Eshmun (Staphra Mystic)

A group of morally flexible dimensional troubleshooters out to make a name for themselves in Atlantis.
(Characters in this game/group cannot transfer to a rifts group outside of it.)
GM: Sum of All Fears
AGM: Venenifer

Moderators: Game Masters, AGMs

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Eshmun
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Eshmun (Staphra Mystic)

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Player Name: Chuck
G-Mail: Chuck7497@gmail.com
Discord: Munzog# 9775
Link to Ledger

Character Name: Eshmun
Alias: none
Race: Staphra
R.C.C.: Staphra Mystic
Alignment: Scrupulous
XP Level: 3
XP Points: 4,101
Next Level @ XP: 8,251
Sentiments/Non-Humans: Treats all sentient beings with the utmost respect and cour­tesy until they prove undeserving of it. Has a high regard for life and personal freedom.
Sentiments/Coalition: Indifferent, never personally had any experience with them.
Disposition: Paternal. Tends to be overprotective of others, especially friends, and is especially overbearing toward young characters and children.
Insanity: none

ATTRIBUTES
I.Q.: 11
M.E.: 23
M.A.: 16
P.S.: 16
P.P.: 13
P.E.: 10
P.B.: 6
Speed: 23

PHYSICAL DATA
P.P.E.: 70/70
I.S.P.: 54/54
H.P.: 17/17
S.D.C.: 38/38
Age: 35
Sex: Male
Height: 6’
Weight: 120
Description: Humanoid, dark green skin, orange eyes with dark red pupils. Wild unkempt black hair.

Racial Abilities
Nightvision 500’
50% to track by scent (+5% to follow a blood scent)
65% to recognize common odors

Fair to good reflexes

Natural Abilities
Perception: 36%+3% per level 41% on Ley Line.
Charm/Impress: -20%
Invoke Trust/Intimidate: 40%
Max. Encumbrance: 36 lbs.
Max. Carrying Weight: 72 lbs
Max. Lifting Weight: 144 lbs
Max. Jumping Ability: 8’ long 4’ high

Special Abilities
The Mystic can also draw P.P.E. from ley lines (10 points per melee round), nexus points (20 points per melee round), and other peo­ple through blood sacrifice and when freely given.

For the Mystic, spent P.P.E. recovers at a rate of five points per hour of sleep or rest. Meditation restores P.P.E. at 10 per hour of meditation and is equal to two hours of sleep when it comes to recovery from fatigue and physical rest.

Recovers 6 I.S.P. Per hour of meditation


Psionics
Major
R.C.C.
60% +5%
The Psychic Sensitive is keenly aware of the world around him, thus, he or she feels or senses any major dis­turbances nearby. One such disturbance is the presence of supernatural evil. All supernatural beings radiate their alignment, most are evil. The Mystic can feel that evil like an icy chill cutting through him and tastes their vile thoughts like vomit. The sensation is unmistakable, costs no I.S.P., and is automatic, meaning the character does not have to open himself, nor be actively trying to sense anything. The evil washes over the Mystic, warning him like an alarm that supernatural evil is present. Range: Senses any supernatural evil within a 300’ radius, +20’ per additional level of experience starting with level two. However, the sensation is very general. The location and nature of the evil is unknown. To identify the cause and pinpoint its source, the psychic must open himself and use the "Sense Evil" psi-power. Along these same lines, the Mystic can sense when a person is possessed by a supernatural force, and can recognize magic enchantment. Base Abil­ity: 50% +5% per each additional level of experience.
RU pg. 118

Invis while in trance 60% +5%
The Mystic can open himself to the supernatural, with dramatic effects. The mage can be­ come a medium through which Entities and other forces can tempo­rarily communicate by speaking through him. The Mystic temporarily (1D6+1 minutes) becomes their vessel and cannot think or speak on his own, but others present can ask questions and the spirit may answer (truthfully or not). The Mystic barely remembers the incident when it's all done.
The Mystic is also receptive to all forms of telepathic and empathic communication, including +10% to receive a Ley Line Transmission when in the "opened" state.
An open state trance requires that the Mystic focus all of his thoughts and essence on becoming one with the supernatural energies. In this state, the mystic cannot speak or take any action. He simply sits motionless, like a statue. While in the trance, the character becomes completely invisible to all psionic probes (sort of a cosmic mind blank) and even becomes physically invisible to those around him as he seems to melt into the environment. One might think of this as a psychic Prowl or magic Chameleon, only the Mystic does not move. Success ratio for invisibility (unseen by all) is 50% +5% per each additional level of experience and is only seen if the person is actively looking for him. Even if detected, the character is +8 to save vs psionic attack and +4 to save versus magic attacks while in the trance state. In an open state, the character can continue to Sense Supernatural Evil as described previously, but now he can get a picture of what it is (lesser, greater, demonic lord, dark god, etc.) and approximately where it is (near, far, and general direction). The Mystic can also "feel" large fluxes of energy, magic power, P.P.E. (20 P.P.E. or more), the opening of dimensional portals, the arrival of Ancient Evil, the flow of ley line energy, a Ley Line Storm brewing, the presence of Entities and what types, and similar. If so desired, the Mystic who is open to supernatural evil can follow the energy and sensations of the evil and trace them to the creature's ex act location, provided it is within range. However, the creature will also sense him and know where he is located! Range: 600’ radius, + 100 feet per additional level of experi­ence starting with level two. No I.S.P. cost. Note: The character loses
any chance for initiative and forfeits one attack/action per melee when in sensing mode. However, he is +8 to save vs psionic attack and pos­session, +4 to save vs magic, and +3 on Perception Rolls involving the supernatural while in the trance state.

