Lt. Walkyr (Approved)

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Qwintius
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Lt. Walkyr (Approved)

Post by Qwintius »

Player Name: Mykheal
G-Mail: zionchylde3@gmail.com
Link to Ledger: https://explorersunlimited.com/eu/viewt ... 36#p294736

Character Name: Qwintius Farookh Walkyr
Alias: Lt. Walkyr
Race: Atlantean of Clan Marciniszyn
O.C.C.: Psi-Tech
Alignment: Scrupulous
XP Level: 3rd
XP Points: 4201
Next Level @ XP: 8401
Sentiments/Non-Humans: Fairly open-minded about any living creature. Cultural disdain for vampires and undead.
Disposition: Inquisitive, Artistic, Driven, often trying to understand how a thing works, why, who made it, and what were they thinking when they did. Infatuated with technology, covets phase tech.
Insanity:

ATTRIBUTES
I.Q.: 22
M.E.: 29
M.A.: 12
P.S.: 14 [Augmented]
P.P.: 12
P.E.: 18
P.B.: 21
Speed: 27

PHYSICAL DATA
P.P.E.: 19 12 + 3d6 + 6/tattoo after marks of heritage [total of 40 xtra ppe]
I.S.P.: 159 3d4x10 +ME +10/lvl
H.P.: 26 PE +1d6/lvl
S.D.C.: 50 +10 for each tattoo after marks of heritage

Age: 146
Sex: Male
Height: 6' 1"
Weight: 170 lbs
Description: Tall, wiry, charcoal-skinned human male, untamed afro with natural “fyre-blue” streaks [the color that comes from a butane torch], intricate forearm sleeve tattoos that seem to glow, and piercing burnt-orange eyes.

Racial Abilities
Atlanteans recover Hit Points and S.D.C. (or M.D.C., as the case may be), at a rate of 2D6+10 points per 24 hour period of normal rest and recovery, or 1D6 Hit Points/S.D.C. (or M.D.C.) per hour of meditation at a ley line or nexus point; more at a Healing Pyramid.

All Atlanteans are taught how to Ley Line Phase. This is exactly like the Ley Line Walker’s ability. It takes a full melee round (15 seconds) to Ley Line Phase and cannot be used during battle.

True Atlanteans altered their genetic structure in such a way as to prevent themselves from being physically transformed by any means, including, but not limited to metamorphosis potions and spells, magic rituals, vampire transformation, Petrification, Turn to Mist, Growth or Reduction/Shrinking spells, potions, or via Splugorth Bio-Wizardry, microbes, parasites and symbiotic organisms, or any other form of magic or supernatural transformation including curses, wishes or other forms of enchantment. Atlanteans still can be tortured in Bio-Wizard Chambers, and while they cannot be transformed per se, they can be horribly scarred and disfigured. This is something the Splugorth often take great delight in doing.

Skill: 40%(+5%) All True Atlanteans above the age of 13 (and all True Atlantean O.C.C.s) know how to operate the Stone Pyramids created by Atlantean Stone Masters and Minions of Splugorth for the purpose of healing, communications, teleportation, and dimensional teleportation. Base Skill: 25% +5% per level of experience that the average True Atlantean does not know exactly how Stone Magic works nor how to build pyramids, just how to operate them.

10 points per hour of rest or sleep. 15 P.P.E. per hour of meditation.

Skill: 30%: 10% per level of experience. There is a +10% bonus to recognize Secondary Vampires and a +30% bonus to recognize Wild Vampires. It is the cunning and powerful Master Vampire who remains most difficult to identify (-30% skill penalty) unless it is openly flaunting its power and demonic nature.

True Atlanteans can sense the presence of vampires and Vampire Intelligences within a 1,000 foot (305 m) radius, but cannot pinpoint the exact location. Also see Recognize Vampires, above. Note: Atlanteans cannot sense other types of undead like zombies, etc., only vampires and Vampire Intelligences.

As dimensional travelers for thousands of years, True Atlanteans are able to sense the presence of ley lines up to 5 miles (8 km) away, a nexus point up to 10 miles (16 km), and sense an open/active Rift up to 20 miles (32 km) away. They can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They do, however, know the general direction and whether it is close by or far away, weak or powerful, and if a Rift is opened.


Natural Abilities
Perception: 24% | +15% when dealing with machines, robots, etc.
Charm/Impress: 55%
Invoke Trust/Intimidate: none
Max. Encumbrance:102 lbs
Max. Carrying Weight: 160 lbs
Max. Lifting Weight: 320 lbs
Max. Jumping Ability: 14' far: 7' high

Special Psi-Tech Abilities

1. Telemechanics: The Psi-Tech's inborn expertise with all things technological comes from an enhanced form of the super psionic ability Telemechanics. In most respects, it is identical to the standard power described on page 127 of the Rifts® RPG. Where it differs is that this ability is a constant one that requires no expenditure of I.S.P. on the part of the Psi-Tech. In addition, the duration is doubled. The level of skill expertise is equal to 85% plus 1 % per level of experience. Skill: 88%

2. Machine & Electrical Diagnosis: The Psi-Tech can sense the cause of a malfunction, pinpoint the problem or damage, and know what needs to be done to fix it (still needs to use/roll for specific skills or psi-powers) - a more specific and specialized form of Object Read.
Range: Touch.
Duration: Two minutes per level of experience. I.S.P. Cost: 6

3. Soup-Up Machines: The Psi-Tech has a knack for getting the most out ofa machine, including vehicles. They can increase the speed, fuel efficiency/range (when applicable), and M.D.C. of vehicles and bots by 10%, and the speed and performance of computers by 15%. They can even tweak weapon systems to increase the effective firing range by 10%, and can jury-rig parts
together in an emergency three times fa ster than what's normal. They perform all mechanical and computer skills about two times faster than normal.

4. Mental link to Robots, Power Armor & Vehicles: In addition to the Machine Ghost and Telemechanic powers, the PsiTech can make and maintain mental contact with machines designed to be piloted. In this capacity, the Psi-Tech maintains his own individuality and awareness, but partially becomes the machine as well. This union of man and machine provides the following bonuses beyond the usual robot or vehicle piloting skills the character may have. All apply only when piloting power armor, a giant robot, or a vehicle (hover cycle, car, airplane, 'bot vehicle, etc.).
+1 attack/action per melee round. +1 on initiative with the machine. +2 to pull punch of the machine. Run or fly 10% faster.Leap 10% higher and farther. +10% to piloting skill for that machine/special maneuvers.

Psionics
Master Psychic
Range: 20 feet (6.1 m) +5 feet (1.5 m) per level of experience.
Duration: 2 melee rounds per level of the psychic.
I.S.P.: 12
Saving Throw: Special. Regular, non-intelligent machines cannot save vs telemechanic operation. Cybernetics and bionics attached to living flesh, sentient machines and magic items and devices are impervious.
This power is a step beyond the mere understanding of machines granted by telemechanics, it allows the psychic to telepathically operate machines with his mind! As long as the machine functions, he knows how to use it, and it is turned "on," the psychic can manipulate it with his mind as if his fingers were on the controls! This means he can operate computers, keypads, set/program an alarm clock, change the radio station, operate a VCR or television, drive a hovercar (even if there is already a driver, but at -30%), cook something in a microwave, turn off (or on) a surveillance video camera, and so on.
The Telemechanic Mental Operation power will only work on machines that have an electronic or other power source. This power does not work on artificially intelligent machines (i.e. intelligent computers, robots, etc.), nor on cybernetics, bionics, Techno-Wizard devices, rune weapons or magic items. Note: Also see Machine Ghost and Telemechanic Possession.
The psychic can use other psionic powers and engage in other activities, but must maintain some level of mental concentration and contact to keep control of the machine. During this period he is -1 melee attack/action and -5% on skill performance. He must also stay within range. If he steps out of range or loses concentration, the machine returns to normal in 1D4 seconds.

Range: Touch or 10 feet (3 m) per level of experience.
Duration: Two minutes (8 melees) per level of experience.
I.S.P.: 50
Saving Throw: Special. Regular, non-intelligent machines cannot save vs telemechanic possession. Artificial intelligences (robots like Skelebots) need a 15 or higher to save and sentient machines (like Archie-3) require a 12 or better to save. Artificial intelligences and sentient machines also get to save when being forced to do something that is contrary to their programing. Cybernetic and bionic devices attached to living tissue cannot be possessed. Neither can magic items, including Rune Weapons and Techno-Wizard devices.
This ability is identical to the psionic power, Mentally Possess Others, in every way, except that the psychic possesses a machine rather than another person. The character overrides the programming/controls of the machine, even in the case of sentient machines, and controls it like a living robot. Essentially, the possessing psychic is an immaterial pilot who controls the machine as he desires; computers, factory equipment, vehicles, robots, empty power armor, a toaster, etc.
While the psychic possesses the machine, it responds to the character's thoughts and does whatever he desires. Of course, physical, mechanical limitations still apply. The machine needs a power source and cannot do anything it is not normally capable of doing. For example, the psychic may be able to take possession of an energy rifle and make it shoot (or not) seemingly of its own volition, but he cannot make the rifle aim, move or hop around. Likewise, if the device is unplugged, or runs out of fuel, the machine is deactivated with no ill effect to the psychic,
except his possession comes to a premature end. Likewise, if it needs wheels to move, destroying the wheels will cripple it, etc.
If the machine he possesses is destroyed while the psychic's essence is still inside it, the character loses one third of his Hit Points (or one third of his M.D.C. if a mega-damage creature) from the shock and pain from the destruction of his surrogate machine body. Furthermore, he is stunned for 1D4 minutes (reduce attacks per melee, speed, combat bonuses, and skill performance by half while stunned).
During the period that the machine is possessed, the psychic's natural body falls into a coma-like state and is vulnerable to attack unless protected by others.
While in mental possession of a simple machine, the psychic has only a vague awareness of his surroundings and can see, hear and feel things around him but as if in a cloud or haze. However, if the machine has optics and/or sensors, he is able to use them like his own natural eyes and senses. The machine, regardless of its capabilities and programming, has attacks and actions equal to those of the character possessing it.

