G-Mail: dmblackhaunt
Link to Ledger: https://pbprpg.org/forums/viewtopic.php ... 62#p161462
Character Name: Nimmonuxauth
Alias: Nimmo, Nimm, Gloriosa
Race: Flame Wind Dragon
R.C.C.:
- 0,000 - 3,000
- 3,001 - 5,000
- 5,001 - 10,000
- 10,001 - 20,000
- 20,001 - 30,000
- 30,001 - 50,000
- 50,001 - 80,000
- 80,001 - 120,000
- 120,001 - 170,000
- 170,001 - 230,000
- 230,001 - 300,000
- 300,001 - 380,000
- 380,001 - 470,000
- 470,001 - 600,000
- 600,001 - 800,000
Alignment: Unprincipled
XP Level: 5
XP Points: 21,259 [UG 01OCT24]
Next Level @ XP: 30,001
Sentiments/Non-Humans: They're great! I'm one!
Sentiments/Coalition: Those are the guys with the skulls that don't like me very much. Why are some humans bad?
Disposition: Upbeat and friendly with a dash of immature zealotry. Curious and hungry for knowledge.
Insanity: Obsession: Knowledge and/or answers: This dragon is plagued by an insatiable curiosity. He finds virtually everything interesting (particularly magic, other worlds and history) and is always looking into, investigating or studying one thing or another. Mysteries drive the character crazy and he will always try to unravel them. This curiosity and habit of sticking his nose where it doesn't belong frequently leads to trouble and makes enemies.
ATTRIBUTES
I.Q.: 19 (+5% to all skills)
M.E.: 20
M.A.: 16
P.S.: 31 (Supernatural)
P.P.: 24
P.E.: 22
P.B.: 11
Speed:
- 17.5 MPH
- 385 feet per melee
- 77 feet per action
- 98 MPH
- 2156 feet per melee
- 431 feet per action
PHYSICAL DATA
P.P.E.: 95
I.S.P.: 74
M.D.C.: 140
H.P.: 200
S.D.C.: 179
Armor Rating: 11
S.D.C.: 179
Armor Rating: 11
Age: 2 years old
Sex: Male
Size:
- Length: 25'8" from snout to tail tip
- Weight: 5.5 tons (11,000 lbs)
- Wingspan: 53'6"
- Height: 5'
- Weight: 90 lbs
- Height: 4'1"
- Weight: 60 lbs
- Height: 6'5"
- Weight: 200 lbs
- Length: 2'3" from snout to tail tip
- Weight: 70 lbs
- A red and silver scaled majestic dragon with purple eyes. Sometimes on fire.
- Appears to be a 12 year old boy. Red hair, fair skin, slightly chubby.
- Appears to be a 9 year old girl. Strawberry blonde hair, black eyes.
- Big, dark skinned, muscular man with an impeccable mustache.
- Big, floppy eared, red Labrador Retreiver.
- Bio-Regeneration: 1D10 M.D.C. per melee round (1D4x10 per minute)
- 4D6 M.D. (increases to 6D6 M.D. as an adult) to a six foot wide area. The width of the blast enables the dragon to strike several opponents (2-6) simultaneously, if they are huddled closely together. Range: 100 feet. The Flame Wind Dragon may also fire small gouts of fire from its mouth reminiscent of a flamethrower, with each doing 2D6 M.D. a range of 300 feet. The fire breath may be used as often as desired but each blast counts as one melee attack/action.
- The Flame Wind Dragon can seemingly cause himself to burst into flames in a manner similar to the psychic Burster or Elemental Fusionist. Unlike them, the Dragon Hatchling's own scales are actually burning, even though this does no damage to the Flame Wind (this is just a natural part of the dragon's metabolism). Because the Flame Wind is actually on fire, anything he is carrying is damaged by his own raging flames and he will ignite anything he touches, such as carpeting, drapes, paper, wood, dry grass, etc. In combat, the dragon's fiery punch or tail does an extra 2D6 M.D. per strike plus its usual P.S. damage. Leaping on its back or trying to wrestle or entangle the flaming dragon will inflict 4D6 M.D. Every 4 seconds (or 2D4x10+10 M.D. per melee round). The flames can be maintained for (5 minutes/20 melee rounds) (+1 minute per level of experience), before the dragon Hatchling must rest for at least ten minutes to regenerate his flaming scales (duration is 10x longer for adults).
