Dhaltuun Onyxforge (Nuhr Dwarf Shifter)

A few good people crusading against the chaos of this broken world.
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AGM: Grave Digger

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Dhaltuun Onyxforge
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Dhaltuun Onyxforge (Nuhr Dwarf Shifter)

Post by Dhaltuun Onyxforge »

Player Name: Jason
G-Mail: Leprecoon99@gmail.com

Character Name: Dhaltuun Onyxforge
Alias: None
Race: Nuhr Dwarf
O.C.C.: Shifter
Alignment: Unprincipled
XP Level: 7
XP Points: 46,971 (Updated 2/2/2022 by GD)
Next Level @ XP: 49,961
Sentiments/Non-Humans: Believes all beings deserve a chance to prove their worth as individuals
Sentiments/Coalition: Government is corrupt and holds its people down/most citizens are scared and simply believe the lies
Disposition: Gruff, but fair; loyal if one earns his trust; Daring, even a bit foolhardy
Insanity: Hysterical aggressive reaction to slavers/slavery

ATTRIBUTES
I.Q.: 18
M.E.: 13
M.A.: 17
P.S.: 24
P.P.: 24
P.E.: 23
P.B.: 10 (Originally 12; Reduced by two due to massive facial scarring.)
Speed: 7 (12; Only while in Animal form.)

PHYSICAL DATA
P.P.E.: 163
H.P.: 62
S.D.C.: 64
Age: 21
Sex: Male
Height: 4'8"
Weight: 180 lbs.
Description: Short, stocky dwarf with brown beard and no hair / Weathered skin from years outside / clothes are sturdy, but worn and very patched / Piercing green eyes (almost jade)

Racial Abilities
Sharp vision (doesn’t deteriorate with time)
Nightvision: 300'
Augmented P.S.
Superior endurance (fatigues at 1/4 normal rate)

Natural Abilities
Perception: 34% (+3%)l
Charm/Impress: 0%
Invoke Trust/Intimidate: 0%
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
Movement: 17.5’ per action. 30' per action while in animal form.

Special Abilities
Shifters are innately attuned to dimensions and dimensional energies. After only a few minutes of concentration (typically 1D6+2 minutes), a Shifter is able to tell the type of dimension (whether it's an Infinite, Parallel, or a Pocket Dimension), how dense the dimensional fabric is (weak, permeable, strong or impenetrable), if the dimension or world can support human life, whether it is rich or poor in magic, artificially created (like a Pocket Dimension of a dragon or god), and any type of unusual characteristics of the dimension that might be evident, all just by "reading" a connecting Rift/dimensional portal linked to that dimension or by meditating shortly after arriving to a new world.
Skill: 64% (+5%)
If the Shifter is not initially successful on either type of reading, he can try again 24 hours later or after he sets foot in the place. Furthermore, when reading a dimensional portal, the Shifter will get a sense if the Rift will soon close, if it was opened deliberately or is a random occurrence, and if random, how frequently it opens to this particular world (often, seldom, rarely). He can also sense any dimensional anomalies that may be attached to the portal and if any dimension spanning monsters or demons are presently in or near the Rift. This information, however, is rolled separately under this Dimension Sense skill, and the player must indicate that his character is doing this aspect of the reading.
The Shifter' s success ratio is -10% from the base skill percentage.
Combat Note: Shifters can also use their Dimension Sense to detect when dimension type spells are cast. This can be a big edge in combat especially when confronting another Shifter. First, a Dimension Sense must be rolled at the Shifter' s normal skill level during combat. This uses up one melee attack as the mage momentarily opens himself up to the dimensional energies. A successful roll under the current Base Skill level means the Shifter will detect any dimension based magic (including Teleports, opening of portals, etc.) that occurs during that melee round, and if he sacrifices one melee attack per round, he can detect such magic in subsequent melee rounds for up to one minute per level of the Shifter.
If dimension magic is detected, the Shifter who senses it can try to alter the course of the spell. For example: If another Shifter is trying to escape by creating a Dimensional Portal or Re-Open Gateway spell, the Shifter senses it and can try to redirect the magic by overriding it himself. This requires both mages to roll 1D20, high roll wins, defender wins ties. If the Shifter's roll is greater in this magical duel, he wins, and can alter it to close or lead someplace else, or to remain open so he too can go through it. But to do any of that, he must also spend the same amount of P.P.E. to override the dimensional magic and for the spell to do as he commands. In the case of a Teleport spell, he can have the person or object appear right in front of him, or at some other specific location (inside a vehicle, a prison cell, etc.), but not into solid matter or anything that could kill the other mage.
Note: The Shifter can never stop or cancel the dimensional magic, only change/redirect it. Each use of magical redirection is the equivalent of casting a spell and uses up two melee attacks (and P.P.E.). If the Shifter rolls low and fails to override the dimension magic, he spends half the P.P.E. required to cast that spell and fails to change the outcome . Once the spell has been altered, it cannot be changed back. Remember, this overriding and control of magic spells only works on dimension based spells - spells that alter/warp space and/or time, or which open dimensional portals/provide dimensional travel - not any other types of spells or magic.

The Shifter ' s most powerful ability is to open a dimensional gateway. For a base cost of 125 P. P. E. , a Shifter can create a one-way dimensional portal permitting only himself and his familiar to pass through it. Each additional person he allows to go through costs him an additional 25 P. P. E. The portal will remain open for one minute (four melee rounds) at most, and the P.P.E. cost must be paid up front. As many as five people can pass through the Rift every melee round, so long as they don 't waste time dawdling. This, however, can become very expensive for the Shifter: 20 people = 125 P.P.E. + 20 people in one minute (at a cost of 25 P.P.E. each) = 600 P.P.E.! The Shifter cannot designate specific people to go through, so an enterprising stowaway can jump through the portal and thus deny another person’s passage. This cannot be done to the Shifter unless he is physically restrained and prevented from stepping through the Rift. The Dimensional Travel ability can target the Shifter ' s home dimension, a random dimension, or a dimension visited by the Shifter at some time in the past.
When targeting a random dimension, the Rift can open anywhere within the resulting dimension. However, portals are drawn to high P.P.E. places like planets rich in P.P. E . , so it is exceedingly rare that a random portal will appear in the depths of space or on a completely lifeless planet. However, it could lead to a place like Rifts® Wormwood ™ which is inhospitable and dangerous to humans.
Targeting one 's home dimension will create a Rift on a world the Shifter has visited previously, but the portal will open at a random but viable location on that planet. A human Shifter targeting Rifts Earth will not end up in the ocean, but on a landmass, and not in the middle of a desert either. Mid- to high-level Shifters (levels 5-9), can target a specific country or continent, and the highest level Shifters (level 10 and above) can arrive within 5 0 miles (80 km) o f their desired destination. Targeting a world previously visited in another dimension means the Shifter (and any passengers) will arrive at a reasonably hospitable, but random location on the desired planet.
For greater accuracy and for two-way travel, Dimensional Portal (1,000 P.P.E.) or Re-Open Gateway ( 180 P.P.E., but can only re-open a portal to wherever the Rift went to last) are recommended. The Shifter' s sensitivity to dimensional energies is such that the character can perform these two magic spells at half the usual P.P.E. cost via a special ritual of meditation known only to Shifters. The ritual takes 1D6x10+15 minutes to perform, but also means a Shifter can open a dimensional portal almost anywhere provided he has sufficient P.P.E. In addition, the ritual enables the Shifter to hold the Rift open for one minute per level of his experience, close it in a heartbeat at will, and manipulate the size of the portal to whatever he wants, from that of a man-sized doorway to 10 feet tall and 10 feet wide per level of experience.

A Shifter can open a micro-Rift, just small enough to send a message or a small animal familiar through. This is typically how a Shifter contacts an Alien Intelligence. The Rift is pretty stable and unless opened on a nexus point, it is no larger than a grapefruit. On a nexus the Shifter is gambling that, 1) an Alien Intelligence will not gain control and open the Rift further, and, 2) that natural events such as the ebb and flow of the ley lines do not force the micro-Rift to tum into a full-blown dimensional gateway between the two locations.
P.P.E. Cost: On or within a half mile (0.8 km) of a nexus point the cost is only 50 P.P.E. On or within a half mile (0.8 km) of a ley line costs the Shifter 1 00 P.P. E . , and anywhere else away from ley lines costs 200 P.P.E.
Duration: One minute (4 melee rounds/60 seconds) per level of the Shifter ' s experience, and only he can close the connection, though people at the other end can walk away.
Success Ratio: 49% (+5%) for opening the Rift at the exact location desired. If done as a ritual (which takes 1D6x10+ 15 minutes longer) a +20% bonus is added to the success ratio. The time to open a Communication Rift without a ritual is 1D4 melee rounds of meditation and concentration.
Note: If the Communication Rift is a complete success (rolls percentile under the success ratio), the Rift transcends space and time to open an unlimited number of miles away to a specific location on the same world, a different world, or another dimension. The Shifter can speak into the opening at his end and be heard at the other as if he were standing there. Likewise, people on the other end can respond with the same clarity and be heard by the Shifter in two-way conversation. Failure, but a roll that is within 20% of the ratio for success, means the Shifter has connected to the right continent, world or dimension, but not the right person, and must dispatch his familiar or a magic message (Magic Pigeon or Distant Voice) through the Rift to deliver his message. Of course, the familiar must return before the micro-Rift closes or it will become trapped in some other place or time. If that happens the Shifter must get a new Communication Rift or true dimensional portal open to connect with the familiar' s location. This must be done within 48 hours or that familiar is lost to him and the Shifter suffers the usual consequences for losing a familiar.

