Took a wrong turn at Albuquerque (Sal)

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Took a wrong turn at Albuquerque (Sal)

Postby Sum of All Fears » Mon Nov 02, 2020 1:54 am

Being swallowed by a Rift is nothing like using one normally. Tumbling through a torrent of energy much like waves crashing on the beach Sal is tossed back and forth unable to gather himself completely at the mercy of the magical energy that ripped him from his peaceful incantations. Hours? Days? Minutes? Seconds? Time ceased to be a concern as Sal is wrapped up in the warmth of magic, pure and untainted. Magic in it's purest form holding on to him like a lover.

Sal is ripped suddenly to the side, a blinding white light makes anything impossible to see. Sal feels excruciating pain. In Sal's mind he can only imagine what is happening to him. Was he struck by a lighting bolt? Sal can't seem to keep a thought in his head for more then a moment. Just as the pain begins to subside Sal feels himself being launched forward. Gravity suddenly a force of the world again Sal crashes to the floor tumbling, making an uncounted number of rotation before coming to an abrupt stop against something solid. Sal's Mind swims for a moment. Was someone trying to talk to him? Who am I? Blackness takes Sal's minds as he passes out.


Date: 7 June 111 PA
Time: 1415
Temp: 80 F


Sal starts awake with one of the worst hangovers imaginable. If one attempted to drink MercTown dry they would have less of a hangover then Sal does. As things come into focus Sal can see he is in a small room with no windows and a small door on the opposite end from him with a small sliding window that is closed. Sal is not wearing his clothes, rather he has a plain shirt and pants on black with yellow piping down the side. A small pair of black shoes next to him on the floor. Sal's stomach growls at him as he can only assume he is in some kind of prison cell.

Note: You have none of your gear.

Welcome to MARS we hope you enjoy your stay with us...
M.A.R.S. GM

"Any problem can be solved with the judicious application of high explosives."

Other Accounts: The Apothecary (AAPS/Atlantis/Spooks AGM); Wolf Whitaker (Roughnecks PC); Keiko (H4H PC); Raz I'Syul Arro (GR PC)
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Re: Took a wrong turn at Albuquerque (Sal)

Postby Salomón » Fri Nov 06, 2020 1:47 pm

Perception: 1d100 = 33/52%
JIC (100): 1d100 = 45
JIC (20): 1d20 = 8

Conditions at end of post: None.

Unless otherwise noted, Salomón speaks in American and thinks in the Amaki language.




Sum of All Fears wrote:Date: 7 June 111 PA
Time: 1415
Temp: 80 F


Sal starts awake with one of the worst hangovers imaginable. If one attempted to drink MercTown dry they would have less of a hangover then Sal does. As things come into focus Sal can see he is in a small room with no windows and a small door on the opposite end from him with a small sliding window that is closed. Sal is not wearing his clothes, rather he has a plain shirt and pants on black with yellow piping down the side. A small pair of black shoes next to him on the floor. Sal's stomach growls at him as he can only assume he is in some kind of prison cell.

Note: You have none of your gear.


The Stone-Man looks around, blinking at the sudden shift of reality that has just happened.

One minute, I'm working great and mighty magicks at a Ley Line on the Equinox; the next, I'm catapulted through spacetime to... wherever this is. I can only surmise it was a random rift occurrence - those do happen on Ley Lines sometimes... thinks the High Magus to himself.

He takes in his surroundings. Appears to be some kind of prison cell. Then, he realizes he has none of his gear or clothing.

"Oh, great. Separated from my gear and clothing in some strange prison-like room, who knows where...." he says to no one in particular, frowning.

The Amaki will stand up and slowly walk toward the door, keeping his eyes and ears open as he walks over to the sliding pane.

He will press his ear to the door and listen for any sounds.

Contingency:

If Salomón hears anything significant - conversations, movement, machinery, etc - he will listen for a few minutes.

