Grant Latham (Ley Line Rifter/Lord Magi)

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Grant Latham
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Grant Latham (Ley Line Rifter/Lord Magi)

Post by Grant Latham »

Player Name: Pete
Google Hangout: pwiebens

Character Name: Grant Latham
Alias:
Race: Human
Alignment: Unprincipled
O.C.C.: Ley Line Rifter
XP Level: 5 (Frozen)
XP Points: 26,011 Frozen (2Oct2016--Zoe)
Next Level 6 @ XP: 25,920 (RUE p 295)
O.C.C.: Lord Magi
Apprenticeship XP Points: 4,601 (COMPLETE! 07Feb2017 - Zoe)
Apprenticeship Completion @ XP: 4,601 (FOM p 160)
XP Level: 11
XP Points: 156,127 [UG 01OCT24]
Next Level 12 @ XP: 193,201 (FOM p 160)
Sentiments/Non-Humans: As long as they pay on time, they are okay.
Sentiments/Coalition: Demand full payment prior to accepting any jobs.
Disposition: Generally happy go lucky. Don't let them see you sweat.
Insanity:
  • Obsession: Cleanliness - Hates feeling sticky, loves the tingly feeling of being on a ley line. Will cast Cleanse multiple times a day if possible. May use it on others if he thinks they may be "unclean."
    Obsession: Ley Lines/Dimensional Travel - Since his youth he has always found ley lines a place of comfort. When a ley line storm comes and everyone runs for cover, he wants to cast Ley Line Storm Defense and hang out and watch the show. Talks to the ley lines out loud. Unless he actively senses danger on the other side, or a threat coming out, will want to step through a Rift if time allows, just to look around.
ATTRIBUTES
I.Q.: 28
M.E.: 15
M.A.: 20
P.S.: 15
P.P.: 14
P.E.: 22
P.B.: 14
Speed: 32

PHYSICAL DATA
P.P.E.: 710 +3d6x2 / Level (Max: 2130 for 22 min)
I.S.P.: 98 +1d6+1 / Level
H.P.: 78 +1d6 / Level
S.D.C.: 23
M.D.C.: 101
Age: 24
Sex: Male
Height: 5' 10"
Weight: 180 lbs.
Description: Just over average height, dirty blond hair and green eyes. Typically wears long sleeve button-up shirts with the sleeves folded, denim pants, and steel-toed work boots.

Natural Abilities
Perception: 81% (+3%)
Old Perception Bonus: +7 +1 @ 13
Charm/Impress: 15%
Invoke Trust/Intimidate: 60%
Skill Bonus: +14%
Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
Fatigues at half normal rate
Hold Breath up to 3 minutes
Max. Encumbrance: 54 lbs.
Max. Carrying Weight: 140 lbs.
Max. Lifting Weight: 280 lbs.
Max. Jumping Ability: 7' long, 3,5' high

Special Abilities
Turn Invisible at will (Simple)
Regenerate 2d6 H.P./S.D.C. per minute
One Additional Spell Action per round
Half Damage from magic heat and fire
Half Damage from magical cold
Double range of all spells
Double P.P.E.
Becomes a minor mega-damage creature: Hit Points and S.D.C. convert to M.D.C. (Silver and 90% pure iron weapons inflict their S.D.C. equivalent damage in M.D.C. Rune weapons and holy weapons do double damage. Suffers double damage from Ley Line Storms
See the Invisible including spirits and Astral Being
Sense Ley Line and Magic Energy (Unfrozen at 6th Level LM)
--Sense Ley Line: 94% (+5%) | 110 miles (+10 miles / Level)
--Sense Ley Line Nexus: 104% (+5%)
--Sense a Rift: Automatic | 160 miles (+10 miles / Level)
--Sense Magic in Use: 1100' (+100' / Level)
--See Magic Energy: Line of sight about 1000' | -1 APM to use in combat

Read Ley Lines (Frozen)
Ley Line Transmission: 5 people (Frozen)
Ley Line Phasing: 26 per Day (+2 / Level | 4 max per hour) (Unfrozen at 6th Level LM)
Ley Line Walking/Drifting (Frozen)
Ley Line Rejuvenation 20 H.P. and 20 S.D.C., +1D6 H.P. and +2D6 S.D.C. per Level (Unfrozen at 6th Level LM)
Ley Line Observation Ball 5 M.D.C. Range: 2500' away, Speed: Up to 44 Bonus: +3 Dodge (Frozen)
PPE Recovery: 7 per hour sleep or rest / 15 per hour meditation and is equal to an hour of sleep
Teleportation Hitchhiking: 20 P.P.E. 180' (Frozen)

Psionics
Major
Empathy (4) (RUE p. 172)
Mask P.P.E. (4) (RUE p. 174)
Mind Block (4) (RUE p. 174)
Object Read (6) (RUE p. 174)
  • Impressions: 90% (+2%)
    Images: 82% (+2%)
    Present 72% (+2%)
Read Dimensional Portal (6) (RUE p. 175)
Remote Viewing (10) (RUE p. 176)
Telepathy (4) (RUE p. 177)
Total Recall (2) (RUE p. 177)
Spell Knowledge
Spell Knowledge
Spell Strength: 15 +1 @ 12
Reduced P.P.E. cost for rift and ley line magic. Cost per RUE p117 already factored in below.
Apparition (20) (BOM 110) (LM ILL)
Armor Bizarre (15) (BOM 104) (LM ILL)
Armor of Ithan (10) (BOM 96) (LLR)
Astral Projection (5) (BOM 99) (LM 2)
Aura of Power (4) (BOM 93) (LM 1)
Befuddle (6) (BOM 93) (LLR)
Blinding Flash (1) (BOM 91) (LM 1)
Breathe Without Air (5) (BOM 96) (LLR)
Call Lightning (15) (BOM 110) (LM EP)
Carpet of Adhesion (10) (BOM 99) (LM 9 PUR)
Chameleon (3) (BOM 93) (LM 1)
Charismatic Aura (10) (BOM 99) (LM 2)
Charm (12) (BOM 104) (LM 4)
Cleanse (6) (BOM 93) (LLR)
Climb (6) (BOM 93) (LM 1)
Cloak of Darkness (6) (BOM 93) (LM 1)
Cloud of Slumber (6) (MoM 83) (LM 1)
Cloud of Smoke (2) (BOM 91) (LM 1)
Cobwebs (5) (MoM 84) (LM 1)
Communications Booster (4) (DB13 113) (LM 1)
Cosmic Armor (45) (DB13 120) (EPIC)
Concealment (6) (BOM 93) (LM 1)
Curse of the World Bizarre (100) (BOM 140) (LM ILL)
Death Trance (1) (BOM 91) (LM 1)
Decipher Magic (4) (HU2 321) (LM 9 EP)
Detect Concealment (6) (BOM 94) (LM 1)
Dimensional Pocket (30 or 140) (HU2 334) (LM EP)
Dimensional Portal (1000) (BOM 152) (LLR)
Dispel Magic Barriers (20) (BOM 115) (LM)
Energy Field (10) (BOM 101) (LM 2)
Energy Sphere (120) (BOM 140) (LLR EP)
Escape (84) (BOM 106) (LM 9 PUR)
Extinguish Fire (4) (BOM 94) (LM 1)
Eyes of Thoth (8) (BOM 106) (LM 3)
Farseeing (3) (MA 9) (LM 1)
Fear (5) (BOM 94) (LM 1)
Featherlight (10) (BOM 106) (LLR)
Fleet Feet (20) (PF2 186) (LM 3)
Fly (15) (BOM 106) (LLR)
Fly as the Eagle (25) (BOM 115) (LM 4)
Fool's Gold (10) (BOM 101) (LM ILL)
Forcebonds (25) (BOM 120) (LM 5)
Globe of Daylight (2) (BOM 91) (LLR)
Hallucination (30) (BOM 121) (LM ILL)
Heal Wounds (10) (BOM 106) (LM 3)
Heavy Breathing (5) (BOM 94) (LM 1)
Horrific Illusion (10) (BOM 106) (LM ILL)
ice (15) (BOM 112) (LM EP)
Id Barrier (600) (BOM 151) (LM ILL)
Illusion Booster (15) (BOM 112) (LM ILL)
Illusion Manipulation (25-60) (BOM 128) (LM ILL)
Illusory Forest (45-90) (BOM 133) (LM ILL)
Illusory Terrain (55-120) (BOM 141) (LM ILL)
Illusory Wall (15 or 30) (BOM 112) (LM ILL)
Impervious to Energy (20) (BOM 113) (LM 3)
Impervious to Fire (5) (BOM 97) (LM 2)
Impervious to Poison(5) (BOM 97) (LM 9 PUR)
Increase Weight (4) (HUGM 180) (LM 9 EP)
Infrared Vision (5) (MA 9) (LM 9 EP)
Intuitive Xeno-First Aid (22) (DB13 118) (EPIC)
Invincible Armor (30) (BOM 121) (LM 5)
Invisibility to Sensors (20) (MA 15) (LM 3)
Invulnerability (25) (BOM 116) (LM 4)
Lantern Light (1) (BOM 92) (LLR)
Levitation (5) (BOM 94) (LM 1)
Ley Line Phantom (20) (BOM 129) (LLR)
Ley Line Resurrection (1000) (BOM 156) (LLR)
Ley Line Storm Defense (90) (BOM 141) (LLR)
Ley Line Tendril Bolts (13) (BOM 121) (LLR)
Ley Line Time Flux (40) (BOM 129) (LLR)
Light Blade (20) (BOM 117) (LM EP)
Light Target (6) (BOM 97) (LM EP)
Lightning Arc (30) (BOM 122) (LM EP)
Magic Net (7) (BOM 101) (LM 2)
Magic Warrior (60) (BOM 135) (LM ILL)
Manipulate Objects (2+) (BOM 94) (LM 1)
Mask of Deceit (15) (BOM 113) (LM ILL)
Mend the Broken (10+) (BOM 108) (LM 3)
Mental Blast(15) (BOM 109) (LM EP)
Mental Shock (30) (BOM 117) (LM 4)
Metamorphosis: Superior(100) (BOM 135) (LM 6)
Multiple Image (7) (BOM 102) (LM ILL)
Mystic Alarm (5) (BOM 95) (LM 1)
Mystic Fulcrum (5) (BOM 98) (LLR)
Mystic Invisibility (25) (MA 17) (LM 4)
Mystic Mark (3) (MoM 82) (LM 1)
Mystic Marksmanship (5) (MA 10) (LM 1)
Mystic Portal (20) (BOM 135) (LLR)
Negate Magic (10) (BOM 123) (LLR)
Negate Poison/Toxin (5) (BOM 98) (LM 2)
Nightvision (4) (MA 9) (LM 9 EP)
Nova Blast (30) (DB13 121) (EPIC)
Orb of Cold (6) (BOM 98) (LM EP)
Paralysis: Lessor (5) (BOM 98) (LM 9 PUR)
Power Bolt (20) (BOM 113) (LM 3)
Power Weapon (35) (BOM 123) (LM EP)
Purge Self (70) (BOM 130) (LM 10)
Purge Other (100) (BOM 136) (LM EP)
Purification (20) (BOM 118) (LM 9)
Reality Flux (38) (BOM 136) (LLR)
Reduce Self (20) (BOM 113) (LM 9)
Restore Limb (80) (BOM 135) (LM 7)
Rift Teleportation (100) (BOM 142) (LLR)
Rift To Limbo (80) (BOM 142) (LLR)
Seasickness (5) (MoM 84) (LM 1)
Second Sight (10) (BOM 118) (LLR)
See Aura (6) (BOM 92) (LM 1)
See Mystic Mark (4) (MoM 83) (LM 1)
See the Invisible (4) (BOM 92) (LM 1)
See Wards (8) (PF2 193) (LM 2)
Sense Evil (2) (BOM 92) (LM 1)
Sense Magic (4) (BOM 92) (LM 1)
Sense PPE (3) (NBMB 128) (LM 9 EP)
Shadesword (22) (PF12 80) (LM 5)
Shadow Meld (5) (BOM 103) (LM 9 PUR)
Shatter (5) (BOM 95) (LM 1)
Space Walk (5) (DB13 114) (LM 1)
Speak Underwater (10) (BOM 122) (LLR EP)
Starlight (45) (DB13 121) (EPIC)
Superhuman Strength (10) (BOM 109) (LM 9 PUR)
Sustain (12) (BOM 109) (LM 3)
Talisman (500) (BOM 150) (LLR EP)
Targeted Deflection (15) (BOM 114) (LM)
Telekinesis (8) (BOM 98) (LM EP)
Teleport: Superior (150) (BOM 153) (LLR)
Throwing Stones (5) (BOM 95) (LM 1)
Thunderclap (4) (BOM 93) (LLR)
Time Hole (105) (BOM 146) (LLR)
Tongues (12) (BOM 114) (LLR)
Turn Dead (5) (BOM 95) (LM 1)
Vacuum Speak (6) (DB13 114) (LM 1)
Wards (90) (BOM 138) (LM 8)
Warrior Horde (1100) (BOM 159) (LM ILL)
Wisps of Confusion (40) (BOM 126) (LM 5)
Weightlessness (6) (PF2 191) (LM 9 EP)
World Bizarre (40) (BOM 126) (LM ILL)
X-Ray Vision (25) (PF2 203) (LM 4)
O.C.C. Skills - Frozen Ley Line Rifter
Language: Dragonese/Elf -- 96%
Language: Demongogian -- 96%
Climbing/Rappelling -- 77/67%
Pilot: Hovercraft -- 89%
Wilderness Survival -- 74%

