Scythe (Demi-God Temporal Wizard)

These guys make shady people look good!
GM: Consumer
AGM: Rogue Trader

Moderators: Game Masters, AGMs

Scythe (Demi-God Temporal Wizard)

Postby Scythe » Fri Aug 23, 2019 11:37 pm

Player Name: Nathaniel Philip
G-Mail: nphilip90s

Character Name: Falcatae Aevum (Loose Latin Translation: The Time (Age) Scythe or Age (Time) The Scythe)
Alias: "Scythe" (Translation of Falcatae) or Aevum to those closest to him.
Callsign: Spectre
Race: Demi-God
O.C.C.: Temporal Wizard
Alignment: Aberrant
XP Level: 4
XP Points: 14,951 (Updated 6/1/20 by RT)
Next Level @ XP: 18,401
Sentiments/Non-Humans: Does not see what they look like and instead watches how they act.
Disposition: Generally a helpful individual but seldom will he go out of his way. He has a great deal of knowledge and powers that he is becoming accustomed to as they grow and develop within him, and this manifestation has taught him humility with a healthy side of confidence goes a long way. He does not hesitate to voice his opinion, and rarely acts on charity. While he looks, walks and talks with a non-threatening posture and tone, this can quickly change when angered to a stoic, poised and threatening disposition. While he is generally welcoming and not evil-evil, he is ruthless, cold, calculating and never forgets nor forgives a transgression.
Insanity: None.

I.Q.: 17 (+3%)
M.E.: 16
M.A.: 20
P.S.: 26 (SN)
P.P.: 18
P.E.: 16
P.B.: 17
Speed: 15 (Approx 22 Mph / 13 Kph)

P.P.E.: 223 (2d6+2/Lvl)
I.S.P.: 42 (1d6+1/Lvl)
H.P.: 52
S.D.C.: 128
M.D.C.: 97 (+2d6 M.D.C./Lvl) (Any S.D.C. bonuses apply as M.D.C.)
Age: 29 yrs old (Effectively immortal, though young.)
Sex: M
Height: 6'2"
Weight: 191 lbs
Description: A tall, lean but well built individual with lighter skin. He has longer flowing darker hair with a clean shaven face, his eyes are more closed than others with lavender iris's that seem to pierce those he looks at.

Racial Abilities
Horror Factor: 10
Fire and Cold Resistant (½ DMG)
Regenerates 1d6*5 M.D.C./min
Deific Power: Magic, Ley Line Walker

Natural Abilities
Perception Bonus: 38%
Charm/Impress: 43%
Invoke Trust/Intimidate: 68%
Max. Encumbrance: 229 lbs (100% of body weight + 20% over is encumbrance)
Max. Carrying Weight: 1,300 lbs
Max. Lifting Weight: 2,600 lbs
Max. Jumping Ability: 39 ft Across, 78 ft Height

Demi-god Deific Power: Abilities of the Ley Line Walker
Sense Ley Line and Magic Energy;
    a. Sense Ley Line -- Range: 10miles/Lvl | 38% (+5%)
    b. Sense Ley Line Nexus -- 53% (+5%)
    c. Sense Rift -- Automatic within 50 miles + 10miles/lvl | If on LL, Can accurately pinpoint.
    d. Sense Magic in Use -- Automatic | Range: 100ft/Lvl | Does not include psionics
    e. See Magic Energy -- Can see 20+ PPE as magical wavelengths. Can see things magically invisible or hidden; must be focused in a direction. APM: Full Round per look | Range: LoS; 1000 ft (305 m) | Does not see Invisibility: Superior
Read Ley Lines: The Mage knows the following with on a LL; Directions it runs, location on LL, any nexus points and where. Any open rifts on the LL and any major natural disasters along the rifts (i.e. flooding/fire, not magic or gunfire; corresponding destruction could be read). Automatic, no PPE.
Ley Line Transmission: While on LL, can send a one-way Verbal/Audio message to anyone on the LL. Any other being with this power can read/intercept the message. One Recipient/Lvl. No PPE cost. Note: Can be eavesdropped by anyone with telepathy or transmission on the LL. 01-20% chance of successfully hearing/intercepting the message anonymously.
Ley Line Phasing (teleportation): Accurately teleport anywhere on a single LL, jumping LL’s at nexus points. Requires full concentration. 1d4 Melees to complete. No PPE cost. Can phase 4 times per hour and 4 + 2/Lvl times per day. Self only.
Ley Line Walking/Drifting: Relaxing, meditative state. No PPE cost. Height: 1 ft - Max height of LL | Spd: 10
Ley Line Rejuvenation: Can double the rate of natural healing on a LL with concentration. Can use LL to instantly rejuvenate once every 24 hours; takes 10 minutes of concentration then is rested, alert and healed of 4d6 M.D.C./Lvl. No PPE cost.
Ley Line Observation Ball: M.D.C.: 1/Lvl of Mage | Range: 500 ft per lvl | Spd: 44 (30mph/48kph) | Bonuses: +3 dodge | Mage can see through and control at will. No PPE Cost. Third Eye.
Affinity with Rifts & Ley Line Magic:
    Ley Line Force Field: M.D.C.: 20 + 2/Lvl | Cost: 10 PPE | Duration: Indefinite on LL | Will regenerate to full if depleted on LL at the start of the next round. | Draws half the LL ambient energy (20 PPE) while in effect.
    Supplemental PPE: Can draw an extra 20 PPE on LLs and 40 on a nexus. Can Siphon PPE off creatures at time of death or from willing givers.
    PPE Recovery: 7 PPE while sleeping, 15 while meditating per hour

Temporal Wizard Abilities
Spacetime Continuum: While not focused on controlling creatures that may come out of Rifts like Shifters are, Temporal Wizards are just as capable when it comes to dimensional travel. Temporal Wizards share Shifter abilities #3 (Dimension Sense), #4 (Dimensional Travel), and #7 (Sense Rifts) with their Shifter cousins, and likewise gain the same Lore: Dimensions skill with a +20% bonus. They do not share any other Shifter abilities.
    Shifter Ability #3:
      Dimension Sense -- After 1d6+2 minutes of concentration (meditating on a new world or reading an open rift), can tell the type of dimension, how dense the dimensional fabric is, whether it can support human life, magical energy levels, whether it is artificially created, and any other type of unusual dimensional characteristics. When reading a rift, the shifter can also get a sense of how soon it will close, whether or not it was random, etc, at –10% to skill. Can also automatically sense a dimensional vortex 1d6 +1/lvl minutes before it opens.
        ● Dimension Sense (Combat) -- Dimension sense can also be used to detect dimension-based magic in use (including teleportation, portals, temporal magic, etc.). Activating this aspect of the power costs one melee action; the sensing may be extended for one minute per level by sacrificing another action. If the skill roll is successful, the shifter can attempt to alter (but not stop) the magic being cast. -- 53% (+5%)
        Note: Can also Sense Dimensional Vortex 1d6 +1/Lvl minutes before the storm appears. Automatic.

    Shifter Ability #4: Dimensional Travel -- By performing a special ritual lasting 1d6x10+15 minutes, the shifter can cast the dimensional portal and re-open gateway spells at ½ P.P.E. cost. The ritual also allows the shifter to hold the rift open for one minute per level, and manipulate the size of the rift. Maximum size is 10' by 10' per level of experience.

    Shifter Ability #7: Sense Rifts -- Automatically senses rifts. Range is 500 miles, +50 per level (700 miles). Can also sense other dimensional disturbances (teleports, dimensional anomalies, etc) within half that range.

Temporal Wizards may choose ONE of the Temporal abilities at level one, and another at levels five, ten, and fifteen:
    2c. Special Relativity: Temporal Wizards with this ability may elect to shorten or extend the duration of spells of their own casting by up to 10% per Temporal Wizard level (round down). The ability only works on spells directly cast by the Temporal Wizard at the moment they are cast, and does not work on any other spell or effect including, but not limited to, spells and effects generated by the Talisman spell, magic items the Temporal Wizard is using, magic scrolls, etc.
    P.P.E. Cost: The spell extended or shortened costs an additional, proportional amount of P.P.E. equal to the percentage it is altered by. For example, if a Temporal Wizard wants to extend her Armor of Ithan spell by 50%, she would pay 50% more P.P.E. for the spell. This ability can only be used at the time the spell is being cast, and cannot affect spells already in force. This ability can be used once per 24 hour period for every three Temporal Wizard levels (round up).

Learning New Spells: The character can learn two new spells of choice from the generalist invocation list or the Temporal magic list every level of experience; player's choice. Additional spells and rituals of any magic level (including the rarely found Temporal magic spells) can be learned and or purchased at any time regardless of the character's experience level. See the Pursuit of Magic section in Rifts: Ultimate Edition, page 190.

Supplemental P.P.E.: Temporal Wizards can draw additional P.P.E. from ley lines, nexus points, blood sacrifices, and willing participants.

P.P.E. Recovery: For the Temporal Wizard, P.P.E. recovers at a rate of 7 points per hour of rest of sleep. An hour of meditation restores 15 P.P.E. and is equal to one hour of sleep for this character when it comes to recovery from fatigue and physical rest.

Major Psionic
  • Alter Aura (2)
  • Mind Block (4)
  • Clairvoyance (4)
  • Intuitive Combat (10)
  • Telepathy (4)
  • Sixth Sense (2)
  • Sense Supernatural (3) Bought via EP

Spell Knowledge
See subsequent posts for descriptions and embedded links for Complete Codex's
Full list of Spell Magic and Latin Translations
Gifted/Given Spell Knowledge
Temporal O.C.C. Granted Non-Temporal Spells
Two General Invocations or Temporal Spells per level

Spell Strength: 13 (+1 @ 5, 9, 13)

  • [Level 6] Tongues - Linguae
  • [Level 6] Teleport: Lesser (15) - Ianuae Magicae: Minore
  • [Level 7] Lightblade (20) - Lux Lamina
  • [Level 8] Exorcism (30) - Exorcismus Bought via EP
  • [Level 10] Banishment (65) - Exilium Bought via EP
  • [Level 11] Astral Hole (120) - Spiritus Foenestra
  • [Level 11] Create Magic Scroll (100) - Creo Magicea charta
  • [Level 11] Energy Sphere (120) - Navitas Sphaera
  • [Level 12] Time Hole - Tempus Foramini
  • [Level 13] Talisman (500) - Amuletum
  • [Level 14] Close Rifts (200+) - Occlude Lacrimam
  • [Level 15] Dimensional Portal (1000+) - Est Dimensio Porta

Temporal Spells
Spell Strength: 13
Level 7
  • D-Phase (20) - Dimensio muto
  • Sense Time* (20) – Sensus Tempus
  • Time Warp: Send (25) - Tempus Stamine: Mitte

Level 8
  • Sense Dimensional Anomaly (30) Sensus Spatium Hue Circuitus
  • Sense Temporal Anomaly (30) - Sensus Tempus Hue Circuitus
  • Retro Viewing (30) - Visus Retrorsum
  • Wink Out (20: 10) – Nictus Abi
  • Attune Object to Owner (30) - Appono est Erus Objectum

Level 9
  • Remote Viewing (45) - Longinquus Visus

Level 10
  • Dimensional Pockets (20: 140) - Dimensio crimena
  • Temporary Time Hole (100) - Conreptus Tempus Foramini

Level 11
  • Time Barrier (100) - Obice Tempus

Level 12
  • Dimensional Envelope (60:380) - Dimensio Involucrum

Space Magic Spells
Spell Strength: 13

Level 1
  • Detect Leak (4) - Reperio Ecfluo

Level 3
  • Radiation Shielding (6) - Radialis opposuitque

Level 4
  • Detect Teleportation & magic Breaches (8) - Deprehendere vectura et magicea confractura
  • Distress Call (12) - Angustia Voca
  • Stellar Navigation (8) - Stella Navigatio

Level 8
  • Cosmic Ray (35) – Caelesti Radium

Level 9
  • Cosmic Armor (45) – Caelesti Arma

Deific Invocations Spell Knowledge
Knows all Generalist Invocation Spells up to character level
Complete Generalist Codex to current level
Spell Strength: 13

