Metri (Yhabbayar Mystic)

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Metri (Yhabbayar Mystic)

Postby Metri » Fri Oct 05, 2012 10:51 pm

Player Name: Paul Shao
Google Hangouts: paulshao80
YIM Handle: eggs_alamode

Character Name: Diyessyio-Metri Nimoi
Alias: Metri
Race: Yhabbayar
R.C.C.: Yhabbayar Mystic (D-bees of NA. pg. 217)
Occupation: Lost Wanderer of the Three Galaxies
Alignment: Principled
XP Level: 8
XP Points: 63,026 10-01-2018 DSM
Next Level @ XP: 75,200
Sentiments/Non-Humans: Equal treatment to all.
Disposition: Has the patience of one who has spent years meditating on the path toward enlightenment
Insanity: Hysterical aggressive reaction to phobia (Nexus Maw)

ATTRIBUTES
I.Q.: 14
M.E.: 16 (+1 vs psionics/insanity)
M.A.: 27 (92% Trust/Intimidate)
P.S.: 17
P.P.: 24 (+5 to H2H moves)
P.E.: 16 (+1 vs magic/poison, +4% vs coma/death)
P.B.: 7
Speed: 22

PHYSICAL DATA
PPE: 159 (+3D6 per each additional level)
ISP: 260 (+15 per each additional level)
HP: 67 (on Astral Plane and where magical energies are lower)
SDC: 21 (on Astral Plane and where magical energies are lower)
MDC: 72 (+1d6 per each additional level)
Age: 76
Sex: Male
Height: 4 feet tall
Weight: 90 lbs
Description: Short, thin, slight of build, he has wrinkling green skin and large, pronounced pointed ears.

Racial Abilities
Bubble Magic
Bubble Magic (special) <reprinted from Psyscape p. 130- 132>:
The Yhabbayar create magic bubbles by sitting with legs crossed and eyes closed, and entering a meditative, psionic trance. When this happens the little D-Bee rises 1-3 feet into the air with the container of soapy solution floating in front of him. While in this state of awareness, the Yhabbayar has the equivalent of Psychic Omni-Sight, but without actually rising out of his body. This enables him to see and know what is happening around him and respond accordingly by creating and sending bubbles at specific targets and opponents. Without opening his eyes, a Bubblemaker picks up his hoop, concentrates and blows a bubble.
One magic bubble can be blown per melee action, although as many as a dozen non-magical ones can be blown per melee action for fun.
A magic bubble contains psychic or magical energy that, when it pops, unleashes a psionic effect or magic spell. To do this, the Mystic Bubblemaker must expend the same amount of I.S.P. or P.P.E. that he would need to cast that spell or use that psionic ability.
Instead of the magic or psionic effect happening immediately, it is placed inside the bubble. The bubble can then be mentally directed by the Yhabbayar to travel at a particular speed, go to a particular place, to strike a particular opponent, and so on. When it finds and touches its target, the bubble “pops” and unleashes its magical or psionic effect. NOTE: The bubble can be popped prematurely if more than two M.D.C. is inflicted to it.

Enchanted Magic Bubbles: Enchanted magic bubbles contain magic spells instead of a psionic power and require proper expenditure of PPE to cast the spell into the magic bubble. When a bubble reaches its target and pops, the spell is unleashed. The behavior, properties, and special features of a magic bubble with a spell inside are the same as the psionic one. The addition of special features require the expenditure of extra ISP as described in the following text.

Psionically Powered Magic Bubbles: Magic bubbles can be used as a means of communication, healing and help, which is what the Yhabbayar Mystics use them for most. One of the great things about them and the use of the psionics, is the bubble can impart an ability that is normally limited to the psychic himself, to other psychics and nonpsychics alike. The duration of this hand-me-down power is one third the normal first level rate, but can still be incredibly useful. Thus, the Bubblemaker can make a bubble that when it pops on the intended character, it places a force field around him, or gives him a Psi-sword, or the ability to see an aura or mentally diagnose a disease/injury, or deliver a healing touch (either healing that character, or enabling him to heal another with his touch, but must be done within one minute), or enable him to resist fatigue or hunger, or sense danger, or have a psychic flast (i.e. clairvoyance) and so on.

ISP Cost: In addition to the cost of the psionic itself, add these extra costs - applicable only to bubbles that contain psionic powers, not magic spells.
  • +2 ISP if the bubble inflicts damage (Mind Bolt, Electrical blast, Telekinetic push, Evil eye, etc.)
  • +3 ISP for healing powers.
  • +5 ISP to temporarily give another person a specific psionic power (any except super psionic or mind bleeder)
  • +10 ISP to temporarily give to or inflict on another person any one super-psionic power.

Special Bubble features & extra ISP costs: Each of the following costs the Bubblemaker extra ISP. All are "line of sight" attacks, meaning the Mystic must see his target or opponent to send a bubble at him, unless stated otherwise.
  • Float in one place: +1 ISP to have the bubble float in one location, like a bobbing, aerial land mine. It can only be pushed or blown a few inches, bobbing around a swatting hand or sudden jet of air.
  • Special program: +2 ISP to psionically program the bubble to "pop" on contact or only on a specific person or type of person (i.e. CS trooper, Psi-goblin, etc.). Those programmed for a specific person or category of person float around or harmlessly bounce off of all others.
  • Straight Arrow Strike: +2 ISP to send the bubble flying like an arrow, directly at a specific target (victim is -3 to dodge; a parry is futile as it will pop the bubble and unleash its magic or psionics).
  • High Floater: +2 ISP to send the bubble floating high into the air and floating above and then down, like a silent bomb, on a specific person (-3 to dodge).
  • Surprise Attack: +4 ISP to have the bubble bob and float in the air innocently before suddenly hurling at a particular person (-4 to dodge).
  • Zig-Zag: +4 ISP to create a bubble that flies in a zig-zag pattern (-3 for others to strike it).
  • Seek out: +20 ISP to create a bubble that can seek out and find a specific individual or place. The Bubblemaker must know that person or place very well to have the bubble find its target.
  • Extend duration: +6 ISP to extend the bubble's duration. The typical magic or psionic bubble will vanish within 30 seconds per level of its creator. The Yhabbayar can double that original time period per each expenditure of 6 ISP.

Natural Bubble Characteristics: No ISP cost for any.
  • Extended range of psionics and many types of magic! Many spells and psionic powers are limited in range, however, the magic bubble can often transcend the normal range limitations.
    The range of a magic bubble is equal to the range of Psychic Omni-sight, which is a 500 ft radius, with the Bubblemaker at its center, so he can see and send his bubbles for 500 ft in all directions.
  • Bubbles float or fly in complete silence, and their transparent nature can make them difficult to see (characters being attacked by a magic bubble are -1 to strike/parry/dodge).
  • A bubble that drops down from on high has an equivalent of an 80% prowl and living things won't notice until a second before it hits (-3 to dodge; parrying it will pop it and unleash its magic or psionics).
  • MDC of a magical or psionic bubble: 2 MDC. An ordinary bubble has 2 SDC.


