G-Mail: leonardwsf@gmail.com
Link to Ledger: MGP Ledger
Character Name: Lilith
Alias: Lilith, Q, Q-01
Race: Mutant Queen Bee
O.C.C.: Mystic Knight
Alignment: Aberrant
XP Level: 4
XP Points: 11,151 [UG 02JUN24]
Next Level @ XP: 18,400
Sentiments/Non-Humans: Is one! Still has an inherit distrust for Dog Boys and Psi-Stalkers, but will treat any non-humans like any other.
Sentiments/Coalition: Created her, experimented on her, and she ultimately escaped from them. Hates the Coalition intensely, and all they stand for. Sometimes her loathing of the CS will spill over to humans in general, though she does her best to reign that in nowadays.
Disposition: Slow to trust, she's been hurt before and finds it difficult to not expect a knife in the back. Seems lost and contemplative, and a bit of a downer. Hard to get a quick rise out of, but when agitated is harsh and biting; tries to keep her temper in check. Flips between enjoying violence and despising it, depending on her mood and thoughts.
Insanity: None.
ATTRIBUTES
I.Q.: 19
M.E.: 18
M.A.: 16
P.S.: 29
P.P.: 18
P.E.: 24
P.B.: 19
Speed: 28 (19.6 mph)
PHYSICAL DATA
P.P.E.: 137
I.S.P.: 50
M.D.C.: 240
Age: 22
Gender: Female
Height: 7'5"
Weight: 465 lbs.
Description: A tall mutant bee that looks half-human half-bee. Covered in bee hair and black carapace, she has two large composite eyes that take up a good portion of her face, and two smaller composite eyes just above her larger ones. There are small, vestigial mandibles at the sides of her mouth, too small to bite or be useful. She has four arms with fully articulated fingers at the end. Her hair varies between yellow and black across her head, thorax, and abdomen.
Racial Abilities
Gives the character the ability to hear very faint sounds (light footsteps, small animals breathing). The character can also overhear conversation at a much greater distance than is normally possible. +1 on initiative.
Can see double the usual distance and detail of normal human vision.
Range: 1,000'; must be starlight or some other light source available. If in a completely blacked out area, a cave for example, nothing will be visible.
Taking off from the ground and hovering takes a full melee round. It takes another full melee round to build an additional 40 mph. That's one-and-a-half melee rounds to reach the maximum flight speed of 60 mph.
When hovering or flying up to 20 mph, the character is +2 to dodge. When flying at high speed the character has a basic +1 to dodge for every 30 mph, to a maximum flying bonus of +2 to dodge.
Flying faster than 20 mph means the character can only attack one particular target with a "flyby" once per melee round. Swooping, high speed "flyby" attacks inflict +1 damage for every 30 mph of speed. At maximum speed, the character does +2 damage. Each flyby attack counts as 2 melee actions/attacks.
When hovering or flying up to 20 mph, the character is +2 to dodge. When flying at high speed the character has a basic +1 to dodge for every 30 mph, to a maximum flying bonus of +2 to dodge.
Flying faster than 20 mph means the character can only attack one particular target with a "flyby" once per melee round. Swooping, high speed "flyby" attacks inflict +1 damage for every 30 mph of speed. At maximum speed, the character does +2 damage. Each flyby attack counts as 2 melee actions/attacks.
1D4 damage. This stinger is attached to the bee’s digestive system. Stinging any creature with any kind of natural armor, like the thick skin of an elephant, has a 75% chance of pulling out the stinger as the barb gets caught in the natural armor. This will kill the bee within minutes as the bee’s digestive system is also pulled out of the bee’s body. Unless there is a trauma team ready, the bee will die. The stinger also has the same penalties as a vestigial tail.
This is a leftover organ when the bees communicated with chemical scents. This acts very much like a musk gland but sends out either alarm or death scents that confuse bees who still communicate via chemicals and smells bad.
Some characters can not shake their ancestors' nighttime sleep cycle. The character's internal clock is backward, being awake and alert at night, and sleepy and dull during the day. No matter what, the character is just not as sharp during the day as they are at night even if they force themself to sleep during the night and function during the day. -2 to initiative, -1 to strike & dodge, and -5% to all skills during the day time.
A primitive part of the character's brain interferes with the character's rational thoughts and decisions. During tense situations the character will have to roll vs panic, which is similar to the roll vs insanity (using M.E. bonus), where the character needs to roll a 12 or better to resist being taken over by their Reptile Brain. Triggering events include fear of death (for self or a close friend or loved one), being cornered, extreme hunger, extreme frustration, confinement for an hour or more in a small space or cage, or any kind of real torture or mental anguish.
Natural Abilities
Perception: 44% (+3%)(+10% when in darkness)
Charm/Impress: 45%
Invoke Trust/Intimidate: 40%
Max. Encumbrance: 139.5 lbs.
Max. Carrying Weight: 580 lbs.
Max. Lifting Weight: 1,160 lbs.