The Shifter is so attuned to the dimensional nuances that he can always find his way home from another dimension, and at the cost of a paltry 75 P.P.E. Unfortunately, his ability to Dimensional Teleport back home only applies to himself, his familiar and whatever gear he can carry. Sorry, no passengers (a full Rift Dimensional Portal is necessary to take others with him). If the P.P.E. is available, the Shifter can activate this ability and be home in one melee action (about 4 seconds) ! The ability to Rift home means the Shifter is often tempted to explore new worlds by stepping through a Rift to god only knows where, because he can almost always get back.
Rifting on the Same World: Although we keep talking about travel from one world or dimensions to a completely different one, the Shifter can open a Rift of any kind to anywhere on the same planet, and for half the usual P.P.E. cost of jumping dimensions. Thus, he can open a Rift in a Chi-Town 'Burb, step through it, and be in Rifts Russia, or Atlantis or anywhere . The only limitation is he must have visited the location in the past, or be linked to the location via a Communication Rift before he opens the portal . Typically one appears on a ley line nexus near the desired location. Ley line nexus points serve as a sort of cosmic bus stop, only the Shifter (and others with Rifting abilities and magic) can teleport from one nexus "bus stop" to the next. A stone pyramid (see Rifts® World Book 2: Atlantis) works the same way and functions as a man-made dimensional bus stop. On a smaller scale, a Shifter can Rift from one location on a ley line to another or any connecting ley lines without ever having been to the exact location. All he has to do is spend the P.P.E., think about going to the middle of the line or the other end, or the next line, and boom, a portal opens and all he has to do is step through.

Similar to the Ley Line Walker' s ability, the Shifter can feel the surge of energy whenever a Rift is within 50 miles +20 miles per additional level of experience. He can also tell when a new Rift appears along a ley line he is standing on regardless of the distance. When this happens, a Shifter instantly knows the general direction the Rift is located and whether it is big or small. The Shifter is also able to sense other types of dimensional disturbances such as Teleports and dimensional anomalies that occur within his sensing range. The latter is limited to one half the Shifter's usual range.
Note: This sensing ability specifically relates to dimensional portals/Rifts and not nexus points and ley lines.

The Shifter can mentally and physically link with an animal native to his own world, or a creature from a Rift/alien animal. Usually, the animal of choice is a small, inconspicuous creature like a weasel, squirrel, bat, bird, cat, dog, wolf, etc., so that it can be used for scouting, spying and reconnaissance. However, larger animals like tigers, lions, and bears can also be used. Insects, intelligent mutant animals, and supernatural creatures can NOT be familiars.
Once the link is established the animal obeys every command of the Shifter no matter how wild it once was . The two have now become one, and the familiar is an extension of the Shifter ' s own senses. What the animal sees, hears and senses, so does the Shifter, and vice versa. Consequently, the familiar makes a great spy, listening to conversations and prowling into areas not easily accessible to its master. This is a very tight-knit relationship that makes the familiar a great friend and ally.
Note: Although the animal understands and obeys its master, it cannot actually speak to him. They communicate via an empathic and telepathic link in which each feels and understands the other on an emotional level. The Shifter can also pause and focus his thoughts to see through the familiar ' s eyes, but cannot take any other action while doing so, not even talk to others.
Special Endurance: Both the Shifter and the familiar gain an additional six Hit Points as a result of their mystic connection, and both man and animal are +1 to save vs poison and +1 to save vs mind control and possession. However, if the familiar is hurt, the Shifter feels its pain as if it were his own, and vice versa. If the animal is killed, the Shifter permanently loses 10 Hit Points (the six from the link and four additional). There is also a 01-50% chance that the Shifter will suffer shock from the ordeal and lapse into a coma for 1D6 hours. The character cannot link to another familiar for at least one year after losing his original animal.

Arguably, the Shifter's real power lays in his ability to communicate with and manipulate inhuman creatures, most notably demons, Deevils, Daemonix, Gargoyles, Brodkil, undead and other supernatural beings. The summoning mage will find it easiest if he shares a similar evil or Anarchist alignment, because he and the malignant creature he calls forth will have a better understanding of one another and share a certain moral kinship. This commonality should help them accept each other and work together. It is second nature for a Shifter to call forth a demon or monster from a Rift and have it do his bidding. This is where having an understanding of such creatures, how they think, what they desire, what they enjoy, their special skills, and so on, is of great importance. This knowledge lets the Shifter summon creatures that should enjoy the mission he has in mind for them, and demons are always more cooperative if the job appeals to their evil nature. These supernatural "agents" may be called upon for one-shot missions on an as needed basis, or the Shifter may develop a relationship with certain ones he keeps on staff - his retinue of evil minions and demonic henchmen. The more wicked and ruthless the Shifter, the more his supernatural minions are likely to be loyal to him, especially if he allows them to engage in their own evil acts and vent their dark emotions. This is why the most evil and maniacal Shifters give all Shifters a frightful and loathsome reputation.
A battle of wills. This summoning is accomplished through the use of the Communication Rift in which the Shifter probes dimensions until he makes contact with a lesser supernatural being.
Round One: Once contact is made, the Shifter can attempt to initiate a battle of the wills. To save versus submission, the summoned being must roll above the Shifter's M.A. attribute (Mental Affinity) three out of five tries. Rolls are made on a 20-sided die (1d20) and M.E. attribute bonuses and bonuses to save vs mind control are added to the creature's roll to save. The higher the Shifter' s M.A. , the more difficult it is to save. Shifters with an M.A. of 20 or higher will usually have an easy time winning the battle of wills when the supernatural being is initially summoned. However, there are additional tests of dominance in which an extremely high M.A. may not help.
Note: A natural, unmodified roll of 20 is always a winning roll even if the Shifter has an M.A. of 20 or higher. If it fails to save, the creature will be totally subservient to the Shifter, obeying all commands except to reveal its true name or to commit suicide.
If the creature saves vs submission it does not become subservient and is agitated and hostile, and, thanks to the Communication Rift, able to use the tiny portal to Dimensional Teleport to the Shifter's location, even if the creature does not normally possess dimension spanning abilities. The only way to stop this from happening is to close the Rift before the creature uses it as a one way portal to the Shifter. As a rule, the foul being will indicate its anger first, tipping off the Shifter to end the conversation and close the Rift before the creature realizes it. If the creature makes its move first, it appears right in front of him. If both decide to act at about the same time, both roll initiative; high roll wins. If that ' s the demon, then the creature appears a split second before the Rift is closed.
What happens next will depend on the creature and the Shifter. Most other-dimensional beings are glad to be in the "world of man" and will make a dash for the first door or window, especially if they think the Shifter could be a dangerous opponent. In this case, the goal is to get away and have fun in the world outside.
Round Two: If the creature thinks it is stronger than the Shifter it is likely to attack. Aggression and violence may be born from anger toward the Shifter for trying to enslave it, or because it wants to take what belongs to the Shifter (money, magic, etc. ) before moving on. Or the creature may not want a witness to its arrival (typically true of the more deceitful, cunning and powerful beings, especially if a greater supernatural being is accidentally contacted). And sometimes it attacks just because it is hungry. Again, if the Shifter proves to be too tough for it, the monster will give up its attack and flee into the world. However, a physical battle offers another chance to seize control of the creature.
If the Shifter overpowers the monster, beating it in combat with magic, cunning, trickery or physical superiority, the mage is in a position to bargain - offering to spare its life if it agrees to serve as his servant/henchman for a period of time. The time period can be days, weeks, months, years, or until a particular task is accomplished or even until some event happens. These last two are the best options for two reasons:
1) This doesn't sound like a long time to the alien being (10 weeks or 5 years, that's a long time; "until the Sword of Eternity i s delivered to me," is what . . . an afternoon, a week, no problem).
2) Most supernatural beings are cocky and assume they can accomplish whatever the task or condition is quickly, only to find themselves stuck in servitude for years, even decades. Similarly, the Shifter may request a difficult or deadly favor of the monster in exchange for its own life. Demons and most supernatural beings are used to being bullied, so the Shifter demanding a quick answer or else he ' l l deliver the death blow by the count of three, is pretty much what these violent creatures are used to, and so the monster will make a quick decision. As you might guess, life is preferable to death, so the demon or monster usually agrees to the Shifter' s terms. To seal the deal requires a simple pact, which requires the supernatural being to sign its mark in its own blood. A simple "X" or "yes" drawn in its blood will suffice, and it can be written on paper, on the floor, a wall, tabletop, or the Shifter's own skin. Once the deal is "signed" the mark can be kept, washed away or destroyed, but the creature is still obligated to satisfy the conditions of the deal.
Note: Many Shifters deliberately let a supernatural being or lesser creature of magic come through the Rift and then pretend to be afraid or weak so that it does attack him - the creature must be the attacker for the simple pact, above, to apply, otherwise it is a victim of a big, bad sorcerer and any deal it makes as a "victim" doesn 't count. As the aggressor, the creature is the one in the wrong and if defeated and given a choice of life or death, a simple pact can be made. Also note that this applies only to the circumstances as described here. Besting a demon or monster under different conditions and offering a deal is not a binding pact. A duel or challenge of combat and the implication that the demon fears a mere human will also have the same effect, provided the Shifter lets the demon strike first and, ideally, draw first blood before he turns the tables and defeats it.
Limitations & Conditions of Simple Pacts of Servitude:
A) The shorter the time the monster must serve the Shifter, the better; under a year, under six months is even better. This way the creature doesn 't have time to get bored or, worse, learn to despise its Shifter "master." On the other hand, a Shifter who caters to his monster's base desires and instincts might make a lasting friendship, especially if the two have the same alignment. When it is time to let the creature go, it may choose to stay at his side as a willing henchman, second-in-command, or a partner.
B) One lesser supernatural being or demon can be controlled by the Shifter' s Battle of Wills at level l , plus one additional at levels 3, 5, 7, 9, 1 1 , 1 3 , and 1 5 . Two sub-demons or imp-like minor creatures, Poltergeists or Haunting Entities count as one lesser being, while one Greater Demon or undead counts as two lesser beings. The Shifter can summon and attempt to control more demons via a Battle of Wills, but they have a good chance of detying his influence. Of course, even more creatures can be controlled by getting them to sign a pact with the Shifter. If it defies his influence the creature may do one of the following:
01 -25% Return to its home dimension.
26-50% Run off into the world to do as it pleases.
51-75% Pretend to be under the Shifter's thrall, but secretly plan to betray, sabotage and harm him.
76-00% Attack and try to kill him on the spot.
Note: There is a chance (G.M.'s option) that the creature retains its independent will, but likes what the Shifter has in mind and agrees to go along with the plan of its own free will. In many cases, the creature does not let on to the Shifter that it is a willing participant and can quit or strike at any time. If the supernatural fiend enjoys the Shifter's machinations and is treated with respect or given missions it loves to do (like killing), it may stay on indefinitely. If there is a problem with this, it is that the demonic thing might refuse to leave when the Shifter tells it to, and may demand that the Shifter continue to provide it with fun and games.
C) Keep the number of demonic minions under five (including those gained through the signing of a pact), two or three is better still. Demons and most supernatural beings are vindictive, aggressive and competitive by nature. Furthermore, they are used to a hierarchy that is maintained by brute force and intimidation. If there are more than one there will be friction between them. This can be minimized by giving them titles or ranks, and specific jobs. For example, Gronk is designated as the Shifter' s "right-hand man" or "servant number one," and the others are told they are to obey him or else. Shem is told he is the team ' s scout and enforcer who is to seek out the Shifter's enemies and slay them, as well as defend him and the hideout at all costs. The importance and prestige of this job is impressed upon the demon. Likewise, all the others are given similar prestigious positions and told how important they are to the Shifter. As good as this may sound, over time, favoritism and jealousy will develop and discontent may lead one or more of the underlings to betray or cheat their Shifter master. They may also attack or flee at the first sign of weakness on his part. Powerful and arrogant (and foolish) Shifters frequently press their luck by keeping 6-12 monsters. Then when something goes wrong, they seem surprised. Only lucky and fast thinking Shifters can survive this kind of mistake.
D) The new guy should always be at the bottom of the hierarchy, otherwise the others will feel slighted and betrayed, which can only lead to trouble and violence.
E) Never mix natural enemies or rivals like Demons and Deevils, it can only lead to constant strife and bloodshed.
F) Other creatures like the Black Faerie, Witchlings, Brodkil, and many others may be enticed to work for or serve a Shifter for the promise of revenge, power, wealth or a coveted magic item. They are also vulnerable to blackmail , intimidation, trickery, flattery and power, any of which should convince them to serve or partner up with a Shifter. Most, after all, are impressed by power. However, unlike supernatural beings bound by a simple pact, they can break their promise at any time, for any reason, and may also be a disruptive force among those bound by a pact.
G) Never show weakness. NEVER!