Level One
  • Blinding Flash (1) – Caeco Effulsit
  • Cloud of Smoke (2) - Nubes Fumus
  • Death Trance (1) – Mors Stupore Mentis
  • Globe of Daylight (2) – Lux Concreuerit
  • Lantern Light (1) – Lux Laterna
  • Mystic Mark* (3) - Mysticum Marcam
  • See Aura (6) - Vide Sphaeram
  • See the Invisible (4) - Videre Invisibilia
  • Sense Evil (2) – Malum Sensum
  • Sense Magic (4) – Sensus Magicae
  • Thunderclap (4) - Tonitrua Fragor

Level Two
  • Aura of Power (4) - Sphaeram de Potentia
  • Befuddle (6) – Sanarum Menrium
  • Chameleon (6) - Cameleon
  • Cleanse (6) - Depurgo
  • Climb (3) - Ascenditur
  • Cloak of Darkness (6) - Tenebrae Pallio
  • Cobwebs* (5) - Aranearum
  • Concealment (6) - Celare
  • Detect Concealment (6) - Deprehendere Celare
  • Extinguish Fire (4) – Ignis Extinguere
  • Fear (5) - Timor
  • Heavy Breathing (5) – Gravis Spiritus
  • Levitation (5) - Supernatet
  • Manipulate Objects (2+) - Tractandarumque
  • Mystic Alarm (5) - Mystica Signum
  • Seasickness* (5) - Et Nausea Pressus
  • See Mystic Mark*(4) - Vide Mysticum Marcam
  • Shatter (5) - Contreo
  • Throwing Stones (5) - Mittebatque Lapides
  • Turn Dead (6) - Mors Auferetur

Level Three
  • Armor of Ithan (10) – Arma de Ithan
  • Breathe Without Air (5) - Redhalo Sine Aere
  • Cloud Animal Mind* (5) - Nubes Caput Bestia
  • Create Wood (10-20) - Planto Lignum
  • Energy Bolt (5) – Industria Fulminis
  • Fingers of Wind (5) -Ventus Apparuerunt Digiti
  • Float in Air (5) – Aeris Innatat
  • Fuel Flame (5) - Cibus Flamma
  • Ignite Fire (6) – Ignite Ignis
  • Impervious to Fire (5) - Ignibus Impervius est
  • Impervious to Poison (5) - Venenum impervius est
  • Invisibility: Simple (6) - Simplex Inuisibilitas
  • Life Source (2 +Special) - Vita fons
  • Light Healing (6) - Levis Sanitatem
  • Light Target (6) - Lux Scopum
  • Magic Shield (6) - Magicae Scutum
  • Mystic Fulcrum (5) - Mysticum Cardo
  • Negate Poison/Toxin (5) - Oblittero Venenum
  • Orb of Cold (6) - Sphaera de Gelu
  • Paralysis: Lesser (5) - Nervorum Resolutiones Luminare
  • Resist Fire (6) - Iidemque Flammis Indomiti
  • Telekinesis (8) – Procul Movere
  • Wave of Frost (6) - Undam de Gelum

Level Four
  • Astral Projection (10)Spirituales Locus Niger
  • Blind (6)Caecus
  • Carpet of Adhesion (10) - Tapete Adhaesione
  • Charismatic Aura (10) - Illecebrosus Sphaeram
  • Chromatic Protection (10) - Chromati praesidium
  • Cure Minor Disorders (10) - Remedium Minor Morbositates
  • Deflect (10) - Avorto
  • Electric Arc (8) – Indusrtria Arcu
  • Energy Field (10) – Industria Agro
  • Fireblast (8) – Ignis Inspiratione
  • Fire Bolt (7) - Ignis Fulmen
  • Fist of Fury (10 or 50) - Furore de Pugni
  • Fool's Gold (10) - Aurum Stultus est scriptor
  • Ley Line Transmission (30) - Linea Transmissus
  • Magic Net (7) – Praecantatio rete
  • Mend Wood* (10) – Lignum contra Mendacium
  • Multiple Image (7) - Multijugis Imago
  • Reflection (7) – lam meditatio
  • Repel Animals (7) - Repellere Animalibus
  • Ricochet Strike (12) - Frangeretur Referio
  • Seal (7) - Sigillum
  • Shadow Meld (10) - Umbra Occulto
  • Spider Webs* (10) - Aranearum
  • Swim as a Fish (6) - Natare Sicut Pisces
  • Trance (10) - Stupore
  • Watchguard (10) – Vigilia Carceris
  • Weight of Duty (10) - Pondus de portorium

O.C.C. Skills
Language: Trave IV -- 101% (+1%)
Language: Dragonese -- 82% (+3%)
Language: Trade I -- 84% (+3%)
Literacy: Trade IV 68% (+5%)
Literacy: Dragonese 68% (+5%)
Astronomy and Navigation -- 63% (+5%)
Land Navigation -- 71% (+4%)
Wilderness Survival -- 58% (+5%)
Mathematics, Basic -- 78% (+5%)
Lore: Magic -- 53% (+5%)
*Magic: Recognize Magic Symbols, Runes and Circles -- 53% (+5%)
*Magic: Recognize Enchantment -- 48% (+5%)
*Magic: Identify Magic Artifact -- 48% (+5%) (-15% if unknown or alien origin)

Lore: Dimensions -- 63% (+5%)
Lore: Galactic and Alien -- 58% (+5%)
Lore: Demons and Monsters -- 58% (+5%)
Hand to Hand: Assassin

O.C.C. Related Skills
Two additional skills @ Levels 6, 10 and 13
Intelligence -- 58% (+5%)
Detect Ambush -- 58% (+5%)
Public Speaking -- 53% (+5%)
Prowl -- 48% (+5%)
Lore, Faeries and Creatures of Magic -- 53% (+5%)
Research -- 58% [Level 1] (+5%)
Lore: Psychics & Psionics -- 43% [Level 1] (+5%)

Secondary Skills
Two additional skills @ Levels 8 and 12
Basic Electronics -- 48% (+5%)
Basic Mechanics -- 48% (+5%)
Barter -- 45% (+4%)
Pilot: Robots and Power Armor -- 62% (+3%)
*Robot (and Power Armor) Combat: Basic
[Level 1] Navigation, Space -- 43% (+5%)
[Level 1] Weapon Systems -- 43% (+5%)
W.P. Energy Pistol
W.P. Sword

Combat Data
HTH Type: Assassin
Number of Attacks: 5
Initiative Bonus: +4
Strike Bonus: +4
Parry Bonus: +2
Dodge Bonus: +2
HTH Damage Bonus: +15
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +3
Bonus to Disarm: +0
    Restrained Punch -- 5d6 S.D.C
    Full Punch -- 3d6 M.D.C.
    Power Punch (2 Actions) 6d6 M.D.C.
    Karate Kick -- 2d4 M.D.C.

Robot Combat Data: BASIC
HTH Type: Assassin
Number of Attacks: 6
Initiative Bonus: +4
Strike Bonus: +5
Parry Bonus: +3
Dodge Bonus: +3
HTH Damage Bonus: As per P.A.
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +3
Bonus to Disarm: +0
  • Power Armor Body Block/Tackle/Ram: 1D4 M.D. plus a 01-50% chance of knocking an opponent down, causing him to lose initiative
    and one melee attack/action. Counts as two of the power armor's melee attacks.
  • Robot Body Block/Tackle/Ram: M.D. equal to Robot Punch M.D. plus a 0-60% chance of knocking down an opponent that is approximately the same size or larger. Increase the odds of knocking down an opponent that is half the size or smaller than the robot to 01-80%. The victim suffers M.D. and loses initiative and two melee attacks/actions. Counts as two of the robot's melee attacks.
  • Note: Can only use a basic Full/Restrained Punch or ordinary kick for combat damage, no special moves or kicks available.

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

W.P. Energy Pistol -- +2 To Strike (+1 to strike at levels 5, 7, 9, 11, 13, and 15)
W.P. Sword -- +2 To Strike (+1 to strike at levels 6, 9, 12, and 15), +2 To Parry (+1 to Parry at levels 7, 10, and 13) +1 To Strike Thrown (+1 to strike when thrown at levels 8 and 12)
W.P. Paired Weapons

Saving Throw Bonuses
Coma/Death: 24%
Magic (varies): +3 (+1 @ 6, 8, 11, 14)
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +1
Psionics (varies): +2
Horror Factor (varies): +4 (+1 @ 8, 12)
Illusions (varies): +2
Mind Control (varies): +2
Last edited by Scythe on Sat Aug 24, 2019 2:46 am, edited 1 time in total.
User avatar
Posts: 84
Joined: Fri Aug 23, 2019 11:40 pm

Re: Scythe (Demi-God Temporal Wizard) (Equipment Sheet)

Postby Scythe » Fri Aug 23, 2019 11:38 pm

Transportation/Vehicles and Power Armors
Warlock Combat Power Armor - W-F1 Model [IMG]

Carried/In Hand

Worn on Person
Warlock Combat Power Armor - W-F1 Model
Light Concealed Ley Line Walker Armor (Under W-F1)
Altess Eviscerator (Patron Item) Secured across back.
Holographic Computer (standard) worn on left arm
Talisman of Armor of Ithan
Talisman of Breathe without Air
Talisman of Invisibility: Simple
2 Talisman of Lightblade
Talisman of Tongues

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Worn over W-F1
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: PH-21 Phase Beamer
• Attachment: Energy Clip
• Attachment: Energy Clip
• Attachment: Phase Sword (Hilt unless activated)
• Attachment: Lightblade Talisman
• Attachment: Tongues Talisman
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Utility Belt
Four Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Lighter
• Attachment: Energy Clip
• Attachment: Energy Clip
• Attachment:

The backpack is padded, seal-able, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Laser Distancer [1]
• Space: Laser Scalpel [1]
• Space: Flashlight [1]
• Space: Silver Cross [1]
• Space: Wooden Stakes [2]
• Space: Mallet [1]
• Space: Backup Metal Knife (1d6 S.D.C)
• Space:
• Space:
• Space:

Stored in Vehicle

Credit Check
Unsecured: 20,000 Credits
• Secure Universal Card: 318,840 Credits. (1/22/20 RT)

Gear Stats

Holographic Personal Computer (Standard programs)

Reconfigurable metal rod with pistol grip: 500 programmed tool shapes in every possible calibration
  • Range: extendable to 4'
  • Damage: 2D6 M.D. (welder-axe configuration)
  • Rate of Fire: N/A
  • Payload: 60 uses per E-clip
  • Features: Near equivalent of a full mechanic's kit
  • Modifiers: +10% to all mechanical skill rolls
  • Book Reference: p.143, DB2

(2) Black-Metal Spray repairs 1D4X10 M.D.C. to large structures or 4D6 M.D.C. to small components/body armor per application; contains 3 applications)

EB-20 Hunter Environmental Backpack
M.D.C.: 25
Weight: 6 lbs.
  • Designed to hook onto any NG armor, PA, or robot, & hovercycles
Book Reference: p.43-44, WB34
The backpack is armored & temperature controlled. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.

