
P.E.: 23
P.B.: 12
Speed: 7

P.P.E.: 136
H.P.: 60
S.D.C.: 64
Age: 21
Sex: Male
Height: 4'8"
Weight: 180 lbs.
Description: Short, stocky dwarf with brown beard and no hair / Weathered skin from years outside / clothes are sturdy, but worn and very patched / Piercing green eyes (almost jade)

Racial Abilities
Sharp vision (doesn’t deteriorate with time)
Nightvision: 300'
Augmented P.S.
Superior endurance (fatigues at 1/4 normal rate)

Natural Abilities
Perception: 31% +3% per lvl
Charm/Impress: 0%
Invoke Trust/Intimidate: 0%
Max. Encumbrance: 108 lbs
Max. Carrying Weight: 460 lbs
Max. Lifting Weight: 920 lbs
Max. Jumping Ability: Leap 5' long X 4' ft high
Swimming: can swim 69 yards/meters per round for 88 rounds

Special Abilities
Dimensional Rift Home
  • Can always find his way home from another dimension.
  • Can always dimensional teleport home at the cost of a paltry 75 P.P.E.
  • Only applies to himself and his familiar as well as gear carried and not anybody else (a full rift or dimensional portal is necessary to take others with him).
  • Uses 1 melee action
  • Rifting on same world - 1/2 ppe of dimension rift home
  • Limit - must have visited location before or use communication rift
  • Will appear on nexus near desired location (or stone pyramid)
  • Can even use on ley line to move along it or jump to a nearby ley line
Sense Rifts
  • Range - within 110 miles +20 miles per level
  • Will detect new rift if it opens along the line I am on, regardless of distance (will know where rift is as well as size)
  • Can detect teleports and other dimension disturbances at 55 miles +10 miles per level
  • He will also instantly know what general direction the rift is located and whether the rift is big or small.
  • Note: This sensing ability specifically relates to dimensional portals/rifts and not ley nexuses and ley lines.
Dimension Sense - 59% (+5%)
  • Concentrate for 1d6+2 mins to know: type of dimension, if it supports human life, its magic Level, how it was created, if it will close soon, its frequency of opening, any dimensional monsters nearby or in portal (-10% skill), plus unusual characteristics, just by reading portal or meditating after stepping thru
  • See O.C.C. description for further details
Dimensional Travel
  • Cost: 125 P.P.E. for familiar and caster / +25 P.P.E. per person / remains open for 1 min
  • When targeting a random dimension - can open anywhere / drawn to locations rich in P.P.E.
  • When targeting home dimension - 100% random location appearance
  • When targeting dimensions visited - will appear in random, but hospitable location
  • Can use Re-Open Gateway or Dimensional portal at 1/2 P.P.E. in ritual / takes 1d6x10+15 min / open for 6 mins., close it at will, manipulate size at will (max 60 ft tall x 60 ft wide per level)

Communication Rift
  • P.P.E.: on or within 1/2 mile of nexus - 50 P.P.E. / on or within 1/2 mile of ley line - 100 P.P.E. / anywhere else away from ley line - 200 P.P.E.
  • Duration: 1 min per level (4th = 4 mins)
  • Success ratio 39% +5% if done as ritual gives +20% success
  • Time to open: 1d4 rds / as ritual: takes 1d6x10+15 min
  • If fail but within 20% will contact correct location but not necessarily the right target
  • Send familiar - must return in time or trapped until a portal can be opened (x1 per 24 hrs)
Familiar Link
  • Linked to – Osprey (monsters and animals pg 158-159)
  • Mentally and physically linked with familiar
  • Familiar is linked to the shifter and obeys his every command, verbal and mental.
  • If the familiar is killed, the shifter will permanently lose 10 hit points; see description for full consequences.
  • Battle of wills - roll above my MA +ME bonus; 3 out of 5x (if fail is subservient)
  • If save - roll init....if I win close rift / if fail creature appears and might attack
  • If beat creature - use pact
  • If lose to creature - the shifter might be attacked or the being escapes
  • Max # of Minions: 3 lesser (6 sub demons) - sub demons or imp-like minor being, poltergeists or haunting entity = 1 lesser/2 lesser beings = 1 greater
  • See post after background entry
  • Level 1 - Valkyrie
  • Level 3 -
  • Level 5 -
Link to the Supernatural
  • Njord (Norse God of the Seas/nature deity)
  • +17 P.P.E.
  • +4 new spells from levels 1-4
  • Can transform into an animal form: Monkey 4x per day for 1 hour per level