Range: Touch or 40 feet (12.2 m)
Duration: One minute per level of experience.
I.S.P.: 20
Saving Throw: Special. Regular, non-intelligent machines cannot save vs telemechanic paralysis. Cybernetics and bionics attached to living flesh, sentient machines and magic items and devices are impervious.
This is a form of techno-manipulation whereby the psychic is able to psychically bond with the machine and momentarily prevent it from functioning. Just as in bio-manipulation, the psychic blocks the transmission of signals along the machine's "nervous system," effectively incapacitating it. This means the power is only effective against machines that require a power source.
Simple devices like wind-up toys, scissors, old revolvers and pistols, swords, knives, crossbows, and similar items cannot be affected. The affected machine freezes in place and does not respond to any of its controls until the psionic influence comes to an end.
The psychic can use other psionic powers and engage in other activities, but must maintain some level of mental concentration and contact to keep the machine inactive. During this period, he is -1 melee attack/action and -5% on skill performance. He must also stay within range (40 ft/12.2 m). If he steps out of range or loses concentration, the machine returns to normal in 1D4 seconds.

[10 isp / 100 lbs 100lbs does 1d4x10 md] - @2nd level

Range: Self
Duration: 5 minutes per level of experience.
Effect: Through intense concentration/meditation (4D4 minutes of preparation), the psychic can free his mind, or inner self, from his physical body. This psychic inner self is the Astral body, a whitish, transparent, ghostly image of the character's physical form. A long silver thread or cord connects the Astral body with its physical self. If the cord is severed the character is likely to die of sudden shock as body and soul are torn asunder. There is only a 30% chance the Astral self can locate its physical body without the silver umbilical cord (roll best 2 out of 3). (Unless the bodies placement is definitely known, and has not moved from where last known.) The physical body lapses into a coma-like trance when the Astral self has left it. In this state the body is completely helpless. It can not walk, move or think; completely catatonic.

The hazards of traveling the astral realm are threefold:
First, if the physical body is killed, the Astral body is forever lost and will die, fade away, within six hours.
Second, if the Astral body gets lost or captured while in the Astral plane, the body will begin to waste away and die. (Note: One minute of our time is equal to one week in the Astral plane).
Third, the Astral body is vulnerable to psychic attacks and attacks from ghosts, entities and creatures of the Astral plane.

There are two levels of Astral Projection, coexistence (physical body and spirit form) in the material world and/or in the Astral plane (another dimension). Astral Projection from the physical body into the material world creates a ghostly specter of the Astral self which can be seen only by other psychics, young children under 13 years old, animals and most supernatural creatures. While in Astral form the character automatically gains the ability to float, fly (mach one/670 mph maximum), see the invisible, pass through solid objects, impervious to physical harm (including cold, heat and energy), and see and hear as usual. The Astral body can not communicate with the physical world except through telepathy or empathy, nor speak to, smell or touch anything on the material plane. The Astral self is little more than a mute, ghostly observer. Of course, this is a great way to locate invisible supernatural entities, as well as spy on other humans on the material plane (although limited by short sprints. See duration).
Traveling in Astral form has its own very special dangers. While the character can see the invisible and other Astral travelers, they can also see him. This makes him susceptible to their psychic and Astral form attacks, for two Astral travelers can lock into hand to hand combat as well. The most vulnerable target is the silver cord which is the Astral traveler's lifeline to the physical world. Fortunately, the cord has an Astral S.D.C. which is two times that of the person' s physical Hit Points and S.D.C. combined. The thread-like silver cord is a difficult target to hit; attackers are -6 to strike. The Astral body also has S.D.C. two times the Hit Points and S.D.C. of the physical body combined. This means if the character has 18 Hit Points and 28 S.D.C., both the Astral body and its silver cord have 92 Astral S.D.C. each (18+28=46x2=92 each). Remember, magic and psychic influence have a full effect on the Astral body. This includes exorcism, which will force the Astral traveler to leave the immediate area (400 foot radius) and not return for 24 hours. The Astral traveler has the same number of attacks per melee, bonuses, hand to hand, skills, knowledge and psychic powers that he or she has in the material plane.

Entering the Astral plane is like entering the twilight zone. After a minute of concentration the Astral gateway appears as a bright patch of shimmering, white light. Once the Astral traveler passes through it, he will find himself in an endless expanse of white light, and rolling, white clouds. There is no up or down, no bottom or top; no north or south, no land or air or sea, just endless, slowly swirling white. Time too, is a different or altered state, for what would seem to be a week in the Astral plane is barely one minute in the physical world. Time and space twisted and distorted, the Astral traveler can travel from one end of our planet to the other in the blink of an eye, by hopping through the Astral plane. While this may sound wonderful, the Astral plane has its dangers as well. First, the distortion of space and time makes it extremely difficult to find the material world and one' s dormant, physical body. Even trying to follow the silver cord can lead to nowhere.

To return from the Astral plane to the physical body, roll on the following table : Each roll will determine the Astral traveler's state of mind and sense of direction. The percentile dice can be rolled up to three times per melee (15 seconds). The player must roll "definitely certain" to successfully return. The player may keep trying until he succeeds or time elapses.

Location of the Physical Body
Roll Percentile Dice to Return from the Astral Plane:
01-30 % : Hopelessly Lost (roll again).
31-50% : Uncertain, Confused (roll again).
51-76% : Fairly certain of location; on the right track (roll again).
77-00% : Definitely certain of location. (Whew ! Made it Back).

Astral travel with a partner is a much safer way to travel, because if one can find his body, he can lead the other one out with him.

Note: Traveling on the material plane in Astral form is infinitely easier than the Astral plane. To find the physical body the character need only return to where he left it. If it has been moved or hidden the Astral self can sense its location with a 60% efficiency (roll once per melee).
The other danger lies in being attacked by other beings in the Astral plane. Entities and elemental creatures of magic live in the Astral plane or travel through it. These beings are usually hostile, evil forces. While the Astral body can not touch or communicate with the material world, the Astral body is quite solid to other inhabitants of the Astral plane. The Astral body is also vulnerable to magic and psychic powers, as well as physical assault by Astral entities.

The energy which composes the Astral plane is responsive to thoughts and desires. The strongest Astral beings can mentally or magically control what a small area might look like. This means that the Astral plane is made up of hundreds or perhaps thousands or even millions of tiny Astral "kingdoms" adrift within the vast whiteness. Exactly what these kingdoms look like is up to the entities that create them. Some may look like a modern city, others like castles or forests, while still others, a frightening landscape. Perhaps this is where legends of visitations to Heaven and Hell originate? It is always wise to avoid an Astral kingdom, because only the most powerful entities and Astral beings can create and maintain them.

Range: Self; computer by touch.
Duration: Three minutes per level of experience.
I.S.P.: 12
Saving Throw: Not applicable
The psychic goes into a trance as he focuses his concentration on entering a computer or most any type of artificial intelligence (not applicable to sentient, self-aware machines like Archie-3). This power is limited to the acquisition or reading of information only. The psychic cannot input, program, or delete data on the machine. He can also access information stored by most electronic means, including computer disks, video and audio disks, film or audio tape, and hard drives. Reading electronically encoded disks and tapes is similar to object read, except in this case, he hears and sees the data as if he were playing it on a computer or disk player, only he perceives the information 10 times faster. Thus, the character can read (never input) information from disks or broken computers without a physical "jack" connection or an actual display device, i.e. computer and monitor, CD player, etc.

As an actual Machine Ghost, the psychic mentally enters and travels the neural network of an active computer. He is actually inside the device. In many ways, this experience is similar to Astral Projection except the psychic is "projecting" into the machine rather than into the Astral Plane. It also has the same pitfalls as Astral Projection, as in the character enters a strange, very seemingly real world that he must learn to navigate. Like Astral Projection, the electronic world of computers takes on a virtual world landscape. This means in the computer virtual world, its programs, viruses and defense mechanisms will take on virtual manifestations that can interact, confront, impede, or attack the Machine Ghost.

A password or special access code may appear as a metal door or iron gate, or locked filing cabinet that needs to be (seemingly) broken open to gain access to what is held inside. The more difficult the code, the bigger, stronger and more difficult the door and lock(s). Data is likely to appear as books, paper files, diagrams, film, holograms, and other other common means of communication and documentation. The more sophisticated defense measures are likely to appear as one or more guards who must be defeated before the information is accessible. They can appear as sorcerers, Coalition troops, known enemies or as exotic aliens. Viruses and defenses designed to attack an intruder typically appear as demons or monsters.

Combat in the virtual world seems real and is conducted the same as it would happen in the real world. Combat and damage is measured by the character's perception of his real body armor, weapons and natural powers. When the psychic has lost more than 70% of his armor, or S.D.C./M.D.C., he will feel the urge to flee the virtual world. If he flees, a computer defender will not follow, however a virus will pursue and continue to fight. Although all such damage is only in the mind of the psychic (no physical damage occurs in the real world), if he dies in the virtual world, he can die in the real world as well! The shock to his psyche and body will momentarily stop his heart, and he slumps over dead! The character must roll to save vs coma and death. In this case, physical treatment is not necessary and the recovery process, if successful, takes less than a minute. The psychic must roll three times, and the best two out of three rolls skills determines life or death. Rolling between 01-75%, two out of three times, means the heart starts and the character is shaken but fine; feels woozy for 2D4 minutes (reduce spd 25% and all combat bonuses by half). Failure to recover from the heart attack means immediate CPR medical treatment is required — paramedic skill will suffice, provided any protective body armor can be removed so that treatment can be issued; rescuers have 10 minutes. Roll to save vs coma and death again; must roll twice under 80%.

The downside in the usage of this power is the psychic loses all sense of time and reality outside the data he is accessing. This means he is oblivious to what is happening around him, and unless protected by a companion, vulnerable to attack without any means of defense. Pain or being struck or shaken will alert the psychic to trouble, but he has the choice of breaking contact and responding, or ignoring it and continuing to retrieve data. Only telepathy can reach the character while in this state (can't hear spoken words or sounds outside the computer), and is a means of two-way communication.

A character accessing a file on a disk can break contact at any time with a thought, although he will be disoriented for one melee round; reduce his number of attacks and combat bonuses by half. Breaking free of a computer virtual world is not so easy.

Leaving virtual space. Unfortunately, leaving the virtual world of a computer is fundamentally the same as the Astral Plane. The psychic can vaguely sense the way he came and must follow it back to the virtual access point. To do so, the player must roll on the following table and must roll "definitely certain" to have his character successfully escape. The player must keep trying until he succeeds or time elapses. If the character cannot escape virtual space before the duration of this ability elapses, he is flung out with the same effect as "virtual death"; roll to save vs coma and death as described above. Note: The psychic will instinctively know when he's down to the last three minutes of the duration and when trying to exit, can fly toward the way out (typically appears as a door or a dimensional rift).
  • 01-30 Hopelessly lost (roll again)
  • 31 -45 Uncertain (roll again)
  • 46-65 Fairly certain on the right track (roll again)
  • 66-00 Definately certain! Whew! Made it back.