As a Major psychic, the character needs a 12 or higher to save vs psionic attacks. However, the Mystic also receives a bonus of + 1 to save vs psionics, mind control and possession at experience levels 2, 4, 8 & 12.
RU pg. 118


Sensitive
Range: 100’ area.
Duration: Two minutes (8 melees) per level of experience.
I.S.P.: 4
Saving Throw: Standard; a save vs Empathy means the psychic can
not get a clear sense of the emotions of that particular person. To save vs Empathy, the person must roll to save once each melee that the psychic is using empathy. Mind block will prevent any empathic emanations from the blocked person.
Full description
Empathy is a psi-ability that makes the psychic aware of, or feel, the emotions of other people, animals and supernatural creatures. The strongest emotions are easiest to sense: hate, anger, terror, love. Feeling for emotions can often be used to establish that somebody or something is nearby, but can NOT be used to pinpoint an invisible or hiding person/creature. Empathy can be especially helpful in recognizing and communicating with ghosts and other supernatural creatures.
Questioning a person/being while using empathy can be very handy in establishing how they are reacting to you. In a limited sense, empa- thy can be used like a lie detector to see if the emotions match the verbal response. For Example: "Did you know the deceased?" The verbal answer is no, but there is a sudden flare of nervousness and fear (or hate). This doesn't mean the guy is the killer, but it might mean he is lying about knowing the dead man. Further questions might pull out a strong emotion such as anger or hate (or happiness), which may confirm the psychic's suspicions that this man might be involved in the murder. However, remember that this is, at best, circumstantial evidence and definitely inadmissible in court. Physical proof must be found, but the empathic readings may put characters on the right track. Also, remember that the empathic psychic is feeling the person's real emotions, but interpreting their significance. A very nervous person may always radiate fear or anxiety, while a cold-blooded, pathological killer may feel nothing at all and stay calm and cool as he lies through his teeth. The feeling of hate may mean that the person did know the murder victim, or knew of him, and hated him for any number of rea- sons. That does not mean he killed him. As you can see, interpreting emotions can be a tricky thing.
Haunting Ghosts and entities rarely mask their emotions. Thus, the psychic can easily tell if one or more is nearby (within 100’) and what it is feeling. "I sense great sorrow." or "Do as it says! It is angry, almost crazed. I think it will carry out its threat if you try to stop it."
GMG pg.94


Range: Touch.
Duration: Varies; usually about 2D6 minutes.
I.S.P.: 6
Saving Throw: None.
Impressions: 60% +2%
Images: 52% +2%
Present: 42% +2%

Base Skill: Impressions: 56% +2% per level of experience. Images:
48% +2% per level. Present: 38% +2% per level of experience.
Full description
Also known as Psychometry, this uncanny ability enables the psychic sensitive to receive impressions and images from an object regarding its use, history and last owner. This is done by holding the object and concentrating on a specific line of thought or opening up to general impression, (the latter is always more vague and random). Just as a psychic must open himself to sense evil or magic, he must open himself to the object. If successful, he will receive impressions and/or images revealing bits of information. The success or failure of an object read: Roll percentile dice once for impressions and once for images. The roll must fall under the character's base skill ability to succeed. A roll higher than the base skill means a failure and the psychic feels and/or sees nothing. Impressions and images are two different things, so roll for each. The psychic may get no impressions, but see images or vice versa. The present can not be seen unless the psychic was successful on at least one of the previous read impressions or images rolls. Once an object has been read it can not be read again by the same psychic, even if he did not see or feel a thing. Of course, the psychic can attempt to object read other items, but each attempt will cost 6 I.S.P.
The present can also be glimpsed, but costs an additional 4 I.S.P., with no guarantee of success. Sometimes the psychic can focus in to see and feel the last owner as he or she is at that very moment. This will provide an idea of what is his current state of mind/emotion, ap-
pearance, dress, general location (that is to say, a bedroom, office, street, outdoors, etc.; no address or sense of close or far is provided), general features (shaved his beard, dyed hair, etc.) and so on. The psychic may be able to identify a place or person by feature, if he has seen it before or runs into him in the near future.
Impressions
include General alignment of its last owner (good, selfish, evil), general emotional state of mind (angry, happy, sad, hate filled, confused, etc.), the object's general purpose (what it is used for), whether or not the last owner is living or dead, and whether the item has been used with/by magic or supernatural forces. Object read will also conclusively indicate whether the item is currently enchanted or contains a supernatural force/entity (as well as its alignment and emotions). If the item is possessed, an object read makes the reader totally vulnerable to psychic attack (no bonuses to save)
Images
The psychic can also see images of isolated events which have happened in the past. This will provide brief snippets of images and events that will offer glances of the previous owner and others close to him. Traumatic and emotion filled events/images are the easi- est to see. Impressions will accompany the images, adding to the story as it unfolds.
Information
includes: approximate age, height, weight, build, race, sex, sometimes occupation, hair color and length; special facial or body features such as a scar or tattoo or beard (very often the exact facial features are out of focus, blurred or obscured); the object's use/purpose; and some special event, usually very traumatic, important or happy. Often the event image will be fragmented as if it was a piece of movie film edited by a crazy man. The event will always be one in which the object was involved in some way.


