Sentinel (Immortal Golem, APPROVED)

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Sentinel (Immortal Golem, APPROVED)

Postby Sentinel » Sun Jul 10, 2016 7:36 pm

Player Name: Brandon
GHangout Handle: DarkerSavant

Character Name: Liu Xang
Power Category: Immortal Golem
Alias: Many over the centuries, lost to time and his memory... (Sentinel is a placeholder. Names are given, rarely chosen.) Epic: Emperor Qin Chi Zheng
Occupation: Wizard/Scholar
Alignment: Aberrant (Has been many alignments over the centuries as his mood and situation changes.)
XP Level: 7
XP Points: 62,876 (Updated 10/4/2019 by Blackhaunt)
Next Level @ XP: 80,001
OOC Comments
HU2e pg 352
LVL 8, 80,001
LVL 9, 110,001
LVL 10, 150,001
LVL 11 200,001
Birth Order/Family Ties: Qin Dynasty
Land of Origin: China
Childhood Environment: As well as any royalty.
Social/Economic Background: From the wealthiest empires to the lowest peasants.
When Extraordinary Abilities First Manifested: Death Circa 200 B.C.
Disposition: Outward, cheerful personality and can be chatty at times.

I.Q.: 17
M.E.: 28
M.A.: 26
P.S.: 36 (Supernatural)
P.P.: 27
P.E.: 30
P.B.: 14
Speed: 527

PPE: 236
SDC: 495
Age: 2303
Sex: Male appearance
Height: 6'
Weight: 235 lbs.
Description: A statuesque appearance reminiscent of the Chinese Terracotta Warriors. He is a clay golem painted in lifelike vibrant hues. Imagine a terracotta warrior with chiseled armor painted, not tacky paint but exquisitely painted details, that you want to reach out and brush with your finger tips to see if its real.

Natural Abilities
Perception Bonus: 64% (+15% to recognizing the arcane)
OOC Comments
15+3/lvl, +3% I.Q., EP 25%
Invoke Trust/Intimidate: 94%
Max. Carrying Weight: 10800 lbs.
Max. Lifting Weight: 18000 lbs.
Max. Jumping Ability: 66' horizontal, 30' vertical.
P.P.E. Recovery: 5/hr rest. 10/hr with Meditation.
Regenerates 2d6 SDC/Melee
Lost limbs regenerate in 8 hours and even if the body is chopped down to bits or blown to pieces, he will completely reform at full strength within 48 hours.
Natural AR: 16
Half damage from Cold.
The character radiates no heat and is invisible to infrared and heat sensors.
Immune to pressure; solid stone.
Does not require eating, sleeping, or breathing.

Supernatural Strength
Can Carry 300 times P.S. and lift 500 times P.S.

Super Abilities

Major Powers

Command the Lieutenants of Hell
This super ability works just like Summon Lesser Demons/Deevils, except it summons a Greater Demon or Deevil.
OOC Comments
Greater Demons and Deevils are several times more powerful than the Lesser ones, but also less predictable and more difficult to control.
Roll for a battle of wills same as the lesser ability. If the creature fails to save, it is the character’s to command.
If the Greater Demon or Deevil wins the battle of wills, roll on the Optional Reaction Table or have the creature respond in a way appropriate to the situation.
Note: Summoning a demon or Deevil is a random process, delivering any type of the Greater Demon or Deevil, never the same type every time. The exception is if the character has the skill Lore: Demons and Monsters, in which case he can summon the specific “type” of Greater Demon or a Deevil he desires, but not the same individual unless he knows the creature’s true name. Summoning a Greater Demon or Deevil takes 30 seconds and uses up all of the character’s attacks for two full melee rounds. If the character doing the summoning happens to know the true name of a Greater Demon or Deevil (a rarity), he can summon that specific being in 15 seconds and he automatically wins the battle of the wills (the creature does not get to save).
A note about dealing with Greater Demons and Deevils: Greater Demons and Deevils are smarter, more cunning, more powerful and much more dangerous than lesser supernatural beings. They see mortals as pawns and playthings to be corrupted, tricked and used for their own amusement and to the detriment of the human race.
If the person who summoned it is selfish or evil, and the Greater Demon/Deevil takes a liking to him or finds the human’s diabolical scheme to be of interest (for whatever reason from amusement to personal gain), the monster may choose to back and support the villain. Other times, the horrid monster may pretend to be the obedient servant of a good aligned character as it waits for the right moment to strike or twist things to cause chaos, suffering and death. Greater Demons and Deevils delight in bringing heroes heroes down, shaming them, and killing them. These powerful supernatural beings are also much more skilled at twisting orders and commands to create trouble and havoc.
Limitations: The super being can summon one Greater Demon/Deevil for every 7 M.E. attribute points; trying to summon more has no result. The super being is unable to summon Lesser Demons and Deevils with this power, only Greater ones.
Range: The summoned creature is often in another dimension and uses dimensional teleport to the location of the one who summons him.
Duration: The character who summoned the Greater Demon or Deevil can maintain his control over it for a number of hours equal to the summoning character’s M.E. attribute plus one hour per level of experience. If a pact is reached between the two, the duration depends on the pact. The character who summoned the demon automatically knows when the duration ends a few minutes before time, at which point he can send the demon back to where it came from. If allowed to remain past the duration, the supernatural menace is free to do as it pleases (roll on previous table or G.M. make a determination).
Bonuses: +2 to M.E. and M.A. attributes. The character is also +1 to save vs mind control, and +2 to save vs possession and Horror Factor.

Divine Aura
This major power provides the character with the aura of divinity, like that of the mythical Greek gods.
OOC Comments
The character carries himself with an air of superiority, charisma, and of being larger than life. An average person will feel intimidated and may actually believe the character is some sort of demigod.
1 . Awe and/or Horror Factor 14: Enemies must roll a 15 or higher on a twenty sided die to avoid being momentarily awestruck. A failed roll means the individual loses initiative, one of his melee attacks, and is the last to attack in that melee round. In this case, roll each melee round in which the character with the divine aura is attacked or speaks.
2. Followers: Whether he wants one or not, the "divine" character will get one follower or devotee per each level of his experience.
Each follower is so awestruck and impressed by the superbeing that he or she will devote his/her life to him. Such followers are constantly under the influences of the Divine Aura (no saving throw applies) , will follow his exploits, support and defend his positions and actions, never doubt him, and will do whatever they can to help. These devotees believe whatever the divine superbeing tells them regardless of contrary opinions or evidence, and will do anything he asks of them without question or hesitation, even sacrificing their lives for him or his cause. Note: Devoted followers are always characters with a low self esteem and intelligence (I.Q., M.A. and M.E. of 8 or lower) , so they tend to be low level minions, thugs, and fanatics. If one dies, a new one will take his place. In addition, the divine character is likely to have a less fanatical fan following and, unless he does something terrible, is likely to have popular favor.
3. Power of Command : As often as every three melees (45 seconds), the character can issue a simple, attention drawing command. Not a complex set of instructions or plans or something completely contrary to the person's nature, but things like, "stop," "look," "listen: "no," "duck/look out," "unhand her," "give it to me," and so on. Everybody hearing the command is likely to pause and/or obey, at least for an instant. Roll to save vs psionic attack/mind control or lose and be forced to obey and lose one melee attack/action in the process. Followers devoted to the character will get bonuses from such commands ("get him," "kill," etc.) and are +1 on initiative, +1 to strike, parry and dodge, and get one additional melee attack. Note: Each command counts as one melee attack.
4. Power of Voice Amplification: The superbeing's voice is deep and booming, as if spoken on a loudspeaker, and is clearly heard for up to 1600 feet - the desired volume and range can be controlled and done at will at no cost of melee actions. Can be used simultaneously with other powers.
5. Power of Illusion: The character can create the illusion that he is twice as big as he really is; +2 to Awe/Horror Factor.
6. Other Bonuses:
+2d4 to M A
+2d4 to M.E.
+1d4 to P.B.
+1d4x10 to S.D.C.

Multiple Beings/Selves
OOC Comments
Makes exact duplicates with same memories, skills, experience points, powers (other than creating duplicates, and physical traits. Only creator can make duplicates. Only body is created not material possessions. The creator is always the leader and commander and make the others do anything he wants. To completely assimilate memories and experiences (not experience points), the duplicate must merge back with the creator. Must be within 100 ft. to reabsorbed.
Can make one duplicate per level at one level lower. As few or as many copies as available can be created in a single melee action next to self. Copies duration are unlimited and can travel any distance. Do not disappear even when unconscious or coma. Can sense distance and location (city, country, near, far, etc) of each other as well as feelings (happy, sad, scared, etc.) and health (sick, injured, dying, etc.). Merged copies restore completely within 48 hours.