Range: Self.
Duration: Three minutes per level of experience.
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 hald (15 pages per minute) and may require two readings to remember in detail.

Range: Touch
Duration: Varies; usually about 2D6 minutes.
I.S.P.: 6
Saving Throw: None
Base Skill: Impressions: 56% +2% per level of experience. Images: 48% +2% per level. Present: 38% +2% per level of experience.
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.
Impressions include: General alignment of its last owner (good, selfish, evil), general emotional state of mind (anger, 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 easiest 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.
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, appearance/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 it/him in the near future.

Range: Self
Duration: Permanent
I.S.P.: 2
The character remembers every word he reads. Specific blocks of information can be recalled in perfect detail at will. Each block of information costs 3 I.S.P. to recall in absolute detail. If all I.S.P. Have been expended the memory is a little fuzzy, so that exact quotes and details may be impossible to recall. Roll percentile: 1-50—remembered in full detail, word for word; 51-80 — details are forgotten, but the full essence of the ideas are clear; 81-00 — can only recall the most basic concepts; no details nor strong comprehension.

Range: Self
Duration: As needed; at least one hour of meditation is required.
I.S.P.: 0
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: Self
Duration: 10 minutes per level of experience.
I.S.P.: 4 (per each duration period)
This is the ability to completely close or block oneself from all psychic/mental emanations. When intentionally closed to supernatural or psychic forces the character can not sense anything, can not use psychic abilities, nor be influenced by others. A mind block will prevent penetration of telepathy, empathy, hypnotic suggestion, and empathic transfer. 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.

[4 isp / read surface thoughts 60' +40/lvl (180') / 2way communication 140' +40'/lvl (260') ]

Range: 90 feet.
Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
Saving Throw: None.
Effect:The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second.
Notes: The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.


Magic Tattoos
P.P.E. to activate: 15
Duration: One hour per level of experience or until canceled.
Power:
  • Immune to the Pheromone Induced Seduction.
  • The character is impervious to the slow kill bite, and cannot be turned into a vampire or enslaved.
  • Impervious to all the mind control powers of vampires and related species of undead.
  • When the magic tattoo is first activated, a wooden stake and cross appears, one in each hand. Both disappear when the duration ends or the tattoo magic is cancelled.
Note: Though greatly protected by this magic tattoo, the vampire can hurt and even kill a Tattooed O.C.C. like the Undead Slayer by using killing bite attacks, the brute force of punches, claws, etc., and via weapons or magic.
[right forearm sleeve] Marks of Heritage
This is the standard when it comes to Magic Weapon Tattoos, because of its low P.P.E. Cost and M.D. Capabilities.
P.P.E. to activate: 10
Duration: 15 minutes per level of experience or until canceled.
Damage:
  • 2D6 M.D. vs M.D.C. Opponents
  • 2D6+8 S.D. vs S.D.C. Opponents
Effect: Faint glow.
[left forearm sleeve] Marks of Heritage


O.C.C. Skills
Language: Atlantean 106% (+1%)
Language: Dragonese/Elven 88% (+1%)
Language: Trade 4 88% (+1%)
Literacy: Atlantean 106% (+1%)
Literacy: Trade 4 68% (+3%)
Mathematics: Basic 88% (+5%)
Radio: Basic 83% (+5%)
Basic Mechanics 73% (+5%)
Basic Electronics 73% (+5%)
Computer Repair 63% (+5%)
Computer Operation 83% (+5%)
Computer Programming 63% (+5%)
Mechanical Engineer 58% (+5%)
Robot Mechanics 53% (+5%)
Pilot: Robots and Power Armor 83% (+3%)
Pilot: Robot (and Power Armor) Combat: Basic
Pilot: Robot (and Power Armor) Combat: Elite
Sensory Equipment 55% (+5%)
Lore: Dimensions 53% (+5%)
Art 58% (+5%) Clan Marciniszyn
Photography 58% (+5%) Clan Marciniszyn
Whittling & Sculpture 53% (+5%) Clan Marciniszyn
WP: Blunt
HTH Expert

O.C.C. Related Skills
Electrical Engineer 68% (+5%)
Spaceship Mechanics 55% (+5%)
Artificial Intelligence 57% (+3%)
Pilot: EVA 68% (+5%, 2nd Level)
Robot Electronics 48% (+5%, 2nd Level)

Secondary Skills
Optic Systems 53% (+5%)
Research 48% (+5%, 3rd Level)
Mathematics: Advanced 68% (+5%)
Lore: Psychics and Psionics: 48% (+5%, 3rd Level)
WP: Sword
WP: Energy Pistol

Combat Data
HTH Type: Expert
Number of Attacks: 4
Initiative Bonus:
Strike Bonus:
Parry Bonus: +2
Dodge Bonus:+2
HTH Damage Bonus:
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +3
Bonus to Disarm:
Other: Kick Attack 1d8

Robot Combat Data: (Basic)
Number of Attacks: +1 (+5)
Initiative Bonus:
Melee Strike Bonus: +1
Ranged Strike Bonus:
Parry Bonus: +1
Dodge Bonus: +1
HTH Damage Bonus:
Bonus to Roll w/Punch:
Bonus to Roll w/Imapact: +1
Bonus to Pull a Punch:
Bonus to Disarm:
Other:
When linked (Run or fly 10% faster. Leap 10% higher and farther. +10% to piloting skill for that machine/special maneuvers.)

Robot Combat Data: (Elite: Flying Power Armor)
Number of Attacks: +2 (+6 total) when linked (+7 total)
Initiative Bonus: +2 when linked (+3 total)
Melee Strike Bonus: +2
Ranged Strike Bonus: +2
Parry Bonus: +3
Dodge Bonus: +2 (ground)
Dodge Bonus: +5 (leaping/flying)
HTH Damage Bonus:
Bonus to Roll w/Punch:
Bonus to Roll w/Impact: +4
Bonus to Pull a Punch: +3 when linked (+5 total)
Bonus to Disarm: +2
Other:
When linked (Run or fly 10% faster. Leap 10% higher and farther. +10% to piloting skill for that machine/special maneuvers.)

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

WP: Blunt
WP: Sword
WP: Energy Pistol

Saving Throw Bonuses
Coma/Death: +6%
Magic (varies): +2
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+): +12
Psionics (varies): +7
Horror Factor (varies):
+5 HF [when robots or machines are involved]
+1 sv vs possession
+2 on initiative when competing with or against machines and bots.
Last edited by Qwintius on Tue Nov 01, 2022 2:47 pm, edited 72 times in total.
P.P.E.: 19 / 19 +6/tattoo after marks of heritage [total of 40 xtra ppe]
I.S.P.: 147 / 159 +10/lvl
S.D.C.: 50 / 50 +10 for each tattoo after marks of heritage
H.P.: 26 / 26 +1d6/lvl

Lt Walkyr
User avatar
Qwintius
Posts: 7
Joined: Tue Aug 09, 2022 7:32 am

Equipment

Post by Qwintius »

Gear Stats
SH-CCW100 Silverhawk Attack Exoskeleton
Image
M.D.C. by Location:
  • Shoulder Plates (2): 100 each
  • Wings/Missile Launchers (2): 150
  • Multi-Rifle: 150
  • * Contragravity System (rear): 200
  • Arms (2): 120 each
  • Legs (2): 150 each
  • ** Head: 100
  • Main Body: 420

* Destroying the contragravity system prevents the armor from flying and eliminates special combat bonuses
** Requires a called shot at -4 to strike
Statistical Data:
Running: 70 mph (5% fatigue; 10% if contragravity system destroyed)
Flying: Mach 2 in atmosphere/ Mach 12 in space, unlimited altitude, unlimited range
Underwater Capabilities: 50 mph, 1,000' max depth
Class: Space-capable assault exoskeleton
Crew: One
Dimensions: 9' high, 11' wingspan, 5' wide, 4' long, 1,000 lbs.
Physical Strength: Robotic P.S. 50
Cargo: None
Power System: Nuclear (20 year life)
Multi-Rifle
  • Range:
    • Laser: 10,000'
    • Particle Beam Cannon: 2,000'
    • Grenade Launcher: 1,000' (all ranges doubled in space)
  • Damage:
    • Laser: 2D4x10 M.D.
    • Particle Beam Cannon: 3D6x10 M.D.
    • Grenades: varies by type
    • Laser + Particle Beam Combo: 4D6x10+20 M.D. (short range only)
  • Rate of Fire: Single shots & grenades only
  • Payload: Laser/Particle Beam: unlimited; Grenade Launcher: 200 grenades

Wing Mini-Missiles
  • Range: 1 mile (atmo); range limited by speed & distance of target (space)
  • Damage: varies with mini-missile type
  • Rate of Fire: 1 at a time or in volleys of 2, 4, 8, or 16
  • Payload: 16 total, 8 per wing

Six Shooters (2)
  • Range: 800', doubled in space
  • Damage: 5D6 M.D.
  • Rate of Fire: 3-round bursts only
  • Payload: 240 round ammo drum

Force Field Disruptor
  • Range: 20'
  • Damage: None; creates a hole in a force field
  • Rate of Fire: 1 pulse/melee round, effect lasts 3 seconds
  • Payload: unlimited

Hand to Hand Combat: per Robotic P.S. 50
  • Leap Kick: 6D6+3 M.D. (2 APM)
  • Body Block/Ram (ground): 2D6 M.D.
  • Body Block/Ram (flying): 4D6 M.D.

Features of Note:
  • All standard features common to powered armor (p.271, R:UE)
  • Stealth System: change colors to match background & mask heat emissions (evasive maneuvers reveals position, attackers still at -1 to strike)

Modifiers: None
Book Reference: p.130-133, DB2


Carried/In Hand
Notebook (upper right shoulder pocket on uniform)
Mechanical Pencil (upper right shoulder pocket on uniform)
PDD recorder/player (upper left shoulder pocket of uniform)
Pen Flashlight (upper left shoulder pocket of uniform)

Worn on Person
Psionic Crystal Armor
Image
M.D.C. by Location:
  • Arms: 15 each
  • Legs: 22 each
  • Main Body: 35
  • Psionic Force Field: 70

Weight: 10 lbs.
Modifiers: +2 vs. psionics while force field is active
Features:
  • Integrated Psionic Force Field
    • Can be used 4 times per 24 hour period without I.S.P. cost to user

Book Reference: p.128, DB2


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


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



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.
• Soldering Iron (box kit)
• Wilk's laser scalpel (hard canvas sheath with belt loop)
• Measuring Tape
• Magnifying Glass (tactical leather casing)
• Multi-Optics Band (small mdc bulletproof casing)
• Tinted Goggles (tactical hard case)
• Sunglasses (tactical hard case)
• 6 Flares (field ready roll)
• Space:
• Space:

Stored in Vehicle
Work coveralls with multiple pockets
Several sets of utility-type clothes
Durable steel-toed workboots.
Extensive tool kit
Smaller portable tool kit
Duct Tape: 1 roll 1D4 rolls of duct tape
Electrical Tape: 3 roll(s)1D4 rolls of electrical tape
200 feet (61 m) of lightweight rope
Reinforced padded briefcase ( 10 M.D.C.) for fragile equipment and/or components
Large Sacks: 1 1D4 large sacks.