Spell Knowledge
Spell Strength: 12
    Level 1
    • Sense Magic (4)
    • Sense evil (2)
    Level 2
    • Fear (5)
    • Manipulate Objects (2+)
    • Turn Dead (6)
    • Concealment (6)
    • Chameleon (6)
    • (2) Cloak Of Darkness (6)
    Level 3
    • Armor of Ithan (10)
    • Breathe without air (5)
    • Energy bolt (5)
    • Create Wood (10-20)
    • (3) Light Healing (6)
    Level 4
    • Trance (10)
    • Shadow Meld (10)
    • Energy field (10)
    • Repel animals (7)
    • (4th) Fist of Fury (10 - 50)
    Level 5
    • Calling (8)
    • [5th] Domination (10)
    • [5th] Influence the Beast (12)
    • Sustain (12)
    • [6th] House of Glass (12)
    • (EP) Armor bizarre
    • (EP) superhuman strength
    Level 6
    • Time Slip (20)
    • Call Lightning (15)
    • Compulsion (20)
    • Tongues (12)
    Level 7
    • Constrain Being (20)
    Level 8
    • Exorcism (30)
    • (4th) Forcebonds (25)
    • [6th] Locate (30)
    Level 9
    • Summon & Control Canines (50)
    • (2nd) Tame Beast (60)
    • (3rd) Protection Circle: Simple (45)
    Level 10
    • Summon & Control Rodents (70)
    • (4th) Summon shadow beast (140)
    Level 11
    • Re-open gateway (180)
    • [5th] Summon and Control Animals (125)
    • (3rd) Energy sphere (120)
    Level 12
    • (2nd) Summon and Control Entity (425)
    Level 13
    • Summon Lesser Being (425)
    Level 14
    Level 15
    • Dimensional portal (1000)

Racial Skills
Boat Building 79% (+5%)
Carpentry 94% (+5%)
General Maintenance 74% (+5%)
Leather working 79% (+5%)
Math: basic 69% (+5%)
Rope works 74% (+5%)
Salvage 79% (+5%)
Swimming 96% (+8%)

O.C.C. Skills
Astronomy 74% (+5%)
Mathematics: Basic 107% (+2%)
Lore: Demon 79% (+5%)
Lore: Faerie 59% (+5%)
Lore: Magic -
**General Knowledge: 69% (+5%)
• **Recog. Magic Circles, Runes, etc: 59% (+5%)
• **Recognize Enchantment 54% (+4%)

Lore: Dimension Lore 69% (+5%) ((places visited 3+ times are +15%))
Language: American 114% (+3%)
Literacy: American 99% (+5%)
Literacy: Demogagion 90% (+5%)
Language - Demogagion 86% (+3%)
Language - Faerie Speak 86% (+3%)
Land Navigation 56% (+4%)
Wilderness Survival 69% (+5%)
Hand to Hand: Expert

O.C.C. Related Skills
• Climb Skill 60% (+4%)
• Climb Rope 92% (+2%)
• Sense of Balance 84% (+5%)
• Walk Tightrope/High Wire 76% (+3%)
• Back Flip 84% (+5%)
• Basic Prowl 34% (+5%)
• No Fear of Heights

Radio: Basic 69% (+5%)
Cooking 69% (+5%, professional)
    Specialities -
  • Style: Cajun Barbeque
  • Style: Japanese Teppanaki
  • Ingredient: Seafood (Shellfish)
  • Ingredient: Game (hunting)
  • Ingredient: Dino meat
W.P. Grappling Hook
(3rd ) Paramedic 64% (+5%)
(3rd ) Holistic Medicine 49%/39% (+5%)
(6th) Horsemanship: Exotic Animals 30%/20% (+5%)
(6th) W.P. Sword

Secondary Skills
Pilot: Boat – Sail types 84% (+5%)
Preserve food 64% (+5%)
Art: Tattoo (Samoan) 59% (+5%)
(3rd) WP Heavy M.D. Weapons
(3rd) Wrestling
(6th) Cook - ingredient: Dino meat / style: Japanese Teppanyaki
(6th) Performance 30% (+5%)

EP Bought -
Robot Combat: Basic (SPECIAL)
Athletics (General)
(4th / EP) Weapon Systems 49% (+5%)
(5th / EP) Falconry 35% (+5%)
(5th / EP) Hunting
(6th / EP) Recycling 30% (+5%)

Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus: +1
Strike Bonus: +8
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus: +9
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +6
Bonus to Disarm: +2
Maintain Balance: +3
Entangle: +3
Other: Power Punch: 1 M.D. (2 APM), Body Block/Tackle: 1D4, Body Flip/Throw: 1D6, Roundhouse Kick: 3D6, Axe Kick: 2D8, Forearm/Elbow/Knee/Punch: 1D4, Leap Kick: 3D8 (2 APM), Body block/tackle: 1D4, Kick 1d6
    (double if the wrestler is 8-12 ft tall, and 3D6 dmg if larger).
  • The opponent must dodge or parry (push away/deflect attacker) to avoid being knocked down.
  • If knocked down, the opponent loses one melee attack/action and initiative for the rest of that round.
  • Pin/incapacitate on a natural roll of 18, 19, or 20.
  • This means that the wrestler can hold his opponent in such a way that his opponent cannot physically attack or move.
  • However, the character who is using the "pin" hold cannot attack or move without releasing his opponent.
Crush/squeeze 1D4 SDC dmg per squeeze attack [/list](double damage if 8-12 ft tall, and 3D6 damage if larger).
[*]Each "squeeze" counts as one melee action/attack.[/list]

Weapon Proficiencies
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

W.P. Grappling Hook (+2 Strike, +2 Entangle, cannot be used to parry)
W.P. Energy Rifle (+1 Strike)
W.P. Energy pistol (+1 Strike)
(3) W.P. Heavy M.D. Weapons (+1 Strike)
(6) W.P. Sword (+1 Strike / +1 Parry)

Saving Throw Bonuses
Coma/Death: +14%
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): --
Psionic (15+): --
Possession: +2
Horror Factor: +11

