Patches the Legless (Pythonan Ley Line Rifter)

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Patches
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Patches the Legless (Pythonan Ley Line Rifter)

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Player Name: Philip B
G-Mail:pbirk85@gmail.com
Link to Ledger: Ledger
(Anything this color has been purchased or modified by EP)

Character Name:Patches the Legless
Alias:Mr. P
Race: Pythonan
O.C.C.: Ley Line Rifter
Alignment: Aberrant
XP Level:3
XP Points: 8,834 (Venenifer 01JUN21)
Next Level @ XP: 10,001
Sentiments/Non-Humans:It’s the Spluggorth you have to watch out for. Humans? Hah.
Sentiments/Coalition:They might fancy themselves big stuff here, but those xenophilic assholes wouldn’t last a day in any other dimension.
Sentiments/Splugorth:Pompous rulers who rely on their servants too much. Compared to Vampire Intelligence's, they are barely better; they exert their iron will on as many as they can for little reason than their own comfort.
Disposition:Comes across as lazy as he would rather rely on his Psionics or Magic for everything. A natural bookworm, Patches is always interested in new and esoteric knowledge.
Insanity: Delusions and Audible Hallucinations: Patches hears the whispers of distant beings talking to him through the ley lines. They know him and see him. And want to help with possible nefarious intent.

ATTRIBUTES
I.Q.: 14
M.E.: 14
M.A.: 11
P.S.: 13
P.P.: 18
P.E.: 11
P.B.: 13
Speed: 6

PHYSICAL DATA
P.P.E.: 153
I.S.P.: 51
M.D.C.: 21
Age: 50
Sex: Male
Length: 15 feet
Weight: 200 lbs
Description: Slimmer than most of his kind, Patches is covered in a jigsaw of yellows framed by hints of orange and a myriad shade of browns and blacks, all broken up by large swathes of white and light pink scales.

Racial Abilities
  • Horror Factor: 12 due to “snake” appearance.
  • Acute sense of smell, hearing & touch.
  • Sense minute temperature changes in the air, can tell the temperature within two degrees.
  • Track by smell: 70%
  • Heal at twice normal rate of humans
  • artistic aptitude provides a +10% to all art related skills.
  • +10% to read, speak new languages and seduce.
  • Weakness: Vulnerable to Cold: The Pythonan is cold-blooded and slows down in temperatures below 70 degrees Fahrenheit/21 Celsius. In colder climates, they suffer from the following penalties: -2 to strike, parry, and dodge; initiative, attacks per melee, speed and skill performance are halved. In freezing temperatures, they completely shut down, only one attack and no bonuses. Cold based magic does double damage.
Natural Abilities
Perception:24% see rules here
Charm/Impress:15% (P.B. 15=25%, 14=20%, etc.)
Invoke Trust/Intimidate:15% (M.A. 15=35%, 14=30%, etc.)
Max. Encumbrance: 60 lbs.see rules here
Max. Carrying Weight: 130 lbs
Max. Lifting Weight: 260
Max. Jumping Ability: 6 feet long and 3 feet high.see rules here