If not, he will sit back down and meditate in preparation for the Astral Projection psi-power for 4d4 = 10 minutes.
Salomón, High Magus
Important Information
Current Status
S.D.C.: 723/723
Hit Points: 243/243
P.P.E.: 136/252
I.S.P.: 69/73


Armor and Weapons Carried and Locations

Always On:
Sixth Sense
Nightvision 1000 feet (305 m)
A.R.: Skin has a natural Armor Rating (A.R.) of 16
Damage Resistance: Amaki are naturally resistant to most forms of damage; all non-magical attacks, including physical and energy attacks, do only half damage. Magical and psionic attacks do normal damage.
Enhanced Senses: Exceptionally good hearing and vision (slightly above the best human levels)
Rapid healing: heals damage five times faster than humans

Saving Throws, Bonuses, and other handy information]
Spells, psionic attacks, drugs and diseases that cause confusion, dizziness or dull the senses are 1/2 as effective (reduce penalties and duration by half).
Coma/Death: +16% (P.E.)+5% (High Magus, One With The Body) = +21%
Magic (varies): +6
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): +6
Psionics (12+): +4
Horror Factor (varies): +5
Illusions: +2 (+8 if magic)
Mind Control: +5
Impervious to possession!

Speed: Salomón runs 15mph/440 meters per minute/110 meters per melee round/22 meters per attack @ 5 attacks per round. 3min and 40 sec per mile, or 2 min 18 sec per km, at running speed. Can run at half speed for 23 miles (37 km) before fatigue sets in. At maximum speed, can run for 7.6 miles (12.2 km) before fatigue!

Endurance and Athletics
Max. Encumbrance: 80 lbs.
Max. Carrying Weight: 420 lbs.
Max. Lifting Weight: 840 lbs.
Max. Jumping Ability: 10' long, 5' high
Fatigues at half normal rate, can hold breath for 3 minutes, has good balance (+5%) and coordination.
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Salomón
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Re: Took a wrong turn at Albuquerque (Sal)

Postby Sum of All Fears » Sat Nov 07, 2020 6:09 pm

Date: 7 June 111 PA
Time: 1430
Temp: 80 F


Sal moves up to the small viewing port in the door. He listens for a moment and can hear the sounds of mechanical air processing and liquid moving through pipes. The slow deep breaths of an underground facility maintaining life. Sal is not sure if he can make out foot falls or not over the background noise of the facility. Sal moves back to the bed and begins his meditation to Astrally Project himself. During this time nothing disturbs the Mage. As he steps back from his body the world around him is alight with magic. Not the kind of thing he has seen before but the walls, celling, and floor all pulse with magical energy. If anything Sal is in a magical prison cell designed to keep mages from escaping. Sal is not sure how such a thing is possible but here he is. Even in Astral Form he can not leave his little box.

Coming back to himself Sal moves back over to the small slat and begins working it open with his fingers. It takes several minutes but he is able to get it open enough to see outside. He can see the heart of the facility he is in. He can see the Air filtration system and other key devices to keep the facility running. But what catches his eye are the blood stains. There is blood everywhere. He can still see several bodies laying on the floor. Once while lab coats have greedily sucked up the life blood of the humans in the corridor. There are also several armored figures unmoving amongst the bodies. The armor looks compromised from energy weapons in many places as the armored bodies lay mixed with the lab techs. Sal looking through can see something with red skin laying on the floor.

So...What Now?

Butcher Bill
Sal= -8 ISP
M.A.R.S. GM

"Any problem can be solved with the judicious application of high explosives."

Other Accounts: The Apothecary (AAPS/Atlantis/Spooks AGM); Wolf Whitaker (Roughnecks PC); Keiko (H4H PC); Raz I'Syul Arro (GR PC)
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Re: Took a wrong turn at Albuquerque (Sal)

Postby Salomón » Sun Nov 08, 2020 6:26 am

Perception: 1d100 = 31/52%
JIC (100): 1d100 = 89
JIC (20): 1d20 = 9

Conditions at end of post: None.

Unless otherwise noted, Salomón speaks in American and thinks in the Amaki language.