  • Level 1: Jessie; Valkyrie.
  • Level 3: Vlad; Russian Hearth Spirit.
  • Level 5: None.
  • Level 7: None.
  • For stats see post after background entry

Shifters seeking the fast path to power may link themselves to a supernatural force to get it. This is especially true of Anarchist and evil Shifters. The supernatural being is usually a Demon Lord, god or Alien Intelligence seeking to establish a foothold in the reality where the Shifter exists. They can gain that foothold by joining a fraction of their own life essence to that of the Shifter. To make this happen, the Shifter opens a small Rift and seeks out a supernatural ally. After a period of negotiation, the Shifter makes a deal and opens himself to the being to establish the link.
Most times the Shifter must perform one or two tasks for his newfound patron to cement the deal . This can be anything from sacrificing a life to recruiting new members for the being to establish additional links and stronger ties to the world. Most Shifters are impatient and rush to find such an inhuman ally, blindly accepting the first or second one they find. More often than not, it's an evil force with designs for power that brings chaos and mayhem to the world. If the character is lucky, he will contact a benevolent being who is not bent on world domination or destruction. These creatures of goodness and light seek to help humanity and see the Shifter as an ally rather than a pawn. Below is a list of beings, both good and evil, and the benefits they provide from a link with the supernatural. Though this union of mortal and immortal is similar to that of the Witch, the powers bestowed are not as great nor the link as strong as those born through the dark magic of Witchery. (See Rifts® Dark Conversions for information on Witchery and Witches.)

Nature Spirits/Deities: Many cultures, from Native Americans to Druids and the Chinese, worship or acknowledge Nature Spirits or gods of nature. These are deities who hold sway over animal life or various aspects of nature and the elements. Some are good, others Anarchist, and some are evil. Ones who link with a Shifter may expect him to further their agenda or do favors, or let the Shifter live as he will, provided the Shifter always honors and respects wildlife and nature, and never engages in the destruction of either for sport or pleasure (killing for food is another story, and quite acceptable).
Bonuses: +4D6+6 to P.P.E., his choice of a total of 1D4+1 new spells selected from levels one through four, and the ability to transform into an animal. Animal types are limited to one of the following: wolf, coyote, mountain lion/puma, deer/antelope, or horse. He can transform four times per day for as long as one hour per level of experience. The Shifter retains his knowledge, memories and ability to speak when in animal form, as well as possessing all of the animal's natural abilities. Plus he gets a bonus of +6D6+12 to S.D.C., +1 on initiative, + 1 to strike, +2 to dodge, and +4 to save vs mind control and possession, but only while in animal form.
Bonus Skills in Human and Animal Form: Dowsing, Identify Fruits & Plants, Land Navigation, Swimming and Track Animals, all at 75%.
Penalty: Cannot cast spells in animal form. Over time, the character develops an appreciation for animals and the outdoors, and grows to prefer it to city life. May develop a slight aversion to technology, preferring magic and natural things over bionics, machines, guns and synthetics.
Note: GM Approval was given for alternative Animal Form. Macaque Monkey

Of course the Shifter can draw additional P.P.E. from ley lines, nexus points, his demons, blood sacrifices and other willing participants. Also see # 1 2, Link to the Supernatural .

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


Spell Knowledge
Spell Strength: 13
  • Level 1
    • Sense Magic (4)
    • Sense evil (2)
    Level 2
    • Fear (5)
    • Manipulate Objects (2+)
    • Turn Dead (6)
    • Concealment (6)
    • Chameleon (6)
    • (2) Cloak Of Darkness (6)
    Level 3
    • Armor of Ithan (10)
    • Breathe without air (5)
    • Energy bolt (5)
    • Create Wood (10-20)
    • (3) Light Healing (6)
    Level 4
    • Trance (10)
    • Shadow Meld (10)
    • Energy field (10)
    • Repel animals (7)
    • (4th) Fist of Fury (10 - 50)
    Level 5
    • Calling (8)
    • [5th] Domination (10)
    • [5th] Influence the Beast (12)
    • Sustain (12)
    • [6th] House of Glass (12)
    • (EP) Armor bizarre
    • (EP) superhuman strength
    Level 6
    • Time Slip (20)
    • Call Lightning (15)
    • Compulsion (20)
    • Tongues (12)
    • (7th) Ice (15)
    • (7th) Teleport Simple (15)
    Level 7
    • Constrain Being (20)
    Level 8
    • Exorcism (30)
    • (4th) Forcebonds (25)
    • [6th] Locate (30)
    Level 9
    • Summon & Control Canines (Ritual; 50)
    • (2nd) Tame Beast (60)
    • (3rd) Protection Circle: Simple (45)
    • (7th) Phantom Mount (45)
    Level 10
    • Summon & Control Rodents (Ritual; 70)
    • (4th) Summon shadow beast (140)
    Level 11
    • Re-open gateway (180)
    • [5th] Summon and Control Animals (Ritual; 125)
    • (3rd) Energy sphere (120)
    Level 12
    • (2nd) Summon and Control Entity (Ritual; 425)
    Level 13
    • Summon Lesser Being (Ritual; 425)
    Level 14
    Level 15
    • Dimensional portal (1000)
Racial Skills
Boat Building 79% (+5%)
Carpentry 94% (+5%)
General Maintenance 74% (+5%)
Leather working 79% (+5%)
Math: basic 69% (+5%)
Rope works 74% (+5%)
Salvage 79% (+5%)
Swimming 96% (+8%)

O.C.C. Skills
Astronomy 79% (+5%)
Mathematics: Basic 109% (+2%)
Lore: Demon 84% (+5%)
Lore: Faerie 64% (+5%)
Lore: Magic -
**General Knowledge: 74% (+5%)
• **Recog. Magic Circles, Runes, etc: 64% (+5%)
• **Recognize Enchantment 58% (+4%)

