Zimble (Klied Shifter)

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Zimble (Klied Shifter)

Post by Zimble »

Player Name: Mike R.
G-Mail: brainiac.chronic@gmail.com
Discord: Ozymandius#5900
Link to Ledger: https://explorersunlimited.com/eu/viewt ... 6#p1388306

Character Name: Zimble
Race: Klied
O.C.C.: Shifter
Alignment: Aberrant
XP Level: 5
XP Points: 16961
Next Level @ XP: 24961
Hatred for slavers, neutral to others.
Has trouble distinguishing between human-like races so they're all "humans" to him.
Disposition: Bitter, looks out for himself because nobody else will

I.Q.: 11
M.E.: 16
M.A.: 15
P.S.: 47
P.P.: 16
P.E.: 14
P.B.: 10
Speed: 16/114 flight (75 mph)

P.P.E.: 154
H.P.: 41
S.D.C.: 98
Age: 22
Sex: Male
Height: 7’1”
Weight: 160 lbs.
H.F.: 10
Description: A tall, thin, bipedal creature with leathery red and tan skin, and huge wings.

Racial Abilities
Vision: Can read a small sign or recognize a face up to five miles away. (2 miles +1 per level beyond 2)
Energy Expulsion: Electricity: Can generate electricity and release it in directed bolts from eyes or hands.
Range: 700 feet (600 +20/level)
Attacks Per Melee: Each energy blast or dual divided blast counts as one melee attack
Bonuses: +3 to strike if an aimed shot, +1 to strike if wild.
Regular Blast: 8d6 MD (3d6 + 1d6/level)
Can regulate the strength of each blast in increments of 1D6, Can divide the energy and fire two simultaneous blasts at two different targets. Neither blast gets any bonuses to strike, the dual divided attack counts as only one melee attack.
Super Blast: 1d6x10+5d6 MD (+1d6/level, +30 level 6+) but must be first attack in a round and uses all but one action
Aura Blast: 1d6+5 MD (1d6+1/lvl) to all within 10 feet, counts as 2 attacks, targets have 60% chance of being blinded 3d6 seconds
Ricochet Blast: May ricochet blast off surfaces, -1 to hit and -1d6 per surface, up to base dice of blast; each surface takes 1d6 damage, enemy struck from behind is -4 to dodge.
May absorb and channel energy of any type to fire blasts of the same type, same as above, but must have source doing 80 damage or more.
Impervious to electricity.
Eyes or hands can glow as 60 watt bulb.
Energy Resistance: No damage is sustained by the first 30 points of energy (fire, electricity, lasers, and other forms of pure energy) attacks in a melee round. Energy attacks beyond the 30 points do half damage. The energy resistance field includes clothing, M.D.C. body armor, and carried equipment.
Completely invulnerable to stun-type energy weapons.
Superhuman P.S.: Can carry 200 times P.S. in pounds and can lift 300 times.
Fatigues at half the rate of normal humans.
Has Supernatural P.S.
Radar: Can send out high-frequency radio waves which bounce off objects, return to the sender and indicate the direction and distance of the reflecting objects.
Range: 900 feet (400 +1OO feet per level)
Abilities Include:
Interpreting Shapes: 75% (+5/lvl)
Estimating Distance: 80% (+4/lvl)
Estimating Direction: 80% (+4/lvl)
Estimating Speed: 60% (+4/lvl)
Estimating exact location: 70% (+4/lvl)
Bonuses: +4 on initiative, +2 to parry and dodge, +2 to strike, One additional attack per melee.
No minuses apply when blinded or in darkness.
Prehensile Feet/Toes: No weapons, -40% to all skills
Other Combat Bonuses: +1 on initiative at levels 1, 3, 6, 9, 12 and 15.
+2 to save vs Horror Factor, +2 to pull punch, +4 to roll with punch, fall or impact, +1 to strike and parry when flying, +4 to dodge when flying.