• Space: Black Metal Spray
• Space: Black Metal Spray
• Space: Multitool
• Space:
• Space:
• Space:
• Dimensional Pocket (Left Side): Remaining 2 Talisman materials
• Dimensional Pocket (Right Side):
• Attachment:
• Attachment:

Phase Sword
  • Range: close combat
  • Damage: 4D6 M.D. or S.D.C./Hit Point damage, plus the wielders' P.S. bonus, if any.
  • Weight: 5 lbs.
  • Features: Phase Technology (p.122, DB2)
  • Modifiers: None
  • Book Reference: p.124, DB2

Telepathic Communicator (worn on right wrist)
  • Range: 10 miles (20 miles if both telepaths have one)
  • Duration: Same as psionic power/level of user
  • I.S.P. Cost: 10
  • Weight: 1 lbs.
  • Book Reference: p.128, DB2

Altess Eviscerator (Patron Item)
Originally developed by an Altess aristocrat who had been literally burned one too many times, the Eviscerator was deliberately designed as a technological equivalent to a lesser rune weapon for a fraction of the cost. As an added bonus, the AI driving the system has become expert in using its personality mapping to deliver just the right amount of flattery without being too obvious a kiss-ass about it. This powerful, two-handed weapon is a bit much for your average Altessian noble, but looks very nice mounted above a fireplace.
Type: Techno-Rune Weapon
Damage: 6D6
Alignment: Aberrant (Scrupulous towards Scythe (Aevum))
1. Artificial Intelligence; I.Q.: 20
2. Communicates through nano-telepathy.
3. M.D.C.: 500
4. Nano-regeneration: 2D6 M.D.C. per hour self-repair
5. Damage is in M.D. when in a mega-damage environment
6. Nano-telepathic bond is maintained through contact only; broken if separated from bearer.
7. When a bearer bonds with the weapon, it injects nano-machines into the character. It then uses these to map the character's genetic I.D. and to communicate with the bearer. This process takes one hour to complete.
8. The A.I. will only ever map to one bearer, and will attack any other who touches it thereafter with aggressive nanites doing 4D6 damage per melee of maintained contact.
Special Abilities
• Electrical Discharge:
• • Range: Touch or up to 200'
• • Damage: 4D6
• • Payload: 4; regenerates 4 charges per hour
• Skill Database:
• • Damage Control and Disaster Response -- 98%
• • Law, Space CCW and Phase World -- 98%
• • Computer Operation -- 98%
• • Computer Programming -- 98%
• • Artificial Intelligence -- 98%
• • Anthropology -- 98%
• Modifiers: Two-handed weapon
Personality: The personality and ethics subroutine of the A.I. is unique and develops over time as the weapon maps itself to its bearer. This Altess is of an inquisitive and curious mind that is fond of studying the bridge between synthetic/technological life and organic life, in all their forms. Proactively taken by Aevum, and will telepathically call him Aevum. Aevum refers to the blade as Tess or Tessa, and the blade seems to have adopted a feminine persona. Tess thinks of Aevum as a ally or friend. Tess, however, is quite keen witted and uses its knowledge to help Aevum manipulate the law and disastrous events around him. Aevum collects random pieces of technology for the two to research later at the behest of Tess.
Weight: 7 lbs.

PH-21 Phase Beamer
  • Range: 400'
  • Damage: 3D6 or 4d6 M.D.
  • Rate of Fire: single shots only
  • Payload: 10 shots per E-clip
  • Weight: 4 lbs.
  • Features: none
  • Modifiers: does not damage armor; does S.D.C. damage to S.D.C. creatures & M.D. to M.D.C. creatures and force fields
  • Book Reference: p.123, DB2

Light Concealed Ley Line Walker Armor
M.D.C. by Location:
  • Helmet: None
  • Arms: 15 each
  • Legs: 25 each
  • Main Body: 40
Weight: 10 lbs.
Modifiers: -5% to physical skills
  • Non-environmental, no spell-casting interference
Book Reference: p.113, R:UE

Warlock Combat Power Armor - W-F1 Model
Original Image - Armor is colored as seen below.Image
Image created by Augur for Diamond Lottery. W-F1 has a custom paint job and cloak to help disguise it when around a town.
M.D.C. by Location:
  • Shoulder Plates (2): 100 each
  • Arms (2): 120 each
  • Legs (2): 150 each
  • Head: 80/50
  • Main Body: 320
  • Cloak: 28
  • **Armor of Ithan Force Field: 100
* Requires a called shot at -3 to strike; Destruction eliminates all sensory systems (-1 APM & 50% PA combat bonuses)
* If head armor is destroyed, a mini AoI bubble protects pilot's head: 50 M.D.
** Force field can be activated up to 3 times per 24-hours; Duration: 10 minutes or until M.D.C. depletion
Statistical Data:
Running: 70 mph max (-90% fatigue)
Flying: contra-gravity system; 200 mph max in atmosphere or Mach One (670 mph) in space
Flight Range: limited only by the endurance of the pil
Class: Techno-wizard assault armored exoskeleton
Crew: 1 pilot
Height: adds 1' to wearer's height, 4-6' wide, 3' long, 450-1,200 lbs.
Physical Strength: Supernatural P.S. 45
Cargo: None
Power System: Anti-matter and magic (50 year life)
Weapon Systems:
HI-800 Assault Laser
  • Range: 6000'
    Damage: 1D4x10+6 M.D.
  • Rate of Fire: single shots only
  • Payload: unlimited
Wrist Blaster (left wrist):
  • Range: 500'
  • Damage: 4D6 M.D.
  • Rate of Fire: single shots only
  • Payload: unlimited
Missile Launchers (2):
  • Range: 1 mile
  • Damage: varies with missile type
  • Rate of Fire: 1 at a time or volleys of 2, 3, 4, or 6
  • Payload: Six total, three per launcher.
  • Range: close combat
  • Damage: +2D6 M.D. to P.S. damage
Hand to Hand Combat:
  • Punch: 6D6 M.D.
  • Power Punch: 2D4x10 M.D. (2 APM)
  • Kick: 6D6 M.D.
  • Body Flip/Throw 1D6 M.D.
  • Body Block/Tackle 2D4 M.D.
Features of Note:
  • All standard features common to powered armor (p.271, R:UE)
  • Thermal Imaging, Passive Nightvision, Infrared Optics.
  • Magically molds itself to the pilot, adapting to his size
  • See the Invisible: 200' range, Duration: 15 minutes (useable 4 times per 24 hours)
  • Sense Evil: 90' range, Duration: 30 minutes (useable 4 times per 24 hours)
  • Presence Sense: 120' range, Duration: 30 minutes (useable 4 times per 24 hours)
  • HUD Visor Allows 6 different screens to be viewed without impairing vision
Modifiers: None
Book Reference: p.65-67, DB3

Talisman of Armor of Ithan
Magic Features
  • As per the Armor of Ithan spell at 3rd level
  • Charges: 3
Book Reference: p.150, BoM

Talisman of Breathe without air
Magic Features
  • As per the Breathe without Air spell at 3rd level
  • Charges: 3
Book Reference: p.150, BoM

Talisman of Invisibilty: Simple
Magic Features
  • As per the Invisibility: Simple spell at 3rd level
  • Charges: 3
Book Reference: p.150, BoM

Talisman of Lightblade
Magic Features
  • As per the Lightblade spell at 3rd level
  • Charges: 3
Book Reference: p.150, BoM

Talisman of Tongues
Magic Features
  • As per the Tongues spell at 3rd level
  • Charges: 3
Book Reference: p.150, BoM
User avatar
Posts: 84
Joined: Fri Aug 23, 2019 11:40 pm

Re: Scythe (Demi-God Temporal Wizard) (Background)

Postby Scythe » Fri Aug 23, 2019 11:39 pm

Background Story

Chapter One: The Discovery
The Discovery

What does it mean to be immortal, timeless? How do the choices that are made throughout our lives shape our future? If the past is truly in the past, and should stay dead; then what determines the path of our future if not the experience of the past?

Whatever his life was before, it didn’t matter anymore. As a child, he was found on the steps of an Academy and taken in. This academy had a reputation for taking in strays and turning out productive members of the galaxies, so a random baby at the front doors to the administration building was peculiar in this age, but not unheard of. Of course, there was more than meets the eye.

At first, it started with his health and vitality; he was always the first ready among his peers, eager to learn and grow. His mind was sharper than most, his awareness higher and his response times were faster. This got him singled out among his peers in academia and martial training, he was known as ‘the boy to beat’ during testing or training and especially in the aptitude practical’s. He found himself being groomed the future position as Aeternitas Abbas among his people, the Time Keeper. One designated to observe and correct the mal-intent of other temporal travelers; through no divine directive nor evil intention, they wished only to preserve the timeline. The Abbas and their people have encountered other temporal beings, such as the Prometheans and temporal deities. A key doctrine within the Abbas Code is impartiality, humility and altruism.

It was during his late teenage years that things really changed. During training, there was a great battle, and an otherworldly being attempted to force its way to their home through a rift, a tear in space-time. The battle was great and many lives were lost but the being was ultimately repelled by the Abbas, however the Abbas and her Council had to sacrifice themselves in order to expel the invader.

The young boy was left in the rubble of the world he had loved that had been razed to ashes, standing next to two fellow pupils, the last three members of this academy. The boy’s body radiating as it fully unlocked his potential, even if he didn’t know it; his hand’s seeming to glow. His head snapped back to the rift as he looked on with hope that his Abbas would return.

From the smoke and fire bore another tear, directly ahead of them. Smaller than the first, the battered youths could hardly work up the will to move as the boy to beat looks on at the opening rift. Only this time, it was a humanoid who stepped through, wearing environmental armor that didn’t match anything the trio had ever seen and a faceless, sightless helmet. A distorted voice addressed the three youths. “Follow me, your world lies in ruins, they will be unable to recover from this devastation regardless of if you stay. There is nothing left for you here.” It said confidently and held out a hand through the phasing rift behind the stranger. The tone used by the being reminded him of his Abbas.

The trio looked at each other, then the two other pairs of eyes fell on the boy to beat, who nodded. They knew they had nowhere else to go and were fairly capable, this could be the escape from disaster they needed, and it was.

The trio found themselves in a nearly pitch black environment before a small hum begins to be heard as the stale air can be felt as it is circulated and replaced. The walls are a tech sleek and behind them is a constructed circular object. The rift seems to close behind the being who walks past them and motioned for them to follow.

They are quickly introduced to three small rooms, a kitchen and bathroom area, and a large study and practice hall. The rest of the facility, it seems, was off limits to them. Though, they didn’t have time to go looking because this faceless humanoid had begun their lessons. Hours of the days and nights were spent studying the rigors and effects of rift and temporal effects, dimensional anomalies and extra-dimensional threats; the magic that is woven by the gods themselves, and their dangers. With this study, came the practical art of defense and support as well, to which the boy to beat excelled. Throughout the training, the being never asked nor learned their names, only referring to them as “Boy” “Girl” and “Promethean”.

It was after one particularly grueling session that had lasted over ninety-six hours of back to back studying then application with little food or rest. He excelled, and left his two companions in the dust. The masked being then approached the boy in his room later that night.

”So, what is your defect, boy?”

The question caught the boy off guard. ”I’m sorry?” He asks, almost slighted,

”Everyone has a shortcoming, something that takes them down a notch. A weakness. Today you should an impressive ability to not only outperform your peers but to do so seemingly effortlessly. What’re you hiding, boy?”

He listened, at first, but when the term boy slipped from this being’s tongue it made him snap. ”Okay, enough. First off, My name is Aevum." He snapped, then pointed to the rooms next to his. ”Her name is Leila Yavine and his name is Thysian and we would appreciate it greatly if you used them from now on. We understand you didn’t have to take us in, but you did and therefore must have a reason beyond belittling us!” He finishes in his peers defense only to see the sightless, faceless helmet gazing back at him. His hands crackling as the being looks at him, though the feeling vanishes as the figure speaks.

”You’ve got a lot of gall, Aevum, I’ll give you that. You each showed a spark and you weren’t meant to die on that day. I used my methods, broke a rule and intervened, a concept you should be familiar with.” The being responds.

”I knew it; you are a temporal mage, the only one who spoke to me with that certainty and care was my Abbas. You wouldn’t be willing to help me continue my studies in that field, would you?” Aevum asks honestly, possibly even catching the being off guard.

”We’ll see.” The being left without another word, but Aevum felt a difference in attitude when training begun next. It was relentless. Transported to a scorched plane the trio stood near their new mentor, if you could call it that.

”Your mission is to survive. That is the ultimate lesson I am teaching you, survival. Magic, technology, psionics. Rifts, Time and Space. Aliens, Enemies and Friends. No matter where you are in life nor who you are with, the key is survival. Only one of you can complete this task. You have a choice to either try to propel the best among you to victory, or all of you will die together. I will be waiting at the end.” And the being left, disappearing into another rift it seemed to effortlessly create.

Suddenly Aevum felt a growing tension and he turned to face his allies. ”We’re all getting out of this. Come on” He said, and grabbed Leila Yavine and Thysian by the hands and took off, letting them fall in with him.

The scorched plains were brutal and merciless. The river of lava separating half of the land was over a mile long with a heat wall another mile out; the air nearly boiling before the naked eye. As if the trail of the river wasn’t bad enough, then came the caverns. Running lava and endlessly burning fire littering the walls, floors and ceilings of the caverns like a wound on the rock-face.

