Uncommon Knowledge (139)

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Augur
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Uncommon Knowledge (139)

Post by Augur »

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A D'norr Devilman scholar named Otax "Oxford" Ngr'Tus is the proprietor of this shop. He has a collection of rare books for sale including several hundred books on philosophy, the sciences, lore of all kinds, monsters, the Xiticix, the Federation of Magic, history of the Coalition States and much, much more. Pre-Rifts books, discs, and magazines are also in his collection. Items are reasonably priced and he can even be persuaded to lend books to fellow scholars and mages provided they leave a hefty deposit. He also will purchase rare books and books in demand at competitive rates around 30-40% of market value, of course.
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Re: Uncommon Knowledge (139)

Post by Beltin Delhomme »

-----------------------------------
Perception: 1d20+6 = 9: 3
JIC: 1d20 = 14: 14 | 1d100 = 71: 71%
-----------------------------------
"Greetings," Beltin will say to the D'norr scholar when he enters the store, "I am trying to help someone from Europe recently arrived in North America acquire the language. I was hoping you might have books, videos, or interactive media of some sort that would be useful for learning the local tongue?"

((Purchasing for Marit. Just deduct the cost (whatever it is) from Beltin's charsheet))
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Re: Uncommon Knowledge (139)

Post by Augur »

The D'Norr proprietor stares at Beltin as if he just defecated on the floor. "Sir, you are persona non grata at this establishment. I do not do business with known thieves and robbers. Kindly leave before I have the Defenders called to physically remove you." The man's crossed arms and knitted brow convey every ounce of his contempt; his words are superfluous.
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Re: Uncommon Knowledge (139)

Post by Beltin Delhomme »

-----------------------------------
Perception: 1d20+6 = 14: 8
JIC: 1d20 = 18: 18 | 1d100 = 9: 9%
-----------------------------------
Beltin's face contorts with visible concern ((as does his "Radiate Nature" psychic emanations)) as the D'norr spits verbal acid at him. "I am sorry that my presence disturbs you. It sounds like you are yet another victim of this string of robberies that occurred while we were away on mission. I am accumulating evidence of the robberies so that we can find the culprits responsible. As a token of good faith, please tell me how much the stolen items retailed for and I will gladly compensate you right now."

Inwardly, Beltin hopes that his quickness to offer "blank-check" style money will give the proprietor pause as it would be behavior unbefitting a criminal. Assuming the D'norr does not speed-dial the Defenders, Beltin will continue.

"Evidence collected from other shopkeeps suggests that the true culprit has red eyes. And is able to assume the facial appearance of either myself or our cyberknight leader Sir Ronith. The thief however is not able to change his stature and build. I think if you take a closer look at me, you may notice that I am considerably shorter and significantly less robust in my musculature than the person you encountered." Beltin will pause, allowing the shopkeep time to take in his words.

"I would actually appreciate your help in my investigation... Please, tell me about the robbery: how it happened, what was stolen, whether the goods had any sort of intrinsic powers or abilities you are aware of, and if you have surveillance footage or any other kind of physical evidence that might help us track down the thief." Beltin will produce the hard-copy of the printout from Simon's, "This is what the thief looked like when he stole from Simon's while wearing the face of Sir Ronith. I also have a video-recording from Badgerbold's showing what looks like the same person (in regards to stature and build), wearing my face. Is the person who robbed your store resemble the thief who robbed them?"

If the shopkeeper rejects monetary compensation and forcibly reiterates his request that Beltin leave, the young mind melter will acquiesce, "I hope that once we clear up this misunderstanding and bring the true thief to justice, we can make you whole once more." ((If this happens, Beltin will head back to the Haven. Otherwise, he will look to collect more evidence as above. But he will not push his luck in trying to make the purchases he wanted to make before))
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Re: Uncommon Knowledge (139)

Post by Augur »

Beltin's persistence results only in the shopkeep becoming further agitated. "I said out...now." There is heavy emphasis on his last word.
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Re: Uncommon Knowledge (139)

Post by Beltin Delhomme »

-----------------------------------
Perception: 1d20+6 = 19: 13
JIC: 1d20 = 19: 19 | 1d100 = 18: 18%
-----------------------------------
Beltin nods politely and leaves the store.