Range: 60’ and must be visible.
Duration: 2 melees (30 seconds).
I.S.P.: 6
Saving Throw: None, but a Mind Block will hide the presence of psychic abilities, the level of P.P.E., and possession by a supernatural force.
Full description
All things, organic and inorganic, have an aura. The aura has many
distinctions and indicates things to the psychic normally invisible to the ordinary eye.
Seeing an aura will indicate the following:
Estimate the general level of experience. Low (1-3), medium (4-7), high (8th and up).
The presence of magic (no indication of what type or the power level).
The presence of psychic abilities (again though, not the type or power level).
High or low base P.P.E.
The presence of a possessing entity.
The presence of an unusual human aberration and/or indicates a se- rious illness, insanity, or that the individual is not human, could be a mutant or supernatural, but does not specify which.
Note: A psychic can not tell one's alignment by using this power


Range: Read surface thoughts up to 60’ away or two-way
telepathic communication up to 140’ away.
Duration: 2 minutes per level of experience.
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.
Full description
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 ability.


Healing
Range: Self.
Duration: Permanent.
I.S.P.: 6
Saving Throw: None.
Full Description
This is the ability to mentally heal oneself of disease, poison, or
physical damage. Unfortunately, this ability can not be used to help others. The process requires one full minute of concentration, meaning the character can not use any other psionic power during that time. Bio-Regeneration does not restore missing limbs, but it does restore 2D6 Hit Points or 3D6 physical S.D.C. points per melee round. In addition, when cuts and scrapes are healed through bio-regeneration there is no scarring. This power can be used as often as once every other minute (every eight melee rounds).
GMG pg.87

Range: Immediate proximity, touch or within 3’
Duration: One hour per level of experience.
Length of Trance: Two minutes (8 melee rounds).
I.S.P.: 4
Full description
The ability to deaden pain; can be used as a pain killer which temporarily negates existing pain or as an anesthetic to be used for surgery.
GMG pg. 87


Range: Touch.
Duration: Instant, with lasting effects.
Length of Trance: Two minutes (8 melee rounds). I.S.P.: 6
Full Description
The Healing Touch is a remarkable healing ability that can instantly heal cuts, burns, bruises and similar physical wounds. The touch restores 1d8 (or 2d4 whichever dice are preferred) Hit Points or 2D6 S.D.C. The healing touch can only be used on other living creatures, never on the psychic himself.
GMG pg.87

Range: Touch or within 3 feet (0.9 m).
Duration: Immediate knowledge.
Length of Trance: 2D4 melees of meditation.
I.S.P.: 4
Saving Throw: None; except for the Nega-Psychic, standard.
Full description
The psychic healer can sense physical pain and damage, external
and internal injury, disease and possession with absolute clarity. This pinpoint accuracy enables the character to suggest treatment or to conduct psychic surgery.
GMG Pg. 88

Range: Self.
Duration: As needed; at least one hour of meditation is required.
I.S.P.: None, zero.
Full description
Meditation is a trance state of consciousness in which the individual can calm his emotions and focus on relaxation of mind and body. In a meditative state, the psychic finds peace and harmony between mind, body and spirit, and it is in this state of being that he can regenerate his Inner Strength (I.S.P.). Recovers Base I.S.P. at a rate as indicated un­der each psychic O.C.C., otherwise six I.S.P. per hour of meditation

Range: Touch.
Duration: Varies with injury.
Length of Trance: 2D6 minutes of preparatory meditation, plus the
duration of the surgery (which is half the time of conventional modern medicine).
I.S.P.: 14
Full Description
Psychic Surgery is used to repair broken bones, internal injuries, and remove foreign objects (bullets, arrows, etc.) using only one's bare hands; no tools or instruments. Can also be used to heal a character who has suffered so much damage that he or she has lapsed into a coma (zero Hit Points or less). Psychic Surgery is the equivalent of "professional hospital" treatment. The recovery from a coma (near death) is equal to treatment from a hospital, 1-66%. Note that there is minimal bleeding and pain, and absolutely no scarring from Psychic Surgery (no
pain if the Deaden Pain ability is used). Note: A psychic diagnosis must be made before surgery is possible.
GMG pg. 88


Spell Knowledge
Spell Strength: 13
Level 1
Range: 10’ radius; up to 60’ away.
Duration: Instant.
Saving Throw: Standard; -1 if 3 P.P.E. points are pumped into this spell.
P.P.E.: 1
Full description
This invocation creates a sudden burst of intense, white light, tem­porarily blinding everyone in its 10’ radius. Victims are blinded for one to four melee rounds, and are -10 to strike, parry and dodge. The chance of falling is 01-50% every 10’. The magic can be cast up to 60’ away. Saving throw is standard; those
who successfully save vs magic are not blinded. Note: Does not affect robotic, bionic or cybernetic eyes.


Range: Near self or up to 30’ away.
Duration: 12 melees (3 minutes) per level of experience.
Saving Throw: None.
P.P.E.: 2
Full description
A small globe or sphere of true daylight is magically created. The light is bright enough to light up a 12’ area per each level of its creator's experience. Because it is daylight, it can ward off vampires and most other types of undead and demons who fear or are hurt by sunlight, keeping them at bay just beyond the edge of light. The creator of the globe can mentally move it along with himself, or send it up to 30’ ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12.