Max. Jumping Ability: 20' across, 8.5' high (+2' across, +.5' high)
Source of Mutation: Deliberate Lone Star Experimentation
Bio-E Expenditures
Mutant Animal: Bee (Rifter 67; pgs. 55-57)
Starting Bio-E: 125
Size Level: 15 (70 Bio-E)
Build: Medium
Human Features
Hands: Two Full Pairs (20 Bio-E)
Biped: Full (10 Bio-E)
Speech: Full (10 Bio-E)
Looks: Partial (5 Bio-E)
Mutant Animal Powers
Advanced Hearing (5 Bio-E)
Basic Flight, maximum speed 60 mph (15 Bio-E)
Advanced Eye (15 Bio-E)
Nightvision (5 Bio-E)
Exoskeleton, Medium Armor (10 Bio-E)
Vestigial Disadvantages
Barbed Stinger (+15 Bio-E)
Vestigial Chemical Sack (+10 Bio-E)
Nocturnal (+10 Bio-E)
Reptile Brain: Predator (Aggressive Strain) (+5 Bio-E)
Special Abilities
This is a unique power that sometimes resembles spell casting. The character can channel and convert P.P.E. energy into other types of energy with the following effects:
- Can power most comparatively simple electronic items, simply by holding them in the character's hand and desiring them to function. Such items include: flashlight, radio, video camera, portable computer, language translator, electric shaver, etc. Cost: No P.P.E. cost
- Recharge most types of batteries: 4 (+1) small, S.D.C. energy batteries. Cost: 1 P.P.E.
- Recharge large S.D.C. battery (the equivalent of a automobile battery). Cost: 2 P.P.E.
- Standard E-Clip (M.D. energy). Cost: 12 P.P.E.
- Long E-clip (M.D. energy). Cost: 18 P.P.E.
- Energy Canister or Rail Gun. Cost: 30 P.P.E.
- Recharge a high-powered energy cannon with one blast (1D6*10 to 2D6*10 M.D.; two blasts if the energy beam does 6D6 to 1D4*10 M.D.). Cost: 30 P.P.E.
The foul knight can fire 5D6 M.D. energy bolts (+1D6 at levels 4, 8, 12).
- Cost: 5 P.P.E. per blast.
- Range: 1,000' from hand or eyes. An additional 1,000' range can be added for the cost of 10 P.P.E.
The knight can prevent others from drawing on ley line energy at a particular location along that line; 200' (+50') range.
They can also steal P.P.E. being summoned by one or more mages during a time of power (eclipse, solstice, ritual, etc.) by redirecting the flare of energy into themself instead of the person(s) who drew it out in the first place. Likewise, at the key moment of a ceremony, the Mystic Knight can steal 1D6*10% of the energy and draw it into themself. They can then use the stolen energy for their own magic.
Note: In all cases, they must know who is drawing on the energy, have line of sight visual contact, and be within 200'. This extra energy can be held and used for 40 minutes (+10 minutes), after which, any energy beyond their normal P.P.E. base/capacity is harmlessly released.
Using their channeling and redirection abilities, they can draw upon double the usual amount of P.P.E. typically available to practitioners of magic at ley lines and nexus points.
They can also steal P.P.E. being summoned by one or more mages during a time of power (eclipse, solstice, ritual, etc.) by redirecting the flare of energy into themself instead of the person(s) who drew it out in the first place. Likewise, at the key moment of a ceremony, the Mystic Knight can steal 1D6*10% of the energy and draw it into themself. They can then use the stolen energy for their own magic.
Note: In all cases, they must know who is drawing on the energy, have line of sight visual contact, and be within 200'. This extra energy can be held and used for 40 minutes (+10 minutes), after which, any energy beyond their normal P.P.E. base/capacity is harmlessly released.
Using their channeling and redirection abilities, they can draw upon double the usual amount of P.P.E. typically available to practitioners of magic at ley lines and nexus points.
The Mystic Knight is impervious to lasers, ion blasts, particle beams, plasma bolts, electricity, fire, heat and radiation.
Magically created energy and ley line storms inflict half damage.
Rune weapons, holy weapons, and most magical weapons of all kinds do full damage. Likewise, ordinary swords, clubs, spears, etc., as well as bullets, arrows, Vibro-Blades, thrown rocks, falls, punches and most kinetic based attacks, do full damage.
Magically created energy and ley line storms inflict half damage.
Rune weapons, holy weapons, and most magical weapons of all kinds do full damage. Likewise, ordinary swords, clubs, spears, etc., as well as bullets, arrows, Vibro-Blades, thrown rocks, falls, punches and most kinetic based attacks, do full damage.
The Mystic Knight can see and feel the presence of magic, providing all of the following sensing abilities as automatic powers which do not require the expenditure of P.P.E.
- Sense Ley Line: The Mystic Knight is able to feel whether there is a ley line within the area of their sensing abilities, 40 miles (+10 miles). They can tell whether it is near or far and follow the feeling to the location of the ley line. Base Skill: 50% (+5%)
- Sense Ley Line Nexus: Once the ley line has been found, the walker can follow the ley line to as many nexus points as it may have. A nexus point is where two or more ley lines cross/intersect. Base Skill: 60% (+5%)
- Sense a Rift: The knight will automatically feel the sensation of a Rift opening or closing anywhere within 80 miles (+10 miles) of them. Although they cannot tell exactly where this Rift is, the knight knows if it is near or far and whether it is big or small. Note: When actually on a ley line, the Mystic Knight will know exactly where the Rift is located and can sense one where it is, as long as it is on the ley line or a connecting line.
- Sense Magic in Use: The expenditure of magic in the form of a spell, Rifting, or Techno-Wizardy can be felt, if not seen, up to 400' (+100') away. The Mystic Knight will not know the location nor be able to trace it, but they will feel its energy and know that magic is being used in the area of their sensing range. Note: This does not include the use of psionic powers.