(( The Mystic Quarter - Heroes Haven (145a) ))
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John Altfeld
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Re: Uncommon Knowledge (139)

Post by John Altfeld »

Perception: 1d100 = 45: 45 / 78%
JiC d20/d100: 1d20 = 1: 1 / 1d100 = 34: 34

CONDITIONS: John is +1 foot

John enters the store and immediately looks around for the books in special locked cases. When the owner inevitably approaches him, he says, "I'm doing intense research into the Nemans. I don't need children's books of legends. I need the best research and the most difficult to find details. Since you're a renowned purveyor of knowledge, I'm hoping I came to the right place."

He adds, "If it helps, I'm friends with Taen the Elder, I know he'll be interested in my findings."

OOC: Achieved a Very Rare-quality success. Book prices are on pg. 62 of Black Market.

Availability Rolls
Mythology (this is the Technical skill that canonically covers the Nemans): 1d100 = 11: 11 / 41% (61%-20% for Very Rare)
Research: 1d100 = 41: 41 / 41% (56%-20% for Very Rare+5% from Taen the Elder, John's Contact)
Appraise Goods: 1d100 = 80: 80 / 56% (76%-20% for Very Rare)
Barter: 1d100 = 90: 90 / 46% (66%-20% for Very Rare)
Invoke Trust: 1d100 = 8: 8 / 15% (35%-20% for Very Rare)
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 900'
• See the invisible
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Armstrong
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Re: Uncommon Knowledge (139)

Post by Armstrong »

A D'Norr Devilman is perusing a book as you enter.
John Altfeld wrote:John enters the store and immediately looks around for the books in special locked cases. When the owner inevitably approaches him, he says, "I'm doing intense research into the Nemans. I don't need children's books of legends. I need the best research and the most difficult to find details. Since you're a renowned purveyor of knowledge, I'm hoping I came to the right place."
He looks at you and motions for you to take a seat as he himself sits down.
"Since you are looking for information on the NEMANs, I do have some literature on the matter. However, is this just some random interest in the NEMANs or something more specific?"
Roughnecks AGM
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John Altfeld
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Re: Uncommon Knowledge (139)

Post by John Altfeld »

ROLLS HELD

John nods at Otax, "Well, since the only thing that I've ever heard about the Nemans (why does it sound weird when he says it?) is that they were gods who protected the innocent during the Dark Ages and then disappeared, literally anything other than that."

He pauses, thinking about how to not give away too much. "I need facts, not rumors. Actual histories, contemporaneous sources, scholarly articles. I know they weren't gods. Even catalogues of their artifacts."
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 900'
• See the invisible
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Armstrong
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Re: Uncommon Knowledge (139)

Post by Armstrong »

The D'Norr Devilman strokes one of his horns as he considers John's request.

"By virtue of what happened back then, there is few detailed accounts, even more so since the loss of the library at Chi-Town. Now, a few pieces pop up here and there, a few accounts, often I have a tome from somebody trying to piece things together, but honestly most of them are not worth the paper they are written on. Anything concrete, definite is very difficult to find. The odd piece does turn up and I know of a few collections containing salvaged

Now, I can out out a few feelers, see what I can find, but it is unlikely to be cheap."
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John Altfeld
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Re: Uncommon Knowledge (139)

Post by John Altfeld »

ROLLS HELD

Is stroking horns like twirling hair? Is this guy coming on to me?

John awkwardly runs his hand through his hair. "I'd appreciate that. Even if they're just digital copies. I've found myself recently fascinated with the mythology, but frustrated that it's easier to learn facts about actual gods than about the Nemans."