O.C.C. Skills - Lord Magi
Language: American -- 155% (+1%)
Literacy: American -- 154% (+5%)
Language: Spanish -- 114% (+3%)
Literacy: Spanish -- 114% (+5%)
Language: Japanese-- 114% (+3%)
Literacy: Japanese -- 114% (+5%)
Computer Operation -- 129% (+5%)
Find Contraband -- 105% (+4%) [Learned @ LLR 3rd level]
History: Pre Rifts -- 93/81% (+4%)
History: Post Apocalypse -- 100/95% (+4%)
Interrogation -- 104% (+5%)
Land Navigation -- 114% (+4%)
Law -- 109% (+5%)
Lore: American Indian -- 109% (+5%)
Lore: Cattle and Animals -- 114% (+5%)
Lore: D-Bee -- 134% (+5%)
Lore: Demons & Monsters -- North America -- 139% (+5%)
Lore: Demons & Monsters -- Europe -- 139% (+5%)
Lore: Dimensions -- 94% (+5%)
Lore: Faeries & Creatures of Magic -- 134% (+5%)
Lore: Geomancy & Ley Lines -- 109% (+5%)
Lore: Juicers -- 114% (+5%)
Lore: Psychics & Psionics -- 109% (+5%)
Lore: Magic -- General Knowledge 134% (+5%) Recognize Magic Circles, Runes, Etc. -- 124% (+5%) Enchantment -- 104% (+4%) Identify Magic Item: 104% (+5%)
Lore: Religion -- 109%
Lore: Vampires -- 104% (+5%)
Math: Advanced -- 129% (+5%)
Math: Basic -- 159% (+5%)
Streetwise -- 104% (+4%)
W.P. Sword -- +4 Strike, +4 Parry, +2 Thrown (+1 to strike @ 12, and 15. +1 to parry @ 13. +1 to strike when thrown @ 12; not designed for throwing.)
W.P. Staff -- +4 Strike, +2 Thrown, +3 Parry (+1 to strike @ 13. +1 to parry @ 11, and 14. +1 to strike when thrown @ 15; not designed for throwing.)
Hand to Hand: Basic (Replaced with Tai-Jutsu/Ninjutsu)

O.C.C. Related Skills - Frozen Ley Line Rifter
Appraise Goods (Professional) -- 83%
  • Specialization: Magic Items
Intelligence -- 67%
Radio Basic -- 79%
Research -- 79%

O.C.C. Related Skills - Lord Magi(+1 skill @ 12)
Anthropology -- 59% (+5%) [Learned @LM 9th Level]
Pilot Robots and Power Armor -- 105% (+3%)
Mecha Combat Elite: Ground-Based Power Armor (Warlock Combat Armor)
Weapon Systems -- 104% (+5%) [Learned @LM 3rd Level]
W.P. Heavy M.D. Weapons +4 Strike (+1 to Strike 13.[Learned @LM 6th Level]

Secondary Skills(+2 skill @ 12)
Athletics General
Barter -- 56% (+4%) [Learned @LM 9th Level]
Cooking -- 99% (+5%) [Learned @LLR 4th Level]
Gemology -- 79% (+5%) Learned @LM 3rd Level
Horsemanship: Exotic Animals 69%/59% (+5%) Learned @LM 6th Level
Navigation -- 121% (+5%)
Running
Sensory Equipment -- 109% (+5%)
Wardrobe and Grooming -- 70% (+4%) Learned @LM 6th Level
Whittling & Sculpture -- 84% (+5%) Learned @LM 3rd Level
W.P. Energy Pistol -- +6 Strike +1 @ 13, 15
W.P. Energy Rifle -- +1 Strike +1 to strike @ 12, 14, 8, 16, 18, and 20 Learned @LM 9th Level[/size]
W.P. Sub-Machine Gun -- +4 Strike +1 @ 12, 15

E.P. Purchased Skills
HTH Ninjitsu/Tai-Jutsu (15th Level)
Pilot: Tanks & APCs 54% (+4%) (Learned at @ LM 10th Level)


Combat Data
HTH Type: Ninjitsu/Tai-Jutsu
Number of Attacks: 10 (11 with Magic)
Initiative Bonus: +6
Strike Bonus: +4 (+8 w/Back Flips/Cartwheel)
Parry Bonus: +4
Dodge Bonus: +2
HTH Damage Bonus: +6
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +7
Bonus to Disarm: +1
Maintain Balance: +2
Other:
  • Back Flip (Attack w- Axe/Snap/Backhand, Defensive, Escape)
    Body Block/Tackle: 1d4 S.D.C.
    Body Flip/Throw: 1d6 S.D.C +Lose Init and 1 melee attack
    Cartwheel Attack (w- Axe/Wheel/Knife
    Hand Attacks: Knife Hand: 2d4 S.D.C., Palm Strike: 2d4 S.D.C.
    Holds (Arm, Body, Leg, Neck)
    Kick Attacks: Axe Kick: 2d6 S.D.C., Backward Sweep (No Damage - Knock Down + Loss Init and 1 melee attack), Drop Kick (w-Kick/Snap, Crescent), Kick Attack: 2d4 S.D.C., Snap Kick: 1d6 S.D.C., Tripping/Leg Hook (No Damage - Knock Down + Lose Init and 1 melee attack), Round House: 3d6 S.D.C., Jump Kick
    Knee and Elbow Strikes: 1d6 S.D.C.
    Leap Attack
    Paired Weapons
    Critical Strike on natural 18-20, or from behind
    Death Blow on natural 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. Energy Pistol +6 Strike
W.P. Energy Rifle +1 Strike
W.P. Sub-machine gun +3 Strike
W.P. Heavy M.D. Weapons +3 Strike
W.P. Sword +4 Strike, +4 Parry, +2 Thrown
W.P. Staff +4 Strike, +4 Parry, +1 Thrown

Saving Throw Bonuses
Coma/Death: +19%
Magic (varies): +7 (+1 @ 13)
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): +0
Psionics (12+): +0
Horror Factor: +5 (+1 @ 12, 14)
Possession: Impervious
Mind Control: +6 (+1 @ 12, 15)
Curses: +2
Illusions: +2
Last edited by Grant Latham on Mon Jun 05, 2017 7:22 am, edited 33 times in total.
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
User avatar
Grant Latham
Diamond Level Patron
Posts: 624
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
Contact:

Re: Grant Latham (Ley Line Rifter)

Post by Grant Latham »

Equipment

Instructions:
  • Items which have stats have their name in bold type.
  • Items which have stats or images are fully listed under Gear Stats.
  • As such, there should be no stats or images above the Gear Stats header.
Allocate your items into the categories listed in green!
Vehicles/Mounts are listed first.