Within the caverns dwelled several monsters who longed for the flesh of mortals, the succulent taste of fear was palpable and a very real thing to this beasts. It wasn’t long before they were attacked, nor was it long after Aevum discovered his acute knowledge and manipulation of magical energies he hadn’t even been formally taught. Manifesting a blade of light, the boy to beat helped the trio slice their way through with no casualties.

Nearly seventy-two hours pass before the being sees Aevum crest the horizon and its lips curl into a smile; then immediately frown as the promethean is seen behind him, and Leila Yavine is on his back. Stopping right before the being, he smiles. ”Made it.” And his smile is quickly wiped away by the masked being shaking their head.

”I said only one of you can complete this, and I mean it.” It points to the portal and adds ”This has been specially augmented to allow only one of you to use it before it begins to collapse and kills anyone else. Time to decide who goes and who stays.”

Aevum’s smile returns and he shakes his head, ”No, we’re all going to make it.” A new fire in his eyes, a fire the being had been waiting for.

Aevum and Thysian charge the portal, Leila Yavine securely on Aevum’s back, barely conscious from the rigors of the Scorched Plains. Aevum motioned for Thysian to hold as he steadied Leila Yavine to her feet, a light wave of magical energies coursing from him to her as she slowly healed and looked at Aevum confused.

They took back off and Aevum made them go first, Thysian stepping through immediately then Kinara. Thysian was transported but the portal began to collapse as promised on Leila Yavine and Aevum cried out, leaping towards the portal and pouring all of his magic into maintaining the dimensional portal long enough for Leila Yavine to be transported out. Their eyes locked briefly before she vanished and the portal erupted, launching Aevum back with such force he fell from the elevated ground and rolled to the bottom of the hill, back on the scorched plains. The tumble down lasted for what felt like hours and the shock had disoriented him, preventing him from stopping it.

When his eyes opened at the bottom, he saw the masked being standing there. ”You are a Demi-God.” He heard the distorted voice state before his eyes rolled back.

When he awoke, he found himself back at the training compound and went to the study where he found Thysian and Leila Yavine. Both quick to their feet though Leila Yavine was quicker with her embrace. Behind the reunited trio stood the figure with its arms crossed.

”We need to talk.” It stated, and the trio found their same seats as it continued. ”Your survival has always perplexed me. Of that entire academy, why should you three have survived? At first I thought it was luck, and unfortunately even with my knowledge of temporal and dimension magic, I am no master of time and space, yet. So I was unable to see why you survived, or how. Though after months of rigorous training, I’ve figured it out. Thysian is a First-Stage, that much is obvious, though he has the makings of their Time Masters. Leila Yavine was another curious case, at a glance, she is a beautiful human but looking closer we find the marks of a true atlantean and finally, the most puzzling one of all. Aevum, the demi-god.”

The room was silent. Thysian know who he was, that was never in doubt. A strong willed promethean who would make an excellent ally in the future. Leila Yavine, well her physical beauty and vitality has always been higher than most humans. Her being an Atlantean is a shock, though not unwelcome. Aevum’s news however was more of a shock, the other two took it in stride though and their training continued.

Nearly a decade later, the trio are sent away to different areas around the galaxies. Leila Yavine ended up somewhere in the UWW and Thysian stepped through to one of the Consortium's capitol planets. They kept in touch with him when able over intergalactic communications, Leila had apparently joined the UWW as a Space Marine and Thysian was working with the CCW with welcome arms as a Promethean; each maintaining secret connections and helping deter the loss of life. Aevum was the last to leave the compound.

”I’ve found your weakness, Aevum.” The voice states only to receive a scoff from the Demi-god. ”You care about your friends; you haven’t had to live long enough to make… difficult choices. Having allies is good, letting them be a crutch to fall on or a leg to kick out from under you is not. Heed my words and build, Aevum, and we may see each other again soon. I sent off your friends with enough to survive, and I will do the same for you; these should help you on your journey.” Aevum glanced back at the individual who had managed to keep their face the whole time who was now holding in their hands a wrapped blade, with a lock - box beneath it.

"You will be a target; moreso than your friends. This blade was specially crafted for you from my home-world, and will serve you well." The being offer the wrapped blade to Aevum who bows his head, taking it. "Also, this lock box contains some specialized equipment, armor and identification that you will need for to survive Phase World. Remember, in Phase World Center, stick to the upper levels unless you want to fight; and it may be best to pick a new alias. Take heart though, for I am not sending you away with nothing."

"A new alias?" Aevum asks, checking out what he just received, he'll look up and add with grin, "Scythe."

"Scythe?" The figure questioned as Aevum stood up, quickly swinging his right empty hand towards the being's face as a blade of yellowish energy manifests mid swing, the trailing light almost making a scythe like shape, stopping before contact as he eyes the faceless masked figure with a smile. "Not so literal in ability, however the point is made. Scythe it is." The being finishes and the blade dissipates within Scythe's grip.

Scythe then takes the blade, and unwraps it revealing a beautiful masterly forged sword. When Scythe grips the handle, feeling it's weight and grip; he suddenly feels a tingle that is not exactly unpleasant in his sword hand and glances back to the figure who seems to almost laugh. "The tingle will go away after an hour, then you will find this sword to be the only friend you will need."

”Fitting you should offer me a sword, huh?” Scythe asked with small smile, admiring the blade. "So, why are you helping us?"

”You three didn’t belong on that planet, at least, not at that time. How you, personally, even got there, and who dropped you off, remains a mystery. My helping you helps me, don’t worry about how; rest assured it is non-malicious. I am just a nameless observer that floats through time and space; I make differences where I can. We'll see each other again, now go.” And with that, Aevum was guided through the portal that is to send him to Phase World’s Center.

He had a basic identity card fashioned for him that pegged him as a two-year resident of the second level of Phase World. What this meant exactly he wasn’t sure yet, but now begins his next chapter; determining where his path goes and what kind of demi-god he will be. With the possibilities on Phase World truly endless, Aevum now begins his trek to find them, and perhaps even find out who his parents may have been and what pantheon he hails from.

Little did he know what surprisehe was in for...

***Meanwhile in the realm of the gods***

The daily lives of the gods remain unaffected by the yearnings of mortals nor their quests for absolution or heroism. Though, on this day, the blood of one god seemed to boil as a presence became known to it.

”It seems there is a new demi-god in Phase World’s Center.” One god addressed, to which another scoffs.

”Oh, another one, you mean. They are hardly a concern.” the second god retorts, unwilling to even look towards the first god.

”This one is different. We can’t identify his origin. At first, I thought it was yours.” the god responded as a large crackle echoed through the throne room as the second god stood up.

”You mean there is a Bastard Child Demi-God in Phase World? That is almost as dangerous as one twisted to evil; too easily do those fools become tools to greater forces. Dispatch one of the godlings to watch it.” The god ordered.

”Any particular rules regarding this task?”

”Do not attempt to kill him; if he becomes a problem, bring him before me. Whomever you task to this is to has no other purpose, make this clear. Also, they are to maintain the lowest of profiles unless forced to act.”

And with that, the gods discussion was done. Striding through the impressive structure of their pantheon’s home, the lesser god moves down several levels and opens a door to reveal a godling, what some mortals might confuse for the Warrior Goddess Artemis or X, training. Battling through a training course fit for gods alone, she stops and lands in front of the god now standing in the room.

“My Lord, to what do I owe the honor?” She asks, falling to her knees in front of the god.

“Rise, Selene, rise. You have been given a task from the highest echelons of the gods; do you choose to accept the task?” He asks, without explaining. She nods, standing. Her two curved, near arm length blades shifting into a back sheath.

”There is a demi-god in Phase World Center. A Bastard Demi-God with an unknown origin. These types are dangerous to the sanctity of our kind, often allowing their mortality to inadvertently hurt themselves and others; be their intentions naive or malicious. You are to go to Phase World Center and shadow this demi-god. Determine his origin, his ethics and his direction. If he becomes a danger, you are authorized to apprehend him and bring him back here, do not kill him under any circumstances. If he gets himself killed, return to me with the body. Questions?”

She shakes her head and he nods, opening a dimensional portal with an ease only achievable by the gods themselves, and sends her on her way to Phase World Center, to babysit.

***Meanwhile in an ageless space***

Deep in an ageless vacuum of space stirs a growing yet patient threat, waiting for all the pieces to find their way to the board before it can act. Ageless, unknowable in its design, felt the presence of the missing demi-god return to the Megaverse.

Mmmmm, one of the newer offspring of the gods has finally resurfaced. It wonders where this child was hiding all these years, it seems as though it has been centuries.. ah, ultimately irrelevant. A piece of the board is set, it is almost time to begin the game. It seems the gods wasted no time in moving their first pawn either. Let us put a face to this fear and cause a slight... redirection

The mind begins to coil and rouse, and one of the looming threats in the dark void between the Three Galaxies is one step closer to making its move.

Chapter Two; The Library
Amidst his preparations for leaving with his new-found allies, he takes one last look around his personal quarters in the Skyline Landing Pad. Thinking back onto his newly formed alliance with the deific being known as Thraxus, as well as his newly found crew, Scythe scoffs slightly at the path he has taken. As he prepares to leave his room and head over to the crew’s vessel, he feels a deafening thud that causes a sharp ringing to echo through his ears. Closing his eyes, he feels a splitting headache that all but seems to blind him, he feels the ringing intensify as he attempts to concentrate. What… what is happening to me... He tries to think. His danger senses aren’t responding, extending his arm with his eyes still closed he mutters the temporal incantation for sensing time and dimensional anomalies. Suddenly, his senses are overloaded before it suddenly stops as though it had never happened.

Opening his eyes, he sees a familiar white room. The walls are almost like a glossy, glassy marble with no ceiling or other environmental factors to note. He tries connecting to his Blade but feels no response glances to see his Blade remains on his back, though silent. Scythe stands fully and his visor retracts as he turns around and sees the Mentor he has come to know, respect and hate. Scowling slightly, he comments. ”That was unnecessary. I have a bone to pick with you.” Scythe finishes, turning fully to his Mentor who doesn’t seem to acknowledge he has said anything.

Turning away from the demigod, the Mentor motions for Scythe to follow, which, begrudgingly, he does. Walking the pristine halls he had grown accustomed too, Scythe was relatively surprised to find himself back there so soon. ”So, what. Not even a hello? You dropped me on a backwards prison asteroid with a small warzone, then summon me like a damn minion back to this place?” Scythe remarks, his voice growing terse as his eyebrows furrow. If he could fire daggers from his eyes, they’d be piercing the back of his Mentor’s skull. Several more minutes of walking pass as Scythe’s irritation at this acute silence grows and just when it is about to boil over, his Mentor stops before a pair of large doors.

”I did not drop you on that asteroid. That was the work of another, one whom I cannot identify. It seems you have attracted the attention of larger forces; not to mention your new association with the Ruler of the Manors. Be wary, for all that is known of him, there is much that remains a mystery. He has a habit of deposing threats, and you may become one.” His Mentor finally speaks, turning to face Scythe. Scythe narrows his eyes while gazing at the featureless mask and frowns, though before he can say anything else, the Mentor continues.

”It is time to take the next step in your training. A deific being is only as powerful as their knowledge of themselves, and yours is woefully lacking. Now, enter these chambers.” The Mentor commands as the doors open almost as though by verbal order or will alone. Beyond the doors was nothing; an apparent empty space filled with a nearly blinding white light. Scythe says nothing and, withholding a sigh, closes his visor to shield his eyes and crosses the threshold.

Once inside, Scythe is nearly floored by the site before him, in terms of both awe and fear. Books; books upon books upon books. Arguably one of the largest libraries he has ever seen; it would make the Warlock’s Guild jealous. His eyes trace the countless shelves as they extend higher and higher than he can even see, like a tower, with different doors in several different directions. His attention is brought back to the front as his Mentor stands before him, arms locked behind their back as the featureless visor stares blankly at the demigod before speaking again.
The Library2.jpg

”Welcome to my Library. I like to call it the Bibliotheca Aeternitatis; but you can just call it the Library. Within the confines of these walls is a dated, and nearly completed lexicon of magic and spells formed through the centuries. You will become quite familiar with this library over the next several years, Aevum.” His Mentor begins, walking to one of the shelves and taking a tome from it’s shelves. Handing the tome to Scythe, his Mentor continues as he opens the books and reads the opening statement Tonitrua Fragor. ”Look familiar? It should. This is one of the original texts written in Lord Thoth’s own hand; the spell of Thunderclap, and its applications.” His Mentor states as Scythe glances up at his Mentor who has now turned their featureless mask back to him.

