Zed (Timneh High Magus)

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Zed (Timneh High Magus)

Postby Zed » 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: 8826 Armstrong 06/02/20)
Next Level @ XP: 9600
Sentiments/Non-Humans: Firmly believes that a being should be judged by its character and not its heritage.
Sentiments/Coalition: Generally does not trust them because of their dogma.
Disposition: Sober-minded, generally lost in thought, philosophical, selfless, studious, protective.
Insanity: Phobia (Splugorth and their minions)

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.: 177 +3d6/lvl
Age: 28
Sex: Male
Height: 5’8”
Weight: 151 lbs
Description: Tall, wiry Avian humanoid. Grey feathers, matte black skin underneath, crimson highlights.

Natural Abilities
Perception: 24% see rules here
Charm/Impress: -30%
Invoke Trust/Intimidate: 35%
Max. Encumbrance: 45.3 lbs. see rules here
Max. Carrying Weight: 100 lbs.
Max. Lifting Weight: 200 lbs.
Max. Jumping Ability: 5' long/2.5' high see rules here
P.B. 4 Modifiers: -10% to social skills (Gambling, Intelligence, Performance, Public Speaking, etc), -30% to Seduction, +10% to Interrogation skill and ability to Intimidate

Special Abilities
1. One with the body: -50% fatigue rate, hold breath for 3 minutes, +5% to balance
2. One with the mind: alert and able to stay focused even when all hell is breaking loose around him
3. One with Magic: 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 P.P.E. from ley lines, nexus points, people, and ritual blood sacrifice the same as a Ley Line Walker
6. Link with the Lords of Magic: can draw upon the P.P.E. reserves of the three Lords of Magic to create magic weapons via the Enchant Weapons (minor) spell, at 50% P.P.E. cost to The Three; alerts The Three when a High Mage is killed
7. Automaton Creation & Bonding Rituals: knows the secrets of creating Automatons and the bonding ritual that gives the Controllers their unique union with the magical constructs

Racial Spell Knowledge
Fixed at Spell Strength: 12

Magic Armor (5) Revised AU pg 22
Chameleon (6)
Fly as the Eagle (25)
Tongues (12)
Globe of Daylight (2)
Mystic Portal (60)

Spell Knowledge
Spell Strength: 13

Levels 1-5
1 Action
Armor of Ithan (10)
Armor Bizarre (15)
Create Wood (10-20)
Fool’s Gold (10)
Ignite Fire (6)
Magic Shield (6)
Manipulate Objects (2+)
Cleanse (6)
Energy Disruption (12)
Mend the Broken (10+)

Levels 6-10
2 Actions
Fire Globe (40)
Exorcism (30)
Giant (80)
Illusion Manipulation (25-60)
Energy Fist (15) Revised AU pg 22
Shockwave (45)
Magic Warrior (60)
Warped Space (90)
Wisps Of Confusion (40)
Summon Greater Familiar (80)
Create Steel (68)
Create Water (15)
Energize Spell (12+)
Wards (90)
Water to Wine (40)
Dispel Magic Barrier (20)
Negate Magic (30)
Negate Mechanics (20)
Teleport Lesser (15)
Stone to Flesh (30)
Restore Limb (80)
Super Healing (70)
Frequency Jamming (15)
Speed Weapon (100)
Power Weapon (35)
Invincible Armor (30)
Sheltering Force (20)
Wall of Defense (55)

Levels 11-15
3 Actions
ALL 11th level spells
ALL 12th level spells
ALL 13th level spells

O.C.C. Skills
Electrical Engineering-- 55% (+5%)
Mechanical Engineering-- 50% (+5%)
Weapons Engineering-- 50% (+5%)
Military Fortification-- 50% (+5%)
Lore: Demons & Monsters-- 55% (+5%)
Lore: Magic & Geomancy-- 50% (+5%)
Lore: Faeries & Creatures of Magic-- 50% (+5%)
Speak & Literate (Native)-- Dragonese 106%/70% (+5%)
Speak & Literate-- American 84%/70% (+5%)
Speak & Literate-- Japanese 74%/60% (+5%)
Speak & Literate-- Swahili 74%/60% (+5%)
Basic Math-- 85% (+5%)
Advanced Math-- 85% (+5%)
Computer Operation-- 70% (+5%)
Computer Repair-- 50% (+5%)
Computer Hacking-- 35% (+5%)
Computer Programming-- 45% (+5%)
Radio Basic-- 65% (+5%)
Surveillance-- 50% (+5%)
Sensory Equipment-- 50% (+5%)
Aircraft Mechanics-- 45% (+5%)
Robot Mechanics-- 40% (+5%)
Hand to Hand: Basic
W.P. Shield (1st level)
W.P. Spear (1st level)

O.C.C. Related Skills
Astrophysics 50% (+5%)
Chemistry 50% (+5%)
Vehicle Armorer 50% (+5%)
Robot Electronics 45% (+5%)
Electricity Generation 60% (+5%, 2nd level)

Secondary Skills
Art 45% (+5%)
Research 50% (+5%)
W.P. Targeting (1st level)
W.P. Quick Draw (3rd level)

Combat Data
HTH Type: Basic
Number of Attacks: 4
Initiative Bonus: +4
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:
Kick +1D8

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

Shield: +2 to parry
Spear: +2 to strike, +2 to parry
Targeting: +2 to strike
Quick Draw: --

Saving Throw Bonuses
Coma/Death: +5%
Magic (varies): +2
Lethal Poison (14+): --
Non-Lethal Poison (16+): --
Insanity (12+): --
Psionics (15+): --
Impervious to possession
Last edited by Zed on Wed Nov 27, 2019 8:53 am, edited 78 times in total.
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Postby Zed » Wed Jul 10, 2019 6:37 pm


Vehicles/Mounts are listed first.