He adds, "I'm willing to pay what the information is worth, or even a premium. I understand this is rare knowledge."
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 900'
• See the invisible
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Armstrong
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Re: Uncommon Knowledge (139)

Post by Armstrong »

"What you ask for I do not believe exists, certainly not in an encyclopedia that explains everything. Now, if you are looking to produce such a tome, I would certainly be interested. If I find anything I will let you know."
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Re: Uncommon Knowledge (139)

Post by John Altfeld »

ROLLS HELD

John says, "Well, I figured it was a long shot, but like you said, let me know if you find anything. I'll leave instructions at the Roughnecks compound to cover the purchase if I'm out on a mission. And thanks!"

John then leaves to the Sphinx & Unicorn
Definitely Not a God. Yet.
P.P.E.: 16/16
H.P./M.D.C.: 108/108
Pebble M.D.C.: 300/300
Growth M.D.C.: +15/+150/+525/+1,290/15/150/510/1,290
Important Combat Stats
Number of Attacks: 10
Initiative Bonus: +13
Strike Bonus: +8 (+8/+8/+10/+10)
Parry Bonus: +12(+12/+12/+14/+14) +2 with sword/staff
Dodge Bonus: +17 (+19/+19/+15/+15)
Auto-Dodge Bonus: +5 (+5/+5/+1/+1)
Bonus to Disarm: +3
Supernatural Strength Punch Damage: 3d6(5d6)+12/5d6(6d6)+12/1d6x10+22(+32)/1d6x10+72(+82)
Juicer Football Body Block/Tackle: Knocks one's opponent to the ground (90% chance if target is smaller than attacker, 60% if the same weight, 50% if target is up to 50% larger, 20% if 100% larger, no chance if target is over 100% larger).
Immunities and Damage Reduction
Immune to:
• Cold
• Radiation
• Suffocation (can breathe without air)
• Depressurization
• Ocean depths/pressure (unlimited)
• Vampire bite/can't be turned undead
• Blindness and Darkness (except in smoke/sandstorm/fog that fouls Radar power)
• Fatigue (Never tires)
• Small bits of flying debris

Reduced Damage From:
• Magic Cold - Half Damage
• Heat/Fire - Half Damage
• Poison/Toxins/Drugs - Duration, penalties and symptoms are 1/3 normal
Enhanced Sight Effects
• Radar 900'
• See the invisible
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Dhaltuun Onyxforge
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Location: Ottawa, Ontario

Re: Uncommon Knowledge (139)

Post by Dhaltuun Onyxforge »

Dhaltuun walks into the shop. His steps slow as he moves down the aisle. ”This place is amazing. Vlad, Look at all these books. *looks around* This could take awhile.” Dhaltuun looks at Vlad, Then to the stacks of books ,and back to Vlad. ”You start looking for useful stuff, i will go see the shopkeep.” Dhal heads for the counter as Vlad heads down an aisle.

Approaching the counter, Dhaltuun smiles politely. ”Good day, Sir/Madam. I am in need of some research material. I have made a list. Computer files, disks, books, cards, whatever is fine.”


[occ]Computer Reference Libraries loaded on Laser Holographic Portable Computer (Triax LHP-IOOO)
Total: book cost 15,000 cr + computer cost - 20,000 credits. Good availability. (Will pay up to 40k to be safe) - all info is based on US geography… will look for pre rift versions as well
Carpentry
Boat Building
General Maintenance
Leather working
Rope works
Salvage
Lore: Demon
Lore: Faerie
Lore: Magic
Lore: Dimension Lore
Literacy: American
Literacy: Demogagion
Land Navigation
Maps of North america (pre rifts / rifts)
Wilderness Survival
Preserve food
Cooking
Recipes:Cajun Barbeque
Recipes: Japanese
Recipes: Seafood (Shellfish)
Recipes:Game (hunting)
Recipes: Dino meat
Recipes: smoking (meat/plants)
Recipes:Wild greens/edible plants
Paramedic
Holistic Medicine
Art: Tattoo
Falconry
Hunting
Etiquette
How to talk to people for dummies???? [/occ]

