Hemlock (Godling)

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GM: Underguard
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Hemlock
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Hemlock (Godling)

Post by Hemlock »

Player Name: Michael
Hangouts Handle: shazbut.pbp@gmail.com
Ledger: Ledger

Character Name: Hemlock
Alias:
Race: Godling
O.C.C.: Godling
Alignment: Scrupulous
XP Level: 15
XP Points: 600,001
Next Level @ XP: n/a
Sentiments/Non-Humans: Hemlock has spent most of his life amongst non-humans and is at ease among them.
Sentiments/Coalition: Who?
Disposition: Quick to joke, cheerful and friendly. Sometimes absent-minded, sometimes wise, sometimes dangerous, but always fun.
Insanity: None

* Magical Rings

ATTRIBUTES
I.Q.: 17 (+3% to all skills)
M.E.: 28
M.A.: 28
P.S.: 31 41 (Supernatural)
P.P.: 26 29
P.E.: 24 (Supernatural)
P.B.: 18
Speed: 23

PHYSICAL DATA
P.P.E.: 815
I.S.P.: 268
M.D.C.: 725
Age: approximately 3000 years
Sex: Unknown
Height: 5' 4"
Weight: 150 lbs
Description: Appears as a short young lady, with wild red hair with hemlock flowers tied in. Her skin is white as snow and her eyes are forest green.

Racial Abilities
  • See the invisible
  • Resistant to toxins, fire, cold (half as effective/damage)
  • Nightvision (200')
  • Regeneration: 1d6x5 M.D.C. per minute
  • Horror Factor: 8
  • Deific Powers
    • Super-Psionic Powers: can be a (Master) Psychic Character Class (Psi-Ghost : WB12, p.63)
    • Magic Powers: Choose a practitioner of magic O.C.C. (Shifter : DB7, p.39)
    • Magic Powers: Choose a practitioner of magic O.C.C. (High Magus: WB16, p.79)
Deific Powers: Psi-Ghost Abilities
  • A reflexive, sixth sense-type power that alerts the Psi-Ghost character to the presence of other sentient individuals around him. Automatically aware of all intelligent presences within his range. If the Ghost focuses the whole of his attention on this ability (takes 1D4 melee rounds), it becomes a psychic radar that can determine the exact number of presences and pinpoint their precise location. Additionally, this power alerts the Psi-Ghost to when he is under observation by surveillance cameras and other systems that are manned by a sentient being; he gets a case of the ''jitters'' and the hair stands on the back of his neck. The Psi-Ghost can locate the surveillance system's operator(s) if he/they are within range, the same way he can locate sentient individuals by making a skill roll.
    • Base Skill: 90% (60% +2% per level of experience); rolls are not required to detect presences, only to pinpoint their location.
    • Range: 100'
    • Duration: Automatic and constant.
    • I.S.P.: None; an automatic ability.
    • Saving Throw: Not applicable.
  • Hemlock and up to 135 kg of additional material become intangible. The shift occurs at nearly the speed of thought; four times per melee at most. While intangible, the person seems to be semitransparent, almost specter-like. Nearly invisible and silent.
    • Horror Factor of 14
    • +20% to prowl skill
    • Immune to physical attacks, lasers, and most other conventional attacks.
    • Half damage from electricity
    • Psionic attacks have full effect.
    • Gas attacks are effective, as the gaseous substance passes right through and into the blood stream, doing full damage/effect.
    • May not touch, pick up or carry anything, but can speak and hear as normal.
    • The character can walk through any substance, stone, steel, earth, machines, etc., without affecting it or himself.
    • Although the character can not glide or float, falls or explosions can not harm him.
    • Because of the intangible state, he can sink into the earth/ground up to his nose and walk on the dense molecules, effectively walking through the earth.
    • Likewise, he can actually walk on the dense molecules of smoke and water.
    • To attack, the super being must first become tangible and then attack.
    • Machines do not function while intangible.
    • Passing through computers or electrical equipment does not affect or harm the machines.
Deific Powers: Shifter Magic Abilities
  • After 1d6+2 minutes of concentration (meditating on a new world or reading an open rift), can tell the type of dimension, how dense the dimensional fabric is, whether it can support human life, magical energy levels, whether it is artificially created, and any other type of unusual dimensional characteristics. When reading a rift, the shifter can also get a sense of how soon it will close, whether or not it was random, etc, at –10% to skill. Can also automatically sense a dimensional vortex 1d6+15 minutes before it opens.
    Base Skill: 110%.

    -- Dimension sense can also be used to detect dimension-based magic in use (including teleportation, portals, temporal magic, etc.). Activating this aspect of the power costs one melee action; the sensing may be extended for one minute per level by sacrificing another action. If the skill roll is successful, the shifter can attempt to alter (but not stop) the magic being cast. -- 110%
    Note: Can also Sense Dimensional Vortex 1d6+15/Lvl minutes before the storm appears. Automatic.
  • With a ritual taking 1D6x10+15 minutes to perform, the Shifter can Dimensional Portal or Re-Open Gateway at half usual P.P.E. cost. That is, Dimensional Portal (500 P.P.E.) or Re-Open Gateway (90 P.P.E.).

    In addition, the ritual enables the Shifter to hold the Rift open for 15 minutes, 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 150 feet tall and 150 wide.
  • The shifter is able to open a micro-Rift, just small enough to send a message or a small familiar through. This is typically how a shifter contacts an Alien Intelligence. The Rift is 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 open any further than desired or create a full blown dimensional gateway between the two locations.
    The cost to open a Communication Rift is as follows. On or within half a mile of a nexus point it only costs the Shifter 50 PPE. On or within a half mile of a ley line, it costs the Shifter 100 PPE. Any other location costs 200 PPE.
    The duration of the Rift is 15 minutes. Only the shifter can close the connection.
    Success Ration: 100% to open to an exact location. If done as a ritual, which takes 1d6*10+15 minutes longer, there is a 20% bonus. Without the ritual, it takes 1d4 melees of meditation and concentration.
  • For the cost of 125 PPE, the Shifter can teleport himself, his familiar and whatever gear he can carry to his homeworld. No passengers.
  • Can sense when a Rift is opening within 350 miles (563 km). The shifter is also able to sense other types of dimensional disturbances such as Teleports and dimensional anomalies that occur with his sensing range at half the normal range he can sense an opening rift.
  • Much like the spell with with Special Endurance. Both the Shifter and the Familiar gain an additional six HP as a result of their connection, both are +1 to Save vs Poison, Mind Control and Possession. If the familiar is killed, the Shifter loses ten HP and a 50% chance the Shifter suffers shock and falls into a coma lasting 1d6 hours. If the familiar is injured, the Shifter feels the injury. The shifter will be unable to link with a new familiar for a year.
  • Using a Communication Rift, a Shifter can scan dimensions to attempt to contact a lesser supernatural being and initiating a Battle of Wills to control it. The creature must beat the Shifter's MA vs Mind Control 3 out of 5 times to save.
Deific Powers: High Magus Abilities
  • Physical Bonuses:
    • Fatigues at half the normal rate
    • Can hold his breath for 3 minutes

  • Mental Focus & Bonuses:
    • Spells, psionic attacks, drugs and disease that cause confusion, dizziness or dull the senses are half as effective (reduce penalties and duration by half)
    • Bonuses & Abilities in Magic: Spell strength: +4
    • Recovers P.P.E. at a rate of 10 P.P.E. per hour of rest or sleep; 15 P.P.E. per hour through meditation
    • Impervious to possession
  • Only the High Magi may pilot the Colossus; they seldom pilot other Automatons.
  • A High Magus has a mysterious connection to the Lords of Magic (similar to a priest and his gods) that even the Magi don't quite understand (nor realize the full extent). It is through this link that, unknown to the High Magi, they can animate and empower the Automatons.
    Known to the High Mage is that they can draw upon the vast P.P.E. reserves of the three Lords of Magic to create permanent magic weapons via the Enchant Weapons (minor) spell, and at half the normal P.P.E. cost to The Three. Approximately 2000 such weapons exist among the three Brotherhoods of Magi, as well as several powerful magical/holy weapons created by Leizak and given to select Magi, mostly important leaders and heroes.
    This link helps the Magi to learn their high level magic and also alerts The Three when a High Mage is killed; they know instantly, and have a general idea of where (within 200 miles/320 km) and whether the Magus suffered, but not how or by whom.
  • Exclusive to the High Magus. The secrets of creating Automatons and the bonding ritual that gives the Controllers their unique union with the magical constructs are known only to the High Magus and a tiny handful of high level Lord Magi (and taught by a High Magus).
Natural Abilities
Perception: 63% [18% (3%)] see rules here
Charm/Impress: 43% (P.B. 15=25%, 14=20%, etc.)
Invoke Trust/Intimidate: 95% (M.A. 15=35%, 14=30%, etc.)
Max. Encumbrance: 350 lbs see rules here
Max. Carrying Weight: 9,300 lbs
Max. Lifting Weight: 15,500 lbs
Max. Jumping Ability: 46.5' long, 23.25' high see rules here

Psionics
Master Psionic

Super-Psionic

  • Range: 30 feet (9.1 m).
    Duration: 1 hour, 15 minutes.
    I.S.P.: 10
    Saving Throw: Standard.
    Similar in nature to the magical spell Charismatic Aura, this power enhances the natural charm of the psychic. Empathic Charisma endows the psychic with a limited form of Empathy and Empathic Transmission that helps him to determine the basic mood and desires of people around him. Although the psychic will not be able to fully sense and pinpoint the exact emotions of those around him, it will give the psychic a vague sense of each person's general emotional state. The psychic can also transmit any general emotion to those around him. This transmitted emotion will not change anyone's actual feelings, but may sway them in the direction the psychic wishes. Using Empathic Charisma, the psychic will typically be able to swindle, trick, or con one person or an entire group. This is further enhanced when used in conjunction with other powers, such as Telepathy, Empathy, Empathic Transmission, and Enhanced Perception (see above). For the duration of this ability, the psychic will have his M.A. raised by 1D4+2 points and his P.B. raised by 2 points. The psychic will also have trust/intimidate and charm/impress skills equal to 85% (or the value given by their enhanced M.A. and P.B., whichever is higher). Those who save against Empathic Charisma will not radiate their emotions to the psychic, nor are they influenced the psychic's transmitted emotions or charisma. The psychic is -30% to trust/intimidate and charm/impress skills against those who save.
  • Range: Self.
    Duration: Special.
    I.S.P.: Special.
    The moment the psychic is mind probed. a personal Mind Block automatically snaps into place. It also alerts the character to the fact that he or she is being probed or attacked by Empathy or Telepathy. The character must consciously and willingly lower the mind shield and open himself to the psi-probes in order to receive them. Otherwise, the automatic defense Mind Block will stay in effect until the probe/attack is over. Engages automatically.
    The I.S.P. cost is different in that the character must permanently give up 14 I.S.P. when this power is selected. However, the Mind Block will automatically take place whenever under Telepathic and Empathic probes or mind control attacks at no additional I.S.P. cost.
  • Range: Line of sight or 100' (30.5 m) radius.
    Duration: 15 minutes.
    I.S.P.: 10
    Saving Throw: Potential victims are -2 to save; area affect.
    Psionic invisibility is the ability to remain undetected when in plain sight. This is accomplished via a telepathic impulse that convinces bystanders that the psychic is not a threat and insignificant - beneath their notice. Those affected by the impulse are unable to see the character, and subconsciously avoid colliding with him; they don't see him on a conscious level. Note: This invisibility works only if the character is "passing through" or hiding and honestly has no intention of attacking or hurting anybody in the area. The slightest ill intent or act toward perpetrating violence instantly cancels the psionic influence.
    Individuals watching through video monitors and other sensory equipment can be similarly tricked into ignoring the psychic, but only if within his radius of influence. Those out of range will react appropriately, and once the psychic has been seen, the person is immune to his ability to seem invisible. Likewise, while a watchguard may not see or react to the psychic, he will be captured and recorded on film and by sensors. Video cameras, computers and similar devices are never fooled by this power; they are able to notice and record the character as normal (some may sound an alarm too).

  • Range: Self.
    Duration: 75 minutes.
    Psi-Sword damage: 14D6 M.D.
    I.S.P.: 30
    The Psi-Sword appears out of thin air, as a shimmering blade of energy that resembles a glowing a double-edged, one-handed broadsword, suiting the lean build of one who fights more with speed than power. Although one can change the shape and even the color of the sword to fit his current mood. Can create the Psi-Sword after only a few moments of concentration (about 15 seconds/one melee) and maintain it for 75 minutes.
    If the psychic is knocked unconscious the weapon disappears. Likewise, the character can willingly dispel the weapon with a thought.

