Zzazz (Lyvorrk Mystic)

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AGM: The Apothecary

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Zzazz (Lyvorrk Mystic)

Post by Zzazz »

Player Name: Jason
G-Mail: leprecoon99@gmail.com
Link to Ledger:
http://www.explorersunlimited.com/eu/vi ... er#p334566

Character Name: Zzazz
Race: Lyvorrk
Alignment: Aberrent
XP Level: 4
XP Points: 9,701 (The Apothecary 1 October 2020)
Next Level @ XP: 16,501
Sentiments/Non-Humans: As one, i can feel for them. / But not all are created equal, but reptilian life is superior
Sentiments/Coalition: Treat them as they treat us
Disposition: Quiet, brooding, almost creepy but friendly when he decides to open up
Obsession/Compulsion: Honesty (must always tell the truth)
Phobia: Cages and being locked behind bars

I.Q.: 10
M.E.: 19
M.A.: 15
P.S.: 15 Augmented
P.P.: 17
P.E.: 21
P.B.: 9
Speed: 16

P.P.E.: 110
Recovery: rate of five points per hour of sleep or rest / Meditation restores P.P.E. at 10 per hour of meditation and is equal to two hours of sleep when it comes to recovery from fatigue and physical rest.
Can also draw P.P.E. from ley lines ( 10 ppe per round), nexus points (20 ppe per round), and others through blood sacrifice and when freely given
I.S.P.: 158
M.D.C.: 41
Age: 24 (lifespan: 140 yrs avg)
Sex: Male
Height: 5 ft 4 in / Tail: 6 ft long
Weight: 170 lbs
Description: Humanoid Velociraptor. Long serpentine tail, clawed 4 fingered feet and a saurian head, large teeth lined mouth, deep, intelligent eyes, arms are humanlike, hands have opposable thumbs and fingers with long, hooked fingernails, iguana colors, and markings

Racial Abilities
May use Techno-Wizard devices and magic scrolls.
Minimal need for water and survive on as little as 1 pint of water per month (derives moisture from the bodily fluids of the raw food he eats)
Primary diet is rodents and insects, eaten raw, often swallowed whole, but will occasionally eat prepared meats and the flesh of larger mammals such as cattle or humanoids.
Cold attacks do double damage
Hates water, and can't swim
Immune to all snake venoms
Tail is semi prehensile and is used for balance and swatting opponents attacking from behind or the sides.
Regeneration: Recover lost MDC at a rate of 1d6+6 MDC per 4 hours (2x in cold temps) / can regrow a lost finger, toe, hand, foot or tail in 3d4+6 weeks / cannot regenerate an eye but can regrow lost teeth or a tongue in 1d4+4 weeks

Psionic Empathy with Reptiles (see me as friend)
Telepathy with Reptiles - rng: 1000 ft
Control Reptiles - ISP: 3 / Rng: 400 ft +100ft / can be maintained as long as desired / Number controlled: 50 +10, regardless of size / +10% to ride untamed dinosaur reptiles
Control Intelligent Reptile Life forms - ISP: 5 / victim gets ST -2 vs. Mind control / -5 if Lyvorkk is asking harmless questions that betray a secret or confidence / once under, will do anything i ask except kill oneself / Rng: 200 ft +50 ft / Dur: 4 min (12 rd) +1 min (4 rds) / Number controlled: 4 +1 regardless of size / cold blooded only

Natural Abilities
Perception: 34% +3% / double on a ley line
Charm/Impress: 0%
Invoke Trust/Intimidate: 35%
Max. Encumbrance: 102 lbs
Max. Carrying Weight: 300 lbs
Max. Lifting Weight: 600 lbs
Max. Jumping Ability: 6 ft long (15 ft with run) / 3 ft up (7.5 ft with run)