- Read all Magic
- Recognize Magic Circles and Enchantments--65% (+5%)
- Use Magic Scrolls
- Use Techno-Wizard Devices
- Dragon Form: 12
- Flaming Dragon Form: 14
- Including Mega-Damage fire
- Duration: 5 hours (+1 hr/lvl)
Cooldown: 12 hours - A natural ability common to most dragons enabling the dragon to completely alter her physical shape, transforming herself to look like any living animal, from human being to cat. There are some limitations. The dragon cannot metamorphosize into inanimate objects or insects. The minimum size is about the size of a cat and the maximum size cannot exceed the dragon's own. The transformation can last one hour per level of experience. If on or near a ley line or nexus point (within two miles/3.2 km), the time is tripled.
- Note: Regardless of his shape, a dragon is a dragon, with all its natural powers and abilities. So a Hatchling metamorphed to look like a bunny rabbit can still talk, cast spells, and kick with the strength of a dragon. The metamorphosis does not instill any of the abilities of the animal, only its appearance.
- Duration: 5 hours (+1 hr/lvl)
- Range: 100 feet
- Prehensile tail
- Includes metamorphed Dragons
- Range: 20 miles
- Chance of Success: 35% -- (+2%/Lvl)
- Teleportation is a special power common to most dragons. The character can teleport, at will, up to five miles (8 km) away. At the Hatchling stage, he can only teleport himself. The percentage number indicates the likelihood of being able to activate the teleportation. A failed roll means the teleport did not happen. The Hatchling can attempt a teleport once every other melee round.
- Note: Only a mature dragon can perform a dimensional teleport without using a ley line nexus. Hatchlings can attempt a dimensional teleport at a ley line or nexus at half its usual percentage number.
- Can see the heat within an object and gauge the object's temperature.
- Skill: 70% (+5%)
- Range: 300 feet
- Turn invisible at will
- Includes metamorphed and invisible Dragons.
- Range: 4,000'
Perception: 32% (+3%)
Charm/Impress: 10%
Invoke Trust/Intimidate: 45%
Max. Encumbrance: 11,000 lbs
Max. Carrying Weight: 1,550 lbs
Max. Lifting Weight: 3,100 lbs
Max. Jumping Ability:
- Length: 46.5'
- Height: 23.5'
Minor Psionic
Sensitive:
ꭥ
- Range: Self
- Duration: 50 minutes (+10 minutes per level of experience)
- I.S.P.: 7
- This is a psionic power that enables the character to completely mask all spiritual aspects of his 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" himself from the world, which means he cannot use any of his psionic senses or abilities, nor receive Empathic or Telepathic impressions until he lets the mask go.
ꭥ
- Range: Self
- Duration: 50 minutes (+10 minutes per level of experience)
- I.S.P.: 4
- A psionic power that enables the character to completely mask all but 1D4 P.P.E. of his 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.
ꭥ
- Range: Self
- Duration: 50 minutes (+10 minutes per level of experience)
- I.S.P.: 4 (per each duration period)
- This is the ability to completely close or block oneself from all psychic/mental emanations. When intentionally closed to supernatural or psychic force the character cannot sense anything, cannot use psychic abilities, nor be influenced by others. A Mind Block will prevent penetration of Telepathy, Empathy, Hypnotic Suggestion, Day Dream, 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 (i.e. Telepathy, Empathy, Hypnotic Suggestion, etc.). It offers no protection from magic.
ꭥ
- Range: One individual (human or D-Bee) by touch or within line of sight, but no farther than four feet away (+1 foot (0.3 m) per level of the psychic’s experience). This ability does not work on psychics, nor on animals, monsters, creatures of magic, or supernatural beings.
- Duration: The “awakened” ability lasts for only 1D4+2 melee rounds. The one psi-power is immediately opened, active, and ready to use.
- I.S.P.: 5 is the cost to the psychic who momentarily opens the Third Eye of a non-psychic. Sufficient I.S.P. for the activation of the recipient’s psionic power is automatic, but fleeting; see duration.
I.S.P. available to the individual whose Third Eye has been opened is his M.E. attribute number +14. Any unused I.S.P. vanishes at the end of the duration.
This is a remarkable ability that enables the psychic to temporarily unlock and enable access to one of the psionic abilities listed below, in another person who is not a psychic. The individual whose Third Eye has been momentarily opened intuitively knows how to use the ability that has surfaced. The power that surfaces is, presumably, one of the individual’s unknown latent psionic abilities made accessible for a few melee rounds. After that, it is gone. Should Open Third Eye be used on the individual again, it will awaken the same ability (so players, make note of it).