Re: Dhaltuun Onyxforge WIP

PostPosted: Tue Jan 24, 2017 2:09 pm
by Dhaltuun Onyxforge

Carried in Hand
TW Vamp-Killer 2000

Worn on Person
Armored M.D.C. Combat Long Coat
Streetwolf M.D.C. “Tank” Pants
Huntsman’s Choice Heavy Gloves
Huntsman’s Choice Track Boots
Mage Armor
• Tinted Goggles
• Black T-Shirt
• Divers Watch (left wrist)
• Templar ring (left hand ring finger)
Drone Control and Command Gauntlet (DCCG) Right Wrist
Gravity Wave Maul (Patron Item) Slung
WI-SR15 Sniper Rifle Slung

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: Wilk's PRC-5 Secure Walkie-Talkie
• Attachment: Portable language Translator
• Attachment: NEMA Automag (AMT) Pistol
• Attachment: 18-round NEMA AutoMag Magazine
• Attachment: Avian First Aid Kit
• Attachment: Notepad, police style (small, 100 pages)
• Attachment: Pouch of Jerky x1 lb
• Attachment: WI-20 Heavy Ramjet Rounds (1 clip of 50)
• Attachment: Marker Pen (red x1 / blue x1 / black x1) / Mechanical Pencil (4) / Mechanical Pencil Lead (24)
• Attachment: WI-20 Heavy Ramjet Rounds (1 clip of 50)
• Attachment: 15mm Rifle Ammo (Silver)(1 clip of 50)
• Attachment:WI-20 Heavy Ramjet Rounds (1 clip of 50)

Shoulder Pistol Holster
Holster under left arm, four magazine pouch under right arm.
NEMA Automag (AMT) Pistol
• 4 18-round NEMA AutoMag Magazines

A leather belt with two simple holsters for flintlock style pistols
TW Firebolt Pistol
BigBore "Buccaneer" Breech-Lock Pistol

Weapon Belt
Leather belt with two attachment points.
Kisentite Cutlass with silvered basket
Nuhr Rune Grappling Hook & Line

Explosives Bag
A simple canvas satchel.
• 4 CS Heavy High Explosive Grenade
• 2 CS Fragmentation Grenade
• 2 CS Plasma Grenade
• 2 CS Smoke Grenade

[Heavy Duty “Overland” Harness and Frame Backpack
Compact but expandable, external frame, and load-bearing pack.
• M.D.C.: 3
3 utility pouches
•Flares x3
•Flares x3
•Marker Pens (dozen)
small compass pouch
Quick-release connector enabling the main pack to be dropped quickly.
• Survival knife
[size=85]Damage: 1D6 S.D.C.

• 6 wooden stakes and mallet (for vampires and other practical applications)
• Hammer/Hand Axe/Hatchet
Damage: 1D6 S.D.C.
• Conventional Binoculars
• Paramedic bag / Poison Antidote (1 Dose)
• 30' rope
• Sleeping Bag
Main compartment holds up to 3,000 cubic inches
• 2 small sacks
• One large sack
• 2 Boxes 15mm Rifle Ammo (200/200)(4 clips)
• Box of 15mm Rifle Ammo (Silver) (100/100) (2 clips)
• 3 Boxes of WI-20 Heavy Ramjet Rounds (300/300) (6 clips)
• Shaving/Grooming Kit
• gun cleaning kit & weapon polish in small toolbag
• Woodworking Kit, Portable
• Sketch Book (100 sheets, hardcover) (2)
• Wood Saw
• Falconry Equipment (Hood, Jesses, Falconry Glove, Book) in small sack
• Portable Tool kit
• 4 Burner Cell Phones in a pouch
Detachable daypack holds 500 cubic inches - cooking supplies
• Salt x 1 lb.
• 6 cloves of garlic
• Special Cooking Sauces (2)
• Spice Array (Black pepper / Cajun spice / Italian / Montreal steak / Garlic / chili pepper)
• Chef’s Knife (1D8 S.D.C.)
• Paring Knife (1D4 S.D.C.)
• Utensil Set
• BBQ Grill Utensil Set
• Folding Cooking Grill
• Camping Kettle - clipped on
• Small Wok - clipped on
6 side pouches for holding small items up to canteen size
• 1 - Beef Jerky (1 LB)
• 2 - Pocket laser distancer
• 3 - 2 Wrestling DVDs (2010-2020; Worth 300 Credits / combat ideas)
• 4 - Pocket digital disc recorder/player for recording his observations - signed Marcella with a doctor at mans best friend / note that paid fees up to date at collegiate of magic /
• 5 - Canteen, Aluminum
• 6 -A hand-held computer - Ship plans (to be turned into a windjammer)

Stored in Behemoth
Modified Volkswagen Beetle (Scout buggy)
• US Navy Battle Dress jacket
• Hand Cask of Dwarven Ale (5 Gallons)

Stored in Templar Farm
• Hand Cask of Dwarven Ale (5 Gallons)
• 10 Silver Rings w/ Ring Boxes] (Worth 1,000 Credits Each)