Range: IO feet (3 m); can light up a room.
Duration: 30 minutes per level of the spell caster.
Saving Throw: None.
P.P.E.: 1
Full description
The Lantern Light spell creates a small sphere of light that is less brilliant but longer lasting than the Globe of Daylight. It floats within IO’ of the spell caster and can be mentally moved to hover at direct angles and positions as the mage desires. This magic light may be thought of as a magical floating lantern or light bulb with a dimmer switch. The intensity of the light can be mentally adjusted to the equiv­alent of a 50 to 300 watt light bulb, whatever suits its creator. Note: This is not sunlight, so it will not damage vampires nor keep them at bay.


Range: Directly affects the immediate area (30’ around the magic weaver, but can be heard up to 1 mile away.
Duration: Instant.
Saving Throw: Save vs Horror Factor.
P.P.E.: 4
Full description
The invocation produces a booming clap of thunder that is so loud that it seems to make the air vibrate. A thunderclap is an excellent means of alerting or signaling allies, as well as a means of intimidation. As an intimidation device, it will momentarily startle and distract everyone other than the spell caster. This provides the creator of the thunder with a bonus of +5 on his initiative, + 1 to strike, parry and dodge, and creates a Horror Factor of 8 (all characters within 30’ must roll to save vs Horror Factor, except the mage who made the thunder)


Level 2

Range: Self, one person and the clothes he's wearing up to 10’ away, or two people by touch.
Duration: Instant.
Saving Throw: None.
P.P.E.: 6
Full description
This is a simple but useful spell designed to remove dirt and grime from the body of a living being and the clothes he wears. Magic energy flows over the person and magically removes dirt, grime, stains, and just about anything that the spell caster considers "unclean." The recipient of this magic instantly becomes spotless, from head to toe. The hair and body look as if right out of the shower (only dry) and the clothes as if freshly washed and dried. The spell cannot be used on body armor, buildings, vehicles, streets, or anything else, only living creatures and clothes/fabric. One pile of clothes, weighing no more than 25 pounds (no living person) can also be washed in place of a specific character's clothes. Note: This spell only cleans off the surface of the target and will not rid them of diseases or poison, although it will kill most surface parasites, such as ticks and fleas.


Range: Self plus a 5’ radius around the character. Duration: Four minutes per level of experience.
Saving Throw: None.
P.P.E.: 6
Full description
This magic cloaks the spell caster in a field of darkness that follows him or her everywhere. The mage can see perfectly from within the darkness, but those outside the radius of magic cannot see in. At night, it renders the cloaked individual virtually invisible, although he can still be detected by infrared and/or heat sensors, thermo-imaging optics, motion detectors and similar sensor systems. Furthermore, the aura of darkness may noticeably obscure a particular part of the back­ground/area around him, making it obvious to visual detection, especially in daylight or when bathed in light the magic darkness cannot be dispelled by ordinary light. Consequently, this cloaking spell is ideal in darkness for hiding, escape and setting up an ambush.
In combat, opponents who attack a character cloaked in darkness from any distance (beyond the 5’area of magic) are -3 to strike, unless guided by thermo-optics or similar heat based optic systems, and even then are -I to strike. Those who step into the darkness for hand to hand combat will see their quarry without difficulty; no penalty unless they step outside the 5’ radius of effect.


Range: 12 feet (one object).
Duration: One year per level of experience.
Saving Throw: None.
P.P.E.: 5
Full descriptions
The spell caster can protect his or her possessions and domicile by placing mystic alarms on them. The invocation creates invisible, ward-like symbols on any one, specific, non-living object. If this object is touched or disturbed by anyone other than the spell caster, a silent alarm will buzz in the ward creator's head, alerting him to the intrusion. The alarm will alert the mage instantly, even if he is thousands of miles away or in another dimension. Once disturbed, the alarm disappears. The mystic alarm has a limited life of one year per level of its creator.[/occ]


Range: 200 feet +100’ per level of experience. Self only.
Damage: 1d6 M.D. + I M.D. point per level of experience.
Duration: Two melee rounds.
Saving Throw: Dodge.
P.P.E.: 5
Full description
This spell enables the caster to draw upon the earth to magically make a hardball-sized, circular stone appear in his hand per each of his melee actions. The stone can then be magically hurled with surprising accuracy and distance. The magical stone hits with the force of a cannonball, and is temporarily a Mega-Damage structure and weapon. The spell caster chooses the target, then throws the magical stone as he would a ball, but with a +2 bonus to strike (P.P. attribute and targeting bonuses are also applicable). The target may attempt to dodge the attack, but the stones are thrown too fast for most normal beings to parry (-4). After the stone hits, it crumbles into dirt. Creating and throwing count as one melee attack/action


Range: Up to 60’ away.
Duration: Instant effect.
Saving Throw: Standard.
P.P.E.: 6
Full description
The utterance of this invocation will turn/repel 1d6 animated dead per level of experience. This means that those creatures affected will tum and immediately leave the area without harming the spell caster or anyone near him. The dead who are turned will not come back for 24 hours. This magic only affects "animated" dead and skeletons or corpses that are magically animated like marionettes, but will not affect vampires, zombies, mummies, other undead or any corpse or skeleton possessed by a living entity.


Level 3

Range: Self or other by touch.
Duration: One minute (4 melee rounds) per level of the spell caster.
Saving Throw: None.
P.P.E.: 10
Full description
This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor upon the spell caster. Or the magic armor can be instantly created upon anyone, as long as the spell caster invokes the spell while touching the intended recipient. Named after the magic armor of the Dwarven King Ithan, this mystic armor has an M.D.C. of 10 per level of the spell caster's experience. Magic fire, lightning, and cold do half damage to it.