While such an awakening of a hidden, inner psychic ability might suggest the individual is a psychic, that is not case (unless the character is a juvenile, in which case he may be). Most adults lack the will, ability, and practiced training to summon one or more psychic abilities on their own. It is just there, a remnant of an unrealized potential, buried deep inside of them. Beyond their control. Truth be told, most people are frightened by psychic abilities so they are happy to leave it there, buried, and never speak of it again. - Any one of the following abilities can be momentarily awakened in another person via Open Third Eye. Roll percentile dice for random determination or pick one.
- 01-04% Clairvoyance (4)
- 05-08% Detect Psionics (4)
- 09-12% Empathy (4)
- 13-16% Death Trance (1)
- 17-20% Levitation (varies)
- 21-24% Mind Block (4)
- 25-28% Nightvision (4)
- 29-32% Object Read (6)
- 33-36% Presence Sense (4)
- 37-40% Psychic Diagnosis (4)
- 41-44% Read Dimensional Portal (6)
- 45-48% Read Psychic Impression (2)
- 49-51% Resist Fatigue (4)
- 52-54% Resist Sleep (4)
- 55-58% See Aura (6)
- 59-62% See the Invisible (4)
- 63-66% Sense Dimensional Anomaly (4)
- 67-70% Sense Evil (2)
- 71-74% Sense Magic (3)
- 75-78% Sense Time (2)
- 79-81% Summon Inner Strength (4)
- 82-84% Read Psychic Residue (2)
- 85-88% Telepathy (4)
- 89-92% Telekinetic Leap (8)
- 93-96% Precognition (10)
- 97-00% Healing Touch (6)
- Note: A psychic who is 6th level or higher can temporarily awaken and activate TWO abilities if he thinks the person can handle them. Opening the Third Eye does not activate any permanent psychic abilities.
A child or teenager 13-19 years old may still have enough Potential Psychic Energy (P.P.E.) to learn to harness his or her latent psychic abilities and become a psychic. If the opening of their Third Eye inspires them to explore and embrace their psionic nature, roll to determine psionic ability as usual: 01-10% is a Major Psychic with 6-8 powers, 11-25% is a Minor Psychic with two powers, 26-00% indicates no ability to become a psychic UNLESS the player chooses to select a Master Psychic Occupational Character Class (Mind Melter, Burster, Zapper, Psi-Druid, Psi-Tech, one of the CS Manhunter O.C.C.s, etc.). If being a Master Psychic is desired and the G.M. allows it, the player needs to pick a Psychic O.C.C. for the character. If he has already selected a non-psychic O.C.C., the player must have his character forsake that choice and all the skills that came with it, and make the move to become a first level Master Psychic O.C.C. (See the core rule book, Psyscape, and CS Manhunters for psychic O.C.C. options.) The character, in effect, starts over as a Master Psychic O.C.C. (indicated in some books as P.C.C.). This is not an option for any older or experienced character, unless the Game Master makes a rare exception.
ꭥ
- Range: Touch or close examination no more distant than four feet (1.2 m) apart.
- Duration: It takes one minute (4 melee rounds) to complete a probe, during which the psychic must remain focused on the subject of the probe.
- I.S.P.: 6
- Saving Throw: None.
- This is a psychic scan to search for unwanted (and possibly unknown) outside influences, whether they are psionic, magical, physical (parasite, symbiote, Entity, magic object), technological (bug, tracking device), or supernatural (possession or mind control) in nature. This power works in a similar fashion as Psychic Diagnosis except the Psychic Probe does not search for physical disease or injury, instead it looks for subtler metaphysical and supernatural problems. This includes recognizing psionic influences such as Psychic Imprint, Mental Possession by another psychic or Entity, as well as the influence of Psychosomatic Disease, Hypnotic Suggestion, Induced Sleep, being under the influence of Bio-Manipulation, Empathic Transmission, or the influence of magical mind control, Fear, Phobia, Sleep, Domination, Possession, Mind Swaps, Hallucinations, illusions, demons, and other beings. Psychic Probe can also detect mind or personality altering and controlling drugs, symbiotic organisms, parasites, implants, and hidden bugs/surveillance devices located on the person’s body. Note: It does NOT reveal metamorphosis, shape-shifting, demonic familiars, and physical disguises.