- See Magic Energy: The knight sees magic energy/P.P.E. radiating from people, creatures, objects, and areas, as a faint aura whenever more than 20 P.P.E. points are present. This sensing ability is so acute that the Mystic Knight can see things made invisible by magic and creatures of magic. This special sight only occurs when the knight desires to use it and focuses on seeing the magically invisible. However, this effort uses up one melee attack/action per round that this special sight is willed in place. Note: Does not work on the spell, Invisibility: Superior. Range: Line of sight, about 1,000'.
A Mystic Knight also has the power to instantly teleport from one place to another, FLAWLESSLY anywhere on the same ley line. By the way, that can be anywhere in any direction (ley lines can be a quarter to 1 full mile wide!), including up in the air (ley lines are typically a half mile to 2 miles tall) and hang there because Mystic Knights can walk a ley line, as in walk floating above the ground. If they teleport up into the air they can stay there suspended (+20% Prowl/hide, because us ground dwelling humans don't usually look up). To do a Ley Line Teleport the knight must concentrate, opening themself up to the ley line energy and focusing all of their thoughts to the task of teleporting to the new location. Engaging in conversation or combat, even self-defense, will break the concentration, forcing the knight to start over. The process requires 1D4 melees (15-60 seconds) of concentration every time before the teleportation happens, so they can't just pop out in a heartbeat, but it's still very, very handy. The teleport is always on target, because the Mystic Knight is one with the ley line. Of course, unless they can see their destination, they can't know who or what might also be present in that area and they could appear in the middle of an armed camp (but not inside one of them or a tree, etc., as is the danger with the Teleportation spell.)
Note: Ley Line Phasing is an automatic ability common to all Mystic Knights at NO P.P.E. cost, but it does take its toll on the body. The maximum number of phasings/teleports possible is four per hour. The per 24 hour period is 12 (+2). More than this is just impossible. The only other limitations are: 1) They can only teleport themself and their possessions, nobody else. 2) The location must be along the same ley line as if traveling on a mystic railway. To switch to a different ley line, the character must travel or teleport to the nexus point intersection where two or more different ley lines cross paths to follow one of the other lines.
Note: Ley Line Phasing is an automatic ability common to all Mystic Knights at NO P.P.E. cost, but it does take its toll on the body. The maximum number of phasings/teleports possible is four per hour. The per 24 hour period is 12 (+2). More than this is just impossible. The only other limitations are: 1) They can only teleport themself and their possessions, nobody else. 2) The location must be along the same ley line as if traveling on a mystic railway. To switch to a different ley line, the character must travel or teleport to the nexus point intersection where two or more different ley lines cross paths to follow one of the other lines.
The character can absorb ley line energies to double the rate of natural healing. To do this, the knight must concentrate and relax on a ley line, letting the mystic energy fill them and heal them over a period of days. The knight can also perform an instant rejuvenation on a ley line as often as once every 24 hours, in which after about 10 minutes of concentration, they are completed rested, alert, and healed of 16D6 (+4D6) M.D.C.! Again at no P.P.E. cost, but only possible on a ley line. Note: No P.P.E. or I.S.P. can be restored this way, only M.D.C.
Psionics
Major Psionic (+1 Sensitive/Physical; +1 Super at levels 4 and 9)
The character can negate the full effects of poisons and toxic chemicals which they have ingested (eaten or drank) or introduced into the bloodstream, as long as they have advance knowledge of its deadly properties. A poison, toxin, or drug which has been unknowingly inflicted (and starting to take effect) can be negated too, but will do half damage or effect before it can be completely negated. Bonuses: Identify poisons: 43% (+4%); +2 to save vs poisons and drugs whenever this power isn't in place.
- Range: Self
- Duration: 2 minutes
- I.S.P.: 4
- Bonuses: Identify poisons: 47% (+4%); +2 to save vs poisons and drugs whenever this power isn't in place.
This is a psionic power that enables the character to completely mask all spiritual aspects of their psionic energy and powers. Even the aura is temporarily altered. As a result, other psychics, Dog Boys, Psi-Stalkers, and creatures who can Detect Psionics or See Aura will not sense psionics in a character who is masked. However, the masked psychic must "block" themself from the world, which means they cannot use any of their psionic senses or abilities, nor receive Empathic or Telepathic impressions until they let the mask go.
- Range: Self
- Duration: 40 minutes (+10 minutes)
- I.S.P.: 7
A psionic power that enables the character to completely mask all but 1D4 P.P.E. of their personal P.P.E. base. Characters who can sense magic energy or see aura will regard this character as having an insignificant amount of P.P.E. This power is especially good as protection against Psi-Stalkers and other P.P.E. vampires. Mystics can easily hide their magical powers through this psionic concealment.
- Range: Self
- Duration: 40 minutes (+10 minutes)
- I.S.P.: 4
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. Note: Mind Block only blocks psionic attacks that affect the psychic's mind or emotional state (e.g. Telepathy, Empathy, Hypnotic Suggestion, etc.). It offers no protection from magic.
- Range: Self
- Duration: 40 minutes (+10 minutes)
- 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: 2 hours, 20 minutes (+20 minutes)
- I.S.P.: 4
All things, organic and inorganic, have an aura. The aura has many distinctions and indicates things to the psychic normally invisible to the ordinary eye. Seeing an aura will indicate the following:
- Estimate the general level of experience. Low (1-3), medium (4-7), high (8th and up).
- The presence of magic (no indication of what type or power level).
- The presence of psychic abilities (again, though, not the type or the power level).