Carried/In Hand
NEMA PR-470 "Hot Seat" Plasma Rifle (Slung on shoulder strap)


Worn on Person

Talisman: Armor Bizarre (Ring - Left Hand)
Talisman: Invulnerability (Ring - Left Hand)
Talisman: Mystic Invisibility (Ring - Left Hand)
Talisman: Fly as an Eagle (Ring - Right Hand)
Talisman: Power Bolt (Ring - Right Hand)
Talisman: Lightblade (Ring - Right Hand)


Lord Magus Armor
Wilk's PRC-5 Secure Walkie-Talkie with Earpiece and Throat microphone (
Survival Knife (Left Boot Sheath)
Set of Traveling Clothes, including work gloves
Tinted Goggles
Air Filter and Gas Mask

Seven League Boots

Utility Belt
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: Draining Blade
• Attachment: NEMA MIP-21
• Attachment: E-Clip
• Attachment: Talisman of Lightning Arc

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Wilk's FLIR Distancing & Recording Binoculars
• Space:
• Space: First Aid Kit (Insect Repellent, Pain Killers (pill and cream), bandages, super glue, bandages, disinfectant wipes, sun screen)
• Space: E-Clip
• Space: Talisman of Mental Shock
• Space: Talisman of Light Blade
• Space: Talisman of Shadesword
• Space: N-F20A ForceField
• Space:
• Space:

Stored in Vehicle
4 Eclips with Adaptors
2 Energy Cannisters with Adaptors

Gear Stats

Lord Magus Armor
Image

M.D.C. by Location
• Helmet: 45
• Arms: 15 each
• Legs: 30 each
• Main Body: 50
Features: Silver-edged claws (+1D6 damage)
Modifiers: none, non-environmental


NEMA MIP-21 "Crime Stopper" Maxi-Ion Pistol
Image
  • Range: 800'
  • Damage: 3d6 M.D. or 1d4X10 M.D. burst
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload: 21 shots per E-Clip, or 147 shots with Backpack Battery
  • Weight: 3 lbs.
  • Features: Laser targeting; W.P. Energy Pistol
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: p.56, CE


NEMA PR-470 "Hot Seat" Plasma Rifle
Image
  • Range: 1,600'
  • Damage: 6d6 M.D.
  • Rate of Fire: Single shots only
  • Payload: 7 shots per E-clip, 21 per E-canister, 147 with Backpack Battery
  • Weight: 8 lbs.
  • Features: scope with laser targeting & telescopic nightvision (2,000'); W.P. Heavy M.D. Weapons
  • Modifiers: +1 to strike on aimed shots when laser targeting system engaged
  • Book Reference: p.57-58, CE


Omega Blade
Image
TW Weapon
  • M.D.C.: 200, regenerates 20 M.D.C. per day
  • Range: Close Combat or ranged
  • Damage: 6D6 M.D.
  • Weight: 5 lbs.
  • Features: W.P. Sword; one-handed and 4' long.
  • Modifiers: None.
TW Characteristics:
  • TW Functions:
    • Power Bolt
      • Range: 2500 feet
      • Damage: 5D6+14
    • Life Drain
      • Every time the target is hit, they must save vs magic or suffer a Life Drain, as per the 7th level spell. A failed save means the victim loses half his hit points and S.D.C., plus speed is reduced by half, the character loses one melee attack, and suffers -10% on skill performance. This attack will affect targets in body armor or power armor, but not anything bigger. M.D. creatures only suffer the weapon damage. The weakness will last for 10 melee rounds, after which the victim begins to regain their hit points and S.D.C. as is normal for their healing ability.
  • Activation Cost: 40 P.P.E. or 80 I.S.P.
  • Device Level: Not stated
  • P.P.E. Construction Cost: Not stated
  • Spell Chains Needed: Ensorcel (400), Power Bolt (20), Life Drain (25), Enchant Weapon (1000).
  • Physical Requirements: Not stated
  • Duration of Charge: Lasts 12 melee rounds (3 minutes). Weapon is charged to Deliver Power Bolts or Life Drain. (Must be stated when charged. Second Activation required to switch modes.)
  • Construction Time: 2-3 months
  • Construction Cost: Not stated



Wilk's PRC-5 Secure Walkie-Talkie
Image
Description
An enhanced walkie-talkie personal radio communications (PRC) system with a special cryptographic package. The unit
provides 15 channels, all of which have a secure capability as well as normal scrambling and unscrambled features. For secure communications, a special cryptographic program is loaded into the radio using a standard Wilk's 3000 (or other handheld) computer. Once this program is loaded into the radio, only other radios with the same program are capable of receiving its transmissions.
  • • Weight: 1lb
    • M.D.C.: 2
    • Range: 10 miles (16km)
    • Battery Life: A rechargeable battery provides 96 hours of continuous operation before needing to be recharged. Security Note: Due to the sophisticated scrambler program, the cryptography skill has a penalty of -25% to crack the system's secure communications feature.
    • Microphone and comfortable earpiece headgear for hands-free communications.


Seven League Boots
  • Range: Self
  • P.P.E. Cost: 30 P.P.E.
  • Duration: 1 minute
  • Cost: ???
  • Availability: ???

TW Characteristics:
  • Astral Hole
  • +2 to Dodge (costs one action)
  • Travel to any visible location within 2000' (costs two actions)




Talisman of Armor of Ithan
Image
Talisman
Magic Features
  • Armor of Ithan
  • Duration: 10 minutes
  • M.D.C.: 100 (1/2 damage from magical fire, cold, and lightning)
  • Charges: 3

Book Reference: p.150, BoM


N-F20A Medium Force Field
Image
M.D.C. by Location:
  • Force Field: 75

Weight: 10 lbs.
Modifiers: none
Features:
  • 10 hour duration per E-clip

Book Reference: p.122, DB2


Talisman of Cleanse
Image
Talisman
Magic Features
  • Cleanse
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Sustain
Image
Talisman
Magic Features
  • Sustain
  • Require no food, water, or breath, need only 2 hours of sleep/night. Can survive almost all environmental conditions
  • Duration: 10 days
  • Charges: 3

Book Reference: p.150, BoM


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

Book Reference: p.150, BoM


Talisman of Impervious to Energy
Image
Talisman
Magic Features
  • Impervious to Energy
  • Duration: 20 minutes
  • Charges: 3

Book Reference: p.150, BoM


P.P.E. Battery Talisman
Image
Talisman
Magic Features
  • P.P.E.: 60 (50 Max on recharge)

Book Reference: p.150, BoM


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

Book Reference: p.96, BoM


Talisman of Invisibility to Sensors
Image
Talisman
Magic Features
  • Invisibility to Sensors
  • Cannot be detected by high-technological devices or alarms.
  • Organic beings using technology can save vs magic to see with natural vision
  • Duration: 20 minutes
  • Charges: 3

Book Reference: p.15, MA


Talisman of Mystic Invisibility
Image
Talisman
Magic Features
  • Mystic Invisibility
  • Undetectable by psionics or magic. Includes Psi-Stalker/Dog boy or similar. No aura.
  • Duration: 50 minutes
  • Charges: 3

Book Reference: p.17, MA


Talisman of Fly as an Eagle
Image
Talisman
Magic Features
  • Fly as an Eagle
  • Speed: 50 mph
  • Bonuses: +1 Parry, +2 Dodge, +2 Damage from diving attack
  • Duration: 200 minutes
  • Charges: 3

Book Reference: p.115, BoM


Talisman of Power Bolt
Image
Talisman
Magic Features
  • Power Bolt
  • Damage: 5d6+20 M.D.
  • Dodge: 20+
  • Charges: 3

Book Reference: p.113, BoM


Talisman of Lightblade
Image
Talisman
Magic Features
  • Light Blade
  • Damage: 1d4x10+10 M.D. (Double Damage to those vulnerable to light)
  • Duration: 10 minutes
  • Save: Parry/Dodge
  • Can parry energy blasts (no special bonus)
  • Charges: 3

Book Reference: p.117, BoM


Talisman of Shadesword
Image
Talisman
Magic Features
  • Shadesword
  • Damage: 10d6 M.D.
  • Duration: 20 minutes
  • Save: Parry/Dodge, vs Magic for additional penalties
  • Culmulative -2 Strike/Parry per failed save vs magic. Last 1 melee round, +1 round for each additional failed save.
  • Charges: 3

Book Reference: p.80, PF12


Talisman of Lightning Arc
Image
Talisman
Magic Features
  • Lightning Arc
  • Damage: 6d6 +20 M.D.
  • Duration: 10 melee rounds
  • Range: 1000'
  • Save: +4 Strike within 100', +1 Strike otherwise
  • Charges: 3

Book Reference: p.122, BOM


Talisman of Mental Shock
Image
Talisman
Magic Features
  • Mental Shock
  • Damage: See Description
  • Duration: See Description
  • Range: 200'
  • Save: -1 Save vs Magic
  • Charges: 3

Book Reference: p.117, BOM


Wilk's FLIR Distancing & Recording Binoculars
  • Range: 2.5 miles
  • M.D.C.: 1
  • Weight: 2 lbs.
  • Features: passive IR thermal-imaging w/laser distancing; 4 hr. video recording
  • Book Reference: p.105, MercOps


Grimoires
Spell: Sub Particle Acceleration
Spell: Superhuman Strength
Spell: Create Wood
Spell: Create Water

Money

Secure Universal Card: 1000 credits in wallet
Non-Secure Universal Card: 1x1,760 (Zoe 4-21-17), 2 x 2000 credits; 1 in utility belt, 1 in back pack
Non-Secure Black Card: 8,500 credits; 1 in right boot. [Updated by Xy 07/15/19]
Non-Secure Universal Card: 39,000 (salvage from Weiss - DSM (2019-09-17))
Secure Universal Card: 1,156,000 credits (DSM 2024-03-12)
Last edited by Grant Latham on Sat Oct 08, 2016 7:28 pm, edited 19 times in total.
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
User avatar
Grant Latham
Diamond Level Patron
Posts: 624
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
Contact:

Re: Grant Latham (Ley Line Rifter)

Post by Grant Latham »

Background Story

24 Years ago.

The midwife tells the woman, "One more push, and out he'll come." The woman grunts and bears down. The midwife catches the baby and cleans him up. She holds the baby up to the new mother and father saying, "Oh, he's a quiet one, but healthy. Have you decided on a name?"