Range: 150 feet
Duration: Instantly.
Damage: 4D6 S.D.C.
Saving Throw: Dodge of an 18 or higher.
P.P.E.: 5
Full description
The incantation creates an energy bolt that the mage can mentally direct by simply looking at his intended target. The bolt may appear to fire from a hand or finger or the eyes, but needs no physical gesture, such as pointing. S.D.C. damage is normally four six-sided dice (4D6), but is increased to 6D6 under the influence of a ley line and 8D6 at a ley line nexus; P.P.E. cost is still only five despite the increased dam­ age capability. One energy bolt can be fired at one target per each spell invocation.


Range: Touch. Duration: Instant.
Saving Throw: None.
P.P.E.: 6
Full description
The spell caster grasps the injured character with both hands, then channels magical energy into him, willing it to aid the person's body in healing. The magic speeds the healing process to clear out minor infection, minor food poisoning/upset stomach, a slight headache, tiny cuts, bumps and bruises. It restores 1d6 S.D.C. or 1d4 Hit Points (not both). The healing is instant and painless. The spell caster may not use this spell on himself.


Range: Self or other.
Duration: Two minutes per level of the spell caster.
Saving Throw: None.
P.P.E.: 6
Full description
This spell creates a pale white field of energy in the shape of a large, round shield with 60 M.D.C. The shield can be used by the spell caster or be given to someone else. It functions as a normal shield to parry melee attacks (sword blades, clubs, etc.), with a bonus of + I to parry. The shield wielder can also attempt to parry energy blasts and projec­tiles, but the user has no bonuses and suffers a -8 penalty to parry. The shield takes one quarter damage from all attacks it parries and disap­pears when all M.D.C. are used up, the spell duration elapses, or if the user loses contact with the shield.


Range: Throw: 200’
Duration: One melee round (15 seconds); 1d4 minutes for numbness.
Damage: 3d6 M.D. plus numbness penalties.
Saving Throw: Dodge; standard.
P.P.E.: 6
Full description
The spell caster summons a globe of magically charged ice (the size of a softball) into his hand to hurl at an enemy. The character must roll to strike, getting his usual P.P. bonus (if any) and a magical bonus of + I to strike. The orb disappears in one melee round (15 seconds) if it is not thrown. If the orb hits, it shatters, inflicting impact and cold damage to one target. If it misses, it is gone, unless the G.M. thinks it may have hit something or somebody else. Those struck take 3d6 M.D. and must make a save vs magic or suffer from a sudden, debilitating, numb­ing cold. A numbed opponent loses one melee attack, is -2 on initiative, -I to strike, parry, and dodge, and speed is reduced by 10%. These penalties are not cumulative, and last for 1d4 minutes.


Range: 60’
Duration: One minute (4 melee rounds) per level of experience.
Saving Throw: Dodge.
P.P.E.: 8
Full description
The Telekinesis invocation temporarily empowers the spell caster with the psychic ability to move objects with thought. This power can be used to move or hurl objects, bring them to him, open doors, flick switches, press buttons, and so on.
Rules and Limitations:
• Maximum Total Weight: 60 pounds.
• Attacks Per Melee: Equal to the number of hand to hand attacks per melee that the character may have.
• Bonuses to Strike: +3 with Telekinesis; physical and skill bonuses to strike do not apply when telekinesis is used.
• Bonuses to Parry: +4; physical and skill bonuses to parry do not apply to Telekinesis.

Damage from Hurled Objects:
• Small: 6 ounces to I Ib: 1d4.
• Small: 1.5 to 2.5 Ibs: 1d6.
• Medium: 3 to 4.5 Ibs: 2d4.
• Medium: 5 to 10 lbs: 3d4.
• Large: I I to 25 Ibs: 3d6.
• Large & Heavy: 26 to 60 Ibs: 4D6.
• Add 1d6 for each additional 20 Ibs of weight.
Other Restrictions:
• Object being manipulated must be visible.
• Telekinesis can be combined with hand to hand combat, but does not add extra attacks per melee round.
• Influence from ley line energy doubles the amount of weight and range possible.
• Ley line nexus energy triples the amount of weight and range.


R.C.C. Skills
Lang: Dragonese 92%1%
Lang: Atlantean 96% 3%
Mathematics: Basic 80% (+5%)
Holistic Medicine 60%/50% (+5%)
Identify Plants & Fruit 60% (+5%)
Preserve Foods 65% (+5%)
Cook 65% (+5%)
Brewing: Medicinal 60%/65% (+5%)
Sewing 60% (+5%)
Sing 60% (+5%)
Dance 55% (+5%)
Swimming 70% (+5%)
HTH:Expert

O.C.C. Related Skills
Wardrobe & Grooming 68% (+4%)
Gemology 45% (+5%)
Whittling & Sculpture 50% (+5%)
Art 55% (+5%)
Acrobatics lvl.1:
--Sense of Balance 50% (+3%)
--Walk Tightrope or High Wire 60% (+3%)
--Back Flip 60% (+2%)
--Basic Prowl Ability 30% (or adds +5% to Prowl skill)
--Basic Climb Ability 40% (or adds +15% to Climbing skill)


Secondary Skills
Gymnastics:
--Sense of Balance 56% (+3%)
--Work Parallel Bars & Rings 66% (+3%)
--Back Flip 74% (+2%)
--Basic Prowl Ability 40% (or adds +5% to Prowl skill)
--Basic Climb Ability 35% (or adds +5% to Climbing skill)
--Climb Rope/Rappel 64% (+2%)

Running
Wrestling
Wrestling Special Moves:
1 . Body Block Tackle does 1d4 damage. The opponent must dodge or parry (push away/deflect attacker) to avoid being knocked down. If knocked down, the opponent loses one melee at­ tack/action and initiative for the rest of that round.
2. Pin Incapacitate on a natural roll of 18, 19, or 20. This means that the wrestler can hold his opponent in such a way that his opponent can­ not physically attack or move. However, the character who is using the "pin" hold cannot attack or move without releasing his opponent.
3. Crush/Squeeze does Id4 S.D.C. damage per squeeze attack. Each "squeeze" counts as one melee action/attack.


