Character Name: Oren Exe Alias: "X" Race: Demigod (CB2, pg 17) O.C.C.:Temporal Wizard Alignment: Scrupulous XP Level: 6 XP Points: 32,476 (updated 2024-06-01 DSM) Next Level @ XP: 48,001 (to 7th level see
0,000 - 2,400
2,401 - 4,600
4,601 - 9,200
9,201 - 18,400
18,401 - 28,300
28,301 - 48,000
48,001 - 78,000
78,001 - 110,000
110,001 - 150,000
150,001 - 200,000
200,001 - 250,000
250,001 - 310,000
310,001 - 380,000
380,001 - 470,000
470,001 - 600,000
) Sentiments/TGE: They're the bad guys, right? Sentiments/CCW: "Good guys as long as you follow our rules." Sentiments/Phase World: A place where anyone can be anything! ... if you survive. Disposition: A somewhat bitter but proud man who sacrificed his youth to try changing the galaxies for the better. He believes in good and doesn't believe in the gods despite his heritage. His formerly rebellious and insipid youth has been replaced with that of an aged man who recognizes how flimsy life actually is. Those who toy with life earn his ire, be they mortal or divine. Insanity: Fascination with Death in All its forms: Since his brush with fate that had him sacrifice his youth, he has become obsessed with the concept of death and how it applies to the mortals and immortals. He considers his old life now dead to him, yet he remains with an unknown clock ticking down on his life. This fascination results in him studying death and the idea of immortality; his former squeamishness all but lost completely.
Age: 1,015
Sex: Male
Height: 6’1”
Weight: 165
Description: An older but relatively thin, tall and athletic looking man with a full beard that has greying lines in various spots. He carries a look of dismay as if there is always something weighing on him that he won't discuss.
Racial Abilities
H.F.: 7 (when recognized as a DG)
Resistant to Fire/Cold (Half damage)
Regenerates 1d6*5 MDC every minute
Deific Heritage: Shifter Magic
(Accounted for in CS, only here as a reference) + 2 on initiative, + 2 to save vs magic, +1 to save vs psionics, + 3 to save vs horror factor, + 20% to save vs coma/death.
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 +1/lvl minutes before it opens.
-- 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. -- 71% (+5%)
Note: Can also Sense Dimensional Vortex 1d6 +1/Lvl minutes before the storm appears. Automatic.
For 125 PPE, the Shifter can create a one-way dimensional portal for himself and his familiar. Any additional travelers cost 25 PPE per. The Portal remains open for one minute. It can target the Shifter’s home dimension, a random dimension or a previously visited one. Targeting the home dimension opens a portal on a world the shifter has visited before but in a random but viable location on the planet.
For greatest accuracy, the shifter can perform a ritual that allows the Shifter to use Dimensional Portal or Re-Open Gateway for half cost. This ritual takes 1d6*10+15 minutes to complete. The ritual enables the shifter to hold open Rifts for one minute per level, close a rift at will in a heartbeat and manipulate its size. When manipulating its size, the portal can be anything from a man-sized portal to a 10ftx10ft opening per lvl of experience.
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 one minute per level of Shifters experience. Only the shifter can close the connection.
Success Ration: 61% (+5%) 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 50 miles (80 km) + 20 miles (32 km) /lvl. The shifter is also able to sense other types of dimensional disturbances such as Teleports and dimensional anomalies that occue 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 Shifters MA vs Mind Control 3 out of 5 times to save.
(Accounted for in CS, only here as a reference)
+2 Save vs HF @ Lvl 2, 5, 9, 11, 15
+1 Save vs Magic @ Lvl 3, 7, 10, 13
+1 Spell Strength 4, 7, 10, 13
+3 Save v Possession @ Lvl 1
+1 Save v Possession @ Lvl 5, 10, 15
Temporal Wizard Abilities
While not focused on controlling creatures that may come out of Rifts like Shifters are, Temporal Wizards are just as capable when it comes to dimensional travel. Temporal Wizards share Shifter abilities #3 (Dimension Sense), #4 (Dimensional Travel), and #7 (Sense Rifts) with their Shifter cousins, and likewise gain the same Lore: Dimensions skill with a +20% bonus. They do not share any other Shifter abilities.
And Then a Step to the Right (aka Temporal Hitchhiking): The Temporal Wizard with this ability is able to hitch a ride on any form of Temporal spell/ability or similar magic/effect, including spells or effects like Time Slip, Ley Line Time Flux, Speed of the Snail, Rift to Limbo, Time Hole, The Slowness (Spell of Legend), and so on. In the case of spells or effects that cause the caster/user to move forward or backward in time, The Temporal Wizard will reappear with the caster/user of the spell or ability wherever and whenever that caster reappears. In the case of spells that speed up/slow down others, the hitchhiker may elect not to be effected by the spell/effect at all and may act as if the spell has no effect upon her, or may elect to hitchhike normally and have the spell affect her as well. Spells that are not affected by this ability include Time Capsule (both of the Temporal and Ley Line variety), Temporal Blast, Time Warp: Send (only affects nonliving matter), Double Paradox, Time Maelstrom, Time Barrier, Resistance to Time Warps/Stop Time, and Id Self. Other spells may or may not be affected by this ability per GM discretion. In the case of Wink-Out, Time Hole, Temporary Time Hole, and the like, the hitchhiker appears in the same extradimensional space as the caster/user of the effect. The duration of any spell or effect remains unchanged and only the caster of the original spell can cancel it. If the original spell is cancelled, the hitchhiker is affected in the same way.
The Temporal spell/ability targeted by this ability must begin within range and line of sight of the Temporal Wizard, and it costs 30 P.P.E. to hitch a ride. Note that the hitchhiker need not be visible to the caster or user of the Temporal ability - as long as the hitchhiker has line of sight and is in range, it does not matter if they are seen or noticed. Range: 100 feet (30.5m); +20 feet (6.1m) per level of experience. P.P.E. Cost: 30 points.
Temporal Wizards with this ability may elect to shorten or extend the duration on spells of their own casting by up to 10% per Temporal Wizard level (round down). The ability only works on spells directly cast by the Temporal Wizard at the moment they are cast, and does not work on any other spell or effect including, but not limited to, spells and effects generated by the Talisman spell, magic items the Temporal Wizard is using, magic scrolls, etc. P.P.E. Cost: Extending or shortening the duration of a spell in this way exacts a cost in the form of an additional amount of P.P.E. equal to the difference in percentage it is altered by, whether that percentage is positive or negative. For example, if a Temporal Wizard wants to extend the duration of her Armor of Ithan spell by 50%, she would pay 50% more P.P.E. for the spell. If, instead, the Temporal Wizard with this ability chose to shorten the duration of a spell by 50%, she would still pay an increase of 50% more P.P.E. to make the alteration. This ability can only be used at the time the spell is being cast, and cannot affect spells already in force. This ability can be used once per 24 hour period for every three Temporal Wizard levels (round up).
Upon gaining a new level, the Temporal Wizard learns two new spells from the generalist invocation list or the Temporal magic list every level of experience; player's choice. Additional spells and rituals of any magic level (including the rarely found Temporal magic spells) can be learned and or purchased at any time regardless of the character's experience level. See the Pursuit of Magic section in Rifts: Ultimate Edition, page 190.
Temporal Wizards can draw additional P.P.E. from ley lines, nexus points, blood sacrifices, and willing participants.
For the Temporal Wizard, P.P.E. recovers at a rate of 7 points per hour of rest of sleep. An hour of meditation restores 15 P.P.E. and is equal to one hour of sleep for this character when it comes to recovery from fatigue and physical rest.
(Accounted for in CS, only here as a reference)
+2 to initiative, +15% on Perception rolls, +2 to save vs illusions or mind control, +2 vs Horror Factor at levels 1, 4, 8 and 12. +1 to save vs magic at levels 1, 3, 6, 8, 11, and 14. +1 to spell strength at levels 2, 5, 9, and 13.