- High or low base P.P.E.
- The presence of a Possessing Entity
- The presence of an unusual human aberration and/or indicates a serious illness, insanity, or that the individual is non-human. could be mutant or supernatural, but does not specify which.
- Range: 60' and must be visible.
- Duration: 2 melees.
- I.S.P.: 6
- Saving Throw: None, but a Mind Block will hide the presence of psychic abilities, the level of P.P.E., and possession by a supernatural force.
The character can see entities, beings, forces, objects, and creatures which can turn invisible or are naturally invisible. Even if the creature has no form per se, the psychic will be able to discern the vaporous image or energy sphere which is the being. This includes ghosts, Entities, Elementals, and Astral Beings.
- Range: 120', double on a ley line.
- Duration: 4 minutes (+1 minute)
- I.S.P.: 4
- Saving Throw: None.
The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to themself or somebody near them (within 90'). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All they know is that something life threatening will happen within the next 60 seconds! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever their life is in great peril or the life of somebody they greatly care 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' or a flash flood is rushing their 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 like an automatic reflex. If the character has used all their I.S.P. the Sixth Sense is temporarily rendered inoperative.
- Range: 90'
- Duration: Until the danger passes or happens. Bonuses apply only to the first round of the attack from the source of the sensed danger.
- I.S.P.: 2
- Saving Throw: None.
- Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee 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.
The power of Telepathy allows the psychic to eavesdrop on what another person is thinking at a particular moment. This is done by focusing on that one individual and picking up on their surface thoughts. Surface thoughts are those thoughts and musings uppermost in a target's mind. A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, they can only do so by focusing on one person at a time. Simultaneous, multiple mind reading is impossible for the character.
Limited telepathic communication is also possible. The telepath can send a directed thought message to one person at a time. The message must be as brief and clear as possible. Like, "John, I need you immediately. Hurry!" or "Stop! Don't do that." "Come here," "Look out" or "Press the green button." However, two-way communication is not possible except between two characters both with telepathic abilities.
Limited telepathic communication is also possible. The telepath can send a directed thought message to one person at a time. The message must be as brief and clear as possible. Like, "John, I need you immediately. Hurry!" or "Stop! Don't do that." "Come here," "Look out" or "Press the green button." However, two-way communication is not possible except between two characters both with telepathic abilities.
- Range: Read surface thoughts up to 60' away or two-way telepathic communication up to 300' (+40').
- Duration: 8 minutes (+2 minutes)
- I.S.P.: 4
- Saving Throw: Conditional. When a character suspects they are being telepathically probed they can resist, getting the standard saving throw. Mind Blocks will completely prevent telepathic probes or communications as long as the block is up.
This incredible psionic power augments the psychic's physical senses, enhancing their 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 them down to the slightest motion, sound, scent, and shadow. They will further be likely to notice changes and inconsistencies that might reveal traps, illusions, feints, or tricks (including sleight-of-hand, etc.).
- Range: Self
- Duration: 20 minutes (+5 minutes)
- I.S.P.: 10
- Saving Throw: None
- Bonuses: +15% Perception, +1 strike, +2 parry, +2 dodge, +10% to any skills relying on basic senses.
When a psychic uses this ability, they greatly enhance their mind-body connection, hand-eye coordination, and reaction time. This power allows the psychic to be more agile and aware of their body.
- Range: Self
- Duration: 8 minutes (+2 minutes)
- I.S.P.: 10
- Saving Throw: None
- Bonuses:+1 attack per melee, +3 initiative, +1 strike, +2 parry, +2 dodge, +2 P.P., +15% to Physical skills that rely on coordination or balance.
A Psi-Sword is a Mega-Damage energy weapon that the psychic can mentally will into existence! The sword appears out of thin air, as a shimmering blade of energy that resembles a glowing sword. The sword's actual appearance will generally reflect its creator. A character who is impressed by strength and power will create a huge Claymore sword-like weapon. A character who prides themself on speed and agility is likely to create a rapier or saber type blade, while a hero who enjoys cunning and subterfuge may create a short sword. Each is equally powerful regardless of its form and size.
The creation of a Psi-Sword is a very personal thing and requires years of mastery and great psionic power. Like the Cyber-Knight, the Mystic Knight can change the shape and even the color of the sword to fit their current mood, but unlike the Knight, they can do so from day one.
The Mystic Knight can create the Psi-Sword after only a few moments of concentration (about 15 seconds/one melee round) and maintain it for 20 minutes (+5 minutes). If the psychic is knocked unconscious, the weapon disappears. Likewise, the character can willingly dispel the weapon with a thought.
The creation of a Psi-Sword is a very personal thing and requires years of mastery and great psionic power. Like the Cyber-Knight, the Mystic Knight can change the shape and even the color of the sword to fit their current mood, but unlike the Knight, they can do so from day one.
The Mystic Knight can create the Psi-Sword after only a few moments of concentration (about 15 seconds/one melee round) and maintain it for 20 minutes (+5 minutes). If the psychic is knocked unconscious, the weapon disappears. Likewise, the character can willingly dispel the weapon with a thought.
- Range: Self
- Duration: 20 minutes (+5 minutes)
- I.S.P.: 30
- Saving Throw: None
- Damage: 6D6 M.D. (+2D6 M.D. at levels 4, 7, 9, 12, and 15)
Spell Knowledge
Spell Strength: 12
The Mystic Knight will intuitively sense when they have reached a new metaphysical plateau (new level of experience). At each new junction in life (experience level), the character will find the time to meditate on combat, revenge, their goals, and magic. At each subsequent level of experience, the character can select two spells from levels 1-6.