Lore: Dimension Lore 74% (+5%) ((places visited 3+ times are +15%))
Language: American 117% (+3%)
Literacy: American 104% (+5%)
Literacy: Demogagion 95% (+5%)
Language - Demogagion 89% (+3%)
Language - Faerie Speak 89% (+3%)
Land Navigation 60% (+4%)
Wilderness Survival 74% (+5%)
Hand to Hand: Expert

O.C.C. Related Skills
Acrobatics
• Climb Skill 64% (+4%)
• Climb Rope 94% (+2%)
• Sense of Balance 89% (+5%)
• Walk Tightrope/High Wire 79% (+3%)
• Back Flip 89% (+5%)
• Basic Prowl 39% (+5%)
• No Fear of Heights

Radio: Basic 74% (+5%)
Cooking 74% (+5%, professional)
  • Specialities -
  • Style: Cajun Barbeque
  • Style: Japanese Teppanaki
  • Ingredient: Seafood (Shellfish)
  • Ingredient: Game (hunting)
  • Ingredient: Dino meat
W.P. Grappling Hook
(3rd ) Paramedic 69% (+5%)
(3rd ) Holistic Medicine 54%/44% (+5%)
(6th) Horsemanship: Exotic Animals 35%/25% (+5%)
(6th) W.P. Sword

Secondary Skills
Kickboxing
Pilot: Boat – Sail types 89% (+5%)
Preserve food 69% (+5%)
Art: Tattoo (Samoan) 64% (+5%)
(3rd) WP Heavy M.D. Weapons
(3rd) Wrestling
(6th) Cook - ingredient: Dino meat / style: Japanese Teppanyaki
(6th) Performance 35% (+5%)

EP Bought -
Robot Combat: Basic (SPECIAL)
Athletics (General)
(4th / EP) Weapon Systems 54% (+5%)
(5th / EP) Falconry 40% (+5%)
(5th / EP) Hunting
(6th / EP) Recycling 35% (+5%)
(7th / EP) Pilot: Automobile 60% (+2%)
(7th / EP) Lore: Undead 15% (+5%)

Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus: +1
Strike Bonus: +8
Parry Bonus: +8
Dodge Bonus: +8
HTH Damage Bonus: +9
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +6
Bonus to Disarm: +2
Maintain Balance: +3
Entangle: +3
Other: Power Punch: 1 M.D. (2 APM), Body Block/Tackle: 1D4, Body Flip/Throw: 1D6, Roundhouse Kick: 3D6, Axe Kick: 2D8, Forearm/Elbow/Knee/Punch: 1D4, Leap Kick: 3D8 (2 APM), Kick 1D6.
Wrestling Special Moves:
1. Body Block/Tackle does 1D4 damage (double if the wrestler is 8 to 12 feetl, and 3D6 damage if larger). The opponent must dodge or parry (push away/deflect attacker) to avoid being
knocked down. If knocked down, the opponent loses one melee attack/ action and initiative for the rest of that round.
2. Pin/Incapacitate on a natural roll of 18, 19, or 20. This means that the wrestler can hold his opponent in such a way that his opponent cannot physically attack or move. However, the character who is using the "pin" hold cannot attack or move without releasing his opponent.
3. Crush/Squeeze does I D4 S.D.C. damage per squeeze attack (double damage if 8 to 12 feetl2.4 to 3 . 6 m tall, and 3D6 damage if larger). Each "squeeze" counts as one melee action/attack.



Full Abilities
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus: +2
Strike Bonus: +9
Parry Bonus: +8
Dodge Bonus: +10
HTH Damage Bonus: +9
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +6
Bonus to Disarm: +2
Maintain Balance: +3
Entangle: +3
Other: Power Punch: 1 M.D. (2 APM), Body Block/Tackle: 1D4, Body Flip/Throw: 1D6, Roundhouse Kick: 3D6, Axe Kick: 2D8, Forearm/Elbow/Knee/Punch: 1D4, Leap Kick: 3D8 (2 APM), Kick 1D6.
Wrestling Special Moves:
1. Body Block/Tackle does 1D4 damage (double if the wrestler is 8 to 12 feetl, and 3D6 damage if larger). The opponent must dodge or parry (push away/deflect attacker) to avoid being
knocked down. If knocked down, the opponent loses one melee attack/ action and initiative for the rest of that round.
2. Pin/Incapacitate on a natural roll of 18, 19, or 20. This means that the wrestler can hold his opponent in such a way that his opponent cannot physically attack or move. However, the character who is using the "pin" hold cannot attack or move without releasing his opponent.
3. Crush/Squeeze does I D4 S.D.C. damage per squeeze attack (double damage if 8 to 12 feetl2.4 to 3 . 6 m tall, and 3D6 damage if larger). Each "squeeze" counts as one melee action/attack.

Note: Can Speak while in animal form, which allows use of TW Items, Scrolls, and other miscellaneous magic items.
All worn gear vanishes when Shifter changes forms.
Cannot cast spells in animal form.


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. Grappling Hook (+2 Strike, +2 Entangle, cannot be used to parry)
W.P. Energy Rifle (+1 Strike)
W.P. Energy pistol (+1 Strike)
(3) W.P. Heavy M.D. Weapons (+1 Strike)
(6) W.P. Sword (+1 Strike / +1 Parry)
(7) W.P. Paired

Saving Throw Bonuses
Coma/Death: +14%
Magic (varies): +5
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): +0
Psionic (15+): +0
Possession: +2
Horror Factor: +11
Mind Control: +4 (Only in Animal Form)
Last edited by Dhaltuun Onyxforge on Sun Feb 13, 2022 2:17 am, edited 36 times in total.
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
User avatar
Dhaltuun Onyxforge
Diamond Level Patron
Diamond Level Patron
Posts: 317
Joined: Mon Jan 16, 2017 11:10 am
Location: Ottawa, Ontario

Re: Dhaltuun Onyxforge WIP

Post by Dhaltuun Onyxforge »

Equipment


Carried in Hand
TW Vamp-Killer 2000

Worn on Person
Armored M.D.C. Combat Long Coat
Streetwolf M.D.C. “Tank” Pants
Huntsman’s Choice Heavy Gloves
Huntsman’s Choice Track Boots
Mage Armor
• Tinted Goggles
• Black T-Shirt
• Divers Watch (left wrist)
• Templar ring (left hand ring finger)
Drone Control and Command Gauntlet (DCCG) Right Wrist
WI-SR15 Sniper Rifle Slung
Laser Wrist Blaster
• Secure Universal Card: 357,880 credits (4/21/21 - Consumer)
• Pamphlet (Collegiate rules and who is in charge of what department)

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 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: Wilk's PRC-5 Secure Walkie-Talkie
• Attachment: Portable language Translator
• Attachment: Special Cooking Sauce
• Attachment: Spice Array (Black pepper / Cajun spice / Italian / Montreal steak / Garlic / chili pepper)
• Attachment: Avian First Aid Kit
• Attachment: Notepad, police-style (small, 100 pages)
• Attachment: 30 BB rds
• Attachment: Marker Pen (red x1 / blue x1 / black x1) / Mechanical Pencil (4) / Mech. Pencil Lead (24)
• Attachment: FSE Clip
• Attachment: FSE Clip
• Attachment: FSE Clip
• Attachment: FSE Clip


Shoulder Pistol Holster
Holster under left arm, four magazine pouch under right arm.
NEMA Automag (AMT) Pistol
• 4 18-round NEMA AutoMag Magazines

Baldric
A leather belt with two simple holsters for flintlock style pistols
TW Firebolt Pistol
BigBore "Buccaneer" Breech-Lock Pistol

Weapon Belt
Leather belt with two attachment points.
Kisentite Cutlass with silvered basket
Nuhr Rune Grappling Hook & Line

Explosives Bag
A simple canvas satchel.
• 4 CS Heavy High Explosive Grenade
• 2 CS Fragmentation Grenade
• 2 CS Plasma Grenade
• 2 CS Smoke Grenade

[Heavy Duty “Overland” Harness and Frame Backpack
Compact but expandable, external frame, and load-bearing pack.
• M.D.C.: 3
3 utility pouches
•Flares x3
•Flares x3
•Marker Pens (dozen)
small compass pouch
Empty
Quick-release connector enabling the main pack to be dropped quickly.
Clipped/attached
• Survival knife
Damage: 1D6 S.D.C.
• 6 wooden stakes and mallet (for vampires and other practical applications)
• Hammer/Hand Axe/Hatchet
Damage: 1D6 S.D.C.
• Conventional Binoculars
• Paramedic bag / Poison Antidote (1 Dose)
• 30' rope
• Sleeping Bag
Main compartment holds up to 3,000 cubic inches
• 2 small sacks
• One large sack
• 2 Boxes 15mm Rifle Ammo (200/200)(4 clips)
• Box of 15mm Rifle Ammo (Silver) (100/100) (2 clips)
• 3 Boxes of WI-20 Heavy Ramjet Rounds (300/300) (6 clips)
• Shaving/Grooming Kit
• gun cleaning kit & weapon polish in small toolbag
• Woodworking Kit, Portable
• Sketch Book (100 sheets, hardcover) (2)
• Wood Saw
• Falconry Equipment (Hood, Jesses, Falconry Glove, Book) in small sack
• Portable Tool kit
• 4 Burner Cell Phones in a pouch
Detachable daypack holds 500 cubic inches - cooking supplies
• Salt x 1 lb.
• 6 cloves of garlic
• Special Cooking Sauces (2)
• Spice Array (Black pepper / Cajun spice / Italian / Montreal steak / Garlic / chili pepper)
• Chef’s Knife (1D8 S.D.C.)
• Paring Knife (1D4 S.D.C.)
• Utensil Set
• BBQ Grill Utensil Set
• Folding Cooking Grill
• Camping Kettle - clipped on
• Small Wok - clipped on
6 side pouches for holding small items up to canteen size
• 1 - Beef Jerky (1 LB)
• 2 - Pocket laser distancer
• 3 - 2 Wrestling DVDs (2010-2020; Worth 300 Credits / combat ideas)
• 4 - Pocket digital disc recorder/player for recording his observations - signed Marcella with a doctor at mans best friend / note that paid fees up to date at collegiate of magic /
• 5 - Canteen, Aluminum
• 6 - Spell materials for learning Fleet Feet. 38/576 hours; till spell is learned.