Special Abilities
1. Sense Ley Line and Magic Energy.
  • The Ley Line Rifter can sense and feel the presence of magic, providing all of the following sensing abilities as automatic powers which do not require the expenditure of PPE.
  • Sense Ley Line:The Ley Line Rifter is able to feel whether there is a ley line within the area of his sensing abilities, 10 miles (16 km) per level of experience. He can tell whether it is near or far and follow the feeling to the location of the ley line. Base skill: 30% +5% per level.
  • Sense Ley Line Nexus: Once the ley line has been found, the Rifter can follow the ley line to as many nexus points as it may have. A nexus point is where two or more ley lines cross/intersect. Base Skill: 40%+5% per level.
  • Sense a Rift: The mage will automatically feel the sensation of a Rift opening or closing anywhere within 50 miles(80 km) of him. Increase the sensing rang 10 miles (16 km) per level. Although he cannot tell exactly where this Rift is, the mage knows if it near or far and whether it is big or small. Note:When actually on a ley line, the Line Rifter will know exactly where the Rift is located and he can sense one wherever it is, as long as it is on the ley line or a connecting line.
  • Sense Magic in Use: The expenditure of magic in the form of a spell, Rifting, or Techno-Wizardry can be felt, if not seen, up to 100 feet (30.5 m) away per level. The Ley Line Rifter will not know the location nor be able to trace it, but he will feel its energy and know that magic is being used in the area of his sensing range. Note: The does not include the use of psionic powers.
  • See magic Energy: The mage sees magic energy/PPE radiating from people, creatures, objects, and areas, as a faint aura whenever more than 20 PPE points are present. The sensing ability is so acute that the Ley Line Rifter can see things made invisible by magic and invisible things that are magical, including invisible dragons and other creatures of magic. The special sight occurs only when the mage desires to use it and focuses on seeing the magically invisible. However, the effort uses up one melee attack/action per round (15 seconds) that this special sight is willed into place. note:Does not work on Invisibility Superior. Range:Line of sight, about 1000 feet (305 m).
2. Read Ley Lines.
This power instills the mage with instant information about the ley line in a matter of moments. The Ley Line Walker will know the following: What directions the ley line runs (and therefore, his location on it; north, south, east, west, etc.), how long the line runs, whether there are any nexus points and where, and whether there are any Rifts presently open along the line. The character also knows about any major natural disasters currently happening along the line, such as a forest fire, flooding, hurricane, or earthquake. War and magic are not natural disasters. The power is automatic and does not require the expenditure of personal PPE.
3. Ley Line Transmission.
A Ley Line Walker can send a verbal and/or visual message directly along a ley line to another person so long as that person is located somewhere on the line. The best messages are brief ones of under a hundred words to avoid overwhelming the recipient. Unfortunately, the message is a one-way transmission unless the other person is also a Line Walker or other mage with the Transmission spell. Range is limited only by the length of the ley line and the people 's position on the line. The time lapse between sending and receiving a ley line transmission is only a matter of seconds. The message can be sent to one specific person or several people (one person per level of the sender's experience), or several people at different locations on the line.
The only danger is that a telepathic individual (psionic or magic) may be able to listen in on the message. There is a 01-20% chance that any psionic or magic character with Telepathy will sense a Ley Line Transmission coming through, and eavesdrop (01-31% chance that they too can receive the message). There is no way for the sender to know if others have eavesdropped on his message. Nor is there any way to scramble the message. This power is an automatic ability for the Ley Line Walker and does not require the expenditure of personal PPE.
4. Ley Line Phasing (teleportation).
A Ley Line Walker also has the power to instantly teleport from one place to another, FLAWLESSLY anywhere on the same ley line. By the way, that can be anywhere in any direction (ley lines can be a quarter/0.4 km to one full mile/1.6 km wide!), including up into the air (ley lines are typically a half mile/0.8 km to two miles/3 .2 km tall) and hang there because Line Walkers can walk a ley line, as in walk floating above the ground. If he teleports up into the air he can stay there suspended (+20% to Prowl! hide, because us ground dwelling humans don't usually look up). To do a Ley Line Teleport the mage must concentrate, opening himself to the ley line energy and focusing all of his thoughts to the task of teleporting to the new location. Engaging in conversation or combat, even self-defense, will break the concentration, forcing the mage to start over. The process requires I D4 melees (15 to 60 seconds) of concentration every time before the teleportation happens, so he can't just pop out in a heartbeat, but it's still very, very handy. The teleport is always on target, because the Ley Line Walker is one with the ley line. Of course, unless he can see his destination, he can't know who or what might also be present in that area and he could appear in the middle of an armed camp (but not inside one of them or a tree, etc., as is the danger with the Teleportation spell).
Note; Ley Line Phasing is an automatic ability common to all Ley Line Walkers at NO P.P.E. cost, but it does take its toll on the body. The maximum number of phasings/teleports possible is four per hour. The per 24 hour period is 4 +2 per each level of experience (6 at level one, 8 at level two, 1 0 at level three, etc). More than this is just impossible. The only other limitations are: 1) He can only teleport himself and his possessions, nobody else. 2) The location must be along the same ley line as if traveling on a mystic railway. To switch to a different ley line, the character must travel or teleport to the nexus point intersection where two or more different ley lines cross paths to follow one of the other lines.
5. Ley Line Walking or Line Drifting.
A Ley Line Walker can open himself to the ley line energies and walk or float through the air along the length of the ley line. The speed factor is a mere Speed of 10 but is relaxing and requires absolutely no exertion or even physical movement of the feet or body if drifting afloat. NO PPE is necessary for Ley Line Walker to do this, because he's drawing on the ambient energy of the line and his attunement to ley line energy make him practically a living part of the line itself. Note: He can even meditate while drifting down a ley line. Height is typically 1-5 feet (0.3 to 1.5m) above the ground, but if he concentrates he can reach a height as great as the line itself. This is dangerous, however, as it leaves him out in the open easy to see from a great distance. Just below or just above treetop level is common among those who like to be high above the ground.
6. Ley Line Rejuvenation.
The character can absorb ley line energy to double the rate of natural healing. To do this, the mage must concentrate and relax on a ley line, letting the mystic energy fill him and heal him over a period of days. The mage can also perform an instant rejuvenation on a ley line as often as once every 24 hours, in which after about ten minutes of concentration, he is completely rested, alert, and healed of 20 Hit Points and 20 S.D.C. + I D6 additional Hit Points and 2D6 S.D.C. (or 4D6 MDC if a Mega-Damage being) per level of experience! Again at no PPE cost, but only possible on a ley line. Note: No PPE or ISP can be restored this way, only Hit Points and SDC.
7. Ley Line Observation Ball.
A globe of light, about the size of a soccer ball, can be conjured out of thin air and linked to the Ley Line 115 Walker like a third eye. The sphere of blue or white light can be directed by its creator to zoom ahead or behind him like a remote control spy device or familiar. Everything that the ball sees and hears is instantly transmitted to its maker. The sphere will remain in existence as long as the Ley Line Walker stays within the ley line, or until he dispels it, or until it is destroyed.
Stats for a typical Observation Ball: M.D.C.: One point per level of its creator. Range: Up to 500 feet ( 1 52 m) away from its creator per level of its creator, so a fifth level Ley Line Walker could send his Observation Ball 2500 feet away and a tenth level mage almost one mile (1.6 km). Speed: Up to Spd 44 (30 mph/48 km). Bonuses: +3 to dodge. It has no offensive capabilities other than to buzz onlookers and possibly startle them (not likely). Actions of that sort, however, require the Ley Line Walker to have line of sight on the ball for him to direct it mentally, each attack/action of the ball counting as one of his own melee actions/attacks.
8. Affinity with Rift & Ley Line Magic.
The Spell Invocations known as Rift & Ley Line Magic are most commonly known by the Ley Line Walker OCC. These spells common to the Ley Line Walker and although these spells can be important to the profession, the Ley Line Walker does not start with any at level one (unless a Ley Line Rifter O.C.C.). They are usually acquired over time.
The Rift & Ley Line Magic spells are: Dimensional Portal (1,000), Ley Line Fade (20), Ley Line Ghost (80 or 240), Ley Line Phantom (40),Ley Line Restoration (800+), Ley Line Resurrection (2000+), Ley Line Shutdown (3000), Ley Line Storm Defense (180), Ley Line Tendril Bolts (26), Ley Line Time Capsule (15), Ley Line Time Flux (80), Ley Line Transmission (30), Rift to Limbo (160), Rift Teleportation (200),Rift Triangular Defense System (840), Summon Ley Line Storm (500),Swallowing Rift (300). Learning them: These spells can be learned by being taught by an elder mage or by communing with the ley line. This can occur upon reaching a new mystic plateau (new level of experience), in which the character goes off onto a ley line allow and goes into a meditative trance that last 48 hours. At the end of the trance he knows one of these spells (pick one).
There are two schools of thoughts about Rift & Ley Line Magic. One is the typical Line Walker who feel Ley Line Magic is useful, but no more important or significant than any other spell invocation. And the smaller camp who feel Ley Line Magic is of significant and overriding value. This second camp tends to be a silent minority, for they consider themselves to be elitists with unique and keen insights and whose focus make them special. These mages are Ley Line Rifters who focus on learning all the spells above and similar energy and dimension types of Invocations (described immediately after the Ley Line Walker O.C.C.). This focus on ley lines and dimension magic makes them, in effect, specialists in Rift and Ley Line Magic. A mastery of magic and knowledge that these mages see as a strength and that most Ley Line Walkers and other practitioners of magic regard as short-sighted and limiting.
9. Teleportational Hitchhiking (instead of Ley Line Force Field).
The Ley Line Rifter is able to hitch a ride on any form of Teleportation, Rift, Dimensional Teleport/travel spell/ability or similar magic/effect, includes spells like Mystic Portal, Dimensional Portal, Swap Places, Teleport, etc., as well as a dragon's or demon's natural teleport ability, and so on. The Rifter will end up with the teleporter wherever he reappears. The only limitation is that the teleport must begin within range
and line of sight of the Ley Line Rifter and that it costs 20 P.P.E. to hitch a ride with the teleporter. Note that the Rifter may be visible to the teleporter or hidden in some way. All that matters is that the Rifter has a clear visual contact with the teleporter, the person teleporting doesn't have to see him. Range: 1 00 feet (30.S m); +20 feet (6. 1 m) per level of experience. P.P.E. Cost: 20 points.
10. Initial Spell Knowledge (Rifter).
Select three spells from (Invocation) spell level one and three from level two. Then select four from List A and two from List B, below. Note: As Rift and ley line specialists, Rifters cast spells from lists A and B at half the usual PPE cost! That reduced PPE is listed in parentheses for both lists A and B. Additional spells not on the lists cost their usual PPE amount.
List A: Rift & Ley Line Magic: Dimensional Portal(1000), Ley Line Fade(10), Ley Line Ghost(40 or 120), Ley Line Phantom(20), Ley Line Restoration(400+), Ley Line Resurrection(1000+), Ley Line Shutdown(1500), Ley Line Storm Defense(90), Ley Line Tendril Bolts(13), Ley Line Time Capsule(8), Ley Line Time Flux(40), Ley Line Transmission(15), Rift to Limbo(80), Rift Teleportation(100), Rift Triangular Defense System(420), Summon Ley Line Storm(2S0), Swallowing Rift(150).
List B: Astral Projection(5), Calling(4), Call Lightning(5), Chameleon(3), Close Rift(100+), Concealment(3), Detect Concealment(3), Dispel Magic Barriers(8), Energy Disruption(6), Escape(4), Locate(10), Mystic Portal(20), Negate Magic(10), Plane Skip(33), Reality Flux(38), Second Sight(10), Shadow Meld(5), Teleport: Lesser(6), Teleport: Superior(15O), Time Hole(105) and Time Slip(10)
11. Learning New Spells:
A new spell from List A and B can be learned by communing with the ley line. This can occur upon reaching a new mystic plateau (new level of experience), in which the character goes off onto a ley line and goes into a meditative trance that lasts 48 hours. At the end of the trance he knows one spell (pick one) from each list.
Additional spells and rituals of any magic level can be learned and or purchased at any time regardless of the character's experience level. See the Pursuit of Magic prior to the Spell Descriptions at the end of this Magic OCC section.
12. Ley Line Rifter OCC Bonuses.
+2 on any one Physical attribute (P.S., P.P., P.E., P.B. or Spd.), +S to save vs Horror Factor, +3
to save vs possession, +2 to save vs mind control, +2 to save vs curses,
+1 to save vs magic at levels 3, 6, 9, 11, and 14,
+1 to Spell Strength (the number others must save against when you cast a spell) at levels 3, 7, 10,and 13.+2 on Perception Rolls. Note: RCC only allows Spell Strength.
13. P.P.E.:
Like all practitioners of magic, the Ley Line Rifter is a living battery of mystic energy. He draws upon that energy reserve to cast his spells and use magic. The Line Rifter has the greatest amount of permanent P.P.E. of all mortal practitioners of magic. Permanent Base P.P.E.: 3D6xl0+20 added to the character's P.E. attribute number to start. Plus an additional 3D6 P.P.E. per each additional level of experience starting at level two.
  • Supplemental P.P.E.: The Ley Line Walker can also draw an extra 20 P.P.E. per melee round when on a ley line and 40 when at a ley lines nexus point! P.P.E. can also be stolen from living creatures and people by killing them (hence rituals involving human sacrifices) because their P.P.E. is doubled at the moment of death! However, a character of good or Unprincipled alignment would never do such a thing (except possibly under the most extreme circumstance). People can also willingly give up a portion of their P.P.E. but that's an unusual situation. It's all explained in the section entitled The Principles of Magic, page 185.
  • P.P.E. Recovery: For the Ley Line Walker, spent P.P.E. recovers at a rate of seven points per hour of sleep or rest. Meditation restores P.P.E. at 15 per hour of meditation and is equal to one hour of sleep for this character when it comes to recovery from fatigue and physical rest.
  • Ley Line Rifter Stats: Same as the Ley Line Walker.
    Note: The focus on the dimensional aspect of ley lines gives the
    Ley Line Rifter the insight to realize that the magic knowledge that comes with communing with a ley line at a new mystic plateau comes
    from beyond the Rift. That they are tapping into the mind or memory of
    some long-deceased mage, creature of magic, Demon Lord, Dark God
    or Alien Intelligence whose memories have been psychically imprinted
    onto the ley line Oust as their own memories and anyone who taps the
    ley lines are) - or - who is linked to the trans-dimensional energy of the nexus point and reaching out to them. This makes Rifters worry that
    some powerful creature may have access to their minds while entranced. Indeed, there are numerous reports, especially among Rifters,
    of incidents in which a dark being or Alien Intelligence is able to reach
    out and communicate with them while they are entranced. As a rule, the
    conversation is brief and, oddly enough, philosophical. Depending on
    how the discussion turns, however, it can lead to proposals or suggestions for quests (usually to acquire magic or a magic item that will allegedly give the mage great power, no strings attached - right).
    Furthermore, Ley Line Rifters and Ley Line Walkers both report having odd dreams, nightmares and, occasionally, visions of an omen or a
    possible future while entranced. Could these occurrences also be the
    handiwork of some unseen force connected to the ley line from beyond
    the grave or beyond our dimension? Insanity for Rifters. These are
    questions and fears that trouble the Ley Line Rifter, not that it stops
    them from ley line communion to learn new magic. But it does give
    them a Phobia or Obsession (player's choice of which) at levels 4, 8
    and 12. (Random roll suggested. See the Insanity Tables in the Rules
    Section.)
Psionics
Master Psionic
Healing
Meditation (0)