Sum of All Fears wrote:Date: 7 June 111 PA
Time: 1430
Temp: 80 F


Sal moves up to the small viewing port in the door. He listens for a moment and can hear the sounds of mechanical air processing and liquid moving through pipes. The slow deep breaths of an underground facility maintaining life. Sal is not sure if he can make out foot falls or not over the background noise of the facility. Sal moves back to the bed and begins his meditation to Astrally Project himself. During this time nothing disturbs the Mage. As he steps back from his body the world around him is alight with magic. Not the kind of thing he has seen before but the walls, celling, and floor all pulse with magical energy. If anything Sal is in a magical prison cell designed to keep mages from escaping. Sal is not sure how such a thing is possible but here he is. Even in Astral Form he can not leave his little box.


A prison that blocks both psionics and magic? What kind of hellish place is this? thinks the Amaki to himself.

He examines the door more closely.

Fortunately, I do have training outside of the magical and psychic arts...so the mundane will have to do for now...

He works the sliding window slat...

Sum of All Fears wrote:Coming back to himself Sal moves back over to the small slat and begins working it open with his fingers. It takes several minutes but he is able to get it open enough to see outside. He can see the heart of the facility he is in. He can see the Air filtration system and other key devices to keep the facility running. But what catches his eye are the blood stains. There is blood everywhere. He can still see several bodies laying on the floor. Once while lab coats have greedily sucked up the life blood of the humans in the corridor. There are also several armored figures unmoving amongst the bodies. The armor looks compromised from energy weapons in many places as the armored bodies lay mixed with the lab techs. Sal looking through can see something with red skin laying on the floor.


Hmm... seemingly fresh blood and bodies... looks like scientists or laboratory types... and what is that? he thinks as he spies the red skinned thing.

SKILL ROLL: Lore, Demon/Monster (ID red skinned thing) ——-> 1d100 = 23/83%

The High Magus will also look at the door and see if he can determine the kind of lock (if visible) or what type of lock would most likely be installed in the door.

SKILL ROLL: Locksmith (as above) —-> 1d100 = 92 / 72%

Presuming he doesn’t find the door to be trivially easy to open, the Magus will then meditate to regain any lost PPE/ISP to full strength and sit quietly.

Whomever put me in this place obviously doesn’t intend for me to get out until they’re ready, so I’ll play by their rules... for now he thinks.
Salomón, High Magus
Important Information
Current Status
S.D.C.: 723/723
Hit Points: 243/243
P.P.E.: 136/252
I.S.P.: 69/73


Armor and Weapons Carried and Locations

Always On:
Sixth Sense
Nightvision 1000 feet (305 m)
A.R.: Skin has a natural Armor Rating (A.R.) of 16
Damage Resistance: Amaki are naturally resistant to most forms of damage; all non-magical attacks, including physical and energy attacks, do only half damage. Magical and psionic attacks do normal damage.
Enhanced Senses: Exceptionally good hearing and vision (slightly above the best human levels)
Rapid healing: heals damage five times faster than humans

Saving Throws, Bonuses, and other handy information]
Spells, psionic attacks, drugs and diseases that cause confusion, dizziness or dull the senses are 1/2 as effective (reduce penalties and duration by half).
Coma/Death: +16% (P.E.)+5% (High Magus, One With The Body) = +21%
Magic (varies): +6
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): +6
Psionics (12+): +4
Horror Factor (varies): +5
Illusions: +2 (+8 if magic)
Mind Control: +5
Impervious to possession!

Speed: Salomón runs 15mph/440 meters per minute/110 meters per melee round/22 meters per attack @ 5 attacks per round. 3min and 40 sec per mile, or 2 min 18 sec per km, at running speed. Can run at half speed for 23 miles (37 km) before fatigue sets in. At maximum speed, can run for 7.6 miles (12.2 km) before fatigue!