Special Abilities
Sense Supernatural Evil
55% +5%
All supernatural beings radiate their alignment, most are evil.
The Mystic can feel that evil like an icy chill cutting through him and tastes their vile thoughts like vomit. The sensation is unmistakable, costs no I.S.P., and is automatic, meaning the character does not have to open himself, nor be actively trying to sense anything. The evil washes over the Mystic, warning him like an alarm that supernatural evil is present.
Range: Senses any supernatural evil within a 340-foot radius. However, the sensation is very general. The location and nature of evil is unknown. To identify the cause and pinpoint its source, the psychic must open himself and use the "Sense Evil" psi-power. Along these same lines, the Mystic can sense when a person is possessed by a supernatural force and can recognize magic enchantment.
Opening Oneself to the Supernatural
The Mystic can open himself to the supernatural, with dramatic effects.
The mage can become a medium through which Entities and other forces can temporarily
communicate by speaking through him. The Mystic temporarily (1D6+1 minutes) becomes their vessel and cannot think or speak on his own, but others present can ask questions and the spirit may answer
(truthfully or not). The Mystic barely remembers the incident when it's all done.
receptive to all forms of telepathic and empathic communication, including +10% to receive a Ley Line Transmission when in the "opened" state.
An open state trance requires that the Mystic focus all of his thoughts and essence on becoming one with the supernatural energies.
In this state, the mystic cannot speak or take any action. He simply sits motionless, like a statue. While in the trance, the character becomes completely invisible to all psionic probes (sort of a cosmic mind blank) and even becomes physically invisible to those around him as he seems to melt into the environment. One might think of this as a psychic Prowl or magic Chameleon, only the Mystic does not move.
Success ratio for invisibility (unseen by all) is 65% +5% and is only seen if the person is actively looking for him. Even if detected, the character is +8 to save vs psionic attack and +4 to save versus magic attacks while in the trance state.
In an open state, the character can continue to Sense Supernatural Evil as described previously, but now he can get a picture of what it is (lesser, greater, demonic lord, dark god, etc.) and approximately where it is (near, far, and general direction). The Mystic can also "feel" large fluxes of energy, magic power, P.P.E. (20 P.P.E. or more), the opening of dimensional portals, the arrival of Ancient Evil, the flow of ley line energy, a Ley Line Storm brewing, the presence of Entities and what types, and similar. If so desired, the Mystic who is open to supernatural evil can follow the energy and sensations of the evil and trace them to the creature ' s exact location, provided it is within range. However, the creature will also sense him and know where he is located!
Range: 800 foot radius
No I.S.P. cost.
Note: The character loses any chance for initiative and forfeits one attack/action per melee when
in sensing mode. However, he is
+8 vs psionic attack and possession
+4 vs magic
+3 on Perception Rolls involving the supernatural while in the trance state.
Death Trance (1)
Range: Self / Duration : As long as the psychic senses he must feign death, up to a maximum of four days / I.S.P.: 1 - because Physical Psychics find it easy to control their bodies / A state of mind over matter that slows the metabolism to such a degree that it creates a temporary state of suspended animation, simulating death. Without hospital facilities, even a medical doctor is likely to believe the character is dead (1-89% likelihood). The effects of drugs, toxins and chemicals are slowed to a crawl, causing minimal damage or effect, but will take full effect the instant the death trance is stopped (unless treatment is administered first). While in the death-like state, the psychic can not be roused or respond to any type of stimulation, including psychic probes. This means he is incapable of attacking or defending himself in any way until the trance is broken.
Mind Block (4)
Range: Self / Duration : 40 minutes / I.S.P. : 4 (per use) / This is the ability to completely close or block oneself from all psychic/mental emanations. When intentionally closed to supernatural or psychic forces the character can not sense anything, can not use psychic abilities, nor be influenced by others. A Mind Block will prevent penetration of Telepathy, Empathy, Hypnotic Suggestion, and Empathic Transmission. It can be an invaluable protective mask when dealing
with malevolent psychic forces. Adds a bonus of + 1 to save vs all psychic and mental attacks.
Nightvision (4)
Range: Self, visual range about 600 feet / Duration: 30 minutes / I.S.P. : 4 / The psionic can adjust his visual capabilities through a form of Bio-Manipulation. The eyes are made to become much more light sensitive and basically work on the same principles of mechanical light amplification. The eyes simply amplifY existing light, such as candlelight or star and moonlight, to see clearly. There must be some source of light to see (can not see in total darkness). Note: If suddenly exposed to light brighter than a single candle, the psychic will be temporarily blinded for 3D4 melee rounds. The nightvision power can also be used to change one's vision to polarized sight, reducing glare as would a pair of polarized sunglasses.
Resist Fatigue (4)
Range: Self / Duration: 2 hour 00 minutes / I.S.P. : 4 / A mind over matter discipline which enables the character to engage in physical activity without suffering from exhaustion. Although fatigue is temporarily suspended, the psychic will feel extremely tired and may even collapse when the psi-power wears off.
Resist Hunger (2)
Range: Self / Duration : 6 hours / I.S.P. : 2 / Another mind over matter discipline that subdues any feeling of hunger, allowing the character to function at full effectiveness without nourishment. It is important to point out that while the psi-power maintains full operations, the body is still suffering from malnutrition and starvation. Loses 3 lbs (1.35 kg) of weight per day. Note: A psychic can survive up to 60 days, functioning as normal, without any food by continually using Resist Hunger. On day 61 the character will lapse into a coma. Under this extreme condition, 60 days of food deprivation while still fully active physically, the character is -20% to save vs coma/death.
Resist Thirst (6)
Range: Self / Duration : 6 hours / I.S.P. : 6 / This ability is identical to the Resist Hunger psi-power except it applies to the consumption of water. It does not negate the long-range damage from dehydration.
Clairvoyance (4)
Range: Self (although the image could pertain to people or places thousands of miles away) / Duration: 6D6 melees / I.S.P.: 4 / Base Skill: 64% (+2%) / This allows the psychic to see or feel glimpses of the possible future. This is achieved through meditation or intense concentration in which the clairvoyant thinks about a particular person, event or place. Add +5% to the base skill if the person involved is a friend or loved one. Clairvoyance is unpredictable and can not be turned on and off like a light bulb. Sometimes it works (if the roll is under the base skill) and sometimes it does not (when the roll is above the base skill). A failed roll means the psychic received no insight to the future.
A clairvoyant trance can be attempted as often as twice every day. The message can be a sudden feeling that somebody is in need (" . . . something's wrong. It's .. .it's . . . Janet! I've got to see her!") or, more often, a sudden flash of insight, a sudden image that races through the mind. The image is like a brief snippet of film from a movie or a dream. Often all the details are not clear, but the potential danger is. For example, the psychic character is in a trance or meditation, thinking about hislher friend Janet. Suddenly, the mind is flooded with an image of Janet rushing down a crowded street. It' s dusky, like morning, twilight or evening. She seems very upset. The traffic light changes to amber. Janet races into the street, ignoring the light. It turns red. There' s a car, squeal of tires, Janet screams. The image ends. Is Janet hurt? Killed? Unknown, but the danger is clear. There are also other hints of information: the time of day, Janet seeming upset, rushing, etc. The glimpse into the future could be twenty minutes, eight hours, 24 hours, or a week. The psychic has no way of knowing. Of course, he has the advantage of recognizing the potential danger as it begins to unfold and may be able to avoid it, stop it or change the outcome. The image may last a few minutes or be a sudden flash lasting but a few seconds. The flash could be a peculiar noise, a face, or a specific image, like a particular door or object.