    The Psi-Sword of the Mind Melter is incredibly powerful, but can be adjusted to inflict a minimum of 2D6 Mega-Damage (M.D.) or increased by increments of 1D6 up to the character's current maximum.
  • Range: 500 foot (152 m) radius.
    Duration: 1 hour 15 minutes.
    I.S.P.: 15
    An advanced form of extrasensory perception that allows the psychic to have a sort of controlled out of body experience. The psychic must spend one minute (four melee rounds) in meditation and enter into a trance state. While entranced, his spirit or essence seems to rise 10-20 feet above his physical body (this is not visible to anybody but other psychic sensitives who can see the invisible, auras or spirits).
    From this vantage point, combined with heightened awareness, the psychic sees through his mind's eye, without having to use his normal vision or senses. Psychic Omni-Sight is incredible, enabling the psychic to see in all directions at once, to see radiation, thermal patterns, the invisible, and to literally see any movement, even of the wind! This power enables the psychic to guard or survey a campsite for signs of wayward group members or approaching dangers (maximum range 500 feet/152 m; this psionic vision is stopped/contained by walls and other obstacles). It can also be used to survey an area for things that might otherwise escape normal sight or take much longer to locate and identify.
  • Range: By touch or up to 5 feet (1.5 m) away.
    Duration: 40 minutes.
    I.S.P.: 10
    Saving Throw: None.
    This ability allows the psychic to mentally communicate and understand machines. This psi-power is a bizarre combination of Object Read and Telepathy, except that it applies to mechanical devices only. By touching any non-artificially intelligent machine, whether it be a bicycle, gun, car or airplane, the psionic will instantly have a complete (although temporary) knowledge of exactly how the machine operates. I must stress that the psychic knows everything about the machine; the complete schematic diagram and operation knowledge are clearly seen in his mind's eye. The level of skill expertise is equal to 83% (+3% I.Q. bonus applied).
    When touching an artificially intelligent machine, i.e., computers, the psionic not only understands everything about its operation, repair, access codes, etc., but can actually communicate with it telepathically.
    This means he can tap into a computer's memory bank without using a terminal because the information would be sent directly into the psychic's mind. Remember, the telepathic link and memory are temporary abilities (although a Total Recall would be able to call up small bits of info). The psychic's skill knowledge is equal to an 91% skill proficiency (+3% I.Q. bonus applied) and applies to all aspects of the machine, its operation, repair, special codes, programming, etc.
  • Range: 60 feet (18.3 m)
    Duration: Varies.
    I.S.P.: 15
    Saving Throw: Standard.
    A psychic using this power can implant a powerful suggestive command into someone's mind. Unless the victim saves, he will carry out the command without hesitation. This can be as simple as a few spoken sentences, such as "open that door," or "go to the castle," or more complicated like sending an encrypted message or performing a task or skill. This power can also be used to make the victim drop his weapon or surrender. If the command goes against the character's alignment, the character has a +3 to save vs this power. If the suggestion goes drastically against their alignment or ethics (such as commanding a good-aligned character to kill a loved one), the victim automatically saves.
  • Range: 850' (259 m) for probe, or 1700' (518 m) for two-way communication.
    Duration: 30 minutes.
    I.S.P.: 8
    Saving Throw: Standard.
    Just like the lesser Sensitive power of Telepathy, Telepathy: Superior grants the ability to hear surface thoughts, or send and receive telepathic messages. However, this superior form of the power gives the character the ability to read deeper or even subconscious thoughts. If the victim fails the saving throw, the psychic will be able to read thoughts on any subject he wants. This can include passwords, names of contacts, the victim's true
    name, and even skills. Sometimes (88% chance) the character will be even able to see or hear parts of memories associated with the thoughts he is reading from the victim. A saving throw should be rolled for each skill/memory/thought that the character tries to read. The character can make one attempt to pull information from the victim for each attack per melee.
Physical
  • Range: Self.
    Duration: 15 hours.
    I.S.P.: 2
    Saving Throw: None.
    According to psychics who can see such things, all living beings possess an aura - a colorful energy field that is invisible to the naked eye and most conventional forms of photography and sensors. This psychic ability does not allow the psychic to see auras, but to alter his own. The psychic can manipulate his physical energy field to appear different (stronger, weaker, sickly, lacking psionics, evil rather than good, etc.). The altered aura sends the wrong message to those humanoids and supernatural beings who can see auras and use the information they glean from them to assess an opponent or find a kindred (evil or psychic) spirit.
    Alterations include:
    • The general level of experience can be made to seem lower (level 1 or 2) or much higher (1D4+3 levels higher) than it really is.
    • Conceal one's true alignment and cover it with a false one (any).
    • Conceal the presence of psychic ability (the aura appears to be normal for that race) or show~ I.S.P. levels to be much lower than they really arc (but not higher).
    • Conceal the amount of base P.P.E.; seems to be only 1-2 points.
    • Conceal the presence of magic.
    • Conceal true physical attributes, making them appear to be half of what they really are, or 30% higher.
    • Alter Aura to appear weak and fatigued or sickly.
    • Alter Aura to appear emotionally or mentally agitated or unstable, or depressed (not aggressive or alert).
    • And for triple the usual I.S.P. (6 points) the psychic can adjust the aura to appear as if he is possessed or terminally ill.
  • Range: 160' (48.8 m); line of sight.
    Duration: 2D6 minutes; roll for random determination of duration.
    I.S.P.: 4
    Saving Throw: -1 to save.
    A form of bio-manipulation that is so subtle that its victims seldom realize they have fallen under the influence of this psionic attack. The psychic is able to induce a physical influence on a single character to make him or her momentarily less alert and attentive to the things around him. Small sounds, odors, movements, and details go unnoticed (+ I0% to the psychic on the following skills when used against this befuddled character: Camouflage, Prowl, Concealment, Palming, Pick Pockets, Cardsharp, Forgery, Seduction, Disguise and Impersonation).
    And the deadened character is also slow to react; reduce Spd by 10%, -1 on initiative, and -5% on skill performance. This power is typically used on guards, sentries, and investigators to make them miss something in a search, not notice the psychic, etc.
  • Range: Self.
    Duration: 30 minutes.
    I.S.P.: 10
    When a psychic uses this ability, he greatly enhances his mind-body connection, hand-eye coordination, and reaction time. This power allows the psychic to be more agile and aware of his body. For the duration that this power is in use, the psychic gains the following bonuses: +1 attack per melee, +3 on initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher),
    and +15% to all Physical skills that rely on coordination or balance.
  • Range: Self.
    Duration: As needed; at least one hour of meditation is required.
    I.S.P.: None, zero.
    Meditation is a trance state of consciousness in which the individual can calm his emotions and focus on relaxation of mind and body. In a
    meditative state, the psychic finds peace and harmony between mind, body and spirit, and it is in this state of being that he can regenerate his
    Inner Strength (I.S.P.). Recovers Base I.S.P. at a rate of 6 I.S.P. per hour of meditation.
  • Range: Self; visual range about 600' feet (183 m).
    Duration: 1.5 hours.
    I.S.P.: 4
    The psionic can adjust his visual capabilities through a form of biomanipulation. The eyes are made to become much more light sensitive and basically work on the same principles of mechanical light amplification. The eyes simply amplify existing light, such as candlelight or star and moonlight, to see clearly. There must be some source of light to see (can not see in total darkness). Note: If suddenly exposed to light brighter than a single candle, the psychic will he temporarily blinded for 3D4 melee rounds. The Nightvision power can also be used to change one's vision to polarized sight, reducing glare as would a pair of polarized sunglasses.
  • Range: Self.
    Duration: 1 hour, 15 minutes.
    I.S.P.: 25
    The psychic using this power toughens all tissue in his entire body and generates a minor biofeedback field that absorbs damage. When in effect, the psychic only takes half damage from kinetic damage. Even damage that goes directly to Hit Points is halved. Furthermore, the biofeedback field absorbs the first 5 M.D.C. or Hit Points of damage from each attack. This damage resistance does not apply to anything the character is carrying.

    See EU House Rule.
  • Range: Self.
    Duration: 1 hour, 15 minutes.
    I.S.P.: 8
    This power reduces the damage to the psychic from any form of energy attack, by one half. This can include lasers, plasma, particle beams, psionic energy, and magic energy. This energy resistance does not apply to anything the character is wearing or carrying.
  • Range: Self.
    Duration: 6 hours.
    I.S.P.: 4
    A mind over matter discipline which enables the character to engage in physical activity without suffering from exhaustion. Although fatigue is temporarily suspended, the psychic will feel extremely tired and may even collapse when the psi-power wears off.
  • Range: Self.
    Duration: 1 hour, 15 minutes.
    I.S.P.: 15
    A very useful power for psychics. Resist Magic provides excellent protection from all forms of magic. When active, this power reduces the damage, effects, and duration of all magic affecting the psychic, by half. This power also grants a bonus of +3 to save vs all magic.
Sensitive
  • Range: Self.
    Duration: 1 hour, 15 minutes.
    I.S.P.: 10
    This incredible psionic power augments the psychic's physical senses, enhancing his perception. This enhanced state of awareness sharpens all natural senses by 50%, and further enables the psychic to "filter" all of this extra sensory input in order to concentrate on one or a few specific things. While using this ability, the psychic will notice every detail around him down to the slightest motion, sound, scent, and shadow. He will further be likely to notice changes and inconsistencies that might reveal traps, illusions, feints, or tricks (including sleight-of-hand, etc.). The psionic power provides the psychic with a +15% to Perception, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).
  • Range: Self; computer by touch.
    Duration: 45 minutes.
    I.S.P.: 12
    Saving Throw: Not applicable.
    The psychic goes into a trance as he focuses his concentration on entering a computer or most any type of artificial intelligence (not applicable to sentient, self-aware machines like Archie-3). This power is limited to the acquisition or reading of information only. The psychic cannot input, program, or delete data on the machine. He can also access information stored by most electronic means, including computer disks, video and audio disks, film or audio tape, and hard drives. Reading electronically encoded disks and tapes is similar to Object Read, except in this case, he hears and sees the data as if he were playing it on a computer or disk player, only he perceives the information 10 times faster. Thus, the character can read (never input) information from disks or broken computers without a physical "jack" connection or an actual display device, i.e. computer and monitor, CD player, etc.
    As an actual Machine Ghost, the psychic mentally enters and travels the neural network of an active computer. He is actually inside the device. In many ways, this experience is similar to Astral Projection except the psychic is "projecting" into the machine rather than into the Astral Plane. It also has the same pitfalls as Astral Projection, as in the character enters a strange, very seemingly real world that he must learn to navigate. Like Astral Projection, the electronic world of computers takes on a virtual world landscape. This means in the computer virtual world, its programs, viruses and defense mechanisms will take on virtual manifestations that can interact, confront, impede, or attack the Machine Ghost.
    A password or special access code may appear as a metal door or iron gate, or locked filing cabinet that needs to be (seemingly) broken open to gain access to what is held inside. The more difficult the code, the bigger, stronger and more difficult the door and lock(s). Data is likely to appear as books, paper files, diagrams, film, holograms, and other common means of communication and documentation. The more sophisticated defense measures are likely to appear as one or more guards who must be defeated before the information is accessible. They can appear as sorcerers, Coalition troops, known enemies or exotic aliens. Viruses and defenses designed to attack an intruder typically appear as demons or monsters.
    Combat in the virtual world seems real and is conducted the same as it would happen in the real world. Combat and damage are measured by the character's perception of his real body armor, weapons and natural powers. When the psychic has lost more than 70% of his armor, or S.D.C./M.D.C., he will feel the urge to flee the virtual world. If he flees, a computer defender will not follow, however a virus will pursue and continue to fight. Although all such damage is only in the mind of the psychic (no physical damage occurs in the real world), if he dies in the virtual world, he can die in the real world as well! The shock to his psyche and body will momentarily stop his heart, and he slumps over dead! The character must roll to save vs coma and death. In this case, physical treatment is not necessary and the recovery process, if successful, takes less than a minute. The psychic must roll three times, and the best two out of three rolls determines life or death. Rolling between 01-75%, two out of three times, means the heart starts and the character is shaken but fine; feels woozy for 2D4 minutes (reduce Spd 25% and all combat bonuses by half). Failure to recover from the heart attack means immediate CPR medical treatment is required - Paramedic skill will suffice, provided any protective body armor can be removed so that treatment can be given; rescuers have 10 minutes. Roll to save vs coma and death again; must roll twice under 80% out of three rolls.
    The downside in the usage of this power is the psychic loses all sense of time and reality outside the data he is accessing. This means he is oblivious to what is happening around him, and unless protected by a companion, is vulnerable to attack without any means of defense. Pain or being struck or shaken will alert the psychic to trouble, but he has the choice of breaking contact and responding, or ignoring it and continuing to retrieve data. Only Telepathy can reach the character while in this state (can't hear spoken words or sounds outside the computer), and is a means of two-way communication.
    A character accessing a tile on a disk can break contact at any time with a thought. although he will be disoriented for one melee round; reduce his number of attacks and combat bonuses by half. Breaking free of a computer virtual world IS not so easy. Unfortunately. leaving the virtual world of a computer is fundamentally the same as the Astral Plane. The psychic can vaguely sense the way he came and must follow it hack to the virtual access point. To do so, the player must roll on the following table and must roll "definitely certain" to have his character successfully escape. The player must keep trying until he succeeds or time elapses. If the character cannot escape virtual space before the duration of this ability elapses, he is flung out with the same effect as "virtual death"; roll to save vs coma and death as described above.
    Note: The psychic will instinctively know when he's down to the last three minutes of the duration and when trying to exit, can fly toward the way out (typically appears as a door or a dimensional Rift).
    • 01%-30%: Hopelessly lost (roll again).
    • 31%-45%: Uncertain (roll again).
    • 46%-65%: Fairly certain on the right track (roll again).
    • 66%-00%: Definitely certain! Whew! Made it back.
  • Range: Self.
    Duration: 2.5 hours.
    I.S.P.: 4 (per each duration period).
    This is the ability to completely close or block oneself from all psychic/mental emanations. When intentionally closed to supernatural or psychic forces the character can not sense anything, can not use psychic abilities. nor be influenced by others. A Mind Block will prevent penetration of Telepathy. Empathy, Hypnotic Suggestion, and Empathic Transmission. It can be an invaluable protective mask when dealing with malevolent psychic forces. Adds a bonus of +1 to save vs all psychic and mental attacks.
  • Range: Self, 850 feet (259 m).
    Duration: 30 minutes.
    I.S.P.: 8
    Mind's Eye is a sensory power that instills the psychic with radar-like vision. This psionic radar allows the character to see the shape of everything around him. Even people or items concealed through magic (except Invisibility: Superior) can be seen with this radar vision. A psychic using this power suffers no penalties when blinded or in complete darkness. The psychic can sense and interpret the shape, distance, direction, speed, and location of everything around in all directions at an accuracy of 103%. While using this power, the character has the following bonuses: +3 on initiative, +1 to strike, +2 to parry and dodge, and cannot be snuck upon or surprised. Heavy rain or smoke greatly hinders this power, negating the bonuses and giving a -30% to interpreting ability.
  • Range: Touch.
    Duration: Varies; usually about 2D6 minutes.
    I.S.P.: 6
    Saving Throw: None.
    Base Skill: Impressions: 89%. Images: 81%. Present: 71%.
    Also known as Psychometry, this uncanny ability enables the psychic sensitive to receive impressions and images from an object regarding its use, history and last owner. This is done by holding the object and concentrating on a specific line of thought or opening up to general
    impressions (the latter is always more vague and random). Just as a psychic must open himself to sense evil or magic, he must open himself
    to the object. If successful, he will receive impressions and/or images revealing bits of information.
    Impressions include: General alignment of its last owner (good, selfish, evil), general emotional state of mind (angry, happy, sad, hate filled, confused, etc.), the object's general purpose (what it is used for), whether or not the last owner is living or dead, and whether the item has been used with/by magic or supernatural forces. Object Read will also conclusively indicate whether the item is currently enchanted or contains a supernatural force/entity (as well as its alignment and emotions). If the item is possessed, an Object Read makes the reader totally vulnerable to psychic attack (no bonuses to save).
    Images: The psychic can also see images of isolated events which have happened in the past. This will provide brief snippets of images
    and events that will offer glances of the previous owner and others close to him. Traumatic and emotion filled events/images are the easiest to see. Impressions will accompany the images, adding to the story as it unfolds. Information includes: approximate age, height, weight, build, race, sex, sometimes occupation, hair color and length; special facial or body features such as a scar or tattoo or beard (very often the exact facial features are out of focus, blurred or obscured); the object's use/purpose; and some special event, usually very traumatic, important or happy. Often the event image will be fragmented as if it was a piece of movie film edited by a crazy man. The event will always be one in which the object was involved in some way.
    The success or failure of an Object Read: Roll percentile dice once for impressions and once for images. The roll must fall under the character's base skill ability to succeed. A roll higher than the base skill means a failure and the psychic feels and/or sees nothing. Impressions and images are two different things, so roll for each. The psychic may get no impressions, but see images or vice versa. The present can not be seen unless the psychic was successful on at least one of the previous read impressions or images rolls. Once an object has been read it can not be read again by the same psychic, even if he did not see or feel a thing. Of course, the psychic can attempt to Object Read other items, but each attempt will cost 6 I.S.P. The present can also be glimpsed, but costs an additional 4 I.S.P., with no guarantee of success. Sometimes the psychic can focus in to see and feel the last owner as he or she is at that very moment. This will provide an idea of what is his current state of mind/emotion, appearance, dress, general location (that is to say, a bedroom, office, street, outdoors, etc.; no address or sense of close or far is provided), general features (shaved his beard, dyed hair, etc.) and so on. The psychic may be able to identify a place or person by feature if he has seen it before or runs into him in the near future.
  • Range: 15 miles (24.1 km).
    Duration: 1 hour, 15 minutes.
    I.S.P.: 6
    With this power the character will be able to sense and possibly find any object or person he desires. The psychic needs to have some knowledge of the person or item he is trying to find. This knowledge can include meeting the person or touching the item in the past, having a picture of the person or item, having an item that belongs to the person he is searching for, or having the owner of the item present.