Stored in Behemoth
Modified Volkswagen Beetle (Scout buggy)
• US Navy Battle Dress jacket
• Hand Cask of Dwarven Ale (5 Gallons)
Mixes -
Taco Seasoning. (2 oz)
Pumpkin Pie Spice (2 oz)
Salt-Free Herb Blend - Mrs. Dash copycat (2 oz)
Seasoned Salt (2 oz)
Italian Seasoning (2 oz)
Creole Seasoning (2 oz)
Cajun Seasoning (2 oz)
Chinese Five Spice (2 oz)
Greek Seasoning (2 oz)
Curry Powder (2 oz)
Tex-Mex Seasoning (2 oz)
Moroccan Spice Blend. (2 oz)
Garam Masala (2 oz)
Seafood Spices (2 oz)
Game Seasoning spices (2 oz)
All-Purpose Steak Seasoning (2 oz)
Carne Asada Steak Seasoning (2 oz)
Chili Rub Steak Seasoning (2 oz)
Coffee Steak Seasoning (2 oz)
Fresh & Zesty Steak Seasoning (2 oz)
Harissa Steak Seasoning (2 oz)
Herbs de Provence Steak Seasoning (2 oz)
Kalbi Korean Steak Seasoning (2 oz)
Montreal Steak Seasoning (2 oz)
Texas-Style Steak Seasoning (2 oz)
Allspice (2 oz)
Apple Pie Spice (a combo of cinnamon, allspice, nutmeg, and ginger.) (2 oz)
Basil (2 oz)
Bay Leaves (2 oz)
Cayenne (2 oz)
Chili Powder (2 oz)
Cinnamon--Ground and Stick (2 oz of each)
Cloves (2 oz)
Cumin (2 oz)
Curry Powder (2 oz)
Dill Weed (2 oz)
Garlic Powder (2 oz)
Ginger--Ground (2 oz)
Nutmeg--Ground (2 oz)
Onion Powder (2 oz)
Oregano (2 oz)
Paprika (2 oz)
Whole Black Peppercorns (and pepper grinder.) (2 oz)
Red Pepper Flakes (2 oz)
Rosemary (2 oz)
Saffron (2 oz)
Sage (2 oz)
Tarragon (2 oz)
Thyme (2 oz)
Vanilla--Extract and Beans (2 oz)


Chef's Knife Set
In a canvas roll-up
Contains: 8” Butcher Knife, 4.25” Boning Knife, Cleaver, Paring Knife, and a Honing Rod.
Note: These knives are not suited for combat and garner a -2 to strike and a -2 to damage rolls

Hunter's Knife Set
In a canvas roll-up
Contains: 8” Carving Knife, 4.25” Boning Knife, 3" Skinning Knife, and a whetstone.
Note: These knives are not suited for combat and garner a -2 to strike and a -2 to damage rolls

TW Toaster Oven

NG-S2 Basic Survival Pack
Image
  • A very popular item among adventurers and other travelers, the NG-S2 survival pack contains all the basic things someone traveling through the wilderness could need.
  • S.D.C.: 50
  • Weight: 10 lbs.
  • Source: P.187 GMG


Stored in Templar Farm
• Hand Cask of Dwarven Ale (5 Gallons)
• 10 Silver Rings w/ Ring Boxes] (Worth 1,000 Credits Each)
Image
Spell materials for learning Cleanse. 0/192 hours; till spell is learned.
Spell materials for learning Winged Flight. 0/768 hours; till spell is learned.

Stored in Humvee
US Navy Battle Dress jacket
Spell materials for learning Cleanse. 0/192 hours; till spell is learned.
Spell materials for learning Winged Flight. 0/768 hours; till spell is learned.
Hand Cask of Dwarven Ale (5 Gallons / 40 pints) refilled with Dragon's Head Beer
TW Toaster Oven
2 boxes Big Bore Rounds (Pistol) (258 rounds remaining)
4 Cases of Dragon's Head Beer (80 of 120 bottles)
2 Cases of Slam (72 bottles)
(Designed for M.D.C. Beings, Non-M.D.C. Beings will suffer effects)

Laser Holographic Portable Computer (Triax LHP-l000)

  • Reference Libraries for Carpentry, Boat Building, General Maintenance, Leatherworking, Ropeworks, 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.
  • Note: Not a substitute for documented skills.
  • Modifiers: Chance of successfully performing a skill on library info alone is half base skill rating (+300% time required); +5% to skill check if already skilled (+50% time required)
  • Book Reference: p.186-187, GMG


TX-SL12 Sharpshooter Laser Rifle
4 FSE-Clip (-2 to strike if fired 1-handed, +1 to strike if fired 2-handed)


Gear Stats

Modified Volkswagen Beetle (Scout buggy)
Image
S.D.C. by Location:
Light Armor: 700; A.R.: 16
Main Body: 700; A.R.: 17
Tires: 25 each; A.R.: 10
Statistical Data:
Maximum Speed: 132 mph
Cruising Speed: 40 mph
Range: 350 miles
Crew: 1
Class: Modified Compact Car
Dimensions: Length: 14’, Width: 6’, Height: 5’, Weight: 1.6 tons
Cargo: 500 lbs
Power System: Fuel Efficient Souped up Gasoline Engine
Weapon Systems:
• Cupola Turret with Weapon Mount. (Nothing Mounted)
Features of Note:
• Short Range Radio (4 miles)
• Engine Readout Display
• Weapon Mount (chainsaw) - chainsaw mounted
• Winch and Cable (Front and Rear; 100’ cable.)
• Computer Atlas Program - known North America (see map of rifts - USA)
• Laptop Mount
• Oversized Armored Wheels
• Carry Boxes (1 on each fender, 1 on roof) - daypack in right fender / left fender holds weapons/harness while I am driving / main pack on roof


TW Vamp-Killer 2000
• Weight: 30 lbs
• Range: Chainsaw: Melee +2’, Grenade Launcher: 200’, Cross Spotlight: 100’
• Damage: Silver Bladed Chainsaw: 5D6+6 M.D. to vampires and ordinary S.D.C. material, Grenade Launcher: CS Hvy High Explosive Grenade 4D6 M.D. (6’ radius), Cross Spotlight: 3D6 HIt Points to Vampires, when shown directly on them.
• Rate of Fire: Single Shot
• Payload: Chainsaw: 10 hours per charge, Grenade Launcher: 4 Grenades, Cross Spotlight: Conventional Battery.


Gravity Wave Maul (Patron Item)
Image
These weapons have only recently emerged in limited numbers from the Thundercloud Galaxy. Their origins remain shrouded in mystery, but the well-traveled, the insane, and the wise all whisper of "the Dominators" as the creators of these dreaded weapons. When a gravity wave maul strikes a target, a gravitic blast wave emanates from the point of impact causing additional damage and mayhem on the battlefield.
• Direct Strike Damage: 3d6+P.S. bonus (if any)
• Gravitic Blast Wave Damage: 1d4x10 to a 20' area of effect
• Dimensions: 4' long, 24" long head, 10 lbs.
• Modifiers: Requires a P.S. of 18 to wield without penalties (all combat bonuses and APM are halved)
• Notes: Does M.D. to mega-damage materials and S.D.C. to softer targets. Does 1/3 damage to creatures of magic, magic armor, magic force fields, and other types of magic barriers. Supernatural beings suffer half damage from the gravitic blast. The gravitic blast wave does no harm to the wielder.
• Weight: 15 lbs.


Armored M.D.C. Combat Long Coat
  • M.D.C.: 36
  • Weight: 10 lbs


Streetwolf M.D.C. “Tank” Pants
  • M.D.C.: 12
  • Weight: 5 lbs


Huntsman’s Choice Heavy Gloves
  • M.D.C.: 4
Huntsman’s Choice Track Boots
  • M.D.C.: 6
Mage Armor
Image
M.D.C. by Location
Hood: 20
Arms (2): 15 each
Legs (2): 30 each
Main Body: 50
• Modifiers: -5% to physical skills


Drone Control and Command Gauntlet (DCCG)
• Weight: 2 lbs.
• M.D.C.: 10
• Range: 5 miles
• Features: Capable of issuing commands to up to 10 Drones
• Modifications: Has link to camera harness on Marcella.


Wilk's PRC-5 Secure Walkie-Talkie
Image
☞ Weight: 1 lb.
☞ M.D.C.: 2
☞ Range: 10 miles
☞ Battery Life: A rechargeable battery provides 96 hours of continuous operation before needing to be recharged.
☞ Note: attempts to crack the encryption suffer a -25% modifier.