Carried/In Hand
CSN-20 Speargun

Worn on Person
Wilk's-Remi 104 Derringer
Pocket Knife
Dweomer Military set of fatigues (w/High Magus insignia)

Utility Belt
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: Magnifying Glass
• Attachment: Binoculars
• Attachment: Canteen
• Attachment: Compass

The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Duffle bag
• Space: Three small sacks
• Space: Portable computer (engineering/3D authoring programs)
• Space: Notebook (journal, idea book)
• Space: Seven pens/markers
• Space: Mechanical drafting pencil(s) and eraser(s)
• Space:
• Space: Military Dress Uniform
• Space:
• Space: NG Robot Floater Camera

Stored in Vehicle

Gear Stats

Wilk's-Remi 104 Derringer
  • Range: 300'
  • Damage: 2D4 M.D.
  • Rate of Fire: 2 simultaneous shots
  • Payload: 4 shots; a special connector allows the use of an E-clip recharger
  • Weight: 10 oz.
  • Features: W.P. Energy Pistol
  • Modifiers: +10% to palming or concealment
  • Book Reference: p.207, WB14

CSN-20 Speargun
  • Range:
  • Damage:
    • Spear: 2d6
    • Laser: 2d6 M.D.
    • Fragmentation spear: 2d6 M.D. to a 10' area of effect
    • High explosive: 4d6 M.D.
    • Plasma spear: 4d6 M.D.
    • Flare: emits bright light for 8 melees
    • Tracer bug: 2d6; 8 mile range, transmits for 72 hours (32% chance to dislodge every 30 minutes)
  • Rate of Fire: one at a time or in volleys of two or three
  • Payload:
    • Spears: 3 spears; reloading a spear takes 1 action
    • E-clip: 20 shots
  • Weight: 6 lbs.
  • Features:
  • Modifiers: explosive spears do 1d6 less damage on surface
  • Book Reference: p.45, SB4

NG Robot Floater Camera
M.D.C. by Location:
  • * Central Lens: 2
  • * Hover Jets (2 side, 2 bottom, 2 back): 4 each
  • Main Body: 18
* Requires a called shot at -5 to strike if stationary, -8 to strike if moving
Statistical Data:
Flying Speed: hover to 10 mph max, 11' max altitude
Dimensions: 9" high, 6" wide, 18", 7 lbs.
Physical Strength: none
Power System: Battery (120 hours)
Weapon Systems: None
Hand to Hand Combat: N/A
Features of Note:
  • Criminal I.D. Recognition System: facial recognition (89%) can identify as many as 250,000 known wanted men, dangerous D-Bees, & monsters
Modifiers: +1 to dodge
Book Reference: p.236-237
Last edited by Zed on Sat Aug 10, 2019 1:21 pm, edited 14 times in total.
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Postby Zed » Sun Jul 28, 2019 8:41 pm

Background Story

Mommy wake up, why won't you wake up?
I'm Hungry.
Daddy wont wake up either mommy. He's outside with that old Ozlo. I thought grackletooths were always 'huss-tle and buss-tle' is what he said? There they are though, just laying around in the sun. They don't look right... and they smell funny. I think daddy should take more baths- why are you so cold, and how can you sit so still like that...
I'm hungry.

What happened to the fledgeling is a bit of miracle, mixed with providence, sprinkled with plain old parents love. His families caravan had been escaping to the magic zone, and then to Dweomer. His aunts, mothers quintuplets, had sent for her and made it seem urgent.

On the way, a band of slave traders intercepted them. Most of the caravan was taken to be slaves, eaten by the slave traders' Splugorth leader, or murdered for the sport of it. Zed's parents, refusing to live the life of slaves agreed to end their own lives on their terms. Before they did however, together they cast spells on Zed (Daelur) to hide him from the Splugorth and the slavers. When the child woke amidst all that death and decay, he had no understanding of it therefore the time spent waiting for rescue gave him an odd fascination for quietus.

When their sister and her family did not arrive as scheduled the remaining four of the quintuplets went searching for them. It took a few days, but they found their nephew half starved, barely breathing and laying in their deceased sisters lap. Stricken with grief, but steeling themselves for their nephews sake they brought him home to Dweomer. They raised him to the best of their abilities until the fledgeling was old enough to join the Dweomer forces...

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 (Zed) 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, for magic in general, science and wizardry of all kinds. With an insatiable appetite for learning the young High Magus sets out for a time (away from Dweomer) to see what the rest of the world beholds.
Last edited by Zed on Tue Jul 30, 2019 4:43 pm, edited 10 times in total.
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