    The base chance of finding someone or something is 118%. If the character is looking for an item of his own, or a close friend or relative, he gains a +20% to this roll. Even if the character fails the roll to find the person or item, he will be able to sense whether or not the object is within his range.
  • Range: 140 foot (42.7 m) area.
    Duration: 30 minutes.
    I.S.P.: 3
    Base Skill: 70%
    A power similar to the Psi-Stalker's, this enables the psychic to sense and track supernatural creatures. Although the range is greatly lower than a Psi-Stalker's, this can still be a very useful ability. While using this power, the psychic will sense the presence of any type of supernatural creature, including demons, Deevils, Elementals, dragons, and even Entities.

  • Range: 90 feet (27.4 m).
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet/27.4 m). The character will not know what the danger is or where it will come, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees). The Sixth Sense is triggered automatically, without the consent of the psychic. Whenever his life is in great peril or the life of someone he greatly cares about (friend, partner, loved one, etc.). The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet/27.4 m or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works Iike an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
Spell Knowledge All new spell knowledge is bestowed & tied to Godling XP level.
Spell Strength: 22
Current Spell Modification Base Percentage: 81%
Recovers P.P.E. at a rate of 10 P.P.E. per hour of rest or sleep; 15 P.P.E. per hour through meditation
Access to all spells level 1-15 in Generalist Invocations and Temporal.
Shifter Link to the Supernatural (Gods of Magic - Frigga) - eight spells selected from levels 3 - 13
To be determined by GM.

R.C.C. Skills
Language: Dragonese/Elf 101% (+3%)
Literacy: Dragonese/Elf 101% (+5%)
Language: Native Tongue (Faerie Speak) 101% (+1%)
Literacy: Old Norse 101% (+5%)
Language: Old Norse 101% (+3%)
Literacy: American (English) 33% (+5%)
Language: American (English) 68% (+3%)
Language: Demogogian 68% (+3%)
Mathematics: Basic 68% (+5%)
Lore: Demons & Monsters 58% (+5%)
Land Navigation 49% (+4%)
W.P. Archery
W.P. Forked
W.P. Targeting
Hand to Hand: Aikido

R.C.C. Related Skills
Detect Ambush 33% (+5%)
Disguise 28% (+5%)
Gardening 49% (+4%)
Impersonation 48%/34% (+4%)
Horsemanship: Exotic Animals 48%/38% (+5%)
(1st) Mythology 33% (+5%)
Pick Pockets 28% (+5%)
Prowl 38% (+5%) (additional +20% when intangible)
Seduction 32% (+3%)
Lore: Dimensions 28% (+5%, 3rd level)
The study of various dimensions. Those knowledgeable in this skill will have studied several different dimensions and will know such things as Hades is the home to demons and what demons live there, Wormwood is referred to as the Living Planet, and Phase World resides in the Three Galaxies where the Naruni and Splugorth are known to trade, among other odd tidbits as they relate to various dimensions. Extremely alien dimensions may impose anywhere from a -15% to -50% skill penalty, while places the character has personally visited on three or more occasion provide a +15% skill bonus.

(13th) Sing 48% (+5%)
(9th) Botany 28% (+5%)
(9th) Play Musical Instrument (Ocinara) 48% (+5%)
(5th) Gymnastics
--Sense of Balance 58% (+3%)
--Work Parallel Bars & Rings 63% (+3%)
--Back Flip 73% (+2%)
--Basic Climb Ability 28% (or adds +5% to Climbing skill)
--Climb Rope/Rappel 63% (+2%)
(5th) Acrobatics
--Sense of Balance 58% (+3%)
--Walk Tightrope or High Wire 63% (+3%)
--Back Flip 63% (+2%)
--Basic Climb Ability 43% (or adds +15% to Climbing skill)
(1st) Boxing
(1st) Fencing

Secondary Skills
Lore: Faeries & Creatures of Magic 28% (+5%)
Lore: Psychics & Psionics 28% (+5%)
Lore: Magic
--General Knowledge: 28% (+5%)
--Recog. Magic Circles, Runes, etc: 18% (+5%)
--Recognize Enchantment 13% (+4%)

W.P. Blunt
W.P. Sword
(13th) W.P. Knife
(13th) W.P. Whip
(10th) Lore: Geomancy & Ley Lines 33% (+5%)
(10th) Barter 37% (+4%)
(7th) Performance 33% (+5%)
(7th) Appraise Goods (Professional) 48% (+5%) (Specialisation: Magic Items)
(4th) Research 43% (+5%)
Athletics (General)
W.P. Quick Draw - Bonuses depend on P.P. score; 17 or less: +1 to initiative; 18-23: +2 to initiative; 24-30: +3 to initiative; 31+: +4 to initiative

* Magical Rings
Combat Data
HTH Type: Aikido
Number of Attacks: 11
Initiative Bonus: +12 (+3 W.P. Quick Draw)
Strike Bonus: +9 +10
Parry Bonus: +16 +17
Dodge Bonus: +17 +18
Auto-Dodge Bonus: +6 +7
HTH Damage Bonus: +16
HTH Base Damage Breakdown:
  • 5d6 S.D.C (Restrained) | 4d6 M.D.C. (Normal) | 1d4x10 M.D.C. (Power)
  • 1d6x10 S.D.C (Restrained) | 6d6 M.D.C. (Normal) | 2d4x10 M.D.C. (Power)
Bonus to Roll w/Punch: +12
Bonus to Pull a Punch: +7
Bonus to Disarm: +2
Other:
  • Automatic dodge
  • Body block/tackle, body flip/throw, break fall, disarm, holds, roll with punch/fall/impact, pull punch, kick attack (2D4 damage)
  • Automatic flip/throw
  • Critical body flip/throw on Natural 18-20 (double damage)
  • Critical strike on a natural 18,19,20
  • +5 Body flip/throw
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. Archery -(+12 Strike, +1 Parry, +4 Disarm) +1 to strike at levels 1, 2, 4, 6, 8, 10, 12,and 14. +1 to parry with the bow itself at level 1, and +1 to disarm at levels 2, 5, 10, and 15. Plus W.P. Targeting.
Rate of Fire: As per the character's hand-to-hand attacks per melee.
Range: Range is listed on page 326 of RUE, but a trained archer can try a shot at 50% greater distance but does so without the benefit of any bonuses to strike or disarm.

W.P. Blunt -(+5 Strike/Parry, +3 Strike when thrown) +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
W.P. Forked -(+6 Strike/Entangle, +5 Parry, +3 Strike when thrown) +1 to Strike or Entangle at levels 1, 3, 5, 8, 11, and 13. +1 to parry at levels, 1, 3, 6, 10, and 13. +1 to strike when thrown at levels 4, 10, and 15; not really designed for throwing.
W.P. Knife -(+6 Strike/Parry, +10 Strike when thrown) +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13. Plus W.P. Targeting.
W.P. Sword -(+7 Strike, +6 Parry, +3 Strike when thrown, +1D6 damage) +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
W.P. Targeting -(+4 Strike to W.P. Knife and Archery) +1 to strike at levels, 1, 3, 7, and 10. If you have W.P. Targeting AND another missile W.P. (but not weapons not designed for throwing), then you may combine the bonuses from both proficiencies.
W.P. Whip -(+5 Strike/Disarm/Entangle, +4 damage) +1 to strike, disarm, or entangle at levels 2, 4, 7, 10, and 13. +1 to damage at levels 2, 4, 8, and 12. Cannot be used to parry, nor can it be thrown.