Pirate Jewelry 1 Gold Hoop Earring (Left ear), 2 Gold Stud Earrings (each ear), Gaudy Gold Necklace with Silver cross & spare, blank Silver Ring (Worth 1K Cr. ), 6 Gaudy Gold Rings(left - index / middle / pinky // Right - thumb / middle / pinky) (Total worth: Approximately 2,000 credits)

Kisentite Cutlass with silvered basket
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  • Weight: 5 lbs
  • Damage: 2D6+3
  • Bonuses: +1 to Strike, +2 to Parry.


Nuhr Rune Grappling Hook & Line
• Weight: 6 Ibs
• Damage: 1D4 MD
• Range: 30 feet


TW Firebolt Pistol
Image
• Range: 800'
• Damage: 4D6 M.D.
• Rate of Fire: Aimed Shots Only
• Payload: 35 blasts
• Recharge: 25 P.P.E. or 50 I.S.P.
• Modifications: Wilk’s Aimer Gun Site (Range: 1,200’; +1 Initiative)


BigBore "Buccaneer" Breech-Lock Pistol
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  • Weight: 3 lbs
  • Range: 120 feet
  • Damage: 1D6 M.D. plus Knockdown effect.
  • Rate of Fire: Single Shot
  • Payload: One shot; Breech loaded.


WI-SR15 15mm Sniper Rifle
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  • Range: 2,600'
  • Damage:
    • Single 15mm shot: 1D8x10
    • 3-round 15mm burst: 1 M.D.
    • 10-round 15mm burst: 1D4 M.D.
    • WI-10 Light Ramjet: 1 M.D.
    • WI-10 Light Ramjet 5-round burst 1D4 M.D.
    • WI-10 Light Ramjet 10-round burst: 2D4 M.D.
    • WI-20 Heavy Ramjet: 1D4 M.D.
    • WI-20 Heavy Ramjet 5-round burst: 4D4 M.D.
    • WI-20 Heavy Ramjet 10-round burst: 1D4x10 M.D.
  • Rate of Fire: Single shots & 5 and 10-round bursts only
  • Payload: 50-round banana magazine
  • Weight: 21 lbs.
  • Features:
    • W.P. Rifles; Bipod
    • Wilk's Integrated Optics Gun-Sight
    • Kisentite Bayonet
  • Modifiers: Can only be fired from a prone position, supported on its bipod, otherwise requires P.S. 20+
  • Book Reference: p.99-100, MercOps


Wilk's Integrated Optics Gun-Sight
Image
  • M.D.C.: 5
  • Weight: 2 lbs.
  • Features: Telescopic & Nightvision (3,000'), FLIR Thermal-Imaging (1,600'), Laser range-finder and aiming system (5,000')
  • Modifiers: +2 to strike on aimed shots
  • Book Reference: p.104, MercOps


Kisentite Bayonet - attached WI-SR15
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  • Weight: 1.5 lbs
  • Damage: 2D6
  • Bonuses: +1 to Strike, +2 to Parry.


CS Heavy High Explosive Grenade
• Damage: 4D6 M.D.; 6’ radius

CS Fragmentation Grenade
• Damage: 2D6 M.D.; 20’ radius

CS Plasma Grenade
• Damage: 6D6 M.D.; 12’ radius

CS Smoke Grenade
• Effect: -5 strike, parry and dodge. -1 initiative. Attackers shoot wild through it.
• Area of Effect: 20-30’


NEMA Automag Pistol
Image
  • Range: 200'
  • Damage: 5D6 or 1D6x10 per burst
  • Rate of Fire: Single shots & 3-round bursts only
  • Payload: 18 round magazine
  • Weight: 1.6 lbs.
  • Features: W.P. Handguns
  • Modifiers: +2 to strike on aimed shots
  • Book Reference: p.53-54, CE


Laser Wrist Blaster
Image
  • Range: 1,200'
  • Damage: 2D6 M.D.
  • Rate of Fire: up to 5 shots per melee
  • Payload: 60 shots, back-pack recharges completely in four hours
  • Weight: 6 lbs.
  • Features: Splugorth design
  • Modifiers: None
  • Book Reference: p.152, WB2


TW Toaster Oven
Magical Cooking Apparatus
TW Characteristics:
  • TW Functions: The TW Toaster Oven channels fire magics through a series of rubies, creating a powerful enough heat to break down the Mega-Damage flesh of most monsters, allowing them to be cooked normally.
  • Activation Cost: 10 P.P.E.
  • Device Level: 1
  • P.P.E. Construction Cost: 30
  • Spell Chains Needed: Fire Ball (10), Fuel Flame (5), Impervious to Fire (5).
  • Physical Requirements: 3 Rubies worth 500 credits each and an additional 500 credits worth of parts.
  • Duration of Charge: 1 hour
  • Construction Time: 1d4 days
  • Construction Cost:

Note: The only downside to the TW Toaster Oven is that most foods need to be further prepared afterwards, since the toaster oven offers few preparation options, and the end result can be dry.
Book Reference: Rifter 32, pgs 84-85


TX-SL12 Sharpshooter Laser Rifle
Image
  • Range: 3,500'
  • Damage: 4d6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 15 shots per FSE-Clip
  • Weight: 5 lbs.
  • Features: W.P. Energy Rifle; laser targeting scope, superior balance
  • Modifiers: +2 to strike
  • Book Reference: p.97, WB31


Laser Holographic Portable Computer (Triax LHP-l000)
  • Weight: 10 lbs.
  • Features:
    • Identifier program can recognize and identify 6,000 vehicles and robots; 21,000 animal species (indigenous and dbee); 40,000 insects; and 50,000 plants and fruits. Data are limited to specific geographical region or continent.
    • Holographic Projection
    • Digital plasma Screen (serves as backup to Holo-display)
    • Built-in Optic Scanner
    • Uses 1 inch disks with a capacity for 100 hours of video or 10,000 individual still images.
    • Mega Damage carrying case (25 M.D.C.)
  • Modifiers: 94% chance to identify using visual data (image or optical scan); 72% without visual data.
  • Book Reference: p.152, WB5


Gravity Wave Maul (Patron Item) Slung

The Mead of the Poets
Rare Enchanted Beverage
Magic Features
  • Draught of the gods (Once drunk, owner gains the following skills at first level proficiency. (Sing (Professional), Play Musical Instrument: Stringed (Professional), and Lore: Religion))

Note: Once drunk effects are permanent, and the item is exhausted.
Curse: None.
History: Awarded by Brom Ironsides for helping stop the Nightwraith. A small bottle of amber liquid dedicated to the god Kvasir, when imbibed one gains a portion of the bards grace.
Last edited by Dhaltuun Onyxforge on Sun Jun 06, 2021 4:31 pm, edited 19 times in total.
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
User avatar
Dhaltuun Onyxforge
Diamond Level Patron
Diamond Level Patron
Posts: 317
Joined: Mon Jan 16, 2017 11:10 am
Location: Ottawa, Ontario

Re: Dhaltuun Onyxforge WIP

Post by Dhaltuun Onyxforge »

Background Story
Dhaltuun was born in the port town of Titusville, Florida. Titusville was built up on and around an old blockhouse that was once run by the US Navy. Thanks to whatever the founders discovered in there, because they were able to prosper and grow into the town that Dhaltuun knows and loves. Titusville survives on farming, fishing, and ship/boat repair.

Mom was a kind, but strict woman of older years. She runs a hotel/bar on the docks, mainly catering to dock workers and sailors, with the occasional travellers. Dad was an operator specializing in water craft and docks. Dhaltuun’s days were filled with lessons and work. Mom and Dad were his regular teachers, with a few skills picked up from the occasional crewman or traveller. His favorite times were when he was on or near the ocean. He always felt free and relaxed watching the waves.

When Dhaltuun was 15, mom gave him the job of deliveries and running the grill truck ((think of the Hawaiian guy in Hawaii 5.0)). This was a job he loved so Dhaltuun found himself a good spot near the beach to set up. ”This is perfect. I can see/hear/smell the ocean and all of it’s creatures.” He would spend his days carving wood while sitting on the beach waiting for customers, and cooking for said customers.

One day while enjoying the weather and the bustle on the beach, it happened. the day he met his best friend.
Dhaltuun was sitting in his favorite chair outside the truck, enjoying the sunshine and he sight of people living their lives. “Hmmm, good day. The air is crisp, the birds are singing, and the people doing their thing. This is a good life.” He went back to carving a piece of driftwood into whatever the ocean or its gods wished hi hands to make. ”By the gods of the sea, I beseech you to guide my hands. Let me be your hands, guide me to carve.”After a few minutes he looked in his hands to see a bird emerging from the wood” This looking like an osprey, She will be beautiful when finished.” Dhaltuun was about to continue carving when he heard a splash then a squawk sound, almost a screech. He whips his head around to locate the sound. ”what was that? Sounded like something hitting the water. “ He looks back at the truck, then back towards the sound. ”No customers....i am gonna go see what that was.” He goes into the truck, grabs his gear and weapons and leaves the truck. After securing it, Dhaltuun heads to the water.

About 100 yards down the shore, Dhaltuun sees some splashing a few feet of shore. As he approaches he sees a wounded bird. ”huh? A bird? I need to help.” In a calm voice, he speaks as he approaches ”Shhhh! It’s okay. I am here to help.” As he speaks, he thinks nice, friendly thoughts ”Don’t know if it will help, but can’t hurt thinking nice things.” Once he is close enough, Dhaltuun sees the rope wrapped around the bird, digging in the flesh, as well as pinning one wing and one leg. He gently picks it up and cradles the bird in his arms as he returns to the truck. With a radio call to dad, Dhaltuun get some help for the bird.