The father says, "Yes, his name is Grant Latham."

14 Years ago.

Grant's father subscribes to the idea that all children get into trouble and he and and his wife are too busy with their jobs to sort out who did what, so he disciplines proactively. Each morning, all of the children are required to get in line to get a spanking.

I really don't want a spanking today, thought young Grant as he waited in line. When Grant's turn comes, he approaches his father and leans over his lap. He feels his father move his arm up with the switch. Grant mumbles, "Everyday it's the same, I wish I was somewhere else." The switch comes down hard, right across Grant's father's legs. Grant has disappeared. His father yelps and curses, the other children stare in shock.

Grant's mother runs in and says, "What happened?"

"I don't know," says his father. "He just disappeared, and I hit myself with the switch." The children began to giggle, but quickly subside as their father glares at them.

Everyone turns towards the front door as they hear it open. "Mom, Dad, I, I," Grant stammers. "I just appeared in the tree house out back."

His father and mother both look at each other and say at the same time, "Magic!" His father continues, "Grant, I think you have magic like your Uncle Malcolm. We are going to take you to the University in Lazlo." The rest of the children stared in amazement as their father left the house rubbing his thighs, the switch forgotten on the floor next to the stool.

The next day, Grant and his parents meet with a mage from the University. The mage ushers them into his office and they explain why there are there. "I am going to cast a spell to look at your son's aura, it won't harm him at all." After examining Grant, the mage says, "Ley lines are plentiful around here, young Grant has been absorbing some of the ambient energy. It's why he was able to teleport. He has natural talent. Grant, do you know how you did it?"

"No, I just didn't want to get the daily whippen,'" Grant says. His father, turns a shade pink and looks away.

"Have you gone into the ley lines near your home, and has anything unexplained happened before?" the mage asks.

"Well, yes, I go almost every other day. It's so peaceful there. Sometimes, I think I hear voices, but no ones around me. Sometimes, I get weird thoughts urging me to do things. Other times, I'll fall a sleep and dream that I am flying, and when I wake, I hit the ground and get the wind knocked out of me." said Grant.

The mage considers some more, finally he says, "You did the right thing bringing him here, Mr. and Mrs. Latham. Grant has the power, and he will need training so as to not injure himself or others. I'll arrange an interview with a Dean for the boy, and I think we can arrange a scholarship to help pay the tuition. However, the decision is Grant's. Grant, do you want to be a wizard?"

"Well, I know I don't want to be a farmer." Young boys are often tactless...

5 Years Ago.

Grant enters the doctor's office and sits down on the chaise lounge. "Hello Doctor, you know I am not sure why the University insists that I keep seeing you."

"Hello Grant, thanks for coming today. How are things going?" says the Doctor.

"They are going great, I mastered a new spell today!" Grant almost yells he's so excited.

"That's fantastic tell me about it," said the Doctor cautiously.

Grant replies, "Well my instructor calls it 'Ley Line Storm Defense', it allows you to be out during a storm on a leyline and enjoy it."

"Um, I am not sure that's a wise idea...," the Doctor says a bit nervously, glancing at the door and up at a spot at the ceiling.

"No really, Belgaro said its really useful," says Grant.

"Who is Belgaro? Your instructor?" asks the Doctor.

"No, the ley line heading east out of the city," Grant says seriously, but gesturing with his hands..

"You're talking to the ley...Grant, how about you lay down put your arms at your side and relax and we will discuss this some more...," the Doctor says.

2 Years Ago.

Grant opens the door to his parent's house and walks in. His mother greets him good morning and lays a hearty breakfast in front of him. His father is listening the news on the radio, but turns it down, and says, "Graduation is soon, have you decided what you want to do?"

"Yes, Dad, I am going to be the fastest truck driver in the world," said Grant proudly.

Now

Grant hands his business card to the Corporate Suit:

Image

"Here's my card, it lists the locations that I will deliver for my standard fees. I can also provide a list of local references." The Suit looks at the card. This has been way more difficult than I thought it would be. But I should have enough routes now to spark interest now that I've traveled with various caravans to find ley lines and nexi between the towns.

Grant waits for the Suit to finish looking at the card, he takes time to observe the man. It's a well tailored suit, but there is dandruff on the shoulders and scuffs on his shoes, how can he stand it? Once the Suit looks up, Grant says, "My minimum fee is $8,000 universal credits or 1% of the appraised market value whichever is greater for non-hazardous material, such as food stuffs, clothing, electronics, and hardware. Weapons, armor, and the like is a minimum $30,000 universal credits or 3% of the appraised market value + cost of security. Delivery to any standard location is typically 10% of the time a caravan would take. Acceptance of a load is contingent on review of the details of the manifest and location of pickup and delivery. I do have weight and size limits if the contract must be fulfilled in a single delivery. 25% of fee is due upon pickup with the balance placed in escrow to be paid upon confirmation of delivery."

The Suit considers for a minute, while Grant struggles with not bouncing on his toes waiting.

"No," said the Suit. "I think I will use Magic Missives still."

Grant, hiding his disappointment says, "Please keep me in mind if Master Noussarin is unable to accommodate you. I wish you a good day and safe travels. Oh, and here let me take care of that mess." Grant quickly cast Cleanse on both of them before the Suit can respond. The Suit, not sure of what to make of this decides that discretion is the better part of valor, and leaves quickly. That's better, his lack of attention to his personal grooming was bothering me the whole time, it's probably for the best. But damn, maybe I should reconsider Master Noussarin's offer. He has been polite and I appreciate him offering me a position, but something seems off about him and I don't know why. I am going to have to see about join a mercenary outfit or an adventurer group and make a name for myself.
Last edited by Grant Latham on Mon Jul 13, 2015 5:32 pm, edited 6 times in total.
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
User avatar
Grant Latham
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Posts: 624
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
Contact:

Re: Grant Latham (Ley Line Rifter) - Ready for Play

Post by Grant Latham »

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

Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells. The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds. Magic spells and effects (damage, range and duration) are doubled. Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.

Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells. The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds. The mage gets a +2 to save vs magic and HF. Spell Strength is +1. P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.

Impact of traditional Stone Pyramids: Other practitioners of magic do not enjoy their usual power boost or the availability of ambient P.P.E. unless they are right at the stone pyramid or the nexus it controls. This means spell casters do NOT see an increase in the power, range, duration, or damage of their spells and the availability of ambient P.P.E. on a ley line is a meager 1d4 points per melee round. This also means recovery of P.P.E. and healing is reduced by half on these tapped lines. However, when they are within the radius of the ley line nexus (usually 1d4 mile radius where two or more lines cross to create a nexus point), they are able to tap the nexus as usual and are back up to full power. The same is true when they are on or inside the pyramid itself. Stone Masters, Crystal Mages, Earth Warlocks, Earth Elemental Fusionists, and Earth Elemental beings are not affected by the weakened ley lines tapped by the stone pyramid(s). These mages draw the full range of ambient P.P.E. and benefits of the ley line because they draw upon earth energy (ley lines) for their earth-based magicks.

Being within one mile of a ley line increases the range and duration of psychic powers by 50%.

Duration, range, and damage of psychic powers are doubled when within one mile of a nexus point. The protection provided by telekinetic force fields are also doubled (specific powers may have alternate rules).

1d6+Level I.S.P. is available for use if actually on a level line or nexus.

RUE Rules
In the world of Rifts Earth the ley line energy is at an all-time high and offers a seemingly endless source of mystic power for the taking. Practitioners of magic, supernatural creatures, and demons can stand on or near a ley line and freely feed on its energy to cast magic as well as enhance their magic. (Increase the range and duration of a spell by 50% when on or within 2 miles/3.2 km of a ley line.)
Available P.P.E. at Ley Lines: Most magic O.C.C.s can draw 10 P.P.E. once every melee round from a ley line and 20 P.P.E. from a nexus point (a Ley Line Walker and Ley Line Rifter can draw double: 20 from a ley line, 40 from a Nexus). Note: To access the energy the character must be standing in the ley line or at the nexus point. Remember, even the thinnest ley line will be at least a few hundred yards/meters wide; most are a mile (1.6 km) wide.
The following increased levels of P.P.E. are available at a ley line nexus at special times.
• Double the available P.P.E. for the first 1D4 minutes at dawn (as the sun peeks over the horizon), midday (noon) and midnight.
• Triple the available P.P.E. during the daylight hours of the Vernal (Spring) Equinox and the night hours of the Autumnal Equinox.
• Summer Solstice (June 21st) and Winter Solstice (December 21st) multiple the normally available amount of P.P.E. by x10 from dawn till dusk.
• Lunar Eclipse x12. A lunar eclipse happens about once a year. Extra P.P.E. is available for 90 minutes. WARNING: There is a 01-77% likelihood that a random Rift will appear.
• Partial Solar Eclipse x30! A partial solar eclipse happens about once every 10 years. P.P.E. is available for only 2D4 minutes. WARNING: There is a 01-88% likelihood that a random Rift will appear.
• Minor Planetary Alignment. Three or four planets, x10, same as the Solstice, and the P.P.E. is available for 15 minutes starting from the point they all first line up. This occurs about once every 8 years.
• Major Planetary Alignment. Five or more, x30, same as the Partial Solar Eclipse, and the P.P.E. is available for 8 minutes starting from the point they all first line up. This occurs about once every 22 years

Psychics cannot draw LS.P. from living beings or other people, but they can draw upon the ambient P.P.E. at ley lines and convert it into 1D6+ 1 I.S.P. once every melee round (15 seconds). However, the bonus I.S.P. cannot be stored or held inside the psychic and must be spent that round or it is gone; fades away. A ley line may also increase the potency of a psychic power, increasing range and duration by 50% when near a ley line (within one mile/ 1.6 km), and double when actually on the ley line or at a ley line nexus, or as noted in the specific description of the psionic abilities (some see range or duration doubled, tripled and even quadrupled). Damage from a psionic attack is also increased by one additional die when on a ley line and increased by two extra damage dice when at a nexus point.