Natural Abilities
Perception: 47% (+3/lvl)
Max. Encumbrance: 9400 lbs.
Max. Carrying Weight: 9400 lbs.
Max. Lifting Weight: 18800 lbs.
Max. Jumping Ability: 70' horizontal, 35' vertical

Special Abilities

Dimension Sense: After a few minutes of concentration (1d6+2), 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, and any type of unusual characteristics of the dimension that might be evident; by "reading" a connecting Rift/dimensional portal linked to that dimension or by meditating shortly after arriving to a new world. Base Skill: 60% (+5%)
Can retry after 24 hours or after entering the dimension if first roll was from rift.
Can sense if a 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. 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. Rolled separately, success ratio is -10 from the base skill percentage.
Dimensional Travel: For 125 P.P.E., create a one-way dimensional portal to a known or random dimension, permitting only self and familiar to pass through. Each additional person costs an additional 25 P.P.E. The portal will remain open for one minute. As many as five people can pass through the Rift every melee round.
Location within dimension is random. Levels 5-9 can target a specific country or continent, level 10+ can arrive within 50 miles of their desired destination.
Can perform Dimensional Portal or Re-Open Gateway at half P.P.E. cost via a ritual that takes 1D6x10+15 minutes. The ritual enables the Shifter to hold the Rift open for one minute per level of experience, close it in a heartbeat at will, and manipulate the size of the portal from a man-sized doorway to 50 feet tall and 50 feet wide per (10 per level).
Communication Rift: Meditate for 1d4 rounds to open a micro-Rift, just large enough to send a message or a small animal familiar through, to a specific location/dimension. The Rift is stable and unless opened on a nexus point, it is no larger than a grapefruit.
P.P.E. Cost: On or within a half mile 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 100 P.P.E., and anywhere else away from ley lines costs 200 P.P.E.
Duration: 5 minutes (1 per level), can close the connection early.
Success Ratio: 45% (+5%) for opening the Rift at the exact location desired. +20% 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. Failure by 20 or less means rift opens in the right dimension but random location.
Dimensional Teleport Home: Teleport home from any dimension (takes one melee action)
P.P.E. cost: 75
Rifting on the Same World 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. Must have visited the location in the past, or be linked to the location via a Communication Rift before opening the portal. Can Rift from one location on a ley line to another or any connecting ley lines without ever having been to the exact location.
Sense Rifts: Can feel the surge of energy whenever a Rift is within 130 miles (50 +20 per additional level). Can tell when a new Rift appears along a ley line he is standing on regardless of the distance, and knows the general direction the Rift is located and whether it is big or small. Also able to sense other types of dimensional disturbances such as Teleports and dimensional anomalies that occur within his one half the usual range.
Familiar Link: Can link with an animal, or a creature from a Rift/alien animal. Once the link is established the animal obeys every command. What the animal sees, hears and senses, so does the Shifter, and vice versa.
Special Endurance: Both the Shifter and the familiar gain an additional six H.P., +1 save vs poison and mind control/possession.
If the familiar is killed, the Shifter permanently loses 10 Hit Points (the six from the link and four additional). There is also a 1-50% 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.
Summoning: [See RUE 123]
Bonuses: +4 to save vs Horror Factor at level one and +1 at levels 2, 5, 9, 11 and 15. +1 to save vs magic at levels 3, 7, 10 and 13. +1 to Spell Strength at levels 4, 7, 10, and 13 . +3 to save vs possession and mind control at level one and an additional +1 at levels 5, 10, and 15 .

Spell Knowledge
Spell Strength: 13
Calling (8), Call Lightning (15), Compulsion (20), Constrain Being (20), Dimensional Portal (1000), Energy Bolt (5), Energy Field (10), Exorcism (30), Repel Animals (7), Re-Open Gateway (180), Sense Evil (2), Sense Magic (4), Trance (10), Shadow Meld (10), Summon and Control Canines (50), Summon and Control Rodents (70), Sustain (12), Time Slip (20), Turn Dead (6), Tongues (10), Mystic Portal (60), Chromatic Protection (10), Domination (10), Summon Greater Familiar (80), Energy Sphere (120), Summon Shadow Beast (140), Locate (30), Protection Circle: Superior (300), See the Invisible (4), Invisibility: Simple (6), Life Source (2+), Telekinesis (8)