Third Eye Open
Third-eye [open] (Psyscape p. 29-30)
1. Radiate their nature.
All advanced Psyscape Psychics will radiate their nature and intentions to some degree, and with such magnitude that any psychic will feel it up to 100 feet away and nonpsychics within 12 feet. This radiation of their feelings and intentions is equivalent of a weak empathic transmission.
Generally, most Psyscape champions are at peace with themselves, compassionate and helpful. They tend to radiate a sense of the positive, contentment, compassion and caring feelings. They enjoy life and see beauty and potential in most everything. Most are very much "the glass is half full" kinda folks who care about the welfare of others.
Note: All these feelings must be genuine and can not be disguised or hidden. Like any of us, these emotions change throughout the day in response to different situations and mental and emotional stimulation. In most cases, those around the psychic will know he is feeling a certain way, angry, sad, etc., but will not usually know exactly why or specifically who it is directed at. On the other hand, the specific person or people responsible for the feeling will secretly know it is them.
2. Dreamvision. Psyscape psychics can speak to kindred spirits (only) -- people like them, with the same goals, alignment, general outlook on life or personality and feelings -- by appearing to them in a dream and talking. This is actually a form of telepathic communication and involves conversation, not visions, cryptic images, or a dreamscape -- just the dreamer and his Psyscape pal talking, only the conversation takes place in a dream, and the dreamer can never be certain that it was real. The Psyscape psychic can talk about anything, just like real people, although the dreamvision power is typically used to give the dreamer advice, encouragement, something to think about, or a warning.
When the dreamer awakens, that particular dream will be unusually vivid and the character will remember most (5d6%+70%) of what was said.
3. Transform into energy beings: Can transform body and mind into pure psychic energy! In this form they can place themselves into stasis and exist inside a ley line for decades (minimum one year, maximum one hundred). This can be done for any number of reasons, but typically to meditate and resolve some problem or inner turmoil within themselves. While inside the ley line, they can focus on their own thoughts but are not aware of the passage of time or most things happening in the real world. They can be aroused and choose to awaken when a Rift opens on that ley line, if the energy of the ley line drops precipitously (40% or more), or when they sense a powerful supernatural evil or intense desperation, fear or need of people on or near the line. They, as living beings, cannot be absorbed or used to cast magic as part of the ley line.
The psychic can also turn into energy if he is flung into a dimension where the physical body cannot exist but energy can.
Both situations are very uncommon and require intense concentration and the expenditure of 270 ISP.
4. Sense Supernatural Evil and Magic Energy: Fundamentally the same as the Psi-Hound. Like a bloodhound smelling a familiar scent, the Psyscape psychic can detect the presence of supernatural evil and magic energy (PPE used as a spell, in magic devices and large amounts in people; 80 or more points). The ability is constant and automatic, just like the ability to see and smell.
The psychic can sense whenever a magic spell is used within the range of sensitivity. If the energy is being continually expended, like a series of magic attacks, or is of a duration/affect longer than one melee round (15 seconds), the character can trace it with relative ease to the source (i.e. the supernatural creature or the character using magic).
Base Skill: 84% (+2%) Identify the specific type/race of paranormal creature, and includes alien intelligences, gods, demigods, demons, vampires, entities and creatures of magic, like dragons. The ability can also detect whether a person is possessed by supernatural beings.
Base Skill at tracking by this "psychic scent": 90% (+5%). (94% (+3%): if the supernatural being is also using magic)
Range: (800+100feet/lvl) to sense the presence of a supernatural being when it is not using any special, magical or psionic powers.
(1800+100feet/lvl) when the supernatural force is actively using its supernatural powers or magic.
Duration: Automatic and constant
ISP: None, automatic
Note: Close proximity to ley lines and nexus points disrupts the psychic senses, rendering them useless.
5. Extended Psionic Power: The Psyscape Master and Major Psychics who have learned to use their Third Eye have double the range and duration on: all Sensitive powers. Likewise, the Master character can have one Super-Psionic ability (TK: Super) that is double its usual range, duration and power/damage/effect.


Natural Abilities
Sense Supernatural Evil
Sense Supernatural Evil: The Psychic Sensitive is keenly aware of the world around him, thus, he or she feels or senses any major disturbances nearby. One such disturbance is the presence of supernatural evil. All supernatural beings radiate their alignment, most are evil. The Mystic can feel that evil like an icy chill cutting through him and tastes their vile thoughts like vomit. The sensation is unmistakable, costs no I.S.P., and is automatic, meaning the character does not have to open himself, nor be actively trying to sense anything. The evil washes over the Mystic, warning him like an alarm that supernatural evil is present. Range: 450 feet plus 50 feet per each additional level of experience. Along these same lines, the Yhabbayar Mystic can sense when a person is possessed by a supernatural force, and recognize magical enchantment. Base Ability: 94% +3% per each additional level of experience.

Opening Oneself to the Supernatural
Opening Oneself to the Supernatural (special): The Mystic can open himself to the supernatural, with dramatic effects. The mage can become a medium through which Entities and other forces can temporarily communicate by speaking through him. The Mystic temporarily (1D6+1 minutes) becomes their vessel and cannot think or speak on his own, but others present can ask questions and the spirit may answer (truthfully or not). The Mystic barely remembers the incident when it’s all done.
The Mystic is also receptive to all forms of telepathic and empathic communication, including +10% to receive a Ley Line Transmission when in the “opened” state.
An open state trance requires that the Mystic focus all of his thoughts and essence on becoming one with the supernatural energies. In this state, the mystic cannot speak or take any action. He simply sits motionless, like a statue. While in the trance, the character becomes completely invisible to all psionic probes (sort of a cosmic mind blank) and even becomes physically invisible to those around him as he seems to melt into the environment. One might think of this as a psychic Prowl or magic Chameleon, only the Mystic does not move. Success ratio for invisibility (unseen by all) is 75% +5% per each additional level of experience and is only seen if the person is actively looking for him. Even if detected, the character is +8 to save vs psionic attack and +4 to save versus magic attacks while in the trance state.
In an open state, the character can continue to Sense Supernatural Evil as described previously, but now he can get a picture of what it is (lesser, greater, demoic lord, dark god, etc.) and approximately where it is (near, far, and general direction). The Mystic can also “feel” large fluxes of energy, magic power, P.P.E. (20 P.P.E. or more), the opening of dimensional portals, the arrival of Ancient Evil, the flow of ley line energy, a Ley Line Storm brewing, the presence of Entitities and what types, and similar. If so desired the Mystic who is open to supernatural evil can follow the energy and sensations of the evil and trace them to the creature’s exact location, provided it is within range. However, the creature will also sense him and know where he is located! Range: 800 foot radius +100 feet per additional level of experience starting with level two. No I.S.P. cost. Note: The character loses any chance for initiative and forfeits one attack/action per melee when in sensing mode. However, he is +8 to save vs psionic attack and possession, +4 to save vs magic, and +3 on Perception Rolls involving the supernatural while in the trance state.

Sense Life
Sense Life (special): Like the Grey Seers (see Federation of Magic), the Yhabbayar can sense life, birth and creation. This means he can sense when an animal or humanoid is pregnant within 72 hours after conception and tell whether it is a girl or boy (in the case of animals that give birth to litters, he can tell how many will be born). This ability also enables the psychic to sense whether a character is a healer or defender of life (lawman, hero, noble CyberKnight, etc.) or a destroyer of it (assassin or killer). The Yhabbayar can also sense the presence of supernatural good within 300 feet +25 feet per level of experience, but cannot pinpoint an exact location or identify their numbers. Similarly, he can recognize great good in an individual through close contact. No I.S.P. cost.


Psionics ((one Physical, one Super each level of experience))
(Master Psionic)
Core:
All Healing and sensitive powers (double range and duration on sensitive powers due to Third Eye Open), Levitation (2+)
Level 1:
Teleport Object {Heroes Unlimited 2. pg. 304. see below} (10), Telekinesis: Super (10+) ((Third Eye doubled))
Level 2:
Alter Aura (2), Telepathy: Superior {Rifter 25. pg. 84. see below} (8)
Level 3:
Nightvision (4), Psi-sword (30)
Level 4:
Enhanced Reflexes {Rifter #25. pg. 75. see below} (10), Telemechanics (10)
Level 5:
Resist Magic {Rifter #25. pg. 76. see below} (15), Shared Perception {Rifter #25. pg. 81. see below} (15)
Level 6:
Strength of Mind {Rifter #25. pg. 77. see below} (10), Telemechanic Operation (12)
Level 7:
Spontaneous Combustion {HU2. pg. 303} (6), Bio-manipulation (10)
Level 8:
Mind Block (4), Astral Transference {Nightbane: BtS. pg. 113. see below} (15)