Gear Stats

Modified Volkswagen Beetle (Scout buggy)
S.D.C. by Location:
Light Armor: 700; A.R.: 16
Main Body: 700; A.R.: 17
Tires: 25 each; A.R.: 10
Statistical Data:
Maximum Speed: 132 mph
Cruising Speed: 40 mph
Range: 350 miles
Crew: 1
Class: Modified Compact Car
Dimensions: Length: 14’, Width: 6’, Height: 5’, Weight: 1.6 tons
Cargo: 500 lbs
Power System: Fuel Efficient Souped up Gasoline Engine
Weapon Systems:
• Cupola Turret with Weapon Mount. (Nothing Mounted)
Features of Note:
• Short Range Radio (4 miles)
• Engine Readout Display
• Weapon Mount (chainsaw) - chainsaw mounted
• Winch and Cable (Front and Rear; 100’ cable.)
• Computer Atlas Program - known North America (see map of rifts - USA)
• Laptop Mount
• Oversized Armored Wheels
• Carry Boxes (1 on each fender, 1 on roof) - daypack in right fender / left fender holds weapons/harness while I am driving / main pack on roof

TW Vamp-Killer 2000
• Weight: 30 lbs
• Range: Chainsaw: Melee +2’, Grenade Launcher: 200’, Cross Spotlight: 100’
• Damage: Silver Bladed Chainsaw: 5D6+6 M.D. to vampires and ordinary S.D.C. material, Grenade Launcher: CS Hvy High Explosive Grenade 4D6 M.D. (6’ radius), Cross Spotlight: 3D6 HIt Points to Vampires, when shown directly on them.
• Rate of Fire: Single Shot
• Payload: Chainsaw: 10 hours per charge, Grenade Launcher: 4 Grenades, Cross Spotlight: Conventional Battery.

Gravity Wave Maul (Patron Item)
These weapons have only recently emerged in limited numbers from the Thundercloud Galaxy. Their origins remain shrouded in mystery, but the well-traveled, the insane, and the wise all whisper of "the Dominators" as the creators of these dreaded weapons. When a gravity wave maul strikes a target, a gravitic blast wave emanates from the point of impact causing additional damage and mayhem on the battlefield.
• Direct Strike Damage: 3d6+P.S. bonus (if any)
• Gravitic Blast Wave Damage: 1d4x10 to a 20' area of effect
• Dimensions: 4' long, 24" long head, 10 lbs.
• Modifiers: Requires a P.S. of 18 to wield without penalties (all combat bonuses and APM are halved)
• Notes: Does M.D. to mega-damage materials and S.D.C. to softer targets. Does 1/3 damage to creatures of magic, magic armor, magic force fields, and other types of magic barriers. Supernatural beings suffer half damage from the gravitic blast. The gravitic blast wave does no harm to the wielder.
• Weight: 15 lbs.

Armored M.D.C. Combat Long Coat
  • M.D.C.: 36
  • Weight: 10 lbs

Streetwolf M.D.C. “Tank” Pants
  • M.D.C.: 12
  • Weight: 5 lbs

Huntsman’s Choice Heavy Gloves
  • M.D.C.: 4

Huntsman’s Choice Track Boots
  • M.D.C.: 6

Mage Armor
M.D.C. by Location
Hood: 20
Arms (2): 15 each
Legs (2): 30 each
Main Body: 50
• Modifiers: -5% to physical skills

Drone Control and Command Gauntlet (DCCG)
• Weight: 2 lbs.
• M.D.C.: 10
• Range: 5 miles
• Features: Capable of issuing commands to up to 10 Drones
• Modifications: Has link to camera harness on Marcella.

Wilk's PRC-5 Secure Walkie-Talkie
☞ Weight: 1 lb.
☞ M.D.C.: 2
☞ Range: 10 miles
☞ Battery Life: A rechargeable battery provides 96 hours of continuous operation before needing to be recharged.
☞ Note: attempts to crack the encryption suffer a -25% modifier.

Pirate Jewelry 1 Gold Hoop Earring (Left ear), 2 Gold Stud Earrings (each ear), Gaudy Gold Necklace with Silver cross & spare, blank Silver Ring (Worth 1K Cr. ), 6 Gaudy Gold Rings(left - index / middle / pinky // Right - thumb / middle / pinky) (Total worth: Approximately 2,000 credits)

Kisentite Cutlass with silvered basket
  • Weight: 5 lbs
  • Damage: 2D6+3
  • Bonuses: +1 to Strike, +2 to Parry.

Nuhr Rune Grappling Hook & Line
• Weight: 6 Ibs
• Damage: 1D4 MD
• Range: 30 feet

TW Firebolt Pistol
• Range: 800'
• Damage: 4D6 M.D.
• Rate of Fire: Aimed Shots Only
• Payload: 35 blasts
• Recharge: 25 P.P.E. or 50 I.S.P.
• Modifications: Wilk’s Aimer Gun Site (Range: 1,200’; +1 Initiative)

BigBore "Buccaneer" Breech-Lock Pistol
  • Weight: 3 lbs
  • Range: 120 feet
  • Damage: 1D6 M.D. plus Knockdown effect.
  • Rate of Fire: Single Shot
  • Payload: One shot; Breech loaded.