Spell Knowledge Spell Strength: 15 (+1 @ Lvl 9, 13)
Two Temporal or Generalist Spells of Choice per level
(8) Detect Teleportation and Magic Breaches
(10) Impervious to Vacuum
(8) Stellar Navigation
(22) Intuitive Xeno-First Aid
(25:60) Anti-Gravity Flight
(45) Cosmic Armor
(120) Block or Seal Against Teleportation and Mystic Portal
(66) Negate Mystic Portal
(1) Blinding Flash
(2) Cloud of Smoke
(1) Death Trance
(2) Globe of Daylight
(1) Lantern Light
(3) Mystic Mark*
(6) See Aura
(4) See the Invisible
(2) Sense Evil
(4) Sense Magic
(4) Thunderclap
(4) Aura of Power
(6) Befuddle
(6) Chameleon
(6) Cleanse
(3) Climb
(6) Cloak of Darkness
(5) Cobwebs*
(6) Concealment
(6) Detect Concealment
(4) Extinguish Fire
(5) Fear
(5) Heavy Breathing
(5) Levitation
(2+) Manipulate Objects
(5) Mystic Alarm
(5) Seasickness*
(4) See Mystic Mark*
(5) Shatter
(5) Throwing Stones
(6) Turn Dead
(10) Armor of Ithan
(5) Breathe Without Air
(5) Cloud Animal Mind*
(10-20) Create Wood
(5) Energy Bolt
(5) Fingers of Wind
(5) Float in Air
(5) Fuel Flame
(6) Ignite Fire
(5) Impervious to Fire
(5) Impervious to Poison
(6) Invisibility: Simple
(2+: Special) Life Source
(6) Light Healing
(6) Light Target
(6) Magic Shield
(5) Mystic Fulcrum
(5) Negate Poison/Toxin
(6) Orb of Cold
(5) Paralysis: Lesser
(6) Resist Fire
(8) Telekinesis
(6) Wave of Frost
Astral Projection (10)
Blind (6)
Carpet of Adhesion (10)
Charismatic Aura (10)
Chromatic Protection (10)
Cure Minor Disorders (10)
Deflect (10)
Electric Arc (8)
Energy Field (10)
Fireblast (8)
Fire Bolt (7)
Fist of Fury (10 or 50)
Fool's Gold (10)
Ley Line Transmission (30)
Magic Net (7)
Mend Wood* (10)
Multiple Image (7)
Reflection (7)
Repel Animals (7)
Ricochet Strike (12)
Seal (7)
Shadow Meld (10)
Spider Webs* (10)
Swim as a Fish (6)
Trance (10)
Watchguard (10)
Weight of Duty (10)
Armor Bizarre (15)
Aura of Death (12)
Aura of Undeath* (12)
Calling (8)
Charm (12)
Circle of Flame (10)
Death Curse (Special)
Distant Voice (10)
Domination (10)
Energy Disruption ( 12)
Escape (8)
Eyes of Thoth (8)
Featherlight (10)
Fly (15)
Hands of Stone* (15)
Heal Wounds (10)
Horrific Illusion (10)
Horror (10)
House of Glass (12)
Implosion Neutralizer (12)
Influence the Beast (12)
Instill Knowledge (15)
Lifeblast (15)
Lightning Fist* (12)
Mend the Broken (10+)
Mental Blast (15)
Rags to Raiments* (13)
Rags to Rope* (13)
Semi-Impervious to Cold* (15)
Sleep (10)
Superhuman Endurance (12)
Superhuman Strength (10)
Superhuman Speed (10)
Sustain (12)
Swim as a Fish: Superior (12)
Apparition (20)
Barrage (15)
Call Lightning (15)
Compulsion (20)
Create Water (15)
Crushing Fist (12)
Cure Illness (15)
Energize Spell (12+)
Erase Mystic Mark* (20)
Fire Ball (10)
Fire Blossom (20)
Fortify Against Disease (15)
Frequency Jamming (15)
Frostblade (15)
Ice (15)
Illusion Booster (15)
Illusory Wall (15 or 30)
Impervious to Energy (20)
Lightning Strike* (18)
Magic Pigeon (20)
Mask of Deceit (15)
Memory Bank (12)
Power Bolt (20)
Reduce Size (20)
Reverse* (18)
Sheltering Force (20)
Targeted Deflection (15)
Teleport: Lesser (15)
Time Slip (20)
Tongues (12)
Words of Truth (15)
3rd level spell
Range: 30ft +5/lvl
Duration: Instant, must be thrown upon casting; Cloud last one melee per level of experience
Saving Throw: Strike Roll to hit target area; Standard v Blinding Flash; HF 5
P.P.E.: 7
Description: Create a small orb of light in the palm of ones hand and then throw it at target area. Upon contact with anything except the casting mage, the light erupts in a quick flash that is followed by startling boom noise while a cloud of smoke covers a 20x20x20ft area. The initial flash only affects anyone within a 5ft radius of impact, but they suffer a -3 to strike, parry and dodge if they fail to save for 1d4 melees. Note: This does not affect cybernetic eyes. Anyone who successfully saves v magic is not blinded at all.
The startling boom that follows immediately after the flash grants the user +2 to initiative, +1 Strike, Parry and Dodge while creating a HF 5 radius to everyone within 20ft (Save v HF 5). Even users that save are still drawn to look towards the boom.
The cloud takes 15 seconds per level of caster to fully dissipates however anyone caught in the cloud are unable to see anything inside the cloud further than 3ft away, and anyone outside of the cloud can't see beyond it. While within the cloud, victims are at -2 strike, parry, dodge, disarm and entangle.
Psionicse Master Psionic
Physical
⸎ Alter Aura (2)
⸎Mind Block (4)
⸎Telekinesis (varies)
Sensitive
⸎Sixth Sense (2)
⸎Mind's Eye (8)
⸎Telepathy (2)
⸎Meditation (0)
⸎Object Read (6)
⸎Extended Presence Sense (8)
Super-Psi
⸎Telepathy: Superior (8)
⸎Bio-Manipulation (10)
O.C.C. Skills
Language: Trade IV – 110% (+1%)
Language: Dragonese – 94% (+3%)
Language: Trade I – 94% (+3%)
Literacy: Dragonese – 76% (+5%)
Literacy: Trade IV – 80% (+4%)
Astronomy and Navigation – 81% (+5%)
Land Navigation – 76% (+4%)
Wilderness Survival – 76% (+5%)
Math: Basic – 96% (+5%)
Lore: Magic – 81% (+5%)
+Recognize Magic Symbols, Runes and Circles – 71% (+5%)
+Recognize Enchantment – 66% (+5%)
+Identify Magic Artifact – 56% (+5%)
Lore: Demons and Monsters – 76% (+5%)
Lore: Faeries and Creatures of Magic – 76% (+5%)
Lore: Dimensions - 71% (+5%)
Hand to Hand: Aikido
O.C.C. Related Skills (+2 Skills @ level three, six, ten, and thirteen.)
Communications: Any (+5%, +10% on languages & literacy)
Domestic: Any
Electrical: Basic Electronics only
Espionage: Detect Ambush, Detect Concealment, Intelligence, and Surveillance only (+10%)
Horsemanship: General or Exotic only
Mechanical: Basic Mechanics only
Medical: Medicinal Brewing, First Aid, Holistic Medicine, and Paramedic only (+5%)
Military: Camouflage only (+5%)
Physical: Any except acrobatics and wrestling
Pilot: Any (+5%)
Pilot Related: Any (+5%)
Rogue: Any (+5%)
Science: Any (+10%)
Technical: Any (+10%)
W.P.: Any
Wilderness: Any (+10%)
Combat Data
HTH Type: Aikido (Wb8 pg 193)
Number of Attacks: 5
Initiative Bonus: +5
Strike Bonus: +0
Parry Bonus: +6
Dodge Bonus: +6
Auto-Dodge Bonus: +6
HTH Damage Bonus: +5
Bonus to Roll w/ Impact: +5
Bonus to Pull a Punch: +2
Bonus to Break Fall: +3
Bonus to Body Flip/Throw: +4
Bonus to Disarm: +1
Other: Kick Attack [1d8], Body Block/Tackle, Body Flip/Throw, Break fall, Disarm, All Holds, Critical Flip/Throw on Nat 18-20
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. Sword - +3 Strike, +2 Parry, +1 Strike when Thrown +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. Paired Weapons
Illusion/Mind Control (varies): +2
Possession (varies): +7
(+1 @ Lvl 10, 15)
Add others as needed
Please Do Not PM This Account, PM Underguard Instead
Oren Exe | EP Ledger | Other PCs: Ronan (Spook Squad) | Venenifer (Roughnecks)
"The Ariel Spirit of Light, Matthew, is speaking." "The Seraph Spirit of Light, Kalinda, is speaking." ლ(ಠ益ಠ)ლ
Vehicles
NG-300 Speedster (Phase World Equivalent) that has been repainted.