Psionics Descriptions
Teleport Object
Range: 
Touch. 
Effect: 1 lbs./50 ft. per level experience
Duration: Immediate
ISP: 10
Saving Throw: None
This is the ability to cause physical matter to disappear and reappear at a different location. Such teleportation is limited by the level of the psychic. A psionic character can teleport one pound per level of experience a distance of 50 feet per level of experience. This is one-way teleportation; once sent away, the psychic cannot call it back. It is also helpful to know where one is teleporting the object.
-Teleporting small objects to any place in one's clothes is automatically successful
-Teleporting it into somebody else's pocket, sack, etc. who is within clear line of sight has an 80% likelihood of success. If in a thick crowd, there is a -20% penalty and a failed roll means it could have been teleported into anybody's pocket.
-Teleporting the object to any open location (not inside a trunk or pocket) that the psychic can see clearly, like to another table, the corner of the room, one of the ceiling rafters overhead, etc., is 88%.
-Teleporting the object to a familiar place (a place well known to the character) is also 88%.
-Teleporting the object to an unfamiliar place (has been there only a few times or never paid much attention to the place) has a 60% chance of success.
-Teleporting the object to a completely unknown place (outside the room, down the hall, into the adjoining room, to the surface, etc.) has a 45% chance of success.
-A failed success roll means the teleporter has no idea where the object is - and it could be within the radius anywhere within the character's range.
Telepathy: Superior
Range:
100 ft plus 50 ft per level of experience for probe, or 200 ft plus 100 ft per level of experience for two-way communication.
Duration: 2 minutes per level of experience
ISP: 8
Saving Throw: Standard.
Just like the lesser Sensitive power of Telepathy, Telepathy: Superior grants the ability to hear surface thoughts, or send and receive telepathic messages. However, this superior form of the power gives the character the ability to read deeper or even subconscious thoughts. If the victim fails the saving throw, they psychic will be able to read thoughts on any subjects he wants. This can include passwords, names of contacts, the victim's true name, and even skills. Sometimes (40% +3% per level of experience) the character will even be able to see or hear parts of memories associated with the thoughts he is reading from the victim. A saving throw should be rolled for each skill/memory/thought that the character tries to read. The character can make one attempt to pull information from the victim for each attack per melee.
Enhanced Reflexes
Range:
Self.
Duration: 2 minutes per level of experience
ISP: 10
When a psychic uses this ability, he greatly enhances his mind-body connection, hand-eye coordination, and reaction time. This power allows the psychic to be more agile and aware of his body. For the duration that this power is in use, the psychic gains the following bonuses: +1 attack per melee, +3 initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all physical skills that rely on coordination or balance.
Resist Magic
Range:
Self.
Duration: 5 minutes per level of experience
ISP: 15
A very useful power for psychics. Resist Magic provides excellent protection from all forms of magic. When active, this power reduces the damage, effects, and duration of all magic affecting the psychic, by half. This power also grants a bonus of +3 to save versus all magic.
Shared Perception
Range:
120 ft.
Duration: 1 minutes per level of experience
ISP: 15
Saving Throw: Standard.
This psionic power gives the psychic the ability to share his perception with someone else, or spy on someone else's perception. This sharing of perception includes all sensory input. The other person also perceives whatever the person whose perception is being shared out sees, hears, smells, touches, or tastes. This power can be incredibly useful for spying or sharing information with allies. Victims of this power whose perception is being shared out to the psychic will feel as if someone is watching or looking over their shoulder.
Strength of Mind
Range:
Self
Duration: 2 minutes per level of experience
ISP: 10
This power is as much mind over matter as it is an actual boost to the body's physical capabilities. The psychic is empowered with supernatural strength and endurance by "willing" the body to be stronger and focusing psionic energy directly into the muscles. The psychic gains bonuses of +10 to P.S., +5 to P.E., and +20 S.D.C. for the duration of this ability. The supernatural strength does not give the psychic the ability to inflict Mega-Damage with punches or kicks, but it does instill the power to lift and carry the same as a supernatural creature.
Astral Transference
Range:
Self.
Duration: 1 hour per level of experience
ISP: 15
Saving Throw: None
Prerequisite: Astral Projection.
This powerful ability transforms the character's body into an astral construct, similar to an entity or other energy beings, and able to travel astrally. One might consider this power a sort of "super" astral projection. Unlike normal astral projection, the entire body of the character is transformed into an astral energy being, so the body is not left behind and the duration for astral travel is much greater. All the abilities and benefits of the astral projection power (see Nightbane RPG, page 70) apply to this form as well, except there is no silver cord involved.


Spell Knowledge ((1D4+1 spells from any levels up to one level above his own @ level up))
((NOTE: Mystic Specialization: Arcane Battle Mastery (Rifter #30 p.29) With this training the spell caster learns to focus his magic towards combat. Mages with this arcane mastery learn and cast spells differently than other mages, specializing in combat magic and offensive spells. All spells that do damage or are strickly offensive in nature (Fire Bolt, Blinding Flash, etc.) can be cast at half the normal P.P.E. amount and have their damage/effects and range doubled. Similarly, spells that provide armor (e.g. Armor of Ithan) can be cast for half P.P.E., double the duration, and double the M.D.C./S.D.C. or other protective effects provided. Both marked by (*). Spells that increase the mage’s combat abilities (Superhuman Speed, etc.) can be cast without any penalties or benefits. All other spells cost double the normal P.P.E., have no bonus to spell strength, take twice as long to cast, and the mage must make a successful roll on his “Principles of Magic” at a -5% penalty per level of the spell just to cast it successfully. Marked by (^).Listed PPE are post-modification.))
PPE Channeling: 3 P.P.E. per level per action
Spell Strength +3 (as per Mystic): +1 @ 2, 4, 8, 12

Core:
All level one Spell Invocations: Blinding Flash* (1), Cloud of Smoke* (1), Death Trance^ (2), Globe of Daylight^ (4), Lantern Light^ (2), See Aura^ (12), See the Invisible^ (8), Sense Evil^ (4), Sense Magic^ (8), Thunderclap* (2)
Float in Air^ (10), Fly as the Eagle (25), Befuddle* (3), Breath without Air^ (10), Magic Pigeon^ (40), Tongues^ (24), Life Source^ (4+ Special), Restore Limb^ (160), Mystic Portal^ (120)
Level 1: (1+1=2 spells)
Cloak of Darkness (7), Throwing Stones* (3)
Level 2: (2+1=3 spells)
Armor of Ithan* (5), Magic Shield* (3), Orb of Cold* (3)
Level 3: (3+1=4 spells)
Carpet of Adhesion* (5), Fireblast* (4), Magic Net* (4), Multiple Image (8)
Level 4: (1+1=2 spells)
Lifeblast* (8), Mental Blast* (8)
Level 5: (2+1=3 spells)
Barrage* (8), Frostblade* (8), Power Bolt* (10)
Level 6: (4+1=5 spells)
Invulnerability* (13), Lightblade* (10), Spinning Blades* (10), Superhuman Agility {Mercenary Adventures. pg. 14. see below} (15), Fighting Spirit {Mercenary Adventures. pg. 16. see below} (20)
Level 7: (2+1=3 spells)
Fire Globe* (20), Invincible Armor* (15), Sorcerous Fury* (35)
Level 8: (4+1=5 spells)
Cosmic Armor* (23), Nova Blast* (15), Desiccate the Supernatural* (25), Shockwave* (23), Sub-particle Acceleration* (10)

EP Marketplace:
Electromagnetic Attack* {Mercenary Adventures. pg. 17. see below} (15), Meteor* (38)