About an hour later, a older human approaches the truck. ”You there boy!! I would like an order of BBQ shrimp with a side of croc tail. “ Dhaltuun looks the man over ”Ha!! Boy!! I am Dhaltuun. I will have that for you in just a moment” He turns around to start cooking ”See that, Bird. I am a Dwarven man and he thinks i am a boy...haha.” When the food is ready, Dhaltuun call to the man. Once the man comes to the window, he looks and sees he bird. ”Oh!! Is that a young female osprey you have there? She is beautiful.” Dhaltuun looks at the old man in confusion. ”What do you about her? Can you help?” He looks at the old man with a pleading look ”Please help!!He makes a silent plea ”I swear to the old gods, Njord and the Vanir, if you help her ...i will be your servant.” The old man nods and holds out his hands....Dhaltuun gently hands him the bird, with a look of “If you hurt her, I will hurt you”. The man then whispers a few words and his hands gently glow, as he passes his hand over her, Dhaltuun sees her wounds heal and her feathers straighten before his eyes. ”Thank you, good sir. Anything i have is yours.”

As he takes back the bird, he feels her thanks and love. He looks at the old man with awe and gratitude. The man smiles ”I have healed her body, but you, Dhaltuun Onyxforge, have healed her heart and spirit. We thank you for your trust and respect.” with that, the old man disappeared in a splash of water. There is a whisper on the sea breeze ”Remember your promise.” With a tear in his eye, Dhaltuun looks out over the water. ”I will honor and remember my promise. I am your servant.”

A few months go by. Dhaltuun has done well at his job, and learning magic on his own. Between his own practice as well as some help for other magic-users he comes across, Dhaltuun realizes it is time go off and explore the ocean he loves. He takes his saving, some equipment, loads up the grill truck and heads off for Merctown. ”Well, my faithful girl...We are off on a grand adventure. Dad said we could find work and get some money in a place called Merctown. We will save for a ship and then we go see the ocean we love.”
Last edited by Dhaltuun Onyxforge on Mon Jan 30, 2017 7:48 am, edited 1 time in total.
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
User avatar
Dhaltuun Onyxforge
Diamond Level Patron
Diamond Level Patron
Posts: 317
Joined: Mon Jan 16, 2017 11:10 am
Location: Ottawa, Ontario

Re: Dhaltuun Onyxforge WIP

Post by Dhaltuun Onyxforge »

Familiar

Marcella
(pronounced Mark-ella)
Type: Osprey aka Fish Hawk
Alignment: Unprincipled
Physical Data
S.D.C.: 20
HP: 34
P.P.E.: 4
Dimensions: Size: 21"
Average Life Span: 15 yrs
Natural Abilities: Perception: 40%, Prowl 60%, Exceptional vision (see 1' rabbit at 2 miles), Nightvision 300', Track by smell 60%, Track by sight 88%.
Speed: 50 but reach speeds of up to 88 to 110 (60 to 75 mph) in bursts lasting 1d4x10 minutes / Dive up to speed 180 (126 mph/201 mph)
Attacks Per Melee: 3
Combat Data Initiative: +2, Strike: +4, Dodge: +3.
Damage: Talons: 2D4 S.D.C., Bite: 1D6 S.D.C., Dive Bomb Attack: 4D4 S.D.C. (needs 30 ft to dive)
Saving Throw Bonuses +1 vs poison, +1 vs mind control
[/size]
Minions
Name: Jessie
Image
Story Note: Jessie is a perceptive individual, spending a great deal of time watching things, before reacting. Unless combat is initiated, then she is a fan of good tactics, not rushing into battle needlessly.
Alignment: Scrupulous
Attributes: I.Q.: 13, M.E.: 11, M.A.: 14, P.S.: 23 (Supernatural), P.P.: 18, P.E.: 23, P.B.: 15, Spd: 25 (Flying: 66 mph)
M.D.C.: 76/76
Size: 5'8"; 160 lbs.
Age: Appears 20 years old
P.P.E.: 19
Description: She looks to be a blonde haired woman, who wears the clothes of a norse warrior.
Disposition: Easy Going. Unflappable and calm most of the time; laid back and accepting of others. Trusts almost anyone until they are proven unworthy of that trust.
Experience Level: Valkyrie 2nd Level.
Magic Knowledge: None
Psionic Powers: None
Natural Abilities: Perception: 23% (+3%), Horror Factor: 12 (If known as Chooser of the Slain), Nightvision: 90 ft (Can see in total darkness), See the Invisible, fly, Turn Invisible 4/day (lasts 30 minutes), Turn into Mist 2/day, Magically Speak All Languages, Bio-Regeneration: 1D4X10 M.D.C./hour, Can fly at will without tiring.
Combat Abilities: Hand to Hand: Expert; Number of Attacks: 5; Initiative: +0, Strike: +2, Parry: +6, Dodge: +6, Damage: +0, Roll w/: +3, Pull Punch: +3, Disarm: +0. Other: Restrained Punch: 4D6 S.D.C. Punch: 2D6 M.D., Power Punch: 4D6 (2 Actions), Kick: 2D8 M.D., KO/Stun: Natural 20 (1D6 Melees).
Saving Throws: +16% to save versus Coma/Death, +6 to save vs. Horror Factor, +4 to save versus Poison, +5 to save vs Magic, +1 to save vs Psionics.
Skills: Horsemanship: General 54%/34% (+4%), Wilderness Survival 45% (+5%), Land Navigation 45% (+4%), Radio: Basic 50% (+5%), Detect Ambush 35% (+5%), Paramedic 45% (+5%), Boxing, Prowl 30% (+5%).
Weapon Proficiencies: W.P. Sword (+1 to strike, +1 to parry), W.P. Spear (+1 to strike, +1 to parry. Maximum throwing range: 150 feet), W.P. Shield (+1 to Parry), W.P. Archery (+1 to strike, +1 to parry, +1 to disarm; ROF: As per HtH; Range: Normal or 150% w/ no bonus to strike), W.P. Targeting (+1 to strike), W.P. Energy Pistol (+1 to strike), W.P. Axe (+1 to strike, +1 to parry).
Armor: Magical Chain Mail (62/100 M.D.C.), Magic Shield (40 M.D.C.; 2d6 Damage w/ Shield Bash)
Equipment: Magical Long Sword (4D6 M.D.), Wilk's PRC-5 Secure Walkie-Talkie Leather Satchel (Wool Blanket, Wooden Bowl, Wooden Spoon, Eating knife, Waterskin), Viking style clothing.

Wilk's PRC-5 Secure Walkie-Talkie
• Weight: 1 lb.
• M.D.C.: 2
• Range: 10 miles
• Battery Life: A rechargeable battery provides 96 hours of continuous operation before needing to be recharged.
• Notes: Attempts to crack the encryption suffer a -25% modifier. Each PRC-5 Includes a spare battery and plug in charger base


Name: Vladamir
Image
Background Story: A Russian Hearth Spirit who followed a Russian family across the ocean in the 1950's. He resided in a colonial style home for over one hundred years when the world went upside down. Not having anywhere else to go, Vladamir stayed, living a simple rural life until he was approached by Dhaltuun and was convinced to follow the young shifter.
Real Name: Velelosmich
Alignment: Unrincipled
Attributes: I.Q. 8, M.E.: 11, M.A.: 12, P.S.: 10 (Supernatural), P.P.: 16, P.E.: 16 (Supernatural), P.B.: 11, Spd: 15
M.D.C.: 46
Size: 2' tall
Age: 686
P.P.E.: 64
Description: The creature stands two feet (0.6 m) tall and, except for his hands, feet and face, is covered in dark brown or black fur from head to toe. The face looks extremely human with beard, moustache and bushy eyebrows. The hair on the head and face is the same as the fur covered body, except that it grows longer, creating a bushy beard and moustache and an unruly mane of hair. Their hands are small and delicate, while their feet are furry on top and the bottoms hard like dry leather.
Disposition: Bored, easily annoyed by a lack of things to do.
Magic Knowledge: (As 3rd Level Spell Caster) Chameleon, Sense Evil, Sense
Magic, Repel Animals, and Escape, Lantern Light, Cleanse, Throwing Stones, Mystic Fulcrum, Mend the Broken, Influence the Beast and Life Source.
Psionic Powers: None
Natural Abilities: Can run or work without pause or exhaustion for four hours, Leap 6 feet high and lengthwise, Hold its breath for 4+1D4 minutes, Survive depths of up to 300 feet, Nightvision 300 feet, Bio-Regenerate 1D4 M.D./hour, See the Invisible, Turn invisible at will, Knows all Languages: Magically understands and speaks all languages 75%, but cannot read.
Limited Metamorphosis (special): The Domovoi can turn into a brown or grey house cat or small dog two times per 24 hour period for as long as two hours at a time. Metamorphosis is possible day or night and the animal usually looks like the family pet.
Combat Skills: Natural Combat; W.P. Knife (+1 to strike, +2 to parry, +4 to strike when thrown), W.P. Targeting (+2 to strike)
Attacks per Melee: 4
Damage: Bite 1D6 S.D.C., head-butt, punch or kick.
Bonuses: +3 on initiative, +1 to strike, +2 to parry, +3 to dodge, +3 to pull punch, +3 to roll with impact or fall, +6 to save vs poison and disease, +2 to save vs Horror Factor.
Skills of Note: Horsemanship (general) 40%/20%, land navigation 80%, wilderness survival 80%, prowl 70%, climb 90%/80%, swim 80%, Track Humanoids 50%, Track Animals 60%, W.P. Knife, W.P. Thrown Weapons, Cooking 55%, Gardening 55%, Lore: Cooking 50%, Lore: Cattle & Animals 50%, Preserve Foods 50%, Identify Plants & Fruits 45%, Barter 60%, Appraise Goods 50%, Find Contraband 40%.
Armor: None