WI-SR15 15mm Sniper Rifle
  • Range: 2,600'
  • Damage:
    • Single 15mm shot: 1D8x10
    • 3-round 15mm burst: 1 M.D.
    • 10-round 15mm burst: 1D4 M.D.
    • WI-10 Light Ramjet: 1 M.D.
    • WI-10 Light Ramjet 5-round burst 1D4 M.D.
    • WI-10 Light Ramjet 10-round burst: 2D4 M.D.
    • WI-20 Heavy Ramjet: 1D4 M.D.
    • WI-20 Heavy Ramjet 5-round burst: 4D4 M.D.
    • WI-20 Heavy Ramjet 10-round burst: 1D4x10 M.D.
  • Rate of Fire: Single shots & 5 and 10-round bursts only
  • Payload: 50-round banana magazine
  • Weight: 21 lbs.
  • Features:
    • W.P. Rifles; Bipod
    • Wilk's Integrated Optics Gun-Sight
    • Kisentite Bayonet
  • Modifiers: Can only be fired from a prone position, supported on its bipod, otherwise requires P.S. 20+
  • Book Reference: p.99-100, MercOps

Wilk's Integrated Optics Gun-Sight
  • M.D.C.: 5
  • Weight: 2 lbs.
  • Features: Telescopic & Nightvision (3,000'), FLIR Thermal-Imaging (1,600'), Laser range-finder and aiming system (5,000')
  • Modifiers: +2 to strike on aimed shots
  • Book Reference: p.104, MercOps

Kisentite Bayonet - attached WI-SR15
  • Weight: 1.5 lbs
  • Damage: 2D6
  • Bonuses: +1 to Strike, +2 to Parry.

CS Heavy High Explosive Grenade
• Damage: 4D6 M.D.; 6’ radius

CS Fragmentation Grenade
• Damage: 2D6 M.D.; 20’ radius

CS Plasma Grenade
• Damage: 6D6 M.D.; 12’ radius

CS Smoke Grenade
• Effect: -5 strike, parry and dodge. -1 initiative. Attackers shoot wild through it.
• Area of Effect: 20-30’

NEMA Automag Pistol
  • Range: 200'
  • Damage: 5D6 or 1D6x10 per burst
  • Rate of Fire: Single shots & 3-round bursts only
  • Payload: 18 round magazine
  • Weight: 1.6 lbs.
  • Features: W.P. Handguns
  • Modifiers: +2 to strike on aimed shots
  • Book Reference: p.53-54, CE

Re: Dhaltuun Onyxforge WIP

PostPosted: Thu Jan 26, 2017 9:47 am
by Dhaltuun Onyxforge
Background Story
Dhaltuun was born in the port town of Titusville, Florida. Titusville was built up on and around an old blockhouse that was once run by the US Navy. Thanks to whatever the founders discovered in there, because they were able to prosper and grow into the town that Dhaltuun knows and loves. Titusville survives on farming, fishing, and ship/boat repair.

Mom was a kind, but strict woman of older years. She runs a hotel/bar on the docks, mainly catering to dock workers and sailors, with the occasional travellers. Dad was an operator specializing in water craft and docks. Dhaltuun’s days were filled with lessons and work. Mom and Dad were his regular teachers, with a few skills picked up from the occasional crewman or traveller. His favorite times were when he was on or near the ocean. He always felt free and relaxed watching the waves.

When Dhaltuun was 15, mom gave him the job of deliveries and running the grill truck ((think of the Hawaiian guy in Hawaii 5.0)). This was a job he loved so Dhaltuun found himself a good spot near the beach to set up. ”This is perfect. I can see/hear/smell the ocean and all of it’s creatures.” He would spend his days carving wood while sitting on the beach waiting for customers, and cooking for said customers.

One day while enjoying the weather and the bustle on the beach, it happened. the day he met his best friend.
Dhaltuun was sitting in his favorite chair outside the truck, enjoying the sunshine and he sight of people living their lives. “Hmmm, good day. The air is crisp, the birds are singing, and the people doing their thing. This is a good life.” He went back to carving a piece of driftwood into whatever the ocean or its gods wished hi hands to make. ”By the gods of the sea, I beseech you to guide my hands. Let me be your hands, guide me to carve.”After a few minutes he looked in his hands to see a bird emerging from the wood” This looking like an osprey, She will be beautiful when finished.” Dhaltuun was about to continue carving when he heard a splash then a squawk sound, almost a screech. He whips his head around to locate the sound. ”what was that? Sounded like something hitting the water. “ He looks back at the truck, then back towards the sound. ”No customers....i am gonna go see what that was.” He goes into the truck, grabs his gear and weapons and leaves the truck. After securing it, Dhaltuun heads to the water.

About 100 yards down the shore, Dhaltuun sees some splashing a few feet of shore. As he approaches he sees a wounded bird. ”huh? A bird? I need to help.” In a calm voice, he speaks as he approaches ”Shhhh! It’s okay. I am here to help.” As he speaks, he thinks nice, friendly thoughts ”Don’t know if it will help, but can’t hurt thinking nice things.” Once he is close enough, Dhaltuun sees the rope wrapped around the bird, digging in the flesh, as well as pinning one wing and one leg. He gently picks it up and cradles the bird in his arms as he returns to the truck. With a radio call to dad, Dhaltuun get some help for the bird.

About an hour later, a older human approaches the truck. ”You there boy!! I would like an order of BBQ shrimp with a side of croc tail. “ Dhaltuun looks the man over ”Ha!! Boy!! I am Dhaltuun. I will have that for you in just a moment” He turns around to start cooking ”See that, Bird. I am a Dwarven man and he thinks i am a boy...haha.” When the food is ready, Dhaltuun call to the man. Once the man comes to the window, he looks and sees he bird. ”Oh!! Is that a young female osprey you have there? She is beautiful.” Dhaltuun looks at the old man in confusion. ”What do you about her? Can you help?” He looks at the old man with a pleading look ”Please help!!He makes a silent plea ”I swear to the old gods, Njord and the Vanir, if you help her ...i will be your servant.” The old man nods and holds out his hands....Dhaltuun gently hands him the bird, with a look of “If you hurt her, I will hurt you”. The man then whispers a few words and his hands gently glow, as he passes his hand over her, Dhaltuun sees her wounds heal and her feathers straighten before his eyes. ”Thank you, good sir. Anything i have is yours.”