It is important to note that sometimes a clairvoyant image will occur unintentionally, without the psychic trying to do so. These most often manifest themselves as dreams or nightmares during sleep. The clairvoyant dream is exactly like the image from a meditative trance described previously. The precognitive flash of the future may also occur unbeckoned while awake, but this is extremely rare. These brief glimpses of the possible future happen because the clairvoyant is acutely attuned to his world. Anything that might hurt or change that world (including people and places) will often be foretold in a flash of insight.
Game Masters: Be careful of revealing too much. Use the examples provided as a guide. Remember, these are brief glimpses of the possible future, not a motion picture. The psychic can NOT engage in any actions, combat or otherwise, during a moment of clairvoyance or the image will instantly stop. It usually requires 2D4 melees of concentration or meditation before the image occurs. Remember, a failed base skill roll means absolutely nothing happens, but still bums up the 4 I.S.P. and time.
Commune with Spirits (6)
Range: Self / Duration : 8 minutes / I.S.P. : 6 / Saving Throw: Standard / Using this power, a psychic can "feel" (not see) the presence of spirits / The term "spirit" includes entities (including ghosts and possessing ones), invisible Astral Travelers/Astral beings, the splintered life essence of a god or Alien Intelligence, the mysterious Indian Spirits, a spirit or demon (or god) possessing a familiar or witch, and imprisoned souls and life essences in rune weapons and similar magical prisons / The psychic can ask the spirit questions by speaking aloud, although the creature often understands the question on an empathic or intuitive level. Only the psychic hears the answer (unless he's using a group trance) and the answer can be in words or powerful emotions (he suddenly feels its hate, fear, anger, sorrow, etc., instead of a verbal response) / It is important to note that the spirit is under no obligation to answer truthfully or to answer at all. Angry and uncooperative spirits may lie, pretend to be somebody else, lash out at the psychic with its own psi-abilities or cause mischief Likewise, the psychic cannot "feel" or sense the creature's alignment, or magic energy, nor can he use any of his other psionic powers while he is in communion with the spirit / Furthermore, the spirit may break off communication at any time, although the psychic can still "feel" if it is within the immediate area (30 foot radius). The psychic can also break contact at any time, but when he does so, he can no longer tell if the spirit is still hanging about.
Exorcism (10)
Range: Immediate area, touch or within 8 feet / Duration: Instant, if successful / Length of Trance: 30 minutes of preparation and 606 minutes with the possessed person or animal. Note: Can only exorcize the living / I.S.P.: 10 / The healer can perform a Rite of Exorcism that uses psychic energy to expel the loathsome being from its mortal, host body. A completely successful exorcism will free the victim of the supernatural force that controls him and send it back to its own non-earthly realm. A partially successful exorcism will drive the evil force out of the possessed person or animal but does not send the damnable thing back to its own dimension.
Thus, it can try to possess the psychic healer or flee to wander the Earth in search of a new victim. An exorcism can only be used on living people and animals whose bodies are inhabited by a supernatural entity or other types of invasive spirit, not symbiotes or psychic possession. Roll to determine success for an exorcism at the end of the time period. First, roll to see if the being has been expelled from its victim 's body. Success Ratio: 57% +7% / Second, roll to see if the thing is forced back into its own dimension / Success Ratio: 49% +7% / A failed roll means the creature can remain in our dimension, but it must leave the area and can not possess the same individual for at least six months. Note: The chance of a successful exorcism on a Nega-Psychic is reduced by half, as is the success ratio for sending the being back to its own dimension. The same is true of some of the more powerful supernatural beings capable of possession. During the exorcism, the possessing force can use whatever powers it may have, as well as physical attacks or any special psychic abilities of its host body. Fortunately, the Rite of Exorcism weakens the creature, reducing its number of attacks per melee by half. It is wise to always have one or more assistants to help defend against the being's attacks and actions. Sedating the physical host body will immobilize it, but will not prevent psychic attacks or the creature 's use of its own natural powers (if any). Too many assistants or spectators can be a liability, for the creature may attempt to flee by possessing one of them. An exorcism can be attempted on the same individual as often as the healer desires.
Sixth Sense (2)
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 / I.S.P.: 2 / Saving Throw: None / The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life-threatening will happen within the next 60 seconds (4 melees)! The sixth sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
The sixth sense is only triggered by an unexpected, life-threatening event (a trap or ambush is within 90 feet/27.4 m or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his 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 ( 1 5 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.
Supress Fear (8)
Range: Self or others by touch / Duration: 4 minutes / I.S.P. : 8 / This power temporarily suppresses the chemical and psychological components of fear in the recipient. As a result, the character is unable to feel fear or is barely frightened even if intellectually he realizes he is in grave danger, or is facing a terrifying monster or situation. This enables the character to think rationally and take calm, calculated action, rather than respond with the typical "fight or flight" reactions of those who are scared. While this power is activated, the character automatically succeeds on any roll to resist Horror Factor, even if magically induced. This power can be used on the psychic himself or on one or two others.
Intuitive Combat (10)
Range: Self / Duration : 8 rounds / I.S.P. : 10 / This is a form of telepathy geared to give the psychic an advantage in melee combat. To put this ability in place, the psychic must concentrate for one melee round ( 15 seconds), putting himself in a Zen-like state of awareness. For the next two melee rounds, the Intuitive Combat sense makes the character one with his body and weapon, reacting quickly and efficiently with amazing reflex action, balance and grace / Note: The psychic is unable to use any other psionic power, including Mind Block, while this power is in use. He can cancel it with a thought.
Bonuses: +3 initiative, +1 strike, +1 parry, +4 dodge, +4 pull punch, +2 roll with punch, fall or impact, and +2 disarm / Cannot be caught by surprise, even by attacks from behind or from long-range, which means he can try to parry or dodge all attacks leveled at him / +10% to abilities (balance, etc.) provided by the Acrobatics and/or Gymnastic skills, as well as +10% to Climb and Swim skills.
Object Read (6)
Range: Touch / Duration : Varies; usually about 2D6 minutes / I.S.P. : 6 / Saving Throw: None / Base Skill: Impressions: 64% +2% / Images: 56% +2% / Present: 48% +2% / Also known as Psychometry, this uncanny ability enables the psychic sensitive to receive impressions and images from an object regarding its use, history and last owner. This is done by holding the object and concentrating on a specific line of thought or opening up to general impression, (the latter is always more vague and random). Just as a psychic must open himself to sense evil or magic, he must open himself to the object. If successful, he will receive impressions and/or images revealing bits of info.
Impressions include: General alignment of its last owner (good, selfish, evil), general emotional state of mind (angry, happy, sad, hate filled, confused, etc.), the object's general purpose (what it is used for), whether or not the last owner is living or dead, and whether the item has been used with/by magic or supernatural forces. Object read will also conclusively indicate whether the item is currently enchanted or contains a supernatural force/entity (as well as its alignment and emotions) / If the item is possessed, an object read makes the reader totally vulnerable to psychic attack (no bonuses to save).
Images: The psychic can also see images of isolated events which have happened in the past. This will provide brief snippets of images and events that will offer glances of the previous owner and others close to him. Traumatic and emotion filled events/images are the 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 1. S.P.