In addition, a Psychic Probe can detect possession and the presence of a life force inside inanimate objects, weapons, armors, robotic constructs, and vehicles. It is able to ascertain if the life force is an Entity, Elemental, demon, or being, whether it is imprisoned or a willing inhabitant/visitor, and what its overall intentions are: good or evil, helpful or mischievous or destructive. Such objects and technology are usually alien or magical in nature, such as Rune Weapons, Iron Juggernauts, Automatons, Golems, Soul Gems, Soulmancy, Bio-Wizard constructs, Biomancy creations, and so on.
(Note: The Psychic Diagnosis ability performed upon living beings can also detect possession, and the presence of symbiotic organisms, parasites, and unwanted or troublesome implants. Psychic Probe, however, sweeps for a wider range of magical and supernatural influences and offers more information to the psychic, plus it can be used on inanimate objects, not just living beings.)
ꭥ
Range: 90 feet
Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
I.S.P.: 2
Saving Throw: None.
The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near her (within 90 feet). 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 she knows is that something life threatening will happen within the next 60 seconds (4 melees)! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever her life is in great peril or the life of somebody she greatly cares about (friend, partner, loved one, etc.). The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet) or a flash flood is rushing her 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 her I.S.P. the Sixth Sense is temporarily rendered inoperative.
Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
ꭥ
- Range: Read surface thoughts up to 60 feet away or two-way telepathic communication up to 340 feet (+40 feet per level of experience).
- Duration: 10 (+2 minutes per level of experience)
- I.S.P.: 4
- Saving Throw: Conditional. When a character suspects he is being telepathically probed he can resist, getting the standard saving throw. Mind Blocks will completely prevent telepathic probes or communication as long as the block is up.
- 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 his or her 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, he 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 telepathic communication is not possible except between two characters both with telepathic abilities.
Spell Knowledge
Spell Strength: 12 (+1 @ level 9)
ꬽ
Range: Self or other by touch.
Duration: One minute (5 minutes) per level of the spell caster.
Saving Throw: None.
P.P.E.: Ten
This powerful 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 (50) (+10 per level of the spell caster's experience). Magic fire, lightning, and cold do half damage to it.
Duration: One minute (5 minutes) per level of the spell caster.
Saving Throw: None.
P.P.E.: Ten
This powerful 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 (50) (+10 per level of the spell caster's experience). Magic fire, lightning, and cold do half damage to it.
ꬽ
- Range: Self or Others by touch.
- Duration: Four and a half minutes (22.5 minutes) per level of spell caster.
- Saving Throw: None.
- P.P.E.: Six
This spell enables the enchanted character(s) to seemingly alter the color and pattern of his clothes and physical body, enabling him to blend into the surrounding environment and disappear from sight. Movement destroys the effectiveness of this magic. The character is 90% undetectable if unmoving. 70% undetectable if moving 2 feet (0.6 m) per melee round or slower. 20% undetectable if moving 6 feet (1.8 m) per melee round. Totally ineffective if moving any faster. This spell is effective against normal vision, see the invisible and most optic systems. A thermo-imager is likely to reveal the character, especially if he is hiding in a cold environment. However, if the air temperature or a machine he is hiding against is around the same temperature as his body temperature (within five degrees), the character is concealed even from it.
ꬽ
Range: Near self or up to 30 feet (9.1 m) away.
Duration: 12 melees/3 minutes (60 melees/15 minutes) per level of experience.
Saving Throw: None.
P.P.E.: Two
A small globe or sphere of true daylight is magically created. The light is bright enough to light up a 60 foot area (+12 feet (3.6 m) area per each level of its creator's experience). Because it is daylight, it can ward off vampires and most other types of undead and demons who fear or are hurt by sunlight, keeping them at bay just beyond the edge of light. The creator of the globe can mentally move it along with himself, or send it up to thirty feet (9.1 m) ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12.
Duration: 12 melees/3 minutes (60 melees/15 minutes) per level of experience.
Saving Throw: None.
P.P.E.: Two
A small globe or sphere of true daylight is magically created. The light is bright enough to light up a 60 foot area (+12 feet (3.6 m) area per each level of its creator's experience). Because it is daylight, it can ward off vampires and most other types of undead and demons who fear or are hurt by sunlight, keeping them at bay just beyond the edge of light. The creator of the globe can mentally move it along with himself, or send it up to thirty feet (9.1 m) ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12.
ꬽ
Range: Up to 100 feet away.
Duration: One minute per level of the spell caster (5 minutes).
Saving Throw: Standard; gods are immune to this spell.
P.P.E.: Twelve
"People who live in glass houses shouldn't throw stones..."