Carried/In Hand
TW Storm Staff
Worn on Person
Spacer Suit
Tinted goggles
VidComm Watch Deluxe (left wrist)
Lightblade on either hip
Bag of Holding (Patron Item)
Rare Enchanted Bag
S.D.C.: 50 Magic Features:
Effect: Dimensional Pocket
Weight: 1.0 lbs.
Capacity: 50 lbs.
Duration: Eternal
Restrictions:
Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding
Retrieving an item takes 7 seconds (half a character's APM). If there are more than 12 items contained inside the pocket, it takes a full melee to locate and remove a specific item.
History: Crafted by the spendthrift gnomes of the Whiting clan, these peculiar bags are a lucky person's way of guarding valuable property in a most inconspicuous fashion while traveling through treacherous territory. Contains
• [20] Small trinkets in a small bag for talismans
• All excess paint not in use [approximately 15lbs]
• Storm Staff [8lbs]
•
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Features:
12 attachment points
Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Crystal Paralyzer
• Attachment: TW Jammer Pistol
• Attachment: Multi-Tool
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:
Utility Belt
• Attachment: Hand-Held Chemical Spray Painter
• Attachment: HPPC Gloves
• Attachment: Bag of Holding
• Attachment: N-F40A Heavy Force Field Belt Attachment
Backpack
• Space: Air Filter and Gas Mask
• Space: Mini-Oxygen Tank (15min)
• Space: Laser Distancer
• Space: Lighter
• Space: Flashlight
• Space: Silver Knife (1d6 SDC)
• Space: [2] E-Clips
• Space: Silver pendant (of his mother's crest)
• Space: Laser Scalpel
• Space:
Stored in Vehicle
No storage. Gear Stats
Spacer SuitOn loan from DSM Armory until new armor is purchased
M.D.C. by Location:
Helmet: 30
Arms: 10 each
Legs: 10 each
Main Body: 20
Weight: 10 lbs.
Modifiers: -5% to movement Features:
Integrated Oxygen Supply (1 hour)
Hook-ups for extra oxygen tank and and jet pack/grav pack
Book Reference: p.120, DB2
TW Lightblade x 2
Range: Close combat
Damage: 1D4x10+5 M.D. (x2 vs beings vulnerable to light)
Weight: 2 lbs.
Modifiers: +1 to strike and parry
TW Characteristics:
TW Functions:
Activation Cost: 28 PPE
Device Level: Five
P.P.E. Construction Cost: 280
Spell Chain Needed: Primary Spell: Lightblade (20), Secondary Spells: Blinding Flash (I), Energy Bolt (5), Globe of Daylight (2)
Physical Requirements: None
Duration of Charge: 5 minutes
Construction Time: 150 hours
Construction Cost: Unlisted
Book Reference: Custom
Enhanced Mage ArmorCurrently folded neatly and tucked into a lockbox like something he's unwilling to throw away Mage Armor, Enhanced
M.D.C. by Location:
Helm: 50
Arms: 25 each
Legs: 45 each
Main Body: 90
Weight: 22 lbs.
Modifiers: -5% to physical skills Features:
1st TW Feature: Invisibility, Superior (self) (6th Level)
2nd TW Feature: Invulnerability (6th Level)
Book Reference: p.17, Rifter 22
NG-300 Speedster (Phase World Equivalent)
M.D.C. by Location:
*Rear Hover Rocket Jets (6): 35 each
*Front Hover Jet1 (1): 40
*Forward Headlights (1): 5
Windshield (1): 15
Main Body: 75
* Requires a called shot at -3 to strike Statistical Data:
Maximum Speed: 220 mph; 120' max altitude and handle drops of up to 600’
Range: based on power plant; choose from options below & note here
Modifiers: +10% Piloting under normal operation. +1 Initiative/Dodge. -5% Piloting for sudden stops/trick maneuvers. -5% Piloting per 30ft at altitudes higher than 30ft.
Crew: One rider, and one passenger can sit behind the driver
Class: Hovercycle
Dimensions: 9' long, 3.9' wide, 4' tall, 700 lbs.
Cargo: None
Power System: Nuclear Weapon Systems: None installed[/list] Features of Note:
None.
Book Reference: p.169, WB34
TW Jammer Pistol
Range: 600'
Damage: Whatever mechanical device is hit by the blast is temporarily "jammed" (won't function) for 1 melee round
Rate of Fire: Single shots only
Payload: 10 shots per P.P.E. clip
Weight: 1.2 lbs.
Features: None
Modifiers: None
TW Characteristics:
TW Functions:
Negate Mechanics (3rd level proficiency)
Book Reference: p.113, WB16
Hand Held Chemical Spray Painter
Specially modified hand-held version of the Bionic Chemical Spray to act as spray painter.
Reference: SB5, pg 91
Payload: 5 different chemical paint color slots that each hold 4 doses or 1 cartridge of paint. Only a single color can be in a given slot, but multiple slots can use the same color. The device holds a total of 20 doses spread between these 5 slots. It takes a single action to switch between chemical slots. A single slot does not need to be fully loaded to be used, a single dose can be applied to a slot, or two or three.
Range: Effective Range of 1-3 ft. Max Range of 5 ft. Each dose of spray has enough paint to effectively affix to no more than 2 sq ft. Device nozzle is adjustable to allow for a controlled fine line of paint to a spray that will effectively cover a 6in spot and anything in between for paint line width.
Rate of Fire: Each spray counts as one melee action. A single spray can be held over multiple actions to continue until dose/cartridge is expended or released earlier without finishing the dose. The active chemical color will cycle through all four doses for one continuous spray. Once all four doses are expended, the user will have to select another chemical slot or reload the doses.
Reload: To empty a chemical slot of all its doses (expended or not) is a quick release that takes one action. It takes a single action to load a dose into a chemical slot (4 doses would cost 4 actions.) They must each be loaded individually. A cartridge can be loaded in one action and acts as four doses of one color.
Notes: This device has been modified to only work with paint chemicals. It can use the Metal-Spray Spray colorsor the Black Ball Spray Paint.
Cost: 40,000 but rare. As a niche item, it is not produced en masse and instead sold during high sale periods or by special order. It can be ordered from Naruni Enterprises or found in the Black Market at uncommon to rare availability.
Chemical costs: A chemical spray similar in application to mace, 100-200cr per dose. A cartridge of Black Ball costs 1,200. A cartridge of Metal-Spray is 18,000 (It does what a can does and means only 5 different cans can be loaded at once in practice).
Slot 1: Red
Slot 2: Blue
Slot 3: Yellow
Slot 4: White
Slot 5: Black
Red [20]
Blue [20]
Yellow [20]
Orange [20]
Purple [20]
Green [20]
White [20]
Black [20]
Brown [20]
Spray Cleaner [20]
Black Ball Spray Paint [5]
VidComm Watch Deluxe (Range: 2 miles, VHF 250mhz, includes satlink)
Crystal Paralyzer
Range: 500'
Damage: None + Psionic Paralyzation
Rate of Fire: Single shots only
Payload: 8 I.S.P. per shot; 160 I.S.P. per crystal magazine; a psychic can power it with own I.S.P.
Weight: 3 lbs.
Features:
Psionic Paralyzation: save vs lethal toxins or paralyzed for 1D4 melees
On a failed roll of 5<, a save vs coma/death is required (see book)
Modifiers: Must be a psionic to use
Book Reference: p.127, DB2
Hand Held Personal Computer (HHPC) Gloves
Paired fingerless electronic gloves able to make wireless data connections. (Range: 1 mile, 900mhz)
One glove is the CPU. The other glove is the Primary Interface Unit (PIU).
The holographic interface is manipulable via the PIU & via voice in up to six programmed languages.
Link to the Supernatural Zurvan
Zurvan is the God of Time, treated as a god of magic. Bonus spells may be selected from generalist invocations or space magic as per the house rules.