As he takes back the bird, he feels her thanks and love. He looks at the old man with awe and gratitude. The man smiles ”I have healed her body, but you, Dhaltuun Onyxforge, have healed her heart and spirit. We thank you for your trust and respect.” with that, the old man disappeared in a splash of water. There is a whisper on the sea breeze ”Remember your promise.” With a tear in his eye, Dhaltuun looks out over the water. ”I will honor and remember my promise. I am your servant.”

A few months go by. Dhaltuun has done well at his job, and learning magic on his own. Between his own practice as well as some help for other magic-users he comes across, Dhaltuun realizes it is time go off and explore the ocean he loves. He takes his saving, some equipment, loads up the grill truck and heads off for Merctown. ”Well, my faithful girl...We are off on a grand adventure. Dad said we could find work and get some money in a place called Merctown. We will save for a ship and then we go see the ocean we love.”

Re: Dhaltuun Onyxforge WIP

PostPosted: Sun Jan 29, 2017 2:23 pm
by Dhaltuun Onyxforge

(pronounced Mark-ella)
Type: Osprey aka Fish Hawk
Alignment: Unprincipled
Physical Data
S.D.C.: 20
HP: 34
P.P.E.: 4
Dimensions: Size: 21"
Average Life Span: 15 yrs
Natural Abilities: Perception: 40%, Prowl 60%, Exceptional vision (see 1' rabbit at 2 miles), Nightvision 300', Track by smell 60%, Track by sight 88%.
Speed: 50 but reach speeds of up to 88 to 110 (60 to 75 mph) in bursts lasting 1d4x10 minutes / Dive up to speed 180 (126 mph/201 mph)
Attacks Per Melee: 3
Combat Data Initiative: +2, Strike: +4, Dodge: +3.
Damage: Talons: 2D4 S.D.C., Bite: 1D6 S.D.C., Dive Bomb Attack: 4D4 S.D.C. (needs 30 ft to dive)
Saving Throw Bonuses +1 vs poison, +1 vs mind control

Name: Jessie
Story Note: Jessie is a perceptive individual, spending a great deal of time watching things, before reacting. Unless combat is initiated, then she is a fan of good tactics, not rushing into battle needlessly.
Alignment: Scrupulous
Attributes: I.Q.: 13, M.E.: 11, M.A.: 14, P.S.: 23 (Supernatural), P.P.: 18, P.E.: 23, P.B.: 15, Spd: 25 (Flying: 66 mph)
M.D.C.: 76/76
Size: 5'8"; 160 lbs.
Age: Appears 20 years old
P.P.E.: 19
Description: She looks to be a blonde haired woman, who wears the clothes of a norse warrior.
Disposition: Easy Going. Unflappable and calm most of the time; laid back and accepting of others. Trusts almost anyone until they are proven unworthy of that trust.
Experience Level: Valkyrie 2nd Level.
Magic Knowledge: None
Psionic Powers: None
Natural Abilities: Perception: 23% (+3%), Horror Factor: 12 (If known as Chooser of the Slain), Nightvision: 90 ft (Can see in total darkness), See the Invisible, fly, Turn Invisible 4/day (lasts 30 minutes), Turn into Mist 2/day, Magically Speak All Languages, Bio-Regeneration: 1D4X10 M.D.C./hour, Can fly at will without tiring.
Combat Abilities: Hand to Hand: Expert; Number of Attacks: 5; Initiative: +0, Strike: +2, Parry: +6, Dodge: +6, Damage: +0, Roll w/: +3, Pull Punch: +3, Disarm: +0. Other: Restrained Punch: 4D6 S.D.C. Punch: 2D6 M.D., Power Punch: 4D6 (2 Actions), Kick: 2D8 M.D., KO/Stun: Natural 20 (1D6 Melees).
Saving Throws: +16% to save versus Coma/Death, +6 to save vs. Horror Factor, +4 to save versus Poison, +5 to save vs Magic, +1 to save vs Psionics.
Skills: Horsemanship: General 54%/34% (+4%), Wilderness Survival 45% (+5%), Land Navigation 45% (+4%), Radio: Basic 50% (+5%), Detect Ambush 35% (+5%), Paramedic 45% (+5%), Boxing, Prowl 30% (+5%).
Weapon Proficiencies: W.P. Sword (+1 to strike, +1 to parry), W.P. Spear (+1 to strike, +1 to parry. Maximum throwing range: 150 feet), W.P. Shield (+1 to Parry), W.P. Archery (+1 to strike, +1 to parry, +1 to disarm; ROF: As per HtH; Range: Normal or 150% w/ no bonus to strike), W.P. Targeting (+1 to strike), W.P. Energy Pistol (+1 to strike), W.P. Axe (+1 to strike, +1 to parry).
Armor: Magical Chain Mail (100 M.D.C.), Magic Shield (40 M.D.C.; 2d6 Damage w/ Shield Bash)
Equipment: Magical Long Sword (4D6 M.D.)