Endurance and Athletics
Max. Encumbrance: 80 lbs.
Max. Carrying Weight: 420 lbs.
Max. Lifting Weight: 840 lbs.
Max. Jumping Ability: 10' long, 5' high
Fatigues at half normal rate, can hold breath for 3 minutes, has good balance (+5%) and coordination.
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Re: Took a wrong turn at Albuquerque (Sal)

Postby Sum of All Fears » Sat Nov 14, 2020 11:21 pm

Date: 7 June 111 PA
Time: 1435
Temp: 80 F


Sal is slightly vexed by the security measures for his prison. He looks at the creature laying amongst the other bodies. He can tell by the small amount of detail its a gurgoyle. What ever happened here was not pleasant. Sal is not sure how much time passed while he was unconscious how ever he is well aware that demons don't have these kinds of prisons. He can't see any type of lock on his door which only serves to vex him more. Sal moves back to meditate on and replenish his magical stores. He fells cut off from the outside. While he can meditate it feels like any ley lines are miles away. (Replenish as if you were not close to a ley line).

Several minutes pass before he hears voices outside his cell. Sal recognizes the Demongogian language of the demons. "They are moving to level 7. I'm not sure if those we left there will hold them back." Should Sal try and sneak a peak through the slightly open door slit he will see one Alu, two Gurgoyles, and two humans in lab coats talking. The first voice, belonging to one of the gurgoyles continues, "I had hopped the explosives on 6 would have slowed them down." The Alu speaks up, "Cheap tricks, using their technology against them. Still it's serving to wear them down. Even if they break through on level 7 we must hold here. We can not let them any further." The Alu points to the humans and in American says, "You to go with this one and secure additional munitions. They will be distributed one floor up." The humans bow to the demon and run off. Sal can see they use a key card to open a section of wall. The key card only comes in close proximity to the wall. Looks like there is some kind of advanced signal device that is keyed to the doors of this facility. As the group breaks up the Alu remains behind for a moment. It looks around for a moment sniffing the air. He shakes his head and leaves. Sal lets out the breath he didn't realize he was holding.

Well, now you have a better idea of what is going on...What do you do now?
M.A.R.S. GM

"Any problem can be solved with the judicious application of high explosives."

Other Accounts: The Apothecary (AAPS/Atlantis/Spooks AGM); Wolf Whitaker (Roughnecks PC); Keiko (H4H PC); Raz I'Syul Arro (GR PC)
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Re: Took a wrong turn at Albuquerque (Sal)

Postby Salomón » Sat Nov 21, 2020 11:31 am

Perception: 1d100 = 27/52%
JIC (100): 1d100 = 95
JIC (20): 1d20 = 2

Conditions at end of post: None.

Unless otherwise noted, Salomón speaks in American and thinks in the Amaki language.




Sum of All Fears wrote:Date: 7 June 111 PA
Time: 1435
Temp: 80 F


Sal is slightly vexed by the security measures for his prison. He looks at the creature laying amongst the other bodies. He can tell by the small amount of detail its a gurgoyle. What ever happened here was not pleasant. Sal is not sure how much time passed while he was unconscious how ever he is well aware that demons don't have these kinds of prisons. He can't see any type of lock on his door which only serves to vex him more. Sal moves back to meditate on and replenish his magical stores. He fells cut off from the outside. While he can meditate it feels like any ley lines are miles away. (Replenish as if you were not close to a ley line).


The Amaki is indeed puzzled, but does not let his predicament preclude his ability to remain calm and open himself to the magical energies that permeate the Megaverse. He simply sits and quiets his mind to recharge his energies... and then...

Sum of All Fears wrote:Several minutes pass before he hears voices outside his cell. Sal recognizes the Demongogian language of the demons. "They are moving to level 7. I'm not sure if those we left there will hold them back."


Demongogian... "they" are moving? Who are 'they'? Sounds as if they're foes of these demons, so perhaps... the enemy of my enemy...? he thinks, before quickly remembering that Dyvals hate Demons and are nevertheless foes of mortals like himself. No, "the enemy of my enemy" doesn't always apply in the world of Rifts, he quickly surmises.

Salomón opens his eyes, and softly rises, trying his best not to make any sudden moves or noises - he does not want to miss anything he is hearing, but he does not wish to alert anyone to his presence either as he stealthily approaches the door and peers out.