Unlike the other magic O.C.C.s, the Mystic cannot be taught nor purchase additional spell knowledge. In fact, the character never even tries to learn additional spells. The character simply does not have the mastery of magic to go beyond this point, and the Mystic accepts this without question or regret. Mystic Knights may use Techno-Wizard devices and covet magical weapons and armor, especially rune weapons.
(+2 level 1-6 spells)Unlike the other magic O.C.C.s, the Mystic cannot be taught nor purchase additional spell knowledge. In fact, the character never even tries to learn additional spells. The character simply does not have the mastery of magic to go beyond this point, and the Mystic accepts this without question or regret. Mystic Knights may use Techno-Wizard devices and covet magical weapons and armor, especially rune weapons.
Level 2
The target of this spell is surrounded by a glowing, golden aura that makes them seem more experienced and imposing than is real! Effectively makes the character seem 3 levels higher, 50% stronger than they really are, and adds 1D4+2 to M.A. Excellent when trying to bluff or look important. Note: This power creates the impression of power, but does NOT instill the character with any real increase in power whatsoever! If an opponent calls the bluff, the enchanted character may find themself in serious trouble. Moreover, the psionic power of See Aura sees right through this ruse and reveals the true, general, level of power. The See Aura spell is not as effective, and indicates a fluctuating or middle range between truth and magic.
- Range: Self or one other by touch.
- Duration: 4 minutes (+1 minute)
- Saving Throw: None
- P.P.E.: 4
Level 3
This power spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor upon the spell caster. Or the magic armor can be instantly created upon anyone, as long as the spell caster invokes the spell while touching the intended recipient. Named after the magic armor of the Dwarven King Ithan, this mystic armor has an M.D.C. of 40 (+10 M.D.C.). Magic fire, lightning, and cold do half damage to it.
- Range: Self or other by touch.
- Duration: 4 minutes (+1 minute).
- Saving Throw: None
- P.P.E.: 10
The spell caster and anything they are wearing or carrying at the time of the invocation are turned completely invisible. Any object picked up after the character becomes invisible remains visible. Likewise, any item on their person that is dropped becomes visible. Neither normal nor nightvision can detect invisibility; only beings that can naturally, psionically, or magically "see the invisible" are able to see an invisible person. Infrared and heat detectors can also pinpoint an invisible character.
Although the invisible character is imperceptible to the eye, they still retain physical mass. This means that they can not go through walls nor can weapons harmlessly pass through them. The character still makes noise, leaves footprints, and physical and magical contact/attacks still affect them as usual.
While invisible, the mage can talk, weave spells, walk, climb, run, open doors, carry objects, and perform other acts of physical exertion, including combat, and remain invisible. The invisibility is terminated when the magic's duration time elapses or the mage cancels the spell.
Note: If cut, only blood is visible, and so is anything sprayed on the character.
Although the invisible character is imperceptible to the eye, they still retain physical mass. This means that they can not go through walls nor can weapons harmlessly pass through them. The character still makes noise, leaves footprints, and physical and magical contact/attacks still affect them as usual.
While invisible, the mage can talk, weave spells, walk, climb, run, open doors, carry objects, and perform other acts of physical exertion, including combat, and remain invisible. The invisibility is terminated when the magic's duration time elapses or the mage cancels the spell.
Note: If cut, only blood is visible, and so is anything sprayed on the character.
- Range: Self only (includes articles of clothes and articles on one's person).
- Duration: 12 minutes (+3 minutes).
- Saving Throw: None.
- P.P.E.: 6
This spell creates a pale white field of energy in the shape of a large, round shield with 60 M.D.C. The shield can be used by the spell caster or be given to someone else. It functions as a normal shield to parry melee attacks (sword blades, clubs, etc.), with a bonus of +1 to parry. The shield wielder can also attempt to parry energy blasts and projectiles, but the user has no bonuses and suffers a -8 penalty to parry. The shield takes one quarter damage of all attacks it parries and disappears when all M.D.C. are used up, the spell duration elapses, or if the user loses contact with the shield.
- Range: Self or other.
- Duration: 8 minutes (+2 minutes)
- Saving Throw: None.
- P.P.E.: 6
Level 4
This spell causes the spell caster's dominant hand to glow with a fierce red light. The character can then punch with Mega-Damage power as if their strength were supernatural (1D6 M.D. minimum damage). However, the mage can only do normal punches, not power punches, and does not get any additional attacks per melee round. Furthermore, the character can not parry Mega-Damage energy attacks, but can grab and parry physical Mega-Damage melee weapons such as a magical sword or Vibro-Blade. The fist is encased in magical energy and releases a shower of energy sparks on impact. Note: This spell cannot be placed upon Automatons, robots, or other non-living things, nor the supernatural.
- Range: Self or one person by touch.
- Damage: Varies with the P.S.
- Duration: 4 melee rounds (+1 melee round).
- Saving Throw: None
- P.P.E.: 10 for oneself or 50 to cast upon another.