While hackneyed, this saying sums up the spell's effect. The recipient of this magic appears to turn into living glass, but suffers no damage, only a strange, semi-transparent appearance. It is not until the victim of this magic attacks the spell caster that the enchanted individual learns the effect of this magic. The victim of this spell can not harm the spell caster without suffering identical damage in return! Any harm the victim inflicts on the m age is also visited upon him. Thus, an enchanted mercenary who fires a laser rifle at the spell caster and inflicts 22 M.D., will automatically suffer 22 M.D. in return. The damage is always identical, so if the mage suffered damage to his armor (magical or physical body armor), the same damage will be inflicted on his enchanted attacker. if the damage was to physical M.D./Hit Points, the attacker will suffer the same damage in the same location. Similarly, if the attacker is a fellow mage, and he casts a Speed of the Snail spell upon the other mage, he too will be affected by his own magic. Of course, the returning attack may offer greater or lesser consequences to the attacker depending on the situation and the two combatants. If the spell caster is killed, his victim will see his own Hit Points knocked down to 1D4, fall to his knees and suffer from weakness (all attacks, speed, bonuses and skills reduced by half); a near death experience. Of course, other enemies may take advantage of his incredibly weakened state!
If the sorcerer's attacker is killed or put in a coma, the spell ends immediately.
Duration: One minute per level of the spell caster (5 minutes).
Saving Throw: Standard; gods are immune to this spell.
P.P.E.: Twelve
"People who live in glass houses shouldn't throw stones..."
While hackneyed, this saying sums up the spell's effect. The recipient of this magic appears to turn into living glass, but suffers no damage, only a strange, semi-transparent appearance. It is not until the victim of this magic attacks the spell caster that the enchanted individual learns the effect of this magic. The victim of this spell can not harm the spell caster without suffering identical damage in return! Any harm the victim inflicts on the m age is also visited upon him. Thus, an enchanted mercenary who fires a laser rifle at the spell caster and inflicts 22 M.D., will automatically suffer 22 M.D. in return. The damage is always identical, so if the mage suffered damage to his armor (magical or physical body armor), the same damage will be inflicted on his enchanted attacker. if the damage was to physical M.D./Hit Points, the attacker will suffer the same damage in the same location. Similarly, if the attacker is a fellow mage, and he casts a Speed of the Snail spell upon the other mage, he too will be affected by his own magic. Of course, the returning attack may offer greater or lesser consequences to the attacker depending on the situation and the two combatants. If the spell caster is killed, his victim will see his own Hit Points knocked down to 1D4, fall to his knees and suffer from weakness (all attacks, speed, bonuses and skills reduced by half); a near death experience. Of course, other enemies may take advantage of his incredibly weakened state!
If the sorcerer's attacker is killed or put in a coma, the spell ends immediately.
ꬽ
Range: Self or one other by touch.
Duration: Three minutes per level of the spell caster (15 minutes).
Saving Throw: None.
P.P.E.: Thirty
Although not quite as " invincible" as the name suggests, this impressive magical armor encases the wearer in a suit of shimmering, translucent plate armor, complete with full helmet. The armor has 25 M.D.C. per level of the spell caster, and regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer. Note: Magical armor can not be placed on giant Automatons, power armor or robots. Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.
Duration: Three minutes per level of the spell caster (15 minutes).
Saving Throw: None.
P.P.E.: Thirty
Although not quite as " invincible" as the name suggests, this impressive magical armor encases the wearer in a suit of shimmering, translucent plate armor, complete with full helmet. The armor has 25 M.D.C. per level of the spell caster, and regenerates damage at the rate of 1D6 M.D.C. per melee round. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc., and provides the wearer with an independent oxygen supply. Furthermore, all energy attacks, magic or mundane, inflict only half their usual damage to the armor! Should the armor be destroyed, it absorbs all the extra damage and disappears in a flash of light. No damage is carried over to the wearer. Note: Magical armor can not be placed on giant Automatons, power armor or robots. Limitation: Cumbersome; the wearer is -15% to prowl, climb, swim or perform other physical skills.
ꬽ
Range: Self or one other by touch.
Duration: Three minutes (12 melees) per level of experience (15 minutes/60 melees).
Saving Throw: None.