Sum of All Fears wrote:Should Sal try and sneak a peak through the slightly open door slit he will see one Alu, two Gurgoyles, and two humans in lab coats talking. The first voice, belonging to one of the gurgoyles continues, "I had hopped the explosives on 6 would have slowed them down." The Alu speaks up, "Cheap tricks, using their technology against them. Still it's serving to wear them down. Even if they break through on level 7 we must hold here. We can not let them any further." The Alu points to the humans and in American says, "You to go with this one and secure additional munitions. They will be distributed one floor up." The humans bow to the demon and run off. Sal can see they use a key card to open a section of wall. The key card only comes in close proximity to the wall. Looks like there is some kind of advanced signal device that is keyed to the doors of this facility. As the group breaks up the Alu remains behind for a moment. It looks around for a moment sniffing the air. He shakes his head and leaves. Sal lets out the breath he didn't realize he was holding.


Gurgoyles... and an Alu.. that's not good. Humans must be pawns or fodder, no doubt, thinks the Stone-Man as he listens and observes carefully from his place of concealment.

Explosives? Hmm... it sounds like wherever "level 7" is, it's important.... what's this? A key card... looks almost like a Near Field Communications device of some sort... oh shit he thinks as he sees the Alu stay behind and sniff the air, ready to crouch out of sight if the Alu even begins to turn his direction.

As fate would have it, however, the Alu either ignores his presence, or does not detect him, as it moves along. Relieved, the Amaki lets out his breath...

He paces back and forth, head bowed and hands clasped behind his back, as he goes over what he knows. Firstly, a strange disturbance at the Ley Line - though given it was an Equinox, it's plausible I was just in the wrong place at the wrong time. How long has it been since I was plucked from the Templar? Are there other Templar trapped here as well? Perhaps Rufus and Dhaltuun are trapped in cells like this one too... he muses, wondering what the meaning of it all is.

Then, an idea occurs to him. Perhaps the other Templar are the ones referred to by the demons... I need to warn or help them somehow! he thinks, alarmed at the possibility of his friends being decimated by demonic hordes.

But how? This cell is seemingly designed to hold people of his particular talents, and no lock is visible.

He racks his mind for possible engineering solutions to this conundrum...

Skill Roll: Locksmithing (how is this cell locked up? potential ways to make it secure, etc.) ----> 1d100 = 1/72% CRIT success
Salomón, High Magus
Important Information
Current Status
S.D.C.: 723/723
Hit Points: 243/243
P.P.E.: 136/252
I.S.P.: 69/73


Armor and Weapons Carried and Locations

Always On:
Sixth Sense
Nightvision 1000 feet (305 m)
A.R.: Skin has a natural Armor Rating (A.R.) of 16
Damage Resistance: Amaki are naturally resistant to most forms of damage; all non-magical attacks, including physical and energy attacks, do only half damage. Magical and psionic attacks do normal damage.
Enhanced Senses: Exceptionally good hearing and vision (slightly above the best human levels)
Rapid healing: heals damage five times faster than humans

Saving Throws, Bonuses, and other handy information]
Spells, psionic attacks, drugs and diseases that cause confusion, dizziness or dull the senses are 1/2 as effective (reduce penalties and duration by half).
Coma/Death: +16% (P.E.)+5% (High Magus, One With The Body) = +21%
Magic (varies): +6
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): +6
Psionics (12+): +4
Horror Factor (varies): +5
Illusions: +2 (+8 if magic)
Mind Control: +5
Impervious to possession!

Speed: Salomón runs 15mph/440 meters per minute/110 meters per melee round/22 meters per attack @ 5 attacks per round. 3min and 40 sec per mile, or 2 min 18 sec per km, at running speed. Can run at half speed for 23 miles (37 km) before fatigue sets in. At maximum speed, can run for 7.6 miles (12.2 km) before fatigue!