Items to Allocate
A couple dozen worth of talisman trinket items
2 P.P.E. Battery Talisman
Talisman Magic Features
P.P.E.: 50
Book Reference: p.150, BoM
2 Talisman of Armor of Ithan
Talisman Magic Features
Armor of Ithan
Duration: 4 minutes
M.D.C.: 40 (1/2 damage from magical fire, cold, and lightning)
Charges: 3
Book Reference: p.96, BoM
Talisman of Float in Air
Talisman Magic Features
Float in Air
Duration: 10 minutes
Range: 30' (Self or Others)
Affected individual suffers from following penalties: All attacks, strikes, parries, dodges are at -1; normal speed/movement is reduced by half inaddition to float/hover 1 to 2 feet above the ground.
Charges: 3
Book Reference: p.96, BoM
Talisman of Invisibility: Simple
Talisman Magic Features
Invisibility: Simple
Duration: 12 minutes
Anything worn or carried at time of casting is made invisible. Not detectable by normal vision or nightvision
Charges: 3
Book Reference: p.97, BoM
Please Do Not PM This Account, PM Underguard Instead
Oren Exe | EP Ledger | Other PCs: Ronan (Spook Squad) | Venenifer (Roughnecks)
"The Ariel Spirit of Light, Matthew, is speaking." "The Seraph Spirit of Light, Kalinda, is speaking." ლ(ಠ益ಠ)ლ
The sound of rain echoes down the streets in the quiet city of Millavera. A relatively new city built only decades ago on the planet Sillenda; a minor planet within the borders of the Consortium of Civilized Worlds. Sillenda has a colorful past, being ground zero for many supernatural battles throughout the ages. The planet itself seems to be something of an unstable enigma. Some years, the magical energies ebb thick on Sillenda, opening the doorway for attack from those who wish to harness the well of energy. Other years, it is a planet with less magical connection than a cyborg.
The people who call it home are used to the turbulent natures of the energies on their planet. Since these years of greater potency cannot be predicted, those who are born on such occasions are often dotted on by the government of the planet to enhance their own galactic importance. They do this because during these potent years, children are more likely to be born with unique abilities that place them above the rank-and-file citizen. If these aleatory children are missed, then they could go their whole lives without mastering their abilities or worse, master it for alien purposes.
The government itself has evolved to be quite accustomed to the constant raids that the planet faces whenever news of a potent year reaches the public. The Sillenda Security Force, while wholly defensive in nature, is a force to be reckoned with. Cosmo-Knights, CAF or any other allied forces all work in cooperation with the SSF while on their planet. The planet is largely covered in large terrestrial domes built to withstand the turbulent forces released during the potent years when Ley Line Storms and other problems are daily. Outside of the domes exists a tempered climate similar to primordial earth. Luscious forests, expansive deserts and chilling tundra’s, an explorer would be hard pressed to find something they wouldn’t enjoy in the Sillenda wilderness.
However, outside of the safety of the domes one is subjected to a vast array of oddities. Ley Line Storms and other dangerous events happen daily during potent years, with a single storm lasting months. Their own practitioners succeed only in subduing the storms around the domes themselves but they have never been able to stop a storm in its entirety; the potency of the storm with the planet is too much. On docile years what remains of the wildlife of Sillenda appears from beneath the surface, mutated from the potent years and aggressive.
Inside the domes was a relatively well-maintained society. The domes themselves were mega-structures spanning hundreds of miles of ground with a large air space inside. There are various levels and towers in the domes, with the main level to each dome considered City Center and about two hundred feet above the ground. The levels below that are considered the undercities, and the levels above are consider the upper cities.
It wasn’t always like this, however, and the people of Sillenda have been through their fair share of troubles. From the raids from space pirates or would-be gods attempting to harness their planet to the supernatural evil that always finds its way out during those years, the people of the planet are under constant strife. During the potent years, great evil can sometimes find its way to Sillenda and begin setting up roots during the storms only to emerge en masse once the storm is over.
One such event, almost twenty years ago, is where our story technically begins. It begins with a woman, a warrior; a Champion of Good. Millavera Turricula. A warrior of many talents, unlike anything anyone on Sillenda has ever seen. She is a child of the storms, born under the potent years on Sillenda and went undetected by the Sillenda Council. Born to a spacer who left before she was born and a young mother barely surviving as a restaurant hostess. The young mother of Millavera dies of an illness shortly before her 8th birthday, leaving her to survive on her own and vanishes from any record.
Then Sillenda was hit with the most potent year it has had in recorded history with storms that were shaking the domes. An Alien Intelligence, a being of unknowable powers and malevolence shook the planet as it attempted to breach the veil. As it enters it breaches the capital of Sillenda, Volkeve. The large creature punctures the dome, exposing the citizens to the ferocity of the storm that rages above. In the moments before the end, Millavera returns with a man at her side. Together, the duo battle the alien intelligence while the security forces do their best to deafen the storm above. In a story that is only more exaggerated each time it is told, Millavera and her ally are seen repelling the intelligence and returning peace to the planet. In honor of her heroics, the rebuilt city was renamed Millavera, and she was named a champion of Sillenda. Though many witnesses reinforce that Millavera did indeed have an ally, the Champion never references them, and no one sees him again.
Then… nine months later, I pop out and thus begins my own story. I was raised with the retired Champion of Good, Legendary Millavera as my mother. A shockingly normal woman in retirement, my mother made sure I had everything without being under the scrutiny of the press or the government. Good schools, some friends, high life in the upper levels. What more could I ask for?
A lot, apparently. Like, how about not living in a city named after your mom. That’s awkward in conversations. But no, she would never move to a different one. Convinced and determined to wait in that city until *it happened. * Whatever it was. Apparently, asking for anything about dad was off limits too. A lot of kids go their whole life without being spanked by a Champion of Good, but hey, it builds character.
Turns out the undercities is where its at. You can find anything in the undercity, trinkets, artifacts, money, anything. I would often find trinkets no one valued and create with them. It was a hobby and an artform to turn nothing into something. Also, it’s a great place to hang out and just observe the denizens. I found myself there many, many times with a couple of my friends. We had to be careful, of course, gangs and other such illegalities were rampant. We always got into trouble, but we always got out of it, even if it took us a few days to find out way back home.
Maybe I should’ve appreciated my home life a little more, stayed with mom, learned what she had to offer. Too little, too late. It was during one such excursion to the undercity that it happened. When I returned, she was gone. It was as though my mother had ceased to exist, her room wasn’t packed, her things still neatly organized as though she was just out for the day except her sword, but it was more than that, much more.
Then it happened, a flash. A splitting headache that shatters my train of thoughts, bringing me to my knees in the empty house. Flashes of a clock surrounded by stars, of a cube with various etchings, of demons and spirits. A voice thundered in my ears, not a soft one but a powerful one. ”The time has come for you to know.” It echoes, a swirl of energy enveloping me as archaic symbols circle in my mind; spells, abilities, knowledge. What was it for, what was it’s purpose?
Unfortunately, I didn’t get the time to ask as the front door of my home was kicked down. Grabbing what I could from my room, I escaped without even waiting to see who was chasing me. I knew the cities better than those who protected it, I knew how to get away. Turning the corner towards one of my friends’ homes, I see them under arm of the SSF; they were being arrested.
I didn’t… I couldn’t, I just reacted. I think I said no, but a symbol flashes in my mind and suddenly the four SSF and my friend are engulfed in smoke. I didn’t process it, I ran in and grabbed her arm, running down the next duct.
”Kira, we’ve gotta go get Inhio and get out of here.” I state in a hurried whisper, tugging her to follow. She stops me and I turn to look to see her disbelief. ”Oren, you just stood up to SSF? And what was that word you said? What’s going on?” Kira asks and I shake my head.
”I-I don’t know. My mother is gone, someone just kicked my door in. The SSF is after you, apparently. I can make things happen suddenly with just words. This place is becoming too turbulent for me, I don’t know how we can survive here. I’m hopping a freighter at the port, you in?” I ask, extending my arm to Kira. I see her eyes puffy, she actually still has a family here. ”I’d understand if you say no.” I offer and she shakes her head, taking my hand and standing.
”Eh, I was always the odd ball in my family anyways. They’d have kicked me out sooner rather than later.” She offers through a shaky but joking voice, extending her forearm. I take my forearm and we cross arms and nod with a smile to each other. ”Alright, let’s get Inhio.” She states and we take off.