Wilk's PRC-5 Secure Walkie-Talkie
• Weight: 1 lb.
• M.D.C.: 2
• Range: 10 miles
• Battery Life: A rechargeable battery provides 96 hours of continuous operation before needing to be recharged.
• Notes: Attempts to crack the encryption suffer a -25% modifier. Each PRC-5 Includes a spare battery and plug in charger base

Pilot's Survival Kit
Vest with stripped down survival kit.
• Doubles as a flotation device (+25% to Swim).
• Shoulder Holster with 9mm Semi-Automatic Pistol with silver bullets
• 10x 12 Gauge Solid Slug Shells
• 10x 12 Gauge Buckshot Shells
• Multi-Tool/Knife
• Heliograph (Signalling Mirror), Map, Compass.
• Minimal First Aid Kit
• Strobe Light & Tracking Beacon
• Long-range Walkie-Talkie (10 Miles; 72 hours continuous life)
• Emergency "Space" Blanket (Folds to the size of an Envelope)
• Half Liter Squeeze Bottle of Water, Water Purification Tablets
• Emergency Food Ration (Holds a handful of protein-packed meal replacement bars (3 days worth))

Sawed-Off 12-Gauge Shotgun
• Range: 50' to 100'
• Damage: Slug: 5D6 S.D.C.; Buckshot: 4D6 S.D.C. (over a 3' area at 30' and 10' area at 60')
• RoF: Single or double blasts only
• Payload: 2 shots, breech-loaded
• Modifiers: accuracy suffers beyond 50' (-5 to strike)
• Extra Ammo: Box of 12 Gauge Buckshot Shells (100/100), Box of 12 Gauge Solid Slug Shells (100/100)

NG-Super Laser Pistol & Grenade Launcher
• Range: Laser 800', grenade launcher 500'.
• Damage: Laser 2D4 M.D., grenade launcher 2D6 M.D. (6' AOE)
• Rate of Fire: Single shots only
• Payload: Laser: 20; Grenade Launcher: 6 hand loaded +8 in Clip
• Weight Penalties: P.S.: 19 or less are -3 to strike firing one-handed, and -1 to strike when bracing it with both hands or on something, whether firing the laser or grenade launcher.
• Extra Ammo: 16 Grenades

9mm Semi-Automatic Pistol
• Range: 120'
• Damage: 3D6 S.D.C.
• Rate of Fire: Single shots only
• Payload: 13 round box magazine
• Extra Ammo: 4 Magazines (Silver Bullets)

Name: Vladamir
Background Story: A Russian Hearth Spirit who followed a Russian family across the ocean in the 1950's. He resided in a colonial style home for over one hundred years when the world went upside down. Not having anywhere else to go, Vladamir stayed, living a simple rural life until he was approached by Dhaltuun and was convinced to follow the young shifter.
Real Name: Velelosmich
Alignment: Unrincipled
Attributes: I.Q. 8, M.E.: 11, M.A.: 12, P.S.: 10 (Supernatural), P.P.: 16, P.E.: 16 (Supernatural), P.B.: 11, Spd: 15
M.D.C.: 46
Size: 2' tall
Age: 686
P.P.E.: 64
Description: The creature stands two feet (0.6 m) tall and, except for his hands, feet and face, is covered in dark brown or black fur from head to toe. The face looks extremely human with beard, moustache and bushy eyebrows. The hair on the head and face is the same as the fur covered body, except that it grows longer, creating a bushy beard and moustache and an unruly mane of hair. Their hands are small and delicate, while their feet are furry on top and the bottoms hard like dry leather.
Disposition: Bored, easily annoyed by a lack of things to do.
Magic Knowledge: (As 3rd Level Spell Caster) Chameleon, Sense Evil, Sense
Magic, Repel Animals, and Escape, Lantern Light, Cleanse, Throwing Stones, Mystic Fulcrum, Mend the Broken, Influence the Beast and Life Source.
Psionic Powers: None
Natural Abilities: Can run or work without pause or exhaustion for four hours, Leap 6 feet high and lengthwise, Hold its breath for 4+1D4 minutes, Survive depths of up to 300 feet, Nightvision 300 feet, Bio-Regenerate 1D4 M.D./hour, See the Invisible, Turn invisible at will, Knows all Languages: Magically understands and speaks all languages 75%, but cannot read.
Limited Metamorphosis (special): The Domovoi can turn into a brown or grey house cat or small dog two times per 24 hour period for as long as two hours at a time. Metamorphosis is possible day or night and the animal usually looks like the family pet.
Combat Skills: Natural Combat; W.P. Knife (+1 to strike, +2 to parry, +4 to strike when thrown), W.P. Targeting (+2 to strike)
Attacks per Melee: 4
Damage: Bite 1D6 S.D.C., head-butt, punch or kick.
Bonuses: +3 on initiative, +1 to strike, +2 to parry, +3 to dodge, +3 to pull punch, +3 to roll with impact or fall, +6 to save vs poison and disease, +2 to save vs Horror Factor.
Skills of Note: Horsemanship (general) 40%/20%, land navigation 80%, wilderness survival 80%, prowl 70%, climb 90%/80%, swim 80%, Track Humanoids 50%, Track Animals 60%, W.P. Knife, W.P. Thrown Weapons, Cooking 55%, Gardening 55%, Lore: Cooking 50%, Lore: Cattle & Animals 50%, Preserve Foods 50%, Identify Plants & Fruits 45%.
Armor: None