Saving Throw Bonuses
Coma/Death: +23%
Magic (varies): +19
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +14
Psionics (10+): +10 (+7 vs mind control)
Horror Factor (varies): +19
Possession (varies): immune
Spell Strength (varies): +10

Impervious to possession.
Spells, psionic attacks, drugs and disease that cause confusion, dizziness or dull the senses are half as effective (reduce penalties and duration by half)
Last edited by Hemlock on Tue Feb 20, 2024 5:20 pm, edited 70 times in total.
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Hemlock
Posts: 96
Joined: Fri Feb 24, 2023 11:28 am

Equipment

Post by Hemlock »

Equipment

Vehicles/Mounts.
Ghost the White Elk
• Riding saddle (+5% Horsemanship: Exotic)

Carried/In Hand
Cloudjumper the Air Staff

Worn on Person
Turn the Undead Amulet

Firefox the Katana of Elemental Fire
Enchanted SteelTree Longbow
Medium Concealed Ley Line Walker Armor

(Right hand - rings)
P.S. Attribute Booster Ring
Talisman of Lightblade
Talisman of Magical-Adrenal Rush
Talisman of Superhuman Speed
Talisman of Barrage

(Left hand - rings)
P.P. Attribute Booster Ring
Talisman of Invulnerability
Talisman of Ice
Talisman of Invisibility (Superior)
Talisman of Wink-Out


"All-in-One" Utility Belt
Locks into the Overland Harness providing for a complete load-bearing system.
• Magazine Pouch (3): 3 x Potion of Fleet Feet
• Magazine Pouch (3): Enchanted Double-Dagger
• Magazine Pouch (3): Enchanted Dwarven Dagger
• Magazine Pouch (3): Enchanted Dwarven Dagger
• Holster: Hemlock's Spike Whip
• Holster: Enchanted Cat-o-Nine Tails
• Radio Pouch:
• Fanny pouch:
  • Talisman of P.P.E. Battery
  • Talisman of Breathe without Air
  • Talisman of Impervious to Energy
  • Talisman of Distant Voice
• Attachment: Quiver (48 x Enchanted SteelTree Broadhead)
• Attachment:


Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Enchanted Gardener's Fork
• Space: Magic Scroll of Teleport: Superior
• Space:
• Space: 1 x Potions of Fleet Feet
• Space: 12 x Spare Talismans
• Space: Enchanted Dwarven Dagger
• Space: Enchanted Dwarven Dagger
• Space: Tarts (Faerie Foods; p.261, PFRPG 2nd ed)
• Space: Bottle of Faerie Wine (Faerie Foods; p.261, PFRPG 2nd ed)
• Space: Bottle of Cordial (Faerie Foods; p.261, PFRPG 2nd ed)

Stored in Hero's Haven
Oak seed box
Red sweater, pants and loafers for human guise.
Enchanted Dwarven Katana
Enchanted Falchion
Enchanted SteelTree Longsword
Enchanted SteelTree Longbow
Enchanted Longbow


Gear Stats

Cloudjumper the Air Staff
Image
  • Range: Close Combat
  • Damage: 4D6+8
  • Weight: 6 lbs
  • Features:
    • W.P. Blunt; two-handed and 6-8' long.
    • Vulnerable to M.D. heat and takes 50% greater damage from M.D. fire and plasma, including magic fire attacks.
    • 500 M.D.C. enchanted weapon
    • Possessed by the essence of Cloudjumper (see minions section).
  • Modifiers: Enchantment duration 15 months
  • Book Reference: p.81, WB26


Firefox the Katana of Elemental Fire
Image
Superior Balance Dwarven Weapon
  • Range: Close Combat or ranged
  • Damage: 6D6
  • Weight: 2.5 lbs
  • Features:
    • W.P. Sword; one-handed and 3.25' long
    • Silverized
    • 300 M.D.C. enchanted weapon
    • Possessed by the essence of Firefox (Greater Fire Elemental Spirit; see minions section).
  • Modifiers:
    • Superior balance, granting +2 parry/strike
    • Enchantment duration 15 months
  • Book Reference: p.271, PFRPG 2ndEd, p.119 Rifts WB8


Enchanted SteelTree Longbow
Image
  • Range: 1000'
  • Damage: 6D6
  • Rate of Fire: per W.P. Archery
  • Weight: 7 lbs.
  • Features:
    • W.P. Archery; two-handed
    • Vulnerable to M.D. heat and takes 50% greater damage from M.D. fire and plasma, including magic fire attacks.
    • 400 M.D.C. enchanted weapon
  • Modifiers:
    • requires P.S. of 21, 18 (augmented bionic), 15 (robotic) or 6 (Supernatural) to use.
    • -2 strike due to weapon weight
    • Enchantment duration 15 months
  • Book Reference: p.79, WB26


Enchanted SteelTree Broadhead
Image
  • Damage: 4 M.D.
  • Length: 2"
  • Weight: 6 oz.
  • Features:
    • Vulnerable to M.D. heat and takes 50% greater damage from M.D. fire and plasma, including magic fire attacks.
    • 50 M.D.C. enchanted weapon
  • Modifiers: Enchantment duration 15 months
  • Book Reference: p.79, WB26


Enchanted Cat-o-Nine Tails
Image
Superior Damage Dwarven Weapon
  • Range: Close Combat
  • Damage: 4D6+10
  • Weight: 4 lbs
  • Features:
    • W.P. Whip or W.P. Chain; one-handed and 3' long.
    • Silverized
    • 250 M.D.C. enchanted weapon
  • Modifiers:
    • Superior blade edge, strength, and construction, granting damage bonus of +5.
    • Enchantment duration 15 months
  • Book Reference: p.269 & 271, PFRPG 2ndEd


Enchanted Dwarven Katana
Image
Superior Balance Dwarven Weapon
  • Range: Close Combat or ranged
  • Damage: 6D6
  • Weight: 2.5 lbs
  • Features:
    • W.P. Sword; one-handed and 3.25' long
    • Silverized
    • 300 M.D.C. enchanted weapon
  • Modifiers:
    • Superior balance, granting +2 parry/strike
    • Enchantment duration 15 months
  • Book Reference: p.271, PFRPG 2ndEd, p.119 Rifts WB8


Enchanted SteelTree Longsword
Image
  • Range: Close Combat
  • Damage: 6D6
  • Weight: 7 lbs
  • Features:
    • W.P. Sword; one-handed and 3-4' long.
    • Vulnerable to M.D. heat and takes 50% greater damage from M.D. fire and plasma, including magic fire attacks.
    • 300 M.D.C. enchanted weapon
  • Modifiers: Enchantment duration 15 months
  • Book Reference: p.79, WB26


Enchanted Dwarven Dagger
Image
Superior Balance Dwarven Weapon
  • Range: Close Combat or ranged
  • Damage: 2D6
  • Weight: 1 lb
  • Features:
    • W.P. Knife; one-handed and 5-10" long.
    • Range: 40' for P.S. 3-19, 80' for Ex. P.S. 20-30, 200' for SN P.S. 18+
    • Silverized
    • 250 M.D.C. enchanted weapon
  • Modifiers:
    • Superior balance, granting +2 parry/strike
    • Enchantment duration 15 months
  • Book Reference: p.269 & 271, PFRPG 2ndEd


P.S. Attribute Booster Ring
Image
Very Rare Enchanted Ring
Magic Features
  • Increased P.S.: While the ring is worn, the wearer's P.S. is raised by 10 points

Book Reference: p.159-160, PFWB8


P.P. Attribute Booster Ring
Image
Very Rare Enchanted Ring
Magic Features
  • Increased P.P.: While the ring is worn, the wearer's P.P. is raised by 3 points

Book Reference: p.159-160, PFWB8


5 x Potions of Fleet Feet

Enchanted Gardener's Fork
Image
  • Range: Close Combat
  • Damage: 4D6 M.D.
  • Weight: 4 lbs.
  • Features: W.P. Fork; 300 M.D.C. enchanted weapon
  • Modifiers:
    • Enchant Weapon spell upgrades 2D6 S.D.C. damage to current value.
    • Duration 15 months.


Enchanted Falchion
Image
  • Range: Close Combat
  • Damage: 4D6 M.D.
  • Weight: 4 lbs.
  • Features: W.P. Sword; 300 M.D.C. enchanted weapon
  • Modifiers:
    • Enchant Weapon spell upgrades 2D6 S.D.C. damage to current value.
    • Duration 15 months.


Enchanted Longbow
Image
  • Range: 640'
  • Damage: 4D6 M.D.
  • Rate of Fire: per W.P. Archery
  • Weight: 2 lbs.
  • Features: W.P. Archery; 250 M.D.C. enchanted weapon
  • Modifiers:
    • Enchant Weapon spell upgrades 2D6 S.D.C. damage to current value.
    • Duration 15 months.
  • Book Reference: p.268-269, PFRPG2E


Quiver of Enchanted Arrows
  • Number: 40
  • Weight: 2 lbs.
  • Features: W.P. Archery; 50 M.D.C. enchanted ammunition
  • Modifiers: Enchant Weapon spell hardens arrow M.D.C temporarily for 15 months.
  • Book Reference: p.268-269, PFRPG2E


Enchanted Double-Dagger
Image
  • Range: Close Combat or 50' thrown
  • Damage: 4D4+4 M.D.
  • Weight: 6 lbs.
  • Features:
    • W.P. Knife
    • Weapon damage is added to user's own augmented, robotic, or supernatural melee damage
    • additional -1 to strike each 10' thrown beyond effective range
  • Modifiers: +1 to strike and +2 to parry; does not apply when thrown
  • Book Reference: p.77-78, WB23


Hemlock's Spike Whip
Image
  • Range: Close Combat
  • Damage: 1D6+4 M.D.
  • Weight: 14 lbs.
  • Features:
    • W.P. Whip or W.P. Chain
    • Weapon damage is added to user's own augmented, robotic, or supernatural melee damage
    • The handle end has a small blade built into it, allowing one to use it as a dagger and to parry attacks.
  • Modifiers: +1 to strike, +3 to disarm and +2 to entangle; bonuses do not apply unless the wielder has W.P. Whip or W.P. Chain
  • Book Reference: p.78-79, WB23


Medium Concealed Ley Line Walker Armor
Image
M.D.C. by Location:
  • Helmet: None
  • Arms: 15 each
  • Legs: 25 each
  • Main Body: 60

Weight: 15 lbs.
Modifiers: -5% to physical skills
Features:
  • Non-environmental, no spell-casting interference

Book Reference: p.113, R:UE


Oak seed box - warded with Mystic Alarm
Contains various flowers and herbal seeds from Hemlock's forest home in Asgard.
Some notable ones include: (p.265-266, PFRPG 2nd ed)
  • Oponi
  • Fansolin flower
  • Jenelfin beans
  • AI-Kazin
Spare Talismans
  • 1 M.D.C. each


Talisman of P.P.E. Battery
Image
Talisman
Magic Features
  • P.P.E.:
    1. 50/50
    2. 50/50
    3. 50/50
    4. 50/50
    5. 50/50
    6. 50/50

Book Reference: p.150, BoM


Talisman of Barrage
Image
Talisman
Magic Features
  • 15 force blasts that swarm like angry forest faeries.
  • 2 M.D. each blast
  • Victim is distracted from events and activity around him (focused on the attack) and is -3 to defend other attacks.
  • If the target stands his place and takes the hit, he loses two melee attacks/actions, because he can not take any offensive action (only parry and dodge) while being hammered by the barrage!
  • Useful for shooting down incoming missiles.
  • Duration: ½ melee round
  • Saving Throw: Dodge or Parry
  • Charges: 3

Book Reference: p.110/150, BoM


Talisman of Breathe without Air
Image
Talisman
Magic Features
  • Breathe without Air
  • Impervious to natural and man-made gases
  • Duration: 30 minutes
  • Charges: 3

Book Reference: p.96, BoM


Talisman of Ice
Image
Talisman
Magic Features
  • Wall of Ice of 750 M.D.C. covering up to 10x10x10 feet, plus 150 feet in length.
  • Coat a floor, wall, ceiling or object up to 90ft radius.
  • Victims coated in ice lose initiative that melee round and suffer -1 on all combat actions. Unless protected by body armor they also suffer 1D6 S.D.C. frostbite damage.
  • Ice floors mean 75% chance of falling if moving faster than 4.
  • Freeze up to 30 gallons of water.
  • Duration: 75 minutes
  • Saving Throw: Not applicable
  • Charges: 3

Book Reference: p.112/150, BoM


Talisman of Distant Voice
Image
Talisman
Magic Features
  • Two-way communication over great distances.
  • 7500' range w/o visual contact for well known targets
  • line of sight range for less well known targets
  • No radio waves, electronics, so hard to trace
  • Duration: 75 minutes
  • Charges: 3

Book Reference: p.105/150, BoM


Talisman of Impervious to Energy
Image
Talisman
Magic Features
  • Impervious to Energy
  • Duration: 30 minutes
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Invisibility (Superior)
Image
Talisman
Magic Features
  • Invisible to all means of detection. Ordinary vision, infrared, ultraviolet and other optics, heat, motion detectors, and even an animal's sense of smell, can NOT locate the invisible person.
  • Prowl at 84%, no footprints made.
  • Magic ends when making a hostile move.
  • Duration: 45 minutes
  • Saving Throw: None
  • Charges: 3

Book Reference: p.116/150, BoM


Talisman of Invulnerability
Image
Talisman
Magic Features
  • Invulnerability
  • M.D.C.: 50
  • Impervious to cold, disease, drugs, gases, energy, poison, and toxins
  • +10 vs magic, psionics, & horror factor
  • Duration: 15 melees
  • Charges: 3

Book Reference: p.116/150, BoM


Talisman of Lightblade
Image
Talisman
Magic Features
  • Lightblade
  • Damage: 1d4*10+15 M.D.
  • Duration: 15 minutes
  • Charges: 3

Book Reference: p.117/150, BoM


Talisman of Magical-Adrenal Rush
Image
Talisman
Magic Features
  • Magical-Adrenal Rush
  • +1 to strike, dodge and all saving throws
  • +2 APM
  • +3 on initiative
  • Supernatural P.S.
  • Speed +50%
  • No fatigue, impervious to drugs, mind control, possession, illusions, pain, Horror Factor, can endure 3x normal damage to body.
  • Duration: 15 melees
  • At end of spell, fatigue leads to ½ APM, speed, skills, combat bonuses for 1D4 minutes.
  • Charges: 3

Book Reference: p.122/150, BoM


Talisman of Multiple Image
Image
Talisman
Magic Features
  • An illusion that creates three identical images of the mage, each of which mimics his every movement exactly.
  • +2 on initiative, +2 to dodge, and +1 to strike
  • Only piercing the false image with iron will dispel that particular image
  • Duration: 15 minutes
  • Saving Throw: -4 to save vs Spell Strength 22
  • Charges: 3

Book Reference: p.102/150, BoM


Talisman of Spinning Blades
Image
Talisman
Magic Features
  • Defense
    • Fifteen blades magically move to parry all physical attacks, +6 to parry most hand to hand attacks, but only +2 to parry energy blasts and projectiles.
  • Offense
    • Impossible to parry.
    • Fan of Blades Attack
      • 15 blades and 2D6 M.D. per blade at 60' max.
      • Vanish after they strike, misses can be redirected
    • Single or Pair of Blades Attack:
      • 2D6 M.D. per blade at 100' max.
      • Vanish after thrown, hit or miss.
      • +3 to strike; cannot be dodged.
  • Duration: 15 melee rounds
  • Saving Throw: Parry when applicable and dodge
  • Charges: 3

Book Reference: p.102/150, BoM


Talisman of Superhuman Speed
Image
Talisman
Magic Features
  • Superhuman Speed
  • +2 to Parry
  • +6 to Dodge
  • Speed: 44, no Fatigue
  • Duration: 15 minutes
  • Charges: 3

Book Reference: p.109/150, BoM


Talisman of Wink-Out
Image
Talisman
Magic Features
  • Transports wearer, and up to two others if touched, to a temporary limbo dimension.
  • Time passes at the rate of 15 seconds per minute.
  • During the wink-out phase, the character cannot be located by normal, psionic or mystical means, as the caster has vanished off the face of the planet.
  • Duration: 5 minutes
  • Saving Throw: Unwilling travellers may save.
  • Charges: 3

Book Reference: p.116/150, BoM


Turn the Undead Amulet
Image
Uncommon Amulet
Magic Effect:
  • Prevents any undead from physically touching the wearer while they wear or hold the amulet.