Combat Data
HTH Type: Expert
Number of Attacks: 4
Initiative Bonus: +0
Strike Bonus: +2
Parry Bonus: +3
Dodge Bonus: +3
Disarm: +2
HTH Damage Bonus: +1
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +5
Bonus to Disarm:
Roll w/ Impact: +7

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. Staff - +2 to strike, +1 to parry,
+1 to strike at levels 1, 3, 7, 10, and 13. +1 to parry at levels, 2, 5, 8, 11, and 14. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.

W.P. Energy Pistol +2 to strike
  • +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.

W.P. Energy Rifle
  • +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.


Saving Throw Bonuses
Coma/Death: +0
Magic (varies): +2
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +6
Psionics (12+): +6
Horror Factor (varies): +5
Possession: +2
Disease: +1
Last edited by Eshmun on Sun Jan 17, 2021 4:23 am, edited 106 times in total.
Eshmun | EP Ledger | Other PC’s: Munzog
Stats and Abilities

PHYSICAL DATA
P.P.E.: 70/70
I.S.P.: 48/54
H.P.: 17/17
S.D.C.: 38/38

Racial Abilities
Nightvision 500’
Fair to good reflexes
50% to track by scent (+5% to follow a blood scent)
65% to recognize common odors


Natural Abilities
Perception: 36%+3% per level 41% on Ley Line.
Charm/Impress: -20%
Invoke Trust/Intimidate: 40%

60% +5%
The Psychic Sensitive is keenly aware of the world around him, thus, he or she feels or senses any major dis­turbances nearby. One such disturbance is the presence of supernatural evil. All supernatural beings radiate their alignment, most are evil. The Mystic can feel that evil like an icy chill cutting through him and tastes their vile thoughts like vomit. The sensation is unmistakable, costs no I.S.P., and is automatic, meaning the character does not have to open himself, nor be actively trying to sense anything. The evil washes over the Mystic, warning him like an alarm that supernatural evil is present. Range: Senses any supernatural evil within a 300’ radius, +20’ per additional level of experience starting with level two. However, the sensation is very general. The location and nature of the evil is unknown. To identify the cause and pinpoint its source, the psychic must open himself and use the "Sense Evil" psi-power. Along these same lines, the Mystic can sense when a person is possessed by a supernatural force, and can recognize magic enchantment. Base Abil­ity: 50% +5% per each additional level of experience.
RU pg. 118


Saving Throw Bonuses
Coma/Death: +0
Magic (varies): +2
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +6
Psionics (12+): +6
Horror Factor (varies): +5
Possession: +2
Disease: +1

N-F40A Heavy Force Field
M.D.C. by Location:
  • Force Field: 110

Weight: 15 lbs.
Modifiers: none
Features:
  • 8 hour duration per E-clip

Book Reference: p.122, DB2


NE-3 Slim-Line "Gambler" Revolver
  • Range: 200'
  • Damage: 3D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 3-round cylinder (NE-001PC)
  • Weight: 1 lb.
  • Features: Superior balance; highly concealable
  • Modifiers: +1 to strike on aimed shots; +20% to conceal; W.P. Handguns or W.P. Energy Pistol
  • Book Reference: p.24-25, DB8
User avatar
Eshmun
Posts: 6
Joined: Sat Jan 02, 2021 8:02 am

Re: Eshmun (Staphra Mystic) Equipment

Post by Eshmun »

Equipment

Vehicles
N/A

Carried/In Hand

Worn on Person
Sunglasses
Set of clothing
N-F40A Heavy Force Field
Millennium Wand of Life (in pocket inside breast of robes)


Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Dagger [1d6 S.D.C.]
• Attachment: NE-3 Slim-Line "Gambler" Revolver [3d6 M.D.C.]
• Attachment:
• Attachment:

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Traditional ceremonial cloak and garments
• Space: Personal items: charms and adornments.
• Space: Language translator
• Space: Notebook
• Space: Markers
• Space:
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle
N/A

Secure Universal Card: 600 credits
Non-Secure Black Card: 0 credits

Gear Stats

Millennium Wand of Life
Image
Very-Rare Millennium Tree Item
• Damage: 1D6 S.D.C. (does M.D. damage vs vampires)
• Dimensions: 1' long, .5 lbs.
• M.D.C.: 400
• 6 Buds
Magic Features
• Wand: 40 P.P.E.
000 • Can be used by its owner or others of a good alignment with owner's permission, and if intentions are good
• The wand regenerates all lost M.D.C. and P.P.E. after 24 hours have elapsed
• Can do superior healing per day equal to number of buds (1D6 H.P./S.D.C. per bud)
• Additional Spell Magic: can cast spells per day equal to number of buds (7th level spell strength)
000 • Negate poisons, Cure minor disorders
000 • Cure illness, Purification of food/water, Water to wine
Modifiers: +2 to save vs toxins & +5% to save vs coma
Book Reference: p.292, BoM