P.P.E.: Twenty
A powerful incantation that makes the spell caster invisible to all means of detection. Ordinary vision, infrared, ultraviolet, and other optics, heat, motion detectors, and even an animal's sense of smell, can NOT locate the invisible person. No footprints are made, and little sound (prowls at 84%). The magic is broken only if the character makes a hostile move, or engages in combat/attacks. At that instant, he becomes completely visible. Note: The invisible character is not ethereal and can not walk through walls; he must still use a door. The act of forcing open a door or window, picking a lock, tapping somebody, accidentally bumping somebody, or accidentally getting shot or hurt, is not considered an act of aggression or combat, so invisibility is maintained.
Duration: Three minutes (12 melees) per level of experience (15 minutes/60 melees).
Saving Throw: None.
P.P.E.: Twenty
A powerful incantation that makes the spell caster invisible to all means of detection. Ordinary vision, infrared, ultraviolet, and other optics, heat, motion detectors, and even an animal's sense of smell, can NOT locate the invisible person. No footprints are made, and little sound (prowls at 84%). The magic is broken only if the character makes a hostile move, or engages in combat/attacks. At that instant, he becomes completely visible. Note: The invisible character is not ethereal and can not walk through walls; he must still use a door. The act of forcing open a door or window, picking a lock, tapping somebody, accidentally bumping somebody, or accidentally getting shot or hurt, is not considered an act of aggression or combat, so invisibility is maintained.
ꬽ
Range: Self; close combat/hand to hand.
Duration: One minute (4 melee rounds) per level of experience (5 minutes/20 melee rounds)
Damage: 1D4x10 +1 M.D. point per level of experience (1D4x10+5 M.D.).
Saving Throw: Parry or dodge.
P.P.E.: Twenty
This spell causes a sword of brilliant white light to form in the spell caster's dominant hand. The size varies with the blade's power, which is represented by the character's level of experience. Thus, a first to third level mage creates a Lightblade the size of a short sword and rapier thin, a mid-level sorcerer makes a blade resembling a bastard sword, while at 10th level or higher it is a large lightblade with the length of a two-handed sword (although it can be easily wielded one-handed) and as thick as a two-by-four. The blade is weightless, serves as an extension of the sorcerer, is +1 to strike, and can be used to attempt to parry energy attacks (no special bonus to parry, however).
Against vampires, Shadow Beasts, and other demons vulnerable to light, the Lightblade inflicts double its normal damage (double Hit Point damage to vampires). However, the sword inflicts no damage against those immune to light or energy, and only the spell caster can use the Lightblade he creates.
Duration: One minute (4 melee rounds) per level of experience (5 minutes/20 melee rounds)
Damage: 1D4x10 +1 M.D. point per level of experience (1D4x10+5 M.D.).
Saving Throw: Parry or dodge.
P.P.E.: Twenty
This spell causes a sword of brilliant white light to form in the spell caster's dominant hand. The size varies with the blade's power, which is represented by the character's level of experience. Thus, a first to third level mage creates a Lightblade the size of a short sword and rapier thin, a mid-level sorcerer makes a blade resembling a bastard sword, while at 10th level or higher it is a large lightblade with the length of a two-handed sword (although it can be easily wielded one-handed) and as thick as a two-by-four. The blade is weightless, serves as an extension of the sorcerer, is +1 to strike, and can be used to attempt to parry energy attacks (no special bonus to parry, however).
Against vampires, Shadow Beasts, and other demons vulnerable to light, the Lightblade inflicts double its normal damage (double Hit Point damage to vampires). However, the sword inflicts no damage against those immune to light or energy, and only the spell caster can use the Lightblade he creates.
ꬽ
Range: 100 feet (30.5 m) per level of experience (500 feet).
Duration: One melee round per level of experience (5 melee rounds).
Damage: 4D6 +2 M.D. per level of experience (4D6+10 M.D.).
Saving Throw: Dodge.
P.P.E.: Thirty
This is a more powerful version of the Electric Arc spell, pumping more magical energy into the jolt for greater range and damage; point and shoot. +4 to strike targets within 100 feet (30.5 m), but only +1 to strike those at greater distances.
Each lightning blast counts as one melee attack/action and is limited by the character's total number of attacks. This means a character with four attacks per melee round use up two attacks to cast the spell and fire once. This leaves two more electrical attacks that melee round, but in the next three melee rounds the mage in our example can fire up to four times (once for each of his attacks per melee round). In addition, the character may vary or combine attacks. That is to say, a sorcerer with four attacks may elect to fire once, cast another spell and draw and fire a weapon or perform a skill, and so on.
Duration: One melee round per level of experience (5 melee rounds).