MercTown Shopping Items - unallocated

Transformer toys; Bumblebee and Hotrod



Hemlock's Little Oak Tree Lair
Located a short distance outside Outpost Hanford. Within a nearby collection of trees, not of the larger forest to the west but a little more north, roughly a mile outside the outpost.
  • Faerie sized - must be the size of a squirrel or bird to enter.
  • Wooden chairs and crude table.
  • Wooden mugs on table
  • Circle of Travel - unlinked atm
  • Defenses:
    • Main defence is its remoteness and miniature scale. It is a burrow hole in a high spot around 30 feet off the ground, and small; the sort of hidden hidey-hole favoured by nesting owls.
    • Ironwood on all wooden items and the front door.
    • Mystic Alarm
    • Ward - Phobia Curse spell strength 22 (afraid of trees of this species)
    • Sanctum
_4420d2cf-5315-411b-a709-5cf3a5db92b5.jpg
Last edited by Hemlock on Mon Dec 18, 2023 12:45 am, edited 14 times in total.
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Hemlock
Posts: 96
Joined: Fri Feb 24, 2023 11:28 am

Background Story

Post by Hemlock »

The Birth of a Godling
I was born in Asgard, the land at the end of the rainbow bridge. Not the high walled fortified home of the Æsir gods, but rather the forested surrounds. There in a delightful grove of trees, verged by a thicket of bulging berry bushes, I knew my first memories. That was three thousand years ago.

Although only a newborn, I could already walk and talk. Imagine that? I began to explore the wild and incredibly old woodlands. It was teaming with delightfully mischievous faerie folk, and I wanted nothing more than to be like them. Selfish, carefree, wild, and fun loving. And so I grew up wild, roaming delightful groves of trees, hunting for food, and dancing with the fey under moonlit skies. Did you know I spent my first thousand years without any clothes? That's quite normal among the fey.

Many more years past. One day one of the Asgardian gods strolled through the woods. Normally tradition dictates that we'd paint a visitor purple, but one does not simply paint a Norse God any colour, let alone purple. Besides, apart from Loki, there was one other god truly adored by the fair folk and it was she who was approaching us. Lady Frigga.

It was the first time I had laid eyes on her. Her hair was a curious golden colour, and had what I thought were sad eyes. She knew what we liked, for she immediately made a bet with us. Her bet was that whomever could name her secret would be named Lord of the Wood, and be its Keeper, Protector and best of all Chief Gardener. The prospect of not one, but four Asgardian titles sent the faerie collective into a frenzy of thought.

'You're Frigga!' one flame-haired fairy answered, before several variations were shouted out.
'Odin's wife!' came another.
'The only god Odin fears!' There was chorus of laughter at this one.

Frigga shook her head, and sat down on a chair that suddenly appeared out of thin air. 'All true, but those are no secrets.'

I was staring hard at her when Frigga looked at me. When our eyes met I felt an abrupt jolt right down my spine. Suddenly filled with a sudden understanding, I blurted out loud.

'Mother.'

At the word, the forest fell silent. Frigga's eyes grew momentarily distant, and she smiled beatifically at me.

It was true, though I looked nothing like her. Frigga is elegant, austere and beautiful. I made my way through life covered in dirt and twigs, laughing and most of all stark naked. Yet the feeling of connection could not be denied, Frigga was my mother.

That was her secret.


Scandalous Events
A long time past in that wood. Was it years or centuries? It is true; time flies when you’re having fun. Frigga never returned to the wood, and there was a certain unstated rule that faerie folk do not enter Odin’s Hall with their antics.

As Lord of the Wood, Keeper, Protector and Chief Gardener, life went on much the same as it did before. Although I took up clothing at that point. I think it was because I hoped Frigga might return if I looked more like her and less like a wild wood fairy. I thought we could talk. Maybe even get a hug like all the other children did. But it was not to be. I did however learn a lot of magical tricks, including the subtle magic of shape changing, suggestion and cursing. Although I had quite a knack for it, I cannot say that it all leapt into my mind unbidden.

Under the light of the full moon Mr Fox entered the wood. He only came on the night the moon was fullest, but he always came and was always welcome. He was unlike any other fox who stalked the wood, Mr Fox spoke several languages and regularly traveled over the rainbow bridge to other realms. Best of all, he always plundered Odin’s Hall before visiting us.

How Mr Fox bypassed the guards he would never say, no matter how hard we all begged to know. But enter Odin’s Hall he did, and he always plundered its larder. He would come to us in the wood, under the full moon, with one of Odin’s ale tankards of ale in tow. Or a carefully prepared goose. Or cookies and brown bread. We were always grateful and impressed for Mr Fox’s daring pilferage.

After we’d eaten our fill Mr Fox would tell stories. This was a special kind of magic unknown to me. Our imaginations were filled with tales of heroes and villainy. Mr Fox would mimic the sounds of rain, chill our blood with the voices of demons and make us all collapse in gales of laughter at his ribald jokes. When all the others had gone to sleep, Mr Fox would then teach me a new magical trick. This was the part I looked forward to most, and countless moons came and past, the number of magical tricks Mr Fox imparted upon me grew lengthy indeed.

Otherwise, life in the wood went on as usual in Asgard. I lost count the number of trees I planted, and lived contentedly with my wild companions. They were wild days and crazy nights, and full of song and laughter.

Eventually I was told the situation with my parentage was something of a scandal.

The fidelity of Frigga was beyond question, and yet Odin was not my father. After a time idle tongues helped me piece together the story Frigga refused to tell. Loki, in the guise of Odin, had tricked Frigga and fathered me. It was awfully complicated, with Loki being responsible for the death of her true child Baldur. In a way, it was a twisted way of returning a child to her.

Nonetheless, it was agreed that Frigga should not lose another child and Odin decided that I should be spared, but kept outside in the wood and never to enter the Great Hall. I don't think you'll be surprised at how agreeable I found that decision. I was content.


Big Trouble in Little Midgaard
The most beautiful and terrifying thing about the universe is that everything changes with time. From the other end of the rainbow would come travelers from other realms. I often found myself waiting nearby to see who might next emerge from the other side. When one looked friendly enough, I’d approach the being and pepper it with all manner of questions.

One day, a traveler came from Midgaard, that place others call Earth, with horrifying news. Some alien race there was enslaving Faerie Folk and using them to power magical devices. The process robbed a fey being of its freedom and sanity, being unspeakably cruel and evil. The race responsible was called the Splugorth.

My own reaction to the news surprised me. Please understand that I’m really quite a jovial being, and have been for millennia. This was a day of destiny. And the worst day of my life. It’s all a bit of a blur and it took me a little while to calm down. By the time I collected myself I was hammering on the doors to Odin's Great Hall demanding audience.

Word passed from the guards to those within the Great Hall. After a few minutes I was shocked again when the guards were told to admit me. I was an outcast, one of the many embarrassing children of Loki. Even that six-legged horse had a better reputation than I. And there you have it, I hope you realise that Odin's wisdom is more than a myth, he seemed to have anticipated all of this. And they say Loki is the wily one.

'Well now, little Godling,' Odin's voice was surprisingly gentle. 'Why do you weep?'
I honestly hadn't realised I had. I wiped the tears away, feeling a little embarrassed. I had never wept before in my life. Or been angry for that matter. I was very angry indeed.


'Well?' the All-Father pressed.
'Because those things aren't just killing the Fair Folk,' I replied, 'they're using their very souls for dark magic.'
'And what do you plan to do about it?' Odin seemed curious, and I felt his single eye see right into my heart.

'All-Father,' I stammered. 'I thought - that is - I -'

I stopped, suddenly realising the truth of it all. I had spent a lifetime, dozens of lifetimes in fact, living amid some of the most magical beings in the universe. I had grown to love them dearly, and was even something of a leader among their kind.

Odin acquiesced to my life in Asgard so that I would gather up enough power to go out and save them myself, and consequently build my own life outside Asgard. My existence was something of an embarrassment within Asgard, even in the woods outside. Frigga, my mother, kept her distance to ensure I eventually left. It was the best for everyone all round. I understood.

'I must go to Midgaard and help them,' I said slowly, 'and I can't expect your aid can I?'
'You have your wits and cunning,' Odin explained. 'Use them.' The last statement had a sense of finality to it. My audience was soon at an end.

I nodded slowly, my mind turning. I would miss the wood and my faerie friends, would they be alright without me? There were other Fair Folk like them on Midgaard. They needed me. I hoped I had the power to help. No army of valkyries at my back; just my wits and cunning. I hadn't ever travelled outside Asgard before. For a fleeting moment, the prospect of leaving alone into an unknown world seemed like lunacy.

'Your fey friends in Asgard will be fine, some may even follow you to Midgaard,' Odin declared suddenly, as if he had been listening to my thoughts, 'and you have been preparing for this moment from the day you were born. You are ready. Now is the time for you to go forth and find your destiny. It cannot be with us here in Asgard. That can never be.'

'I am sorry, you know.'

'For what,' Odin asked.

'Being born,' I said bluntly.

Odin's voice sounded whimsical. 'No you are not. For my own part, I am but also I am not. You have a purpose, one that even I cannot fully forsee. Go to Midgaard and go in peace. Frigga will guide you, and know that you are not without love,' he said.

My imagination fired with an idea at that moment, and I had Mr Fox to thank for it. Childhood images of roasted geese, tankards of ale and cookies floated through my mind.

'And use my wits and cunning?' I asked, my voice unsteady as I fought to suppress laughter. I hoped it came across as some other emotion.

Odin nodded tersely. 'Yes, I have had visions of such. Do it the way the faerie folk would. That is your strength.'

Not trusting myself to speak again, I bowed deeply, turned and walked out of the hall.


Pilfering the Hall
A burly guard escorted me to the exit. A humourless Berserker of some sort. His armour was very impressive, all in chrome, and etched with runes. He marched soberly along the precise centre of that hallway, leading me towards the exit. As the two of us rounded a corner and entered a corridor we were, for a moment, completely alone. The time was ripe to follow Odin’s orders; to use my wits and cunning.

We strode efficiently a few more paces before I spoke a few magical words. Instantly, the sound of clanking boots ceased as all sound was magically suppressed. The berserker stopped and turned to face me, rewarding me with a fierce scowl smeared across his face. Before he was roused to action I snapped my fingers and a small rift opened beneath his feet. He fell into it, shaking his fist at me silently as he fell downwards. I waved happily. Then the rift closed.

Now without an Asgardian chaperone on my heels I had a little time before he returned, unharmed, to the spot I rifted him out. I ran down a side corridor, my mind churning over old stories of Mr Fox. While the thieving talking fox stole food with great regularity, he also imparted a good knowledge of the layout of this building. Running and panting like a dog, I took a few turns and soon enough found the door to what Mr Fox told me was the armoury.

The door was made of heavy steel and probably capable of fending off angry giants. Worse still, specific runes carved upon it meant it was warded with anti-magic. No spells would open this portal. In some ways it made this even more interesting, surely some worthwhile supplies were within! Eyeballing the lock with a mischievous eye I soon chuckled. It was a mechanical tumbler drum variant designed to be opened with a large heavy key. I supposed Odin kept it stuffed in his underpants. This would be easier to pick than my teeth.

There was a satisfying click, and tiny motors in the door-frame hummed as they pulled the door wide open. I hopped in, flushed with pride and giddy with excitement. I was following Odin's orders to the letter! Do it the Faerie Way!

The shining golden vault beyond was smaller than I expected, probably belonging to a minor lordling of the hall and not Odin himself. I had no time to be fussy, and leapt at a storage shelf with outstretched arms and greedy grasping fingers. Within a conjured dimensional pocket I shoved in a few weapons and items of interest. The process was done in under a minute, I would risk no more time.

Thus laden with supplies for my coming adventure, I closed and relocked the door and glanced down the hallway. All clear. I slipped into the hall and marched firmly for the exit. I thought innocent thoughts, and looked calm and collected. Moments later I was outside.

Admiring the sunny sky, I whistled happily and forced myself to walk slowly; trying to ignore the building I just left. There was no commotion, and presumably the berserker was still falling through the bottomless pit I conjured. Another minute passed. Then I reentered the wood, and immediately teleported to the Bifrost and freedom.

And a whole new world. Earth.