N-F40A Heavy Force Field
Image
M.D.C. by Location:
  • Force Field: 110

Weight: 15 lbs.
Modifiers: none
Features:
  • 8 hour duration per E-clip

Book Reference: p.122, DB2


NE-3 Slim-Line "Gambler" Revolver
Image
  • Range: 200'
  • Damage: 3D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 3-round cylinder (NE-001PC)
  • Weight: 1 lb.
  • Features: Superior balance; highly concealable
  • Modifiers: +1 to strike on aimed shots; +20% to conceal; W.P. Handguns or W.P. Energy Pistol
  • Book Reference: p.24-25, DB8
Last edited by Eshmun on Sat Jan 09, 2021 4:47 pm, edited 9 times in total.
Eshmun | EP Ledger | Other PC’s: Munzog
Stats and Abilities

PHYSICAL DATA
P.P.E.: 70/70
I.S.P.: 48/54
H.P.: 17/17
S.D.C.: 38/38

Racial Abilities
Nightvision 500’
Fair to good reflexes
50% to track by scent (+5% to follow a blood scent)
65% to recognize common odors


Natural Abilities
Perception: 36%+3% per level 41% on Ley Line.
Charm/Impress: -20%
Invoke Trust/Intimidate: 40%

60% +5%
The Psychic Sensitive is keenly aware of the world around him, thus, he or she feels or senses any major dis­turbances nearby. One such disturbance is the presence of supernatural evil. All supernatural beings radiate their alignment, most are evil. The Mystic can feel that evil like an icy chill cutting through him and tastes their vile thoughts like vomit. The sensation is unmistakable, costs no I.S.P., and is automatic, meaning the character does not have to open himself, nor be actively trying to sense anything. The evil washes over the Mystic, warning him like an alarm that supernatural evil is present. Range: Senses any supernatural evil within a 300’ radius, +20’ per additional level of experience starting with level two. However, the sensation is very general. The location and nature of the evil is unknown. To identify the cause and pinpoint its source, the psychic must open himself and use the "Sense Evil" psi-power. Along these same lines, the Mystic can sense when a person is possessed by a supernatural force, and can recognize magic enchantment. Base Abil­ity: 50% +5% per each additional level of experience.
RU pg. 118


Saving Throw Bonuses
Coma/Death: +0
Magic (varies): +2
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +6
Psionics (12+): +6
Horror Factor (varies): +5
Possession: +2
Disease: +1

N-F40A Heavy Force Field
M.D.C. by Location:
  • Force Field: 110

Weight: 15 lbs.
Modifiers: none
Features:
  • 8 hour duration per E-clip

Book Reference: p.122, DB2


NE-3 Slim-Line "Gambler" Revolver
  • Range: 200'
  • Damage: 3D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 3-round cylinder (NE-001PC)
  • Weight: 1 lb.
  • Features: Superior balance; highly concealable
  • Modifiers: +1 to strike on aimed shots; +20% to conceal; W.P. Handguns or W.P. Energy Pistol
  • Book Reference: p.24-25, DB8
User avatar
Eshmun
Posts: 6
Joined: Sat Jan 02, 2021 8:02 am

Re: Eshmun (Staphra Mystic) Background

Post by Eshmun »

Background Story

Eshmun

Eshmun was not a handsome man. No two ways about it he was ugly. A constant embarrassment to his mother and aunts. In a matriarchal society where strength and cunning were prized you would think looks wouldn’t matter in a male but it did. Thats what males were supposed to do keep house and look pretty. Eshmun harbored a lot of guilt and pent up anger about his treatment. It’s not like he asked to be born this way a point he made during a particularly heated argument which his mother gave him a severe beating for insinuating it was her fault.

Eshmun learned to keep quiet and out of the way after that learning his duties and keeping in line. His father tried to explain that his mother was just under a lot of pressure right now, the whole race was being scrutinized for minion status and anything put of the ordinary would count against them. So now his looks were dooming the entire race, he ran from the room tears welling up. Dark thoughts plagued him and he grew into a depression. During a daydream of burning the house down he started having flashes of a field full of flowers he had never seen before.

A few weeks passed and his moods swung erratically but when he was his most depressed he would see the field again and it would help settle him. The visions were welcome respite but they confused him and started to frighten him so confided in his younger brother Troimal. Whom was an intellectual as well as handsome. A fact Troimal never held over nor teased Eshmun about. After a brief discussion Troimal explained about mystics and it sounded a lot like Eshmun was becoming one. He would have to be tested by an elder .

Eshmun went to the mystic elder in the north end of town and they sat and chatted for awhile discussing his dreams, life in town, the elders life and various other subjects lasting for the better part of the day. Eshmun had enjoyed the chat so much had completely forgotten to ask about doing the test.

The next morning Eshmun awake to a large group of men on the front lawn led by the elder from yesterday. After much discussion with his parents the 3 of them approached Eshmun. He had passed a test he hadn’t even known he had taken.
His father was overjoyed and started a large breakfast for all his mother had simply said he was still ugly but at least he wasn’t useless now. Eshmun packed after breakfast and left that day. He could leave here to make some money and never come back.

Eshmun was paired with Guru Gresht. A nice older gentleman who was always calm and tranquil. Training began at once and when they had changed into exercise clothes Eshmun was horrified to see the old man was covered in muscles and scars. Very grotesque and feminine that just looked wrong on his male body. Guru Gresht explained to him that the world and beyond was a dangerous place and if he wasn’t prepared for it he would die. It wasnt until a week later during a visit to another guru that they were attacked and Eshmun was injured. This opened Eshmun’s eyes and he took it all more seriously.