Physical
Alter Aura (2)
Deaden Senses (4)
Ectoplasm (6 or 12)
Impervious to Cold (2)
Levitation (Varies)
Mind Block (4)
Telekinetic Lift (6)
Telekinetic Punch (6)
Telekinetic Push (4)

Sensitive
Sixth Sense (2)
Speed Reading (2)
Telepathy (4)

Super-Psionics
Hypnotic Suggestion (6)
Telekinetic Acceleration Attack (10 or 20)
Telemechanics (10)
Advanced Telekenesis (5+)(special)
Telekinetic Body Field (10) (special)

Spell Knowledge
Spell Strength: 13
Note: Any Spell this color is considered a Rift & Ley Line Magic or associated spell and has a reduced cost(as noted).
Level One
Blinding Flash (1)
Globe of Daylight (2)
See the Invisible (4)

Level Two
Befuddle (6)
Manipulate Objects (2+)
Throwing Stones (5)

Level Three
Armor of Ithan (10)

Level Four
Energy Field (10)
Shadow Meld (5)

Level Five
Level Six
Call Lightning (7)
Teleport: Lesser (7)

Level Seven
Level Eight
Ley Line Tendril Bolts (13)

Level Nine
Level Ten
Level Eleven
Ley Line Storm Defense (90)
Rift Teleportation (100)
Level Twelve
Summon Ley Line Storm (250)
Level Thirteen
Level Fourteen
Close Rift (100+1)
Level Fifteen
Dimensional Portal (500)
Ley Line Shutdown (1500)

O.C.C. Skills
Skill name--Totaled %
Language: Native Tongue: Dragonese/Elven 100% (+1%)
Language: Other 76%: Atlantean: (+3%)
Language: Other 76%: Demongogian (+3%)
Mathematics: Basic 65% (+5%)
Land Navigation 48% (+4%)
Wilderness Survival 50% (+5%)
Pilot: Hovercycles, Skycycles & Rocket Bikes 81% (+3%)
Lore: Demons & Monsters 55% (+5%)
Lore: D-Bee 45% (+5%)
Lore: Geomancy & Ley Lines 50% (+5%)
Lore: Magic 50% (+5%)
Lore: Psychics & Psionics 45% (+5%)

O.C.C. Related Skills
Skill name--Totaled %
Anthropology 50% (+5%)
Literacy: Native Language: 50% (+5%)
Literacy: Other: Atlantean: 40% (+5%)
Literacy: Other: Demongogian: 35% (+5%) (Level 1)
Appraise Goods 35% (+5%) (Level 1)
W.P. Blunt
W.P. Energy Pistol

Racial Skills
Climbing/Rappelling 90%/70% (+5%)
Swim: 70% (+5%)
Prowl: 50% (+5%)
Track by smell: 70%

Secondary Skills
Skill name--Totaled %
Barter 38% (+4%)

Combat Data
HTH Type: Racial
Number of Attacks: 4
Initiative Bonus: +2
Strike Bonus: +1 to strike with bite, head butt, or constriction attacks; +2 to strike using tail
Parry Bonus: +2 to parry using tail
Dodge Bonus: +3
HTH Damage Bonus: N/A
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +3
Bonus to Disarm: N/A
Racial Special Attacks:
  • Bite 3d6 SDC
  • Headbutt/Jab: 2d4 SDC
  • Tail Slash: 2d6 SDC+PS +grapple
  • Grapple/Constrict: two actions to initiate. 4d6 SDC/melee action maintained. A strike of 18+ indicates the target is pinned and cannot fight back.
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. name--List totaled bonuses from W.P. only

W.P.: Energy Pistol: +2
W.P.: Blunt: +2

Saving Throw Bonuses
Coma/Death: +0
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +0
Psionics (varies): Master psychic; needs 10+ to save
Horror Factor (varies): +4
Possession: +2
+1 to all: Eye of Odin
Last edited by Patches on Fri Nov 13, 2020 6:48 am, edited 7 times in total.
User avatar
Patches
Group Leader
Posts: 29
Joined: Thu Nov 12, 2020 5:42 pm

Patches’ Inventory

Post by Patches »

Equipment

Vehicles/Mounts are listed first.