Various other personal items and basic tools of the trade. Normally a Psi-Tech has an additional 4D6 spare gadgets, parts and components (circuit boards, electric motors, vehicle drive train, robot arm, etc.) kicking around to build, repair or modify equipment.

Credits/Valuables:
Option 1: Secure or Non-Secure
Option 2: Universal Card or Black Card
  • Secure cards are coded to the user's identity...and traceable by the CS central bank. Useless if stolen!
  • Non-Secure cards are like the cash cards used today as gifts and usable by anyone. Readily available source of income if stolen!

Starting money and "Black Market Items": either post the value of such as credits in a Black Card, or be very specific.

Money:
Secure Universal Card: 1800 credits 4D6x 100 in Universal Credits
Non-Secure Black Card: 0000 credits

12,000 4D4x 1000 credits worth of tools, spare parts and components. (stored in vehicle)
Last edited by Qwintius on Mon Oct 17, 2022 8:02 am, edited 42 times in total.
P.P.E.: 19 / 19 +6/tattoo after marks of heritage [total of 40 xtra ppe]
I.S.P.: 147 / 159 +10/lvl
S.D.C.: 50 / 50 +10 for each tattoo after marks of heritage
H.P.: 26 / 26 +1d6/lvl

Lt Walkyr
User avatar
Qwintius
Posts: 7
Joined: Tue Aug 09, 2022 7:32 am

Background Story

Post by Qwintius »

Background Story

I was born near the tumultuous lavender seas of Djakuur [Djah-koor (like the dge in judge.)], where there was surf a plenty and seafood galore. My great great great grandparents sojourned there, started a colony, but eventually left the physical plane during their travels. Because of the minerals in the seas, and its presence in the soil, the vegetation and wildlife lit up the night skies on land and oceans. Life painted our oceans in an ever evolving abstract, due to their multi-colored bioluminescence. The small but primordial planet was sentient having a somewhat fickle nature (This was only known by a few humanoids and an extremely small percentage of the more intelligent animals). Periodically she rifted other life forms or inhabitants to play with and graft into her collection. At her core was a dragon-lines nexus so we experienced many different happenings due to rifting. Our planet was extremely protective of all living organisms that inhabited it. There was a cycle of life, but she seemed to treat some lifeforms as a meticulous child would their coveted play things and collections. Living there had a way of reminding you that everything is connected, all life has a purpose and a function, and there is something greater that we are all a part of.

Our family are from a long line of dimensional travelers and that of the Atlantean Clan Marciniszyn. The woman who birthed me is a keenly intelligent, sharp witted, tall, fit, curvy, beautiful, all natural, high cheek-boned, ethnic/native female Atlantean, and is an experienced crystal mage. She was/is my "mental studies" teacher. She taught me to meditate and open my mind, she showed me how to let my imagination become my reality- she was very proud when I first learned to move things by just thinking it- heavier things than she could as a matter of fact. She is an amazing story-teller who can paint pictures with her words the way some great artists use clay to create form or stone to chisel master works. She is a loving mate to my Apa. She would probably say her favorite past times include sailing- ("sky sailing" now thanks to me.) creating magic, and telling stories- but especially to my Apa. "I love to see my spirit reflected upon his skin." She would say, I don't quite understand completely, but I'll never forget how I felt or where we were when she said that quietly about him when she thought no one was listening- the smile she wore was so bright and warm... I had to look away to keep my eyes from sweating. She is a person that accepted no foolishness when it came to instruction though - "the pupil will respect the teacher forever- even when you have surpassed me," - and she insisted that I call her Griot-Linda [Gree-Oh Leen-Dahh]. As she explained, what it meant to her was, "Beautiful Black Story-Teller/Keeper". She never seemed to get tired of explaining when I had legitimate questions. She is.. I do not have words to describe her value or her virtue, but I will say: there is no me, without her, there is not my life, without her womb, and my understanding of Creator is incomplete without her essence.

My Apa, an Atlantean that lives from the heart, is a large bodied muscular male, with well kept dreads, an artist, a surfer, and tattooed warrior, with a semi-dark sense of humor. His favorite one-liner with me and only me is, "I had your mom..." and then insert anything vividly sexual. Oh how he would laugh at the look on my face- the embarrassment. Even so, he showed me how to honor and protect the one you care about most and let no harm come to them by anyone- especially yourself. From him I have gained my sense of pride as an Atlantean, and most of the physical studies- how to fight, how to sculpt, how to surf- though I am not near as good at "keeping my feet" as he. He is a superb surfer, so much so that people would come from all over Djakuur just to see the great "Giant Hurk" battle the waves. He also was the "inker" there and is a main one now, something he took very seriously. Not once did he ever not get a little choked up whenever he made the ritual for a youngling or talk about his displaced kin. I asked him and he said, 'I can never forget; so that you and all the "ones and ones" after me know where you come from and why." The great and "Giant Hurk," the jester, my Apa, was/is not very often as serious about anything else.

They birthed me when they were already elders, though I do not know their ages exactly - they do not tell me - just one more funny secret they keep from me - but they are quite tall even by my kinds standards. Still they appear not a day over 150.

The two are opposites and after centuries as a mated pair they still communicate and treat one another as if they just fell in love yesterday- but they can also finish each others sentences. I want a love like that. Together they take great pleasure in embarrassing me with their sex-making shenanigans and often poke fun at my lack of luck with the eligible ladies.

Among the clan they have become valuable members, so they've set the bar high for my trajectory in life. They don't lord this me- and it does not seem to be the way any in our clan operate. My parents did however, go on and on about my S.I.L. pronounced [seal] “Shtick in Life.” You must find your 'Sil' son they used to say- you will know yourself when you have found your 'Sil' son- life will mean more to you when you have found your 'Sil' son. You will find your lifemate after you've found your Sil- The great Creator has surely given you an auspicious 'Sil' because it is so late in coming. My father wanted me to be an artist in whatever I did. 'Live from the heart, or you're really not living at all.' He would often say as a reminder, or even sometimes when disciplining me.

I would say, my GriotLinda wants me to adventure, be free, and surf the waves of life like we did back on Djakuur ("a little better" she would quip after the up-teenth time bailing). Apa wants me to remain strong and go for whatever it is I desire in life. "Go get it son," he would say, "But never- and I mean this, never, be a taker."

I just hope to make them both proud.

While on Djakuur I often felt like a Jaquiri fish out on land... purposeless. Even though I enjoyed sailing with my GriotLinda, surfing with my Apa and exploring "paradise," I still didn't have my own place in the megaverse. I did not know at the time, but Djakuur could sense this (she is ancient, psychic and mystical you see.) and she sent me a gift, or maybe it would be better described as a purpose....

My robot companion Qezbit [Kezz-bit]: Djakuur was like an auntie or big-sister to me, and she brought Qez' one day when I had runoff and gotten "lost" (like my father would encourage) but this one time I was really lost. The land on Djakuur was vast and could be treacherous especially on our island. A rift opened, Qezbit tumbled thru, and there was my new best friend, seemingly just as lost as me. I eventually spent so many hours repairing, tweaking, rebuilding, modifying, designing- it was life. I felt like I had finally found my thing.

Auntie was attacked by a weapon I had not seen before- it seemed to distort time some how. She fought with everything she had, claiming the lives of countless of the enemies marauders, but the enemies weapons tore thru her mystic shielding in the end, and although she can normally regenerate immediately from extra-terrestrial damage, this attack was different. Last I saw, she was fleeing into a wormhole with a barrage of fire at her heels- she had miraculously ejected us in stasis pods in every direction into rifts. Exiting the other end of ours, it took awhile but we finally found our way back to the clan. We settled in, reuniting with others of our kin. I was home with more of our kind but I could not stop thinking about Djakuur. I feel like for their part in raising me, my parents think only of her as a vacation place. I however was born there, she is home to me, but since she is alive she is also like a second mother, or an elder sister to me. Of the three of us she only seemed to speak directly with me. I remained among the clan mingling for a few decades, until I couldn't stay still any longer. I needed to leave to look for her, so, I joined the fleet to get 'off-world.' I got commissioned and wanted to be in a field that allowed me freedom and resources to find her so naturally I wound up in R&D (research and development) in the CAF Corps of Engineers. With my Sil I can do ship mechanics seamlessly but usually work on bigger high security projects. For example, I helped design the I-field generators on the Arenae, my team and I developed the new Ground Pounders top to bottom, and more recently I've worked with and programmed the Ai's that helped us develop the Balanced Hammond Drive. I joined R&D really to find who or what attacked Big-Sis', [my research into the matter has me very concerned- I think it was a Dominator weapon] however, I think I have found my calling "sky sailing" and getting lost among the galaxies.

When we returned to the clan I stayed for many years. As fascinating and nostalgic as it is in our own dimensional anomaly, the place of my particular origins is still out there somewhere. So, when leaving for the fleet the first time, it was not hard for me. The only difficult part was leaving my best friend. I had to leave Qez' behind for training. By the time I had returned briefly on leave, Qez' had changed (no one else could truly tell, but I can) and become like a son to both my parents (it is almost as if he upgraded his programming- I didn't think to even check?) I had changed also, so it was oddly easy to leave him with them. Besides, Qez' relays messages via the bio-medical video conferencing I made and installed for him, so they can always reach me if they need. Not sure that was a good idea after the fact because they send the most embarrassing videos. Never anything pornographic, but the implications of their sexual-escapades, or all sorts of ridiculousness... I can see the smirks on their faces now as they insisted- I finally get it, Griot-Linda is in on it too!

Truth be told, I must continue to make my parents proud, it is just my way. I will find as many as I can of our displaced family members scattered throughout the megaverse, and a space fairing ship will almost indefinitely, facilitate that. I have found my Sil- it is to make art with machines, and my efforts with them will bring me to great adventures I just know it. The kind I will have to 'listen to the waves' about. Most important I want to find "Big-Sis."