Spell Descriptions
Superhuman Agility
Range:
Self or other by touch or within 20 feet; line of sight
Duration: 2 melee rounds per level of experience
PPE: 15
This enchantment empowers the recipient with the balance, reflexes and agility of a jungle cat. Without the need of any training the character can walk a tightrope or narrow ledge at a base skill of 88%, as well as fight, leap and dodge on narrow beams, tightropes and ledges without fear of losing his balance and falling. The character is also totally unafraid of heights when this spell is in effect. {Bonuses: +1 on initiative, +1 to parry, +5 to dodge, +5 to roll with impact. Automatic Dodge (+5; the act of dodging - moving out of the way of an attack - without spending one of his own melee attacks). Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts), +20% to Climb/Rappel skill}
Fighting Spirit
Range:
Self or other by touch.
Duration: 2 melee rounds per level of experience
PPE: 20
For the duration of the spell's effect the caster is imbued with the hand to hand fighting ability of a high level warrior. The spell provides the following bonuses: {+2 attacks/actions per melee round, +1 on initiative, +1 to strike with guns, +3 to strike in melee combat, +2 to disarm, +2 to parry, +2 to dodge, +4 to pull punch, +2 on roll with impact, +4 to save vs Horror Factor/fear, +2 to save vs possession, Critical Strike on Natural 18-20, karate kick (1D8 SDC), jump kick, paired weapons, leap attack and judo flip/throw.} While the spell is in effect, the caster moves with an agility, confidence and skill (normally) beyond his own natural abilities.
Electromagnetic Attack
Range:
Rail Gun: 1000 feet + 300 ft per lvl. EMP: Touch or a 15 ft radius of effect and can be cast up to 120 feet away from the spell caster.
Damage: 5D6 MD as rail gun or via electromagnetic pulse.
Duration: Instant.
Saving Throw: None.
PPE: 30
This spell enables the caster to summon and wield the powerful electromagnetic forces of the Earth. The caster can use this magnetic energy in one of two ways, first to hurl metallic objects similar to a rail gun, and secondly to create an electromagnetic pulse. When the first effect is used the caster is able to hurl small metal objects at incredible speeds in volleys much like a rail gun. The volley of objects inflicts 5D6 MD +1D6 per level beyond eighth, and has a range of 1000 feet plus 300 feet per level of experience.
If the spell is used to create an electromagnetic pulse, the effect will fry unshielded electrical circuits and devices (including radios, radar, camera/surveillance systems, computers, sensor systems, guidance systems, targeting systems, HUDs, and similar). All electrical devices that are rendered inoperable by the pulse, with no saving throw. Magical (TW, Bio-wizard, etc.) and hardened circuits (like those used in most combat vehicles, giant robots, and medium and heavy power armor) get a saving throw vs EMP; needs a 14 or higher to save. A failed save results in the electronic device being rendered inert for a period of 1D6x10 minutes, but the device is not permanently damaged. A successful Electrical Engineering skill repair can get the item up and running in 4D6 minutes.


O.C.C. Skills
Language: Native: American/Trade IV: 96% (+1%)
Literacy: Native: American/Trade IV: 80% (+5%)
Language: Other: Trade One {oldest/First Race}: 98% (+5%)
Language: Other: Dragonese: 93% (+3%)
Mathematics: Basic: 110% (+5%)
Mathematics: Advanced: 110% (+5%)
Art (professional quality): 90% (+5%)
Boxing
Climbing: 105/95% (+5%)
Land Navigation: 78% (+4%)
Lore: Demon & Monsters: 75% (+5%)
Lore: Galactic/Aliens: 75% (+5%)
Performance: 85% (+5%)
Public Speaking: 85% (+5%)
Philosophy: 90% (+5%)
Wilderness Survival: 80% (+5%)
Sing: 90% (+5%)
Swimming: 100% (+5%)
WP Blunt
WP Heavy Energy

O.C.C. Related Skills ((6 @ lvl 1, +1 @ 3,6,9,12,15))
L1 Mystic Specialization: Arcane Battle Mastery (Rifter #30: costs 2)
    Principles of Magic: 76% (+2%)
L1 Anthropology: 80% (+5%)
L1 Acrobatics
    Sense of balance: 100% (+5%)
    Walk tightrope or high wire: 84% (+3%)
    Climb Rope: 96% (+2%)
    Back Flip: 100% (+5%)
L1 Intelligence: 64% (+4%)
L1 Paramedic: 90% (+5%)
L3 Plyometrics (Rifter #7)
L6 Linguistics (Rifter #51): 58% (+6%)

Secondary Skills ((+3@1,3,6,10,14))
L1 WP Targeting
L1 WP Sword
L1 Prowl: 70% (+5%)
L3 Zero Gravity Movement & Combat: 130% (+4%)
L3 Astronomy & Navigation: 65% (+5%)
L3 Camouflage: 45% (+5%)
L6 Language: Trade Two {telepathic/psionic}: 85% (+5%)
L6 Language: Trade Five {reptilian/insectoid}: 55% (+5%)
L6 Language: Trade Six {CCW Universal}: 60% (+5%)
HtH WP Paired Weapons

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +4 ((+1@9,11,13))
Strike Bonus: +7
Parry Bonus: +10
Dodge Bonus: +10
HTH Damage Bonus:
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +5
Bonus to Disarm: +4
Bonus to Entangle: +2
Critical Hits on unmodified 18-20
Other Moves:
  • Body flip/throw: 1D6 damage, victim loses initiative and one attack
  • Karate-style kick: 2D6 damage
  • Leap Kick: 3D8 damage, counts as two melee attacks
  • Can perform holds
  • Back flip and Back flip escape

Weapon Proficiencies
WP Blunt: +3 Strike, +3 Parry, +1 Strike when thrown ((+1 to strike and parry@1, 3, 6, 9, 12. +1 to strike when thrown@5, 10, 15; not designed for throwing))
WP Heavy Energy: +3 Strike ((+1 to strike@2, 4, 7, 10, 13))
WP Targeting: +3 Strike ((+1 to strike@1, 3, 7, 10. Stacks with other WP to throw bonuses))
WP Sword: +3 Strike, +3 Parry, +2 Strike when thrown ((+1 to strike@1, 3, 6, 9, 12, 15. +1 parry@2, 4, 7, 10, 13. +1 strike when thrown@4, 8, 12))

Saving Throw Bonuses
Coma/Death: +4%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +1
Psionics (10+): +1
+7 vs Possession
+2 vs Despair
+2 vs Horror Factor
+2 vs Illusions
+1 vs Poison and Disease
+4 to Perception ((+1@9,11,13,15))

Standard Post Code
Code: Select all
-----------------------------------
Perception: [dice]1d20+4[/dice]
JIC: [dice]1d20[/dice]| [dice]1d100[/dice]%
-----------------------------------
Last edited by Metri on Tue Feb 09, 2016 8:20 am, edited 3 times in total.
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Metri
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Posts: 221
Joined: Sat Sep 22, 2012 1:52 am
Location: Phase World PC (Adventurers)

Background

Postby Metri » Fri Oct 05, 2012 10:52 pm

((Metri and the crystal memorial))
A single massive diamond-shaped crystal mounted on four pillars and pulsating with iridescence stood between Metri and the meeting he was heading to in the Halls of Governance. Many learners chose to skirt the courtyard and enter the building through one of the many side-entrances, but not Metri. Slowly and with careful determination, he approached the monument and prepared himself for the experience that reminded him the importance of the work that he did and strengthened the link he felt amongst the entirety of his race, the Yhabbayar.

Metri’s gaze fell upon the core of the crystal and attuned himself to the resonance of the light pulsating within. With focus, the rhythmic kaleidoscope of colors began to take shape and form within the learner’s mind. The experience took but a moment of concentration, but etched within his mind the grooves of history that had transformed their peoples. He felt the familiarity as he successfully attuned himself and the flash of psychic imagery that flooded his mind.

Yhabbayar Memorial History wrote:Over the years, the frivolous nature of war amongst a people with such refined psychic ability that they could feel each other’s pain, instead created a culture of internal reflection, meditation and peace. The Yhabbayar co-existed with each other and increasingly with the world that they lived on. But did so with increasing isolation. Days, weeks, months would pass in quiet reflection as many Yhabbayar filled their time meditating on the enlightenment of the mind that many of their elders obtained. More and more, the Yhabbayar people came to accept life as it is, as the only way it could be. And with such acceptance, the daily repetition of life became solemn in its routine pursuit. And progress stagnated.

From the Yhabbayar’s point of view, they had created a bit of a utopia on their world and did not trouble themselves with external questions of what was beyond their experience. The concept of a universe greater than their world was one postulated centuries ago, but long forgotten in the pursuit of inner perfection.

The Great Storm changed that.