Teleport HU2E Pg 295
OOC Comments
Range: 5 Miles
Weight Limits: 1000 lbs.
Uses: As often as 4x per melee, Counts as 1 Attack
Duration: Instant.
HU Pg 295 for errant Teleportation effects.
Chances for a Successful Teleport: While teleportation can be very handy, it can also be extremely dangerous, especially if the area one is teleporting to is unknown to him.
Teleporting to a familiar location, or one that is clearly visible from one's starting point: 99%; -6% if 'porting to a place seen live via television or similar actual time transmission.
A place seen only a few times (2-6 times before): 88%.
A place seen only once: 50% + 1 % per experience level.
A place never seen, but described in detail: 38%.
A totally unknown place: 12%.
Results of an Unsuccessful Teleport
01 -60 Totally wrong place. No idea of present location; 3D4 miles beyond the normal range.
61 -85 Teleports 300 feet (91 m) above ground level. The ensuing fall does 1D6 damage for every 30 feet (9 m) of height; that's 1D6x10 damage from maximum height.
86-00 Teleports into an object; instant death.

Dimensional Room (PU1)
Duration: Instant/until the character exits the D-Room.
Dimension: 30x24x24
Guests: +3 Guests
OOC Comments
When the dimension room is generated, a doorway of glowing soft white light appears. As the character steps through the doorway of pure white light, both he and it disappears. To those outside the door, the super being seems to have vanished, but in reality, he has just entered a dimensional limbo. The dimensional room can be accessed at will. It is a small area about 16x10x10 feet, plus an additional two feet of floor space per level of experience, which is located inside a strange kind of pocket dimension. It might be considered a dimensional bubble in between the normal dimensions. Ultimately, it is a place where the character can escape his enemies. There is no limit to how long he can remain inside the D-Room which, somehow, contains and circulates air and maintains a constant temperature (74 degrees Fahrenheit). Non-perishable food, weapons, valuables, wardrobe, and other items can be comfortably stored inside the room as well. A timepiece that can tell the passage of hours and days is critical because it is easy to lose track of time in limbo. After a period of time (minutes, hours, or days), the character can open the dimensional door and step out of the room. The door always reappears in the same place. The room is not a form of teleporting, it is a hiding place he carries with him. The dimension room is designed to allow only the character and non-living items inside. Anybody else trying to enter will run into what feels like a brick wall and suffer 1d6 damage, but the character can take one person (for every two levels of experience) inside his D-Room with him. Once inside, the hero can mentally command the shimmering doorway to reappear and look through it like a one-way mirror. Of course, the view is limited to that one area and direction. If he is hurt or drugged he can stay in the room for days until he recovers. The applications for the D-Room are many.
Range: Touch, the character must touch any flat, vertical surface to create the doorway to the dimensional room.
Duration: Instant/until the character exits the D-Room.
Damage: None, the character cannot use the D-Room to harm others and when he exits all others are forced out of the room with him, like it or not.

Minor Powers

Cellular Rot & Decay (PU3)
The superbeing is able to begin the process of cellular deterioration in any organic matter, both living and processed, including humans, animals, plants, and wood, cotton and wool clothing, fur, leather, paper, bones, food, organic polymers, etc.
OOC Comments
The damage done is unique because the cellular structure of the target is broken down (at least at the point of contact) and decay immediately sets in. The wounds inflicted on living creatures take twice as long to heal, and the damage done to non-living organic materials cannot be repaired (but the piece can be removed and replaced, or patched. Note: This power only works on organic matter, and "life forms" made of minerals or other inorganic substances are not affected, likewise metals, ceramics, machines and energy forms cannot be affected by this super ability.
1. Rotting Wood, Clothing, Leather, Paper, Bones & Other Processed and Unliving Materials: Organic matter that is already dead and processed such as a wooden door, leather straps, etc, are easier to rot and weaken. In this case, deterioration/rotting begins immediately. An oak door or a three foot (0.9 m) diameter of wood flooring is reduced to soft, crumbling wood, easily punched through (two S.D.C.) in less than three minutes.
Range: Initiated by touch, but the deterioration continues only as long as the super being is within range; 10 feet per level of experience.
Limitations: A three foot diameter, or 30 lbs per touch, whichever is greater. The superbeing can affect one entire object if light or small enough, or part of
the item, like one leg of a table or chair, one particular board, etc. Touching a large area of wood, such as a fence, wall or hull of a boat will affect one board/slat. Furthermore, the super being can limit the size from the maximum to the size of a peephole pushed through by his finger.
The super being may also touch a larger, heavier item, like a door or table, more than once in several different places to affect the entire object.
Duration: The rotting/deterioration process takes place for two melee rounds per level of experience, per touch. So a first level super being touching an object once will reduce its S.D.C, by 20% in two melee rounds (10% per melee).
Damage: Processed, nonliving material (wood, leather, rope, clothing, paper, bone, etc.), loses 10% of its original S.D.C, every melee round, so most materials are reduced to a fragile two S.D.C, in 10 melee rounds (two and a half minutes). This power will also affect rubber. Most oil products, rubber and organic polymers will be completely rotted away in one to four minutes.
Attacks per Melee: Each use of the rotting touch counts as one melee attack.
2. Wither Flesh: Affects all living, organic material, including people, animals, plants, trees, and other living organic matter, also by touch. The only difference is that living beings can heal back the damage inflicted by this attack.
Range: Touch only.
Duration: Instant. To cause further damage the character must touch his victim again.
Damage: 2D6 +1 additional point per level of experience. Damage is first inflicted upon S.D.C, and then Hit Points when S.D.C, are depleted, but H.P. cannot be reduced to less than 6 points. Although this attack can be used to weaken and hurt people, it cannot kill them outright.
Attacks per Melee: Each use of this power counts as one hand to hand attack for that melee round.
3. Bonuses: +1 to strike using this power in hand to hand combat, +2 to save vs disease, including spoiled meat, food and drink, and is impervious to the Cellular Rot and Decay power.

Dimensional Pocket (PU3)
The character can create a true "pocket" dimension that only the hero can access at will.
OOC Comments
To access the Dimensional Pocket, the super being must put his hand into a real pocket or small bag of some kind. When the power is activated, a glowing soft white light radiates from the opening of the pocket or bag. To those watching, it is as if the character's hand disappears as it enters the pocket, but in reality, he is just reaching into his personal dimensional pocket. When he removes his hand from the pocket, it comes out holding whatever object the hero was attempting to retrieve. Putting an object into the dimensional
pocket is done the same way.

Since the Dimensional Pocket requires an actual pocket or small bag - limited to the size of a woman's pocket bag or man's trouser pocket - the items that can be placed inside the dimension must be handheld and able to fit through the opening. The advantage is that many small items can be contained within the dimensional pocket, such as a note pad, pen, marker, pencil, calculator, PDA, cell phone, digital camera, wallet & money, wrench, screwdriver, knife, gun, hand grenade, bottled water, can of soda, and similar. To retrieve a particular item, the super being must remember the item and concentrate on removing it from the pocket. If he forgets what is in the pocket, he is unable to mentally summon up that item when he reaches into the pocket. There is no limit to
how long the character can store items safely inside the pocket.

Range: Touch, and must reach into a real pocket to use this power.
Duration: The Dimensional Pocket is permanent and its contents are locked in stasis, frozen in time.
Damage: None. The character cannot use the Dimensional Pocket to harm others and cannot place even tiny living creatures, like a mouse, into the pocket.
Attacks per Melee: Retrieving an item takes 7 seconds and uses up half the character's attacks for that melee round. If there are more than 12 items contained inside the pocket, it will take a full melee round (15 seconds) to locate and remove a specific item.

Extraordinary Speed
Does not tire.
OOC Comments
360 mph (+20/lvl),
+4 damage every 20 mph speed. +8 max from standstill.