Psionics

NAME COST REFERENCE RANGE DURATION NOTES
Empathy 6 RUE p. 172 100' Area 22 min
Mask P.P.E. 4 RUE p. 174 Self 110 min
Mind Block 4 RUE p. 174 Self 110 min +1 Save vs Psionics
Object Read 6 RUE p. 174 Self 2d6 min Impressions: 90%, Images: 82%, Present: 72%
Read Dimensional Portal 6 RUE p. 175 Touch or up to 3' 60 sec Determine:
* If dangerous
* Supernatural evil: strong or numerous
* Who last used it
* Destination: Astral, Xitcix, Dreamstream, or current planet
* Tech or magic based and how to operate it.
Remote Viewing 10 RUE p. 176 Special 2d6+6 sec Can See person or place
Vision can ask 2 to 4 general questions
Telepathy 4 RUE p. 177 Surface Thoughts: 60'
Two-way Telepathic: 550'
22 min
Total Recall 2 RUE p. 177 Self N/A Recall written word
01-50: Perfect Recall
51-80: Full essence of ideas
81-100: Basic Concepts
Spell Knowledge
New Spell List
NAME COST REFERENCE LEVEL RANGE AREA SAVING THROW DURATION NOTES
Blinding Flash 1 BOM 91 1 60' 10' r Standard, -1 for 3 P.P.E. Instant Blind for 1d4 rounds, -10 Strike/Parry/Dodge, 50% chance of falling every 10'. Does not affect robotic, bionic, or cybernetic eyes.
Cloud of Smoke 2 BOM 91 1 90' 30'x30'x30' None 1 min/level -5 Strike/Parry/Dodge/Disarm/Entangle
Death Trance 1 BOM 91 1 Self None None 2.5 min/level Can cancel at any time.
Decipher Magic 4 HU2 321 1 Self None None 2 min/level Read magic symbols/runes at 94%. Does not include circles/wards
Farseeing 3 MA 9 1 Self None None 1 min/level See license plate/fact up to 2 miles away.
Globe of Daylight 2 BOM 91 1 30' 6' r/level None 3 min/level Caster can move globe at Spd 12
Increase Weight 4 HUGM 180 1 100' None Standard 2 min/level Increase weight of one person/object by 100 lbs/level
Lantern Light 1 BOM 92 1 10' None 30 min/level Adjust intensity at will between 50 to 300 watts
Mystic Mark 3 MoM 82 1 Touch None N/A Instant Mark 3 items/level. Spend 3 P.P.E. later to make glow 15 seconds.
Nightvision 4 MA 9 1 Self None None 6 min/level 600' range in total non-magical darkness
See Aura 6 BOM 92 1 100' None None 1 melee Mind Block/Alter Aura can mask presence of psychic abilities, P.P.E. or possession
See the Invisible 4 BOM 92 1 200' None None 1 min/level Can see astral beings, entities, elementals, ghosts, objects, forces and creatures that are or can turn invisible even if no form per se.
Sense Evil 2 BOM 92 1 None 45' r None 2 min/level Mind Block/Alter Aura/Protection from Magic will block spell.
Sense Magic 4 BOM 92 1 None 60' r None 2 min/level
Sense PPE 3 NBMB 128 1 None 60' r Standard 1 min/level Can tell general level of P.P.E.
Thunderclap 4 BOM 93 1 None 15' r vs HF Instant +5 Init, +1 Strike/Parry/Dodge. HF 8.
Aura of Power 4 BOM 93 2 Self or One Other by Touch None None 1 min/level Appears +3 lvls, +1d4+2 M.A. Psionic See Aura will see truth. Magic See Aura will fluctuate.
Befuddle 6 BOM 93 2 100' None Standard 2 min/level -2 Sttrike/Parry/Dodge, Actions reduced by half. -20% Skills.
Chameleon 6 BOM 93 2 Self or Other by touch None None 4.5 min/level 90% if not moving, 70% 2'/round, 20% 6'/round. Effective vs Normal Vision, See Invisible and most optics; not thermal imaging if air is a different temperature.
Cleanse 6 BOM 93 2 Self, One person and clothes up to 10', two people by touch None Instant 25lb of clothes, will kill most surface parasites
Climb 6 BOM 93 2 Self or Other up to 40' 5 min/level 98%/90%
Cloak of Darkness 6 BOM 93 2 Self 5' r 4 min/level -3 Strike for those more than 5' away, -1 Strike for those using Infrared or Thermal imaging.
Cloud of Slumber 6 MoM 83 2 90' 20'x20'x20' Standard 1 min/level Cannot be roused or dragged from the cloud. Takes 1d4 rounds to awaken.
Cobwebs 5 MoM 84 2 30' 5' r/level None 5 min/level Does not conceal anything.
Concealment 6 BOM 93 2 40' None Standard 5 min/level Small object (14"x6", 14lbs) only made invisible
Detect Concealment 6 BOM 94 2 None 15' r None Instant Reveals any mystically concealed objects or people.
Extinguish Fire 4 BOM 94 2 80' + 10'/level 20' r None 1 min/level Can extinguish 40' r of fire every round.
Fear 5 BOM 94 2 100' 10' r HF 16 1 min/level Must enter area to be affected
Heavy Breathing 5 BOM 94 2 60' None Standard 1.25 min/level 60% to panic and run if ST fails. Those who stay -2 Strike and -1 Parry/Dodge.
Infrared Vision 5 MA 9 2 Self None None 5 min/level 500' range. See through 4" S.D.C. .5" light M.D.C. material. 1" dirt. 1' water or heavy M.D.C.
Levitation 5 BOM 94 2 60' None Standard 3 min/level 200 lbs + 20lbs/level. Max height 60' + 10'/level.
Manipulate Objects 0 BOM 94 2 50' + 10'/level None None 2 min/level Non living objects only. 2 objects/level. 10 lbs/level, PS 8 +1/level. Spd 10, Spd 5 if 100+ lbs.
Mystic Alarm 5 BOM 95 2 12' None None 1 yr/level Affects one object, will activate if disturbed.
Seasickness 5 MoM 84 2 100' None Standard 1 min/level -75% spd, -2 sttrike/parry/dodge, -12% skills. Reduce penalties by half if not on/near water.
See Mystic Mark 4 MoM 83 2 12' None N/A 15 sec Only caster can see mark. Does not reveal mark's owner name.
Shatter 5 BOM 95 2 20' None None Instant S.D.C. objects less than 100 lbs if brittle, fragile materials
Throwing Stones 5 BOM 95 2 200' + 100'/level None Dodge 30 sec 1d6 M.D. +1/level. +2 Sttrike and -4 Dodge.
Turn Dead 5 BOM 95 2 60' None Standard Instant Repel 1d6/level animated dead. (Not undead) Can not return for 24 hours.
Weightlessness 6 HUGM 181 2 60' None Standard 30 sec/level Decrease weight of one person/object by 100 lbs/level
Armor of Ithan 10 BOM 96 3 Self or other by touch None None 1 min/level 10 M.D.C/level. 1/2 dmg from magic fire, cold, and lightning.
Breathe Without Air 5 BOM 96 3 Self or two others by touch None None 3 min/level Does not protect against toxins or gases.
Impervious to Fire 5 BOM 97 3 60' None None 5 min/level Includes what character is wearing.
Impervious to Poison 5 BOM 97 3 Self or Other None None 5 min/level Impervious to Poison, Venom, Toxins, Pollution, Gases.
Light Target 6 BOM 97 3 1 up to 10', 2 by touch None Standard 2 min/level Glow can't be covered up. Doesn't work on inanimate objects
Mystic Fulcrum 5 BOM 98 3 Self or 2 others by touch None N/A 5 min/level Lift +50%, Carry +10%, ignores required leverage
Negate Poison/Toxin 5 BOM 98 3 Self or Other None None Instant Neutralize Poison/Toxin in substance or blood stream.
Orb of Cold 6 BOM 98 3 Throw up to 200' None Dodge, standard Special 3d6 M.D. Save vs Magic or -2 init, -1 S/P/D, -10% Spd for 1d4 min. +1 Strike + P.P. Bonuses
Paralysis: Lesser 5 BOM 98 3 60' None Standard 1 min/level Affects one limb. Does not work against people in environmental armor, power armor, robot armor, or vehicles.
See Wards 8 HUGM 182 3 60' None None 4 min/level See active wards, how many, general sense of power.
Telekinesis 8 BOM 98 3 60' Dodge 1 min/level Max Weight: 60lbs, +3 Sttrike, +4 Parry. Object must be visible, double weight on ley line, triple on nexus
Astral Projection 10 BOM 99 4 Self None None 5 min/level 500 mph
Carpet of Adhesion 10 BOM 99 4 30' 10' x 20' Special 2.5 min/level See PbP RPG for revision
Charismatic Aura 10 BOM 99 4 Self or other 60' r Standard 1.5 min/level +8 P.B. Friendship/ttrust, Power/Fear, Successful Deception (80% believe)
Energy Field 10 BOM 101 4 60' 4' r None 1 min/level 60 M.D.C wall or bubble. Double at ley line, triple at nexus
Fool's Gold 10 BOM 101 4 5' None Standard 5 min/level
Magic Net 7 BOM 101 4 60' 5' r Dodge 16 or higher 30 sec/level 2 rounds to cut with M.D. weapons, those caught are helpless.
Multiple Image 7 BOM 102 4 Self None -4 to save 1 min/level 3 identical images, +2 Init, +2 dodge, +1 Strike. Iron will dispel image.
Nightvision 6 NBMB 133 4
Shadow Meld 10 BOM 103 4 Self None None 2 min/level 60% prowl (or +15%), -5 for others to strike directly. Dispelled by intense light. Thermal/Infrared can see.
Armor Bizarre 15 BOM 104 5 30' None HF 9 +1 per 2 levels 1 min/level 15 M.D.C./level, -1 Init to viewers, must save vs HF each round.
Charm 12 BOM 104 5 15' None Standard 1 min/level Will believe/trust caster, want to help and tell the truth.
Escape 8 BOM 106 5 5' None None Instant 1 lock/round.
Eyes of Thoth 8 BOM 106 5 Self or other by touch None None 10 min/level Read all written languages
Featherlight 10 BOM 106 5 10' None None 10 min/level 200 lbs/level. 1 object, see penalties
Fly 15 BOM 106 5 Object by touch None None 6 min/level 6'x6' object, no metal or plastic. 35 mph, 1000' altitude
Heal Wounds 10 BOM 106 5 3' None Standard Instant 3d6 S.D.C. and 1d6 H.P. Embedded objects should be removed first.
Horrific Illusion 10 BOM 106 5 30' None HF 14 2 min/level
Mend the Broken 0 BOM 108 5 Touch none None Instant Physical Objects Only. At least 20% must remain. S.D.C. : 10 P.P.E. 1 P.P.E. per 2 S.D.C. M.D.C: 30 P.P.E. per M.D.C.