Serenity and peaceful meditation was violated when distant thunder announced its arrival. For many, the divergence from the expected startled them out of their meditations. Distracted from their inner thoughts, they instead stared upwards at the sky as it began to split. As if their reality were some sort of fabric and the weight of the incoming storm was so massive that it stretched the fabric, cracks and crevasses began to appear… everywhere. Each crack began small, perhaps only inches in size. Instead of seeing what should be seen… the blue sky, a shaded tree, the wrinkles on one’s arms, there was a sliver of inky blackness. At the seams where the blackness and reality met, fibrils of coursing blue lightning darted to and fro. As the storm approached, the rips in reality grew larger and more numerous. The blue energy stitching seemingly giving way to the unstoppable juggernaut that was The Great Storm. Interacting with the rips was impossible. Waving one’s hand across a rip was painless and observed simply as a discontinuity ‘skipped over’ when the hand jumped from existing reality on one side to the other.

Pressure on their reality continued to build as the expanding rips began to intersect, causing massive gashes. The Yhabbayar collectively stood in mute astonishment, as their world appeared to be splintering and threatened to shatter into nonexistence.

Luckily, as quickly as The Great Storm came, so also did it pass. Departure of The Great Storm was marked by the numerous rips across their reality slowly self-sealing. It was as if the pressure was relieved and the natural elasticity of the fabric of their reality reformed itself back into its original state. But the days after would show that though their world was not obliterated, The Great Storm had left a scar.

Some of the greatest thinkers of the Yhabbayar, those who were considered most ‘enlightened’ in their pursuit of inner perfection, and thousands of other Yhabbayar, were simply missing. ((transported to Psyscape via ley line storm because they were in the astral plane at the time))

It is in memory of those great Yhabbayar that this monument stands. Only through the pursuit of our lost brethren has the Yhabbayar been inspired to look outwards and managed to begin to unravel the mysteries of the Megaverse.

Their disappearance triggered a global effort to investigate the means by which their body and essence were relocated. It was concluded that the astral plane could serve as a medium through which the body could be pulled. Traditional astral projection limits the user to the duration of meditation and distance traveled away from the body core, tethered by the user's thread. Yhabbayar have developed bubble-travel technology, enabling users of astral projection to explore the astral plane free of restrictions.

The user channels their projection onto the astral plane through an amulet worn on their body that serves as an anchor and allows for tether-free travel. When the user reaches their destination, their astral form pops the bubble encased in the amulet, causing the anchored physical body to be hurtled through space to re-incorporate at the astral form. Through bubble-travel technology, Yhabbayar have discovered nodes in the astral plane that serve as conduits between dimensions. This discovery has necessitated the formation of two organizations: the Exploration Corps, consisting of frontiersmen willing to expand the boundaries of known astral space, setting up pylons at nodes stabilizing inter-dimensional travel... and the Ambassador Corps, consisting of Yhabbayar who make first contact with alien species, maintain delicate inter-dimensional relationships and troubleshoot geopolitical disputes.

Though the missing Yhabbayar have yet to be found, the search continues and as the horizons of known space continue to expand, it is simply a matter of time before they are reunited. Thanks to the many brave men and women of the Exploration and Ambassador Corps.


As a learner within the Ambassador Corps nearing completion of his training, Metri found it refreshing to be reminded of their core mission. Feeling a tranquil inner peace deep within the core of his being, he continues on his way to his mission briefing.
--------------------------
((On mission, the loss of Master Arha))
We are very far from home... Metri thought to himself as the current count of pylons they had passed had reached thirteen. He looked to Master Arha's astral form and then that of Master Cartographer Yuopi just ahead of him. The three of them were traveling through astral space at breakneck speeds, guided by Master Cartographer Yuopi's familiarity with the region and tasked with making first contact with a species recently discovered by the Exploration Corps.

According to the briefing material, Yuopi's most recent pylon anchored at some sort of research facility floating in the vacuum of space. Many races co-existed within the facility. And based on Yuopi's telepathic scans, they collectively thought of themselves as "Argosy".

That's the final pylon... Yuopi's telepathic voice spoke, bringing Metri's attention back to the travel, I had a feeling almost immediately that this space was richly populated. It took a bit of time, but I found them. Come. Our journey will soon be at an end. Metri followed Yuopi and Master Arha with renewed vigor.

After a little while, the nature of the astral space they traversed suddenly changed. Small wisp-like entities began to fill the space. Are these our contacts? Metri asked eagerly, only to be quickly countered by Master Arha, Unless Master Cartographer Yuopi was negligent in his briefing report.... which he never is... I do not believe so learner... think on the report... this phenomenon was not in it.

The three came to a stop amidst the field of wisps and as the three forms conferenced, Yuopi confirmed Master Arha's assessment, Master Arha is correct young Metri... I do not know what these pulsing things are. They were not here when I last came. Unafraid, Yuopi reached out to touch one of the wisps with his hand. It recoiled from his touch before all the wisps in proximity to Yuopi suddenly adhered themselves to the cartographer's astral form and a massive rumbling permeated astral space.

Massive tentacles extended from the ether of nothingness, entangled the cartographer and yanked him away from the two ambassadors. Oh no. Master Arha thought-uttered as he leaped to action, a weapon crackling with mental energy quickly readied in his skilled hands. Instinctively, learner Metri readied his weapon also, though it took him a moment longer to realize that their foe was the enormously- large mountain of tentacles manifesting before them.

In the pit of his stomach, Metri felt the familiar pang of fear threatening to overwhelm him. But instead of succumbing to it, he relied on his training and fought back the crippling emotion. During that same time, Master Arha had already engaged the beast, moving quickly and slashing at tentacles that held Yuopi captive. As quick as Master Arha was, Yuopi disappeared into the mass of tentacles even faster. His nerves steadied, Metri headed into the fray, intent on trying to harry the monster as best he could so Master Arha could strike lethal blows.

Rapidly approaching striking range, Metri suddenly felt his mind concussed and was disoriented as he was sent hurtling away in astral space. The voice of Master Arha's parting words lingering in his mind, This fight is not one that can be won. Your training is complete Metri. Trust your instincts. You must go on without me.

((NOTE: the monster was a Nexus Maw that was in the process of attacking somewhere in the material plane via rift from its pocket dimension. And the wisps were its 'eyes and ears' in astral space))

Realizing that Master Arha had just sacrificed himself for him, Metri was immediately assaulted with a plethora of emotions. Despite his extensive training, the young learner succumbed to his base urges and howled in frustration. Luckily, or perhaps unluckily for him, he was quite disoriented from Master Arha's shove and found himself isolated in a vast sea of nothingness.

Not trained as an explorer and with no markers to guide him, Metri wandered the void of the local astral plane for an indeterminable amount of time, alone and very lost. He meditatively rested when he could, but tried to continue moving forward. Without any features or changes in the landscape, Metri's greatest struggle became his sense of identity and psychological stability. He knew that while his astral form was in the empty vacuum of space, he could not pop the bubble amulet because his body would materialize there and he would instantly die. Whereas some might take this form suicide, Metri's mind was strong and his sense of duty stronger.

At one point in time, Metri 'awoke' from one of his recuperative meditations to a strange feeling. He felt sluggish and his disorientation was orders of magnitude greater than on a typical... 'day'. Knowing that something was wrong, he immediately began to try to diagnose his current state. Metri found, attached at the base of the neck of his astral form, some sort of parasite, sapping his mental energies. Faced with a difficult decision, Metri excised the parasite and destroyed it.

It was not until Metri finally managed to return to civilization and the material plane that he discovered what his actions had wrought.
----------------------------------
((Aboard a colony ship traveling through the Three Galaxies... where Metri materialized after popping his bubble-travel amulet))
Metri stared in exhausted elation at a young boy who returned his gaze with an equal amount of astonishment. Free! I've managed to return to the material plane! Metri exclaimed to himself as the two exchanged silent blinks of the eye. I am still within the same pylon range, so cannot be far from our targeted first contact. If I can gain my bearings, perhaps I can find a way home... eventually.

"Mister, you, uhm. Just appeared on my sleeping cot. Are you okay?" the young boy asked after breaking the silent staring contest through his own bravery.

"S..Uh.. F.." Metri's brows furrow as he struggled to say what he wanted to say. My voice! Why can I not say what I want to say?! Calm... calm yourself. There is a way, find the path of least resistance...