The weeks that followed turned to months and years. Eshmun learned of the megaverse and his small part in it. He experienced the hardships of training his mind and his body. As he learned about himself he understood his family and his societal constraints better. He grew beyond his petty feelings of jealousy and self-lothing.
Soon after accepting himself for who he was Guru Gresht said he was ready for his blessing. For six days Eshmun stayed in a meditative state opening himself up and letting it all wash over him. At the end of the six days he knew magic spells.

With practice and determination he hadn’t known he had, Eshmun developed his Psionic abilities as well as his magical abilities. Guru Gresht then began taking him on adventures. Eshmun had developed a compassion for all life and helped out when and where he could. Whenever an adventure would leave an area damaged or hurt people. Eshmun would stay and heal everyone and counsel those that were traumatized. Guru Gresht was proud of his pupil and look forward to more adventures.

It was a year later when tragedy struck. A group of humans had contracted with Guru Gresht to escort them to castle in a far land. They took a rift there and ended up in a wooded forest. The smells of the area were fragrant and new. Eshmun looked around as Guru Gresht found a path and they heading out. The woods on one side had opened up into a large glade. Eshmun stopped and stared. It was the field. The field from visions when he was younger. He turned to tell Guru Gresht when from the forest side appeared hooded robed figures wearing strange masks. Without a word they attacked. The battle seemed to last forever but when it was done 2 humans remained the robed figures were running off in the woods and Guru Gresht lay dying in Eshmun’s arms

“No no no no” Eshmun murmured as he cradled his masters head in his lap. Trying to heal him something else was draining his life as fast as he was replenishing it.
Guru Greaht looked up at him. “Now now child don’t worry, it’s just my time is all.” He turned his head to cough a wet cough and continued. “You have learned so much as my pupil done deeds that brought joy to my heart and filled my soul with pride. You will continue on but it’s dangerous out there. Here take this.” Guru Gresht pulled his wand from his belt and handed it to Eshmun. “I don’t want some twig I want to keep learning from you master please don’t leave me” Eshmun said tears welling up in his eyes. Guru Gresht smiled and shook his head “I know and I want to see you accomplish so many more great deeds but that is not the will of the megaverse. You must seek the purple coral to find the way of the minmoth”
The last part whispered out on his last breath. Eshmun cried out grabbed the wand and tried to heal his master but it was to no avail. Eshmun wept and after an eternity he stood healed the last 2 humans then they buried their dead in the large meadow.

Eshmun returned to his land missing his friend and mentor.


Burster
Psi-Stalker & Mystic 1 0,000 - 2,050
2 2,051-4,100
3 4,101 - 8,250
4 8,251 - 16,500
5 16,501 - 24,600
6 24,601 - 34,700
7 34,70 1 - 49,800
8 49,80 1 - 69,900
9 69,901 - 95,000
10 95,001 - 130,100
11 130,101 - 180,200
12 180,201 - 230,300
13 230,301 - 280,400
14 280,401 - 340,500
15 340,501 - 400,600
Last edited by Eshmun on Mon Jan 04, 2021 12:20 pm, edited 12 times in total.
Eshmun | EP Ledger | Other PC’s: Munzog
Stats and Abilities

PHYSICAL DATA
P.P.E.: 70/70
I.S.P.: 48/54
H.P.: 17/17
S.D.C.: 38/38

Racial Abilities
Nightvision 500’
Fair to good reflexes
50% to track by scent (+5% to follow a blood scent)
65% to recognize common odors


Natural Abilities
Perception: 36%+3% per level 41% on Ley Line.
Charm/Impress: -20%
Invoke Trust/Intimidate: 40%

60% +5%
The Psychic Sensitive is keenly aware of the world around him, thus, he or she feels or senses any major dis­turbances nearby. One such disturbance is the presence of supernatural evil. All supernatural beings radiate their alignment, most are evil. The Mystic can feel that evil like an icy chill cutting through him and tastes their vile thoughts like vomit. The sensation is unmistakable, costs no I.S.P., and is automatic, meaning the character does not have to open himself, nor be actively trying to sense anything. The evil washes over the Mystic, warning him like an alarm that supernatural evil is present. Range: Senses any supernatural evil within a 300’ radius, +20’ per additional level of experience starting with level two. However, the sensation is very general. The location and nature of the evil is unknown. To identify the cause and pinpoint its source, the psychic must open himself and use the "Sense Evil" psi-power. Along these same lines, the Mystic can sense when a person is possessed by a supernatural force, and can recognize magic enchantment. Base Abil­ity: 50% +5% per each additional level of experience.
RU pg. 118


Saving Throw Bonuses
Coma/Death: +0
Magic (varies): +2
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +6
Psionics (12+): +6
Horror Factor (varies): +5
Possession: +2
Disease: +1

N-F40A Heavy Force Field
M.D.C. by Location:
  • Force Field: 110

Weight: 15 lbs.
Modifiers: none
Features:
  • 8 hour duration per E-clip

Book Reference: p.122, DB2


NE-3 Slim-Line "Gambler" Revolver
  • Range: 200'
  • Damage: 3D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 3-round cylinder (NE-001PC)
  • Weight: 1 lb.
  • Features: Superior balance; highly concealable
  • Modifiers: +1 to strike on aimed shots; +20% to conceal; W.P. Handguns or W.P. Energy Pistol
  • Book Reference: p.24-25, DB8
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