The present can also be glimpsed, but costs an additional 4 l.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 him in the near future.
Total Recall (2)
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 2 l.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 to see how much is retained:
01-50%: 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.
Psychic Diagnosis (4)
OOC Comments
Range: Touch or within 3 feet /Duration : Immediate knowledge / Length of Trance: 2D4 melees of meditation / I.S.P. : 4 / Saving Throw: None; except for the Nega-Psychic, standard / The psychic healer can sense physical pain and damage, external and internal injury, disease and possession with absolute clarity. This pinpoint accuracy enables the character to suggest treatment or to conduct psychic surgery.
Psychic Surgery (14)
Range: Touch / Duration: Varies with injury / Length of Trance: 2D6 minutes of preparatory meditation, plus the duration of the surgery (which is half the time of conventional modern medicine) / I.S.P.: 14 / Psychic Surgery is used t o repair broken bones, internal injuries, and remove foreign objects (bullets, arrows, etc.) using only one's bare hands; no tools or instruments. Can also be used to heal a character who has suffered so much damage that he or she has lapsed into a coma (zero Hit Points or less). Psychic Surgery is the equivalent of "professional hospital" treatment. The recovery from a coma (near death) is equal to treatment from a hospital, 1 -66%. Note that there is minimal bleeding and pain, and absolutely no scarring from Psychic Surgery (no pain if the Deaden Pain ability is used). Note: A psychic diagnosis must be made before surgery is possible.
OOC Comments
(4th) Bio-Manipulation
Range: 160 feet (48.8 m).
Duratio n : 4-16 minutes (ro1l 4D4).
I.S.P. : 10
Saving Throw: Standard; if a character successfully saves against the attack he is not affected at all. This applies to all seven bio-manipulative attacks.
The psychic is able to induce physical trauma to the nervous system of others by sheer force of will and conveyance of psychic energy. This psi-power is also known as the Evil Eye, especially in rural areas where magic and folklore rule the day.
There are seven types of Bio-Manipulation effects. Each affects only one person per attack and can be used in any combination. Intended victims must be within line of vision or their exact location known to the psychic. Each costs 10 I.S.P. to inflict.
This psychic power enables the psychic to temporarily manipUlate specific biological functions or conditions in human and animal life forms. The duration can be extended 4- 1 6 (4D4) minutes per additional 6 l. S.P.
Blind: Temporarily knocks out the victim' s optic nerves, rendering that person quite helpless. Victims are - 1 0 to strike, parry and dodge.
Deafness: Can be caused by manipulating the eardrum. Victims can not hear anything, and are -6 to parry or dodge attacks from behind. In addition, the shock of suddenly becoming deaf makes them -3 to strike, parry or dodge any other attacks, and they automatically lose the initiative on all attacks while deaf.
Mute: Impairs the victim' s vocal cords, making speech impossible. Victims are likely to be shocked and panic, making them -2 to strike, parry and dodge for the first melee ONLY.
Pain: By manipulating the nerve centers the psionic can induce terrible pain, shooting throughout the body. Victims are -6 to strike, parry, and dodge, and take one point of damage off their Hit Points (not S.D.C.) per each minute affected.
Paralysis: Immobilizes the motor part of the brain, causing legs and arms to stop functioning. Victims are completely incapacitated for the duration.
Stun: This attack disorients and confuses its victims. Victims forfeit one attack per melee, speed is cut by half, and the character is -4 to strike, parry and dodge.
Tissue Manipulation: Affects the tissue' s connecting nerve fibers which can cause a variety of effects. By irritating the nerve fibers, a victim will suddenly feel itchy, as if breaking out in a severe rash. Through endothermic manipulation the victim can also be made to suddenly feel cold or hot while everyone around him feels fine. This is done by manipulating the body chemical which absorbs heat. ALL 3 conditions are more annoying or frightening than physically impairing.
In each case the victims are -1 to strike, parry and dodge.
Spell Knowledge
Spell Strength: 14)
Invocations -
See the Invisible (4)
Range: 200 feet / Duration : Three minutes / Saving Throw: None / P.P.E.: Four / The character can see Astral beings, entities, Elementals, ghosts, objects, forces and creatures that can turn invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the vaporous image or energy sphere that is the being.
Globe of Daylight (2)
Range: Near self or up to 30 feet away / Duration : 9 mins / Saving Throw: None / A small globe or sphere of true daylight is magically created. The light is bright enough to light up a 1 2 foot area per each level of its creator's experience. Because it is daylight, it can ward off vampires and most other types of undead and demons who fear or are hurt by sunlight, keeping them at bay just beyond the edge of light. The creator of the globe can mentally move it along with himself, or send it up to thirty feet ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12.
Thunderclap (4)
Range: Directly affects the immediate area (30 feet) around the magic weaver, but can be heard up to one mile away / Duration : Instant / Saving Throw: Save vs Horror Factor / P.P.E.: Four / The invocation produces a booming clap of thunder that is so loud that it seems to make the air vibrate. A thunderclap is an excellent means of alerting or signaling allies, as well as a means of intimidation. As an intimidation device, it will momentarily startle and distract everyone other than the spell caster. This provides the creator of the thunder with a bonus of +5 on his initiative, + 1 to strike, parry and dodge, and creates a Horror Factor of 8 (all characters within 30 feet must roll to save vs Horror Factor, except the mage who made the thunder)
Lantern Light (1)
Range: 10 feet; can light up a room / Duration : 30 minutes per level of the spell caster / Saving Throw: None. / P.P.E.: One / The Lantern Light spell creates a small sphere of light that is less brilliant but longer lasting than the Globe of Daylight. It floats within 10 feet of the spell caster and can be mentally moved to hover at direct angles and positions as the mage desires. This magic light may be thought of as a magical floating lantern or light bulb with a dimmer switch. The intensity of the light can be mentally adjusted to the equivalent of a 50 to 300 watt light bulb, whatever suits its creator. Note: This is not sunlight, so it will not damage vampires nor keep them at bay.
Blinding Flash (1)
Range: 10 foot radius; up to 60 feet away / Duration : Instant / Saving Throw: Standard; - 1 if 3 P.P.E. points are pumped into this Spell / P.P.E.: One / This invocation creates a sudden burst of intense, white light, temporarily blinding everyone in its ten foot radius. Victims are blinded for one to four melee rounds, and are -10 to strike, parry and dodge. The chance of falling is 01-50% every 10 feet. The magic can be cast up to 60 feet away. Saving throw is standard; those who successfully save vs magic are not blinded. Note: Does not affect robotic, bionic or cybernetic eyes.
Concealment (6)
Range: Small objects up to 40 feet away / Duration : 15 minutes / Saving Throw: Standard / This magic makes any small object sort of invisible. Actually, it affects the perception of anybody who looks at it. Unless a character makes a successful saving throw, the item can not be seen. This can be applied to an item on one' s person or out in the open. Each character who looks at the place where the enchanted object is resting must roll a saving throw versus magic. A failed roll means that particular individual will not see it until the magic lapses.
Only one object is affected each time the magic is invoked. The recipient of this magic can not be living and the object must be smaller than 14 inches in length and height, six inches or less in width, and weigh 14 pounds (6.4 kg) or less. Note: If the object is used as a weapon or picked up by the mage or anyone who does see it, the enchantment is broken and it becomes clearly visible to all.
Cobwebs* (5)
Range: 30 feet; line of sight / Area of Effect: 30 foot diameter / Duration: 15 minutes / Saving Throw: As per Horror Factor of 10 / P.P.E.: Five / This is a simple spell that covers everything within a 10 foot diameter (per level of the spell caster) in loose, wispy cobwebs that flutter in the breeze. The entire effect makes the room appear to have been left abandoned for months, perhaps years, and has an overall effect of seeming a bit scary, musty, and uninviting.