Mental Blast 15 BOM 109 5 100' + 10'/level Save vs Psionic Attack Instant 5d6 plus disorientation. Double Damage by Touch. Direct Damage to H.P. Affects up to Body Armor. Invisible effects except to Mind Melters/Bleeders. -2 S/P/D/I, -20% skills for 1d4 melees. Half damage and no penalties if save is made.
Superhuman Sttrength 10 BOM 109 5 Self or Other None None 30 sec/level Supernatural PS 30, PE 24. +30 SDC.
Sustain 12 BOM 109 5 Self or two others by touch None None 1 day/level Provides Air, Food, Water, only needs 2 hours of sleep per night.
Apparition 20 BOM 110 6 30' None Standard 1 min/level Will attack anything within 20' See description
Call Lightning 15 BOM 111 6 300' None N/A Instant Autohit, 1d6 M.D./level
Fleet Feet 20 PF2 186 6 20' None None 30 sec/level Double P.P., Spd, and APM. -2 Init, susceptible to surprise attacks. -20% using skills that require a delicate touch.
Ice 15 BOM 112 6 50'/level 10'x10'x10' + 10'/level or 6'/level r N/A 5 min/level 50 M.D.C./level for wall. Freeze 2 gal water/level, ice slick (see notes) None
Illusion Booster 15 BOM 112 6 None N/A Special Instant Doubles duration of any illusion spell.
Illusory Wall 0 BOM 112 6 500' 1000 sq ft/level -2 to save 30 min/level
Impervious to Energy 20 BOM 113 6 Self or other by ritual None None 2 min/level
Invisibility to Sensors 20 MA 15 6 Self or other by touch None Special 2 min/level Organics using tech can save vs magic to see using natural vision.
Mask of Deceit 15 BOM 113 6 Self None -4 to save 10 min/level Facial features only, those not paying attention get no save.
Power Bolt 20 BOM 113 6 1600' +100'/level None Dodge vs 20 Instant 5d6 M.D. +2 M.D./level.
Reduce Self 20 BOM 113 6 Self None None 2.5 min/level Includes clothes and possessions. MD weapons do 1 SDC.
Time Slip 20 BOM 114 6 Self None None 7 sec Can not hurt others, actions are unknown by others. Others lose 2 actions
Tongues 12 BOM 114 6 Self or other by touch None None 3 min/level Speak and understand all languages at 98%
Dispel Magic Barriers 20 BOM 115 7 100' None Save vs Magic Instant The Dispel Magic Barriers invocation negates/dispels all magic barriers
of any kind, including the Sorcerer' s Seal, Carpet of Adhesion, Magic wall spells, ward spells, etc.
Fly as the Eagle 25 BOM 115 7 Self, two by touch, or 100' None None 20 min/level 50 mph, +1 Parry, +2 Dodge +2 Damage diving attack.
Intuitive Xeno-First Aid 22 DB13 118 7 Self N/A 5 min/level First Aid 70% +2%/level, reduce skill by half for non-humanoids.
Invulnerability 25 BOM 116 7 Self or One Other by Touch None None 15 sec/level Impervious to Cold, Fire, Energy, Disease, Poisons, Toxins, Gases, and Drugs. 50 M.D.C. force field. +10 vs Magic, Psionics, HF
Lightblade 20 BOM 117 7 Self Parry/Dodge 1 min/level 1d4x10+1/level M.D. +1 Strike, can parry energy blasts to those vulnerable to light.
Mental Shock 30 BOM 117 7 200' + 20'/level None -1 to save Special See description
Mystic Invisibility 25 MA 17 7 Self None None 5 min/level Undetectable by psionics or magic. Includes Psi-Stalker/Dog boy or similar. No aura
Purification 20 BOM 118 7 3' None None Instant 50lbs/10 gallons at a time.
Second Sight 20 BOM 118 7 5 miles/level None None 30 sec Can not be detected. See target or send present activity. Can't be falsified. Mind Block will prevent.
See Wards 20 BOM 118 7 90' None None 4 min/level Determine if real or not, covers an area, and charged.
X-Ray Vision 25 HUGM 188 7 Self None None 30 sec/level Must concenttrate to use. 1 round: 2' of wood/cloth/leather. 1' dirt/clay/stone. .5' metal. 2 rounds for double thickness
Forcebonds 25 BOM 120 8 Touch None Special 30 min/level cast on S.D.C. restraints - See Description
Hallucination 30 BOM 121 8 3' None Standard 3 min/level Mental illusion vs 1 person. Mind Block adds +3 to save.
Invincible Armor 30 BOM 121 8 Self or One Other by Touch None None 3 min/level 25 M.D.C./level regenerate 1d6 M.D.C./melee. Complete Environmental Protection, 1/2 Damage from Energy
Ley Line Tendril Bolts 26 RUE 215 8 10'/level None -2 to save 15 sec 2d6 M.D. + 1d6 M.D./2 levels. 4 blasts per attack, one per opponent. Max 2 per opponent if less than 4. Save for half damage.
Lightning Arc 30 BOM 122 8 100'/level None Dodge 1 melee/level 4d6+2/level M.D. +4 strike within 100', +1 strike otherwise.
Negate Magic 30 BOM 123 8 60' None Special Instant Save vs spell magic. See description for what is not affected
Power Weapon 35 BOM 123 8 1 weapon by touch None None 2 melee/level SDC damage becomes MD. MD becomes 25% strong, melee weapons only
Wisps of Confusion 40 BOM 126 8 90' None Standard 1.25 min/level Affects 2d4 beings, -5 S/P/D, -1/2 actions
World Bizarre 40 BOM 126 8 200' 20' r/level Special 15 sec/level See description
Cosmic Armor 45 DB13 120 9 Self or Other by Touch Standard 10 min/level Silver Body Armor with blue hue. Full EBA. 50 M.D.C. Level, Flight Mach 1 (half in atmosphere), 1/2 damage from magic and M.D. cold, heat/fire/plasma attacks. -5% physical skills -10% to delicate touch skills
Illusion Manipulation 0 BOM 128 9 500' + 500'level 300 sq ft/level Simple Illusion -1/Elaborate Illusion -4 30 min/level See description
Ley Line Phantom 40 BOM 129 9 Self Only None nONE 5 min/level Only on ley line, can only be affect by magic/psionics, 2xSpd Flying, Ley Line transmission at will
Ley Line Time Flux 80 BOM 129 9 Self + 1 person/level None Standard 5 min/level Speed/Slow Time or Time Leap
Nova Blast 30 DB13 121 9 1000' + 300'/level in space, 500' + 100'/level in atmosphere Dodge (people -2, fighters/shuttles -3, larger ships -4) 1 melee/level Use bonuses to Throw. 1d4x100 M.D. in space, 1d4x10 M.D. in atmosphere.
Purge Self 70 BOM 130 9 Self N/A Instant Removes all desired foreign substances.
Star Light 45 DB13 121 9 Self or spacecraft 100' r/level Standard 2 min/level See description
Dimensional Pocket 0 HU2 334 10 Self 1 small container N/A Special 1 hr/level or 6 mo/level. About 30 lbs can be stored.
Illusory Forest 0 BOM 133 10 500' 3000 sq ft/level Simple Illusion -1/Elaborate Illusion -4 20 min/level Only illusion of vegetation
Magic Warrior 60 BOM 135 10 100' None Special 30 sec/level See description
Metamorphosis: Superior 100 BOM 135 10 Self None None 20 min/level transform into any living real creature. Has normal creature abilities and limitations, but not supernatural being abilities.
Mystic Portal 60 BOM 135 10 20' 10' x 20' None 1 min/level Pass Through Walls 12'/level. Teleport 100'/level.
Mystic Portal 60 BOM 135 10 20' 10' x 20' None 1 min/level Pass Through Walls 12'/level. Teleport 100'/level.
Purge Other 100 BOM 136 10 Touch None +8 to save if actively resisting Instant Purges, toxins, drugs, disease, impurities, parasites, possessing forces
Restore Limb 80 BOM 136 10 Touch None Permanent Can be detached no longer than 12 hours/level. Ritual takes 5 minutes.
Wards 90 BOM 138 10 Varies Varies Standard Varies See description
Curse of the World Bizarre 100 BOM 140 11 50' None -1 to save 1d4 days/level On fail: -20% skills, -3 init, -25% spd, -1 apm, cannot distinguish real monsters
Energy Sphere 120 BOM 140 11 100' None None 2 days/level 100 P.P.E./level
Illusory Terrain 0 BOM 141 11 500' 3000 sq ft/level Simple Illusion -1/Elaborate Illusion -4 30 min/level Any type of terrain or landscape
Ley Line Storm Defense 180 BOM 141 11 None 10'/level N/A 10 min/level x10 area/duration on nexus, x100 on ley line triangle
Rift Teleportation 160 RUE 222 11 100'/level Special Unwilling +3 1d4+4 sec 20 human-sized people/level can be transported
Rift To Limbo 200 BOM 142 11 Nexus Only None None 1 hr/level 50 man-sized or equivalent/level
Time Hole 210 BOM 146 12 Self 10' r/level None 4 hr/level 2 hr realtime = 24 hours in Time Hole.
Talisman 500 BOM 150 13 Special Special Special Special No iron/plastic. No larger than 2' tall/wide. 1 spell/three times, or store 60 P.P.E.; recharge 50 P.P.E. plus cost of spell
Id Barrier 600 BOM 151 14 200' + 100'/level HF 14 and vs Magic 3 min/level Save vs magic: -1 apm. Fail, face Apparition
Dimensional Portal 1000 BOM 152 15 3' None None 30 sec/level Two way door
Teleport: Superior 600 BOM 153 15 300 ml/level 10' r None Instant Self or others + 1000 lbs/level
Ley Line Resurrection 2000 BOM 156 0 10' None None 15 min Caster loses 2d6 P.P.E. upon success. 40% chance of success (+10% on nexus)
Warrior Horde 1100 BOM 159 0 100' None 30 sec/level 20 warriors/level. See description
Shadesword 22 PF12 80 8 Self None Standard 2 min/level 1d6 M.D./level. Failed Save vs Magic has cumulative -2 Strike/Parry for next melee each additional success extends duration 1 melee.
Shopping Code Block