SHOPPING ROLLS -
Dhaltuun -
Lore: Demon 84% - [roll]1d100[/roll]: [93] = 93 [/roll]
Lore: Faerie 64% - [roll]1d100[/roll]: [19] = 19 [/roll]
Lore: Magic **General Knowledge: 74% - [roll]1d100[/roll]: [19] = 19 [/roll]


Vlad -
Barter 60% - [roll]1d100[/roll]: [51] = 51 [/roll]
Appraise Goods 50% - [roll]1d100[/roll]: [40] = 40 [/roll]
Find Contraband 40% - [roll]1d100[/roll]: [13] = 13 [/roll]
Lore: Cooking 50% - [roll]1d100[/roll]: [60] = 60 [/roll]


Once done, he will thank the shop keep and head off the Magic Tech, Inc.

viewtopic.php?f=173&t=5979
Dhaltuun Onyxforge
http://www.explorersunlimited.com/eu/vi ... 80&t=16028
OOC Comments
S.D.C.: 64/64
Hit Points: 49/49
P.P.E.: 115/115

Armor Worn: Mage armor
Weapon(s) Carried and Locations: WI-SR15 Sniper Rifle with Kisentite bayonet (slung over left shoulder), NEMA Automag (AMT) Pistol (on CAF Elite Corps Load-Bearing Chest Rig), Kisentite Cutlass with silvered basket (strapped to left hip in a scabbard), Nuhr Rune Grappling Hook & Line (Tied to right hip), BigBore "Buccaneer" Breech-Lock Pistol (L-R)/TW Firebolt Pistol (R-L)(on old style baldric)

Current Conditions:


Saving Throws, Bonuses, and other handy information
Coma/Death: +14%
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): --
Psionic (15+): --
Possession: +2
Horror Factor: +11

Nightvision 300 feet
Sharp vision (doesn’t deteriorate with time)
Augmented P.S.
Superior endurance (fatigues at 1/4 normal rate)
Max. Encumbrance: 108 lbs
Max. Carrying Weight: 460 lbs
Max. Lifting Weight: 920 lbs
Max. Jumping Ability: Leap 5' long X 4' ft high
Swimming: can swim 69 yards/meters per round for 88 rounds

Special Abilities
Dimensional Rift Home
  • Can always find his way home from another dimension.
    Can always dimensional teleport home at the cost of a paltry 75 P.P.E.
    Only applies to himself and his familiar as well as gear carried and not anybody else (a full rift or dimensional portal is necessary to take others with him).
    Uses 1 melee action
    Rifting on same world - 1/2 ppe of dimension rift home
    Limit - must have visited location before or use communication rift
    Will appear on nexus near desired location (or stone pyramid)
    Can even use on ley line to move along it or jump to a nearby ley line
Sense Rifts
  • Range - within 90 miles +20 miles per level
    Will detect new rift if it opens along the line I am on, regardless of distance (will know where rift is as well as size)
    Can detect teleports and other dimension disturbances at 45 miles +10 miles per level
    He will also instantly know what general direction the rift is located and whether the rift is big or small.
    Note: This sensing ability specifically relates to dimensional portals/rifts and not ley nexuses and ley lines.
Dimension Sense - 49% (+5%)
  • Concentrate for 1d6+2 mins to know: type of dimension, if it supports human life, its magic Level, how it was created, if it will close soon, its frequency of opening, any dimensional monsters nearby or in portal (-10% skill), plus unusual characteristics, just by reading portal or meditating after stepping thru
    See O.C.C. description for further details
Dimensional Travel
[/list]Cost: 125 P.P.E. for familiar and caster / +25 P.P.E. per person / remains open for 1 min
When targeting a random dimension - can open anywhere / drawn to locations rich in P.P.E.
When targeting home dimension - 100% random location appearance
When targeting dimensions visited - will appear in random, but hospitable location
Can use Re-Open Gateway or Dimensional portal at 1/2 P.P.E. in ritual / takes 1d6x10+15 min / open for 1 min per level (4th lvl = 4 mins), close it at will, manipulate size at will (max 10 ft tall x 10 ft wide per level)(4th Lvl = 40 ft tall x 40 ft wide)[/list]