WingBoard:Crescent BoM, 338

Carried/In Hand

Worn on Person
Eye of Odin (Right Eye)
blah-blah
blah-blah
blah-blah


Stored on Wingboard
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: MP-6 Firebolt Pistol (MercOps, 146)
• Attachment:
• 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: notebook
• Space: pen, pencil
• Space: Canteen
• Space: Binoculars
• Space: Tinted Goggles
• Space: Gas Mask with Air Filter
• Space: flashlight
• Space: Non Secure Black Card:1000 Credits
• Space: x6 stakes
• Space: Non-Secure Black Card: 8000 Credits

Stored @ Headquarters
Sack
• Space:
• Space:Mallet
• Space:100 feet of lightweight chord & grappling hook
• Space:
• Space:

Large Sack
• Space: Silk & cashmere blankets x4 (@ 1K each)
• Space: Hand-Knitt rug (1000)
• Space: Down-Stuffed Pillows x4 (@ 500 each)
• Space:
Wing Board: Crescent
Image
Manufacturer: Tolkeen and others
Class: TW equivalent to the Hover Cycle
Crew: One Pilot
TW Creation Costs
P.P.E. Cost: 430 to create, 5 to activate and fly indefinitely.
Spells Needed: Fly like the Eagle (20), Float in Air (5), Wind Rush (20), Levitation (5), Energy Field (10), Call Lightning (20), Telekinesis (8), Carpet of Adhesion (10), Armor of Ithan (10), and a number of secret incantations.
M.D.C. by Location
Main Body: 160
Speed
Flight: 60 mph (96 km), double when on a ley line.
Max altitude is 10,000 feet (3,049 m), double on a ley line. VTOL capable.
Range
The Cresent Wing Board must be regularly recharged with 110 P.P.E. every four months. Without the P.P.E. recharge, the vehicle slows down; reducing speed and cutting all bonuses y half. If it goes without a recharge for 8 months it will lose all of its magical properties, bonuses and is -40% to pilot (can be restored with 110 P.P.E.), and works onlyas a high-tech hover cycle. Note that feeding the Crescent Wing Board anything less than 110 P.P.E. at a time is pointless. It is calibrated to process at least 110 P.P.E. at a time.
Weapons Systems
Electrical Blaster
Damage: 4D6 M.D.
Rate of Fire: Equal to the number of attacks per melee round.
Range: 2,000 feet (610 m).
Payload: 2 bolts per hour, but the pilot can fire more by placing more P.P.E. into the board.
Note: Increase range by 50% and add 1D6 M.D. to damage when the craft is on a ley line.
Combat Data
Bonuses: +1 on initiative, +1 to strike, +1 to dodge, +10% to piloting skill.
O.C.C. Bonuses: With a little training, pilots get the following additional bonuses: +1 on initiative, +2 to dodge, +10 to piloting skill.


Gear Stats
Eye of Odin (Patron Item)
Image
Greater Rune Item
Lesser Rune Item Abilities
2. Communicates through limited empathic transmission.
3. Totally indestructible.
4. Made of black metal and encircled with minute runes.
6. Links to its wielder/owner within six months of constant contact. Man & eye can sense each other's presence within a four mile radius.
7. Adds +1 to all saving throws.
Greater & Special Abilities
  • Cast incantations:
    • See Aura (6), See the Invisible (4), Aura of Power (4), Detect Concealment (6), Fear (5), Energy Bolt (5)
    • The Eye knows only the six spells but can cast them in any combination.
    • The number of spells it can cast per 24 hours is limited by its P.P.E. (60)
    • P.P.E. recovers at a rate of 10 every three hours.
    • Spells are equal in power to a sixth level wizard.
    • The P.P.E. of the Eye cannot be drawn upon by the user or practitioners of magic.
  • If the bearer replaces one of his eyes with the Eye of Odin, he permanently loses 2 P.B. but gains:
    • 20/20 vision, Nightvision (600', constant, no cost)), See Aura (constant, no cost), See the Invisible (constant, no cost)

Curse: The eye constantly urges its bearer to replace his own eye with the Eye of Odin. This becomes harder to refuse over time. He will have vivid nightmares about cutting his own eye out every time he sleeps until he has done so. The bearer is -10% to all skills & -1 to all combat actions for the first six hours following sleep due to the effects of the nightmare.
Personality: The Eye of Odin does not communicate or have an independent personality of its own
History: The origin of the Eyes of Odin are lost to the annals of time. Legend has it that they were coveted artifacts during the great Elf-Dwarf war, but after the war and the consequent purge of rune items, most are believed to have been lost. The nightmares that come with the Eye gives some credence that they are somehow psychically linked to Odin.


MP-6 Firebolt Pistol
Image
  • Range: 800'
  • Damage: 1D6 M.D. (TK) +2d6 M.D. (fireball)
  • Rate of Fire: Single shots only
  • Payload: 10 blasts per charge
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: +1 to strike on aimed shots

TW Characteristics:
  • TW Functions:
  • Activation Cost: 15 P.P.E. to recharge
  • Book Reference: p.146, MercOps
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Patches
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Patches Backstory

Post by Patches »

Background

”A gift your eminence.” The Overlord bowed deep as the cage was brought forth.

Kalystra fought a yawn, motioning with one jeweled finger for the gift to be accepted. The dragons age and association with Styphon, while initially a welcome blessing, had now become as much of an annoyance as it was a blessing upon her arrival to the city. She was no bureaucrat, yet still she was forced to hold court. Few within the city were as old as her and as such certain expectations were held. She was beginning to bore of the minutiae of running a city.

A silk sheet was removed from the cage and a small, coiled form could be seen within. ”A Pythonan.” The Overlord groveled, obviously hoping to make a good impression. This one had just been assigned to the Dragcona and had obviously been advised on how to treat those who held power within the city.”It is young, but has been taught to read and write. It-“

Kalystra cuts off the Overlord with a motion. Standing, the humanoid dragon strode forward and knelt to peer into the cage. ”Hello there, little one.” A four foot long patchwork of scales hid a pair of bright yellow eyes, watching her cautiously. It bore the same broken, careful look most of the slaves for sale in the markets held. ”Aren’t you interesting. I think I will call you Patches.”

Patches grew up on Kalystra’s estates within Dragcona. He quickly became one of Kalystra’s favorite toys to flaunt, and kept the Pythonan nearby at all times. Patches picked on the rudimentary beginnings of magic from watching the dragons own personal studies. When Kalystra noticed Patches affinity to the arcane arts, she began to tutor him herself. He took quickly to dimensional magic.

Decades later and Patches was Kalystra’s household librarian in all but name. He grew into a practiced magician and impressive Psionicist. Patches never thought much of his station in life, accepting his role as plaything to the dragon royalty. It was for from a punishing life, and if he did not think about his gilded cage, he could all but imagine it not there.

One quiet day when Kalystra had been away for a number of weeks, a letter arrived. The contents were short and to the point. All of Kalystra’s holdings and belongings within the city were to be liquidated: she would not be returning to Atlantis anytime soon.

Patches had precious few hours to gather what little possessions he might be able to claim has his and not his owners before he was surreptitiously dropped back into the cage he had initially been presented to his mistress in: now Much too small for his form and the small bag of simple belongings he claimed. He did not know what would happen to him now. He hoped another dragon might purchase him. Life in the city of dragons had proven much more luxurious than he had ever considered as a possibility.

The process of itemizing and liquidizing all of Kalystra’s belongings was a long and boring affair for Patches. He spent a number of days locked in has cage, all but ignored. ”Now.” A bloated lawyer finally looked to Patches corner of stacked boxes and crates. ”The Pythonan. Of the few personal decrees mandated by the great Kalystra, yours is the most curious. You are too be freed; an amount of funds to be determined shall be allocated to your personage so as you may find a proper place within society… along with a small collection of items Kalystra has directly willed to you.” The lawyer looks uncomfortable as he realizes he has become the one to officially release Patches into Freedom.