Code: Select all

Lore: Magic 134% vs [roll]1d100[/roll]
Find Contraband 105% vs [roll]1d100[/roll]
Streetwise 104% vs [roll]1d100[/roll]
Appraise Goods 83% vs [roll]1d100[/roll]
Research 79% vs [roll]1d100[/roll]
Invoke trust 60% vs [roll]1d100[/roll]
Anthropology 59% vs [roll]1d100[/roll] 
Barter 56% vs [roll]1d100[/roll]
Experience Chart (Lord Magi - Federation of Magic p160)
  1. 0
  2. 2,301
  3. 4,601
  4. 9,201
  5. 18,401
  6. 26,501
  7. 36,601
  8. 51,701
  9. 74,801
  10. 100,901
  11. 140,001
  12. 193,201
  13. 235,201
  14. 290,401
  15. 350,601
Last edited by Grant Latham on Mon May 01, 2017 8:49 am, edited 3 times in total.
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
User avatar
Grant Latham
Diamond Level Patron
Posts: 624
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
Contact:

Re: Grant Latham (Ley Line Rifter > Lord Magi)

Post by Grant Latham »

Ley Ley Rifter (R:UE p116) to Lord Magi (FOM p77) Conversion
OOC Comments
Dual OCC rules: https://pbprpg.org/forums/viewtopic.php ... 19#p138524

Initial Stats:

IQ 28
ME 13
MA 17
PS 14
PP 13
PE 21
PB 14
Spd 25

LLR Bonuses

+2 Physical Stat (Increased PE)
+5 Horror Factor
+3 Possession
+2 Mind Control
+2 Curses
+1 Magic 3, 6, 9, 11, 14
+1 Spell Strength @ levels 3, 7, 10, 13
+2 Perception +1 @ levels 2, 5, 7, 10, 13

LM Bonuses

+2 PS
+1 PE (Not applied, less than LLW)
+1 MA
+2 ME
+1d4 Spd
+5% Coma/Death
Fatigues at half normal rate
Hold Breath 3 minutes
+5% balance and coordination
+1 APM @ levels 5, 10, 15
+2 initiative
+2 Strike/Parry
+3 Pull Punch
+1 Roll with Impact
Spells, psionic attacks, drugs, and disease that cause confusion, dizziness, or dull the senses are half as effective (penalties and duration)
+1 Mind Control @ levels 1, 3, 6, 9, 12, 15
+1 Horror Factor @ levels 2, 4, 6, 8, 10, 12, 14
+1 Spell Strength @ levels 3, 6, 9, 12
+1 Magic @ levels 2, 5, 9, 13
+2 Illusions
+1 @ levels 2, 5, 7, 10, 13 Perception


LLR Skills
O.C.C. Skills -- Current % | Per Level | LLR OCC Bonus | LM OCC Bonus | Status
Language: American -- 116% |(+1%) | default 98% | +30% | ACTIVE
Language: Dragonese/Elf -- 96% | (+3%) | +20% | None | FROZEN
Language: Demongogian -- 96% | (+3%) | +20% | None | FROZEN
Climbing/Rappelling -- 77/67% | (+5%) | +5% | None | FROZEN
Math: Basic -- 89% | (+5%) | +10% | +20% | ACTIVE
Land Navigation -- 70% | (+4%) | +4% | +6% | ACTIVE
Wilderness Survival -- 74% | (+5%) | +10% | None| FROZEN
Pilot: Hovercraft -- 89% | (+5%) | +5% | None | FROZEN
Lore: Demons & Monsters -- North America -- 79% | (+5%) | +15% | +15% | ACTIVE
Lore: Demons & Monsters -- Europe -- 74% | (+5%) | +10% | +15% | ACTIVE
Lore: Faeries & Creatures of Magic -- 69% | (+5%) | +10% | +15% | ACTIVE
Lore: Magic -- General Knowledge 69% | (+5%) | +10% | +15% | ACTIVE
Recognize Magic Circles, Runes, Etc. -- 59% |(+5%) | +10% | +15% | ACTIVE
Enchantment -- 50% |(+4%) | +10% | +15% | ACTIVE
Lore: D-Bee -- 69% | (+5%) | +10% | +15% | ACTIVE
Hand to Hand: Basic | * |* |* | ACTIVE

O.C.C. Related Skills (+1 skill @ 6, 9, 12) -- Current % | Per Level | LLR OCC Bonus | LM OCC Bonus | Status
Appraise Goods (Professional) -- 83% |(+5%) | +5% | None |FROZEN
Specialization: Magic Items
Computer Operation: -- 79% | (+5%) | +5% | +10% | ACTIVE
Intelligence -- 67% | (+4%) | +5% | None | FROZEN
Literacy: American -- 74% | (+5%) | +5% | +3% | ACTIVE
Research -- 79% | (+5%) | +5% | None | FROZEN
Radio Basic -- 79% | (+5%) | None | None | FROZEN
Streetwise -- 50% |(+4%) | None | +10% | ACTIVE
Find Contraband [Learned @ 3rd level] -- 48% | (+4%) | None | +10% | ACTIVE

Secondary Skills (+1 skill @ 8, 12) -- Current % | Per Level | LLR OCC Bonus | LM OCC Bonus | Status
Athletics General | * |* |* | ACTIVE
Cooking [Learned @LLR 4th Level] -- 54% | (+5%) | None | None | ACTIVE
Navigation -- 76% | (+5%) | None | None | ACTIVE
Running | None | None | ACTIVE
Sensory Equipment -- 64% | (+5%) | None | None | ACTIVE
W.P. Energy Pistol -- +3 Strike +1 @ 7, 9, 11, 13, 15 | * |* |* | ACTIVE
W.P. Sub-Machine Gun -- +2 Strike +1 @ 6, 9, 12, 15 | * |* |* | ACTIVE

LM Skills

OCC Skills
All Lore +15% (Assuming Australian Lores not appropriate)
American Indians 25% (+5%)
Cattle and Animals 30% (+5%)
Juicers 30% (+5%)
Psychics & Psionics 25% (+5%)
Geomancy & Ley Line 30% (+5%)
Vampires 20% (+5%)
Lore: Demons & Monsters 30% (+5%)
Lore: Faeries & Creatures of Magic 25% (+5%)
Lore: D:Bee 25% (+5%)
Lore: Magic 25% (+5%) / 15% (+5%) / 10% (+4%)
Speak and Literate in American 88%/40% (+1%/+5%) +30%
Speak and Literate in 2 other languages 50%/30% (+3%/+5%) +20%
Japanese
Spanish

Math: Basic 45% (+5%) +20%
Math: Advanced 45% (+5%) +20%
Law 35% (+5%) +10%
Interrogation (+5%) +10%
Land Navigation 36% (+4%) +6%
Computer Operation 40% (+5%) +10%
History: Pre-Rifts 32%/24% (+4%) +10%
History: Post-Apocolypse 35/30% (+5%) +10%
Find Contraband, Weapons, & Cybernetics 26% (+4%) +10%
Streetwise 20% (+4%) + 10%
Sword +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.
Staff +1 to strike at levels 1, 3, 7, 10, and 13. +1 to parry at levels, 2, 5, 8, 11, and 14. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
HTH: Basic

4 OCC Related (divide by 2), +1 skill at 3, 6, 9, 12
Pilot Robots and Power Armor 56% (+3%) +5% (for the day Grant buys/steals/obtains a suit of Warlock Combat Armor - a guy can dream!)
Mecha Combat Elite: Ground Power Armor

No Secondary Skills at 1st level, +2 skills at 3, 6, 9, 12

Stats Post Conversion

IQ 28
ME 15
MA 18
PS 16
PP 13
PE 21
PB 14
Spd 25 +

Stats Post Conversion/Post Ninjitsu/Tai-Jutsu

IQ 28
ME 15
MA 20
PS 17
PP 14
PE 22
PB 14
Spd 32

Lord Magi Level 1 HP:
Lord Magi Level 2 HP:

Lord Magi Level 1 PPE:
Lord Magi Level 1 PPE:

Lord Magi Level 1 ISP:
Lord Magi Level 2 ISP:

Lord Magi Level 2 spells:


Lord Magi Level 3 HP:
Lord Magi Level 4 HP:

Lord Magi Level 3 PPE:
Lord Magi Level 4 PPE:

Lord Magi Level 3 ISP:
Lord Magi Level 4 ISP:

Lord Magi Level 4 Increase Base PPE

Lord Magi Level 3 Spells: [dice]15[/dice]
Lord Magi Level 4 Spells [dice]16[/dice]
Last edited by Grant Latham on Fri Jun 02, 2017 6:59 pm, edited 1 time in total.
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
User avatar
Grant Latham
Diamond Level Patron
Posts: 624
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
Contact:

Re: Grant Latham (Ley Line Rifter)

Post by Grant Latham »

EPIC EQUIPMENT -WIP
OOC Comments
Carried/In Hand (left leg holster)
HI-10 Laser Pistol
• Range: 1000'
• Damage: 3D6+3 M.D.
• Rate of Fire: Single shots only
• Payload: 15 blasts
• Weight: 4 lbs.
• Cost: 18,000 credits UTC


Armor/Worn on Person
Armored Custom-Made Suit

Image
Old Image: http://www.culturedcowboy.com/wahmaker/ ... ilante.jpg
Weight: 12 lbs.
Mobility: Good; -2% to movement skills
A.R.: 19
M.D.C.: 26


Classy Overcoat
Image
M.D.C. by Location
  • • Arms: 8 each
    • Legs: 12 each
    • Main Body : 28
    Modifiers: -5% to all physical skills



Tinted Goggles
Air Filter and Gas Mask
Survival Knife (Left Boot Sheath)

Wilk's PRC-5 Secure Walkie-Talkie
Image
Description
An enhanced walkie-talkie personal radio communications (PRC) system with a special cryptographic package. The unit
provides 15 channels, all of which have a secure capability as well as normal scrambling and unscrambled features. For secure communications, a special cryptographic program is loaded into the radio using a standard Wilk's 3000 (or other handheld) computer. Once this program is loaded into the radio, only other radios with the same program are capable of receiving its transmissions.
• Weight: 1lb
• M.D.C.: 2
• Range: 10 miles (16km)
• Battery Life: A rechargeable battery provides 96 hours of
continuous operation before needing to be recharged. Security
Note: Due to the sophisticated scrambler program, the cryptography
skill has a penalty of -25% to crack the system's secure
communications feature.
• Microphone and comfortable earpiece headgear for hands-free communications.