Level 5
Aura of Death surrounds the spell caster as a nimbus of flickering, purplish black flames. The fiery aura provides neither light nor heat, and, because it creates an aura of death, actually renders the spell caster invisible to infrared, thermo-imaging, heat sensors, and all biological scanning systems for life. Furthermore, Aura of Death acts to veil the character's life force, blocking them from mechanical sensors (heat detector, EKG, EEG, lie detectors, cat-scan, etc.) which will all show the character as being "dead." Likewise, magical and psionic senses such as See Aura, Sense Evil, Presence Sense, Psychic Diagnosis, Detect Psionics, and similar abilities that sense/detect life and biological signatures show nothing (Sense Magic still works because a spell is actively in force).
On the down side, people and animals will see and respond to the enchanted character as "dead" or worse, the "living dead" - mistaking the character for a vampire, zombie, animated corpse, hideous undead monster, etc. Furthermore, just as the Aura of Death blocks magical and psionic senses, so does it prevent magic and psionic healing, including Healing Touch, Heal Wounds, Deaden Pain, Cure Minor Disorders, and similar. In addition, scavengers (including insects, vultures, vermin and ghouls) see the character as a corpse to be eaten, and may buzz around them and try to eat their (supposedly dead) flesh. However, this only happens when and where such creatures are plentiful. On the other hand, zombies, mummies, and animated dead will accept the character as one of their own and ignore them, unless the character attacks them or their master.
On the down side, people and animals will see and respond to the enchanted character as "dead" or worse, the "living dead" - mistaking the character for a vampire, zombie, animated corpse, hideous undead monster, etc. Furthermore, just as the Aura of Death blocks magical and psionic senses, so does it prevent magic and psionic healing, including Healing Touch, Heal Wounds, Deaden Pain, Cure Minor Disorders, and similar. In addition, scavengers (including insects, vultures, vermin and ghouls) see the character as a corpse to be eaten, and may buzz around them and try to eat their (supposedly dead) flesh. However, this only happens when and where such creatures are plentiful. On the other hand, zombies, mummies, and animated dead will accept the character as one of their own and ignore them, unless the character attacks them or their master.
- Range: Self.
- Duration: 8 melee rounds (+2 melee rounds).
- Saving Throw: Not applicable.
- P.P.E.: 12
This spell duplicates the effect of the Fear spell (Horror Factor 16), except instead of placing it on an area, it is placed on a specific object (weapon, statue, vehicle, door, etc.) or person. Any person or animal coming within the radius of Horror surrounding the enchanted object or individual must save vs Horror Factor (16 or higher). A failed roll against Horror Factor will send the person running from the object (or person), screaming in terror. The horrified person will want nothing to do with such an enchanted object and can not be made to use it. Likewise, they will keep their distance from similarly enchanted people - frightened, runs away, and can not be made to trust, work with, or associate with them while the enchantment is in effect.
When the Horror Factor is cast upon a person (inanimate objects cannot save), unwilling subjects of the spell (i.e. those who do not want people to fear them) get a standard save vs magic, which, if successful, negates the spell. In all cases, the spell caster is immune to the fear effect of their own spell, regardless of who or what it is cast upon.
When the Horror Factor is cast upon a person (inanimate objects cannot save), unwilling subjects of the spell (i.e. those who do not want people to fear them) get a standard save vs magic, which, if successful, negates the spell. In all cases, the spell caster is immune to the fear effect of their own spell, regardless of who or what it is cast upon.
- Range: The spell can be cast on a person or object by touch or up to 20' (+5') away; line of sight. The aura of horror surrounding the enchanted person or object is 20' (+5')
- Duration: 20 minutes (+5 minutes)
- Saving Throw: Standard; and vs Horror Factor.
- P.P.E.: 10
Level 6
Energize allows the mage to pump additional P.P.E. into one of their currently active spells to extend its duration. The same amount of P.P.E. that was required to activate and cast the spell in the first place is needed to extend its duration. The energize spell can be used on any other spell with a duration greater than a single melee round. Where the normal duration would normally end, being "energized," the renewed spell begins its full duration again, without pause or lapse of its effect. The main advantage of energize spell, rather than just casting the spell again, is that those who have already fallen victim (failed to save) remain enthralled (do not get a new saving throw, which they would if the spell was recast). It is also ideal in situations where it would be helpful if the spell lasted longer, but the mage can not be there to cast a new spell; the energize spell would automatically continue the desired effect. This is particularly handy when casting magical flight, speed, superhuman endurance, and similar spells on a character who will be leaving the company of the mage. If attempting to energize a spell cast on an opponent, the victim must be touched. Otherwise, being within 10' is close enough. Note: The energize spell can only be cast once to extend the duration of a particular spell, effectively doubling the duration (nothing more). Limitation: Only spells Sixth level or less can be extended/energized this way.
- Range: Touch or 10' away.
- Duration: Special.
- Saving Throw: None.
- P.P.E.: 12 plus the full P.P.E. amount of the original spell.
This spell transforms an ordinary (S.D.C.) sword or knife, or metal rod or strip into an icy, four foot sword that glows with a pale white, misty energy. After creating it, the spell caster can give the sword to someone else if they so desire. The weapon can be used in much the same manner of any sword, but can parry energy blasts (however, with no special bonuses). The Frostblade inflicts Mega-Damage through a combination of magical force and numbing cold, so fire creatures take 6D6 M.D., unless their description says they take double damage from cold (in that case, 8D6 M.D.). The weapon will not be damaged by parrying attacks, but returns to normal when the spell duration elapses. Yes, this weapon can be used in combination with the Ricochet spell.
- Range: Close, hand to hand combat.
- Duration: 4 minutes (+1 minute)
- Damage: 4D6 M.D.