Unfortunately, by the time we got to Inhio’s home, he was already in a security vehicle with the SSF talking to his father. A drunken bastard who had a really high paying job and cared more about drink and money than he did his own family; I often asked my mom to adopt Inhio as my brother, but his father refused.
Fortunately, the SSF wasn’t ready for two street rats with unmastered abilities and confusing dedication. Kira was always a better fighter than I was, but she showed me plenty of moves and together, we took out the two SSF waiting by the vehicle. Opening the door as quietly as we can while the others talk to his father, Inhio slides out and shakes his head.
”About time you two showed up, waiting for an invitation? I couldn’t email you that the whole damn city was out to get you in time.” Inhio quips, prompting both Kira and I to blink at him. He shakes his head again. ”Later.” Inhio adds and motions for me to lead the way. We take off just as the SSF return to their car, then the city-wide alarm is sounded and we book it.
Darting in the alleyways of the city levels, we must’ve gone from level 4 to 9 and everything in between more than a few times before stopping at a safe house we made in the undercity. Grabbing a snack and drink, I toss them to Inhio and Kira as they sit, Kira raising her hands in a time out posture.
”Okay, what? Why is everyone going nuts?” Kira asks, looking to Inhio who takes a bite of the ration bar and shrugs. Inhio was the youngest of us but the best with computers and machines.
”First, Oren, I’m sorry about your mom.” Inhio says softly before taking a breath and nodding. ”So, we all know I do a lot of things on the holonet I shouldn’t. That includes breaking into government documents. They really don’t like that. So, uh, turns out, we are on the most wanted list. Kira and I are associates of murder, with you being the murderer of, um, your mother. There are apparently doctored but visibly seamless video footage showing you… um, well, you had her sword and…” Inhio trails off as I shake my head viciously and exclaim.
”No, no, no. No. No. My own people did not do that. My-me? Her sword? Her sword wasn’t even in the house! Nothing was, no blood, no sign of a fight!? No, there’s gotta be somebody to talk too. She can still be alive!” I mutter to the point of babbling. That is, until Kira’s hand touches my shoulder.
”Oren. We’ve gotta go. Maybe we can find proof later, but right now the odds are against us.” Kira states.
”Uh, right. Um, Inhio, can you find out when are where the next freighter to Phase World is departing?” I ask after slapping my own face to blink out of it.
The tech kid runs his fingers over a small wristband and a holographic display forms around his arm, he looks up with a smile.”Made it myself. They thought it was a bracelet.” Inhio quips, laughing to himself as the projected image changes to show the spaceport. ”1430. Port Caedo. Shipping Cargo and Exotic beasts. We can hide in the beast pens.”
”Alright, that’s three hours. We’ll rest up for the hour and make our way there. They last saw us on the undercity so if they think they have the city locked down, guards at the port should be light.” I finish, sitting down next to them both.
After that hour, we made our way to Port Caedo and fortunately, I was right. We passed and evaded several heavily guarded checkpoints but guards on the ships themselves were minimal at best. Unfortunately, something I didn’t account for happened. The SSF, aided by a cloaked figure I’ve never seen before, stood on the freighter we were nearing. We were taken so by surprise that they’d even be there, we stumbled to stay out of view and in that stumble, Inhio tripped.
Then it was like a wave that came crashing down, every single SSF that was within range descended upon our position and all we could do was run. Running through the port, we jumped the scaffolding on the maintenance docks and descended.
The hangars often were large enough to be accessible from several floors and the further down we got, the less kept it was. I saw a small pack of canines picking off some dead remains of another animal that had made its way into the dome. Then the symbols hit me and I just spoke; a pack of canines then appeared from the shadows and lurched towards the SSF on our heels, letting us gain. I saw the look of concern from Kira, but she said nothing and we rounded our way back to the ship. It was unguarded and ready for liftoff, the ramp was up and the engines were spooling.
We charged to the emergency lower hatch, Kira made it first and got it opened, throwing Inhio up. I motioned for her to go and as she climbs the ladder, the most painful impact I have ever felt jars my entire body as I fall to the ground. ”OREN!” Kira’s distanced voice echoes as I look around with blurred vision. The hooded figure standing over me.
”You are going nowhere, Son of Zurvan.” It states, a large fiery red whip igniting from its left hand and in its right was a large mallet.
”Really, a whip and a hammer? What are you, a lash it or bash it type of person?” I mutter, spitting out blood and standing, shakily. I hear it growl and charge forward. Instinctively, I raise my hands and another symbol comes to mind as a blinding flash erupts from my palm towards the figure, causing him to cry out in frustration. I hear the ship start to take off and glance up as the landing gear leaves the deck. ”Uh oh, time to go. Uh..” I mutter, glancing back to the blinded one. ”Been a real pleasure, hope to never do this again. Bye now.” I say sarcastically and leap up, grabbing the ladder and Kira’s hand while the ship lifts off. The calls for it to stop fall on deaf ears of the pilot who continues without a care to the contrary. And just like that, after a near miss, we find ourselves on our way to Phase World.
”What was that?” Inhio asks
”No idea, don’t want to find out. Another hit would’ve killed me.” I admit, collapsing to my feet and losing consciousness then and there.
The ship docked some months later without any issues, though we did take extra care to avoid the Phase World Security Forces checking the ships as we landed. Once out, we were able to pass through the landing security without an issue and disappear into the world of Phase World.
It's been two years since then and we’re still only teenagers but we’re surviving. We have a couple safe houses in the city that we use, and we drop messages to each other frequently. I see Kira once a week, if not more, and Inhio emails us both every day. No one is after us on this planet, and while we don’t know what we’re doing with our lives just yet, we’re making due.
A part of me wants to return to Sillenda, to clear my name and uncover what really happened to my mother and her sword. Another part of me accepts I may never get that chance and that I should be lucky to have my freedom at all. On Phase World, we live day by day, just surviving. I’ve been able to make a decent killing in some circles with the art I can fashion. The flashes in my mind are becoming more frequent as well, often appearing in my dreams. Unfortunately, my growing abilities are more than I expected and I fear using them; the dreams don’t help.
I dream of great magical powers, of epic battles between gods and demons, monsters and heroes. I see the forces of light battling the denizens of darkness. Every once in a while, in my dreams, I see myself as one of those heroes. Commanding a legion to battle darkness, allied with heroes and gods to defend what is right. Then I wake up in a cold sweat, in a cold safehouse on an alien planet and remember where I am. If I was so destined as my dreams implied, than my destiny can shove it. No destiny, no matter how righteous, needs to separate family.
Sometime after the Casino event but before the adventure to save Thraxus, Exe finds himself enjoying another random flight with Corus, his familiar. That is until the pair face a sudden sandstorm that forces them to the ground, Corus cawing in irritation as its wings fumble to clean his eyes while Exe removes his stylized helmet to glare ahead of him at the man standing amid the sand.
"What's your problem? You're my spirit, aren't you? Act like it." Exe demands, a show of frustration wrapping from the teen who argues with the powerful elemental Spirit.
"True. I am in yours service until your release me or until you die. If you want it to be the former instead of the ladder, then I suggest you listen up, child." The Spirit beckons back, stepping forward as the sand seems to sink around Exe's feet and Corus's talons, trapping them to the ground as Matthew, the Arial Spirit, approaches. "Your latent power and your connection to your father make you a prime target for anyone claiming ruin against the Gods. These immortals that live on the mortal planets are seeking gratification, but they are not the Gods. You have a direct link to your father, and I have a duty to protect that link whether you like it or not." Matthew states, his hands statically behind his back as Exe continues to struggle.
"So what, you're going to trap me in sand and force me to listen to your lecture to train me? Whatever. I have magic too, ya know!" Exe retorts
"Yes. I know. I know you have more latent abilities than any child I have seen in an age. Think in your mind to the voice you hear. Not the telepathic one of friends or enemies, not the one from your subconscious. There is another. Sense it. Open your mind to it and stop fighting it." Matthew states, holding a hand up and creating a steel rod before molding it with ease before Exe's eyes, then handing the steel bar to Exe only for the child to find the material solid and heavy.
"Cool. So how would I open my mind to this, cause it's not like I can control it. And I'm still not sure what my own abilities mean." Exe states, prompting Matthew to stop and nod, the sand receding and Exe now free.