Open Slot

Open Slot
Last edited by Dhaltuun Onyxforge on Thu Apr 22, 2021 4:53 am, edited 7 times in total.
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
User avatar
Dhaltuun Onyxforge
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Posts: 317
Joined: Mon Jan 16, 2017 11:10 am
Location: Ottawa, Ontario

Re: Dhaltuun Onyxforge (Nuhr Dwarf Shifter)

Post by Dhaltuun Onyxforge »

Macaque Monkey Animal Form
  • via supernatural link
  • 4x per day for 1 hour per level
Dimensions: 50 lbs / 3 ft tall / 18 inch tail
Natural Abilities
Climb 45%
Track by Smell 45%
Nightvision 100 ft
Speed 12
Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus: +2
Strike Bonus: +9
Parry Bonus: +8
Dodge Bonus: +10
HTH Damage Bonus: +9
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +6
Bonus to Disarm: +2
Maintain Balance: +3
Entangle: +3
Other: Power Punch: 1 M.D. (2 APM), Body Block/Tackle: 1D4, Body Flip/Throw: 1D6, Roundhouse Kick: 3D6, Axe Kick: 2D8, Forearm/Elbow/Knee/Punch: 1D4, Leap Kick: 3D8 (2 APM), Kick 1D6.
Wrestling Special Moves:
1. Body Block/Tackle does 1D4 damage (double if the wrestler is 8 to 12 feetl, and 3D6 damage if larger). The opponent must dodge or parry (push away/deflect attacker) to avoid being
knocked down. If knocked down, the opponent loses one melee attack/ action and initiative for the rest of that round.
2. Pin/Incapacitate on a natural roll of 18, 19, or 20. This means that the wrestler can hold his opponent in such a way that his opponent cannot physically attack or move. However, the character who is using the "pin" hold cannot attack or move without releasing his opponent.
3. Crush/Squeeze does I D4 S.D.C. damage per squeeze attack (double damage if 8 to 12 feetl2.4 to 3 . 6 m tall, and 3D6 damage if larger). Each "squeeze" counts as one melee action/attack.

Note: Can Speak while in animal form, which allows use of TW Items, Scrolls, and other miscellaneous magic items.
All worn gear vanishes when Shifter changes forms.
Cannot cast spells in animal form.
Saving Throw Bonuses
Coma/Death: +14%
Magic (varies): +5
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): +0
Psionic (15+): +0
Possession: +2
Horror Factor: +11
Mind Control: +4

GM NOTE: Cannot Cast Spells while in this form.
GM NOTE 2: Alternate species was approved by Augur. Additionally, after discussion with the GM circle, it has been ruled that while in shifted form Dhaltuun may use TW devices, magical scrolls and other magical items that make sense for a talking monkey to be able to use. Captain Cook: Feb 11 2017
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
User avatar
Dhaltuun Onyxforge
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Posts: 317
Joined: Mon Jan 16, 2017 11:10 am
Location: Ottawa, Ontario

Re: Dhaltuun Onyxforge (Nuhr Dwarf Shifter)

Post by Dhaltuun Onyxforge »

Level up to level 2
P.P.E.: 92 + 2d6 = 7: 4, 3
H.P.: 35 + 1d6 = 2: 2

Spells –
Spells listed – Tame beast
Protection or summoning – summon and control entity
Any spell up to level 2 – cloak of darkness


Vs. HF +1
Parry +3
Pull Punch +1
Dodge +3
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
User avatar
Dhaltuun Onyxforge
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Posts: 317
Joined: Mon Jan 16, 2017 11:10 am
Location: Ottawa, Ontario

Re: Dhaltuun Onyxforge (Nuhr Dwarf Shifter)

Post by Dhaltuun Onyxforge »

Level up to level 3
P.P.E.: 99 + 2d6: 6, 2 =
H.P.: 37 + 1d6: 6 =

Spells –
Spells listed – energy sphere (120)
Protection or summoning – protection circle: simple (45)
Any spell up to level 3 – (lvl 3) light healing

skills:
+2 secondary at lvl 3 –
(3) WP Railgun
(3) Wrestling

+2 related at lvl 3 –
(3) Paramedic
(3) Holistic Medicine 30%/20% (+5%)

Hand-Hand: Expert - +2 strike

Minions – 2 at lvl 3 / +1 at lvl 5, 7, 9, 11, 13, 15
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
User avatar
Dhaltuun Onyxforge
Diamond Level Patron
Diamond Level Patron
Posts: 317
Joined: Mon Jan 16, 2017 11:10 am
Location: Ottawa, Ontario

Re: Dhaltuun Onyxforge (Nuhr Dwarf Shifter)

Post by Dhaltuun Onyxforge »

Ep Rolls -
Attribute Boost (applicable to attributes under 16, +1D6) dhaltuun ME - 1d6 = 1: 1
Attribute Boost (applicable to attributes under 16, +1D6) dhaltuun iq - 1d6 = 5: 5
Attribute Boost (applicable to attributes 16+, +1D6) dhaltuun PP - 1d6 = 3: 3
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
User avatar
Dhaltuun Onyxforge
Diamond Level Patron
Diamond Level Patron
Posts: 317
Joined: Mon Jan 16, 2017 11:10 am
Location: Ottawa, Ontario

Re: Dhaltuun Onyxforge (Nuhr Dwarf Shifter)

Post by Dhaltuun Onyxforge »

Level up to level 6
P.P.E.: 126 + 3d6 = 10: 3, 5, 2
H.P.: 55 + 1d6 = 5: 5

Spells –
Spells listed – Locate (lvl 8 BoM)
Protection or summoning – Immure Entity (MoM pg 88)
Any spell up to level 6 – House of Glass

+2 occ related -
Horsemanship: Exotic Animals 30%/20% (+5%)
Lore: Cooking 25% +5%

+2 secondary skills -
Cook - ingredient: Dino meat / style: Japanese Teppanyaki
Performance 30% (+5%)

+1 attack per round
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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Dhaltuun Onyxforge
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Re: Dhaltuun Onyxforge (Nuhr Dwarf Shifter)

Post by Dhaltuun Onyxforge »

Up to lvl 7
Spells listed – Phantom Mount (45)
Protection or summoning – Teleport: Simple (15)
Any spell up to level 7 – Ice (15)

+2d6 ppe [roll]2d6[/roll]: [2, 5] = 7 [/roll]
+1d6 hp [roll]1d6[/roll]: [2] = 2 [/roll]

+1 lesser sn beings or demons can be controlled (Total: 4)
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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Re: Dhaltuun Onyxforge (Nuhr Dwarf Shifter)

Post by Consumer »

Standard Post

Code: Select all

Perception: [roll]1d100[/roll]/34%
Just in Case: [roll]1d20[/roll]; [roll]1d100[/roll]
Conditions: [inline=Sense Rifts] Similar to the Ley Line Walker' s ability, the Shifter can feel the surge of energy whenever a Rift is within 50 miles +20 miles per additional level of experience. He can also tell when a new Rift appears along a ley line he is standing on regardless of the distance. When this happens, a Shifter instantly knows the general direction the Rift is located and whether it is big or small. The Shifter is also able to sense other types of dimensional disturbances such as Teleports and dimensional anomalies that occur within his sensing range. The latter is limited to one half the Shifter's usual range. 
[b]Note:[/b] This sensing ability specifically relates to dimensional portals/Rifts and not nexus points and ley lines.[/inline]
Combat Post:

Code: Select all

Perception: [roll]1d100[/roll]/34%
Just in Case: [roll]1d20[/roll]; [roll]1d100[/roll]
Conditions: [inline=Sense Rifts] Similar to the Ley Line Walker' s ability, the Shifter can feel the surge of energy whenever a Rift is within 50 miles +20 miles per additional level of experience. He can also tell when a new Rift appears along a ley line he is standing on regardless of the distance. When this happens, a Shifter instantly knows the general direction the Rift is located and whether it is big or small. The Shifter is also able to sense other types of dimensional disturbances such as Teleports and dimensional anomalies that occur within his sensing range. The latter is limited to one half the Shifter's usual range. 
[b]Note:[/b] This sensing ability specifically relates to dimensional portals/Rifts and not nexus points and ley lines.[/inline]



[inline=Combat rolls]Initiative: [roll]1d20+1[/roll]
Number of Attacks: 6

Action One: 
Action Two: 
Action Three: 
Action Four: 
Action Five: 
Action Six: 

Parries as Needed: [roll]1d20+8[/roll], [roll]1d20+8[/roll], [roll]1d20+8[/roll], [roll]1d20+8[/roll], [roll]1d20+8[/roll], [roll]1d20+8[/roll].
Dodges vs ranged attacks: [roll]1d20+8[/roll], [roll]1d20+8[/roll], [roll]1d20+8[/roll], [roll]1d20+8[/roll], [roll]1d20+8[/roll], [roll]1d20+8[/roll].[/inline]
"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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