O.C.C. Skills
Climb 95%/Rappel 85% (+5/lvl)
Basic Math 85% (+5/lvl)
Navigation 80% (+5/lvl)
Land Navigation 76% (+4/lvl)
Wilderness Survival 70% (+5/lvl)
Language: Native Tongue 98%
Language: Dragonese/Elven 90% (+5/lvl)
Language: Trade One 100% (+5/lvl)
Literacy: Native Language 95% (+5/lvl)
Literacy: Dragonese/Elven 75% (+5/lvl)
Astronomy & Navigation 75% (+5/lvl)
Lore: Demons & Monsters 70% (+5/lvl)
Lore: Dimensions 60% (+5/lvl)
Lore: Faeries & Creatures of Magic 65% (+5/lvl)
Lore: Magic 65% (+5/lvl)
Hand to Hand: Assassin

O.C.C. Related Skills
(1) HTH Assassin (cost 2, see above)
(1) Zero Gravity Movement & Combat 100% (+4/lvl)
(1) W.P. Blunt
(1) W.P. Sword
(1) Pilot: EVA 65% (+5/lvl)
(3) W.P. Heavy Mega-Damage Weapons
(3) Physical Labor

Secondary Skills
(1) W.P. Energy Rifle
(1) Aerobic Athletics
Sense of balance 50% (+5/lvl)
(3) Athletics (General)
(3) Body Building & Weight Lifting

Combat Data
HTH Type: Assassin
Number of Attacks: 8
Initiative Bonus: +8
Strike Bonus: +5
Parry Bonus: +3
Dodge Bonus: +3
HTH Damage Bonus: +31
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +4
Bonus to Disarm: +2
+1 strike/parry +4 dodge when flying
+1 strike with thrown weapons
+4 damage on physical attacks

Restrained Punch 1d6x10 SDC
Full Strength Punch 6d6 MD
Power punch (counts as two melee attacks) 2D4x10 MD

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. Blunt (+2 strike, +2 parry, +1 thrown)
W.P. Sword (+2 strike, +2 parry, +1 thrown)
W.P. Energy Rifle
W.P. Heavy Mega-Damage Weapons +2 strike
Energy Expulsion: +3 to strike if an aimed shot, +1 to strike if wild.
W.P. Paired

Saving Throw Bonuses
Coma/Death: +4%
Magic (varies):
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+): +1
Psionics (varies): +1
Horror Factor (varies): +8
Possession/Mind Control: +4
Last edited by Zimble on Thu Aug 18, 2022 11:15 am, edited 15 times in total.

Re: Zimble (Klied Shifter) [WIP] [Submission]

Post by Zimble »

Dark red robes

N-F40A Heavy Force Field
M.D.C. by Location:
  • Force Field: 110

Weight: 15 lbs.
Modifiers: none
  • 8 hour duration per E-clip

Book Reference: p.122, DB2
Last edited by Zimble on Thu Aug 18, 2022 10:32 am, edited 5 times in total.

Re: Zimble (Klied Shifter) [WIP] [Submission]

Post by Zimble »


Zimble was born on Dilm, in a cliff city of the Klied. All he remembers of that place was the sight of open sky, and the smell of rain before a storm. He was still in his mother's pouch when slavers raided his village. A successful breeding pair, his parents were sold to the Splugorth for a high price. The oldest of their many pups, Zimble was sold young, to a shifter named Kythorax, who wanted an assistant that could double as a guardian, and protect him against troublesome summonings.

He did train Zimble, though he as an assistant, not an apprentice; and while Zimble didn't remember much of his homeland, he did remember his parents, how they'd been treated, and what they'd told him of who he was and where he came from. He saw that the magician had power, and he knew he couldn't be free until he had power, too. So he watched and learned, and waited for the right opportunity.