”And how did you acquire such a collection?” Scythe asks softly, closing the book and actually feeling a flutter of fear for possibly the first time in his life. Never before has he seen such a collection, and to see it in the hands of his mentor, when he had never known this part of their space even existed, was frightening. "Just who, or what, are you?"

His Mentor, akin to their normal method of conversation, seemingly ignores the question entirely as they continue. ”You have great power resting within you; but it is uncontrolled, it is like chaos that unless mastered will not only destroy you, but bring destruction down on those around you. Adept with magic you may be; your deific lineage opens the doors to a greater connection to the megaversal magics that be. You must learn to master these magics as they make themselves known to you; lest you will be ill-prepared for what your future, and your patron holds in store for you.” His mentor continues his lesson as Scythe listens.

Is this what I sound like when I go on a monologue; Fewer words would get further, I think. Scythe thinks and then, almost instinctively as a student, raises his hand slightly to interrupt his Mentor who pauses. ”You mentioned my Patron. Whom do you speak of?” Scythe questions, and watches as the featureless mask shifts slightly before a slight shake of the head.

”You are not ready to know that yet. Not until you have mastered the most basic arts of your lineage. You answers are here.” His mentor responds, causing Scythe to almost lose his temper before catching his own voice as he tries to speak, his Mentor closes the distance between them in an instant. Softly, he hears the voice again as he feels the pressure of a finger against his helmet. ”Here. Aevum. All will be revealed in time, and patience and knowledge is your ally. Do not give into the temptation of the quick path to power as others before you have.” His Mentor finishes softly, stepping back.

Moving away from Scythe, his Mentor beckons him to follow him to a shelf-line with dozens of books. “These shelves contain the basic incantations of your deific lineage. Memorize them, understand their full capabilities. I will return when you are finished. Do not concern yourself with the passing of time where your allied reside; for they will never know you were even gone. Also, do not attempt to read anything beyond these shelves; you are not ready for it yet, but in time it will all be made available to you.” And with that, his Mentor leaves him to his new studies.

Scythe spends the better part of what feels like half a year in the room reading countless books; though time itself seemed to pass strangely for he never felt hungry or tired, thirsty nor even dull. It was an area that encouraged focus; somewhere Scythe himself would like to inhabit on a more constant basis. Some of which were little more than review, but others opened his understanding of new magic, such as melding into the shadows and creating multiple images of himself. When he shelved the final book in its place, his fingers trace the next section but ultimately he turns to the door and finds his Mentor standing before him once again.

”You resisted temptation. Congratulations. Now, I have one more tome for you to take with you before you return home. This is an advanced form of magic specifically developed to aid those in space. Commonly referred to as Space Magic by mortals, Inanis Magicae is one of its more original pronunciations, or Void Magic in common tongue. It is magic that separates the the space mage from the temporal mage; and now, you will begin adding it to your knowledge.” His mentor states, handing him a tome.

As Scythe takes the tome, he opens the pages and finds the first several dozen to be empty, continuing though the tome with an increasingly quizzical gaze, he finally stumbles upon two written spells. Caelesti Arma and Caelesti Radium. Cosmic Armor and Cosmic Ray He thinks to himself, his gaze finding his mentor again.

”More spells will become available to you as time progresses. This is your tome to keep, and you may add spells to it as you find them. These are two spells you will need to survive. Be mindful of their use, and ensure you fully understand their implications. We will see each other again, Aevum.” His Mentor approaches him again, almost to an uncomfortably close distance as he feels a finger touch his forehead.

The ringing in his ears returns and his vision blurs but before he can react, he finds himself in his room again. Shaking his head, he secures his book and the rest of his belongings as his blade speaks to him. Welcome back, I noted you had an increased heart rate for a few seconds there. Everything go well? His Blade comments as Scythe glances around before responding. Seems we have a long road ahead of us. One that I must walk alone. He responds before queuing his radio. “Scythe here, all my preparations are complete and I’m heading back to the ship.”
User avatar
Posts: 84
Joined: Fri Aug 23, 2019 11:40 pm

Re: Scythe (Demi-God Temporal Wizard) (Dice Sheet)

Postby Scythe » Fri Aug 23, 2019 11:49 pm

Dice Sheet
Chargen Dice

I.Q.: 3d6+2 = 17
M.E.: 3d6+4 = 16
M.A.: 3d6+6 = 20
P.S.: 4d6+6 = 26 (SN)
P.P.: 3d6 = 18
P.E.: 4d6 = 16
P.B.: 3d6+6 = 17
Speed: 4d6+6 = 15

Horror Factor
1d4+6 = 10

Minor, Major, Master Psionic?
Delete if not applicable
1d100 = 2; 0-10, Major, 11-24 Minor; 25-100 Zip

P.P.E.: (2d4*10)+70 = 140 + (4d6+2 = 19 (2lvls)) + 4d6 = 14
I.S.P.: Major(4d6 = 14 + 2d6+2 = 9 + 4d6 = 16
H.P.: 32 (P.E. x 2) +4d6 = 13
S.D.C.: 16*8= 128 (P.E. x 8 )
M.D.C.: 80 (P.E. x 5) (+4d6 = 10M.D.C. (2lvls)) (Any S.D.C. bonuses apply as M.D.C.)

Monies: 3d6*10000 = 70000
Energy Clips: 1d4+1 = 4
User avatar
Posts: 84
Joined: Fri Aug 23, 2019 11:40 pm

Re: Scythe (Personality Catch-All)

Postby Scythe » Wed Oct 09, 2019 9:17 am

Scythe Catch-All

P.P.E. Channeling in combat
  • 7 P.P.E. per level per action for Temporal Magic (28 PPE/Action)
  • 5 P.P.E. per level per action for Other (20 PPE/Action)
P.P.E. Ley Line Channeling
  • Scythe can draw 20 PPE per combat round from a Ley Line, which is 80PPE per minute.
    80 PPE per minute translates to 4,800 PPE per hour
P.P.E. Nexus Channeling
  • Scythe can draw 40 PPE per combat round from a Ley Line, which is 160PPE per minute.
    160 PPE per minute translates to 9,600 PPE per hour

  • What emotion best describes your character?
    Determination. Scythe does not give up and does not forget. He is stubborn and patient.
  • What emotion does your character evoke in others?
    Trust. Scythe’s inherent aura outwardly that he projects on those he intends to associate with find him to be agreeable and pleasant to be around.
  • What does your character need most?
    Knowledge. Knowledge is Power and Power is a matter of Influence.
  • What is your character’s goal in life?
    Ascension. Scythe’s goal is to ascend to be a true god standing equal with the rest. Scythe knows this goal will take hundreds of his long years, so he knows this is not something he can accomplish on the snap of a finger. He ultimately plans to collect as much magical and lost knowledge, as many artifacts as he can to both protect and to use them.
  • How does your character believe this goal can be accomplished?
    Knowledge and Power. Power, for the most part, is a matter of influence. One can be physically strong, or magically adept in such a way even gods would look the other way. The idea of true power is when they don’t look away from your power and instead stand behind or beside you. When you posses the power to command those around out, when you subvert the fear of your power into a respect and a willingness to serve -- that is true power; to bend anything, even the free will of another, to your will. By doing so, not only to you ensure their support, but also their loyalty. If your vision becomes their vision, your death is improbable. If your vision is against their vision, their vision will try to snuff yours out if you stand alone.
  • Where did your character come from?
    Unknown. He was found at the steps of a Gifted Academy on an unknown world. Near his 13th birthday, the planet was attacked. The attack devastated the planet and a temporal wanderer saved him and his two friends. <His origin is written>
  • When did you grow up?
    The character grew up quickly and was immediately identified in the Academy as a leader and was being trained to become a Keeper within the High Order of the Planet. After it’s destruction, he spent the following decade in a timeless dimension training instead of living.
  • What values does your character hold?
    Knowledge, Proactivism, Power, Ingenuity.
  • How does your character dress?
    Normally, He is always wearing his customly modified Warlock Combat Armor W-F1 that is jet black with red trim. The armored cowl’s visor will retract when Scythe wants to do a face-to-face, seemingly melting into the blackness of the armor, revealing his face. It’ll return to full sleek black and HUD capable at a moment’s notice. This W-F1 has a shroud over its shoulders that rolls back during combat but can roll forward to obscure the armor, blending with the armored hood to seemingly form a perfect black cloak and cowl with red trim.
    When in comfortable environments, such as his sanctum, he dons a dark and heavy cloak that is warm and underwhelming. He wears only what seems like martial robes outside of his armor.
  • What are your character’s means?
    Scythe is not defenseless in most situations. His primary method is his knowledge and his magic, though he is a scrapper that prefers melee combat range. He will not instinctively attack or use magic nonchalantly, instead using his mind to first determine his best path. Being equipped with a range of minor psionic abilities that aid him, he relies on his ability to remain calm during the most stressful of times to control the outcome. He is extremely reserved though not ashamed or afraid to use his magic, but he will never let anyone know his true nature until he feels they are ready; and will subsequently keep the full range of his magic hidden, revealing what he needs to as time progresses.

  • What are your character’s personal tastes?
    Food and drink, anything with taste. He is fond of french fries, for some odd reason.
    Sexually, he does not discriminate via race (unless the genetics just do not match), and prefers the company of women.
    Socially, he prefers to remain with his research or out in the field. He doesn't do the party life much, but can be coerced.
  • What are your character’s opinions?
    The opinion he keeps to himself is that he trusts no one. Everyone is fleeting, no one is permanent and even the ones who are can die. Treat life in such a way; he stays away from attachments but has no problem engaging in social events or flings. He acknowledges that others have their uses, though does not view anyone as permanent. However, as far as everyone else around him is concerned, he is a friend and views them as close friends, despite the opposite. He networks his connections to know the most people to ensure he has the most information available to him. Scythe does not want to enslave or even command those around him, and prefers guiding instead. Instead of forcing his will on others, he want's others to accept his will and stand with him. If this means he earns the loyalty of those around him through hubris or action, so be it. He knows he is in for the long road. He deeply admires the Second Stage Prometheans.
  • What is your character’s comfort zone?
    Having pre-existing knowledge. He hates not knowing and hates even more when he can’t find out. He is a “No such thing as TMI” kind of demigod and would rather exhaust all informative avenues to ensure the greatest advantage when conflict or stress-testing came time.
  • Who has had the biggest impact on your character’s life?
    A faceless temporal wandered who taught him the ways of Temporal Wizardry and how to begin harnessing his deific heritage.
  • What are some of your character’s unexpected quirks?
    He has a psychosocial attachment to his intelligent weapon. He is extremely protective of his blade and will never let anyone hold it.
    He also has a bad habit of trying to fully understand his opponents before forming his own strategy, and while effective in understanding his enemies while maintaining unpredictability, it is an annoying factor to allies who might say he too defensive or even passive in his combat.
Play Details
  • What kind of story does your character belong in?
    Scythe can take part in a myriad of stories as his main goal is gaining power or knowledge. Power is a matter of influence, knowledge is a matter of time.
    Scythe will go on adventures or missions that can offer him a decent amount of money, a favor to a powerful individual (Contacts, he likes contacts), or magical items/spell knowledge. If a mission helps someone, and he can use it to his advantage, he will also consider the mission. Otherwise, he is more keen to research and will likely grumble if being pulled away without some manner of reward.
    Scythe’s personal Arc would include a Godling antagonist (not necessarily nemesis, potentially ally), and some cosmic entity coming for him because he is an offspring of Thoth.
    Scythe would go to the aid of the Prometheans, likely side with the CCW over the TGE simply for freedom of movement and would aid the UWW.
  • What role does your character fill?
    Magic, Offense and Support.
    Scythe is not a tank though is a scrapper and prefers melee combat over range. He is a spell slinger but he focuses his magic on utility instead of combat. Not because he has too, but it helps him hide his deific heritage if he isn’t constantly slinging spells.
  • What should the other players know about your character?
    He uses his spells in a supportive roll more often than combative and because of that, when given the proper time to prepare will always have and offer talismans of protection to his team, and have energy spheres ready for reserve. As he levels, his use of combative magicks will increase.
  • What is your play style?
    Proactive and skill oriented. I love skills and their application. I am also a cinematic fighter, and prefer doing cinematic fighting over textile roll hit roll miss roll dodge roll hit. Keeping the rolls, but making it fun.
  • How do you want your character to die?
    Scythe's main death would come from a cosmic level threat most likely. He is usually far too cautious and careful to be killed by stupidity on his own part. It would need to be something that was better than he was without a hope in hell of him pole vaulting the power-gap. If he had to go out in a chosen way, it would be by recovering some lost knowledge to be passed to his apprentice (when he gets one) or his allies.
    He is unlikely to sacrifice himself for another life, instead believing the pursuit of knowledge more pertinent than one life (or several hundred thousand depending on the situation)