...................................................................................................................................................
The semi-prompted dictation ends, Lt. Walkyr smiles again at the vid-screen, ruffles his wild but perfectly-edged hair, [refusal to cut it in ocs nearly got him chaptered out a couple of times for being outside of regulation, but it has been resolved now.] and interfaces mentally with the machines, "Transmission: End. Computer: File as, Journal iteration 00001. Keep count. Store-" Where should I save this... 4 places for sure. Maybe 5... no calm down, 'doing too much' I know it's your first day, but still- the usual other 3 places are fine. "...Store: independent duplicate, forwarding directories, A, B, C. Scan and accept bio-signature, passcode- &$^%#@%#$"

He stands, his quarters immaculate as always and with a feng-shui / minimalists design, he mentally commands the wall in his quarters,"Wall; north; reflection mode." Gives himself a once over, palm presses from chest to belt the front of his uniform out of muscle memory. Flares his nostrils to check for any strays, smiles making sure there is no food in his teeth, and admires briefly what the new metro-sexual setting on his "GB7" [Grooming-Bot™ Series 7] has done to his eyebrows, edges and sideburns.

With some animation, The Atlantean sounds a, "grateful to be alive, happy and healthy," "Whoooo." About faces, with crisp flare, half pivot to the right, then jump double steps out of it - nearly tripping, stumbles to the porthole and waits- it slides open just as he has gathered himself. He steps out into the hallway, giving proper greetings to passers-by, while heading to his onboard duty-station.

Finally here! One step closer Big-Sis.
Last edited by Qwintius on Sat Sep 17, 2022 7:55 am, edited 45 times in total.
P.P.E.: 19 / 19 +6/tattoo after marks of heritage [total of 40 xtra ppe]
I.S.P.: 147 / 159 +10/lvl
S.D.C.: 50 / 50 +10 for each tattoo after marks of heritage
H.P.: 26 / 26 +1d6/lvl

Lt Walkyr
User avatar
Hallon Nemo
Posts: 20
Joined: Fri Jul 29, 2022 1:37 pm

Re: Lt. Walkyr (WIP)

Post by Hallon Nemo »

Walkyr Notes:
  • XP Level, XP Points and Next Level @ XP are missing.
  • In all of your Racial Ability OOC tags, you have a leading colon that should be deleted.
  • Your Perception and Max. Jumping ability each have an errant [/url] tag at the end.
  • Why are Charm/Impress and Invoke Trust/Intimidate green?
  • Max Encumbrance is missing.
  • Your lift and carry are miscalculated. Carry=P.S. x 10. Lift=Carry x 2.
  • Your Special Psi-Tech Abilities switch between an ending colon and period for the ability name.
  • You have two Durations and an @ instead of a colon for the second Duration of Machine & Electrical Diagonosis. The two have conflicting information.
  • Mental link to Robots, Power Armor & Vehicles has a + | on initiative instead of + 1. Missing space after Run or Fly 10% faster.
  • Many psionics are missing ISP costs. I'd recommend putting the full ability text in an inline or OOC tag for easier reference.
  • Literate could be switched out for Literacy.
  • Missing space for Lore: Dimensions
  • Instead of "Robot Mechanics 50% (+5%) @2nd lvl" try "Robot Mechanics 50% (+5%, 2nd Level)". Same for Pilot: EVA.

    Code: Select all

    Robot Mechanics 50% [size=85](+5%, 2nd Level)[/size]
  • I would spell out Energy Pistol instead of E-Pistol for consistency.
Masterchief Hallon Nemo,
Cosmic Knight of the Forge
User avatar
Hallon Nemo
Posts: 20
Joined: Fri Jul 29, 2022 1:37 pm

Re: Lt. Walkyr

Post by Hallon Nemo »

Here's the Psionics/Tattoo Magic section with the meat and potatoes added. Hope this helps. :)

Psionics
Master Psychic
Range: 20 feet (6.1 m) +5 feet (1.5 m) per level of experience.
Duration: 2 melee rounds per level of the psychic.
I.S.P.: 12
Saving Throw: Special. Regular, non-intelligent machines cannot save vs telemechanic operation. Cybernetics and bionics attached to living flesh, sentient machines and magic items and devices are impervious.
This power is a step beyond the mere understanding of machines granted by telemechanics, it allows the psychic to telepathically operate machines with his mind! As long as the machine functions, he knows how to use it, and it is turned "on," the psychic can manipulate it with his mind as if his fingers were on the controls! This means he can operate computers, keypads, set/program an alarm clock, change the radio station, operate a VCR or television, drive a hovercar (even if there is already a driver, but at -30%), cook something in a microwave, turn off (or on) a surveillance video camera, and so on.
The Telemechanic Mental Operation power will only work on machines that have an electronic or other power source. This power does not work on artificially intelligent machines (i.e. intelligent computers, robots, etc.), nor on cybernetics, bionics, Techno-Wizard devices, rune weapons or magic items. Note: Also see Machine Ghost and Telemechanic Possession.
The psychic can use other psionic powers and engage in other activities, but must maintain some level of mental concentration and contact to keep control of the machine. During this period he is -1 melee attack/action and -5% on skill performance. He must also stay within range. If he steps out of range or loses concentration, the machine returns to normal in 1D4 seconds.

Range: Touch or 10 feet (3 m) per level of experience.
Duration: Two minutes (8 melees) per level of experience.
I.S.P.: 50
Saving Throw: Special. Regular, non-intelligent machines cannot save vs telemechanic possession. Artificial intelligences (robots like Skelebots) need a 15 or higher to save and sentient machines (like Archie-3) require a 12 or better to save. Artificial intelligences and sentient machines also get to save when being forced to do something that is contrary to their programing. Cybernetic and bionic devices attached to living tissue cannot be possessed. Neither can magic items, including Rune Weapons and Techno-Wizard devices.
This ability is identical to the psionic power, Mentally Possess Others, in every way, except that the psychic possesses a machine rather than another person. The character overrides the programming/controls of the machine, even in the case of sentient machines, and controls it like a living robot. Essentially, the possessing psychic is an immaterial pilot who controls the machine as he desires; computers, factory equipment, vehicles, robots, empty power armor, a toaster, etc.
While the psychic possesses the machine, it responds to the character's thoughts and does whatever he desires. Of course, physical, mechanical limitations still apply. The machine needs a power source and cannot do anything it is not normally capable of doing. For example, the psychic may be able to take possession of an energy rifle and make it shoot (or not) seemingly of its own volition, but he cannot make the rifle aim, move or hop around. Likewise, if the device is unplugged, or runs out of fuel, the machine is deactivated with no ill effect to the psychic,
except his possession comes to a premature end. Likewise, if it needs wheels to move, destroying the wheels will cripple it, etc.
If the machine he possesses is destroyed while the psychic's essence is still inside it, the character loses one third of his Hit Points (or one third of his M.D.C. if a mega-damage creature) from the shock and pain from the destruction of his surrogate machine body. Furthermore, he is stunned for 1D4 minutes (reduce attacks per melee, speed, combat bonuses, and skill performance by half while stunned).
During the period that the machine is possessed, the psychic's natural body falls into a coma-like state and is vulnerable to attack unless protected by others.
While in mental possession of a simple machine, the psychic has only a vague awareness of his surroundings and can see, hear and feel things around him but as if in a cloud or haze. However, if the machine has optics and/or sensors, he is able to use them like his own natural eyes and senses. The machine, regardless of its capabilities and programming, has attacks and actions equal to those of the character possessing it.

Range: Touch or 40 feet (12.2 m)
Duration: One minute per level of experience.
I.S.P.: 20
Saving Throw: Special. Regular, non-intelligent machines cannot save vs telemechanic paralysis. Cybernetics and bionics attached to living flesh, sentient machines and magic items and devices are impervious.
This is a form of techno-manipulation whereby the psychic is able to psychically bond with the machine and momentarily prevent it from functioning. Just as in bio-manipulation, the psychic blocks the transmission of signals along the machine's "nervous system," effectively incapacitating it. This means the power is only effective against machines that require a power source.
Simple devices like wind-up toys, scissors, old revolvers and pistols, swords, knives, crossbows, and similar items cannot be affected. The affected machine freezes in place and does not respond to any of its controls until the psionic influence comes to an end.
The psychic can use other psionic powers and engage in other activities, but must maintain some level of mental concentration and contact to keep the machine inactive. During this period, he is -1 melee attack/action and -5% on skill performance. He must also stay within range (40 ft/12.2 m). If he steps out of range or loses concentration, the machine returns to normal in 1D4 seconds.

[10 isp / 100 lbs 100lbs does 1d4x10 md] - @2nd level

Range: Self
Duration: 5 minutes per level of experience.
Effect: Through intense concentration/meditation (4D4 minutes of preparation), the psychic can free his mind, or inner self, from his physical body. This psychic inner self is the Astral body, a whitish, transparent, ghostly image of the character's physical form. A long silver thread or cord connects the Astral body with its physical self. If the cord is severed the character is likely to die of sudden shock as body and soul are torn asunder. There is only a 30% chance the Astral self can locate its physical body without the silver umbilical cord (roll best 2 out of 3). (Unless the bodies placement is definitely known, and has not moved from where last known.) The physical body lapses into a coma-like trance when the Astral self has left it. In this state the body is completely helpless. It can not walk, move or think; completely catatonic.

The hazards of traveling the astral realm are threefold:
First, if the physical body is killed, the Astral body is forever lost and will die, fade away, within six hours.
Second, if the Astral body gets lost or captured while in the Astral plane, the body will begin to waste away and die. (Note: One minute of our time is equal to one week in the Astral plane).
Third, the Astral body is vulnerable to psychic attacks and attacks from ghosts, entities and creatures of the Astral plane.

There are two levels of Astral Projection, coexistence (physical body and spirit form) in the material world and/or in the Astral plane (another dimension). Astral Projection from the physical body into the material world creates a ghostly specter of the Astral self which can be seen only by other psychics, young children under 13 years old, animals and most supernatural creatures. While in Astral form the character automatically gains the ability to float, fly (mach one/670 mph maximum), see the invisible, pass through solid objects, impervious to physical harm (including cold, heat and energy), and see and hear as usual. The Astral body can not communicate with the physical world except through telepathy or empathy, nor speak to, smell or touch anything on the material plane. The Astral self is little more than a mute, ghostly observer. Of course, this is a great way to locate invisible supernatural entities, as well as spy on other humans on the material plane (although limited by short sprints. See duration).
Traveling in Astral form has its own very special dangers. While the character can see the invisible and other Astral travelers, they can also see him. This makes him susceptible to their psychic and Astral form attacks, for two Astral travelers can lock into hand to hand combat as well. The most vulnerable target is the silver cord which is the Astral traveler's lifeline to the physical world. Fortunately, the cord has an Astral S.D.C. which is two times that of the person' s physical Hit Points and S.D.C. combined. The thread-like silver cord is a difficult target to hit; attackers are -6 to strike. The Astral body also has S.D.C. two times the Hit Points and S.D.C. of the physical body combined. This means if the character has 18 Hit Points and 28 S.D.C., both the Astral body and its silver cord have 92 Astral S.D.C. each (18+28=46x2=92 each). Remember, magic and psychic influence have a full effect on the Astral body. This includes exorcism, which will force the Astral traveler to leave the immediate area (400 foot radius) and not return for 24 hours. The Astral traveler has the same number of attacks per melee, bonuses, hand to hand, skills, knowledge and psychic powers that he or she has in the material plane.