Fireworks (PU3)
An odd ability in which the character can generate pyrotechnic fireworks-like displays fired from his hands, complete with popping and whistling sounds.
OOC Comments
These fireworks can be used to create a distraction, to blind an opponent, signal for help, or light up an area with well timed flares.
1. Fireworks Display: The character can create a classic fireworks display by doing nothing more than pointing his hands to the sky and directing his power upwards. This display of pyrotechnics can be seen and heard up to two miles away and the fireworks reach 1000 feet in the air, allowing them to be seen easily. This ability makes for a great alarm, signal, distress beacon or distraction. The display can be shaped by the character to control the shapes, colors, spacing and pacing of fireworks bursts.
Base Skill to Shape Fireworks: 45% +5%/lvl. (75%)
Duration: The fireworks display can be maintained for up to five minutes (20 melees) per level of experience.
Damage: None, the display is harmless.
Attacks per Melee: Uses up all Attacks per Melee round.
2. Fireworks Blast: The super being can fire a shower of glittering white and green sparks at an opponent or target.
Range: 50 feet (15.2 m) per level of experience.
Duration: Instant.
Damage: 2D4, +1D4 at levels 2, 4, 6, 8, 10, 12 and 14.
Attacks per Melee: Each blast counts as one melee attack.
Bonuses: +1 to strike if an Aimed Shot, no bonus to strike if shooting wild.
3. Flare Burst: A brilliant flare burst that hangs up in the sky for 1D4 melee rounds (15-60 seconds) before it slowly descends to the ground (takes another 1D4 melees to descend and burn out). This fireworks display illuminates an area bright enough to read. May be used as a signal beacon or to light up a battleground at night.
Area of Effect: 200 foot (61 m) radius.
Duration: 1D4 melee rounds of maximum illumination, +1D4 additional melee rounds where the light is half and the flare descends to the ground.
Damage: None; used to light an area or signal others.
Attacks per Melee: Each flare counts as one melee attack.
4. Ignite Flammables: By shooting white hot embers over flammable materials (dry grass, rags, dry wood, gasoline, etc.), the character can ignite fires with his fireworks.
Range: 200 feet (61 m) maximum.
Duration: Instant.
Damage: Just 1D4 damage, but there is a 01-75% of igniting flammable materials. Flammables must be present in order to ignite them and start a fire. Human body hair and flesh, green vegetation, damp clothing and similar materials cannot be set on fire with this power. This does not create a blazing fire, just a shower of hot embers that may ignite combustible materials.
Attacks per Melee: Counts as one melee attack or action.

Healing Power (PU1)
The character can heal others by touch and nullify poisons and drugs in the bloodstream, stopping the damage and penalties from the toxin at the moment of the healing. Can also cure minor diseases and conditions (hangover, headache, stomach ache, nausea, itching, bug bite, minor bums, etc.).
OOC Comments
Range: Touch.
Duration: Permanent.
Healing Damage: 3D6 Hit Points or S. D. C. or stops poison, drugs and their damage and penalties at the moment of healing.
Bonuses: The super being is +5 to save vs poisons and toxins, +2 to save vs nonlethal drugs and disease, and +20% to save vs coma/death. Also add 2D4 to P.E. attribute.
Limitations & Penalties: Each act of healing temporarily weakens the super being. Reduce P. E. attribute number by one and Hit Points by 1D4 per each act of healing. Both recover completely after a good night's sleep (minimum six hours).

Immune to Magic
Automatically save vs magic and illusions.
Half-effect and damage from magic weapons and magic such as carpet of adhesion, fireball, call lightning.

Summon Lesser Demon/Deevil
A character with this ability can summon a Sub-Demon, Lesser Demon or Deevil Host or Lesser Deevil to do his bidding.
OOC Comments
A battle of wills is fought, with the Demon/Deevil required to roll higher than the summoner 's MA attribute number.
The summoned being can use any M.E. bonuses or bonuses to save vs mind control to resist. If the creature fails to save it is compelled to obey the character who summoned it.The only things the supernatural being are not compelled to do are reveal its true name (although it can be tricked), kill itself nor kill its Demon/Deevil Lord/master; these are automatic saves for the summoned creature.
If the Lesser Demon or Deevil wins the battle of wills, the creature can do whatever it pleases. In some cases, it may attack the person who summoned it or flee into the world to cause all kinds of mischief and mayhem. On rare occasions, the creature will agree to a pact. In the case of a pact, there has to be a mutual agreement or deal between the demon/Deevil and the person who summoned it, but the monster will always try to negotiate to get the upper hand. Furthermore, even a willing demonic or infernal servant is NEVER truly loyal to its mortal master or partner, and the thing will twist and warp the letter of any deal to its favor, no matter how well crafted a pact may seem.
Note: Summoning a demon or Deevil is a random process, delivering any type of the Lesser Demons or Deeviis (or Sub-Demons or Deevil Host), never the same type every time. The exception is if the character has the skill Lore: Demons and Monsters, he can summon the specific "type" of demon or a Deevil he desires, but not the same individual unless he knows the creature's true name. Summoning a Lesser Demon or Deevil takes 15 seconds and uses up all of the character's attacks for a full melee round. If the character doing the summoning happens to know the true name of a Lesser Demon or Deevil, he can summon that specific being and he automatically wins the battle of the wills (the creature does not get to save).
Limitations: The super being can summon as many as one Lesser Demon/Deevil for every 5 ME attribute points; trying to summon more than he is capable of doing has no result. The superbeing is unable to summon Greater Demons and Deevils, only Lesser ones.
Range: The summoned creature is often in another dimension and uses dimensional teleport to get to the location of the one who summons it.
Duration: The character who summoned the creature can maintain his control over it for a number of hours equal to the summoning character's M.E. attribute plus two hours per level of experience. If a pact is reached between the two, the duration depends on the pact. The character who summoned the demon automatically knows when the duration ends a few minutes before time, at which point he can send the demon back to where it came from. If allowed to remain past the duration, the supernatural menace is free to do as it pleases (roll on previous table or G.M. make a determination).

Summon and Command Small Animals (AU)
The hero or villain is able to summon animals that understand and obey him. These creatures are summoned via sheer will and appear out of nowhere as if teleported to his side.
OOC Comments
The hero or villain is able to summon animals that understand and obey him. These creatures are summoned via sheer will and appear out of nowhere as if teleported to his side. The super being must possess knowledge about the creature(s) desired and must have at least seen some kind of drawing or image of the animal to summon it. One or several small animals may be summoned (see Number of Animals), but all are the same species.

Animals summoned by the character are under his complete control and obey his every command. The creatures remain at his disposal for 8 hours per level of experience but can be sent back (they vanish) at will. Until all the creatures in a batch are sent back (vanish) or slain, the hero cannot summon more or new ones. Most heroes (and even some bad guys) are not likely to sacrifice the lives of animals unless absolutely necessary and will feed and care for them as long as they are in their company. Thus, most dismiss the animals when they are no longer necessary.

The summoned animals may be used to attack, frighten people, create a distraction, cause a diversion, create chaos, or send a warning. You want to clear a restaurant or lobby? Send in a swarm of mice, rats, bats or snakes. Likewise, the animals can be used to make a dramatic entrance, e.g. the super being appears with a burst of screeching birds or bats flying in out of nowhere at the same time he steps through a door or smashes through a window. This power is much more effective than it might seem at first blush, as most people are afraid of, and repulsed by, a wide range of animals from mice and rats to snakes and dogs. Even if the animals represent a minimal danger or inflict minimal damage, most ordinary people are squeamish about them or outright scared of them. Even seasoned fighters and superhumans will try to swat away animals flying or leaping at them, crawling on their bodies, or running toward them. It is human nature. NEVER underestimate the power of fear and superstition.

Horror Factor of Animals: Remember, certain animals such as mice, rats and snakes are frightening or disgusting to many people. Thus, even one of them is likely to cause people to jump, scream, scatter and move out of the way. Okay, maybe not a super being and certainly not a demon, but definitely most ordinary people. This is especially effective in a crowd. Furthermore, get one or a few people screaming in terror and panic, and probably jumping or running out of the way, and most people will look in their direction and scream and run away as well even if they don’t know what they are running from. Panic and chaos grows quickly when people are screaming and running away. Add a genuinely repugnant or scary little creature, let alone a swarm of them, and you’ve captured everyone’s attention. It is likely to take 1D6+2 minutes before the situation calms down, much longer if there are a lot of the creatures (20+) and/or they are jumping on people or on the attack. The overall Horror Factor and level of distraction for such a situation is that of the animal, +1 for every 20 animals in the swarm. Adding to the confusion and chaos of animal swarms is their squealing, shrieking, howling, growling or barking.
Similarly, a cute and friendly animal such as a rabbit, squirrel, ferret, or small dog is likely to attract attention and concern for its well being. The overall Awe Factor/Cuteness and level of distraction of such an animal situation is 11 +1 for every 10 animals on the loose. Of course, any animal on the attack, no matter how cute, has a Horror Factor as above.