Less than an hour later saw Patches leaving the estates that he had called home for nearly 40 years. The thought of being free elated the mage, but terrified him all the same. He was responsible for himself; no one else had a say in his wellbeing or actions anymore. He had a sinking feeling that he would not be able to sleep in silk any longer.

Questions that probably weren't answered:
  • Who are/were your parents & what follows from that?: I never knew my parents. I assume they were slavestock.
  • Are your parents still alive & what follows from that?: I do not know.
  • What were you doing before you joined the Hellblazers & what follows from that?: I am a recently released slave with little to no allies in a very biased culture. Joining the Hellblazers is an easy alliance for protection against mutual enemies(slavers in general, Splugorth in particular. And fuck vampires.).
  • Why did you leave behind & what follows from that?: I was set free; not by my own will. I never pondered true freedom until it was thrust upon me. I left a life of golden restriction. Allowed everything on my masters whim, and denied just as much at the change of the wind.
  • What do you want & what follows from that? Power. Raised by an old dragon, I yearn for that level of autonomy. One day I will be powerful enough that others will rever me as they do dragons in Drgonconga.
Pythonan Experiance Table:
(Dragon Hatchling & Adult Dragon)
1. 0,000 - 3,000
2. 3,001 - 5,000
3. 5,001 - 10,000
4. 10,001 - 20,000
5. 20,001 - 30,000
6. 30,001 - 50,000
7. 50,001 - 80,000
8. 80,001 - 120,000
9. 120,001 - 170,000
10. 170,001 - 230,000
11. 230,001 - 300,000
12. 300,001 - 380,000
13. 380,001 - 470,000
14. 470,001 - 600,000
15. 600,001 - 800,000
Last edited by Patches on Fri Nov 13, 2020 6:22 am, edited 2 times in total.
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Patches
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Psionics & Spells

Post by Patches »