So Zimble grew up with a demon-summoning slaver. It twisted him, skewing his moral compass and teaching him that every sapient being must either own others or be owned by them. He learned what Kythorax taught him, and much more; sneaking into his master's library, and learning from watching. Opportunity finally knocked, when Zimble was a young adult. Kythorax had his assistant ready, armed and shielded, and he called forth the strongest being he'd ever dared to try. He almost held it, but at the last moment of the summoning it broke free, a winged monstrosity with too many mouths, suddenly clutching the impudent summoner in a dozen spiky tentacles. He screamed for Zimble, knowing the young Klied was strong enough to cut him free, but then he suddenly felt an ice cold shock enter his body. He twisted around in a panic, to see his erstwhile assistant, pulling free his blade, covered with the summoner's blood, and already chanting the words of banishment that would send the monstrous creature back where it had come from, along with its new meal. Both vanished, and Zimble was alone in Kythorax's sanctum - now his sanctum.

Zimble was far from the innocent youngster he'd once been, but he still remembered his people. He used some of Kythorax's wealth to buy his parents, who were shadows of their former selves, but still grateful, although somewhat frightened of what their son had become. Using dimensional magic, he took them home, and stayed for a while, enjoying the lifestyle that still managed to be idyllic, even though there was a constant threat of capture by the Tarlok. He learned the things he'd missed out on in his childhood, and his heart healed a little. But he realized that his people could never survive without an edge. They knew nothing of magic, so he taught a few what he could, and gave them much of Kythorax's books and texts to learn from. It's not enough, but he's determined to send them more. He's also discovered that he has many siblings - children forced from his parents, and sold. They helped him to make a list, though they knew very little about most of them.

So he's ventured back out into the galaxy, to make money any way he can, to buy knowledge, and buy his siblings. Though he certainly won't hesitate to free them by force when the opportunity presents itself, the Splugorth are mighty, and their slaves are not easy to free. He's learned a little warmth and compassion, but he's still more than willing to summon dark servitors to do his bidding, and he still thinks the universe is a place of only victims and aggressors; though he no longer wants to be a slaver himself, and he understands that strength doesn’t have to mean brutality.

Re: Zimble (Klied Shifter) [WIP] [Submission]

Post by Zimble »


I.Q.: 3d6 4d6-L: [3, 2, 2, 6]-L = 11
M.E.: 3d6 4d6-L: [5, 5, 6, 2]-L = 16
M.A.: 3d6 4d6-L: [5, 5, 3, 5]-L = 15
P.S.: 4d6+33 5d6-L: [3, 2, 2, 2, 4]-L = 11
P.P.: 3d6 4d6-L: [2, 4, 6, 6]-L = 16
P.E.: 3d6 4d6-L: [6, 4, 4, 1]-L = 14
P.B.: 3d6 4d6-L: [1, 3, 1, 4]-L = 8
Speed: 3d6/6d6+80 4d6-L: [1, 6, 1, 3]-L = 10 7d6-L: [6, 4, 5, 5, 2, 6, 2]-L = 28

P.P.E.: 2d6x10+10+PE+10d6 3d6-L: [5, 3, 1]-L = 8 10d6: [5, 6, 5, 3, 6, 3, 6, 6, 5, 5] = 50
H.P.: P.E. +10d6 10d6: [1, 4, 1, 4, 1, 3, 3, 6, 1, 3] = 27
S.D.C.: 2d4x10 3d4-L: [3, 4, 3]-L = 7

Boxing +3D6 to S.D.C. 3d6: [5, 3, 5] = 13
Gymnastics +2D6 S.D.C. 2d6: [6, 6] = 12
Acrobatics +1D6 S.D.C. 1d6: [1] = 1
Physical Labor +2D8 S.D.C. 2d8: [5, 3] = 8
Athletics (General) +1D6 Spd 1d6: [6] = 6
Athletics (General) +1D8 S.D.C. 1d8: [3] = 3
Aerobic Athletics +2D4 S.D.C. 2d4: [3, 3] = 6
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