Communication Rift
  • P.P.E.: on or within 1/2 mile of nexus - 50 P.P.E. / on or within 1/2 mile of ley line - 100 P.P.E. / anywhere else away from ley line - 200 P.P.E.
    Duration: 1 min per level (4th = 4 mins)
    Success ratio 34% +5% if done as ritual gives +20% success
    Time to open: 1d4 rds / as ritual: takes 1d6x10+15 min
    If fail but within 20% will contact correct location but not necessarily the right target
    Send familiar - must return in time or trapped until a portal can be opened (x1 per 24 hrs)
Familiar Link
  • Linked to – Marcella the Osprey (monsters and animals pg 158-159)
    Mentally and physically linked with familiar
    Familiar is linked to the shifter and obeys his every command, verbal and mental.
    If the familiar is killed, the shifter will permanently lose 10 hit points; see description for full consequences.
Summoning
  • Battle of wills - roll above my MA +ME bonus; 3 out of 5x (if fail is subservient)
    If save - roll init....if I win close rift / if fail creature appears and might attack
    If beat creature - use pact
    If lose to creature - the shifter might be attacked or the being escapes
    Max # of Minions: 2 lesser (4 sub demons) - sub demons or imp-like minor being, poltergeists or haunting entity = 1 lesser/2 lesser beings = 1 greater
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Consumer
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Re: Uncommon Knowledge (139)

Post by Consumer »

Dhaltuun Onyxforge wrote:”This place is amazing. Vlad, Look at all these books. *looks around* This could take awhile.” Dhaltuun looks at Vlad, Then to the stacks of books ,and back to Vlad. ”You start looking for useful stuff, i will go see the shopkeep.”
Vlad looks at Dhaltuun, with a look of confusion. "I'm gonna be of little help here, I can't read." The hearth spirit says before shaking his head and just following Dhaltuun.
Dhaltuun Onyxforge wrote:Approaching the counter, Dhaltuun smiles politely. ”Good day, Sir/Madam. I am in need of some research material. I have made a list. Computer files, disks, books, cards, whatever is fine.”


The shopkeep listens to Dhaltuun's requests. "I have most of that. Let's gather the discs."

Computer Reference Libraries: Carpentry, Boat Building, General Maintenance, Leather working, Rope works, Lore: Demon & Monsters, Lore: Faeries & Creatures of Magic, Lore: Magic, Literacy: American, Land Navigation, Wilderness Survival, Preserve food, Cooking, Recipes: Cajun, Recipes: Seafood, Recipes: Game Animals, Holistic Medicine, Falconry, Hunting, Etiquette. Total Cost: 8,000 credits.

GM Note: Some of your requests were unavailable, and Uncommon Knowledge doesn't sell computers. ~Consumer
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and Likely Future DM of BTS
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Re: Uncommon Knowledge (139)

Post by Dhaltuun Onyxforge »

Dhaltuun nlooks shocked. "I apologize. Silly me. Thank you for your help." He pays for his purchases. He grabs his purchases and heads out to his buggy. He pulls out his map and looks for a place where he might purchase a computer. After a few moments, he decides to move. He heads to Spy Gear Electronics

viewtopic.php?f=171&t=3668
Dhaltuun Onyxforge
http://www.explorersunlimited.com/eu/vi ... 80&t=16028
OOC Comments
S.D.C.: 64/64
Hit Points: 49/49
P.P.E.: 115/115

Armor Worn: Mage armor
Weapon(s) Carried and Locations: WI-SR15 Sniper Rifle with Kisentite bayonet (slung over left shoulder), NEMA Automag (AMT) Pistol (on CAF Elite Corps Load-Bearing Chest Rig), Kisentite Cutlass with silvered basket (strapped to left hip in a scabbard), Nuhr Rune Grappling Hook & Line (Tied to right hip), BigBore "Buccaneer" Breech-Lock Pistol (L-R)/TW Firebolt Pistol (R-L)(on old style baldric)