Character Reference Sheet
Concept
  1. What emotion best describes your character? Mirth
  2. What emotion does your character evoke in others? Amusement, Awe, Fear.
  3. What does your character need most? Friends, enemies and frienemies.
  4. What is your character’s goal in life? To save the faerie folk from the hands of the Splugorth.
  5. How does your character believe this goal can be accomplished? Creating alliances and turning Splugorth allies against one another.
Background
  1. Where did your character come from? Most recently the Faerie Kingdoms of Southern Newfoundland.
  2. When did you grow up? Asgard; that mythical place found at the end of the rainbow.
  3. What values does your character hold? Imagine the forbidden love child of Loki and Frigga. That is Hemlock. Like Frigga she wishes to protect kindly folk from harm, but like Loki she has her own outrageous and bizarre manner of getting the job done. Hemlock's idea of justice is very different from modern morality. When a fight comes she often toys with opponents and enjoys them suffering like a cat. Like many of her faerie folk friends she values friendship and sees humor in almost any situation. She will always keep her word to a friend, but happily lie outrageously to strangers and enemies.
  4. How does your character dress? Form is fluid. Dress varies according to whatever takes her fancy. Very fond of metamorphosis spells to change day to day.
  5. What are your character’s means? Magic.
Details
  1. What are your character’s personal tastes? Fascinated by stories, including those found from Pre-Rifts Holovids. Often considers these as legends based in truth, particularly the 'documentaries' on Chuck Norris and other film stars in that bygone era. Loves flowers, forests, fields and the open sky. Partial to hunting for her food when possible.
  2. What are your character’s opinions? Dislikes arrogance and individuals who consider themselves the smartest person in the room. Splugorth and demons are a menace to be destroyed. Faeries are the ones who have seized the gift of life and celebrate it.
  3. What is your character’s comfort zone? Basking in the sun, having just devoured a couple rabbits from the morning's hunt. Watching one of Gloriosa's strange holovid tales.
  4. Who has had the biggest impact on your character’s life? The happy freewheeling spirits that are the Faerie Folk. Hemlock has spent an age frolicking with them in the wild forests outside Asgard. It was Frigga, beloved by the faerie folk, whom convinced Hemlock to ride the Bifrost and intervene on behalf of the Fair Folk who have suffered terrible fates a the hands of the Splugorth. Finally, there is Gloriosa, who is Hemlock's closest friend and guide in this strange world.
  5. What are some of your character’s unexpected quirks? Doesn't like violence, and would prefer to chat than kill. Thinks flowers are delicious. Has a childlike wonder with things found in the world and is curious about everything. Has no concept of private property. Appears young but in fact is very old and a little senile, often forgets what spells she knows and needs to think on it before deciding.
Play Details
  1. What kind of story does your character belong in? One full of exploration, preferably outdoors. Need opportunities for fun and mischief, as well as chances to help some poor faerie folk.
  2. What role does your character fill? Magical support, has a vast range of spells instinctively known to the godling.
  3. What should the other players know about your character? Hemlock has only a rudimentary understanding of the world, and will need things certain things explained. You are dealing with a godling dragon, so be fun and not condescending unless you are looking forward to spending the day as a butterfly. Can be positively deadly when roused, wise folk would mind their tongues.
  4. What is your play style? Explorer, Supportive
  5. How do you want your character to die? Laughing.

Goals
Short Term Goals:
  • Goal 1: Find some fun mortals with a sense of humor and power.
    Suggested Solutions (Goal 1): Go to MercTown and talk to the various groups present.
    Goal 2: Find a home.
    Suggested Solutions (Goal 2): Either move in with a group in MercTown or take a residence in the area. We can just take them right? Needs a lair big enough for Gloriosa's hoard, and space enough for two dragons.
    Goal 3: Stick with Gloriosa
    Suggested Steps and Solutions (Goal 3): Find some places to explore that interest both of us. Important to watch Gloriosa closely for clues.
Mid Term Goals:
  • Goal 1: Learn more about the Splugorth and how to free faerie folk.
    Suggested Steps and Solutions (Goal 1): Find out what this enemy is exactly and form a plan of how to do the most good.
    Goal 2: Drive an automobile
    Suggested Steps and Solutions (Goal 2): Purchase or steal one. Probably a red one, for legends say they are fastest!
    Goal 3: Liberate Faeries!
    Suggested Solutions (Goal 3): Having lived a long time, many of these trapped folk are personally known to Hemlock. Perhaps some location magic could find long lost friends...
Long Term Goals:
  • Goal 1: Amass core of followers for conflict to come
    Suggested Steps and Solutions (Goal 1): Shifters have their ways.
    Goal 2: Destroy Splugorth
    Suggested Steps and Solutions (Goal 2): Use amassed power to take on some achievable target.
    Goal 3: Rule a land of the Faerie Folk
    Suggested Steps and Solutions (Goal 3): Reclaim some wilderness as a place for the Fair Folk, possibly expanding the borders of the Faerie Kingdoms of Southern Newfoundland.
Disposition
  1. Is the character verbose or stoic? Verbose. Hemlock is outwardly very friendly, outgoing and curious.
  2. Is the character funny or dour? Funny. Spending centuries with faerie folk has given him an appreciation of fine pranks.
  3. Is the character a follower or a leader? Happy to lead, but most Midgaardians would not want that.
  4. How does the character react when under pressure? With a smile on her lips and a song in her heart.
  5. Does the character volunteer for tasks? Certainly, though her methods might be unexpected!
  6. Is the character friendly? Extremely friendly!
  7. Does the character offer mercy? If provoked to violence the only natural course is devour the enemy. Unless they taste bad, or have been good fun.
  8. Is the character curious and/or adventurous? Very curious and adventurous. Although ships on water make her seasick.
  9. Is the character prejudiced about anything? Demons and devils stink. Anyone who wants to deal with these things is in dire need of a smacked bottom.
  10. How does the character react to aliens? Who you calling alien pal?
  11. How does the character react when the character is the victim of prejudice? Rabbits are fun, maybe we should turn them into a rabbit? I've never met a prejudiced rabbit, so rabbitification is clearly a cure for prejudice.
  12. What is the character's passion? Fun in the sun!
Last edited by Hemlock on Thu Oct 05, 2023 11:08 pm, edited 9 times in total.
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Hemlock
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Joined: Fri Feb 24, 2023 11:28 am

Re: Hemlock (Godling) (WIP)

Post by Hemlock »

Godling: Appearance, needn't be human. So the form should be that of a weird dragon. Unusual indeed, for it appears to be a faerie dragon with gossamer wings.

Themes: Faerie folk. Go hard on nature, spirits, elements, mind twisting, magic, and get yourself little fey folk buddies! Name thyself after something in nature, ah but perhaps something poisonous. Hemlock?

Drop lowest roll in each case
* 5d6: [5, 1, 5, 3, 2] = 16 = 15
* 5d6: [2, 6, 3, 6, 5] = 22 = 20
* 5d6: [3, 6, 3, 5, 1] = 18 = 17
* 5d6: [5, 2, 4, 3, 4] = 18 = 16
* 5d6: [6, 5, 1, 1, 1] = 14 = 13
* 5d6: [4, 4, 5, 6, 3] = 22 = 19
* 5d6: [2, 4, 4, 1, 1] = 12 = 11
M.E. 4d6: [6, 2, 5, 5] = 18 = 16

* P.S., M.A., I.Q., P.E., P.B., or P.P.

Assignments:
PS: 15 + 6 (Godling) + 4 (High Magus) + 6 (Skills) = 31
MA: 20 + 3 (Psi-Ghost) + 5 (High Magus) = 28
ME: 16 + 6 (Godling) = 22 + 2 (High Magus) + 4 (Aikido HtH) = 28
IQ: 17
PE: 16 + 4 (Godling) + 1 (High Magus) + 1 (Aikido HtH) + 3 (Skills) = 24
PB: 13 + 4 (Godling) + 1 (High Magus) = 18
PP: 19 + 4 (Psi-Ghost) + 1 (Aikido HtH) + 2 (Skills) = 26
Spd: 11 + 10 (Godling) + 1 (High Magus) + 1 (Skills) = 23

M.D.C.: 24(P.E.) x 10 + 440 (from +1D4x10 M.D.C. per level of experience) + 39 from OCC & skills
440 total
1 : 1d4*10: [3]*10 = 30
2 : 1d4*10: [3]*10 = 30
3 : 1d4*10: [4]*10 = 40
4 : 1d4*10: [4]*10 = 40
5 : 1d4*10: [4]*10 = 40
6 : 1d4*10: [3]*10 = 30
7 : 1d4*10: [2]*10 = 20
8 : 1d4*10: [4]*10 = 40
9 : 1d4*10: [4]*10 = 40
10 : 1d4*10: [2]*10 = 20
11 : 1d4*10: [4]*10 = 40
12 : 1d4*10: [3]*10 = 30
13 : 1d4*10: [1]*10 = 10
14 : 1d4*10: [2]*10 = 20
15 : 1d4*10: [1]*10 = 10


Base P.P.E. 3d4: [4, 4, 2] = 10 x10+20 + 215 (from +4D6 per level of experience) + 100 (Link to the Supernatural: Gods of Magic (Frigga))
Aikido multiple's P.P.E. total above x2, so total P.P.E. = 435 x 2 = 870
215 total
1 : 4d6: [1, 2, 3, 3] = 9
2 : 4d6: [5, 2, 6, 5] = 18
3 : 4d6: [5, 6, 1, 6] = 18
4 : 4d6: [6, 5, 4, 6] = 21
5 : 4d6: [5, 2, 2, 5] = 14
6 : 4d6: [4, 6, 2, 2] = 14
7 : 4d6: [4, 3, 4, 2] = 13
8 : 4d6: [3, 2, 2, 6] = 13
9 : 4d6: [1, 3, 4, 4] = 12
10 : 4d6: [5, 5, 2, 5] = 17
11 : 4d6: [1, 1, 3, 5] = 10
12 : 4d6: [5, 5, 6, 2] = 18
13 : 4d6: [2, 4, 4, 6] = 16
14 : 4d6: [4, 3, 4, 1] = 12
15 : 4d6: [4, 3, 1, 2] = 10


Base I.S.P. if a master psionic, 4d6: [4, 2, 2, 1] = 9 x10 + (28)M.E. +10 per level of experience

Natural Abilities:
  • See the invisible
  • Resistant to toxins, fire, cold (half as effective/damage)
  • Nightvision (200')
  • Regeneration: 1d6: [4] = 4 x5 M.D.C. per minute
Bonuses: +1 APM, + 1d4: [4] = 4 to initiative, +1 to strike, parry and dodge, +2 vs magic, +6 vs horror factor.
Horror Factor: 7+ 1d4: [1] = 1 (none if pretending to be a normal human)


Deific Powers (3):
  1. Super-Psionic Powers: can be a (Master) Psychic Character Class (Psi-Ghost : WB12, p.63)
    • + 1d4: [3] = 3 to M.A., + 1d4: [4] = 4 to P.P., + 1d6: [4] = 4 to M.D.C.
    • +2 on initiative, +1 to pull punch, +2 to roll with impact or fall
    • +4 to save vs possession, and +2 to save vs Horror Factor, + 1d4: [1] = 1 to save vs mind control
  2. Magic Powers: Choose a practitioner of magic O.C.C. (Shifter : DB7, p.39)
    • +2 to save vs Horror Factor 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 at level one plus +1 to save at levels 5, 10, and 15.
  3. Magic Powers: Choose a practitioner of magic O.C.C. (High Magus: WB16, p.79)
    • + 1d4: [4] = 4 +1 to M.A., +2 M.E., +1 to P.E., +1 to P.B., + 1d4: [1] = 1 to Spd, + 1d4: [4] = 4 P.S.
    • +2 on initiative, +1 to strike and parry, +2 to pull punch, +1 to roll with impact or fall
    • +1 attack per melee round at levels 5, 10 and 15.
    • Spell strength: +1 at levels 2, 6, 9, and 12.
    • +1 to save vs magic at levels 1, 3, 7, 11, and 15.
    • Link to the Supernatural: Gods of Magic (Frigga)
      • + 2d6: [2, 1] = 3 M.D.C., + 1d6*10: [6]*10 = 60 +40 P.P.E.
      • +1 to save vs magic, +3 to save vs possession
      • the choice of eight spells selected from levels 3 - 13 (irrelevant for Godling), or at the Game Master's discretion spells from a less common branch of magic. Requesting something faerie or nature themed. Air or Earth elements? Biomancy?
      • Spell Strength: +1 at levels 4 and 8.
R.C.C. Skills:
Language: Dragonese/Elf 98% (+3%)
Literacy: Dragonese/Elf 98% (+5%)
Language: Native Tongue (Faerie Speak) 98% (+1%)
Literacy: Old Norse 98% (+5%)
Language: Old Norse 98% (+3%)
Literacy: American (English) 30% (+5%)
Language: American (English) 65% (+3%)
Language: Demogogian 65% (+3%)
Mathematics: Basic 65% (+5%)
Lore: Demons & Monsters 55% (+5%)
Land Navigation 46% (+4%)
WP of choice..
W.P. Deadball - (See GMG p. 80)
  • +1 on initiative, dodge, roll with fall or impact
  • + 1d6: [3] = 3 to Speed attribute
  • + 2d4: [4, 1] = 5 to M.D.C.