Entering the Astral plane is like entering the twilight zone. After a minute of concentration the Astral gateway appears as a bright patch of shimmering, white light. Once the Astral traveler passes through it, he will find himself in an endless expanse of white light, and rolling, white clouds. There is no up or down, no bottom or top; no north or south, no land or air or sea, just endless, slowly swirling white. Time too, is a different or altered state, for what would seem to be a week in the Astral plane is barely one minute in the physical world. Time and space twisted and distorted, the Astral traveler can travel from one end of our planet to the other in the blink of an eye, by hopping through the Astral plane. While this may sound wonderful, the Astral plane has its dangers as well. First, the distortion of space and time makes it extremely difficult to find the material world and one' s dormant, physical body. Even trying to follow the silver cord can lead to nowhere.

To return from the Astral plane to the physical body, roll on the following table : Each roll will determine the Astral traveler's state of mind and sense of direction. The percentile dice can be rolled up to three times per melee (15 seconds). The player must roll "definitely certain" to successfully return. The player may keep trying until he succeeds or time elapses.

Location of the Physical Body
Roll Percentile Dice to Return from the Astral Plane:
01-30 % : Hopelessly Lost (roll again).
31-50% : Uncertain, Confused (roll again).
51-76% : Fairly certain of location; on the right track (roll again).
77-00% : Definitely certain of location. (Whew ! Made it Back).

Astral travel with a partner is a much safer way to travel, because if one can find his body, he can lead the other one out with him.

Note: Traveling on the material plane in Astral form is infinitely easier than the Astral plane. To find the physical body the character need only return to where he left it. If it has been moved or hidden the Astral self can sense its location with a 60% efficiency (roll once per melee).
The other danger lies in being attacked by other beings in the Astral plane. Entities and elemental creatures of magic live in the Astral plane or travel through it. These beings are usually hostile, evil forces. While the Astral body can not touch or communicate with the material world, the Astral body is quite solid to other inhabitants of the Astral plane. The Astral body is also vulnerable to magic and psychic powers, as well as physical assault by Astral entities.

The energy which composes the Astral plane is responsive to thoughts and desires. The strongest Astral beings can mentally or magically control what a small area might look like. This means that the Astral plane is made up of hundreds or perhaps thousands or even millions of tiny Astral "kingdoms" adrift within the vast whiteness. Exactly what these kingdoms look like is up to the entities that create them. Some may look like a modern city, others like castles or forests, while still others, a frightening landscape. Perhaps this is where legends of visitations to Heaven and Hell originate? It is always wise to avoid an Astral kingdom, because only the most powerful entities and Astral beings can create and maintain them.

Range: Self; computer by touch.
Duration: Three minutes per level of experience.
I.S.P.: 12
Saving Throw: Not applicable
The psychic goes into a trance as he focuses his concentration on entering a computer or most any type of artificial intelligence (not applicable to sentient, self-aware machines like Archie-3). This power is limited to the acquisition or reading of information only. The psychic cannot input, program, or delete data on the machine. He can also access information stored by most electronic means, including computer disks, video and audio disks, film or audio tape, and hard drives. Reading electronically encoded disks and tapes is similar to object read, except in this case, he hears and sees the data as if he were playing it on a computer or disk player, only he perceives the information 10 times faster. Thus, the character can read (never input) information from disks or broken computers without a physical "jack" connection or an actual display device, i.e. computer and monitor, CD player, etc.
As an actual Machine Ghost, the psychic mentally enters and travels the neural network of an active computer. He is actually inside the device. In many ways, this experience is similar to Astral Projection except the psychic is "projecting" into the machine rather than into the Astral Plane. It also has the same pitfalls as Astral Projection, as in the character enters a strange, very seemingly real world that he must learn to navigate. Like Astral Projection, the electronic world of computers takes on a virtual world landscape. This means in the computer virtual world, its programs, viruses and defense mechanisms will take on virtual manifestations that can interact, confront, impede, or attack the Machine Ghost.
A password or special access code may appear as a metal door or iron gate, or locked filing cabinet that needs to be (seemingly) broken open to gain access to what is held inside. The more difficult the code, the bigger, stronger and more difficult the door and lock(s). Data is likely to appear as books, paper files, diagrams, film, holograms, and other other common means of communication and documentation. The more sophisticated defense measures are likely to appear as one or more guards who must be defeated before the information is accessible. They can appear as sorcerers, Coalition troops, known enemies or as exotic aliens. Viruses and defenses designed to attack an intruder typically appear as demons or monsters.
Combat in the virtual world seems real and is conducted the same as it would happen in the real world. Combat and damage is measured by the character's perception of his real body armor, weapons and natural powers. When the psychic has lost more than 70% of his armor, or S.D.C./M.D.C., he will feel the urge to flee the virtual world. If he flees, a computer defender will not follow, however a virus will pursue and continue to fight. Although all such damage is only in the mind of the psychic (no physical damage occurs in the real world), if he dies in the virtual world, he can die in the real world as well! The shock to his psyche and body will momentarily stop his heart, and he slumps over dead! The character must roll to save vs coma and death. In this case, physical treatment is not necessary and the recovery process, if successful, takes less than a minute. The psychic must roll three times, and the best two out of three rolls skills determines life or death. Rolling between 01-75%, two out of three times, means the heart starts and the character is shaken but fine; feels woozy for 2D4 minutes (reduce spd 25% and all combat bonuses by half). Failure to recover from the heart attack means immediate CPR medical treatment is required — paramedic skill will suffice, provided any protective body armor can be removed so that treatment can be issued; rescuers have 10 minutes. Roll to save vs coma and death again; must roll twice under 80%.
The downside in the usage of this power is the psychic loses all sense of time and reality outside the data he is accessing. This means he is oblivious to what is happening around him, and unless protected by a companion, vulnerable to attack without any means of defense. Pain or being struck or shaken will alert the psychic to trouble, but he has the choice of breaking contact and responding, or ignoring it and continuing to retrieve data. Only telepathy can reach the character while in this state (can't hear spoken words or sounds outside the computer), and is a means of two-way communication.
A character accessing a file on a disk can break contact at any time with a thought, although he will be disoriented for one melee round; reduce his number of attacks and combat bonuses by half. Breaking free of a computer virtual world is not so easy.
Leaving virtual space. Unfortunately, leaving the virtual world of a computer is fundamentally the same as the Astral Plane. The psychic can vaguely sense the way he came and must follow it back to the virtual access point. To do so, the player must roll on the following table and must roll "definately certain" to have his character successfully escape. The player must keep trying until he succeeds or time elapses. If the character cannot escape virtual space before the duration of this ability elapses, he is flung out with the same effect as "virtual death"; roll to save vs coma and death as described above. Note: The psychic will instinctively know when he's down to the last three minutes of the duration and when trying to exit, can fly toward the way out (typically appears as a door or a dimensional rift).
  • 01-30 Hopelessly lost (roll again)
  • 31 -45 Uncertain (roll again)
  • 46-65 Fairly certain on the right track (roll again)
  • 66-00 Definately certain! Whew! Made it back.

Range: Self.
Duration: Three minutes per level of experience.
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 hald (15 pages per minute) and may require two readings to remember in detail.

Range: Touch
Duration: Varies; usually about 2D6 minutes.
I.S.P.: 6
Saving Throw: None
Base Skill: Impressions: 56% +2% per level of experience. Images: 48% +2% per level. Present: 38% +2% per level of experience.
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.
Impressions include: General alignment of its last owner (good, selfish, evil), general emotional state of mind (anger, 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 easiest 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.
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, appearance/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 it/him in the near future.

Range: Self
Duration: Permanent
I.S.P.: 2
The character remembers every word he reads. Specific blocks of information can be recalled in perfect detail at will. Each block of information costs 3 I.S.P. to recall in absolute detail. If all I.S.P. Have been expended the memory is a little fuzzy, so that exact quotes and details may be impossible to recall. Roll percentile: 1-50—remembered in full detail, word for word; 51-80 — details are forgotten, but the full essence of the ideas are clear; 81-00 — can only recall the most basic concepts; no details nor strong comprehension.

Range: Self
Duration: As needed; at least one hour of meditation is required.
I.S.P.: 0
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: Self
Duration: 10 minutes per level of experience.
I.S.P.: 4 (per each duration period)
This is the ability to completely close or block oneself from all psychic/mental emanations. When intentionally closed to supernatural or psychic forces the character can not sense anything, can not use psychic abilities, nor be influenced by others. A mind block will prevent penetration of telepathy, empathy, hypnotic suggestion, and empathic transfer. 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.

[4 isp / read surface thoughts 60' +40/lvl (180') / 2way communication 140' +40'/lvl (260') ]

Range: 90 feet.
Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
Saving Throw: None.
Effect:The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second.
Notes: The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.