Thieves and such might decide there is nothing of value, and certainly nothing recent inside. The effect can also trick people into believing this must not be the room/home/place where anyone lives, and the cobwebs do help conceal items and details inside the room.
Detect Concealment (6)
Range: Area of effect: 30 feet / Duration: Instant / Saving Throw: None / P.P.E. : Six / A magic invocation that will instantly negate any Concealment spell(s) and reveal any object(s) which may have been mystically concealed. Can be directed at a specific area or individual, or made to affect an entire area 30 feet in diameter.
Throwing Stones (5)
Range: 200 feet +300 feet - Self Only / Damage: 1D6 M.D. +3 M.D. / Duration : Two melee rounds / Saving Throw: Dodge / P.P.E.: Five / This spell enables the caster to draw upon the earth to magically make a hardball-sized, circular stone appear in his hand per each of his melee actions. The stone can then be magically hurled with surprising accuracy and distance. The magical stone hits with the force of a cannonball, and is temporarily a Mega-Damage structure and weapon. The spell caster chooses the target, then throws the magical stone as he would a ball, but with a +2 bonus to strike (P.P. attribute and targeting bonuses are also applicable). The target may attempt to dodge the attack, but the stones are thrown too fast for most normal beings to parry (-4). After the stone hits, it crumbles into dirt. Creating and throwing count as one melee attack/action.
Tum Dead (6)
Range: Up to 60 feet away / Duration : Instant effect / Saving Throw: Standard / The utterance of this invocation will turn/repel 3D6 animated dead. This means that those creatures affected will tum and immediately leave the area without harming the spell caster or anyone near him. The dead who are turned will not come back for 24 hours. This magic only affects "animated" dead and skeletons or corpses that are magically animated like marionettes, but will not affect vampires, zombies, mummies, other undead or any corpse or skeleton possessed by a living entity.
Armor of Ithan (10)
Range: Self or other by touch / Duration : 3 minute (4 melee rounds) / Saving Throw: None / This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor upon the spell caster. Or the magic armor can be instantly created upon anyone, as long as the spell caster invokes the spell while touching the intended recipient. Named after the magic armor of the Dwarven King Ithan, this mystic armor has an M.D.C. 30. Magic fire, lightning, and cold do half damage to it
Light Healing (6)
Range: Touch / Duration : Instant / Saving Throw: None / The spell caster grasps the injured character with both hands, then channels magical energy into him, willing it to aid the person' s body in healing. The magic speeds the healing process to clear out minor infection, minor food poisoning/upset stomach, a slight headache, tiny cuts, bumps and bruises. It restores 1 06 S.D.C. or 1 04 Hit Points (not both). The healing is instant and painless. The spell caster may not use this spell on himself.
Magic Shield (6)
Range: Self or other / Duration : Two minutes per level of the spell caster / Saving Throw: None / This spell creates a pale white field of energy in the shape of a large, round shield with 60 M.D.C. The shield can be used by the spell caster or be given to someone else. It functions as a normal shield to parry melee attacks (sword blades, clubs, etc.), with a bonus of + I to parry.
The shield wielder can also attempt to parry energy blasts and projectiles, but the user has no bonuses and suffers a -8 penalty to parry. The shield takes one quarter damage from all attacks it parries and disappears when all M.D.C. are used up, the spell duration elapses, or if the user loses contact with the shield.
Orb of Cold (6)
Range: Throw: 200 feet (61 m).
Du ration : One melee round ( 15 seconds); 1D4 minutes for numbness.
Damage: 3D6 M.D. plus numbness penalties.
Saving Throw: Dodge; standard.
P.P.E.: Six
The spell caster summons a globe of magically charged ice (the size of a softball) into his hand to hurl at an enemy. The character must roll to strike, getting his usual P.P. bonus (if any) and a magical bonus of +I to strike. The orb disappears in one melee round ( 1 5 seconds) if it is not thrown. If the orb hits, it shatters, inflicting impact and cold damage to one target. If it misses, it is gone, unless the G.M. thinks it may have hit something or somebody else. Those struck take 306 M.D. and must make a save vs magic or suffer from a sudden, debilitating, numbing cold. A numbed opponent loses one melee attack, is -2 on initiative, -I to strike, parry, and dodge, and speed is reduced by 10%. These penalties are not cumulative, and last for 1D4 minutes.
Multiple Image (7)
Range: Self / Duration: 3 minutes (4 melees) / Saving Throw: -4 to save / Viewers may be able to see through the illusion and identify the true person, but must roll to save vs magic at -4 / An illusion that creates three identical images of the mage, each of which mimics his every movement exactly. Only piercing the false image with iron will dispel that particular image. This is a great way to confuse, scare and distract an opponent. Provides the mage with a bonus of +2 on initiative, +2 to dodge, and + I to strike.
Spider Webs* (10)
Range: 30 feet; line of sight / Area of Effect: 30 foot diameter / Duration: 15 minutes / Saving Throw: As per a Horror Factor of 13 / This spell is reminiscent of Cobwebs, only the webbing is larger, denser, heavier, stronger and more thread- or spider-weblike.
The Spider Webs are also "sticky" and even brushing lightly against one causes it to stick and pull other threads of the webbing toward that person. Thus, a hall corridor, doorway, or room filled with Spider Webs will offer some resistance to push through them all, but a P.S. of 7 or greater does it. However, as the webbing pulls apart and clings to the character(s) passing through it, the webs collect on him and slightly impair speed and movement (reduce Spd and skill performance by 3% per every 10 feet of webs, and -1 initiative, -1 to combat bonuses (strike, parry, dodge, etc.) per every 20 feet) / Furthermore, the webbing looks ominous and dangerous and has a Horror Factor of 13.
Electric Arc (8)
Range: 90 feet / Duration: One melee round / Damage: 2D6 M.D. / Saving Throw: Dodge / A simple offensive spell, the Electric Arc causes a crackling bolt of blue energy to leap from the spell caster' s hand(s) to the intended target; point and shoot; +2 to strike.
Each electrical blast counts as one melee attack/action and is limited by the character' s total number of attacks. This means a character with four attacks per melee round uses up two attacks to cast the spell, leaving him with two electrical attacks possible that melee round. While the damage is not great, it is accurate, and is an easy, inexpensive spell to cast.
Charismatic Aura (10)
Range: 60 foot radius (18.3 m).
Duration : Six melee rounds per level of experience.
Saving Throw: Standard.
P.P.E.: Ten
A particularly handsome tool of deception, this magic can be cast upon the spell caster or another person. The spell instantly enhances that person' s Physical Beauty by eight points, and increases his charisma to charm all who behold him. Although the focal point of the spell is the person on whom it was cast, it affects everybody in a 60 foot (18.3 m) radius (emanating from the person with the charismatic aura). Thus, everybody in that radius is allowed a saving throw vs magic. Those who successfully save will not be affected at all; those who fail to save are charmed and will respond accordingly.
The person with a charismatic aura can invoke one of three responses:
friendship/trust, power/fear, and successful deception.
Friendship/Trust: The first few words spoken will set up the response. Thus, a statement of friendship, peace, or trust will inspire those sentiments in everyone affected.
Power/Fear: A statement of power, anger, strength, or vile intent, will strike awe and fear into everyone affected. (Example: "Lay down your weapons and let us pass, lest you suffer my wrath !"). Horror Factor: 13.
Successful Deception: This enables the character with Charismatic Aura to convincingly lie like a master con-man. There is an 01-80% chance that those affected will believe anything he tells them, no matter how outlandish. This response is triggered by a phrase like: "Trust me completely," or "I would never lie to you, you know that."
O.C.C. Skills:
Language: American 97%.
Language : Sign 74% (+3%)
Language : Dragonese 74% (+3%)
Language : Spanish 74% (+3%)
Dance 70% (+5%)
Horsemanship: General 62%/42% (+4%)
Land Navigation 55% (+5%)
Lore : Magic --General Knowledge: 55% (+5%)
--Recog. Magic Circles, Runes, etc: 20% (+5%)
--Recognize Enchantment 37% (+4%)