Alignment: Animal; Considered Anarchist or Unprincipled.
Attributes: I.Q.: 7 (High Animal), M.E.: 17, M.A.: 13, P.S.: 20 (Supernatural), P.P.: 18, P.E.: 19 (Supernatural), P.B.: 18, Speed: 31.
M.D.C. by Location:
*Head: 19
Forelimbs (2): 20 each.
Hind Limbs (2): 26 each.
Main Body: 53
* A Single asterisk indicates a small or difficult target and requires a "called shot" at -3 to strike.
Horror Factor: 10
Size: 9 feet long, 3 feet tall at the hips, with a 4 foot long tail.
Weight: 550 lbs.
Average Life Span: 25 years.
P.P.E.:[/u] 20
Natural Abilities: Swimming 90%, Prowl 65%, Track by Smell 80% (+5% to follow blood scent).
[b]Combat Data:

Number of Attacks: 5, Initiative: +3, Strike: +4 (+6 with Jaws), Parry: +2, Dodge: +4, Roll w/: +3
Damage: Nipping Bite: 1D6 M.D., Bite: 3D6 M.D., Claw Strike: 2D6 M.D., Power Claw Strike: 4D6 (2 Actions), Leaping Throat Attack: 4D6 M.D. (75% chance of knockdown and being held by throat. Victim loses initiative and 2 attacks/actions. Deals 4D6 per action until hold is broken/creature incapacitated.)
Saves: Horror Factor: +4, Poisons & Disease: +3, Coma/Death: +6%, Psionics (16+): +1, Insanity: +1.

Re: Dhaltuun Onyxforge (Nuhr Dwarf Shifter)

PostPosted: Thu Feb 02, 2017 10:52 am
by Dhaltuun Onyxforge
Macaque Monkey Animal Form
  • via supernatural link
  • 4x per day for 1 hour per level
Dimensions: 50 lbs / 3 ft tall / 18 inch tail
Natural Abilities
Climb 45%
Track by Smell 45%
Nightvision 100 ft
Speed 12
Combat Data
Attacks per melee: 3 /
Bite 2d6 /
Claw/punch 1d6+6
Initiative +2
Strike +4
Parry +2
Dodge +2
Saving Throw Bonuses
Vs. Poison +3
Vs. Disease +3
Vs. Horror Factor +3

GM NOTE: Alternate species was approved by Augur. Additionally, after discussion with the GM circle, it has been ruled that while in shifted form Dhaltuun may use TW devices, magical scrolls and other magical items that make sense for a talking monkey to be able to use. Captain Cook: Feb 11 2017

Re: Dhaltuun Onyxforge (Nuhr Dwarf Shifter)

PostPosted: Thu Jun 01, 2017 6:57 pm
by Dhaltuun Onyxforge
Level up to level 2
P.P.E.: 92 +2d6 = 7
H.P.: 35 +1d6 = 2

Spells –
Spells listed – Tame beast
Protection or summoning – summon and control entity
Any spell up to level 2 – cloak of darkness

Vs. HF +1
Parry +3
Pull Punch +1
Dodge +3

Re: Dhaltuun Onyxforge (Nuhr Dwarf Shifter)

PostPosted: Mon Oct 09, 2017 5:57 pm
by Dhaltuun Onyxforge
Level up to level 3
P.P.E.: 99 +2d6:
6, 2
H.P.: 37 +1d6:

Spells –
Spells listed – energy sphere (120)
Protection or summoning – protection circle: simple (45)
Any spell up to level 3 – (lvl 3) light healing

+2 secondary at lvl 3 –
(3) WP Railgun
(3) Wrestling

+2 related at lvl 3 –
(3) Paramedic
(3) Holistic Medicine 30%/20% (+5%)

Hand-Hand: Expert - +2 strike

Minions – 2 at lvl 3 / +1 at lvl 5, 7, 9, 11, 13, 15

Re: Dhaltuun Onyxforge (Nuhr Dwarf Shifter)

PostPosted: Mon Feb 12, 2018 7:17 pm
by Dhaltuun Onyxforge
Ep Rolls -
Attribute Boost (applicable to attributes under 16, +1D6) dhaltuun ME - 1d6 = 1
Attribute Boost (applicable to attributes under 16, +1D6) dhaltuun iq - 1d6 = 5
Attribute Boost (applicable to attributes 16+, +1D6) dhaltuun PP - 1d6 = 3

Re: Dhaltuun Onyxforge (Nuhr Dwarf Shifter)

PostPosted: Tue Feb 11, 2020 4:28 am
by Dhaltuun Onyxforge
Level up to level 6
P.P.E.: 126 + 3d6 = 10
H.P.: 55 + 1d6 = 5

Spells –
Spells listed – Locate (lvl 8 BoM)
Protection or summoning – Immure Entity (MoM pg 88)
Any spell up to level 6 – House of Glass

+2 occ related -
Horsemanship: Exotic Animals 30%/20% (+5%)
Lore: Cooking 25% +5%

+2 secondary skills -
Cook - ingredient: Dino meat / style: Japanese Teppanyaki
Performance 30% (+5%)

+1 attack per round