W.P. Targeting - +1 to strike at levels, 1, 3, 7, and 10. If you have W.P. Targeting AND another missile W.P. (but not weapons not designed for throwing), then you may combine the bonuses from both proficiencies.
Hand to Hand: Aikido
  • + 2d6: [5, 3] = 8 M.D.C., + 1d4: [4] = 4 to ME., +1 to P.P., and +1 to P.E.
  • Automatic dodge
  • Double existing P.P.E. (inner spirit)
  • +4 APM
  • +1 strike
  • +3 on initiative
  • +2 to disarm
  • +5 to parry
  • +6 to dodge
  • +4 to pull punch
  • +2 to roll with punch/fall/impact
  • +3 to break fall
  • +5 to body flip/throw
  • +2 to body block/tackle
  • Moves:
    • Body block/tackle, body flip/throw, break fall, disarm, holds, roll with punch/fall/impact, pull punch, kick attack (2D4 damage)
    • Automatic flip/throw
    • Critical body flip/throw on Natural 18-20 (double damage)
    • Critical strike on a natural 18,19,20
R.C.C. Related Skills:
Select 8 other skills. (+2 additional skills at levels 3, 7, 11, and 15.)
(11th) Gymnastics
--Sense of Balance 50% (+3%)
--Work Parallel Bars & Rings 60% (+3%)
--Back Flip 70% (+2%)
--Basic Prowl Ability 30% (or adds +5% to Prowl skill)
--Basic Climb Ability 25% (or adds +5% to Climbing skill)
--Climb Rope/Rappel 60% (+2%)
+2 to roll with impact, +1 to P.S., P.P., and P.E. attributes, + 1d6: [3] = 3 to M.D.C., and no fear of heights.




(11th) Acrobatics
--Sense of Balance 50% (+3%)
--Walk Tightrope or High Wire 60% (+3%)
--Back Flip 60% (+2%)
--Basic Prowl Ability 30% (or adds +5% to Prowl skill)
--Basic Climb Ability 40% (or adds +15% to Climbing skill)
+2 to roll with impact. +2 to P.S., +1 to P.P., +2 to P.E. and + 2d6: [6, 1] = 7 to M.D.C

(15th) Boxing
+1 APM, +2 to parry and dodge, +1 to roll with impact/punch, +2 to P.S. and + 3d6: [4, 4, 1] = 9 to M.D.C.


Secondary Skills: 5 +2 new secondary skills at levels 3, 6, 9, 12, 15
1d6: [2] = 2
(15th) Athletics (General)
+1 to parry and dodge, +1 to roll with impact, +1 to P.S., + 1d6: [1] = 1 to Spd and + 1d8: [5] = 5 to M.D.C.

Size: Varies; usually between 5 and 20' tall
Weight: Varies accordingly with size
Standard Equipment: Per standard PbP RPG rules
Money: 6d6: [6, 5, 3, 1, 5, 4] = 24 x1,000 universal credits
Last edited by Hemlock on Sun Jun 04, 2023 12:20 pm, edited 4 times in total.
User avatar
Hemlock
Posts: 96
Joined: Fri Feb 24, 2023 11:28 am

Re: Hemlock (Godling)

Post by Hemlock »

Adventure Post Template

Code: Select all

JIC: [roll]1d20[/roll], [roll]1d100[/roll]
Perception: 63% / [roll]1d100[/roll] [color=red](FAIL)[/color] or [color=green](SUCCESS)[/color]

[inline=Stats][list][*]P.P.E.: [color=#FF0000]815[/color]/815
[*]I.S.P.: [color=#FF0000]268[/color]/268
[*]M.D.C.: [color=#FF0000]725[/color]/725
[*]Ley Line Walker Armor by location: Arms 15/15 each, Legs: 25 each, Main Body: 60, Helmet: None[/list][/inline]

[inline=Active Spells, Psionics and Effects][/inline]

[inline=Immunities and Resistances][/inline]

[inline=Current Form][/inline]


Combat Post Template
Spell Casting Times
All magic spells levels 1-5 take 1 action to cast.
All magic spells levels 6-10 take 2 actions to cast.
All magic spells levels 11-15 & spells of legend take 3 actions to cast.
All normal rules regarding rituals apply (they're time-consuming).

Being Near a Ley line, within two miles, increases the range and duration of spells by 50%.

Spell tinkering rules
User avatar
Hemlock
Posts: 96
Joined: Fri Feb 24, 2023 11:28 am

Re: Hemlock (Godling)

Post by Hemlock »

Name: Cloudjumper
Image

Great Kachina Spirit of Air
Alignment: Scrupulous
Level: 8
Sentiments towards Hemlock: Just summoned by Hemlock and asked to follow her to avert a coming disaster. Cloudjumper accepted, and like Hemlock is curious to know more about the coming evil.

Attributes
I.Q.: 13
M.E.: 20
M.A.: 18
P.S.: 31 (SN; 4d6)
P.P.: 22
P.E.: 24 (SN; +5)
P.B.: 27
Speed: 112 (76 MPH)

Physical attributes are applicable only when in a materialized body and are supernatural. A materialized spirit can talk, regardless of its form.


Physical Data
M.D.C.: 1680
P.P.E.: 880
I.S.P.: 196
Size: 10 feet (3 m) or the same as the normal animal or human it is imitating.
Weight: Roughly 20% more than the normal animal or human it is imitating.
Sex: N/A
Description: May take on energy form, materialization of a physical form, or possess a doll.
Energy Form: Their natural state. To stay on Earth for more than 1D4 hours, a spirit must create or possess a physical body. The energy being can regenerate damage at a rate of 4D6 points per minute or 1D4x10 points for every 10 P.P.E. expended on instant healing/rejuvenation (not applicable to the physical forms). As an energy being, the spirits fly at incredible speeds (up to Mach 1 or 675 mph/1074 kph), and go through walls and other physical barriers like a ghost. All spirits are impervious to cold, heat, normal fire, poison, drugs, gases, and disease. All spirits are immune to possession and all types of mind control, but they are still affected by mental stun and confusion attacks, empathy, empathic transmission, telepathy, mind bond, mind wipe, and other types of psionic communication, attacks (mind bolt, electro-kinesis, etc.) and effects (see aura, see the invisible, etc.); +6 to save vs magic illusions. Most types of energy attacks do full damage to the spirit even in its natural energy form. However, physical as well as psionic and magic attacks that affect or injure a physical body (bio-manipulation, paralysis, sickness, healing touch, etc.), have NO effect on the spirit beings while they are in energy form. Once a spirit adopts a physical body, that body is vulnerable to physical attacks.

Physical materialization: May take human or animal form. Lasts two hours per level, plus each hour requires the expenditure of 10 P.P.E. to maintain. The spirit retains its mind, personality and the ability to speak (any language), use its psionics, and cast magic. In addition, the magical manifestation is impervious to disease, fatigue, poison and drugs (is vulnerable to magic potions). Note: Most spirits, especially greater spirits, prefer their natural energy state and usually assume a material form only for special events, for a short periods.
Possession: All spirits are able to possess a creature of their "species," i.e the Totem they represent. Humans can be possessed in this fashion, by the occasional greater spirit. One day for every five P.P.E. spent on possession. Animals (not plants) also get to roll a saving throw every day. A successful roll means the possessing spirit is forced out and has one hour to find a new body to possess. Each possession attempt requires the expenditure of five P.P.E. The target creature is allowed a save vs psionic attack (humans save on a roll of 1-15, animals save on a roll of 1-12; plants on a roll of 1-8). Physical abilities are the same as those of the animal, +1 on initiative, +1 attack per melee round, and the spirit retains its mind, personality and the ability to speak (any language), use its psionics, and cast magic.

Doll: This can be any small inanimate object from a doll or toy to small mannequin, scarecrow or robot, provided it is not taller/longer than five feet (1.5 m) and weighs less than a 100 pounds (45 kg), and is preferably made from materials grown in or created by the earth (plants, straw, wood, rock, etc., as opposed to plastic or processed metals).

Abilities
• Horror Factor: 14
• Bio-Regeneration: 1d6x10 M.D.C. per minute. When in physical form.
• Understand the language of True Elementals
• Sense Elemental Forces: 80% chance to detect within 500' invisible spirits, Astral beings, True Elementals, and creatures spiritually or magically linked to Elementals, including Warlocks, other Elemental Spirits, the Jinn and Spirits of Light. Elemental allegiances are instantly known.
• Summon Tectonic Kachina & Create Spirit Dolls 80% (2%)
• Summon Lesser Kachina Spirit: 56% (+2%). 30 P.P.E. each and a maximum of 2/level.
• Summon Lesser Elemental Spirit: 10% (+2%). 70 P.P.E. and a maximum of 1 only.
• Can make all minor and major fetishes, but do so sparingly.
• Magically speaks and understands all languages at 96%
• Knows the time and direction by scanning the heavens at 90% (+1%).
• Sense wind direction, changes in wind direction, the approach of storms and atmospheric disturbances at 88% (+1%).
• Sense impurities, smoke, fire, and chemicals in the air at 88% (+1%).
• Recognize common odors at 88% (+1%).
• Identify the scents of specific animals and people at 70% (+1%).
• Nightvision to 4000'.
• Impervious to even hurricane and tornado winds, rain, lightning, cold, disease, and toxins.
• Conceal aura and essence is a unique power to hide its living essence, aura, and magic energy so even a detection for magic or see aura will not reveal the spirit' s presence within the animal or materialized form (looks normal).


• Spell knowledge: All Air warlock spells.
• Psionics:
  • Telepathy (4)
  • Empathy (4)
  • Remote Viewing (10)
  • See the Invisible (4)
  • ⁂Psychic Probe (6)
  • Empathic Transmission (6)
  • Mind block auto-defense (special)
  • Super Telekinesis (10+)


Combat Data
• 9 APM
• +4 initiative
• +15% perception
• +4 s/p/d
• +2 roll with punch/pull punch

Saving Throw Bonuses
• +5 vs. HF
• +6 vs. magic/poison
• +3 vs. psionics/insanity

Skill Equivalents (all at 96%)
  • All type of Lore
  • Speaks all languages
  • Astronomy & Navigation
  • Chemistry
  • Concealment
  • Detect Ambush
  • Detect Concealment
  • Escape Artist
  • Intelligence
  • Land Navigation
  • Mathematics: Basic
  • Mathematics: Advanced
  • Palming
  • Pick Pockets
  • Prowl
  • Tailing


Book reference: Spirit West p.131 and 144



Attributes:
3d6: [2, 5, 2] = 9
3d6: [3, 3, 4] = 10
3d6: [2, 2, 1] = 5
3d6: [5, 4, 2] = 11
3d6: [5, 3, 4] = 12
3d6: [1, 3, 2] = 6
3d6: [4, 4, 4] = 12
5d6: [2, 1, 6, 1, 2] = 12

Level: 1d4+4: [4]+4 = 8
1d4: [3] = 3 psi-powers of choice from the sensitive category.

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Hemlock
Posts: 96
Joined: Fri Feb 24, 2023 11:28 am

Re: Hemlock (Godling)

Post by Hemlock »

Name: Ghost
Image

Greater Supernatural Elk Familiar

Image

Attributes
I.Q.: 5
P.S.: 65 (SN)
P.P.: 22 (+4 s/p/d)
Speed: 80 (55 mph)

Physical Data
M.D.C.: 509
P.P.E.: 1400
Size: Body: 10 feet, tail: 3 inches. Stands 8 feet tall at the shoulders!
Weight: 1700 lbs
Sex: Male
Description: A majestic white elk that stands proudly, its coat seems to be carved from living white marble, which gleams like a pearl against the crisp blue sky. Its antlers, a perfect crown of ivory, reach for the heavens.

Abilities
  • +400 M.D.C. (already added to stats)
  • Resist fire, heat and cold (half damage)
  • All natural powers and magic of the Earth Elemental
  • Regenerate damage at 4d6 M.D.C. per melee round.
  • I.Q. 5
  • Impervious to normal weapons
  • Impervious to poison, chemicals, drugs, gas, and disease
  • Impervious to horror factor and possession
  • Does not breathe air
  • Nightvision 1200'
  • 98% Identify all gems, plants and substances found in the earth
  • 32% Dimensional Teleport
  • Create Stone: 1 P.P.E. per 200lbs of rock.
  • Stone Shower: 1 P.P.E. for a 2d6 M.D. stone shower. Range 200'.
  • Understands all languages
  • Natural telepath (210' range)
  • Travel through Earth and Stone at will.
Combat Data
  • 8 APM
  • +1 initiative
  • +7 strike/parry
  • +4 dodge
  • +3 pull punch, roll
  • +6 save vs magic
  • +4 save vs psionics
Elemental Magic:
  • All Earth spells at caster level 10.
  • All caster ranges 100 times the range of a 1st level spell
  • Other spells include;
    • See the Invisible
    • Sense P.P.E.
    • Shadow Meld
    • Climb
    • Purification of Food and Water
    • Spoil (Food and Water)
    • Time Slip
    • Life Drain
    • Animate and Control Dead
    • Commune with Spirits
    • Negation
    • Sickness
    • Summon and Control Animals
    • Summon Canines
    • Summon Rodents
    • Id Barrier
    • Create Stone Golem
    • Restoration
    • Transformation


Attributes
I.Q.: Animal Intelligence
P.S.: ?
P.P.: ?
P.E.: ?
P.B.: ?
Speed: 27 (18.5 mph/29.7 km), but maximum speed is 50 (about 35 mph/56) and can be maintained for 1D4x10 minutes.