Damage: 4D6 +2 M.D. per level of experience (4D6+10 M.D.).
Saving Throw: Dodge.
P.P.E.: Thirty
This is a more powerful version of the Electric Arc spell, pumping more magical energy into the jolt for greater range and damage; point and shoot. +4 to strike targets within 100 feet (30.5 m), but only +1 to strike those at greater distances.
Each lightning blast counts as one melee attack/action and is limited by the character's total number of attacks. This means a character with four attacks per melee round use up two attacks to cast the spell and fire once. This leaves two more electrical attacks that melee round, but in the next three melee rounds the mage in our example can fire up to four times (once for each of his attacks per melee round). In addition, the character may vary or combine attacks. That is to say, a sorcerer with four attacks may elect to fire once, cast another spell and draw and fire a weapon or perform a skill, and so on.
ꬽ
Range: 12 feet; one object.
Duration: One year (5 years) per level of experience.
Saving Throw: None.
P.P.E.: Five
The spell caster can protect his or her possessions and domicile by placing mystic alarms on them. The invocation creates invisible, ward-like symbols on anyone, specific, non-living object. If this object is touched or disturbed by anyone other than the spell caster, a silent alarm will buzz in the ward creator's head, alerting him to the intrusion, The alarm will alert the mage instantly, even if he is thousands of miles away or in another dimension. Once disturbed, the alarm disappears. The mystic alarm has a limited life of one year per level of its creator.
Duration: One year (5 years) per level of experience.
Saving Throw: None.
P.P.E.: Five
The spell caster can protect his or her possessions and domicile by placing mystic alarms on them. The invocation creates invisible, ward-like symbols on anyone, specific, non-living object. If this object is touched or disturbed by anyone other than the spell caster, a silent alarm will buzz in the ward creator's head, alerting him to the intrusion, The alarm will alert the mage instantly, even if he is thousands of miles away or in another dimension. Once disturbed, the alarm disappears. The mystic alarm has a limited life of one year per level of its creator.
ꬽ
Range: Touch or 60 feet.
Duration: Instant.
Saving Throw: Special (Ritual magic has a greater change of success).
P.P.E.: Thirty
This incantation will instantly cancel the effects or influence of most magic. To determine whether the negation is successful or not roll a saving throw. If the roll is a successful save against the magic in place, its influence is immediately destroyed/negated/canceled. 12. 13. 14. or 15 is needed for spell magic depending on the experience level of the mage (usually 12 or 13 is needed), meanwhile 16 or higher to save vs ritual magic. A failed save means the negation attempt did not work. Try again if sufficient P.P.E. is available.
Negation will not work against possession, Exorcism, Constrain Being, Banishment, Talisman, Amulet, Enchanted objects, Symbols/Circles or protection (or magically drawn circles of any kind), wards, summoning magic, Zombies, Golems, Restoration, magical healings or cures. Negation can be attempted to cancel a spell curse, but only has a 01-25% probability or succeeding. Of course, it has no affect against psychic abilities or Techno-Wizard or Bio-Wizard/rune devices.
Duration: Instant.
Saving Throw: Special (Ritual magic has a greater change of success).
P.P.E.: Thirty
This incantation will instantly cancel the effects or influence of most magic. To determine whether the negation is successful or not roll a saving throw. If the roll is a successful save against the magic in place, its influence is immediately destroyed/negated/canceled. 12. 13. 14. or 15 is needed for spell magic depending on the experience level of the mage (usually 12 or 13 is needed), meanwhile 16 or higher to save vs ritual magic. A failed save means the negation attempt did not work. Try again if sufficient P.P.E. is available.
Negation will not work against possession, Exorcism, Constrain Being, Banishment, Talisman, Amulet, Enchanted objects, Symbols/Circles or protection (or magically drawn circles of any kind), wards, summoning magic, Zombies, Golems, Restoration, magical healings or cures. Negation can be attempted to cancel a spell curse, but only has a 01-25% probability or succeeding. Of course, it has no affect against psychic abilities or Techno-Wizard or Bio-Wizard/rune devices.
ꬽ
Range: 200 feet (61 m).
Duration: Five minutes (20 melee rounds) (+1 minute per each level of experience).
Saving Throw: None.
P.P.E.: Four
The character can see Astral beings, entities, Elementals, ghosts, objects, forces and creatures that can tum invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the vaporous image or energy sphere that is the being
Duration: Five minutes (20 melee rounds) (+1 minute per each level of experience).
Saving Throw: None.