Psionic Potential & Spell Book
Psionics
Master Psionic
Healing

Physical
Alter Aura
  • Range: Self
  • Duration: One Hour Per Level.
  • 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 human­ oids 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 I.S.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 I.S.P. (6 points) the psychic can adjust the aura to appear as if he is possessed or terminally ill
Deaden Senses
  • Range:160 feet; Line of Sight.
  • Duration:2D6 minutes.
  • I.S.P.:4
  • Saving Throw:-1 to save.
    A form of bio-manipulation that is so subtle that its victims seldom realize they have fallen under the influence of this psionic attack. The psychic is able to induce a physical influence on a single character to make him or her momentarily less alert and attentive to the things around him. Small sounds, odors, movements, and details go unnoticed (+10% to the psychic on the following skills when used against this be­
    fuddled character: Camouflage, Prowl, Concealment, Palming, Pick Pockets, Cardsharp, Forgery, Seduction, Disguise and Impersonation). And the deadened character is also slow to react; reduce Spd by 10%, -I on initiative, and -5% on skill performance. This power is typically used on guards, sentries, and investigators to make them miss some­ thing in a search, not notice the psychic, etc.
Ectoplasm
  • Range:40+5ft per level.
  • Duration:4 minutes per level.
  • I.S.P.:Vapor:6 |Solid:12
    This mystifying ability enables the psychic to create a slightly luminous, vapor-like substance that is exuded from the pores. Ectoplasm has two forms: an invisible vapor and a luminous, solid state.
    The vapor is a sort of floating, probing finger that can snuff out candles, open doors, knock over or pick up small objects (weighing under 9 ounces, tap somebody on the shoulder, rustle leaves and knock on a door. The Ectoplasmic vapor can be seen only by its creator, psychics and supernatural beings who can see the invisible, or with infrared optic systems (including infrared camera lenses, infrared gun sights, binoculars, etc.). Ectoplasm, although an invisible vapor, has physical properties, which means it can not go through walls or solid objects. Thus, a person walking into an ectoplasm stream may feel a slight sensation, like walking into a spider's web or brushing against a cotton ball. Often a person will unwittingly walk into and snag the stream of floating ectoplasm, pulling or stretching it along without being aware of it. In such cases, the psychic must maneuver the snagged portion to loop around the human obstruction. The creator of the vapor can control the full length of the vaporous stream like a floating tentacle. Although the vapor can not go through solid objects it can slip through keyholes, cracks under doors or loose seals around a window. If a breeze can blow through, so can ectoplasm. The only drawback is that the psychic must be able to see the ectoplasm to maneuver it.
    The solid state of ectoplasm can be a startling sight. In this form the ectoplasm can be shaped into an extra limb, such as an arm and hand, or just a hand or tentacle, or even a foot attached to a long stream spooling out of the psychic. The Ectoplasmic limb appears as a white, slightly luminous appendage connected to a trail of ectoplasm stretch­ ing back to its creator like a life-line of silly putty. The appendage and its connecting line can hover, float, levitate and fly (at a speed of 18). The solid ectoplasmic limb has much greater strength and is able to carry, lift or hold up to 40 lbs, but cannot squeeze through the tiny openings that the vapor can. An opening must be at least the size of a quarter for solid ectoplasm to fit, and then the limb must be turned into a thin tentacle and reformed on the other side of the opening. Ectoplasm can also be used to create a face or even a full figure, although detailed features are impossible. Ectoplasmically created images may explain apparitions reported during some seances.
    Ecto-Combat: The ectoplasm vapor and solid form both have an automatic dodge against all attacks directed at any of its length. That means an attempt to hack the middle of the ectoplasmic stream will see that portion of the ectoplasm suddenly swerve, loop or bend with a life of its own to avoid the attack. The dodge by the mid-section (or anywhere else) does not count as a melee action by the ecto-appendage. Moreover, the ectoplasm's creator can direct the appendage to hit back or pick up and use a weapon. The solid ectoplasm appendage is not a great tool for combat, however. It limits its creator's attacks/actions per melee and has minimal strength; equal to about a P.S. attribute of 4. A punch or kick does a mere one point of Hit Point/S.D.C. damage. Damage can be increased by the appendage using any type of hand-held weapon weighing under 40 lbs (18 kg) and less than five feet (1.5 m) long. Small moderm weapons, such as an energy pistol or revolver, can be used, but are -10 to strike. Meanwhile, the vapor can not use any weapons weighing more than 9 ounces and can inflict no damage of its own.
    A vapor or solid appendage must be controlled by its creator at all times (except the automatic dodge); thus, it has a number of attacks/actions equal to its creator. So, if the psychic has four attacks per melee, the ectoplasm appendage also has four attacks. However, each attack action by the ectoplasm counts as one of its creator's actions for that melee round.
    Ecto-Combat Statistics
    • Vapor and solid get an automatic dodge against all attacks, including multiple or simultaneous attacks.
    • +5 to dodge; applies to vapor and solid.
    • +1 to parry; applies to vapor and solid.
    • +1 to strike; applies to vapor and solid.
    • Vapor inflicts no physical damage, but can touch, tap or pick up and carry objects weighing 9 ounces or less.
    • Solid ectoplasm inflicts one point of damage in combat or by weapon.
    • Attacks or actions per melee are equal to its creator's. A pair of ectoplasmic limbs will divide the attack between the two equally.
    • Astral S.D.C. is 40 plus one Hit Point. Applies to vapor and solid. If the ectoplasm is destroyed the creator takes one Hit Point and 10 S.D.C. points of physical damage.
    • Sunlight or bright artificial light (250 watts) reduces the range to half.
    • Maximum range possible for vapor and solid is 40 feet plus 5 feet per level of experience.
    • One full melee (15 seconds) is required to create an ectoplasm vapor or solid appendage. Half a melee (7 seconds) is needed to withdraw/return ectoplasm into its creator
Impervious to Cold
  • Range:Self
  • Duration:20 minutes per level.
  • I.S.P.:2
A mind over matter discipline which enables the character to suffer absolutely no ill effects or discomfort from exposure to even extreme sub-zero freezing conditions
Levitation
  • Range:up to 60 feet.
  • Duration:2 minutes per level.
  • I.S.P.:Small:2, Medium: 6, Large:6+1 per every 10 lbs. over 20.
  • Saving Throw:None.
Levitation is a limited form of Telekinesis that can raise an object or a person straight up into the air and suspend it there, hovering in the air. Sideways movement is NOT possible.
Small objects weighing two pounds or less are the easiest to levitate. Maximum height is 8 feet plus one foot per each level of experience. Medium-sized objects weighing 3 to 20 pounds are more difficult, requiring greater concentration. Maximum height is 6 feet plus one foot per level of experience. Large objects or people weighing over 20 Lbs cost 6 I.S.P. plus one I.S.P. for every 10 Lbs beyond 20. Thus, a 125 pound weight would require 17 I.S.P. to raise it into the air. Maximum height is 4 feet plus one foot per level of experience. Or the psychic can levitate himself 10 feet +2 feet per level of his experience.
Mind Block
  • Range:Self
  • Duration:10 minutes per level
  • I.S.P.:4
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.
Telekentic Lift
  • Range:Self or touch.
  • Duration:2 melees per level of experience.
  • I.S.P.:6
Rather than moving objects solely with the power of the mind, this use of telekinesis increases the character's ability to lift and carry heavy weights. The psychic creates a telekinetic field around the object and lifts both physically and mentally (via telekinesis). This enables the psychic to lift and carry weights 20% heavier than his P.S. normally allows. This use of telekinetics is limited exclusively to lifting and carrying heavy weights and cannot be used to hurl boulders and heavy objects as weapons, nor can it be used to augment the damage inflicted by a punch, kick or other physical attacks.
Telekenetic Punch
  • Range:By touch or one foot per level.
  • Duration:Instant
  • I.S.P.:6
  • Saving Throw:Dodge or Parry
This telekinetic power enables the psychic to deliver a powerful punch or kick-like force through telekinetic energy. The character must actually make a physical punch or kick, but a successful strike delivers a telekinetically enhanced blow. A Telekinetic Punch will inflict 3D6 S.D.C./Hit Point damage plus P.S. bonus (if any), and a kick will do 4D6 S.D.C. plus P.S. bonus. The I.S.P. is spent whether or not the punch or kick actually hits the target (roll to strike as normal). The power is used in conjunction with a normal, physical attack that can be parried or dodged by the enemy. Every time the power is used, the psychic must make a save of 14 or higher or he will take 1D6 points of damage himself as a result of wrenched muscles or a dislocated joint from the extra strain on his body.
Telekenetic Push
  • Range:Touch or one foot per level.
  • Duration:Instant
  • I.S.P.:4
  • Saving Throw:None.
The psychic can effectively create a telekinetic force that pushes away an attacker or anything within range (a door, chair, cart, statue, etc.). The pushing force has the rough equivalent of a P.S. 16 1 per level of the psychic. The Telekinetic Push is roughly equal to a body block and does 1D4 S.D.C. or Hit Point damage, will knock most ordinary humans back two yards and has a 01-60% chance of knocking the person off his feet (if so, that character loses initiative and one melee action. Characters weighing more than 200 pounds or who possess Robotic P.S. or Supernatural P.S. are only shoved a foot or two and there is only a 01 - 12% chance of being knocked off their feet. Inanimate objects weighing under 50 pounds (22.5 kg) are "pushed" or slid across the ground twice as far, roughly four yards(12 feet).
Sensitive
Speed Reading
  • Range:Self
  • Duration:3 minutes per level.
  • I.S.P.:2
This is the ability to read and comprehend the written word extremely quickly. Speed of reading is 30 pages per minute (4 melee rounds). The psychic will retain the information as he would normally. Highly technical texts will reduce the speed reading by half (15 pages per minute) and may require two readings to remember in detail.
Telepathy
  • Range: Read surface thoughts up to 60 feet away or two-way telepathic communication up to 140 feet +40 feet per level of experience.
  • Duration:2 minutes per level.
  • 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.
Super-Psionics
Hypnotic Suggestion
  • Range:12 feet, with eye contact.
  • Duration:Varies, rarely more than a few hours.
  • I.S.P.:6 per idea.
  • Saving Throw:Standard
The power of suggestion is a psychically boosted form of simple hypnosis. The power is limited to relaxing/calming somebody down, putting a person or animal in a light sleep, helping a person to relax and focus on a particular thought (good for helping someone to remember things) and implanting subtle ideas. The implanting or "suggestion" of an idea must be subtly worked into a verbal comment. The suggestion must be kept simple and clear, such as "You know you can trust me." or "You feel like you have a fever." or "You don't want to go there." The power of suggestion can also be used to make the victim imagine sounds and images. "Did you hear that? Listen! Footsteps. You hear the footsteps... yes, you do!" Or, "At midnight the specter appears. Everybody who is ever present sees the specter at midnight." The poor individual who fails his saving throw will indeed imagine he sees something at midnight or hears footsteps.
Telekenetic Acceleration Attack
  • Range:50 feet +10 per level, Line of sight.
  • Duration:Instant
  • I.S.P.10 for S.D.C. Damage, 20 for M.D.
  • Saving Throw: Dodge
This power works on the same principle as the rail gun but uses telekinetic power rather than electromagnetic force. Rather than use Telekinesis to lift and move one or more objects, this Super-Psionic power causes a half dozen to a dozen small objects (coins, pencils, small stones, arrows, unloaded bullets, etc.) to hurl at an incredibly high velocity in a powerful (if short-range) burst of telekinetic energy. All items strike one target at tornado wind velocity. Damage: If 10 I.S.P. are expended the damage inflicted is 2D4x1O S.D.C. If 20 I.S.P. are expended, the damage is 3D6+4 Mega-Damage! The psychic must roll to strike at +1 to do so (no other bonuses apply except any O.C.c./R.C.C. psi-power bonus) and the target must be clearly visible. The psionic attack counts as one of the character's melee attacks.
Telemechanics
  • Range:Touch or 5 feet.
  • Duration:10 minutes per level.
  • I.S.P.:10
  • Saving Throw:None.
This ability allows the psychic to mentally communicate and understand machines. This psi-power is a bizarre combination of Object Read and Telepathy, except that it applies to mechanical devices only.
By touching any non-artificially intelligent machine, whether it be a bicycle, gun, car or airplane, the psionic will instantly have a complete (although temporary) knowledge of exactly how the machine operates. I must stress that the psychic knows everything about the machine; the complete schematic diagram and operation knowledge are clearly seen in his mind's eye. The level of skill expertise is equal to 80%.
When touching an artificially intelligent machine, i.e., computers, the psionic not only understands everything about its operation, repair, access codes, etc., but can actually communicate with it telepathically. This means he can tap into a computer's memory bank without using a terminal because the information would be sent directly into the psychic's mind. Remember, the telepathic link and memory are temporary abilities (although a Total Recall would be able to call up small bits of info). The psychic's skill knowledge is equal to an 88% skill proficiency and applies to all aspects of the machine, its operation, repair, special codes, programing, etc.
Advanced Telekenesis
Fundamentally the same as the Super-Telekinesis power, but with twice the range(200 ft/level) and duration(4 minutes/level) at half the I.S.P. cost(5 per 100 lbs.). Up to four objects can be held at once, but only one can be manipulated at a time. Both ancient style and modern weapons can be manipulated and used (fired) without penalty. Bonuses for manipulating weapons with telekinesis are +1 on initiative, +3 to strike and +4 to parry. Telekinetic Push, Punch and other psionic powers may be used instead. Bonuses with modern weapons are per any weapon proficiencies as if the serpent was using hands to fire the weapon. There are no penalties to strike using telekinesis to manipulate modern weapons.
Telekinetic Body Field
This power provides the Pythonan with a personal force field that has 30 M.D.C. plus 10 per additional level of experience. It protects against all physical and energy attacks, but not gas, poison, psionics, or magic, except for energy and physical types. I.S.P. cost is 10 and duration is five minutes per level of experience. Unlike the standard Telekinetic Force Field, the Body Field can not be cast around others (self only) and costs less to maintain.