Lore : Dino 60% (+5%)
Lore: Demons & Monsters 60% (+5%)
Lore: Faeries & Creatures of Magic 55% (+5%)
Philosophy 70% (+5%)
Play Musical Instrument: violin 60% (+5%)
Play Musical Instrument: hand drum 60% (+5%)
Wilderness Survival 60% (+5%)
Hand to Hand Basic

O.C.C. Related Skills:
Wp spear
Brewing: Medicinal 60%/50% (+5%)
Botany 40% (+5%)
First Aid 75% (+5%)
Wp Rifle
Pilot: Motorcycles & Snowmobiles 72% (+4%; 2nd level proficiency)

Secondary Skills:
W.P. Targeting
Prowl 45% (+5%)
Skin & Prepare Animal Hides 50% (+5%)(+5%)
W.P. Shield
(4th) Computer Operation 40% (+5%)

Combat Data
HTH Type: Basic with Kickboxing
Number of Attacks: 5
Initiative Bonus: +2
Strike Bonus: +4
Parry Bonus: +7
Dodge Bonus: +8
HTH Damage Bonus: +0
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +5
Bonus to Disarm:
Other: Karate Kick 2d4 / Roundhouse Kick 2d4 / Axe Kick 1d8 / Knee Strike 1d4 / Leap Kick 2d6/ 2 att)

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

W.P. Rifles +2 strike
W.P. Targeting - +2 strike / If you have W.P. Targeting AND another missile W.P. (but not weapons not designed for throwing), then you may combine the bonuses from both proficiencies.
W.P. Shield - +1 Parry / +1 strike / Cannot be thrown.
W.P. Spear (rifle equipped with bayonet falls into this category, as do tridents) - +2 strike / +2 parry / +1 strike / Maximum throwing range: 150 feet

Saving Throw Bonuses
Coma/Death: +30%
Magic (varies): +10
Lethal Poison (14+): +10
Non-Lethal Poison (16+): +10
Insanity (12+): +5
Drugs: +10
Disease: +10
Mind Control: +4
Possession: +6
Psionics (varies): need 12 / +7
Horror Factor (varies): +4
Heat Bonuses - in temps of 90-140 degrees Fahrenheit - +1 att/rd, +2 init, +1 strike, +1 parry, +2 dodge
Cold Vulnerabilities - in temps cooler than 50 Farhenheit for more than 4 hours or below freezing for an hour - reduce bonuses, number of attacks, and speed by half
Last edited by Zzazz on Thu Oct 08, 2020 6:32 am, edited 21 times in total.
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Re: Zzazz (Lyvork Mystic)

Post by Zzazz »


IP-15 Heavy Ion Pistol

Enhanced Mage Armor

Dinostang mount and companion

Allocate your items into the categories listed in green!

Vehicles/Mounts are listed first.

Carried/In Hand
small silver cross (wrapped around left hand)

Worn on Person
Air filter and gas mask
six wooden stakes and mallet (across chest)
Hooded cloak
Handmade leather shorts and shirt (native american style)

1d4 = 3: 3 extra energy/ammo clips

The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space:Set of clothing
• Space:set of traveling clothes
• Space:one musical instrument
• Space:two hooded cloaks
• Space:1 small sack
• Space:binoculars
• Space:
• Space:
• Space:
• Space:

Secure Universal Card: 5000 in credits
7000 credits in Black Market items.