Endurance and Athletics
Max. Encumbrance: 80 lbs.
Max. Carrying Weight: 420 lbs.
Max. Lifting Weight: 840 lbs.
Max. Jumping Ability: 10' long, 5' high
Fatigues at half normal rate, can hold breath for 3 minutes, has good balance (+5%) and coordination.
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Salomón
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Posts: 137
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Re: Took a wrong turn at Albuquerque (Sal)

Postby Sum of All Fears » Sat Nov 21, 2020 6:44 pm

Date: 7 June 111 PA
Time: 1433
Temp: 79 F

Sal paces in his cell working on figuring out how to get out of his cell. Given what he saw the key card only had to be in close proximity to the lock for it to work. Given his knowledge of locks he would have to find a key card or try and spoof the system from the inside. That second idea is not much of one so likely it would be a plan B. Sal remembers seeing the same kind of lab coats used by the human strew around the floor outside his cell. Moving carefully back to the slit Sal does spy a key card partly exposed on one of the twisted corpses outside his door. He would only have to move it with something to the door. Sal knows he can’t move through the door but he was still able to use his abilities within the confines of the cell.


Ok. You found a likely way to leave the cell...Now what?
M.A.R.S. GM

"Any problem can be solved with the judicious application of high explosives."

Other Accounts: The Apothecary (AAPS/Atlantis/Spooks AGM); Wolf Whitaker (Roughnecks PC); Keiko (H4H PC); Raz I'Syul Arro (GR PC)
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Re: Took a wrong turn at Albuquerque (Sal)

Postby Salomón » Mon Nov 23, 2020 9:16 am

Perception: 1d100 = 8/52%
JIC (100): 1d100 = 80
JIC (20): 1d20 = 8

Conditions at end of post (format is condition -> time remaining in hours:minutes:seconds) : Manipulate Objects-> 10:00 remaining

Unless otherwise noted, Salomón speaks in American and thinks in the Amaki language.




Sum of All Fears wrote:Date: 7 June 111 PA
Time: 1433
Temp: 79 F

Sal paces in his cell working on figuring out how to get out of his cell. Given what he saw the key card only had to be in close proximity to the lock for it to work. Given his knowledge of locks he would have to find a key card or try and spoof the system from the inside. That second idea is not much of one so likely it would be a plan B. Sal remembers seeing the same kind of lab coats used by the human strew around the floor outside his cell. Moving carefully back to the slit Sal does spy a key card partly exposed on one of the twisted corpses outside his door. He would only have to move it with something to the door. Sal knows he can’t move through the door but he was still able to use his abilities within the confines of the cell.


Ok. You found a likely way to leave the cell...Now what?


The High Magus gets an idea as he spies the key card on one of the corpses.

Then, he hesitates: What if the magic spell sets off an alarm?

He then remembers that his use of psionics earlier did not appear to set off any alarms - that, or the demons and humans he just saw just didn't care. He decides the former is more likely, and - though psychic powers not setting off an alarm is not a guarantee of magic not doing the same - takes the chance. If nothing else, I'll be in a better situation to help the other Templar... he thinks.

The Amaki casts a basic spell, grateful for its use. Casting Manipulate Objects, he will summon forth familiar azure tendrils of energy and send them through the cracks and crevices of the door and window to where the key card lay, wrapping them around it and drawing it toward him and the door.

Though he cannot see the actual door from the outside, he did see another door, and presumes the key card should be placed in the proximity of that area on his own cell door. After doing so, he waits to see if the door will unlock with baited breath.