"You need to control your emotions. You are too quick to fall into reckless actions that are not thought out, often emotional. You flaunt your magic. You need to exert more control. It is not about being able to wield magic, bend time or walk through dimensions. It is about having those abilities and using them responsibly. It is what separates you from the good and the evil." Matthew explains as Exe just sits down where he stood.
"Question! Why is this only good and evil? Can't one be neither? Cause I'd rather just look out for myself and my friends, it gets complicated when you start worrying about everyone else all the time. What're the point of these abilities if I can't have fun with them anyways?" Exe asks, multiple questions, in rapid fire succession.
"The greatest evil in all the worlds is the indifference of good souls in the face of evil. There is a choice. If you choose to do nothing, you choose to aid evil. You have these abilities to play a role, what role you must discover on your own. Your father does not dabble in mortal affairs, hardly in deific affairs as I've not heard from him in millenniums. For your sudden appearance and connection... is a sign." Matthew states
"A sign of what?" Exe asks, his formerly dismissive tone fading as the Spirit is showing genuine apprehension.
"Something horrible on the horizon. And we do not have time for a young child to play games. You have to accept your role and master your abilities. If you don't, more than just you will die. Do you understand that?" Matthew asks, prompting Exe to nearly jump back at the seeming accusation.
"Yes. Okay. Um, so how do I do that?" Exe asks
"Close your eyes. Straighten your posture and slow your breathes. Deep breathe in, and out. Listen to your own heartbeat. Now count to it, and think of nothing else but the heartbeat and the voice. Let the voice fade into nothing and just listen to the heartbeat." Matthew begins, his voice eventually fading as Exe seems to fall into a state of deep meditation or hypnosis at the end of his sentence.
Exe falls into a state of meditation, in his mind, different colors and energies seem to swirl around him, pulsing not unlike stars or nebulas as seen off in the distance of space. His mind emptied seems filled with the vastness of space and everything within it. The planets, the stars and asteroid belts. Various ley lines floating through the cosmos, singularities sucking all light and mass into their crushing centers. Space. Time. Magic. All of it, ebbing back and forth until suddenly, Exe opens his eyes to see three other images of himself sitting identical to him in a circle around the Spirit.
"Well done. The Multiple Image spell. You've taken your first steps to mastering this plateau of your abilities. Until you have fully explored this level of power, it will be hard to advance you again. If you have questions, I will be here, but it is best if you learn as you fight." Matthew states.
"Woah. Okay then that's cool. That's totally one of my new favorites. I wonder if I can--" Exe begins before the Spirit clears its throat. "Oh, uh, right. So?" Exe asks
"This lesson is over. We can return to the ship, Master Exe." Matthew states, prompting Exe to pause.
"Thinking on that, we need a nickname for you in the field. Saying Matt sounds weird. How about Sandman! ... No? Uh, Rocky? Boulder?" Exe asks with a grin, the Spirit less than amused. "Okay, how about Sandslash? ... We'll think on it" Exe offers with the Spirit rejecting each name as they start walking back to the DSM. The sound of Exe prattling random names that are similar to rock or earth the entire way back.
Please Do Not PM This Account, PM Underguard Instead
Oren Exe | EP Ledger | Other PCs: Ronan (Spook Squad) | Venenifer (Roughnecks)
"The Ariel Spirit of Light, Matthew, is speaking." "The Seraph Spirit of Light, Kalinda, is speaking." ლ(ಠ益ಠ)ლ
7 P.P.E. per level per action for Temporal Magic (42 PPE/Action)
5 P.P.E. per level per action for Other (30 PPE/Action)
P.P.E. Ley Line Channeling
Exe can draw 20 PPE per combat round from a Ley Line, which is 80PPE per minute.
80 PPE per minute translates to 4,800 PPE per hour
P.P.E. Nexus Channeling
Exe can draw 40 PPE per combat round from a Ley Line Nexus, which is 160PPE per minute.
160 PPE per minute translates to 9,600 PPE per hour
Exe Mystic Mark.png (2.09 KiB) Viewed 1755 times
Concept
What emotion best describes your character? Adventurous, Tenacious or Stubborn.
What emotion does your character evoke in others? Awe, irritation, respect
What does your character need most? Family; after his mother was taken from him and his world turned on him, all he has longed for was feeling like he belonged.
What is your character’s goal in life? Discover the means of true immortality. His former quest to clear his name on his home planet all but erased from his mind as his more recent brushes with Death have him aspiring to ascend if only to challenge those who would so callously play with mortal life.
How does your character believe this goal can be accomplished? Exe is turning into a student of magic and death despite his apparent age. Not sure how much longer he has to live, but recognizing he sacrificed his youth to be an avatar of change has prompted him to re-evaluate things.
Background
Where did your character come from? The child of a God, his father (Zurvan), and a Champion of Good, his mother. Like the other godlings and demigods that Zurvan has sired, the God has shown no direct interest in Exe's development or life and this has caused a significant disdain towards the deific in general from the aged Demi-god.
When did you grow up? Born on the planet Sillenda, he grew up in a dome city spending almost as much time in the upper city as he does the lower city. He spend some years on Phase World as a teenager before he sacrificed his youth and early life to try to stop The Flash event from happening again.
What values does your character hold? Keeping ones word; honor. There are few things Exe can't forgive or forget, but one of those things is betrayal. Exe holds honor, or in simpler terms, keeping ones word in the utmost regard. He has a distinct distaste for slavery or using others for selfish needs.
How does your character dress? He wears rather simple robes that provide freedom of movement and make him seem unnoteworthy.
What are your character’s means? A Link to the Supernatural and a demigod, he is a powerful source of magic. His power of the mind is growing.
Details
What are your character’s personal tastes? Enjoys art and will inscribe various designs on enemy installations or color his own equipment. He hasn't found a food he dislikes yet, except for most TGE dishes, though he might just not like the texture.
What are your character’s opinions? Self proclaimed authority that protects when it is convenient and oppresses when it needs to tie up loose ends are worse than the evil they claim to fight. Exe would no sooner side with a God of Light than a demon, than a President or a Emperor. Everyone is always on their own side, so he is on the side of those who have no one else. Exe has a distinct distaste for those who play with the lives of others like chess pieces.
What is your character’s comfort zone? He doesn't really like fighting and avoids direct combat as best as possible, but will engage when required. He is a student of death and magic. He doesn't like being in the spotlight. He doesn't mind being a leader and tries to deescalate. He is most comfortable when experimenting or studying magic. Or flying in the air with Corus.
Who has had the biggest impact on your character’s life? As a child, his mother, Millenda, who has taught him that honor is above all other things. Something he keeps close to him, he will always keep his word.
Going into his teenage years that prompted the sacrifice of his youth, Fingerling and the powers that play with life. It has made him respect individual life while becoming a student of death to master immortality.
What are some of your character’s unexpected quirks? He likes drawing, painting or otherwise adding color and art to almost any surface, be it friendly or an enemy. His love for art isn't likely to fade as a aged man, and he will often find solace in the simplicity of creating art for the sake of creation.
Play Details
What kind of story does your character belong in? His arc is flexible.
What role does your character fill? Magic offense/defense/support, minions
What should the other players know about your character? Where he was once a rambunctious and rebellious teenager, he has turned into a bitter and focused man. He is very strong in his opinions but someone who seeks to de-escalate before engaging in discord. He is a team player, but he has a distinct distaste for anyone who disrespects others regardless of their origin or crime.
What is your play style? Cooperative.
How do you want your character to die? He doesn't want to die, he wants to ascend to god-hood to challenge those who would dare toy with the lives of those they deem lesser. When he finally does die, he hopes it will be in the protection of those who survive thanks to his sacrifice.
Wish List This is not so much specific list as a list item types he looks for.
Item 1: Spell of Legend, Sanctuary.
Item 2: Small Spacecraft
Item 3: Spells of Legend
Item 4: Runic Weapons and Artifacts
Goals Short Term Goals:
Goal 1: Suggested Solutions (Goal 1):
Goal 2: Find and Defeat Fingerling, the one he believes is responsible for the Flash event. Suggested Solutions (Goal 2): Surviving and stopping it from happening again. Rallying those around and or using his magic.