Gear Stats

IP-15 Heavy Ion Pistol
  • Range: 400'
  • Damage: 4D6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 8 shots per E-Clip, 16 shots per LE-Clip
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.145, Black Market

Mage Armor, Enhanced
M.D.C. by Location:
  • Helm: 50
  • Arms: 25 each
  • Legs: 45 each
  • Main Body: 90

Weight: 22 lbs.
Modifiers: -5% to physical skills
  • 1st TW Feature: Superhuman Strength
  • 2nd TW Feature: Chameleon

Book Reference: p.17, Rifter 22

GAW Throwback (Patron Item)
  • Range: 400'
  • Damage:
    • Single Shot: Slug: 3D6 M.D.; Buckshot: 2D6 M.D. to 1D4 targets within 15' of intended target
    • Short Burst: Slug: 6D6 M.D.; Buckshot: 4D6 M.D. to 1D4 targets within 15' of intended target
    • Long Burst: Slug: 1D8x10+10 M.D.; Buckshot: 1D6x10 M.D. to 1D4 targets within 15' of intended target
    • Short Spray: Slug: 3D6 M.D. to 1D4 targets within arc of spray; Buckshot: 2D6 M.D. to 1D4 targets within arc of spray
    • Long Spray: Slug: 3D6 M.D. to 1D8 targets within arc of spray; Buckshot: 2D6 M.D. to 1D8 targets within arc of spray
  • Rate of Fire: Single shots, 5-round short bursts & sprays, 15-round bursts & sprays
  • Payload: 50 round expanded internal magazine
  • Weight: 10 lbs.
  • Features:
    • Golden age recoil suppression system: no penalties to strike or strength requirements
    • Adaptive engineering: can use Bandito Arms BigBore "Shotgun" Shells (-50% damage)
  • Modifiers: two-handed weapon

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
  • 12 attachment points
  • Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)

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

• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

[insert image here: 200 pixels in height, .png format, transparent background, only use the EU Image Repository to host images!]
Dinostang Dinosaur
Alignment: Considered good or selfish
I.Q.: 14 (High Animal Intelligence)
M.E.: 17
M.A.: 21
P.S.: 35 (Robotic Equivalent)
P.P.: 19
P.E.: 18
P.B.: 15
  • Full Gallop: 70 mph for up to 58 minutes
  • 50mph for up to 3 hours
  • 20mph for up to 8 hours
  • 3-5 mph walking

Physical Data
M.D.C. by Location:
  • Legs (4): 105 each
  • Small Center Horn: 15
  • Head: 136
  • Tail: 116
  • Main Body: 190

P.P.E.: 18
Dimensions: 5.4' tall at the shoulder, 2.5' wide; 8' long from nose to rump with 7' long tail; 1500 pounds
Average Life Span: 34 Years
Age: 6

Natural Abilities
  • Leap 6' high and 15' across (+30% with running start)
  • Nightvision: 1000'
  • Communicates similar to a dog with grunts, whines, growls, barks, and whimpers
  • Recovers from damage at 4d6 per 24 hours and can bio-regenerate lost tail, toe, horn, or spike in 2d4+14 days. Cannot regenerate entire limb or eyes.
  • Density Bubble (Special):
    • Can emit energy field around self and rider which protects against bullets, arrows, thrown objects, lasers, ion blasts, and similar attacks
    • 20' radius and refracts light like water
    • provides +3 bonus to dodge to mount and rider, and either takes half damage if struck by one of the above attack forms
    • has no effect on powerful M.D. weapons like plasma blasts, particle beams, lightning bolts, electrical blasts, rail guns, cannon rounds, rockets, mini-missiles, or missiles
    • also affects weapons fired by rider; -4 to strike and reduce range and damage by half; heavy weapons like rail guns, mini-missiles, plasma, or particle beams are -3 to strike and range is half
    • melee combat is not impaired; roll normally
    • duration is 7 seconds and counts as two attacks, but the animal can use while running
    • maximum duration is the entire round and uses up 4 attacks
  • Max. Encumbrance: per house rules
  • Max. Carrying Weight: per RUE
  • Max. Lifting Weight: per RUE

Combat Data
  • Attacks Per Melee: Five
  • Bite/Nip, Restrained: 3d6 S.D.C.
  • Bite, Full Strength: 1d4 M.D.
  • Head Butt/Swat, Restrained: 1d4 M.D.
  • Head Butt, Full Strength: 2d4 M.D.
  • Power Head Butt/Short Ram: 4d4 M.D. (2 APM)
  • Stomp (front legs): 1d4 M.D.
  • Kick (hind legs): 2d4 M.D.
  • Mule Kick (both hind legs): 3d6 M.D. (1 APM)
  • Spiked Tail Swat, Restrained: 1d4 M.D.
  • Spiked Tail Strike, Blunt: 2d4 M.D.
  • Spiked Tail Strike, Full Strength: 3d6 M.D.
  • Short Ram Attack: 2d6 M.D. (1 APM)
  • Trotting Ram Attack: 3d6 M.D. (2 APM), and 50% knockdown opponent up to 12' tall & <1000 pounds (lose init + 1 APM)
  • Running Head Ram Attack: 4d6+4 M.D. (3 APM), and 60% knockdown up to 12' tall & <2000 pounds (lose init + 1 APM)
  • Full Gallop Ram Attack: 1d4x10+8 M.D. (4 APM), and 80% knockdown up to 12' tall & <4000 pounds (lose init + 2 APM)

  • +1 Perception to spot predators, danger, and escape routes, +1 init, +3 strike, +1 to parry with head or tail, +2 to dodge while standing still or trotting, +4 to automatic dodge when running >25mph, +2 to roll, +2 to save vs. Horror Factor, rider gets +10% bonus to Horsemanship: Exotic skill due to calm, steady, and cooperative demeanor

  • Very loyal, will stand ground and fight attackers; more aggressive than a horse, hates captivity and will try to escape or starve itself if confined to cage for more than one month, refuses to work as plow-horse or pulling wagons/weights for >1d4 minutes

Skill Equivalents
  • Climbing -- 55%/0%
  • Dowsing -- 50%
  • Herding/Cutting -- 75%
  • Identify Edible Food and Plants -- 90%
  • Land Navigation -- 90%
  • Prowl -- 20%
  • Swimming -- 75%
  • Tailing -- 50%

Book Reference: p177, Rifts Bestiary, Volume 1
Last edited by Zzazz on Thu May 07, 2020 7:44 pm, edited 6 times in total.
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Re: Zzazz (Lyvork Mystic)

Post by Zzazz »


Ever since Zzazz was a small hatchling, he has been able to see and talk with spirits. It caused some disturbance in the home. Zzazz would spend hours playing with reptiles, and spirits, he could find. There were times he would “zone out” and just stare with a glassy-eyed look. Other times, he would just talk, apparently to no one.