Horror Factor for some common animals: +1 to H.F. for children and (noncombatant) women. +3 to H.F. for characters who have a phobia about the animal. +2 when the animal(s) is on the attack. All penalties are accumulative.
Bats of any type or size have an H.F. of 13.
Bird, small to medium, has an H.F. of 5.
Bird, predatory, such as a Hawk has an H.F. of 9.
Crows and Ravens have an H.F. of 8.
Canines, small, have an H.F. of 8.
Felines, small domesticated, have an H.F. of 7.
Frogs, Toads and other amphibians have an H.F. of 10.
Lizards of small to medium-size have an H.F. of 10.
Mice, even cute little field mice, have an H.F. of 12.
Rats, even white rats, have an H.F. of 13.
Snakes of small to medium-size have an H.F. of 12.
Snakes of large size (5 feet/1.5 m or longer) have an H.F. of 13.
Note: If you are uncertain of an animal’s H.F. use a base
of 8 for an individual animal, H.F. 10 for a group of ten or

Distraction Penalties on Swarm Attacks: -1D6 on Perception Rolls, -1D4 on initiative, -1D4 to strike, parry, dodge and disarm, and each attempt to remove or bat an animal away uses up one of the character’s attacks/melee actions. Penalties last for as long as the character is confronted and attacked by an animal swarm. Note: If a character succumbs to Horror Factor (even heroes and super-villains), he loses two melee attacks for that first melee round and increase the penalties listed above by an additional -2. Double the penalties if the character has a phobia/fear of such animals. A “swarm attack” is typically 10-20 animals per individual.

Restrictions and Limitations: The creature summoned cannot possess human-level sentience, it must have an animal intelligence. It must be a simple, small animal like a snake, frog, toad, mouse, rat, bat, bird, squirrel, ferret, weasel, house cat, small to medium-sized dog (7-20 pounds), and similar. Cannot summon insects, large animals or magical or supernatural animals, nor fictional/mythical animals; the creature must really exist on some planet, and it must be known to the character summoning it. The animal is always an adult. If the super being is rendered unconscious, the animals rush to his fallen body and fight to protect it. However, they’ll vanish if he does not wake up within 10 minutes per level of experience.
A large animal such as a wolf, lion or horse is not possible; no one animal can weigh more than 20 pounds (9 kg) and all of the animals summoned must be the same variety.

Number of Animals: The smaller and more lightweight the animal, the more the character can summon. The superbeing can summon creatures that have a combined weight of 30 pounds (13.5 kg), +5 pounds (2.25 kg) per level of experience. For example: A character with a limit of 40 pounds (18 kg) could summon 40-80 mice (depending on the type and size of the mouse species) or small bats or small birds like sparrows, as they are likely to weigh 8 to 16 ounces each. Rats are larger and typically weigh one or two pounds (0.45 to 0.9 kg), so only 20-40 rats, medium-sized bats or robin-sized birds could be summoned. Larger animals like ferrets, weasels, squirrels, rabbits, crows or hawks would be limited to 4-8 animals, 2-4 small dogs or house cats, and so on. With experience, the number of small animals that can be summoned increases.

Range: The creatures appear next to the super being or up to 10 feet (3 m) away per level of experience. The commanding range is limited to the sound of the summoning character’s voice. That’s typically 100-300 feet (30.5 to 91.5 m), but could be half that depending on the level of ambient noise.

Duration: The time it takes for the initial summoning is as follows: Uses up one melee attack if the creatures are on the same continent; it appears in 3 seconds. Uses up two melee attacks if the creatures are on a different continent, and four melee attacks if they are somewhere in the Milky Way Galaxy. Uses two full melee rounds (30 seconds) if the animals must come from another dimension. The creatures remain until dismissed, killed or duration runs out, whichever
comes first.

Damage: Damage listed is per single animal or per groups of 10 animals for swarming attacks(i.e. double damage for 20 animals, triple for 30, and so on).
Small Toothless Animals: The bite of many small animals such as frogs and toads may nip and sting but not usually break skin or inflict real damage (does half an S.D.C. point of damage). Still they have a Horror Factor and cause fear, panic, and distraction. Note, this does not include poisonous frogs and toads.
Very Small Animals: Small animals like mice, hamsters, guinea pigs, moles, tiny lizards, garter snakes, the peck of a sparrow and similar small birds and animal bites do only one point of damage. Damage from a group of 10 such animals is 1D6 points per melee round. However, they will also climb up pant legs, crawl into clothing, get into hair and so on, causing most people besieged by a group of 10 or more to brush or pull them off, bat them away, and otherwise try to avoid contact. Even professional fighters and superhumans will be bothered and distracted by a swarm or flock of 10 or more.
Small Animals and Rodents: Rats, bats, squirrels, rabbits, ferrets, weasels, and similar small, aggressive animals do 1D4 damage from a bite. A group of 10 such animals does 3D6 points of damage per melee round (not all are biting through clothing, armor, or even at the same time).
Same applies for pecking and clawing attacks from small and medium-sized birds. Flying animals tend to go for the face and eyes.
Large Bird: 1D4 damage from bite/peck from a large bird like a raven/crow. Tend to go for the face and eyes. Has three attacks per melee round.
Hawk & Other Small Birds of Prey: 1D4+1 from bite, 1D6 from claw attack. Tend to go for the face and eyes. Has four attacks per melee round.
House Cats: 1D4 damage from bite or claw attack. Has four attacks per melee round.
Small Dogs: 1D6 damage from a bite, one point of damage from a (probably inadvertent) claw attack. Has three attacks per melee round.
Note: Also see distraction penalties under Horror Factor.
Attacks per Melee: Each command or instruction (attack, stop, run, etc.) given to the animal or group/swarm of animals counts as one of the character’s own melee attacks. To command them, the animals must be within earshot of the super being. Remember, the super being can summon and dismiss the animals at will. This means he can call forth one type of animal one melee round, dismiss them as soon as the next melee round, and summon a new batch or different type of animals by the third melee round.
Note: The character who summons the animals cannot see what the animals see or know what they know, they just follow his commands like a trained dog.

Spell KnowledgeSpell Strength: 15.
OOC Comments
+2 @ level 4, +1 @ levels 7 and 10. PPE +1d6+4/lvl for Immortal and 2d6/lvl for caster

See Aura (Level 1, PPE: 6)
See the Invisible (Level 1, PPE: 4)
Sense Evil (Level 1, PPE: 2)
Sense Magic (Level 1, PPE: 4)
Life Source (Level 3, PPE: 2+Special)
Astral Projection (Level 4, PPE: 10)
Domination (Level 5, PPE: 10)
Mental Blast (Level 5, PPE: 15)
Superhuman Agility (Level 5, PPE: 15)
Barrage (Level 6, PPE: 15)
Fleet Feet (Level 6, PPE: 20)
Impervious to Energy (Level 6, PPE: 20)
Mask of Deceit (Level 6, PPE: 15)
Targeted Deflection (Level 6, PPE: 15)
Time Slip (Level 6, PPE: 20)
Invisibility (superior) (Level 7, PPE: 20)
Invincible Armor (Level 8, PPE: 30)
Greater Healing (Level 8, PPE: 30)
Negate Magic (Level 8, PPE: 30)
Banishment (Level 9, PPE: 45)
Realm of Chaos (Level 9, PPE: 70)
Wards (Level 10, PPE: 90)
Annihilate (Level 14, PPE: 600)
Resurrection (Level 14, PPE: 650 )


Scholastic Skills
Biology 98% (+5%)
Chemistry 98% (+5%)
Pathology 108% (+5%)
Medical Doctor
-Diagnose: 128% (+5%)
-Treat: 105% (+5%)

Computer Operation 108% (+5%)
Advanced Mathematics 113% (+5%)
Anthropology 93% (+5%)
Analytical Chemistry 83% (+5%)
Astrophysics 83% (+5%)
Archaeology: 88%, (+5%)
Navigation 118% (+5%)
Read Sensory Equipment 98% (+5%)
Weapon Systems 108% (+5%)
Boat:Ships 105% (+4%)
**Warships/Patrol Boats 89% (+4%)
Horsemanship 111% (+4%)
Jet Fighters 101% (+4%)
Tanks and APC's 97% (+4%)
Computer Programming 98% (+5%)
Robot Electronics 98% (+5%)
**Electrical Engineer 98% (+5%)
Robot Mechanics 93% (+5%)
**Mechanical Engineer 93% (+5%)
HtH: Assassin
Detect Ambush 98% (+5%)
Intelligence 93% (+4%)
Wilderness Survival 98% (+5%)
Disguise 93% (+5%)
Imitate Voice & Impersonation
-Impersonation Regional -- 97% (+4%)
-Impersonate Specific Occupation -- 93% (+4%)
-Impersonate Specific Known Person -- 91% (+4%)
-Imitate voice/accent/region -- 117% (+4%)
-Study and Imitate Specific Voice -- 97% (+4%)