Magic Tattoos
P.P.E. to activate: 15
Duration: One hour per level of experience or until canceled.
Power:
  • Immune to the Pheromone Induced Seduction.
  • The character is impervious to the slow kill bite, and cannot be turned into a vampire or enslaved.
  • Impervious to all the mind control powers of vampires and related species of undead.
  • When the magic tattoo is first activated, a wooden stake and cross appears, one in each hand. Both disappear when the duration ends or the tattoo magic is cancelled.
Note: Though greatly protected by this magic tattoo, the vampire can hurt and even kill a Tattooed O.C.C. like the Undead Slayer by using killing bite attacks, the brute force of punches, claws, etc., and via weapons or magic.
[right forearm sleeve] Marks of Heritage
This is the standard when it comes to Magic Weapon Tattoos, because of its low P.P.E. Cost and M.D. Capabilities.
P.P.E. to activate: 10
Duration: 15 minutes per level of experience or until canceled.
Damage:
  • 2D6 M.D. vs M.D.C. Opponents
  • 2D6+8 S.D. vs S.D.C. Opponents
Effect: Faint glow.
[left forearm sleeve] Marks of Heritage

Code: Select all

[b][u]Psionics[/u][/b]
[color=#0040FF][i]Master Psychic[/i][/color]
[Inline=Telemechanic Mental Operation 12 isp][b][u]Range[/u][/b]: 20 feet (6.1 m) +5 feet (1.5 m) per level of experience.
[b][u]Duration[/u][/b]: 2 melee rounds per level of the psychic.
[u][b]I.S.P.[/u][/b]: 12
Saving Throw: Special. Regular, non-intelligent machines cannot save vs telemechanic operation. Cybernetics and bionics attached to living flesh, sentient machines and magic items and devices are impervious.
This power is a step beyond the mere understanding of machines granted by telemechanics, it allows the psychic to telepathically operate machines with his mind! As long as the machine functions, he knows how to use it, and it is turned "on," the psychic can manipulate it with his mind as if his fingers were on the controls! This means he can operate computers, keypads, set/program an alarm clock, change the radio station, operate a VCR or television, drive a hovercar (even if there is already a driver, but at -30%), cook something in a microwave, turn off (or on) a surveillance video camera, and so on.
The Telemechanic Mental Operation power will only work on machines that have an electronic or other power source. This power does not work on artificially intelligent machines (i.e. intelligent computers, robots, etc.), nor on cybernetics, bionics, Techno-Wizard devices, rune weapons or magic items. Note: Also see Machine Ghost and Telemechanic Possession.
The psychic can use other psionic powers and engage in other activities, but must maintain some level of mental concentration and contact to keep control of the machine. During this period he is -1 melee attack/action and -5% on skill performance. He must also stay within range. If he steps out of range or loses concentration, the machine returns to normal in 1D4 seconds.[/inline]
[Inline=Telemechanic Posession 50 isp][b][u]Range[/u][/b]: Touch or 10 feet (3 m) per level of experience.
[b][u]Duration[/u][/b]: Two minutes (8 melees) per level of experience.
[u][b]I.S.P.[/u][/b]: 50
[u][b]Saving Throw[/u][/b]: Special. Regular, non-intelligent machines cannot save vs telemechanic possession. Artificial intelligences (robots like Skelebots) need a 15 or higher to save and sentient machines (like Archie-3) require a 12 or better to save. Artificial intelligences and sentient machines also get to save when being forced to do something that is contrary to their programing. Cybernetic and bionic devices attached to living tissue cannot be possessed. Neither can magic items, including Rune Weapons and Techno-Wizard devices.
This ability is identical to the psionic power, Mentally Possess Others, in every way, except that the psychic possesses a [i]machine[/i] rather than another person. The character overrides the programming/controls of the machine, even in the case of sentient machines, and controls it like a living robot. Essentially, the possessing psychic is an immaterial pilot who controls the machine as he desires; computers, factory equipment, vehicles, robots, empty power armor, a toaster, etc.
While the psychic possesses the machine, it responds to the character's thoughts and does whatever he desires. Of course, physical, mechanical limitations still apply. The machine needs a power source and cannot do anything it is not normally capable of doing. For example, the psychic may be able to take possession of an energy rifle and make it shoot (or not) seemingly of its own volition, but he cannot make the rifle aim, move or hop around. Likewise, if the device is unplugged, or runs out of fuel, the machine is deactivated with no ill effect to the psychic,
except his possession comes to a premature end. Likewise, if it needs wheels to move, destroying the wheels will cripple it, etc.
If the machine he possesses is destroyed while the psychic's essence is still inside it, the character loses one third of his Hit Points (or one third of his M.D.C. if a mega-damage creature) from the shock and pain from the destruction of his surrogate machine body. Furthermore, he is stunned for 1D4 minutes (reduce attacks per melee, speed, combat bonuses, and skill performance by half while stunned).
During the period that the machine is possessed, the psychic's natural body falls into a coma-like state and is vulnerable to attack unless protected by others.
While in mental possession of a simple machine, the psychic has only a vague awareness of his surroundings and can see, hear and feel things around him but as if in a cloud or haze. However, if the machine has optics and/or sensors, he is able to use them like his own natural eyes and senses. The machine, regardless of its capabilities and programming, has attacks and actions equal to those of the character possessing it.[/inline]
[Inline=Telemechanic Paralysis 20 isp][b][u]Range[/u][/b]: Touch or 40 feet (12.2 m)
[b][u]Duration[/u][/b]: One minute per level of experience.
[u][b]I.S.P.[/u][/b]: 20
[u][b]Saving Throw[/u][/b]: Special. Regular, non-intelligent machines cannot save vs telemechanic paralysis. Cybernetics and bionics attached to living flesh, sentient machines and magic items and devices are impervious.
This is a form of techno-manipulation whereby the psychic is able to psychically bond with the machine and momentarily prevent it from functioning. Just as in bio-manipulation, the psychic blocks the transmission of signals along the machine's "nervous system," effectively incapacitating it. This means the power is only effective against machines that require a power source.
Simple devices like wind-up toys, scissors, old revolvers and pistols, swords, knives, crossbows, and similar items cannot be affected. The affected machine freezes in place and does not respond to any of its controls until the psionic influence comes to an end.
The psychic can use other psionic powers and engage in other activities, but must maintain some level of mental concentration and contact to keep the machine inactive. During this period, he is -1 melee attack/action and -5% on skill performance. He must also stay within range (40 ft/12.2 m). If he steps out of range or loses concentration, the machine returns to normal in 1D4 seconds.[/inline]
[Inline=Telekinesis Super 10+ isp]  [10 isp / 100 lbs 100lbs does 1d4x10 md] - [size=85]@2nd level[/size][/inline]
[Inline=Astral Projection 8 isp] [b][u]Range[/u][/b]: Self
[b][u]Duration[/u][/b]: 5 minutes per level of experience.
[b][u]Effect[/u][/b]: Through intense concentration/meditation (4D4 minutes of preparation), the psychic can free his mind, or inner self, from his physical body. This psychic inner self is the Astral body, a whitish, transparent, ghostly image of the character's physical form. A long silver thread or cord connects the Astral body with its physical self. If the cord is severed the character is likely to die of sudden shock as body and soul are torn asunder. There is only a 30% chance the Astral self can locate its physical body without the silver umbilical cord (roll best 2 out of 3). (Unless the bodies placement is definitely known, and has not moved from where last known.) The physical body lapses into a coma-like trance when the Astral self has left it. In this state the body is completely helpless. It can not walk, move or think; completely catatonic.

[u]The hazards of traveling the astral realm are threefold[/u]: 
First, if the physical body is killed, the Astral body is forever lost and will die, fade away, within six hours.
Second, if the Astral body gets lost or captured while in the Astral plane, the body will begin to waste away and die. (Note: One minute of our time is equal to one week in the Astral plane).
Third, the Astral body is vulnerable to psychic attacks and attacks from ghosts, entities and creatures of the Astral plane.

There are two levels of Astral Projection, coexistence (physical body and spirit form) in the material world and/or in the Astral plane (another dimension). Astral Projection from the physical body into the material world creates a ghostly specter of the Astral self which can be seen only by other psychics, young children under 13 years old, animals and most supernatural creatures. While in Astral form the character automatically gains the ability to float, fly (mach one/670 mph maximum), see the invisible, pass through solid objects, impervious to physical harm (including cold, heat and energy), and see and hear as usual. The Astral body can not communicate with the physical world except through telepathy or empathy, nor speak to, smell or touch anything on the material plane. The Astral self is little more than a mute, ghostly observer. Of course, this is a great way to locate invisible supernatural entities, as well as spy on other humans on the material plane (although limited by short sprints. See duration).
Traveling in Astral form has its own very special dangers. While the character can see the invisible and other Astral travelers, they can also see him. This makes him susceptible to their psychic and Astral form attacks, for two Astral travelers can lock into hand to hand combat as well. The most vulnerable target is the silver cord which is the Astral traveler's lifeline to the physical world. Fortunately, the cord has an Astral S.D.C. which is two times that of the person' s physical Hit Points and S.D.C. combined. The thread-like silver cord is a difficult target to hit; attackers are -6 to strike. The Astral body also has S.D.C. two times the Hit Points and S.D.C. of the physical body combined. This means if the character has 18 Hit Points and 28 S.D.C., both the Astral body and its silver cord have 92 Astral S.D.C. each (18+28=46x2=92 each). Remember, magic and psychic influence have a full effect on the Astral body. This includes exorcism, which will force the Astral traveler to leave the immediate area (400 foot radius) and not return for 24 hours. The Astral traveler has the same number of attacks per melee, bonuses, hand to hand, skills, knowledge and psychic powers that he or she has in the material plane.

Entering the Astral plane is like entering the twilight zone. After a minute of concentration the Astral gateway appears as a bright patch of shimmering, white light. Once the Astral traveler passes through it, he will find himself in an endless expanse of white light, and rolling, white clouds. There is no up or down, no bottom or top; no north or south, no land or air or sea, just endless, slowly swirling white. Time too, is a different or altered state, for what would seem to be a week in the Astral plane is barely one minute in the physical world. Time and space twisted and distorted, the Astral traveler can travel from one end of our planet to the other in the blink of an eye, by hopping through the Astral plane. While this may sound wonderful, the Astral plane has its dangers as well. First, the distortion of space and time makes it extremely difficult to find the material world and one' s dormant, physical body. Even trying to follow the silver cord can lead to nowhere.

To return from the Astral plane to the physical body, roll on the following table : Each roll will determine the Astral traveler's state of mind and sense of direction. The percentile dice can be rolled up to three times per melee (15 seconds). The player must roll "definitely certain" to successfully return. The player may keep trying until he succeeds or time elapses.

[u]Location of the Physical Body[/u]
Roll Percentile Dice to Return from the Astral Plane:
01-30 % : Hopelessly Lost (roll again).
31-50% : Uncertain, Confused (roll again).
51-76% : Fairly certain of location; on the right track (roll again).
77-00% : Definitely certain of location. (Whew ! Made it Back).

Astral travel with a partner is a much safer way to travel, because if one can find his body, he can lead the other one out with him.

[b]Note[/b]: Traveling on the material plane in Astral form is infinitely easier than the Astral plane. To find the physical body the character need only return to where he left it. If it has been moved or hidden the Astral self can sense its location with a 60% efficiency (roll once per melee).
The other danger lies in being attacked by other beings in the Astral plane. Entities and elemental creatures of magic live in the Astral plane or travel through it. These beings are usually hostile, evil forces. While the Astral body can not touch or communicate with the material world, the Astral body is quite solid to other inhabitants of the Astral plane. The Astral body is also vulnerable to magic and psychic powers, as well as physical assault by Astral entities.