P.P.E.: Four
The character can see Astral beings, entities, Elementals, ghosts, objects, forces and creatures that can tum invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the vaporous image or energy sphere that is the being
R.C.C. Skills
Language: Dragonese/Elven -- 102% (+1%)
Literacy: Dragonese/Elven -- 65% (+5%)
Mathematics: Basic -- 70% (+5%)
Special Areas of Interest and Expertise
(Select a Special Area of Interest @ 1, 3, 6, 9, 12, 15, 20 ;; These areas get a +15% + IQ bonus)
Language, English -- 82% (+3%)
Lore: Faeries & Creatures of Magic -- 55% (+5%, 3rd level)
Secondary Skills
(+2 @ 2, 4, 8, 10, 15, 20)
Body Building & Weight Lifting (2nd level)
Boxing (2nd level)
History: Pre-Rifts (North America)-- 53%/45% (+4%)
Literacy: English -- 45% (+5%, 3rd level)
Research -- 65% (+5%)
W.P. Sword (3rd level)
Combat Data
HTH Type: Dragon
Number of Attacks: 6
Initiative Bonus: +2
Strike Bonus: +8
Parry Bonus: +12
Dodge Bonus: +11 (+13 in flight)
HTH Damage Bonus: +16 (SN)
HTH Base Damage Breakdown:
- 5D6 S.D.C. (Restrained)
- 4D6+2 M.D.C. (Normal)
- 1D4x10+4 M.D.C. (Power)
Bonus to Pull a Punch: +4
Bonus to Disarm: +
Other:
- 2d6+2 M.D.
- A more controlled move in which the young dragon can grasp something (even people), like a dog, and carry or hold it in a vice-like grip without damaging the item. This delicate bite requires a roll of eleven (11) or higher to strike, otherwise, the item/person takes half the normal bite Mega-Damage!
- 4D6 M.D. (increases to 6D6 M.D. as an adult) to a six foot wide area. The width of the blast enables the dragon to strike several opponents (2-6) simultaneously, if they are huddled closely together. Range: 100 feet. The Flame Wind Dragon may also fire small gouts of fire from its mouth reminiscent of a flamethrower, with each doing 2D6 M.D. a range of 300 feet. The fire breath may be used as often as desired but each blast counts as one melee attack/action.
- 4D6+10 M.D.
- This attack is primarily used with the Grappling Hold or as a bear hug type attack. In either case, the dragon must first grab and hold/hug its opponent, and then squeeze to inflict crushing damage. Crush damage is equal to punch M.D. (4D6+2 MD) and each crush/squeeze action counts as one of the dragon's melee attacks; double damage if the victim is half the dragon's size or smaller.
- The standard shaping ability common to most dragons. With time and practice, the dragon can make the transition faster.
- The dragon's tail is an appendage exploted to the fullest, and can be used to parry physical attacks the same as it might parry with its claws. Being an M.D.C. creatures, it can use its tail to swat and block M.D. weapons such as magic swords and Vibro-Blades.
- Rather than punch, claw or bite, the dragon can strike with its tail. The tail is a natural part of the dragon's combat style and is often used when foes attack from the rear or sides. The tail is not so prehensile that it can be used to grip, grab and carry items like a monkey, but it can slap and swat. Mega-Damage is equal to that of a punch as per Supernatural P.S. +1D6 (5D6+2 MD); M.D. bonuses may be applicable via Dragon Combat with experience.
- Does damage equal to a power punch (1D4x10+4 MD), but counts as two melee attacks.
- The dragon's tail is agile enough to sweep the legs of an opponent (one or two if roughly the same size as the dragon, all within a 15 foot/4.6 m diameter if smaller and clustered together). Damage is a mere 1D6+2 M.D. plus victims knocked off their feet (roll to dodge) lose initiative and two melee attacks/actions. No physical damage if the dragon is only trying to knock them over.
- Wings are more than just extra appendages to a dragon. While most (not all) dragons can fly without their wings, they function as rudders and ailerons like on an airplane, adding to maneuverability. Wings can also make formidable weapons and can lash out to strike an opponent just like a punch attack (M.D. as per Supernatural P.S. (4D6+2 MD)).
- Punch and/or Kick
- (1 Melee Attack)
- (1 Melee Attack)
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
+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.
- +2 to Strike, +1 to parrySaving Throw Bonuses
Coma/Death: +14%
Magic (varies): +6
Illusions: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +4
Psionics (varies): +4
Horror Factor (varies): +4