- Saving Throw: None.
- P.P.E.: 15
The magic enables the character to perfectly understand and speak all spoken languages; 98% proficiency. An understanding of written languages is not provided by this magic.
- Range: Self or others by touch.
- Duration: 12 minutes (+3 minutes)
- Saving Throw: None.
- P.P.E.: 12
Level 8
O.C.C. SkillsThis spell temporarily infuses an S.D.C. melee weapon (knife, spear, sword, club, etc.) with great magical energy. For the duration of the spell, the weapon will inflict the Mega-Damage equivalent of the S.D.C. weapon; i.e. a knife that does 1D6 S.D.C. now does 1D6 M.D., or a mace that does 2D6 S.D.C. now does 2D6 M.D., and so on.
In the alternative, this spell can be used to increase the damage capability of Mega-Damage melee weapons (Vibro-Blade, etc.) or M.D. magical weapons (rune sword, TW-weapons, etc.) by 25%. So a magical flaming sword that normally does 4D6 M.D. now does 5D6, a Vibro-Blade that does 2D6 now does 4D4 M.D., etc. Note: This magic does not work on long-range weapons like the bow and arrow, projectiles weapons or energy guns. Casting this spell on the same weapon repeatedly has no cumulative effects.
In the alternative, this spell can be used to increase the damage capability of Mega-Damage melee weapons (Vibro-Blade, etc.) or M.D. magical weapons (rune sword, TW-weapons, etc.) by 25%. So a magical flaming sword that normally does 4D6 M.D. now does 5D6, a Vibro-Blade that does 2D6 now does 4D4 M.D., etc. Note: This magic does not work on long-range weapons like the bow and arrow, projectiles weapons or energy guns. Casting this spell on the same weapon repeatedly has no cumulative effects.
- Range: One weapon by touch.
- Duration: 8 melee rounds (+2 melee rounds).
- Saving Throw: None.
- P.P.E.: 35
Thoth is the god of knowledge and wisdom of the ancient Egyptians and said to know all languages. This invocation enables the character to read and understand ALL written languages, modern and ancient. However, spoken languages are incomprehensible unless a Tongues spell is also invoked or the character has an education in that language.
- Range: Self or others by touch.
- Duration: 40 minutes (+10 minutes)
- Saving Throw: None
- P.P.E.: 8
Used on the living (good and evil), the Lifeblast is a powerful magic energy that brings renewed hope and optimism to the character(s) it is cast upon. This renewed faith motivates those it enchants to press on, and provides the following bonuses for the first melee round a character is affected by the magic: +3 initiative, +1 on all combat rolls, +1 melee action, and +1 on all saving throws!
After the first melee round and for the next half hour, the affected character continues to feel optimistic and is +1 on initiative, +5% on the performance of skills, and +10% to save vs coma/death.
In the alternative. the Lifeblast can be used against creatures of death and undeath with interesting results:
Animated dead: Negates the magic that animated the corpse, and the hellish thing drops lifeless to the ground.
Drive away mummy or zombie: The blast inflicts 1D6 damage and makes the creature fear the person who wields the powerful energy of life; equal to a Horror Factor of 16. A failed roll to save vs H.F. means the creature is held at bay (will not attack, shuffle around confused and frightened) for 1D4 melee rounds. Roll for each blast.
Drive away Banshee or Grave Ghoul: Equal to a Horror Factor of 19. A failed roll means the monster will immediately flee the area. Roll percentile to see for how long: 01-33% leaves the area for 1D4 hours, 34%-66% leaves the area for 1D6 days, 67%-00% leaves the area permanently.
Kill vampires: The undead are too powerful and evil to be driven away easily, but each Lifeblast inflicts 1D6*10 damage to the vampire it strikes. Only a Master Vampire can roll a save vs magic. If successful, they take half damage.
Combat Necromancer: A Lifeblast shot directly against a Necromancer will inflict 4D6 S.D.C./Hit Point damage (or 3D6 M.D. if a Mega-Damage creature) and destroys two of its additional undead appendages (if any; only affects appendages attached to the Necromancer's body). If the Death Mage was in the process of casting a spell, the blast will interrupt the incantation and burn up half the P.P.E. needed for that Necromantic spell.
Note: A Lifeblast can only be directed at one target/person at a time (or two by touch) and automatically hits.
After the first melee round and for the next half hour, the affected character continues to feel optimistic and is +1 on initiative, +5% on the performance of skills, and +10% to save vs coma/death.
In the alternative. the Lifeblast can be used against creatures of death and undeath with interesting results:
Animated dead: Negates the magic that animated the corpse, and the hellish thing drops lifeless to the ground.
Drive away mummy or zombie: The blast inflicts 1D6 damage and makes the creature fear the person who wields the powerful energy of life; equal to a Horror Factor of 16. A failed roll to save vs H.F. means the creature is held at bay (will not attack, shuffle around confused and frightened) for 1D4 melee rounds. Roll for each blast.
Drive away Banshee or Grave Ghoul: Equal to a Horror Factor of 19. A failed roll means the monster will immediately flee the area. Roll percentile to see for how long: 01-33% leaves the area for 1D4 hours, 34%-66% leaves the area for 1D6 days, 67%-00% leaves the area permanently.
Kill vampires: The undead are too powerful and evil to be driven away easily, but each Lifeblast inflicts 1D6*10 damage to the vampire it strikes. Only a Master Vampire can roll a save vs magic. If successful, they take half damage.