Metri inhaled slowly, finding his center before slowly pushing the words out again. This time, they came out... jumbled, but more easily, "For disturbing your cot little boy, I am sorry. My intention that was not. Hmmmmm." Recognizing the disjointed manner of speech being irregular, Metri winced, but the boy seemed to understand him and replied, "It's okay Mister. You just surprised me is all. I haven't seen you in this sector before, were you transferred here because you did something wrong? Mommy always says that if I don't behave, I'll get transferred to the rat sector."

Responding to the boy's friendly anecdote, Metri smiled warmly before shaking his head and saying, "Traveled a long time to get here, I have. Very far from home, I am. We... where are? Hmm?" The Yhabbayar's face scrunched up as he struggled to ask such a simple question and feared that he would not be understood. However, the boy merely stared for a few extra seconds, blinking as he reconstructed the strange manner of speaking in his head before his face lit up in understanding and he replied happily, "Oh! We are on the colony ship Impressa, headed toward our new home!"
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Metri
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Posts: 221
Joined: Sat Sep 22, 2012 1:52 am
Location: Phase World PC (Adventurers)

Equipment

Postby Metri » Fri Oct 05, 2012 10:55 pm

Universal cred-stick: 114k
Secure Universal Card: 1,000,000 credits - last edited 11/23/2015 DSM

Worn on Person:
Millenium Tree Staff of Earth (Carried and used as a walking stick most of the time)
    The staff is a comparatively short, thick stick that's dark brown in color.
  • 300 M.D.C.
  • 80 P.P.E. (This energy reserve can be temporarily syphoned by its owner or other creatures of a good alignment provided they have the permission to do so from the staff's owner, and the user's intentions are to help others (never for purposes of greed or revenge).
  • Damage: 2D6 S.D.C. unless otherwise stated, but does M.D. damage against vampires. The staff regenerates all lost M.D.C. and P.P.E. after a 24 hour period has elapsed, unless it has been completely destroyed (all M.D.C. is lost), in which case it completely disappears.
    Constant powers granted to its owner are the abilities to sense magic and ley lines similar to the ley line walker.
  • Spell Magic: A total of ten spells (any combination or repetition) can be cast per 24 hour period. Spells available include: Chameleon, ignite fire, purify food/water, superhuman strength, repel animals, stone to flesh, turn dead, exorcism, and circle of protection (simple). Spell strength is equal to a 10th level sorceror.


Millennium Tree Wand of Seeing (carefully taped inverted alongside the Staff of Earth, the knots shaped like eyes near where the staff makes contact with the ground)
    The wand is a leafless, long (2 feet), perfectly straight stick except for two natural protrusions/knots that vaguely resemble a pair of eyes.
  • 200 M.D.C.
  • 40 P.P.E. (This energy reserve can be temporarily syphoned by its owner or other creatures of a good alignment provided they have the permission to do so from the staff's owner, and the user's intentions are to help others (never for purposes of greed or revenge).
  • Damage: 1D4 S.D.C., but does M.D. damage against vampires. The staff regenerates all lost M.D.C. and P.P.E. after a 24 hour period has elapsed, unless it has been completely destroyed (all M.D.C. is lost), in which case it completely disappears.
    Constant powers granted to its owner are the abilityto See the Invisible and a bonus of +5% to track and +5% to identify plants. Others holding on to the wand will also See the Invisible
  • Spell Magic: A total of five spells (any combination or repetition) can be cast per 24 hour period. Spells available include: Globe of Daylight, See Aura, Detect Concealment, Eyes of Thoth and the Eyes of the Wolf. Spell strength is equal to a 7th level sorceror.


Miniaturized Tolkeenite PPE Battery 1 (attached to Harness/bandolier)
Image
M.D.C.: 10
P.P.E.: 180/180
Recharge Rate: 10 P.P.E. per hour.
Acquisition from Corbulo during Siege of Center


Miniaturized Tolkeenite PPE Battery 2 (attached to Harness/bandolier)
Image
M.D.C.: 10
P.P.E.: 180/180
Recharge Rate: 10 P.P.E. per hour.
Acquisition from Corbulo during Siege of Center


Miniaturized Tolkeenite PPE Battery 3 (attached to Harness/bandolier)
Image
M.D.C.: 10
P.P.E.: 180/180
Recharge Rate: 10 P.P.E. per hour.
Acquisition from Corbulo during Siege of Center


Psionic Crystal Armor [Metri-sized] (worn beneath Ambassador's robe)
    This is a suit of normal light body armor that has an embedded psylite lattice that projects a psionic force field with 70 MDC. When the force field drops to zero, it can be automatically activated four times per every 24 hour period, or the wearer (who has to be a psionic) can activate the field himself by spending 20 ISP of his own. The same amount of energy will also recharge the crystal array. Fully environmental. 1 hr air supply.
  • M.D.C.: 35/35 for the armor itself and 70 MDC from the psionic force field
  • Bonuses: While the force field is up, the target also receives a +2 bonus to save vs psionic attack
  • Weight: 10 lbs and has no prowl penalty
  • Integrated Augmenting Helmet
      This helmet focuses a psychic character's ISP energy, allowing him to enhance his powers. As long as the character wears the helmet, with its latticework of perfectly aligned crystals, every one ISP point he spends will count as two!
    • Helmet MDC: 30/30


Telepathic Communicator (worn as wristband on left wrist)
    This device can be worn as either a wristband or a headband. Its crystals greatly amplify telepathic powers, allowing any character with any type of telepathy to reach another telepath at ranges of up to 10 miles. If two telepaths are both using the communicators, the maximum range becomes 20 miles.
  • ISP: 10


IDF Commando Wristwatch (worn on right wrist)
    This wristwatch is a hallmark of the Ishpeming Special Forces. The wristwatch is very durable, impact resistant (A.R. 14, 60 SDC) and waterproof to a depth of 3000 feet. As a chronometer it is nearly as accurate as an atomic clock, displaying the exact time and date. The watch has an alarm feature, one that vibrates when it goes off (instead of emitting a beep that can be heard by any nearby enemy). It also functions as an altimeter for parachuting and is designed for use as a detonator for explosives - either as a plunger when attached to detcord or as a time delay detonator if the watch is attached to an explosive charge.


Ear Mic Radio Receiver and Transmitter (always worn, inside left ear)
    A tough, reliable radio accessory device that plugs into the ear. With the help of a transducer connected to a receiver/transmitter device, and manually activated for speaking or listening modes, the user can both listen and speak through the earphone. This is possible because the ear canal captures outgoing sound (voice), as well as incoming sounds. It is so effective that the user can transmit softly spoken words just above that of a whisper.
  • Range: One mile
  • Weight: 6 ounces


Out-of-Phase (OP) Field [battery loaded. 20/20 switches] (harnass always (light EBA or not) worn beneath Ambassador Corps robe)
    The OP Field turns the wearer insubstantial. The character can walk through walls, but not force fields or magical barriers. Furthermore, he cannot be hurt by any non-magical attack, including physical attacks by most supernatural creatures. While in the out-of-phase state, the wearer cannot attack or affect physical targets. OP-fields do not protect the wearer against magic or psionic attacks, which do normal damage even if the character is insubstantial. Phase beamers also do normal damage to the intangible character. Normal force fields (like those protecting most medium and large spaceships) will still be effective against the character.
  • Activating the OP-field counts as one melee action/attack. It can be used to "dodge" an attack by the user turning insubstantial before the attack strikes. This must be rolled as a normal dodge, but at +1.
  • The field is powered by a built-in battery that allows for up to one hour of uniterrupted intangibility or 20 "switch-ons" - whichever comes first.
  • Harness has a projector on the front and back (Each projector has 10 MDC). Destroying one eliminates the field from one side.
  • Contents (loaded/strapped to bandolier):
    • A wide-mouthed flask filled with soapy water (for bubble making. A loop is built into the screw top)
    • 4 polycarbonite sdc knives
    • 4 Void grenades
    • 2 NE-10G Fragmentation grenades
    • Stormstrike 100 round magazine