The energy which composes the Astral plane is responsive to thoughts and desires. The strongest Astral beings can mentally or magically control what a small area might look like. This means that the Astral plane is made up of hundreds or perhaps thousands or even millions of tiny Astral "kingdoms" adrift within the vast whiteness. Exactly what these kingdoms look like is up to the entities that create them. Some may look like a modern city, others like castles or forests, while still others, a frightening landscape. Perhaps this is where legends of visitations to Heaven and Hell originate? [b][i]It is always wise to avoid an Astral kingdom, because only the most powerful entities and Astral beings can create and maintain them[/i][/b]. [/inline]
[Inline=Machine Ghost 12 isp][b][u]Range[/u][/b]: Self; computer by touch.
[b][u]Duration[/u][/b]: Three minutes per level of experience.
[u][b]I.S.P.[/u][/b]: 12
[u][b]Saving Throw[/u][/b]: Not applicable
The psychic goes into a trance as he focuses his concentration on entering a computer or most any type of artificial intelligence (not applicable to sentient, self-aware machines like Archie-3). This power is limited to the acquisition or reading of information only. The psychic cannot input, program, or delete data on the machine. He can also access information [i]stored[/i] by most electronic means, including computer disks, video and audio disks, film or audio tape, and hard drives. Reading electronically encoded disks and tapes is similar to object read, except in this case, he hears and sees the data as if he were playing it on a computer or disk player, only he perceives the information 10 times faster. Thus, the character can read (never input) information from disks or broken computers without a physical "jack" connection or an actual display device, i.e. computer and monitor, CD player, etc.
As an actual [i]Machine Ghost[/i], the psychic mentally enters and travels the neural network of an active computer. He is actually inside the device. In many ways, this experience is similar to Astral Projection except the psychic is "projecting" into the machine rather than into the Astral Plane. It also has the same pitfalls as Astral Projection, as in the character enters a strange, very seemingly real world that he must learn to navigate. Like Astral Projection, the electronic world of computers takes on a virtual world landscape. This means in the computer virtual world, its programs, viruses and defense mechanisms will take on virtual manifestations that can interact, confront, impede, or attack the Machine Ghost.
A password or special access code may appear as a metal door or iron gate, or locked filing cabinet that needs to be (seemingly) broken open to gain access to what is held inside. The more difficult the code, the bigger, stronger and more difficult the door and lock(s). Data is likely to appear as books, paper files, diagrams, film, holograms, and other other common means of communication and documentation. The more sophisticated defense measures are likely to appear as one or more guards who must be defeated before the information is accessible. They can appear as sorcerers, Coalition troops, known enemies or as exotic aliens. Viruses and defenses designed to attack an intruder typically appear as demons or monsters.
Combat in the virtual world seems real and is conducted the same as it would happen in the real world. Combat and damage is measured by the character's perception of his real body armor, weapons and natural powers. When the psychic has lost more than 70% of his armor, or S.D.C./M.D.C., he will feel the urge to flee the virtual world. If he flees, a computer defender will not follow, however a virus will pursue and continue to fight. Although all such damage is only in the mind of the psychic (no physical damage occurs in the real world), if he dies in the virtual world, he can die in the real world as well! The shock to his psyche and body will momentarily stop his heart, and he slumps over dead! The character must roll to save vs coma and death. In this case, physical treatment is not necessary and the recovery process, if successful, takes less than a minute. The psychic must roll three times, and the best two out of three rolls skills determines life or death. Rolling between 01-75%, two out of three times, means the heart starts and the character is shaken but fine; feels woozy for 2D4 minutes (reduce spd 25% and all combat bonuses by half). Failure to recover from the heart attack means immediate CPR medical treatment is required — paramedic skill will suffice, provided any protective body armor can be removed so that treatment can be issued; rescuers have 10 minutes. Roll to save vs coma and death again; must roll twice under 80%.
The downside in the usage of this power is the psychic loses all sense of time and reality outside the data he is accessing. This means he is oblivious to what is happening around him, and unless protected by a companion, vulnerable to attack without any means of defense. Pain or being struck or shaken will alert the psychic to trouble, but he has the choice of breaking contact and responding, or ignoring it and continuing to retrieve data. Only telepathy can reach the character while in this state (can't hear spoken words or sounds outside the computer), and is a means of two-way communication.
A character accessing a file on a disk can break contact at any time with a thought, although he will be disoriented for one melee round; reduce his number of attacks and combat bonuses by half. Breaking free of a computer virtual world is not so easy.
Leaving virtual space. Unfortunately, leaving the virtual world of a computer is fundamentally the same as the Astral Plane. The psychic can vaguely sense the way he came and must follow it back to the virtual access point. To do so, the player must roll on the following table and must roll "definately certain" to have his character successfully escape. The player must keep trying until he succeeds or time elapses. If the character cannot escape virtual space before the duration of this ability elapses, he is flung out with the same effect as "virtual death"; roll to save vs coma and death as described above. Note: The psychic will instinctively know when he's down to the last three minutes of the duration and when trying to exit, can fly toward the way out (typically appears as a door or a dimensional rift).
[list]01-30 Hopelessly lost (roll again)
[*]31 -45 Uncertain (roll again)
[*]46-65 Fairly certain on the right track (roll again)
[*]66-00 Definately certain! Whew! Made it back.[/list][/inline]
[Inline=Speed Reading 2 isp][b][u]Range[/u][/b]: Self.
[b][u]Duration[/u][/b]: Three minutes per level of experience.
[u][b]I.S.P.[/u][/b]: 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 hald (15 pages per minute) and may require two readings to remember in detail.[/inline]
[Inline=Object Read 6 isp][b][u]Range[/u][/b]: Touch
[b][u]Duration[/u][/b]: Varies; usually about 2D6 minutes.
[u][b]I.S.P.[/u][/b]: 6
[u][b]Saving Throw[/u][/b]: None
[u][b]Base Skill[/u][/b]: Impressions: 56% +2% per level of experience. Images: 48% +2% per level. Present: 38% +2% per level of experience.
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.
Impressions include: General alignment of its last owner (good, selfish, evil), general emotional state of mind (anger, 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 easiest to see. Impressions will accompany the images, adding to the story as it unfolds. [i]Information includes[/i]: 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.
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, appearance/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 it/him in the near future.[/inline]
[Inline=Total Recall 2 isp][b][u]Range[/u][/b]: Self
[b][u]Duration[/u][/b]: Permanent
[u][b]I.S.P.[/u][/b]: 2
The character remembers every word he reads. Specific blocks of information can be recalled in perfect detail at will. Each block of information costs 3 I.S.P. to recall in absolute detail. If all I.S.P. Have been expended the memory is a little fuzzy, so that exact quotes and details may be impossible to recall. [i]Roll percentile[/i]: 1-50—remembered in full detail, word for word; 51-80 — details are forgotten, but the full essence of the ideas are clear; 81-00 — can only recall the most basic concepts; no details nor strong comprehension.[/inline]
[Inline=Meditation 0 isp][b][u]Range[/u][/b]: Self
[b][u]Duration[/u][/b]: As needed; at least one hour of meditation is required.
[u][b]I.S.P.[/u][/b]: 0
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.). [b]Recovers Base I.S.P.[/b] at a rate as indicated under each psychic O.C.C., otherwise six I.S.P. per hour of meditation.[/inline]
[Inline=Mind Block 4 isp][b][u]Range[/u][/b]: Self
[b][u]Duration[/u][/b]: 10 minutes per level of experience.
[u][b]I.S.P.[/u][/b]: 4 (per each duration period)
This is the ability to completely close or block oneself from all psychic/mental emanations. When intentionally closed to supernatural or psychic forces the character can not sense anything, can not use psychic abilities, nor be influenced by others. A mind block will prevent penetration of telepathy, empathy, hypnotic suggestion, and empathic transfer. 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.[/inline]
[Inline=Telepathy 4 isp]  [4 isp / read surface thoughts 60' +40/lvl (180') / 2way communication 140' +40'/lvl (260') ][/inline]
[Inline=Sixth-Sense 2 ISP][u][b]Range[/b]:[/u] 90 feet.
[u][b]Duration[/b]:[/u] Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
[u][b]Saving Throw[/b]:[/u] None.
[u][b]Effect[/b]:[/u]The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second.
[u][b]Notes[/b]:[/u] The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
[u][b]Bonuses[/b]:[/u] The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.[/inline]

[b][u]Magic Tattoos[/u][/b]
[inline=Heart Impaled by a Stake][b]P.P.E. to activate:[/b] 15
[b]Duration:[/b] One hour per level of experience or until canceled.
[b]Power:[/b][list]Immune to the Pheromone Induced Seduction.
[*]The character is impervious to the slow kill bite, and cannot be turned into a vampire or enslaved.
[*]Impervious to all the mind control powers of vampires and related species of undead.
[*]When the magic tattoo is first activated, a wooden stake and cross appears, one in each hand. Both disappear when the duration ends or the tattoo magic is cancelled.[/list]
[b]Note:[/b] Though greatly protected by this magic tattoo, the vampire can hurt and even kill a Tattooed O.C.C. like the Undead Slayer by using killing bite attacks, the brute force of punches, claws, etc., and via weapons or magic.[/inline] [right forearm sleeve] [size=85][i]Marks of Heritage[/i][/size]
[inline=Orange-Flamed Heavy Rapier]This is the standard when it comes to Magic Weapon Tattoos, because of its low P.P.E. Cost and M.D. Capabilities.
[b]P.P.E. to activate:[/b] 10
[b]Duration:[/b] 15 minutes per level of experience or until canceled.
[b]Damage:[/b] [list]2D6 M.D. vs M.D.C. Opponents
[*]2D6+8 S.D. vs S.D.C. Opponents[/list]
[b]Effect:[/b] Faint glow.[/inline] [left forearm sleeve] [size=85][i]Marks of Heritage[/i][/size]
Masterchief Hallon Nemo,
Cosmic Knight of the Forge
User avatar
Qwintius
Posts: 7
Joined: Tue Aug 09, 2022 7:32 am

Dice Rolls for Gear

Post by Qwintius »

1d4: [1] = 1
1d4: [3] = 3
1d4: [1] = 1

4d6: [4, 2, 6, 6] = 18
4d6: [5, 3, 2, 2] = 12

4d4: [4, 4, 4, 2] = 14
P.P.E.: 19 / 19 +6/tattoo after marks of heritage [total of 40 xtra ppe]
I.S.P.: 147 / 159 +10/lvl
S.D.C.: 50 / 50 +10 for each tattoo after marks of heritage
H.P.: 26 / 26 +1d6/lvl

Lt Walkyr
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