Combat Necromancer: A Lifeblast shot directly against a Necromancer will inflict 4D6 S.D.C./Hit Point damage (or 3D6 M.D. if a Mega-Damage creature) and destroys two of its additional undead appendages (if any; only affects appendages attached to the Necromancer's body). If the Death Mage was in the process of casting a spell, the blast will interrupt the incantation and burn up half the P.P.E. needed for that Necromantic spell.
Note: A Lifeblast can only be directed at one target/person at a time (or two by touch) and automatically hits.
- Range: One character up to 120' (+30') away, or two by touch.
- Duration: Varies
- Saving Throw: Varies, typically None
- P.P.E.: 15
Language: American 96% (+1%)
Language: Dragonese/Elven 84% (+3%)
Literacy: American 75% (+5%)
Horsemanship: Knight 60/50% (+5%)
Horsemanship: Exotic 60/50% (+5%)
Lore: Magic 55/45/40% (+5%)
Lore: Demons & Monsters 65% (+5%)
Boxing
Running
Land Navigation 63% (+4%)
Surveillance 60% (+5%)
- Basic Electronics 60% (+5%)
Demolitions 89% (+3%)
Demolitions Disposal 89% (+3%)
Prowl 60% (+5%)
Concealment 47% (+4%)
W.P. Sword
W.P. Shield
W.P. Knife
W.P. Energy Rifle
W.P. Heavy M.D. Weapons
Hand-to-Hand: Assassin
O.C.C. Related Skills
(+1 at levels 3, 6, 9, 12, 15)
Mathematics: Basic 80% (+5%)
Acrobatics
- Sense balance 80% (+5%)
- Walk tightrope or high wire 74% (+3%)
- Climb Rope 91% (+2%)
- Climb 50%
- Work parallel bars & rings 74% (+3%)
- Back Flip 81% (+2%)
- Basic Mechanics: 60% (+5%)
Wrestling (Level 1)
Secondary Skills
(+2 at levels 3, 7, 10, and 13)
Whittling & Sculpting 50% (+5%)
Literacy: Dragonese/Elven 50% (+5%)
Pilot: Automobile 71% (+2%)
Gardening (Professional) 55% (+4%)(Level 1)
Combat Data
HTH Type:
Level 1: 3 attacks per melee, +2 strike, W.P. Paired
Level 2: +1 initiative, +2 attacks per melee
Level 3: Karate Punch, +3 pull punch, +2 roll with punch
Level 4: Karate Kick, +4 damage all physical attacks, +1 initiative
Level 5: +1 attack per melee, +1 strike with thrown weapons
Level 6: +3 to parry/dodge, +2 entangle, backhand strike
Level 7: Knockout/stun on natural 17-20, leap kick
Level 8: +1 attack per melee, +1 strike with guns, +1 initiative
Level 9: +1 initiative, back flip
Level 10: Critical Strike on natural 19-20
Level 11: +2 strike in hand-to-hand, +1 strike with thrown weapons and guns, back flip attack
Level 12: +2 pull punch, Death Blow on natural 19-20
Level 13: +1 attack per melee
Level 14: +2 damage, can perform holds
Level 15: +2 strike in hand to hand, +1 strike with guns
Level 2: +1 initiative, +2 attacks per melee
Level 3: Karate Punch, +3 pull punch, +2 roll with punch
Level 4: Karate Kick, +4 damage all physical attacks, +1 initiative
Level 5: +1 attack per melee, +1 strike with thrown weapons
Level 6: +3 to parry/dodge, +2 entangle, backhand strike
Level 7: Knockout/stun on natural 17-20, leap kick
Level 8: +1 attack per melee, +1 strike with guns, +1 initiative
Level 9: +1 initiative, back flip
Level 10: Critical Strike on natural 19-20
Level 11: +2 strike in hand-to-hand, +1 strike with thrown weapons and guns, back flip attack
Level 12: +2 pull punch, Death Blow on natural 19-20
Level 13: +1 attack per melee
Level 14: +2 damage, can perform holds
Level 15: +2 strike in hand to hand, +1 strike with guns
Number of Attacks: 8
Initiative Bonus: +6 (+1 at levels 5, 10, and 15)
Strike Bonus: +4
Parry Bonus: +4
Dodge Bonus: +4
HTH P.S. Bonus: +14 S.D.
HTH Damage Bonus: +4 S.D./M.D.
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +7 (+2 at levels 2, 4, 6, 10, and 14)
Bonus to Disarm: +3
Other:
- Entangle: +2
- Karate Punch: 2D4 + P.S.
- Karate Kick: 2D6 + P.S.
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
Sniper (+2 strike on a Called or Aimed shot)
W.P. Paired (all!)
W.P. Sword +2 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. Shield +1 strike, +2 parry (+1 to parry at levels 1, 3, 7, 10, and 13. +1 to strike with shield at levels 4, 8, and 12. Cannot be thrown.)
W.P. Knife +2 strike, +2 parry, +2 throw (+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.)
W.P. Energy Rifle +2 strike (+1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.)
W.P. Heavy M.D. Weapons +2 strike (+1 to strike at levels 2, 4, 7, 10, and 13.)
Saving Throw Bonuses
Coma/Death: +23%
Magic (varies): +5
Lethal Poison (14+): +9
Non-Lethal Poison (16+): +9
Insanity (12+): +2
Psionics (12+): +3
Horror Factor (varies): +0
Panic (12+): +2
Disease (varies): +7