Spell Knowledge
Spell Strength: 13
Note: Any Spell this color is considered a Rift & Ley Line Magic or associated spell and has a reduced cost(as noted).
Level One
Blinding Flash
  • Range:10 foot radius, up to 60 feet away.
  • Duration:Instant
  • Saving Throw:Standard, -1 if 3 P.P.E. Points are spent.
  • P.P.E.:1
This invocation creates a sudden burst of intense, white light, temporarily blinding everyone in its ten foot 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 feet. The magic can be cast up to 60 feet away. Saving throw is standard; those who successfully save vs magic are not blinded. Note: Does not affect robotic, bionic or cybernetic eyes.
Globe of Daylight
  • Range:Near self or up to 30 feet away.
  • Duration:12 melees per level.
  • Saving Throw:None.
  • P.P.E.:2
A small globe or sphere of true daylight is magically created. The light is bright enough to light up a 12 foot 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 the light. The creator of the globe can mentally move it along with himself, or send it up to thirty feet ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12 .
See the Invisible
  • Range:200 feet.
  • Duration:One minute per level.
  • Saving Throw:None.
  • P.P.E.:4
The character can see Astral beings, entities, Elementals, ghosts, objects, forces and creatures that can turn invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the vaporous image or energy sphere that is the being.
Level Two
Befuddle
  • Range:100 feet.
  • Duration:Two minutes per level.
  • Saving Throw:Standard.
  • P.P.E.:6
An enchantment that temporarily causes its victim to become confused and disoriented. Concentration and reactions are impaired. Those affected are -2 to strike, parry and dodge; attacks per melee are reduced by half and all skills suffer a penalty of -20%. Each invocation affects only one individual each time it is cast. A successful save vs magic means the intended victim suffers no impairment.
Manipulate Object
  • Range:50 feet+ 10 per level.
  • Duration:two minutes per level.
  • Saving Throw:None.
  • P.P.E.:2 per 5 lbs.
The Manipulate Objects spell was designed to help a sorcerer when he needs an extra pair of hands, but has nobody to assist him. It is used mainly to hold an item in mid-air, to bring an item from across the room without having to get up and get it, and to use magic energy to pick up, move, carry or hold one or more small objects.
The spell caster summons forth blue strands of magical energy that wrap around an item and bring it to him, hold it near or in place or still, or to pick up and carry it, following the mage around at waist or shoulder level. Being able to magically hold an item in mid-air until needed, or to magically carry or retrieve an item allows the mage to keep his hands free to perform more delicate tasks. This also means the mystical
movement of objects weighing less than 10 pounds (4.5 kg) is very simple and requires little concentration. When the mage is not consciously manipulating an object, the item hangs suspended 3-5 feet above the ground, usually within arm's reach.
The P.P.E. cost varies with the combined weight of the objects, two P.P.E. points per five pounds (2.3 kg).
Inanimate objects get no save against this spell; this means that even tiny, lightweight robots get no save, although they may struggle or attack.
Limitations:Maximum speed of moving objects that weigh 10 Ibs (4.5 kg) orless is a speed factor of 1 0. Reduce speed by half when the total weight
becomes 1 00 Ibs (45 kg) or more.
Maximum height: Six feet ( 1 .8 m).
Maximum number of objects: Two per level of experience.
Maximum weight: 10 pounds (4.5 kg) per level of experience.
The spell caster cannot manipulate more than his maximum weight, so afirst level spell caster can manipulate up to two items with a combinedweight of 10 Ibs (4.5 kg), while a third level mage can manipulate asmany as six items weighing up to 30 Ibs ( 1 3.6 kg). The magic force has the equivalent P.S. of 8, + I per additional level of the spell caster (9 at 2nd level, 10 at 3rd, etc.). The magic energy is designed to hold and carry objects, so it can not be used to open a container, open a door or window, shoot a gun, pull a trigger or lever, press a button, or tum a knob, however, a small object can be "manipulated" to gently press or tap against a button or switch to tum it on or off. The spell caster must concentrate to direct the object and each action by the object counts as one of the character's melee actions. Likewise, the slow speed of movement, relatively low P.S., and the fact that this spell is not intended for combat, means that small objects can NOT be hurled or used to stab or pound an opponent. Each object manipulated to hit/attack requires the conscious focus of the spell caster, uses up one of his attacks per melee, and is easy to dodge or parry (the magic force is -2 to strike, and no other combat bonuses apply). Note: This magic cannot be used to pick pockets or steal items unnoticed. Nor to grab an item, lift it in the air and drop it. The magic energy will not drop anything, because it is designed to hold and carry. A few seconds before the spell duration elapses, the objects are gently lowered to a tabletop or the floor.
Level Three
Armor of Ithan
  • 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
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 1 0 per level of the spell caster's experience. Magic fire, lightning, and cold do half damage to it
Level Four
Energy Field
  • Range: Self or others up to 60 feet away.
  • Duration: One minute (4 melees) per level of experience or until it is destroyed.
  • Saving Throw: None.
  • P.P.E.: Ten
The magic creates a protective field of energy that can be placed around the mage, others, or an object. The maximum area of protection is about 8 feet, which means it can protect a small room full of people (about 6 to 8 individuals). The energy field appears as a semitransparent wall or bubble that shimmers with a blue-white light. The field normally provides a total protection of 60 M.D.C., but is doubled at ley lines and tripled at a ley line nexus.
Shadow Meld
  • Range: Self.
  • Duration: Two minutes (8 melees) per level ofexperience.
  • Saving Throw: None.
  • P.P.E.: 5.

This unique magic enables the spell caster to step into shadows, be­ coming totally invisible, even to a "See the Invisible" spell. The shadow must be at least five feet tall or long to become an ef­ fective hiding place. The shadow serves as a superior means of hiding or moving unseen. The mage can move, walk, or run through the length of shadow or from shadow to shadow. While in shadow/darkness, the character prowls at a 60% proficiency (or at + 15% to nonnal skill, whichever is higher). Intense light will dispel the shadow, leaving the mage revealed. Of course, sanctuary can be found by fleeing into another shadow. Feeble light, less than 10 torches or 300 watts, will only create more shadows.While hidden in shadow, the character is still susceptible to magic, psionic and physical attacks, although attackers are -5 to strike him (be­ cause they can not see him). Area affect magic does not suffer any pen­ alty. Infraredlthenno-optics are the only means that can be used to see somebody in a shadow.

Level Five
Level Six
Call Lightning
  • Range:300 feet; Line of sight.
  • Duration:Instant
  • Damage: 1D6 M.D.C. per level.
  • Saving Throw:None.
  • P.P.E.:7

This spell creates a lightning bolt which can be directed at any specific target up to 300 feet (91.5 m) away. The lightning bolt shoots down from the sky, hitting the desired target. The target or area must be within the spell caster's line of vision. The lightning bolt does one six-sided die (lD6) of M.D. per level of the spell caster.

Teleport: Lesser
  • Range:5 miles per level; touch.
  • Duration:2 Melees.
  • Saving Throw:None.
  • P.P.E.:7

The power to transmit matter from one place to another. The Teleport: Lesser invocation is limited to non-living substances. Up to 50 Lbs can be instantly transported from the location of the spell weaver to any location miles away. The only requirements are that the mage touches the object to be teleported and that the location of where it is being sent to is known to him. Success Ratio: 80% +2% per level of the mage. An unsuccessful roll means that the object never arrived where it was supposed to and could be anywhere within the mage's range.