Locksmith 103%/108% (+5%)
**Basic Electronics 98% (+5%)
Prowl 103% (+5%)
Climbing 127% (+5%)
-Repelling -- 118% (+5%)
Surveillance Systems 103% (+5%)
-Sense of Balance -- 107% (+2%)
-Walk Tightrope -- 114% (+3%)
-Climb Rope -- 117% (+2%)
-Back Flip -- 118% (+5%)

-Balance -- 104% (+3%)
-Parallel Bars -- 104% (+3%)
-Climb Rope -- 97% (+2%)
-Back Flip -- 117% (+2%)

Pilot Automobile 107% (+2%)
Speak Native Language: pre-Classical Chinese/Mandarin 191% (+5%)
Literacy 186% (+5%)
Mathematics: Basic 113% (+5%)

Secondary Skills
Law (General) 63% (+5%)
Research 88% (+5%)
Business and Finance 73% (+5%)
Writing 63% (+5%)
Dance 73% (+5%)
Sing 78% (+5%)
Art 73% (+5%)
Radio Basic 83% (+5%)
Streetwise 51% (+4%)
Concealment 51% (+4%)
Palming 58% (+5%)
Pickpockets 68% (+5%)
W.P. Heavy Weapons
W.P. Auto & Semi-Auto Rifle
W.P. Blunt
W.P. Shield
W.P. Targeting
W.P. Bow
Dragonese/Elven 125% (+5%)
English 125% (+5%)
German 125% (+5%)
Spanish 125% (+5%)
Arabic 125% (+5%)
Russian 125% (+5%)
Japanese 125% (+5%)
Hindi/Urdu 125% (+5%)
Athletics (5th)
Seduction 35% (+3%) (5th)
Lore: Magic 48% (+5%) (5th) (Learned From Tyral)
-Magic Wards, Runes, & Circles -- 38% (+5%)
-Recognize Enchantment -- 33% (+5%)

Cybernetic Medicine x2 63%/83% (+5%) (5th) (Learned From Marcus)
W.P. Paired (1st)
Lore: Monsters and Demons 38% (+5%) (2nd)

Combat Data
HTH Type: Assassin
Number of Attacks: 8
Initiative Bonus: +7
Strike Bonus: +11
Parry Bonus: +17
Dodge Bonus: +18
Auto-dodge: +9
Disarm Bonus: +5
HTH Damage Bonus: +25 (+4 from HTH Skill)
Punch: 6d6+25 (5d6 MD)
Power Punch: 2d4*10+25 (1d6*10 MD)
Bonus to Roll w/Punch: +16
Bonus to Pull a Punch: +15
-Automatic Knockout
-Pin on 18, 19, or 20
-Crush 1d4
-Kick Attack 2d4
-Body/Flip Throw Attack
-Death Blow (if desired; must announce his intention).
Weapon Proficiencies
W.P. Blunt +3 Strike +3 Parry, +1 Strike thrown
W.P. Shield +4 Parry, +1 Strike
W.P. Targeting +4 Strike
W.P. Archery +4 Strike, +1 Parry, +2 Disarm +140 Ft range
W.P. Heavy Weapons +3 Strike, +4 Aimed, +2 Burst
W.P. Auto & Semi-Auto Rifle +3 Strike, +4 Aimed, +2 Burst)

Saving Throw Bonuses
Immune to Magic, Illusions, Possession, Poison, Drugs, Gases, Disease, and Cellular Rot and Decay.
Coma/Death: N/A (+50%)
Toxins (15+): Immune (+13)
Magic (varies): Immune (Automatically saves) (+10)
Lethal Poison (14+): Immune (+13)
Non-Lethal Poison (16+): Immune (+13)
Psionics (15): +7
Insanity (12+): +11

Additional bonuses to base save as required:
Mind Control: +4
Possession +4
Horror: +12
Drugs +2
Disease +4
Last edited by Sentinel on Fri Jan 10, 2020 6:37 pm, edited 216 times in total.
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Sentinel's Equipment

Postby Sentinel » Sun Jul 10, 2016 7:37 pm

Equipment List
Sentinel's Staff

Description: An ancient Kanabō formed of solid carbonado and studs of jade medallions. The grip is carved of black tourmaline.
"Give a kanabō to an Oni." was once said to me. There are indeed demons, but no Oni had one of these.

Large Kanabō
Damage: 4D6
Weight: 100 lbs.
Magic Features
• Indestructible
• +1 to Strike and Parry, returns when thrown immediately after hitting (or missing) its intended target
History: A rare weapon forged in the 1300's, possibly to counter the legendary Masamune blades. Little is else is known or remembered.

3 sets of Class 4 Armor (Full Suits)
AR 17 SDC 280 20 lbs.

Ceremonial Robes (armor integrated)
AR 17 SDC 280 20 lbs.

1 set of Plain Business Attire: Grey Suit
1 set of Bike Leathers
1 set of Casual clothes: Winter Coat and Cargo pants and boots

4 x Neckband Radio/ID transponders for each Ectype like the ones on the omega suits.

For the ectype in Patrol 1 a Mobile Compact Computer/ HUD interface.

For the ectype on Patrol 3 a Robot Repair Kit with sophisticated tools.

For the ectype on Patrol 4 a Heavy Weapon Grenade Launcher with lots of assorted ammunition. Smoke, gas, HE, Flares.

40mm MM-1 Multiple Grenade Launcher
Payload 12 round spring loaded cylinder
Rate of fire: Single shot.
Range: 1,150 ft.
Damage : Varies with grenade type.
Weight 12.5 lbs.

40mm grenades:
12 round cylinder loaded 4x Smoke (Purple, Grey, Red, Yellow), 4x tear gas, 4x Flare. Corresponding position marked with color. Smoke=Grey, Gas=Green, Flare=Red
3x12 round cylinders loaded with HE 2d4x10 SDC, 20 ft. radius.

WI-GL20 Automatic Grenade Launcher
Range: 3000'
Damage & Rate of Fire:
Single Shot Fragmentary: (Damage in HU2 pg 341) 2d4x10 (4D6 M.D). to a 12' AoE
10-round Burst Fragmentary: 2d4x100 (2D6x10 M.D.) to a 40' AoE
Single Shot Armor-Piercing: 2d4x10 (1D4x10 M.D.) to a 3' AoE (Double damage on 18,19,20)
10-round Burst Armor-Piercing: 2d4x100 (3D6 x 10 M.D.) to a 8' AoE (Double damage on 18,19,20)
Payload: 200 round belt.
Weight: 130 lbs. [gun], 20 lbs. [ammo belt]

Ammo: 50/200 belt AP

Grenades effects HU2 pg. 341
Smoke -8 Strike, Parry, Dodge, 20 ft area.
Tear gas -6 Strike, Parry, Dodge, No chance at initiative. Saving Throw: None, gas mask is an effective counter.

Mechanoid Power Crystal: A Mechanoid power crystal gives the cyborg a life of 100 years before requiring a replacement crystal.

Draupnir (x3) (CB2p148) One worn by Sentinel, one by Ectype 2, and one by Ectype 7 remaining in Asgard.
Odin's ring: The Powers of Draupnir:
• Magical Protection: The wearer is +2 to save vs magic.
• Psionic Protection: Works like Mind Block Auto-Defense.
• Courage: Gives a + 2 bonus to resist Horror Factor.

TW Collapsible Wire Horse
This unique device transforms from a ball of wire to a large animated wire frame horse
M.D.C.: Wire Ball 5 M.D.C. Wire Horse as per 10th level Phantom Mount and Armor of Ithan spells
Size: Wire Horse - 5' - 7' at the shoulder, depending on rider. Wire Ball - 4'' in diameter.
Known Effects:
Wire Horse: Same as Phantom Mount, buffed by Armor of Ithan and Supernatural Speed all at 10th level
• Effect: Transform from wire ball into wire horse
• Duration: 100 minutes
• Cost: 30 P.P.E.
Climb Sheer Surfaces and Extreme Slopes
• Effect: The horse can can climb sheer surfaces and even upside down via the spells Climb and Carpet of Adhesion.
• Duration: constant
• Cost: included in activation cost.
Rider can not be thrown
• Effect: Localized use of the Carpet of Adhesion
• Duration: Constant/at will
• Cost: included in activation cost.
P.P.E. Storage: Device can store 60 P.P.E.