Physical Data
M.D.C.: 109
P.P.E.:
Size: Body: 10 feet, tail: 3 inches. Stands 8 feet tall at the shoulders!
Weight: 1700 lbs
Sex: Male
Description: A majestic white elk that stands proudly, its coat gleams like a pearl against the crisp blue sky. Its antlers, a perfect crown of ivory, reach for the heavens.

Abilities
  • Nightvision 60'
  • Leap up to 8' high and 15' long, swim 70%, and prowl 50%.
  • Empathic and telepathic link with Hemlock
  • +1 to save vs poison and +1 to save vs mind control and possession
  • Restoration: The familiar can take great damage and return from the dead! If the familiar sustains damage that reduces its M.D.C. to zero, it can regenerate back to life after a period of one week. Note that if the familiar takes cumulative damage exceeding its M.D.C. below zero, its body is too badly damaged and it cannot restore itself.
  • Granting Restoration and Supernatural status to this familiar has cost Hemlock 55 P.P.E. which has been deducted. Rifter 21, p.27-28.
Combat Data
  • APM: 3
  • Damage: Head butt does 2D6+2 points of damage, rear kick does 3D6+4 damage, front kick does 2D6 damage and trample does 4D6 points of damage.
  • Bonuses: +4 on initiative, +3 to strike, +1 to parry, +2 to dodge.
The Road goes ever on and on
Spell Strength +10 (victims need 22 to save vs. Hemlock's magic)
Senses: Intelligent presences and manned surveillance systems (100 ft/90% chance), and Rifts (350 miles).
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Hemlock
Posts: 96
Joined: Fri Feb 24, 2023 11:28 am

Re: Hemlock (Godling)

Post by Hemlock »

Name: Firefox
Image

Greater Fire Elemental Spirit
Alignment: Unprincipled
Level: 9

Attributes
I.Q.: 15
M.E.: 17
M.A.: 19
P.S.: 29 (SN; 3d6)
P.P.: 21
P.E.: 24 (SN; +5)
P.B.: 27
Speed: 42 (29 MPH)

Physical attributes are applicable only when in a materialized body and are supernatural. A materialized spirit can talk, regardless of its form.


Physical Data
M.D.C.: 903
P.P.E.: 685
I.S.P.: 237
Size: Varies by form. Firefox favors vulpine forms of course, but these spirits can appear as animals, trees, or humans.
Weight: Varies by form.
Sex: N/A

Description: May take on various forms and possess animals or certain objects. Often embedded in Hemlock's katana, or appears as a red fox.

Energy Form: Their natural state. To stay on Earth for more than 1D4 hours, a spirit must create or possess a physical body. The energy being can regenerate damage at a rate of 4D6 points per minute or 1D4x10 points for every 10 P.P.E. expended on instant healing/rejuvenation (not applicable to the physical forms). As an energy being, the spirits fly at incredible speeds (up to Mach 1 or 675 mph/1074 kph), and go through walls and other physical barriers like a ghost. All spirits are impervious to cold, heat, normal fire, poison, drugs, gases, and disease. All spirits are immune to possession and all types of mind control, but they are still affected by mental stun and confusion attacks, empathy, empathic transmission, telepathy, mind bond, mind wipe, and other types of psionic communication, attacks (mind bolt, electro-kinesis, etc.) and effects (see aura, see the invisible, etc.); +6 to save vs magic illusions. Most types of energy attacks do full damage to the spirit even in its natural energy form. However, physical as well as psionic and magic attacks that affect or injure a physical body (bio-manipulation, paralysis, sickness, healing touch, etc.), have NO effect on the spirit beings while they are in energy form. Once a spirit adopts a physical body, that body is vulnerable to physical attacks.

Physical materialization: May take human or animal form. Lasts 18 hours, plus each hour requires the expenditure of 20 P.P.E. to maintain. The spirit retains its mind, personality and the ability to speak, use its psionics, and cast magic. These manifestations are totally indistinguishable from normal animals and humans, except for a unique aura of power that may be recognized by some psychics, Dog Boys, and Psi-Stalkers, but which all Elemental Shamans, Warlocks, and fellow Elemental Spirits (lesser and greater) recognize immediately. In addition, the magical manifestation is impervious to disease, fatigue, poison and drugs (is vulnerable to magic potions).

Possession: All greater elemental spirits are able to physically link with or possess any animal, tree, pond, large boulder or a pillar of stone. They can physically link with or possess a summer breeze, a pool of water, a campfire, burning embers, or a rock or mound of earth (no saving throw to possess these "elements"; automatic), which have spawned legends of talking rocks and whispering winds. Hemlock has linked this fire spirit into the blade of a well forged katana, which has given is an unusual red appearance.

Abilities
• Magically understands and speaks all languages at 90%.
• Understand the language of True Elementals.
• Unlike the alien, robot-like creatures of the elementals who find humans incomprehensible, these "spirits" understand humans well.
• Bio-Regeneration: 2d4x10 M.D.C. per minute. When in physical form.
• Sense Elemental Forces: 80% chance to detect within 500' invisible spirits, Astral beings, True Elementals, and creatures spiritually or magically linked to Elementals, including Warlocks, other Elemental Spirits, the Jinn and Spirits of Light. Elemental allegiances are instantly known.
• Summon Lesser Elemental Spirit: 50 P.P.E. per spirit and a maximum of 9.
• Precisely estimate air, body and surface temperatures at 95%, as well as detect temperature changes.
• Recognize/identify the nature of any fire, including how it started, chemical composition, temperature, speed, direction, and approximate time it will take to bum itself out at 89%.
• Sense and locate any fires in a radius of 140 miles at 89%.
• Sense and recognize fire hazards at 97%.
• Infrared and thermo-imaging vision and can see perfectly in smoke. Range: 5000'. Track via heat-signatures at 89% (-20% in temperatures of
90+ degrees Fahrenheit).
• Impervious to heat, fire (even magic and M.D. plasma), smoke, gases, and disease.
• Cold and water based attacks and magic do double damage.

• Spell knowledge: All Fire warlock spells, plus protection circle (superior, with flaming circle and symbols).
• Psionics:
  • Bio-manipulation
  • Death trance
  • Hypnotic suggestion
  • Mind block auto-defense (special)
  • Psychic purification
  • Pyro-kinesis
  • See aura
  • Telepathy (4)


Combat Data
• 9 APM
• +5 initiative
• +15% perception
• +5 to strike
• +3 to parry/dodge
• +3 roll with punch/pull punch

Saving Throw Bonuses
• +7 vs. HF
• +6 vs. magic/poison
• +1 vs. psionics/insanity

Skill Equivalents (all at 98%)
  • Lore: Indians
  • Lore: Demons and Monsters
  • Land navigation
  • Basic mathematics
  • Interrogation
  • Dance
  • Sing
  • Cook
  • Climb
  • Acrobatics
  • Seduction
  • Streetwise


Book reference: Spirit West p.156 and 157



Attributes:

Level: 6 + 1d4+6: [3]+6 = 9

Spd: 30 + 3d6: [1, 5, 6] = 12
PB: 16 + 2d6: [5, 6] = 11
PE: 19 + 1d4: [4] = 4
PP: 18 + 1d6: [2] = 2
PS: 22 + 2d6: [5, 2] = 7
MA: 12 + 2d6: [1, 6] = 7
ME: 12 + 1d6: [5] = 5
IQ: 13 + 1d6: [2] = 2

Acrobatics (+1 PP, PE, +2 r/p/f)
+ 1d6: [3] = 3 MDC



User avatar
Hemlock
Posts: 96
Joined: Fri Feb 24, 2023 11:28 am

Re: Hemlock (Godling)

Post by Hemlock »

Name: Bumblebee
Image

Kachina Tectonic Spirit
Alignment: Typically principled or scrupulous
Level: 1
Mission: Protect Gloriosa.

Attributes
I.Q.: 10
M.E.: 17
M.A.: 5
P.S.: 10 (SN; 4D6 S.D.C.)
P.P.: 11
P.E.: 10
P.B.: n/a
Speed: 18 (5 MPH)

Physical attributes apply only when inhabiting a Spirit Doll or other physical object.

Physical Data
M.D.C.: 19
P.P.E: 20
I.S.P.: 40
Size: Action figure size.
Weight: Action figure weight.
Sex: N/A
Description: A yellow Transformer toy that can change from a volkswagon to a robot.

Abilities
• Horror Factor: 9
• Spirit regenerates 2d6 M.D.C. per hour. Doll body may need physical repairs.
• Conceal aura and essence is a unique power to hide its living essence, aura, and magic energy, so even a detection for magic or see aura will not reveal the spirit' s presence within the doll.
• Movement and mobility will be limited by the doll or object it has possessed.
• Kachina doll bodies have to be replaced if they lose 75% of their M.D.C.
• Can only be truly destroyed while in energy form.
• Magically speaks and understands all languages at 90%
• Impervious to fatigue, poison, drugs, disease, heat and cold, doesn't breathe air or need to eat.
• Vulnerable to magic fire and M.D. fire and plasma, and suffers double damage from them.

• Spell knowledge: Four first level Elemental Earth spells of choice and a total of six other earth spells selected from spell levels 1-3.

• Psionics:
  • Healing touch
  • Mind block
  • Presence sense
  • See aura
  • See the invisible
  • Sense evil
  • Telepathy (communication only)
  • Alter aura
  • Summon inner strength.


Combat Data
• 6 APM
• 4D6 S.D.C. full strength punch / 1D4 M.D. on power punch
• +2 on initiative
• +1 to strike/parry
• +3 dodge
• +3 to pull punch
• +5 to roll with impact, punch or fall

Saving Throw Bonuses
• +2 vs. magic
• +3 to save vs earth and water elemental magic
• +10 vs. HF

Skill Equivalents (all at 70% (+2%))
  • Land navigation
  • Basic mathematics
  • Dance
  • Intelligence
  • Prowl
  • Climb
  • Lore: Indians
  • Lore: Demons and Monsters


Book reference: Spirit West p.145 and 146


Gloriosa Sheet Code

Code: Select all

[b]Name:[/b] Bumblebee
[img]https://www.pbprpg.org/images/albums/userpics/14459/17/Bumblebee_Transformer.png[/img]

[size=85][i]Kachina Tectonic Spirit[/i]
Alignment: Typically principled or scrupulous
Level: 1
[u]Mission[/u]: Protect Gloriosa.

[u]Attributes[/u] 
I.Q.: 10
M.E.: 17
M.A.: 5
P.S.: 10 (SN; 4D6 S.D.C.)
P.P.:  11 
P.E.: 10 
P.B.: n/a
Speed: 18 (5 MPH)

[size=85]Physical attributes apply only when inhabiting a Spirit Doll or other physical object.[/size]

[u]Physical Data[/u]
M.D.C.: 19
P.P.E: 20
I.S.P.: 40
Size: Action figure size.
Weight: Action figure weight.
Sex: N/A
Description: A yellow Transformer toy that can change from a volkswagon to a robot.

[u]Abilities[/u]
• Horror Factor: 9
• Spirit regenerates 2d6 M.D.C. per hour. Doll body may need physical repairs.
• Conceal aura and essence is a unique power to hide its living essence, aura, and magic energy, so even a detection for magic or see aura will not reveal the spirit' s presence within the doll.
• Movement and mobility will be limited by the doll or object it has possessed.
• Kachina doll bodies have to be replaced if they lose 75% of their M.D.C.
• Can only be truly destroyed while in energy form.
• Magically speaks and understands all languages at 90%
• Impervious to fatigue, poison, drugs, disease, heat and cold, doesn't breathe air or need to eat.
• Vulnerable to magic fire and M.D. fire and plasma, and suffers double damage from them.

• Spell knowledge: Four first level Elemental Earth spells of choice and a total of six other earth spells selected from spell levels 1-3.

• Psionics: 
[list]Healing touch
[*]Mind block
[*]Presence sense
[*]See aura
[*]See the invisible
[*]Sense evil
[*]Telepathy (communication only)
[*]Alter aura
[*]Summon inner strength.[/list]

[u]Combat Data[/u] 
• 6 APM
• 4D6 S.D.C. full strength punch / 1D4 M.D. on power punch
• +2 on initiative
• +1 to strike/parry
• +3 dodge 
• +3 to pull punch
• +5 to roll with impact, punch or fall

[u]Saving Throw Bonuses[/u]
• +2 vs. magic
• +3 to save vs earth and water elemental magic
• +10 vs. HF
 
[u]Skill Equivalents (all at 70% (+2%))[/u] [list]
[*]Land navigation
[*]Basic mathematics
[*]Dance
[*]Intelligence
[*]Prowl
[*]Climb
[*]Lore: Indians
[*]Lore: Demons and Monsters[/list]

Book reference: Spirit West p.145 and 146[/size]

Attributes:
I.Q.: 2d6+4: [4, 2]+4 = 10
M.E.: 2d6+6: [5, 6]+6 = 17
M.A.: 1d6+4: [1]+4 = 5
P.S.: 1d6+8: [2]+8 = 10
P.P.: 1d6+8: [3]+8 = 11
P.E.: 1d6+8: [2]+8 = 10
P.B.: As per action figure
Spd.: 2d6+12: [3, 3]+12 = 18

HP: 2d6+6: [3, 2]+6 = 11
SDC: 2d6: [5, 3] = 8

In spirit energy form, this Tectonic spirit has 2d6+6: [6, 6]+6 = 18 M.D.C.

PPE: 1d4*10: [1]*10 = 10 + 10 per level
Level: 1d4: [1] = 1

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