Ambassador Corps Robe (this off-white cloth robe is worn over his body)

Stormstrike (slung across body)
    The Stormstrike is considered a lightweight rail gun. While range is considerably shorter than most rail guns, the damage capacity is far superior. Anyone hit by this weapon must roll a 15 (10 if protected by force field) or better to stay on their feet (P.P. bonus is applied) or they will be blown to the ground, lose initiative and half their attacks for the rest of that melee round and are stunned: Reduce bonuses to strike, parry, dodge, disarm and roll with impact by half.
  • Weight: 25 pounds
  • Mega-Damage: 2D6+2 per single round to a 2 foot area, 6D6+6 for a three round burst, 2D4x10+2 for a six round burst and 2D6x10+3 for a nine round burst.
  • Rate of Fire: Standard
  • Effective Range: 2200 feet
  • Payload: 100 rounds


Stored in/on Battle pack (currently left back at DSM):

Vengeance V.L.C. (Variable Laser Cannon) +2 to strike on aimed shots (carried secured to outside of survival pack)
    A one-man laser cannon with devastating power. Originally conceived as a power armor weapon, DI decided to take a risk and sell the weapon on its own. It is a gamble that has paid off, because it is slowly making a name for itself among the best mercenary groups.
    Dragon's heart microprocessor has data regarding all known manufactured laser resistant armors and it takes the processor only 1/2 melee round to find a laser frequency that influcts full damage (all prior shots do half damage). If the armor is unknown or alien, it takes 1D4+3 melee rounds to analyze and counter. If the armor is of a totally alien design the GM may determine that a full damage frequency cannot be found and all attacks do half damage to the laser resistant enemy. The computer adjusts the frequency automatically unless an override command is given. This is a matter of using the manual select button on the grip of the weapon. By pressing the button once, the laser stays at its current, unchanging frequency, press it twice to begin its variable search mode.

  • Weight: 25 lbs.
  • Mega-Damage: 1D6x10+6 MD
  • Rate of Fire: Standard
  • Effective Range: 4000 feet
  • Payload: 10/10 shots per e-clip
  • Penalty: Characters with a P.S. less than 20 must use both hands and prop the weapon against their shoulder. Using one handed or no shoulder bracing has a penalty of -4 to strike.
    Wilk's Integrated Optics Gun-Sight
      A universal weapon sight designed for quick and easy attachment to any rifle. The gun-sight is very reliable, water-proof, and durable under field conditions, which means it can survive a considerable amount of punishment without a systems failure. There is only a 01-06% likelihood of the laser targeting module crashing under stressful and damaging circumstances (impacts, falls, etc.). However, if the sight, itself, directly sustains 5 MDC or more damage it is rendered useless.
    • Cross-hairs, telescopic magnification (3000 foot range), passive night vision (3000 foot range), FLIR thermal-imaging (1600 foot range), laser range-finder (one mile)
    • Weight: 2 lbs
    • Targeting Bonus: +2 to strike on aimed shots.


NE-09SP Survival Pack (worn as backpack)
  • Weight: 10 lbs
  • Pack MDC: 30
    The NE-09SP contains the following:
    • Two-Person Tent: Folded, it's the size of a paperback book. Unfolded, it can sleep two people comfortably. Offers protection against the cold and rain; insulates and keeps people inside relatively warm at temperatures up to -40 degrees Fahrenheit. The tent has a water collection system to help the user(s) survive in desert climates as well. The tent collects all moisture that evaporates from the occupants, basically increasing any water supplies the user carries by 20%; with the tent, ten days of water will last twelve days.
    • A large, two-person sleeping bag, also tightly folded.
    • Flashlight with a concealed pocketknife and 6 batteries (each battery has a life of 48 hours of continuous use)
    • Compass / inertial mapper; lets you know how far you've traveled and in which direction(s): +15% to Land Navigation rolls. The compass has a mirror finish on one side and can use the sun to signal others or send Morse-code messages.
    • Mini-First-Aid Kit: A roll of gauze, 48 adhesive bandages (different sizes), roll of medical tape, pair of small scissors, pocketknife, and a tube of protein healing salve.
    • Snake Bite Kit with antitoxins (6 doses) for most known venomous snakes and creatures in North America
    • Hunting and Fishing Kit: Wires, fishing line and several hooks and pulleys, useful for both fishing and setting small snares.
    • Saw-Wires (3): A serrated, ultra-hard wire with two ring handles, able to cut through wood, stone and even SDC metals. Does most of the chores of an axe, but with less time and effort
    • Fire-starter: A pocket cigarette lighter and a flint striker with 6 extra flints (good for starting hundreds of fires)
    • Six Heat packs (the size of a paperback book, each lasts for 4 hours)
    • Survival Knife, a small hatchet, six signal flares and two smoke grenades for signaling help
    • 30 feet of lightweight climbing cord, a pair of climbing gloves, four ceramic spikes and a small mallet
    • Bar of soap, a washcloth and towel
    • Large canteen and eight days (up to 16 days with rationing) of concentrated food rations
    • Vitamins and fat pills, for cold weather (enough to last for 16 days, up to 32 days with rationing)


N-F12A Light Force Field
  • M.D.C. 45
  • Weight: 8 lbs
  • No movement penalties
  • 12 hour duration per E-clip


Augmenting Helmet [Metri-sized] (non-integrated spare)
    This helmet focuses a psychic character's ISP energy, allowing him to enhance his powers. As long as the character wears the helmet, with its latticework of perfectly aligned crystals, every one ISP point he spends will count as two!
  • Helmet MDC: 30/30



Windscream TW Cannon +4 to strike on aimed shots
    A heavy-duty support weapon that can be handled by a single soldier. The Windscream cannon is a powerful weapon that uses Elemental Air magic to unleash a hurricane-force blast of wind. Each time the cannon is fired, it releases a screeching, violent rush of air with the combined effects of the Air elemental spells Wind Blast and Howling Wind. Aside from the destruction caused by the gale force blast, the Windscream cannon produces a shrill, eerie howl that has an effective Horror Factor of 14; anyone who fails to save vs Horror Factor suffers the usual penalties, plus there is a 01-40% chance that those overcome by fear will flee the immediate area (applicable to untrained military personnel)
  • Weight: 12 lbs.
  • Mega-Damage: 1D6x10 MD per jackhammer-like blast or the target can be hit with the equivalent of an enhanced Wind Rush spell.
    The enhanced Wind Rush blast inflicts 6D6 SDC damage, and the short, powerful wind blast knocks human-sized targets weighing less than 500 pounds off their feet and flying backward 1D6x10 yards/meters backwards. The victim must roll an 18, 19, or 20 to hold on to anything in his hands (P.P. attribute bonuses may be applied) and he loses 1D6 melee attacks/actions for that round. Targets weighing 501-2000 lbs take half damage, lose 1D4 melee attacks, have the same trouble holding on to their possessions, and are hurled a shorter distance (6D6 feet). Opponents weighing more than a ton take only 2D6 SDC damage, are -1 on initiative, but are not uprooted or hurled backward.
  • Rate of Fire: Each blast counts as one melee attack/action
  • Effective Range: 1000 feet
  • Payload: Four, regardless of which type of wind blast is used. Requires 20 PPE or 40 ISP to recharge each blast.
  • Bonus: +2 to strike on an aimed shot.
    Wilk's Integrated Optics Gun-Sight
      A universal weapon sight designed for quick and easy attachment to any rifle. The gun-sight is very reliable, water-proof, and durable under field conditions, which means it can survive a considerable amount of punishment without a systems failure. There is only a 01-06% likelihood of the laser targeting module crashing under stressful and damaging circumstances (impacts, falls, etc.). However, if the sight, itself, directly sustains 5 MDC or more damage it is rendered useless.
    • Cross-hairs, telescopic magnification (3000 foot range), passive night vision (3000 foot range), FLIR thermal-imaging (1600 foot range), laser range-finder (one mile)
    • Weight: 2 lbs
    • Targeting Bonus: +2 to strike on aimed shots.