Manipulate Objects
Range: 50 feet (15.2m) + 10 feet (3 m) per level of experience; line of
sight.
Duration: Two minutes (8 melee rounds) per level of experience.
Saving Throw: None for inanimate objects. Living beings are immune
to this magic.
P.P.E.: Varies; two P.P.E. per five pounds.
The Manipulate Objects spell was designed to help a sorcerer when he needs an extra pair of hands, but has nobody to assist him. It is used mainly to hold an item in mid-air, to bring an item from across the room without having to get up and get it, and to use magic energy to pick up, move, carry or hold one or more small objects.
The spell caster summons forth blue strands of magical energy that wrap around an item and bring it to him, hold it near or in place or still, or to pick up and carry it, following the mage around at waist or shoulder level . Being able to magically hold an item in mid-air until needed, or to magically carry or retrieve an item, allows the mage to keep his hands free to perform more delicate tasks. This also means the mystical movement of objects weighing less than 10 pounds is very simple and requires little concentration. When the mage is not consciously manipulating an object, the item hangs suspended 3-5 feet above the ground, usually within arm's reach.
The P.P.E. cost varies with the combined weight of the objects, two P.P.E. points per five pounds.
Inanimate objects get no save against this spell; this means that even tiny, lightweight robots get no save, although they may struggle or attack.
Limitations:
Maximum speed of moving objects that weigh 10 lbs or less is a speed factor of 10. Reduce speed by half when the total weight
becomes 100 lbs or more.
Maximum height: Six feet
Maximum number of objects : Two per level of experience.
Maximum weight: 10 pounds per level of experience. The spell caster cannot manipulate more than his maximum weight, so a
first level spell caster can manipulate up to two items with a combined weight of 10 lbs, while a third level mage can manipulate as
many as six items weighing up to 30 lbs.
The magic force has the equivalent P.S. of 8, + 1 per additional level of the spell caster (9 at 2nd level, 10 at 3rd, etc.).
The magic energy is designed to hold and carry objects, so it can not be used to open a container, open a door or window, shoot a gun, pull a trigger or lever, press a button, or tum a knob, however, a small object can be "manipulated" to gently press or tap against a button or switch to tum it on or off. The spell caster must concentrate to direct the object and each action by the object counts as one of the character' s melee actions. Likewise, the slow speed of movement, relatively low P.S., and the fact that this spell is not intended for combat, means that small objects can NOT be hurled or used to stab or pound an opponent. Each object manipulated to hit/attack requires the conscious focus of the spell caster, uses up one of his attacks per melee, and is easy to dodge or parry (the magic force is -2 to strike, and no other combat bonuses apply).
Note: This magic cannot be used to pick pockets or steal items unnoticed. Nor to grab an item, lift it in the air and drop it. The magic energy will not drop anything, because it is designed to hold and carry.
A few seconds before the spell duration elapses, the objects are gently lowered to a tabletop or the floor.
Salomón, High Magus
Important Information
Current Status
S.D.C.: 723/723
Hit Points: 243/243
P.P.E.: 136/252
I.S.P.: 69/73


Armor and Weapons Carried and Locations

Always On:
Sixth Sense
Nightvision 1000 feet (305 m)
A.R.: Skin has a natural Armor Rating (A.R.) of 16
Damage Resistance: Amaki are naturally resistant to most forms of damage; all non-magical attacks, including physical and energy attacks, do only half damage. Magical and psionic attacks do normal damage.
Enhanced Senses: Exceptionally good hearing and vision (slightly above the best human levels)
Rapid healing: heals damage five times faster than humans

Saving Throws, Bonuses, and other handy information]
Spells, psionic attacks, drugs and diseases that cause confusion, dizziness or dull the senses are 1/2 as effective (reduce penalties and duration by half).
Coma/Death: +16% (P.E.)+5% (High Magus, One With The Body) = +21%
Magic (varies): +6
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): +6
Psionics (12+): +4
Horror Factor (varies): +5
Illusions: +2 (+8 if magic)
Mind Control: +5
Impervious to possession!

Speed: Salomón runs 15mph/440 meters per minute/110 meters per melee round/22 meters per attack @ 5 attacks per round. 3min and 40 sec per mile, or 2 min 18 sec per km, at running speed. Can run at half speed for 23 miles (37 km) before fatigue sets in. At maximum speed, can run for 7.6 miles (12.2 km) before fatigue!

Endurance and Athletics
Max. Encumbrance: 80 lbs.
Max. Carrying Weight: 420 lbs.
Max. Lifting Weight: 840 lbs.
Max. Jumping Ability: 10' long, 5' high
Fatigues at half normal rate, can hold breath for 3 minutes, has good balance (+5%) and coordination.
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Salomón
Diamond Level Patron
Diamond Level Patron
 
Posts: 137
Joined: Sun Jul 29, 2018 4:54 pm


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