OOC Comments
Combines stats
70 SDC/MDC +200 SDC AR 18 (magic fire, lightning, and cold are half damage, impervious
to pain, poison, cold, electricity, and fear.)
Attributes: I.Q. 7, P.S. 25, P.P. 20, P.E. 22, Spd. 66 (45 mph) All physical skills are supernatural
Size: Varies as is appropriate for the spell caster. Semi-transparent (wire).
+1 initiative
+5 to strike
+5 parry
+12 to dodge
+3 to roll with impact or fall
+4 save vs. Magic/Poison
(cannot use weapons)
+10 Dmg HTH
1D6 M.D. with kick from the front legs
3D6 M.D. from kick with rear legs

The rider can also use the magical mount for charging attacks that add 1D6 M.D. to damage with a melee weapon, but use 2 attacks. The mount can not cast or use magic.

Phantom Mount (BoM pg 63)
M.D.C.: 30 +5 MDC per level of the spell caster's experience.
Size: Varies as is appropriate for the spell caster. Semi-transparent (wire).
Attributes: I.Q. 7, P.S. 25, P.P. 20, P.E. 22, Spd. 66 (45 mph/72
km); all physical skills are supernatural and the magical essence is impervious
to pain, poison, cold, electricity, and fear.
Combat: Three physical attacks per melee, does 1D6 M.D. with kick from the front legs, or 3D6 M.D. from kick with rear legs (cannot use weapons). The rider can also use the magical mount for charging attacks that add 1D6 M.D. to damage with a melee weapon, but use 2 attacks. The mount can not cast or use magic.
Bonuses: + 1 initiative, +2 to strike, +3 to dodge, +3 to roll with impact or fall; no parry.

Superhuman Speed (can't find Supernatural Speed) (BoM 109)
Range: Self or others by touch.
The invocation bestows the character with the equivalent of a Speed attribute of 44 (equal to 30 mph/48 km) and adds a bonus of +2 to parry and +6 to dodge for the duration of the magic. All movements performed during this period are done without fatigue.

Armor of Ithan (PFRPG:Main pg 192
[ooc]This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor on the spell caster. Named after the magic armor of the dwarf king Ithan, this mystic armor has an A.R. of 18 and 100 S.D.C. plus 10 S.D.C. per level of experience. Furthermore, magic fire, lightning, and cold do half damage.
The armor can be instantly created upon anyone, as long as the spell caster invokes the spell while touching the intended recipient.

Pending Approval
The Link
OOC Comments
3 Link Magic Chain (SB11p217)
The owner of the magical link of chain holds one end, another mage holds the other. If there are two links, a third mage may hold the end of the other link, effectively connecting two fellow spell casters to the mage in the middle. The "link" makes the P.P.E. of the other two mages available to the central figure as if they were participating in a ritual, but more than that, the link offers other amazing powers. One, the central figure can cast any spells known by the sorcerers! This knowledge is available only so long as they are "linked." Two, the central mage can "give" his P.P.E. to one or both, if he so desires, and three, can give one or both any amount of his Hit Points! Relenting one's P.P.E. leaves the mage magically impotent. Giving up his Hit Points leaves him physically drained, and if all H.P. are transferred, he can die!
Duration: The link of spell knowledge and P.P.E. is available only as long as the link is maintained. Once P.P.E. or Hit Points are transferred, the recipient has them for 24 hours, or until they are spent, whichever comes first. The character who gave them away recovers them normally, but only after the recipient has used them or the 24 hour period elapses.

Savings: $5,300,000
Last edited by Sentinel on Thu Apr 04, 2019 10:44 pm, edited 30 times in total.
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Sentinel's Background

Postby Sentinel » Sun Jul 10, 2016 7:39 pm

Background Story

It’s been 2000 years and I still haven’t lost my passion for learning. It’s obvious those who have never been immortal cannot understand the adjustments it requires and think that after a mere few centuries one would lose their minds. Many who are not gifted with eternal life enjoy citing Dorian Grey as the de facto example of what happens to those with immortality. While some of it's not far off, it’s by no means the only way one can end up, but Dorian Grey is gentle compared to how I was created.

I think it ironic to use a quote from certain notable immortal Louis de Pointe du Lac, a character from another author who has a Dorian Grey take on immortality except via vampires gained much notoriety. I was born, I lived, I died…except I live again also. I was reborn a Golem. Not the mindless kind of golem you know as solid stone and steel juggernauts of their creator's will and desires; sentinel watchers that are impossible to take down. Well guess I am basically the same, but instead have my own will and desires. I am a perfectly sculpted copy of my Terracotta soldiers six foot tall and painted flawlessly with the figures of armor adorning my body.

While I was mortal as Emperor of China I searched for immortality. I poisoned myself with mercury in that search. It was a foolish desire that cost me my mortality early and its pursuit led to my death. Strangely though I am alive as it is said except I have no idea how or who made me in the image of my own terracotta warriors. I can’t help but believe it was my actions seeking immortality that led to my resurrection as this clay being. Was it meant to be a gift or curse? I assumed I was given a gift and so acted accordingly. I desired to resume my rule over my empire, China. The first encounters with my subjects showed me that I had presumed too much, it would not be so easy. My people feared and distrusted me, a walking clay pot, a demon. Reasonable men do not listen to demons. So instead I attempted to rule from behind the curtains using my successor as a puppet. Of course history shows that didn’t work out either. Perspective and hindsight are afforded to the living. Insight is afforded to the wise. I guess I am now somewhere in between.

Resigned and angry that I could no longer rule my empire I became convinced I was intentionally cursed to see everything I built lost. My search for immortality ended in the loss of my empire through death. Immortality was given to me so I could bear witness. By that logic it couldn’t be an accident that I was made in the image of my own terracotta armies. I began searching for who cursed me. In the first months and years nothing in my tomb, kingdom, or armies revealed anything of significance. So I set outward looking to my enemies.

I learned that I was capable of splitting my psyche and body into equally identical parts. All four share the same knowledge, desires, and identity as me. I thought of them as my Air, Fire, and Water and me the Earth, my four elements. They are me and I am them.

So I used my ability to split to search farther and wider than I could alone for knowledge of how I was made. Again none of my former enemies could be linked to my condition.

After a couple hundred years more of searching and learning I found much in the ways of magic and did find some that could animate mindless golems I described before, but nothing as powerful as what I am. Time does heal, or cause one to forget and eventually I gave up looking for how I was made. Instead I started to enjoy my “curse”, I forgot about my loss, learned that I could do more in the world than I could before. After a while I sent each of my copies East, West, and South.

Centuries passed and we accomplished much, we learned much, and forgot just as much. Every century new ideas, sciences, and architecture emerge. Empires rose and fell around me, some from defeat, others from within, sometimes by my own doing. Through it all I remained enamored with it all and each day I wondered if my other selves were faring just as well. I could sense them anywhere in the world and occasionally they come back to me or I go to one of them to learn what they have seen and experienced.

Isn’t that a wonderful story? That’s what I now tell anyone who inquires forcefully. I am not invincible and have been held captive a few times, well not me, one of my ectypes. That is true boredom I wish I never absorbed. So I made up that story to satiate their curiosity. Just true enough that it was believable, but not enough that it was provable. Actually the clay armies are phylacteries, foci to channel energy. Each one imbued with the life essence of a painter, artisan, or sculptor. In short a sacrifice was made for each one. The mercury rivers were the means to channel the energy flowing through the “tomb”, and the rivers represented the villages sacrificed to empower the ritual; 8000+ strong. Many were volunteers which unfortunately was not the majority. Most of the other details are lost, gone with those who died trapped in the tomb after its closing. Only they knew the means to make a True Golem. I did hear rumors a long time ago of another golem that was made but not as powerful. It is a surprisingly common tale of a Rabbi who made a lesser golem. I never substantiated it though it is still a passing interest of mine to wonder if there is another like me out there.

I do regret what was done, but you have to understand when I was unifying China ten times the number are lost in a single battle. Eight thousand is a reasonable price to maintain governance and oversight of our empire so that many more could live. That was the price demanded to obtain immortality. Unfortunately the rest is true. It all fell apart very quickly to war and discord. There are other reasons but the details leading to its collapse I can’t even remember. Those who supported me died. My love also did not survive my creation. I never officially chose a wife and my changes killed her. But China survived and my legacy does continue. I guess it wasn't necessary.