Wish List This is not so much specific list as a list item types he looks for.
    Item 1: Safehouse on Center that no one knows about, on a Nexus or Ley Line on Level 4B where he can draw on magical energies, or study without interruption.
    Item 2: An Apprentice. Scythe is always trying to establish Contacts, and Followers.
    Item 3: Scythe is searching to acquire a Greater Call Staff Rune Item -- Scythe is immediately drawn to the prospect of Rune Artifacts in general and will never shy from them or their rumors.
    Item 4: Acquire the Doppleganger Spell of Legend. -- Scythe is always watching for Magical, Lost or Forbidden Knowledge (Spell Scrolls, Enchanted Items, Tomes, Records, High Levels)
    Item 5: Millenium Tree Wand of Power.
    Item 6: Eyelor Staff of Exploration.
    Item 7: Personal small space vessel [details available]

Short Term Goals:
    Goal 1: Establish himself in Phase World Center and acquire a support structure to research rare/lost artifacts and knowledge (potentially take on an apprentice if avaialble)
    Suggested Solutions (Goal 1): He will use the Rogues to hopefully recruit or garner a connection to a magical ally around Phase World with whom he can share information with and potentially recruit as an apprentice. Research into Elder Races, Temporal and Space Magic, Forgotten Arts, Rune Items
    Goal 2: Requisition a personal spacecraft be manufactured, with the intent that the plans and related documents be handed to him upon completion.
    Suggested Solutions (Goal 2): He will approach any number of starship manufacturers with a simple offer. The favor of a space mage is a good one, he will not drop the Demigod line, plus a contracted amount of credits. He will offer to run a certain number of missions or jobs until its completion, and will pay agreed cost upon completion.
    Goal 3: Establish himself as a Magical Scroll and Talisman Seller on Center.
    Suggested Solutions (Goal 3): Use Raz and his contacts to get the word out and begin an influx of cash. Takes requests, items limited. (Raz has agreed)
Mid Term Goals:
    Goal 1: Take on an apprentice.
    Suggested Steps and Solutions (Goal 1): Scythe wants to take on his own personal apprentice of whom he can teach the ways of magic too. He would likely find suitable applicants from acolytes in the brotherhood or met along his travels. The purpose is for this apprentice to be his foot on Phase World.
    Goal 2: Acquire a Call Staff Runic Item
    Suggested Steps and Solutions (Goal 2): Hopefully turn up something in research or via connections (or luck) and find a lead. GM dependent.
    Goal 3: Establish himself as an allied mage on CCW and/or UWW planets within their guilds.
    Suggested Steps and Solutions (Goal 3): Travel and networking after and during missions involving external third party factions with prominent powerful mage collectives.
Long Term Goals:
    Goal 1: Acquire the Doppelganger Spell of Legend
    Suggested Steps and Solutions (Goal 1): Resources and allies, possibly from a deific benefactor or high level mage.
    Goal 2: Continuing with the establishment of his Power Base.
    Suggested Steps and Solutions (Goal 2): This idea is ultimately his main focus. He will establish apprentices on multiple worlds, have multiple appearances on Phase World. He will use the Doppleganger Spell to create a homebody partner he can trust. His Doppleganger would be treated as him, and would serve to be his face while he is hunting. His Power Base serves his main goal which is the acquisition of knowledge and power. Everyone inside his power base would ultimately serve this goal. (This does not include the Players. He is specifically trying to take apprentices and the like and establish a Power base that exists independently of the team but works in unison with him and them. His teammates he would treat as associates who help him on his missions and in turn, he helps them on theirs.)
    Goal 3: Claim a larger cruiser for himself to own. It would serve as his new collection and his Doppleganger would assume command of the ship and its resources (potentially creating a 3rd doppleganger to serve as a face as the second Doppleganger would be responsible for a more valuable asset)
    Suggested Steps and Solutions (Goal 3): Simply take it over from some pirate crew or the like if he is so inclined with the help of his allies. The ship would serve a more storytelling aspect on Scythe’s part as he is ultimately never going to be there unless needed or using the ship for transport and research. His allies would be able to use it with him.

1. Is the character verbose or stoic? Scythe is stoic, using as few verbal words as required.
2. Is the character funny or dour? Funny, while quiet and reserved, he has a keen sense of humor and does not fail to find humor in dark places. Such humor he shares with companions as needed to increase their own morale to ensure success.
3. Is the character a follower or a leader? Leader, he will follow those who can command and will help them during their command. He doesn’t need to be in charge, but he is far from passive and a proactive mage.
4. How does the character react when under pressure? He can get irritated when he doesn’t have all the information or when he is being ignored. But beyond that, the character maintains a cool head and stout posture no matter what befalls him. Being negative never helped.
5. Does the character volunteer for tasks? No. He will volunteer for missions involving any of his interests without being asked. He will not volunteer to go out of his way.
6. Is the character friendly? To the character's team, to strangers? To his allies, Scythe is a great friend who can provide a great deal of magical expertise and assistance. To strangers, he is aloof though not necessarily mean unless they actually begin to bother him.
7. Does the character offer mercy? Normally no. If he is attacked first, he will respond ruthlessly, especially if he was attempting to maintain a calm encounter. He will offer mercy only for power, knowledge and rare or ancient artifacts, and his mercy is extremely literal. “Tell me what you know, and I will spare you.” *Gets information* “Thank you, now I spared you but I do not speak for my team.” And will then encourage his teammates to tie up a loose end.
The character figures if you were his enemy once, you are either going to completely convert and become his to command, or they will die.
8. Is the character curious and/or adventurous? Adventurous, yes. Curious within reason.
9. Is the character prejudiced about anything? No, being a demigod has opened his eyes to the potential of a deific, cosmic balance and he does not overtly judge based on appearance. He hates outright liars, and will call them out on the spot if he sees it. *Note, this does not include lying to enemies.
10. How does the character react to aliens? Same he would to humans or other beings.
11. How does the character react when the character is the victim of prejudice? Anything short of prejudice involving a physical altercation Scythe ignores completely, refusing to waste his time. If prejudice leads to someone attacking him; see #7.
12. What is the character's passion? Recovering lost knowledge, powerful artifacts or finding out more about who he is and what part he is supposed to play.

Experience Table
Demigods & High Elves
  1. 0,000-2,400
  2. 2,401 - 4,600
  3. 4,601 - 9,200
  4. 9,201 - 18,400
  5. 18,401 - 28,300
  6. 28,301 - 48,000
  7. 48 ,001 - 78,000
  8. 78,001 - 110,000
  9. 1 10,001 - 150,000
  10. 1 50,001 - 200,000
  11. 200,001 - 250,000
  12. 250,001 - 310,000
  13. 310,001 - 380,000
  14. 380,001 - 470,000
  15. 470,001 - 600,000

Concept Images
Scythe Concept Art(5sb).png
With Visor while wearing W-F1

Scythe Concept Art(5ss).png
Visor retracted while wearing the W-F1
User avatar
Posts: 84
Joined: Fri Aug 23, 2019 11:40 pm

Temporal Codex

Postby Scythe » Tue Mar 10, 2020 10:19 am

Temporal Magic is found in the Book of Magic - Complete Temporal Codex
Any Temporal Spells not found in BoM will have a Book reference in the spell description.

Level 7
  • Range: Self only.
  • Duration: 15 seconds (one melee round) per level of experience.
  • Saving Throw: Not applicable.
  • Limitations: One's speed of movement is reduced by 75% while in phase.
  • P.P.E.: Twenty
  • This spell warps and bends the dimensional aspects of reality to allow the spell caster to walk through solid matter, like doors, M.D.C. walls, etc., and requires great concentration. Loss of concentration means a failure to complete phasing through an object, which causes a flash of light and the person goes flying 3D6 feet back from where he started, suffers 2D6 Hit Point damage, feels icy cold to the touch, and is dazed for I D4 melees (has only one melee attack and has no combat bonuses while dazed). This "pop back" also oocurs when the duration time of the spell elapses when the character is still phasing inside a solid object.
  • The character may be affected by a lack of air when phasing through a large amount of solid matter, such as thick castle walls, hill or mountain. The character must hold his breath for the period of time it takes to phase through the solid object. If his air supply is used up while in phase, he loses concentration and is "popped back" to where he started with the usual results.

Sense Time
  • Range: Self or 2 by touch.
  • Duration: 5 minutes per level of experience.
  • Saving Throw: Standard.
  • P.P.E.: Twenty
  • Level: Considered a 7th level spell.
  • Book: DB13: Fleets of the Three Galaxies.
  • A very useful spell created by Temporal mages, it first was developed to negate the effects of a Time Deprivation spell (T-Dep), providing the afflicted person with another saving throw at +3. The second effect of the spell allows the the recipient of the enchantment to know the exact time, down to the second, without the need for an actual timepiece.

Time Warp: Send
  • Range: Touch.
  • Duration: Instant.
  • Saving Throw: Not applicable.
  • Limitations: 10 lbs (4.5 kg) per level of experience. 8 hours per level of experience.
  • P.P.E.: Twenty-Five
  • This magic enables the spell caster to send an object, or several objects if placed in a single container, forward in time up to eight hours per level of experience. The object(s) disappear from the present and reappear hours later at the exact same location. This is a great spell for sending special messages, hiding stolen items, and so on.

Level 8
Attune Object to Owner
  • Range: Touch.
  • Duration: One year per level of experience or until dispelled by the one who performed the spell.
  • Saving Throw: Not applicable.
  • P.P.E.: Thirty
  • Every being radiates a unique biological energy (B.E.) signature. The B.E. is not to be confused with a person's aura, which is of a psionic nature, though similar. What this spell does is attune a particular object to the owner's RE. frequency, making it impossible for anyone else to make the object function. The attuning magic can also be used to identify personal belongings and valuables. It is primarily used on rare or unique mechanical or magically powered devices, weapons, and items of great value. Even those with Telemechanics will not be able to activate anything so attuned.
  • For example: a rune sword that contains magical properties can be used as a sword, but none of its special magical abilities can be activated by anybody except its proper owner.
  • The spell requires the presence of the object, owner, and spell caster. The spell caster places one hand on the object and one on the owner. While casting the spell, a bright, white light will engulf the object and its owner. Although no physical mark will appear on the object, it will register as being magical by those able to sense magic and the owner will see a sort of aura signature around it. All objects attuned to him will have the same unique aura. Objects that contain magic can also be attuned to their owner.

  • Range: Self only.
  • Duration: One minute per level of experience.
  • Saving Throw: Not applicable.
  • Limitations: The spell caster can only see, not hear, events that oocurred in a limited area, such as a specific room, vehicle or area. He can only see as far back into the past as one hour per level of experience, but only sees a few minutes of what actually transpired.
  • P.P.E.: Thirty
  • The ability to glimpse a few minutes of past events. There is no sound, only visual images and only the spell caster can see the images. The wizard can look at any specific span of time he desires. For example: It is six in the evening. A third level character can observe what happened in a specific room from only a few minutes ago to three hours ago. Thus, he can cast the spell to watch what oocurred between three o' clock and 3 :03 or any selection of three minutes between 3:00 and 6:00.