Shoulder Bag
• Dimensional Pocket
  • Energy Sphere 1: 600 P.P.E.
    Energy Sphere 2: 600 P.P.E.
    MP-6 Firebolt Pistol
    Image
    • Range: 800'
    • Damage: 1d6 from the TK impact, +2d6 M.D. from the fireball
    • Rate of Fire: Single shots only
    • Payload: 10 blasts
    • Recharge Cost: 15 P.P.E. or 30 I.S.P.
    • Bonus: +1 to strike on aimed shots
    • Weight: 4 lbs.
    • Cost: 46,000 credits

    2 Clips SDC ammo, 2 Clip Silver SDC ammo
    PH-21 Phase Beamer
    • Range: 400'
    • Damage: 3D6 S.D.C. or 4D6 M.D.
    • Rate of Fire: Single shots only
    • Payload: 10 blasts
    • Weight: 4 lbs.
    • Cost: 50,000 credits UTC

    3 PH-21 E-Clips
Mysterious Box
  • Large Scroll: This is a shopping list. Many magical ingredients. There are notes describing spells and rituals under development. Some of them are well known spells. This might indicate that this box is VERY old.
  • Small Scroll 1: There is a complex series of runes with a name and instructions: Ley Line Shutdown--requires a blood sacrifice of 100HP/MD to open the scroll, it must be soaked in blood basically.
  • Small Scroll 2: There is a complex series of runes with a name and instructions: Death Bolt [Necromancy]--requires a finger print from five fingers around the closed scroll to get it open.
  • Small Scroll 3: There is a complex series of runes with a name and instructions: Swallowing Rift--requires the person opening the scroll to slit their wrists and press the bloody wounds on opposite sides of the scroll to open it.
Utility Belt

Flashlight
Tri-Dee Camera and viewer with panoramic lens, and enough memory for 1000s of pictures in a 2 M.D.C. waterproof case
Portable Computer for storing notes, and inertial navigation software in a 2 M.D.C. waterproof case
Physical Map of North America with known cities and ley lines in a 2 M.D.C. waterproof case. (Back up copies of maps and pictures stored in safe deposit box in MercTown.)
Cross
VibroKnife
VibroSabre
3 HI-10 E-Clips

Alien Sub-Machine Gun (on Lanyard)
Image
• Range: 600'
• S.D.C. Damage: 2D6 | 6d6+3 (5 Round Burst)
• M.D.C. Damage: 1D4 | 4D4 (5 Round Burst)
• Rate of Fire: Single Shot or Burst
• Payload: 30 Round Clip | 90 Round Drum
• Modifiers: +1 to Strike
• Notes: 2 Clips of SDC Ammo, 2 Clips of Silver SDC Ammo, 1 Drum of MD Ammo. Ammo is 10mm Case-less, clips are on Utility belt


Credits/Valuables:
Secure Universal Card: 1000 credits in wallet
Non-Secure Universal Card: 1x1,760 (Zoe 4-21-17), 2 x 2000 credits; 1 in utility belt, 1 in back pack
Non-Secure Black Card: 8,500 credits; 1 in right boot. [Updated by Xy 07/15/19]

Un Allocated

Celestial Medal
Image
Description
Comprising of a medal and two lapel pins, the Celestial Medal is awarded by the City of Houstown to those who have shown outstanding courage in the face of personal harm to save the lives Houstowners and great aid to the City in dire need. Grants an honorary membership in the Celestial society. Known members are given at least a 10% discount in most of Houstown and by many who have been similarly awarded who travel the world. Anyone familiar with the award will generally react well to the character displaying the star.
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
User avatar
Grant Latham
Diamond Level Patron
Posts: 624
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
Contact:

Re: Grant Latham (Ley Line Rifter/Lord Magi) LEVEL UP!!

Post by Grant Latham »

LM Level 5 Rolls:
OOC Comments
H.P.: [dice]0[/dice]
I.S.P.: [dice]1[/dice]
P.P.E.: [dice]2[/dice]
Spells: [dice]3[/dice] from levels 3 to 8
Immune to possession
+1 APM
+1 Save vs Magic
Standard Skill Increases

Spells:
Forcebands
Wisps of Confusion
Invincible Armor
Shadow Blade

LM Level 6 Rolls

H.P.: [dice]4[/dice]
I.S.P.: [dice]5[/dice]
P.P.E.: [dice]6[/dice]
Spells: 1 spell from levels 8 to 10 or 2 spells from 3 to 7
Increase life span: age 1 year for every 5
+1 Spell Strength
+1 Mind Control
+1 OCC Related Skill: WP Heavy MD Energy Weapons
+2 Secondary Skills: Horsemanship Exotic Animals, Wardrobe and Grooming
Standard skill increases

Spell: Metamorphosis: Superior

EP purchased Ninjitsu/Tai-Jutsu
Level 10: +1 APM, +2 Pull Punch
Level 11: Double existing P.P.E. (267 +12+ 7) * 2 = 572 (max: 1716)
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
User avatar
Grant Latham
Diamond Level Patron
Posts: 624
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
Contact:

Re: Grant Latham (Ley Line Rifter/Lord Magi) LEVEL UP!!

Post by Grant Latham »

LM level 7 rolls
OOC Comments
Level 8 XP: 51701
HP: [dice]0[/dice]
ISP: [dice]1[/dice]
PPE: [dice]2[/dice] x 2 = 18

Spells: 1 spell from levels 8 to 10 or 2 spells from 3 to 7
Level 10: Restore Limb
Special Abilities: Magic heat and fire does half damage



PP purchased Ninjitsu/Tai-Jutsu
Level 12: +1 initiative, +2 roll with punch

Pending PP purchased spells to learn:

Telekinesis
Mental Blast
Time Slip
Light Blade
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
User avatar
Grant Latham
Diamond Level Patron
Posts: 624
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
Contact:

Re: Grant Latham (Ley Line Rifter/Lord Magi)

Post by Grant Latham »

LM level 8 rolls
OOC Comments
Level 9 XP: 74801
HP: [dice]0[/dice]
ISP: [dice]1[/dice]
PPE: [dice]2[/dice] x 2 = 20

Spells: 1 spell from levels 8 to 10 or 2 spells from 3 to 7
Level 10: Wards
Special Abilities: 8th: Becomes a minor mega-damage creature: Hit Points and S.D.C. convert to M.D.C.


EP purchased Ninjitsu/Tai-Jutsu
Level 13: +2 damage, +1 disarm

Character Sheet has been updated.
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
User avatar
Grant Latham
Diamond Level Patron
Posts: 624
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
Contact:

Re: Grant Latham (Ley Line Rifter/Lord Magi)

Post by Grant Latham »

LM level 9 rolls
OOC Comments
Level 10 XP: 100,901
HP: [dice]0[/dice]
ISP: [dice]1[/dice]
PPE: [dice]2[/dice] x 2 = 26

Spells: 1 spell from levels 8 to 10 or 2 spells from 3 to 7
Purification
Reduce Self

Special Abilities: 9th: Magic Cold does half damage


EP purchased Ninjitsu/Tai-Jutsu
Level 14: +2 damage, +2 Backflip/Cartwheel strikes, Jump Kick
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
User avatar
Grant Latham
Diamond Level Patron
Posts: 624
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
Contact:

Re: Grant Latham (Ley Line Rifter/Lord Magi) LEVEL UP

Post by Grant Latham »

LM level 10 rolls
OOC Comments
Level 11 XP: 140,001
HP: [dice]0[/dice]
ISP: [dice]1[/dice]
PPE: [dice]2[/dice] x 2 = 20

Spells: 1 spell from levels 8 to 10 or 2 spells from 3 to 7
Purge Self (level 9)

Purge Other (level 10) PP Purchase
Special Abilities: 10th: 1 additional spell attack per round
One with body abilities: +1 action per round

PP purchased Ninjitsu/Tai-Jutsu
Level 15: +1 action per round
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
User avatar
Grant Latham
Diamond Level Patron
Posts: 624
Joined: Mon Jun 29, 2015 5:25 pm
Location: Heroes For Hire - PC
Contact:

Re: Grant Latham (Ley Line Rifter/Lord Magi) LEVEL UP

Post by Grant Latham »

LM level 11 rolls
OOC Comments
Level 12 XP: 193,201
HP: 1d6: [4] = 4
ISP: 1d6+1: [3]+1 = 4
PPE: 3d6*2: [3, 3, 1]*2 = 14

Spells: 1 spell from levels 8 to 10 or 2 spells from 3 to 7
Time Slip - Level 6
Dispel Magic Barriers - Level 7
Grant Latham - Owner/Operator - Latham Transport - Providing fast delivery through a treacherous wasteland....by not going through it!Explorer Point Record
Info
M.D.C.: 97/[color=#FF00000]97[/color] • P.P.E.: 656/656 • I.S.P.: 94/94 • Running: 80'/action

Constant Special Abilities
• Sense Ley Line: 89% | 100mi • Sense Ley Line Nexus: 99% • Sense a Rift: Automatic | 1500mi • Sense Magic in Use: 1000'

Equipped Gear of Note
MA-2 TW Combat Mage Armor • Main Body: 50/50 • Armor of Ithan: 50/50 [Off]MP-6 Firebolt Pistol • Alien Submachine-gun
6'x6' Canvas Mat - rolled and slung over shoulder by an adjustable strap.
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