Now it’s a new day with past wounds drowned in time.

Today I am off to see a conference in Century City discussing the rising number of remarkable individuals that have abilities. What a strangely familiar day to be alive.
Last edited by Sentinel on Wed Aug 03, 2016 10:13 pm, edited 2 times in total.
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Sentinel's Power Grid

Postby Blackhaunt » Sat Aug 27, 2016 12:56 pm

Let the GAMES begin.
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Re: Sentinel (Immortal Golem, APPROVED)

Postby Sentinel » Fri Oct 28, 2016 9:33 pm

Spells Reference

Code: Select all
[size=150][url=]Spell reference at this Link[/url][/size]

See Aura (Level 1) RUE Pg. 199
Range: 100 ft.
Duration: 1 melee
Saving Throw: None. Only the psychic powers of Mind Block or Alter Aura will mask the presence of psychic abilities, the level of P.P.E., or possession.
P.P.E.: 6
All things, organic and inorganic, have an aura. The aura has many features and distinctions. and can be used to see or sense things invisible to the eye. Seeing an aura will indicate the following:
• Estimate the general level of experience. Low (1-3), medium (4-7), high (8th and up).
• The presence of magic (no indication of what, or power level).
• The presence of psychic abilities. Low (Minor) or high (Major or Master).
• High or low base P.P.E.
• The presence of a possessing entity (does not indicate Psychic Possession or mind control).
• Healthy, Sick, injured or completely well.
• The presence of an unusual human aberration which indicates a serious illness or that the character is not human and may be a mutant, D-Bee. or demon. but does not reveal which.
Note: One can not use this spell to determine another character's alignment

See the Invisible (Level 1) RUE Pg. 199
Range: 200 ft.
Duration: 1 min./lvl
Saving Throw: None.
P.P.E.: 4
The character can see Astral beings, entities, elementals, ghosts, objects, forces and creatures that can turn 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.

Sense Evil (Level 1) RUE Pg. 199
Range: 90 ft. area.
Duration: 2 min/lvl
Saving Throw: None, except a psychic Mind Block, Alter Aura or a Protection from Magic circle which will prevent the spell from working on anyone in the circle. The psychic's equivalent power of Sense Evil is not blocked by magic circles.
P.P.E.: 2
The Sense Evil invocation enables the spell caster to feel or sense the presence of evil, and especially supernatural evil (demons, Devils, etc.). It will indicate approximately how many supernatural evil presences
are within the 90 foot (27.4 m) area; one, a few (2-6), several (7-14), or many (more than 15). It can also register the intensity of the evil and pinpoint the general location of the source(s) to a particular room(s), possessed object, or person, or an approximate distance (very close. near, far. etc.).
Evil emanations from human beings, D-Bees, and other mortals are much less distinct and can not be sensed as easily or broadly as above. In this case, the spell caster must see a particular individual and cast the spell on that one character. The mage can then detect if the character is Diabolic or not. otherwise he can only sense any immediate evil intention on the part of the targeted individual.

Sense Magic (Level 1) RUE Pg. 199
Range: 120 ft. area.
Duration: 2 min./lvl
Saving Throw: None.
P.P.E.: 4
This magic ability enables the character to sense or feel the presence of magic. Like a Geiger counter, the individual can tell if he is near (within 20 feet/6 m) or far (toward the limit of the range). The ability can also indicate whether a person or object is enchanted/under a magic spell, is in the process of invoking magic, or if magic is being used in the range area. Note: Men of Magic and most supernatural beings do NOT register as magic except when they are actually casting a spell/using magic. Psychic powers can not be detected with this spell.

Life Source (Level 3) RUE Pg. 203
Range: Self.
Duration: Instant.
Saving Throw: Not applicable.
P.P.E.: Special: 2 P.P.E. plus Hit Points or S.D.C.
By using the Life Source spell, the mage is able to convert his own life energy (S.D.C. and/or Hit Points) into P.P.E. points for casting spells. Casting Life Source costs two P.P.E. points and inflicts physical pain and weakness upon the spell caster. The sacrifice of portions of his own life force in order to gain P.P.E. racks the body with sharp pain and invisible physical damage. Obviously, this is a spell of desperation.
In-game terms, the willing sacrifice of two S.D.C. points (counts as S.D.C. damage) makes available one P.P.E. point. The willing sacrifice of one Hit Point makes available one P.P.E. point. Unlike the Indian Shaman power (see Rifts® Spirit West), the mage can accidentally kill himself by burning up all his Hit Points (down to zero). If Hit Points reach zero (even if S.D.C. points are still available), the character falls into a coma and is -20% to save vs coma and death! Furthermore, for every ten points of S.D.C. or five Hit Points of damage to the spell caster (from this spell), he becomes weak and is -2 on all rolls for bonuses, saving throws and combat (initiative, strike, etc.), while skill rolls are -10%. At some point, the character can do little more than sit or lay in a heap to mumble spells and speak - too weak and injured to move! Note: This damage resists both bio-regeneration and magical
healing, but is not permanent and will heal at the normal rate.

Astral Projection (Level 4) BoM pg. 99
Range: Self.
Duration: 5 min./lvl
Saving Throw: None
P.P.E.: Ten
The incantation sends the spell caster's Astral body into the Astral Plane, another dimension. This magic functions exactly like the Psychic Sensitive ability.

Psychic Sensitive ability
Astral Projection (Level 4) RUE Pg. 171

Through intense concentration/meditation (4D4 minutes of preparation), the psychic can free his mind, or inner self, from his physical body. This psychic inner self is the astral body, a whitish, transparent, ghostly image of the character's physical form. A long silver thread or cord connects the astral body with its physical self. If the cord is severed, the character is likely to die of sudden shock as body and soul are torn asunder. There is only a 30% chance the astral self can locate its physical body without the silver umbilical cord (roll best 2 out of 3).
The physical body lapses into a coma-like trance when the astral self has left it. In this state, the body is completely helpless. It can not walk, move or think; it's completely catatonic. Meanwhile, the astral form has the same number of attacks per melee, bonuses, hand to hand, skills, knowledge and psychic powers that he or she has in the material plane. The hazards are threefold. First, if the physical body is killed, the astral body is forever lost and will die, fade away, within six hours. Second, if the astral body gets lost or captured while in the astral plane, the body will begin to waste away and die. (Note: One minute of time in the physical world can be an entire day or even a week in the astral plane). Third, the astral body is vulnerable to psychic attacks and attacks from ghosts, entities, and creatures of the Astral Plane (see Nightbane World Book One: Between the Shadows for in-depth information about the Astral Plane and the Dreamstream).
There are two levels of astral projection, coexistence (physical body and spirit form) in the material world and/or the Astral Plane (another dimension). Astral projection from the physical body into the material world creates a ghostly specter of the astral self which can be seen only by other psychics, young children under 13 years old, animals and most supernatural creatures. While in astral form, the character automatically gains the ability to float, fly (mach one/670 mph maximum), see the invisible, pass through solid objects, is impervious to physical harm (including cold, heat and energy), and can see and hear as usual. The astral body cannot communicate with the physical world except through telepathy or empathy, nor speak to, smell or touch anything on the material plane. The astral self is little more than a mute, ghostly observer. Of course, this is a great way to locate invisible supernatural entities, as well as spy on people in the material plane (although limited to short sprints. See duration).
Traveling in astral form has its own very special dangers. While the character can see the invisible and other astral travelers, they can also see him. This makes him susceptible to their psychic and astral form attacks; astral travelers can engage in hand to hand combat against other astral beings. The most vulnerable target is the silver cord which is the astral traveler's lifeline to the physical world. Fortunately, the cord has an Astral S.D.C. which is two times that of the person's physical hit points and S.D.C. combined! Furthermore, the thread-like silver cord is a difficult target to hit; attackers are -6 to strike. The astral body also has two times the S.D.C. and hit points of the physical body. This means if the character has 18 hit points and 28 S.D.C., both the astral body and its silver cord have 92 Astral S.D.C. each (18+28=46x2 = 92 each). Remember, magic and psychic powers have full effect on the astral body. This includes exorcism, which will force the astral traveler to leave the immediate area (400 ft/122 m radius) and prevents him from returning for 24 hours.
Entering the Astral Plane is like entering the twilight zone. After a minute of concentration, the astral gateway appears as a bright patch of shimmering, white light. Once the astral traveler passes through it, he will find himself in an endless expanse of white light and rolling, white clouds. There is no up or down, no bottom or top; no north or south, no land or air or sea, just endless, slowly swirling white. Time too, is in a different or altered state, for what would seem to be a week in the Astral Plane is barely one minute in the physical world. Time and space are twisted and distorted, so the astral traveler can travel from one end of our planet to the other, in the blink of an eye, by simply hopping through the Astral Plane. While this may sound wonderful, the Astral Plane has its dangers. First, the distortion of space and time makes it extremely difficult to find the material world and one's dormant, physical body. Even trying to follow the silver cord can lead to nowhere.
To return from the Astral Plane to the physical body, roll on the following table; Each roll will determine the astral traveler's state of mind and sense of direction. The percentile dice can be rolled up to three times per melee (15 seconds). The player must roll "definitely certain" to successfully return. The player may keep trying until he succeeds or time elapses.
Location of the Physical Body
Roll Percentile Dice to Return from the Astral Plane
01-30 Hopelessly lost (roll again).
31-50 Uncertain, confused (roll again).
51-76 Fairly certain of location; on the right track (roll again).
77-00 Definitely certain of location. (Whew! Made it Back).