Sense Dimensional Anomaly
  • Range: Self.
  • Duration: Two minutes per level of experience.
  • Saving Throw: Not applicable.
  • Limitations: Range limits.
  • P.P.E.: Thirty
  • This spell enables the wizard to feel ripples in the space-time continuum. He can often sense the general location of such anomalies.
  • Senses the following:
    • The opening, closing and general location of dimensional Rifts
      within a 50 mile (80 km) area.
    • The opening and closing of mystic portals, dimensional teleportation, Ley Line Storms, and time holes within one mile (l.6 km).
    • The opening, closing, and general location of dimensional envelopes within 1 00 feet (30 m).
    • The opening, closing and general location of dimensional pockets within 10 feet (3 m).
    • Sense when a space warp (teleportation), wink-out, or time warp is oocurring within a 1 00 foot (30 m) radius.
    • Sense the presence/essence of Astral beings, two and fourth dimensional beings, entities and alien intelligences within a 1 00 foot (30 m) radius. Cannot pinpoint their location.

Sense Temporal Anomaly
  • Range: Self.
  • Duration: Three minutes per level of the spell caster.
  • Saving Throw: Not applicable.
  • P.P.E.: Thirty
  • Level: Considered an 8th level spell.
  • Book: DB13: Fleets of the Three Galaxies.
  • The spell caster can sense when the flow of time has been disturbed in a given area and can tell if someone did a Time Jump (backward or forward) or if any other Temporal Magic spell has been recently used and what it was. He can also sense any sort of dimensional Rift, teleportation, or time distortion and whether it is a natural oocurring phenomenon or the result of magic. Temporal spells leave a very distinctive mark in the flow of time, and those that alter time create a “ripple” that lasts one hour for every 5 P.P.E. spent. So if a Temporal Warrior did a Fast Forward spell the ripple effect would last for fourteen hours (70 P.P.E.). This can give the spell caster a significant advantage when trying to determine when events took place and who might be responsible.
  • The spell caster also gains the following abilities:
    • Sense the opening and closing of Temporal Rifts. Note: These are very rare and an uncommon phenomenon. They only oocur where the temporal/dimensional fabric is weakest, which is most likely at super nexus points or even magic triangles. Timing is also a key factor. Big events such as planetary alignments, winter and summer solstice, and lunar eclipses are the only known times they oocur. Range is 50 miles (80 km).
    • Sense the use of Time Warp spells within a one mile (1.6 km) radius.
    • Sense Temporal Raiders within a 1,000 foot (305 m) radius. Only knows if they are close or far and the general direction is vague.
    • Can tell if he has traveled through time unknowingly and a general idea of how far he has traveled.
    • Can determine the duration of a Time Barrier roll: If successful the caster knows exactly, if unsuccessful the caster is unsure until the duration is elapsed. 35% +5% per additional level of experience.

  • Range: Self.
  • Duration: Varies.
  • Saving Throw: Unwilling travelers can try to save; standard.
  • Limitations: The spell only affects the spell caster unless he is fifth level or greater. Experienced wizards can take two people with them but must be touching both at the moment the spell is cast. The exact spot that the character warped from is the exact location that he reappears.
  • P.P.E.: 20 for one minute. The spell caster can increase the number of minutes he is "winked-out" at an additional cost of 10 P.P.E. per each minute; five minute maximum (costing 60 P.P.E.).
  • The character appears to have disappeared or teleported to a different location - it is impossible for an observer to tell which might be the case. In reality, the spell caster has really created and stepped into a very temporary time hole in another dimension.
  • Time inside the wink-out time hole passes at the rate of 15 seconds per minute; i.e. one minute in the normal world will seem like one melee round (15 seconds) to the character in the time hole, while five minutes will seem like 75 seconds to the time traveler who winked-out.
  • During the wink-out phase, the character cannot be located by normal, psionic or mystical means, it is as if the spell caster has vanished off the face of the planet (and he has). While winked-out, the character can use his time (15 seconds per each minute that he is winked out) to reload weapons, draw new weapons, prepare to cast a spell, hide any small object on his person, destroy an item, drink a potion, and similar tasks. Note, nothing can be left behind in this unstable dimensional pocket of temporal space.

Level 9
Remote Viewing
  • Range: Self; distance of 10 miles (16 km) per level of experience.
  • Duration: One minute per level of experience.
  • Saving Throw: Not applicable.
  • Limitations: The spell caster can only see, not hear, events, places or people that are miles away. The object of viewing must be a specific object, person or place (a specific room, vehicle or area).
  • P.P.E.: Forty-Five
  • The Remote Viewing spell enables the conjurer to see what is happening to a specific person, object or place, miles away, at that specific moment, similar to a crystal ball, but without benefit of sound. To use the remote viewing, the character must have intimate knowledge of the person or place he wants to observe, meaning he must have personally met and spent a few minutes time with the person or have visited or lived in a specific room in a particular building. Furthermore, the wizard must have at least a general idea where that person, place or thing is presently located in order to find and watch him/it.
  • By using remote viewing, a wizard can visually check on a room at his sanctuary/home, a hiding place, prison cell, party, magic item, friend, enemy, and so on, within the range of his abilities. He cannot locate a person or item by using remote viewing, i.e., the character must know that so and so usually eats at a particular restaurant around 7 p.m. every Wednesday, or is supposed to be at a town social, ball, party, meeting place at a specific time, and so on.

Level 10
Dimensional Pockets
  • Range: Self only.
  • Duration: Varies. Temporary pockets last up to one hour per level of the spell caster. Long-term pockets can exist for years; six months per level of experience.
  • Saving Throw: Not applicable.
  • Limitations: Items must all be small, ideally something that can be picked up and held with one hand. About 30 lbs ( 1 3 .6 kg) can be stored in a Dimensional Pocket, depending on size.
  • P.P.E.: Temporary: 20, long-term: 1 40.
  • This spell is similar to Dimensional Envelope except that the dimensional pocket/area is much smaller and portable, hence the reference to "pockets." The character can reach into a dimensional "pocket," another limbo dimension, to retrieve items that he has placed there earlier. Items can be just about anything that could fit in a backpack, clothing, handguns, energy clips, diary, bottle of aspirin, etc.
    The Dimensional Pocket spell requires a physical orientation, which means the person really does seemingly pull impossibly large or numerous items from his pocket(s), back-pack, bag, box, purse, or sack.
  • Without a physical sack, bag, or pocket the power cannot work! The character will typically select one favorite pocket or bag as his focus of orientation. To anybody else the pocket is just an ordinary pocket or container that holds the usual amount of stuff. The ordinary looking pocket/bag will appear to be empty unless the character investigating can see dimensional anomalies. This means that the Temporal Wizard, warrior and raider can see into the pocket and remove items, as well as Shifters, many alien intelligences like the Splugorth, and characters with the spell of See Dimensional Anomalies. Practitioners of magic and the oocasional psionic with the ability to focus and concentrate (M.E. 17 or higher) can plunge their hand into the pocket, feel around and remove items, but only if they know that the pocket/bag is magical. Wizards seldom have more than one or two long-term dimensional pockets themselves and rarely sell "magic" bags with more than three years of life in them. The retail cost for such a bag can range from 90,000 to a million credits, however the maker of the magic bag seldom gets more than 20%.
  • Note: See Dimensional Envelope for the sensing abilities of the Temporal Raider and Shifter.

Temporary Time Hole
  • Range: 50 foot ( 1 5.2 m) radius.
  • Duration: 15 seconds (one melee round) per level of experience.
  • Saving Throw: None.
  • Limitations: The strain of instantly teleporting through space and time into the limbo of the time hole and taking others along has some damaging side effects for the spell caster. For the first two melee rounds (30 seconds) the wizard is weak and can only cast one magic spell per each 15 second combat period. Also reduce the character's speed and combat bonuses by half for this 30 second period.
  • P.P.E.: One Hundred
  • This is a unique and powerful spell in which the spell caster can temporarily teleport himself and everybody in a 50 foot ( 1 5.2 m) radius into a time hole. The sorcerer cannot elect those he'd like to take with him and those he'd like to leave behind, everybody goes. The terrain inside the time hole is typically a barren landscape of dry earth and the oocasional boulder. The sky seems to be an endless ocean of flowing white clouds that move across the sky without the presence of wind. There are no additional people, buildings, vegetation, animals, food or water.
  • The general purpose of this spell is to temporarily step out of normal time and space, usually to take a dangerous battle away from prying eyes, friends, or so that innocent bystanders are not injured. This spell can be especially deadly when the spell caster and his allies outnumber their opponents.
  • Unlike the normal time hole, the temporary hole lasts only a few minutes before everybody is returned back from whence they came. Regardless of how long the characters are in the time hole, in real time they will appear to have disappeared and reappear 2D4 seconds later.
  • Note: Other men of magic and supernatural beings who know Temporal Magic, can Dimensional Teleport or create a Dimensional Rift can use their powers to leave the time hole and return to the location they left.

Level 11

Time Barrier
  • Range: 1 00 foot (30.5 m) radius around the spell caster per level of experience.
  • Duration: Three minutes per level of experience.
  • Saving Throw: Not applicable.
  • P.P.E.: One Hundred
  • Prevents the entry or exit of any and all time travelers or the use of time warping spells, including Slow Motion, Fast Forward, Send, Time Capsule, etc. When the spell is cast, only the spell caster knows how long he has made the duration. Once cast the spell cannot be removed, even by the caster, and will remain in effect until its time runs out.

Level 12
Dimensional Envelope
  • Range: Self only.
  • Duration: Varies. Temporary envelopes last up to three hours per level of the spell caster. Long-term envelopes can exist for decades; 20 years per level of experience.
  • Saving Throw: Not applicable.
  • P.P.E.: Temporary: 60, long-term: 3 80.
  • A dimensional envelope is the creation of a small area of a limbo-like dimension about the size of a walk-in closet. The envelope has an invisible door that only its creator and others with Temporal Magic powers can see and open. The closet/envelope is approximately IOxlOx6 feet (3x3x1.8 m) and can store quite a quantity of materials. Likewise, the character can step inside the envelope, provided there is room, and seemingly vanish into thin air (there's enough oxygen in the envelope for one or two people to breathe for about two hours). Time within the envelope passes at the same rate as outside the envelope.
  • Everything inside the dimensional envelope is physically removed from one dimension and placed inside another. Most means of detection will not reveal the presence of this dimensional anomaly, including Sense Magic, Presence Sense and See Aura. Likewise, the things inside the envelope cannot be detected, heard, smelled or sensed by any means until they are removed from the other dimension.
  • Only other men of magic with a knowledge of dimensions can see the envelope and step inside. This includes those who can cast the Sense and See Dimensional Aanomaly spells, Temporal Raiders and Shifters. Temporal Raiders are supernatural energy beings who are masters of Temporal Magic and can see dimensional anomalies, such as envelopes, pockets, and Rifts automatically. Shifters can sense dimensional Rifts, including the comparatively tiny envelope and pockets, only the sensing range is limited. A Shifter can sense a dimensional envelope when he is within 50 feet ( 1 5.2 m) of it. By concentrating and walking around the area, he can usually see the envelope (30%+5% per level of experience) within 2D6 minutes. As for dimensional pockets, he can sense one within 5 feet (1.5 m) and recognizes it when he sees and looks directly at/into it.
User avatar
Posts: 84
Joined: Fri Aug 23, 2019 11:40 pm

Spacial Codex

Postby Scythe » Tue Mar 10, 2020 10:19 am

Space Magic from DB13: Fleets of the Three Galaxies. - Complete Space Magic Codex
There exists a form of magic for the sole purpose of surviving in the void of Space.
Falcatae Aevum "Scythe"'s growing Codex of Spacial Magic

Level 8
Cosmic Ray
  • Range: 30 feet (9.1 m) per level of the spell caster.
  • Duration: Instant.
  • Damage: 3D6+3 points direct to Hit Points per melee to most living beings. The ray passes through conventional M.D.C. body armor (half damage if wearing magic armor or force field). 2D6+2 M.D. to mortal Mega-Damage creatures, 5D6+5 M.D. to supernatural beings including demons and Deevils, as well as creatures of magic. NO damage to spaceships, artificial constructs, body armor, or beings made of pure energy, rock or minerals.
  • Saving Throw: -1 to save. A successful save means the victim suffers half damage.
  • P.P.E.: Thirty-Five
  • The spell creates a white beam of light that passes harmlessly through thin walls of solid matter such as body armor or the walls of a car, and inflicts damage direct to Hit Points. It also affects Mega-Damage creatures, and has an even greater effect on supernatural beings and creatures of magic. See damage above.