OP-Field Battery x2
NE-10G Fragmentation Grenade x4


Wilk's FLIR distancing & recording binoculars
    This is a second generation FLIR (Forward Looking Infrared) optics system that is an improvement over the old style IR distancing binoculars. It is a passive, thermal-imaging system taht uses ambient infrared radiation which means that, unlike with traditional IR bionics, these binoculars do not emit any infrared light that can be tracked back to the user. The binoculars also feature a laser distancing module with digital display that provides an accurate digital readout of the distance, within two centimeters, and the estimated rate of the target's travel (96% accurate) if it is moving. Moreover, this device has an integrated recording module that can be used to record visual images on a standard one inch disc. Each disc can record up to four hours of images.
  • Weight: 2 lbs
  • MDC: One
  • Range: 2.5 miles


Neural Mace
    A handheld stun weapon used most commonly by the CS Dog Packs and Police. It is a stun weapon that releases an energy charge that temporarily short-circuits the nervous system.
  • Damage: non-lethal; the victim who is stunned is -8 to strike, parry, and dodge plus reduce the character's speed and number of attacks per melee round by half. The accumulative effect on the nervous system of the body being repeatedly struck and stunned may knock the victim unconscious, even if he has previously saved. After being struck more than four times, the unprotected character may be stunned into unconsciousness for 2D4 melee rounds. When he recovers, he will suffer the stun penalties for 1D4 minutes. Roll to save, a failed roll means there is a 01-42% chance of being rendered unconscious. note that in this case, even if the individual remains conscious, the charge will impair his movement as per the penalties previously described. Physical damage from the mace is 2D6 S.D.C. plus P.S. attribute bonus when used as a club; 1D6 plus strength bonuses when used as a jabbing weapon. The mace is an M.D.C. structure and can be used to parry MD attacks from vibro-blades, 'borgs, 'bots and power armor.
  • Duration of stun effects: 2D4 melee rounds. The duration of the impairment is increased 2D4 melee rounds for every hit by the mace for which the character does not save.
  • Save vs Nerual Mace: 16 or higher; the same as saving against non-lethal poison. The character msut save each time he or she is struck. A successful save means the character loses initiative and one melee attack/action that round but is otherwise okay.
  • NOTE: The mace is ineffective against environmental, MDC body and power armor, but is effective against Dog Pack armor and half suits, or body armor without a helmet (not fully environmental without the helmet attached)


Stored in Micro-canister:
    The micro-can is the smallest of the standardized cargo containers. It typically carries small non-perishable items. Each unit is installed with a contra-gravity pad for easy movement. Includes standard electronic lock that can be opened via voice command or by entering a code number as long as 10 digits. Equipped with a grav-pack so the container can float and be pushed around.
  • MDC: 25
  • Height: 3.1 feet
  • Length: 9.5 feet
  • Width: 5 feet
  • Interior volume: 131.6 cubic feet of space
  • Weight: 100 lbs empty. Can hold up to 500 lbs of cargo.

Light Combat Armor [Khaki-colored]
    This is a jumpsuit with special plate inserts on the chest, forearms and knees, and a helmet with a transparent face plate. People from Rifts Earth will see a similarity to the plastic-man body armor, but this model uses high-tech composite ceramics and alloys that are far stronger. Fully environmental. 1 hr air supply.
  • MDC: 80/80
  • Weight: 18 lbs
  • Good Mobility: -10% prowl penalty
  • Fits: This suit is designed for humanoids 4 to 9 feet tall.


Light Combat Armor [Forest camouflage colored]
    This is a jumpsuit with special plate inserts on the chest, forearms and knees, and a helmet with a transparent face plate. People from Rifts Earth will see a similarity to the plastic-man body armor, but this model uses high-tech composite ceramics and alloys that are far stronger. Fully environmental. 1 hr air supply.
  • MDC: 80/80
  • Weight: 18 lbs
  • Good Mobility: -10% prowl penalty
  • Fits: This suit is designed for humanoids 4 to 9 feet tall.


Light Combat Armor [Sky-blue colored]
    This is a jumpsuit with special plate inserts on the chest, forearms and knees, and a helmet with a transparent face plate. People from Rifts Earth will see a similarity to the plastic-man body armor, but this model uses high-tech composite ceramics and alloys that are far stronger. Fully environmental. 1 hr air supply.
  • MDC: 80/80
  • Weight: 18 lbs
  • Good Mobility: -10% prowl penalty
  • Fits: This suit is designed for humanoids 4 to 9 feet tall.



TW Cleansing Bowl
    A large ceramic pot with a single, large, clear quartz crystal fastened to the bottom by a wire cage. The TW device itself is as basic as they come, a portable wash basin and laundry machine all wrapped into one. The wash basin is just a large bowl or cooking pot whose magic is activated by either dry-washing one's hands in it (instantly cleans the entire body as if the character had taken a bath), or placing a pile of dirty laundry inside the bowl and, in both cases, infusing it with PPE.
  • PPE to activate: 6 PPE or 12 ISP
  • MDC of the TW Device: 10 MDC
  • Duration: Immediate results
  • Effect: as per the invocation spell Cleanse


TW Food & Water Purifier
    A large ceramic pot with a mechanized flip-top lid. A dial on the lid indicates the desired result (ie Food purification, Water Purification, Flash Cook, Flash Boil). The TW Food and Water Purifier will purify water and foods placed inside (Turning rotten or larvae infested meat or vegetables to edible food), but it can also "flash cook" the food, or "flash boil" the water in an instant.
  • PPE CCost to Activate: 20 PPE or 40 ISP
  • Duration: Results within 1D6 seconds
  • MDC of TW Device: 40 MDC
  • Magical Effect or Bonus: As the invocation spell Purification, except the amount of food or water is limited by the size of the pot (5 gallons) and radioactive contamination cannot be eliminated by the TW Purifier. Any food or fluid placed in the container comes out fresh and good to eat.
  • NOTE: Food and drink that has been spoiled for longer than 10 days cannot be restored and purified. Any food beyond the machine's capabilities will cause a buzzer to sound and a tiny red light to flash indicated the food is no good.


TW Water Well
    A manually operated water pump with a tripod stand, an integrate catch basin, and 6 large aquamarine crystals. This unit can supply a large group of travelers with an unlimited supply of fresh, clean water for the extent of their expedition.
  • PPE cost to activate: 10 PPE or 20 ISP
  • Duration: Immediate results
  • MDC of TW device: 60 MDC
  • Magical Effect: Create fresh, drinkable water, up to 10 gallons per activation


TW Lantern Poles (Globe of Daylight version) (x3)
    A wood shaft, 5 feet tall with a wire mesh lantern attached to the top of it. Inside the mesh, a glass sphere is suspended with a large clear quart crystal in its center. The pole can be tied or hooked onto, or slid into, a backpack so that the lantern dangles over the head of the traveler, carried by hand like a walking stick or staff, or stuck in the ground at campsite. TW Lantern Poles are multipurpose, sturdy and reliable pieces of survival equipment that can be counted on in all types of weather, including torrential downpours and even underwater!
  • PPE cost to activate: 4 PPE or 8 ISP. Globe of Daylight version.
  • MDC of TW device: Lantern - 12 MDC. Pole - 18 MDC
  • Duration: 2 hours for Globe of Daylight version
  • Magical Effect: Functions as per the spell invocation Globe of Daylight. A knob on the lantern can "dial down" the intensity of the light by as much as half.



TW Shelter (medium) (x4)
    6 metal stakes topped with red agates (medium. space for six people). It is a no-frills, lightweight magic camping tent that doesn't get torn or holes poked in it, is impervious to fire, and does not collapse under the weight of too much snow. The TW shelter is lit by a single light at the peak of the shelter, and the light will dim or brighten at a spoken command. Stakes are placed at the perimeter of the desired shelter location and at the points of the desired shape that the shelter is to take.
  • PPE cost to activate: 10 PPE or 20 ISP
  • Duration: 24 hours
  • MDC of the TW device: Medium - 100 MDC
  • Magical Effects: As per the invocation spells Sheltering Force and Lantern Light


Polycarbonate sdc knives (x44) inside a light (4/4) MDC case
OP-field battery x5
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Metri
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