Current Conditions:


Saving Throws, Bonuses, and other handy information
Coma/Death: +14%
Magic (varies): +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): --
Psionic (15+): --
Possession: +2
Horror Factor: +11

Nightvision 300 feet
Sharp vision (doesn’t deteriorate with time)
Augmented P.S.
Superior endurance (fatigues at 1/4 normal rate)
Max. Encumbrance: 108 lbs
Max. Carrying Weight: 460 lbs
Max. Lifting Weight: 920 lbs
Max. Jumping Ability: Leap 5' long X 4' ft high
Swimming: can swim 69 yards/meters per round for 88 rounds

Special Abilities
Dimensional Rift Home
  • Can always find his way home from another dimension.
    Can always dimensional teleport home at the cost of a paltry 75 P.P.E.
    Only applies to himself and his familiar as well as gear carried and not anybody else (a full rift or dimensional portal is necessary to take others with him).
    Uses 1 melee action
    Rifting on same world - 1/2 ppe of dimension rift home
    Limit - must have visited location before or use communication rift
    Will appear on nexus near desired location (or stone pyramid)
    Can even use on ley line to move along it or jump to a nearby ley line
Sense Rifts
  • Range - within 90 miles +20 miles per level
    Will detect new rift if it opens along the line I am on, regardless of distance (will know where rift is as well as size)
    Can detect teleports and other dimension disturbances at 45 miles +10 miles per level
    He will also instantly know what general direction the rift is located and whether the rift is big or small.
    Note: This sensing ability specifically relates to dimensional portals/rifts and not ley nexuses and ley lines.
Dimension Sense - 49% (+5%)
  • Concentrate for 1d6+2 mins to know: type of dimension, if it supports human life, its magic Level, how it was created, if it will close soon, its frequency of opening, any dimensional monsters nearby or in portal (-10% skill), plus unusual characteristics, just by reading portal or meditating after stepping thru
    See O.C.C. description for further details
Dimensional Travel
[/list]Cost: 125 P.P.E. for familiar and caster / +25 P.P.E. per person / remains open for 1 min
When targeting a random dimension - can open anywhere / drawn to locations rich in P.P.E.
When targeting home dimension - 100% random location appearance
When targeting dimensions visited - will appear in random, but hospitable location
Can use Re-Open Gateway or Dimensional portal at 1/2 P.P.E. in ritual / takes 1d6x10+15 min / open for 1 min per level (4th lvl = 4 mins), close it at will, manipulate size at will (max 10 ft tall x 10 ft wide per level)(4th Lvl = 40 ft tall x 40 ft wide)[/list]

Communication Rift
  • P.P.E.: on or within 1/2 mile of nexus - 50 P.P.E. / on or within 1/2 mile of ley line - 100 P.P.E. / anywhere else away from ley line - 200 P.P.E.
    Duration: 1 min per level (4th = 4 mins)
    Success ratio 34% +5% if done as ritual gives +20% success
    Time to open: 1d4 rds / as ritual: takes 1d6x10+15 min
    If fail but within 20% will contact correct location but not necessarily the right target
    Send familiar - must return in time or trapped until a portal can be opened (x1 per 24 hrs)
Familiar Link
  • Linked to – Marcella the Osprey (monsters and animals pg 158-159)
    Mentally and physically linked with familiar
    Familiar is linked to the shifter and obeys his every command, verbal and mental.
    If the familiar is killed, the shifter will permanently lose 10 hit points; see description for full consequences.
Summoning
  • Battle of wills - roll above my MA +ME bonus; 3 out of 5x (if fail is subservient)
    If save - roll init....if I win close rift / if fail creature appears and might attack
    If beat creature - use pact
    If lose to creature - the shifter might be attacked or the being escapes
    Max # of Minions: 2 lesser (4 sub demons) - sub demons or imp-like minor being, poltergeists or haunting entity = 1 lesser/2 lesser beings = 1 greater
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