Level 9
Cosmic Armor
  • Range: Self, or one other by touch.
  • Duration: 10 minutes per level of the spell caster.
  • Saving Throw: Standard for unwilling recipients.
  • P.P.E.: Forty-Five
  • Cosmic Armor is as close as one comes to a magic, armored combat spacesuit. It appears as a form fitting suit of EBA body armor that covers the wearer from head to toe in what looks to be a silver or chrome colored, metallic material with a faint blue tint to it. The head is covered in an ornate, chrome helmet with a tinted, polarized visor, and the entire armor resembles something akin to a Cosmo-Knight.
    Cosmic Armor is an enhanced version of Armor of Ithan that also provides complete protection from all the negative effects of outer space (cold, radiation, lack of air, etc.) as well as provides basic flight capabilities.
  • Features of Cosmic Armor:
    • The character can breathe for as long as the spell is in place.
    • Enjoys a constant comfortable internal temperature and is protected from cold, radiation and extreme blasts of heat.
    • Cosmic Armor can hover, and flies at a speed of Mach One.
    • Armor has 50 M.D.C. per level of experience!
    • Magic and M.D. cold and heat/fire/plasma attacks do half damage to the Cosmic Armor.
    • Spells may be cast and psionic powers used while wearing Cosmic Armor, and additional magic may be combined with it, such as other methods of flight, communications, etc.
  • Limitations: Reduce flying speed by half in an atmosphere. The armored protection also restricts movement a bit, and inflicts a penalty of -5% to all Physical skills such as Acrobatics, Climbing, and similar, and -10% to Palming, Pick Pocket, Prowl, Safe-Cracking, Seduction and most Medical and highly technical skills that require a delicate touch.
User avatar
Posts: 84
Joined: Fri Aug 23, 2019 11:40 pm

Re: Scythe (Demi-God Temporal Wizard)

Postby Scythe » Tue Jun 23, 2020 12:43 pm

Psionic Powers and Descriptions
It is the power of the Mind that makes one Unconquerable.
Scythe's growing mental abilities

Alter Aura (2)
Range: Self.
Duration: One hour per each level of experience.
I.S.P.: 2
Saving Throw: None.

According to psychics who can see such things, all living beings possess an aura - a colorful energy field that is invisible to the naked eye and most conventional forms of photography and sensors. This psychic ability does not allow the psychic to see auras, but to alter his own. The psychic can manipulate his physical energy field to appear different (stronger, weaker, sickly, lacking psionics, evil rather than good, etc.). The altered aura sends the wrong message to those human­oids and supernatural beings who can see auras and use the information they glean from them to assess an opponent or find a kindred (evil or psychic) spirit.
Alterations include:
    • The general level of experience can be made to seem lower (level 1 or 2) or much higher (ID4+3 levels higher) than it really is.
    • Conceal one's true alignment and cover it with a false one (any).
    • Conceal the presence of psychic ability (the aura appears to be nor­mal for that race) or shows LS.P. levels to be much lower than they really are (but not higher).
    • Conceal the amount of base P.P.E.; seems to be only 1-2 points.
    • Conceal the presence of magic.
    • Conceal true physical attributes, making them appear to be half of what they really are, or 30% higher.
    • Alter Aura to appear weak and fatigued or sickly.
    • Alter Aura to appear emotionally or mentally agitated or unstable, or depressed (not aggressive or alert).
    • And for triple the usual LS.P. (6 points) the psychic can adjust the aura to appear as if he is possessed or terminally ill.

Mind Block (4)
Range: Self.
Duration: 10 minutes per level of experience.
I.S.P.: 4 (per each duration period).

This is the ability to completely close or block oneself from all psy­chic/mental emanations. When intentionally closed to supernatural or psychic forces the character can not sense anything, can not use psychic abilities, nor be influenced by others. A Mind Block will prevent pene­tration of Telepathy, Empathy, Hypnotic Suggestion, and Empathic Transmission. It can be an invaluable protective mask when dealing with malevolent psychic forces. Adds a bonus of + 1 to save vs all psy­chic and mental attacks.

Note: Mind Block only blocks psionic attacks that affect the psychic's mind or emotional state (e.g. Telepathy, Empa­thy, Hypnotic Suggestion, etc.). It offers no protection from magic.

Clairvoyance (4)
Range: Self (although the image could pertain to people or places thousands of miles away.
Duration: 6D6 melees.
I.S.P.: 4
Base Skill: 67% (+2%)

This allows the psychic to see or feel glimpses of the possible fu­ture. This is achieved through meditation or intense concentration in which the clairvoyant thinks about a particular person, event or place. Add +5% to the base skill if the person involved is a friend or loved one.

Clairvoyance is unpredictable and can not be turned on and off like a Lightbulb. Sometimes it works (if the roll is under the base skiII) and sometimes it does not (when the roll is above the base skiII). A failed roll means the psychic received no insight to the future.

A clairvoyant trance can be attempted as often as twice every day. The message can be a sudden feeling that somebody is in need (" ... something's wrong. It's .. .it's .. .Janet! I've got to see her!") or, more often, a sudden flash of insight, a sudden image that races through the mind. The image is like a brief snippet of film from a movie or a dream. Often all the details are not clear, but the potential danger is. For example, "The psychic character is in a trance or meditation, think­ing about his/her friend Janet. Suddenly, the mind is flooded with an image of Janet rushing down a crowded street. It's dusky, like morning, twilight or evening. She seems very upset. The traffic light changes to amber. Janet races into the street, ignoring the light. It turns red. There's a car, squeal of tires, Janet screams. The image ends." Is Janet hurt? Killed? Unknown, but the danger is clear. There are also other hints of information: the time of day, Janet seeming upset, rushing, etc. The glimpse into the future could be twenty minutes, eight hours, 24 hours, or a week. The psychic has no way of knowing. Of course, he has the advantage of recognizing the potential danger as it begins to un­fold and may be able to avoid it, stop it or change the outcome. The im­age may last a few minutes or be a sudden flash lasting but a few seconds. The flash could be a peculiar noise, a face, or a specific image, like a particular door or object.

It is important to note that sometimes a clairvoyant image will occur unintentionally, without the psychic trying to do so. These most often manifest themselves as dreams or nightmares during sleep. The clair­voyant dream is exactly like the image from a meditative trance de­scribed previously. The precognitive flash of the future may also occur un-beckoned while awake, but this is extremely rare. These brief glimpses of the possible future happen because the clairvoyant is acutely attuned to his world. Anything that might hurt or change that world (including people and places) wiII often be foretold in a flash of insight.

Game Masters: Be careful of revealing too much. Use the exam­ples provided as a guide. Remember, these are brief glimpses of the possible future, not a motion picture. The psychic can NOT engage in any actions, combat or otherwise, during a moment of clairvoyance or the image will instantly stop. It usually requires 2D4 melees of concen­tration or meditation before the image occurs. Remember, a failed base skiII roll means absolutely nothing happens, but still bums up the 4 LS.P. and time.

Intuitive Combat (10)
Range: Self.
Duration: Two melee rounds per level of experience.
I.S.P.: 10

This is a form of telepathy geared to give the psychic an advantage in melee combat. To put this ability in place, the psychic must concen­trate for one melee round (15 seconds), putting himself in a Zen-like state of awareness. For the next two melee rounds, the Intuitive Combat sense makes the character one with his body and weapon, reacting quickly and efficiently with amazing reflex action, balance and grace.

Note: The psychic is unable to use any other psionic power, including Mind Block, while this power is in use. He can cancel it with a thought.
Bonuses: +3 on initiative, + 1 to strike, +1 to parry, +4 to dodge, +4 to pull punch, +2 to roll with punch, fall or impact, and +2 to disarm.
• Cannot be caught by surprise, even by attacks fr om behind or from long-range, which means he can try to parry or dodge all attacks leveled at him.
• + 10% to abilities (balance, etc.) provided by the Acrobatics and/or Gymnastic skills, as well as + 10% to Climb and Swim skills.

Telepathy (4)
Range: Read surface thoughts up to 60 feet (18.3 m) away or two-way telepathic communication up to 140 feet (42.7 m) +40 feet (12.2 m) per level of experience.
Duration: 2 minutes per level of experience. (8 minutes)
I.S.P.: 4
Saving Throw: Conditional.

When a character suspects he is being telepathically probed he can resist, getting the standard saving throw. Mind Blocks will completely prevent telepathic probes or communica­tions as long as the block is up.

The power of Telepathy allows the psychic to eavesdrop on what another person is thinking at a particular moment. This is done by fo­cusing on that one individual and picking up on his or her surface thoughts. Surface thoughts are those thoughts and musings uppermost in a target's mind. A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, he can only do so by focusing on one person at a time. Simultaneous, multiple mind read­ing is impossible for the character.

Limited telepathic communication is also possible. The telepath can send a directed thought message to one person at a time. The message must be as brief and clear as possible. Like, "John, I need you immedi­ately. Hurry!" or "Stop! Don't do that." "Come here," "Look out" or "Press the green button." However, two-way telepathic communication is not possible except between two characters both with telepathic abili­ties.

Sixth Sense (2)
Range: 90 feet (27.4 m).
Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
I.S.P.: 2
Saving Throw: None.

The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet/27.4 m). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees)! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.). The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet/27.4 m or a flash flood is rush­ing his way) which is already set into motion and will happen any sec­ond. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his LS.P. the Sixth Sense is temporarily rendered inoperative.

Bonuses: The sudden flash of insight provides the following bo­nuses. All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.

Sense Supernatural (3)
Book: Rifter 25, pg 79
Range: 140 foot (42.7 m) area.
Duration: Two minutes per level of experience. (8 minutes)
I.S.P.: 3
Base Skill: 37% (+3%)

A power similar to the Psi-Stalker's, this enables the psychic to sense and track supernatural creatures. Although the range is greatly lower than a Psi-Stalker's, this can still be a very useful ability. While using this power, the psychic will sense the presence of any type of supernatural creature, including demons, Deevils, Elementals, dragons, and even Entities. Tracking the supernatural using this power is done at a skill of 25% +3% per level of experience.
“It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories, instead of theories to suit facts.”

Please Do Not PM This Account, PM Underguard Instead

Scythe | EP Ledger | Other PCs: Culter (CS 40-4th) | Ronan Deshe (Spook Squad) | Kianra'Dea (Atlantis)

Active Stats, Conditions and Equipment
Active Stats:
P.P.E.: 223/223 || I.S.P.: 42/42| M.D.C.: 97/97
Current Active Conditions: Horror Factor 10 || Fire/Cold 1/2 DMG || Regenerates 1d6*5 M.D.C. /minute || Sixth Sense (2) || Sense Magic in Use (400/ft) | Automatically Sense Rifts (700 miles)

Active Equipment:
Warlock Combat Armor W-F1 Model || M.D.C. by location; W-F1 Armor of Ithan: 100/100 | Shoulder(L): 100/100 \/ Shoulder(R): 100/100 | Arm(L): 120/120 \/ Arm(R): 120/120 | Leg(L): 150/150 \/ Leg(R): 150/150| Head: 80/80 | Head Armor of Ithan: 50/50| MB: 320/320
Light Concealed LLW Armor (under W-F1) || M.D.C. by location; MB: 40/40 | Arm(L):15/15 \/ Arm(R): 15/15 | Leg(L):25/25\/ Leg(R): 25/25
Altess Eviscerator (Patron) || M.D.C. 500/500 | Regenerates 2d6 M.D.C./hour | Melee DMG: 6d6 M.D.C. | Electrical Discharge; Range: Touch or up too 200', DMG: 4d6, Payload: 4 (Regenerates 4 every hour)
Phase Beamer || Range: 400', DMG 3d6 or 4d6. || Does S.D.C. to S.D.C. and M.D.C. to M.D.C. and Force fields. Does not damage armor.

Saving Throw Bonuses
Coma/Death: 24%
Magic (varies): +3 (+1 @ 6, 8, 11, 14)
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +1
Psionics (varies): +2
Horror Factor (varies): +4 (+1 @ 8, 12)
Illusions (varies): +2
Mind Control (varies): +2
User avatar
Posts: 84
Joined: Fri Aug 23, 2019 11:40 pm

Return to Galactic Rogues (2 openings)

Who is online

Users browsing this forum: No registered users and 1 guest