Level Seven
Level Eight
Ley Line Tendril Bolts
  • Range:10 feet per level.
  • Duration: One melee round. Each blast equals one attack.
  • Damage: 2D6 M.D. at level one, +1D6 M.D. per every two additional levels of experience (i.e. 2D6 at level one, 3D6 at level three, 4D6 at level five, 5D6 at level seven, and so on). The level of damage inflicted can be regulated by the spell caster in increments of ID6 M.D., so as little as ID6 M.D. to full damage (depending on the level of the mage) or anything in between can be inflicted. Each blast counts as one melee attack. The casting of the spell to create this attack uses at least up one melee attack/action to begin with
  • Saving Throw:-2. Save means half damage.
  • Limitation:Only able to cast on a ley line.
  • P.P.E.:13. Doubling the P.P.E. Spent adds +20 M.D. to each bolt.

This spell creates a sphere of energy that either encircles the hand or appears floating in the palm of the character's hand. Four bolts of mystic energy emit from the energy sphere simultaneously to strike four different targets, each suffering the same amount of damage. Each energy bolt appears to shoot out like miniature arcs of lightning to strike the four nearest enemies/opponents to the spell caster (never an ally).
When used against one opponent, only two energy tendrils strike him, each doing damage. The other two don't even appear. If there are two opponents, two energy tendrils will strike each. If there are three opponents, two energy tendrils will strike either the nearest opponent or a supernatural opponent (if present), and one will strike each of the other two antagonists.

Level Nine
Level Ten
Level Eleven
Ley Line Storm Defence
  • Range: 10 foot diameter per level of the spell caster, x10 if performed at a ley line nexus. x 100 if a triangle of connecting ley lines is involved, purging the storm from the area along, within and around the triangle.
  • Duration:10 minutes per level. X10 at ley line nexus. X100 at a nexus part of a triangular conjunction.
  • Saving Throw:None.
  • Limitations: Requires one or more ley lines and knowledge that a Ley Line Storm is coming (Line Walkers and Shifters can sense a coming Storm at least 1D4x10 minutes before it arrives).
  • P.P.E.:90

This spell creates an invisible barrier over the defended area that causes natural and magically created Ley Line Storms to skip over it to continue down the line. If the area of protection is at the end of a line it will either send it back in the direction it came or down a different, intersecting line. Note: The cities of Tolkeen and Freehold use this spell whenever a storm is on the horizon to protect most of their respective communities.

Rift Teleportation
  • Range: Up to 100 miles per level of the spell caster.
  • Duration: Roughly 1D4+4 seconds. half a melee round.
  • Saving Throw: +3 to save if an unwilling participant of this magic. A successful save means the character is not teleported with the others and remains at the nexus location where the Rift was opened.
  • Limitation: Requires a ley line nexus and can only teleport to another ley line nexus point within the range ofthe spell caster.
  • P.P.E.:100.

As many as 20 human-sized people per level of the spell caster can be teleported from one ley line nexus to another, allowing for entire platoons and companies of soldiers to be magically whisked from one location to another. In all cases, the spell caster must be familiar with the arrival point (nexus point).
A Rift appears at the departure point and closes in six seconds (roughly equal to two or three melee actions). A moment later (lD6 seconds), a Rift opens up at a different nexus location and those who entered are teleported to that point. A second later, the Rift closes as if it never existed. This is a one-way method oftravel, requiring the spell to be cast coming and going. Teleportation is done without risk because theexactlocationisaknownandfixedpointatajunctionwheretwoor more lines of magic energy converge. The only exception is if the spell is used during a Ley Line Storm, in which case the group will be teleported to some random location 3D6x100 miles away. This spell can not be used to teleport to other worlds, only on the planet where the ley lines are located (in this case, Rifts Earth).

Level Twelve
Summon Ley Line Storm
  • Range: One mile per level of experience.
  • Duration: Five minutes per level ofthe spell caster.
  • Saving Throw: Standard per the effects of the storm. Limitation: Can only be created on a ley line.
  • P.P.E.: 250
    The spell caster can summon (effectively creating) a Ley Line Storm that causes electromagnetic disturbances, dimensional anomalies and disrupts magic.The mage can also direct its movement, making it pause in one place or travel down a particular portion of the ley line or a connecting line. In addition, the spell caster can direct bolts of ley line energy at specific targets of his choosing (each bolt counts as one melee action; see the rather lengthy description for details).
    To control the Ley Line Storm, the spell caster is mentally linked to it. This means he sees and senses most everything going on within the storm itselfl However, as long as the summoned storm remains, the spell caster is effectively part of it, his physical body entranced and vulnerable while his mind and senses are one with the Ley Line Storm. This means he can not cast other spells or take action (move, run, dodge, talk, etc.) as long as the storm remains in existence. He can be physically moved or protected by others, but can't do so of his own vo­ lition. To regain control of his body, the Ley Line Storm must be stopped and the spell cancelled.

Level Thirteen
Level Fourteen
Close Rift
  • Range: 100 feet.
  • Duration: Instant results.
  • Saving Throw: Standard.
  • P.P.E.: 100 +1 P.P.E. from character's permanent P.P.E. base!

The master of magic can close a Rift by sheer force of will. How­ ever, the monumental effort permanently drains the mage of two P.P.E. points from his permanent base, whether successful or not. The mystic nature of the dimensional gateway gives it an automatic save versus magic attack, consequently a Close Rift Ritual will increase one ' s odds for success (16). The Rift will instantly vanish if successful. A failure means the Rift is not affected and the wizard has lost 2 P.P.E. forever; try again. Note: This incantation will not close the St. Louis Gateway Rift or any "permanently" opened Rifts. Also note the Shifter, Tempo­ ral Raider, Temporal Wizard and Stone Master do NOT lose the per­ manent 2 P.P.E. when they use this spell, nor do alien intelligences, gods or Demon Lords.

Level Fifteen
Dimensional Portal
  • Range:
  • Duration:30 seconds per level, or one minute per level if performed as a ritual.
  • Saving Throw:None.
  • P.P.E.:1000

The dimensional portal invocation opens a two-way door to another dimension. The mage can open a door to a specific world or randomly. This is the only way a greater supernatural being can enter into our dimension. Once the dimensional portal closes, the only way back in or out is to open another portal. One of the real dangers of using this magic is that some "thing" unwanted often slips through.

Ley Line Shutdown
  • Range:Length of ley line; does not affect connecting lines unless performed at a nexus, then all connecting lines are shut down for half the duration.
  • Duration:One melee round per three levels.
  • Saving Throw:None.
  • P.P.E.:1500
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This amazing spell momentarily short circuits a ley line. For one melee round or so (seldom more than a minute), the ley line energy completely disappears as if a power switch has suddenly been turned off. Those drawing P.P.E. from the line are suddenly without power. Ley Line Phantoms and Faded individuals are instantly revealed. Ley Line Ghosts momentarily vanish with the ley line. Techno-Wizards or any practitioners of magic "riding" or using the line are deprived of the power to continue to do so. Spells relying on the energy line fail or stop as a result of the disruption of power, meanwhile ley line transmissions end abruptly, Observation Balls disappear, and no ley line ability can be performed! Any Wing Boards and other Techno-Wizard vehicles completely reliant on the energy lines fall out of the sky, plunging to earth like lead balloons. When the ley line reappears, new spells can be cast, and TW items that draw on the line energy will buzz back to life.
Last edited by Patches on Thu Nov 12, 2020 7:14 pm, edited 1 time in total.
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