Goal 3: Determine how close to death he is after sacrificing his you. Suggested Solutions (Goal 3): Exe has developed a perhaps unhealthy fascination with Death and how to stem it. He wants to study his own life, the life span of other known demi-gods, and determine the path to immortality. Time and effective roleplay will be the solution to his goal of determine how close to the end of his life he has come, and if he can truly achieve immortality and ascend.
Mid Term Goals:
Goal 1: Open his Third Eye Suggested Steps and Solutions (Goal 1): Roleplay and the tutelage of Metri
Goal 2: Acquire his own small spacecraft. Suggested Steps and Solutions (Goal 2): Money or thieving. He wants a ship he can call his own, it need only be large enough for him though he'd prefer it to fit a few more.
Goal 3: Find out what happened to his mother. Suggested Steps and Solutions (Goal 3): Search for information on Sillenda, Champions of Good, their enemies. Right now, Exe wholly believes that his own government and the SSF is responsible for her disappearance. Since he sacrificed his youth, he could pursue this without direct fear of being related to the event and as more of a historian. This could be a downtime plot where he goes off on his own with the help of his summoned minions and determines her true fate.
Long Term Goals:
Goal 1: Ascend to godhood and achieve true immortality. Suggested Steps and Solutions (Goal 1): Ultimately this would mean he is either risen or achieves the rank of godling.
Goal 2: Create a sanctuary. Suggested Steps and Solutions (Goal 2): Acquire the Spell of Legend and find a suitable location. If he possess his own small ship, this would be his sanctuary if possible. Otherwise he will find a remote and unknown place to claim as his own.
Goal 3: Find his mother's sword. Suggested Steps and Solutions (Goal 3): Through plot hooks and other GMly avenues. This would be a major emotional and developmental arc for the character. His mother's sword is supposed to be a Greatest Rune Weapon of sorts and would be the closest he ever came to finding his mother, or peace with what happened on his planet.
Disposition
Is the character verbose or stoic? Verbose. He knows when to be quiet, how to shut up, but he also has his own opinions and feels like sharing quite often. When he is quiet is when something is truly bothering him.
Is the character funny or dour? Since sacrificing his youth, his funny nature has been replaced with one of dour as he recognizes the cost of the sacrifice. Now the jokes he makes are often dark and lack the youthful optimism he had before The Flash event.
Is the character a follower or a leader? He is more of a leader than a follower. He has spent his early years being ignored and watching adults falter. He would sooner lead to safety and step out of the spotlight. He doesn't care for recognition as much as he cares for leading people to success and safety.
How does the character react when under pressure? Since the Flash event, his sarcasm under pressure has taken a twist into dark comedy with a hint of death.
Does the character volunteer for tasks? Yes, assuming he isn't in the middle of a study. He'll have a attitude if he is voluntold for tasks.
Is the character friendly? To the character's team, to strangers? He is a friendly and polite individual, since the Flash event, he has become more quiet but always polite.
Does the character offer mercy? He only offers mercy and avoids the killing blow as often as possible. This has been etched into him since the events of the Flash took the lives of an umpteenth trillion.
Is the character curious and/or adventurous? These describe the essence of the character, both curious and adventurous. He remains curious and adventurous since the events of the Flash, though they are now with focus.
Is the character prejudiced about anything? He doesn't trust any existing government after what happened on his homeworld and thinks that people are fickle, most friends are temporary and family is nothing more than a word. He has a major mistrust of the deific of all kinds, viewing the gods as nothing more than manipulators who don't care for those that worship them. He has a distinct hate of those who use others to get what they want.
How does the character react to aliens? He has become far more reserved about his comments towards those he doesn't know or understand. When faced with new aliens he doesn't know, he will treat them with a respect of one who is cautious of their abilities. He doesn't trust who he doesn't know.
How does the character react when the character is the victim of prejudice? He will not tolerate standing by and witnessing prejudice, discrimination, oppression or abuse. If he sees something in the streets, he will help. If his friends tell him not too, he still will with or without their cooperation. He will help in ways that only endanger himself, but he will abandon mission objectives to help the little people and try to complete it afterwards. This has been cemented into his mind to help those who cannot help themselves, especially when he sees them being used and can do something about it.
What is the character's passion? He has a passion for art and for learning. He is always willing to learn and thinks the megaverse is lacking in color and art. He will always add his own artistry to a battleground, to a ship or building. He also fashions small trinkets, etching and whittling them before coloring them.
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Oren Exe | EP Ledger | Other PCs: Ronan (Spook Squad) | Venenifer (Roughnecks)
"The Ariel Spirit of Light, Matthew, is speaking." "The Seraph Spirit of Light, Kalinda, is speaking." ლ(ಠ益ಠ)ლ
Corus, the Juvenile Lightning Eagle Reference: Rifter 76, pg 32
Alignment: Scrupulous Attributes (Juvenile): IQ: 8 | ME: 4 | MA: 6 | PS: 12 (SN) | PP: 20 | PE: 17 | PB: 14 | Spd (running): 6 | Spd (flying): 61 Physical Data Age: 5 years M.D.C.: 196
S.D.C.: 90 A.R.: 12
Horror/Awe Factor: 15 P.P.E.: 75 Dimensions: 11.2ft tall | 32ft wingspan | Weight: 640 lbs Sex: Male Description: A large, deep golden bird of prey with an electrical hue around him. His eyes sparking in golden light that surrounds his body.
When Exe was 13, the first year on his own in Phase World, life was more challenging than he expected. Though his friends were still around, it wasn't the same and Exe began feeling isolated. He began having flashes while he slept, dreams of him drawing a circle on the ground, of maneuvering a rift, of actually summoning a creature. He'd envision a wolf so large it could be ridden and it vanishes in the darkness. A golden lizard, smaller than a horse with impressive powers of the mind. Each dream could not be rated, he couldn't pick his favorite dream. Then, the night before he was to meet with his friends he had another. It was a blast of lightning as a glowing hue is seen within a dark cloud. Diving down, a bird of prey larger than most, crackling with lighting and talons reaching towards a demon of darkness. Better still, he saw himself on the magnificent beast. The day he saw his friends, he was definitely more excited and decided to, with them watching, try to replicate the dream.
It took twice as long as the ritual should have taken, some minor corrections from an amateur learning from a dream. He felt like he had a voice or an invisible hand guiding him through the process, it was disconcerting but didn't stop him. With the ritual ready, Exe gave it his best shot.
Through the portal stepped a bird of prey that stood taller than he did. It expanded its wings, stepping forward on large, deadly talons as it shrieked towards Exe. Exe, humbled by its display, offers the creature a bow. This confuses the eagle and it steps forward. Exe stands, extends his hand towards the eagle's beak and closes his eyes. Exe heard Kira gasp when he closed his eyes, though all he did was take a slow, deep breath. Moments later, he felt the beak of the eagle touch his palm and, risking a glance, looks to see the eagle's beak pressed against him. There is a surge, a shock that seems to go through them both. From then on, they have been inseparable.
Corus acts very much like his counterpart, a rambunctious, rebellious teen. The eagle is still rather young compared to most adults and a few years from maturity. Unfortunately, this means that the growing eagle is partnered with a growing boy and their personalities feed off each other. Corus is unquestioningly loyal to Exe and playful with the young demigod. Corus has a sarcastic nature towards most others, gawking or rolling its head to mock them. If Exe is upset or angered, Corus will respond in kind and always to his defense. The two do not work completely in unison yet, sometimes jumbling combined maneuvers (much to the amusement of those who witness).
Natural Abilities:
Speak and Understand Elemental Languages at 66%
See the Invisible
See in all spectrums of light
Nightvision 1,200ft
Perfect Vision (recognize a rabbit or face from 3 miles away)
Impervious to all electricity
Cold-based M.D.C. dmg reduced to half.
Bio-Regenerates 2d6 per melee
Releasing electricity when they bite or attack, as well as let loose bolts of electricity. The use of this is pure choice, no PPE cost.
+1d6 MDC to Bite Attacks
+3d6 MDC to Claw/Talon Attacks
See Lightning Bolt
Cackling electricity surrounds the eagle. Anyone attempting to make physical contact takes 1d4 just by touching and 4d4 every melee round they try to hang on. No cost.