When he was 10, Zzazz’s mom decided her son needed help. She called the authorities. Zzazz was hauled off to the temple. This is where the Cult of Dragonwright makes its headquarters. Zzazz was poked, prodded, and magicked for years while they tried to figure him out. His powers were supernatural, but not given by the great dragon. After a couple of years, Zzazz decided to plan his escape.

With the help of some vengeful spirits and a few caring staff at the temple, zzazz starts to make his escape happen. First, he spent weeks getting to know his powers better. This included messing with guards and staff. As they were testing him, he would “zone out” and nothing would happen and when they hurt him, then he used his powers to reduce the effects, to the best of his abilities. As the weeks became months, and the months became years, Zzazz started to think he would never escape. So he kept up his planning. Then it happened….

Zzazz was almost out of hope when he was told he was being transferred to another facility. While he was packing his meager belongings, he used his powers and discovered that he was actually being exterminated. With a large amount of willpower, Zzazz obeyed as they led him to the garage for transport. He stood there with his duffel on his shoulder, waiting.

The wait wasn't a long one. Zzazz noticed his escorts talking to an extermination squad team leader. As he watches the two talk, Zzazz sees a lot of looks and finger-pointing in his direction. As he tries to stay calm, he hears a whisper nearby. Taking a look, he sees an elderly female lizardman standing a few feet away. As he looks at her faded visage, She holds up a finger in the “shhh” motion and points towards a door with the other hand. Zzazz looks to the indicated door and then at the guards. ” I need to go. Now.” With a grin, he makes his move.

There is a sly grin on his face as Zzazz casts AoI. He throws his duffel over his shoulder, laying the strap diagonally for ease of movement. He walks towards the doorway that the spirit indicated. Just after 3 steps, he hears a yell. Zzazz doesn't stop, instead, he increases his pace. The moment he takes his next step, there is a small explosion in front of him. Zzazz stops short, and as he turns, he casts Multiple Image. When the smoke clears, Zzazz sees a bunch of police as well as some temple guards.

” I am sorry, my brothers, but I must leave.” With a grunt he wills several reptile critters around to slow down his pursuers, while his copies and himself ran in different directions. Inadvertently controlling a few nearby lizard people, Zzazz has them fight off his pursuers. As the brawl grows, Zzazz realizes one of “victims” is a mage of some kind. Zzazz then questions the mage quickly. After a few minutes, he discovers that the mage can open portals, rifts as he called them, but to random places only. Zzazz orders him to open one.

There is a swirl of wind and lightning that finally shrinks into a shimmering portal about 10 ft by 10 ft. Looking thru Zzazz sees a wild swamp-like scenery. Realizing that the area may be able to maintain his needs, he leaps thru.

The landing was not as graceful as Zzazz had hoped. It began with landing face first in murky water. This was followed by being surprised by a dinosaur of some type. All he recalls was teeth, then running. After he was exhausted, he found a cave and crawled in. While crawling, he awoke a family of small dinosaurs. He used his powers and calmed them down enough to let him sleep there. The days went by and Zzazz survived on his meager skills and powers. This was fine for a while.

One night he was awoken to the sounds of machines in the swamp, near his home. Zzazz poked his head out and was horrified by what he saw. Large machines were tearing down trees and draining the swamp. The markings were of the CS. Zzazz had heard stories. His roommates left without a goodbye. Zzazz decided to go as well. Grabbing his pack, he dove out the door. This led him right into a trap. His dive ended in a net of some kind. He was taken to an APC and transported, in a cage, many miles away. He was removed from the truck, then tossed into a cage. This he remained for months. He was held as a threat worth examining. This would not do. He spoke to spirits and reptiles as he did when he was a boy, but now with purpose and an understanding of what he can do. He got spirits to help train him in the use of his abilities, and reptiles to hunt for him so he could maintain his health. Then he was taken for examination, he “died”. Using his power to fake death, he fooled the guys in lab coats to the point that they thought he was dead. They tossed him in a hole and walked away. Zzazz got up and ran, far and fast.

Finally after many days and nights, many battles, he came across a pre-cataclysm highway that he decided to follow. He eventually came across a sign ”MERCTOWN 571 Miles”. He followed these signs up to Merctown. As he approached close enough to hear the intercom, Zzazz stops and rechecks his gear, listening to the message as he does.
Last edited by Zzazz on Mon May 04, 2020 2:45 pm, edited 1 time in total.
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Re: Zzazz (Lyvork Mystic)

Post by Zzazz »

1 - 0,000- 2,050
2 - 2,051 - ,4,100
3 - 4,101 - 8,250
4 - 8,251 - 16,500
5 - 16,501 - 24, 600
6 - 24, 601 - 34, 700
7 - 34, 701 - 49, 800
8 - 49, 801 - 69, 900
9 - 69, 901 - 95, 000
10 - 95, 001 - 130, 100
11 - 130, 101 - 180, 200
12 - 180, 201 - 230, 300
13 - 230, 301 - 280, 400
14 - 280, 401 - 340, 500
15 - 340, 501 - 400, 600
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Re: Zzazz (Lyvorrk Mystic) - **APPROVED**

Post by Zzazz »

Dinostang - Slithe

I.Q.: 1d6 = 6: 6+8 (High Animal Intelligence)
M.E.: 1d6 = 5: 5+12
M.A.: 1d6 = 6: 6+15
P.S.: 1d6 = 5: 5+30 (Robotic Equivalent)
P.P.: 1d6 = 5: 5+14
P.E.: 1d6 = 4: 4+14
P.B.: 1d6 = 4: 4+11

M.D.C. by Location:
Legs (4): 1d6 = 5: 5+100 each
Small Center Horn: 15
Head: 1d6 = 1: 1+135
Tail: 1d6 = 6: 6+110
Main Body: 1d6*10 = 30: 3 + 160

P.P.E.: 5d6 = 12: 6, 1, 1, 3, 1+6

Average Life Span: 2d6 = 6: 4, 2+28 Years
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Re: Zzazz (Lyvorrk Mystic) (Level Up)

Post by Zzazz »

Level up WIP

Psi = Super - Bio manipulation @lvl 4 /
+ 1d6+1 = 2: 1 isp
Magic = (lvl 3) Orb of Cold (6) / (lvl 4) Charismatic Aura (10)
+ 2d6 = 7: 1, 6 ppe

+1 spell strength
+?? % to all skills
+1 secondary skill - computer operation
+1 att
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