DMG: 1d4*10 (adult) DMG. 4d6 (Juvenile) DMG. Range: 1,500 ft (50% further on Ley Lines) and seems to fire from eyes or face Rate of Fire: Once per round, counts as one attack. Cost: 6 PPE. None if on Ley Line
Sense Thunder/electrical Storms with 98% Accuracy (Direction, Speed; knows within 1d4 minutes of when it will arrive). This will also sense Ley Line Storms. Range: 100 miles Cost: None.
Skill-Like Abilities (special): Astronomy: 50%, Detect Ambush: 60%, Land Navigation: 90%, Prowl (in the air): 66% (+10% in clouds, fogs or mist), Tailing from above (animal and people): 80% Vulnerabilities: Slow on the ground. All attacks except for electrical do full damage. Fire/Heat based does 50% more.
APM: 5
Damage: Talons, 3d6 MDC | Diving: 1d6*10 MDC | Bite/Beak: 3d6 MDC
Bonuses: Initiative +3, Strike +3, Parry +1, Dodge (airborne) +4, Pull Punch +4, Roll with Impact+4, Save v Magic +2, +1 Save v Poison, +1 Save v Possession, Save v Mind Control +2, Save v HF and Possession +4
Opponent needs a 14 to save.
Spells cast at 4th lvl
PPE recovery 6/hr (double on LL)
Spell List: Breathe Without Air (3), Create Air (6), Create Light (2)
Corus Equipment
N-F40A Heavy Force Field Attached as a Harness with the FF button easily accessible by his talons or beak.
M.D.C. by Location:
Force Field: 110
Weight: 15 lbs.
Modifiers: none Features:
8 hour duration per E-clip
Book Reference: p.122, DB2
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Oren Exe | EP Ledger | Other PCs: Ronan (Spook Squad) | Venenifer (Roughnecks)
"The Ariel Spirit of Light, Matthew, is speaking." "The Seraph Spirit of Light, Kalinda, is speaking." ლ(ಠ益ಠ)ლ
PPE Channeling: 56 PPE per action using Earth Elemental magic
40 PPE per action using any other magic
The Spirit's Earth Warlock guise, Master Matthew Beifong. He stands exactly 6ft tall, 200lbs in this form.
Spirit of Light, Ariel
Alignment: Scrupulous
Level: 6 Sentiments towards Exe: Matthew respects the connection Exe has to his Deific Father, Zurvan, and his willingness to do the god's command. Matthew is both protective and patronizing of Exe. The Spirit is concerned with the amount of power Exe wields at such a young age, and per the demi-god's request, will attempt to guide him into making the better choices in how to use his power.
Physical Data
M.D.C.: 660
P.P.E.: 440
I.S.P.: 160
Size: 10 to 24 feet tall (3 to 7.2 m) in humanoid form. Remember, the ariel can increase their size at will.
Weight: 500 pounds (225 kg) in physical, humanoid form.
Sex: Male
Description: Matthew usually appear as a tall, muscular, powerfully built male with gold skin, golden, feathered wings and amber eyes. He wears armor at the request of Exe.
Natural Abilities
• Fly
• HF/Awe: 12
• Exceptional vision
• Nightvision 200 feet (61.5 m; can see in total darkness)
• See the invisible
• Turn invisible at will
• Metamorphosis (can change physical body, any humanoid appearance and size at will)
• Turn 2D6 dead
• Bio-regeneration (4D6 M.D. every four melees/one minute)
• Magically understands and speaks all languages, including elemental
• Increase their physical size, at will, up to 24 feet tall. The increased size adds 3 points to their horror factor and + 1D6 M.D. damage to punches and kicks
• Spell knowledge: Earth elemental magic, levels one through six, equal to an 8th level warlock, plus heal wounds, sleep, superhuman strength, stone to flesh, dispel magic barrier, and negate magic.
• Psionics: All physical powers plus pyrokinesis, psi-shield, psi-sword, telekinetic force field, and group mind block. Equal to a sixth level mind melter.
Combat Data
• 6 APM (H2H/Psionic) / 4 APM (Magic)
• +2 Initiative
• +25% Perception
• +8 Strike
• +6 Parry/Dodge
• +4 roll with punch/pull punch
Restrained Punch: 6d6 SDC + PS Bonus
Normal Punch: 1d6*10 MDC
Power Punch: 2d6*10 MDC (2APM)
Saving Throw Bonuses
• +10 vs. HF
• +6 on all Saving Throws
Book reference: CB1 pg 204, Dragons and Gods pg 79
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Oren Exe | EP Ledger | Other PCs: Ronan (Spook Squad) | Venenifer (Roughnecks)
"The Ariel Spirit of Light, Matthew, is speaking." "The Seraph Spirit of Light, Kalinda, is speaking." ლ(ಠ益ಠ)ლ
PPE Channeling: 70 PPE per action using Fire Elemental magic
50 PPE per action using any other magic
Seraphina.png (298.97 KiB) Viewed 1690 times
Spirit of Light, Seraph
Alignment: Scrupulous
Level: 10 Sentiments towards Exe: Kalinda is protective and enabling of Exe and acts more like an older sibling or friend than a teacher or mentor. This is often at odds with Matthew. Where Matthew would argue patience, Kalinda argues action. Unlike Matthew, Kalinda seems to care more for Exe as a good person than the connection Exe has to his deific father. Kalinda is showing Exe how to harness his power to protect others.
Attributes
I.Q.: 21 (+7%)
M.E.: 35 (+10 Save v Psionic | +18 Save v Insanity)
M.A.: 30 (97% Trust/Intimidate)
P.S.: 45 (SN)
P.P.: 29
P.E.: 29 (28% Save v Coma | +7 Save v Magic/Poison)
P.B.: 48 (98% Charm/Impress)
Speed: 40 (~27 MPH | 44 KPH) Running ; 190 (~130 MPH | 220 KPH) Flying
Physical Data
M.D.C.: 500
P.P.E.: 400
I.S.P.: 200
Size: 10 to 24 feet tall (3 to 7.2 m) in humanoid form. Remember, the seraph can increase their size at will.
Weight: 50 pounds (225 kg) in physical, humanoid form.
Sex: Female
Description: In her Spirit Form, Kalinda is a tall, slender and armored woman with blazing hot fire for hair, silvery white feathered wings and deep red eyes with emerald green irises. When she is in her guise, she is a tall and beautiful woman wearing comfortable cloths and fiery red hair. She will maintain her humanoid form until battle erupts then waste no time dropping her guise.
Natural Abilities
• Fly
• HF/Awe: 14
• Exceptional vision
• Nightvision 200 feet (61.5 m; can see in total darkness)
• See the invisible
• Turn invisible at will
• Metamorphosis (can change physical body, any humanoid appearance and size at will)
• Turn 2D6 dead
• Bio-regeneration (4D6 M.D. every four melees/one minute)
• Impervious to fire, including magical and plasma
• Magically understands and speaks all languages, including elemental
• Create a Flaming Sword (Special): The Seraph can magically create a flaming sword out of thin air. When the angel no longer needs it, it disappears. Damage: 4D6 to mortals, 8D6 damage to supernatural evil and creatures of magic. Can be created as often as needed at no P.P.E. cost. Only the Seraph can use the weapon
• Spell knowledge: Fire elemental magic, levels one through eight, equal to an 6th level warlock, plus Agony, Words of Truth, Healing Touch, Exorcism, Constrain Being, Banishment and Negate Magic.
• Psionics: All physical powers plus pyrokinesis, psi-shield, psi-sword, mind bolt. Equal to a sixth level mind melter.
Restrained Punch: 4d6 SDC + PS Bonus
Normal Punch: 5d6 MDC
Power Punch: 1d6*10 MDC (2APM)
Saving Throw Bonuses
• +10 vs. HF
• +4 on all Saving Throws
Skill Equivalents
Literate in Trade 4 and Dragonese/Elven 98%,
Basic & Advanced Math 98%,
Demon & Monster Lore 98%,
Faerie Lore 84%,
Land Navigation 80%,
Prowl 68%,
Radio: Basic 88%,
W.P. Sword,
W.P. Shield.
W.P. Spear,
W.P. Paired Weapons.
Book reference: CB1 pg 203, Dragons and Gods pg 78
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Oren Exe | EP Ledger | Other PCs: Ronan (Spook Squad) | Venenifer (Roughnecks)
"The Ariel Spirit of Light, Matthew, is speaking." "The Seraph Spirit of Light, Kalinda, is speaking." ლ(ಠ益ಠ)ლ