Astral travel with & partner is a much safer way to travel because if one can find his body, he can lead the other one out with him.

Note: Traveling on the material plane in astral form is infinitely easier than travel in the Astral Plane. To find the physical body, the character need only return to where he left it. If it has been moved or hidden, the astral self can sense its location with a 60% chance of success (roll once per melee).
The other danger lies in being attacked by other beings who live in the Astral Plane. Entities and elemental creatures of magic live in that dimension or travel through it. These beings are usually hostile, evil forces. While the astral body can not touch or communicate with the material world, the astral body is quite solid to other inhabitants of the Astral Plane. The astral body is also vulnerable to magic and psychic powers, as well as physical assault by astral entities.
The energy which composes the astral plane is responsive to thoughts and desires. The strongest astral beings can mentally or magically control that energy to mold a small area to look like whatever they imagine (see Nightbane RPG World Book One: Between the Shadows). This means that the astral plane is made up of hundreds or thousands or even millions of tiny astral "kingdoms" adrift within the vast whiteness. Exactly what these kingdoms look like is up to the entity that creates it. Some may look like a modern city, other castles or forests, while still others, a frightening landscape. Perhaps this is where legends of visitations to heaven and hell originate? It is always wise to avoid an astral kingdom because only the most powerful entities and astral beings can create and maintain them.

Domination (Level 5) RUE pg. 207
Range: Touch or within 4 ft.
Duration: 15 min/lvl
Saving Throw: Standard.
P.P.E.: 10
Domination is another trance-like enchantment that enables the spell caster to impose his will over his victim's, forcing the individual to do his bidding. The victim of Domination appears to act oddly, dazed, confused, slow and unfriendly (ignoring friends, etc.). The enchanted character has one goal, to fulfill the commands of the spell caster. Under the enchantment of Domination, the character's alignment does not apply. He will steal, lie, assist in crimes, kidnap, betray friends, reveals secrets and so on. The victim is under the (almost) complete control of the spell caster. The only things the bewitched victim will not do are commit suicide, inflict self-harm, or kill a friend or loved one. A good aligned character, Principled, Scrupulous and even Unprincipled, can not be made to kill anybody; it is too deeply against their alignment. Note: The enchanted person is not himself and suffers the following penalties. Attacks per melee round are half, speed is half, all skills are half their usual proficiency, speech is slow, and the person seems distracted or a little dazed.
A successful saving throw versus magic means the magic has no effect. The character is 100% his normal self. The effects of the Domination magic can not be faked. Can not affect a person inside environmental M.D.C. body armor, power armor, robots, or vehicles.

Mental Blast (Level 5) Federation of Magic pg 138
Range: 100 feet +10 feet/lvl, but the intended victim must be visible.
Damage: 5D6 damage plus disorientation penalties. Double damage by touch ~ but must actually touch bare skin.
Duration: Instant, and add 1 melee/lvl to penalties, stacking.
Saving Throw: Save vs psionic attack.
P.P.E.: 15
Mental Blast is a magical spell that simulates a psionic attack on an enemy. Instead of blasting away with energy bolts to damage the body, this attack is invisible and undetectable (except by psionic individuals) because it attacks the mind. The mental blast does damage directly to Hit Points for normal creatures, or M.D. to supernatural and mega-damage creatures. It can affect targets protected in body armor, but not those clad in power armor, giant robots or armored vehicles. In addition to physical pain and damage (a sudden migraine headache or shooting pain in the head, neck or spine), victims of this insidious attack will feel confused, disoriented and paranoid. The victim instinctively senses he is under attack but doesn’t know from whom - one of the great advantages of this spell is that it is virtually invisible and it can be difficult to determine the source. Thus, the victim may flee the area or accuse innocent people, lash out madly (and with deadly force) or call to a nameless (faceless) enemy to show himself and fight openly, man to man. Penalties: Victims of this attack are -2 on the initiative, -2 to strike, party, and dodge, and -20% on all skills. Penalties remain in force for 1d4 melee rounds per attack; multiple Magical Mind Bolt attacks will have a cumulative effect. If the character successfully saves vs psionic attack, the damage is half and there are no penalties! Note: Mind Melters and Mind Bleeders will automatically sense who their attacker is!

Superhuman Agility (Level 5) Mercenary Adventures pg. 14
Range: Self or other by touch or within 20 ft; line of sight
Duration: 2 melee/lvl
Saving Throw: None.
P.P.E.: 15
This enchantment empowers the recipient with the balance, reflexes, and agility of a jungle cat. without the need of any training, the character can walk a tightrope or narrow ledge at a base skill of 88%, as well as fight, leap and dodge on narrow beams, tightropes and ledges without fear of losing his balance and falling. The character is also totally unafraid of heights when this spell is in effect.
Bonus: +1 initiative, +1 Parry, +5 dodge and +5 to roll with impact. Automatic Dodge +5. Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/concussive blasts (including sonic blasts.)

Barrage (Level 6) Federation of Magic pg 138
Range: 100 ft. +30 ft./lvl
Duration: 7 seconds (approximately half a melee round).
Damage: 2 M.D./S.D.C. per strike ~ 3 hammering force blasts +1 per
level of the spell caster.
Saving Throw: Dodge or parry.
P.P.E.: 15
This spell unleashes a succession of force blasts lo batter its intended target like a swarm of tiny comets striking one after the other. Each energy blast is visible, about the size of a softball with a vapor trail, and fast-moving. Once unleashed against a target, the “barrage” continues until all blasts are used up. Even if the victim runs, flies up, or dives for cover, the barrage will follow him like tiny guided missiles.
However, because the blast pulses are reasonably large and visible, the character can try to dodge or parry them with a weapon. A successful dodge means the magical blast misses and dispels. A successful parry means it is batted away and dispels on impact. Of course, the downside is that the barrage of magic force will either strike, injure and distract the victim, or will cause him to spend his time and combat actions trying to defend against the attack! Either way, the character is distracted and injured.
In addition to taking damage (each blast that hits does two M.D.), the victim is distracted from events and activity around him (focused on the pounding attack) and is -3 to defend against any other attack leveled at him during the barrage. Worse, even if the character stands his place and takes the pummeling of force, he loses two melee attacks/actions, because he cannot take any offensive action (only parry and dodge) while being hammered by the barrage!

Summary of Barrage:
Damage: 9 blasts 2 MD per blast, 18 MD if all blast hit,
Duration 7 seconds
Range 280ft.
Save: Dodge or Parry
Effect: -3 to defend against any other attack leveled at him during the barrage, loses two melee attacks/actions plus those used to dodge or parry, cannot take any offensive action (only parry and dodge) while being hammered by the barrage.

Fleet Feet (Level 6) PFRGP Main Pg. 186
P.P.E.: 20
Range: Self or other by spell up to 20 ft (6 m) away or ritual.
Duration: 2 Melee/lvl.
Saving Throw: None
P.P.E.: 20

Fleet feet is an extremely popular and powerful magic spell; it is its popularity and therefore commonness that makes it a 6th level spell. The incantation doubles the physical prowess, speed and mobility of the enchanted person for 30 seconds (2 melee rounds) per level of the spell caster. This means the character's speed, and P.P. are doubled (providing increased P.P. bonuses to strike, parry and dodge) and perhaps most notably, the character's attacks per melee round are all doubled for the duration of the spell.
While the character is a veritable whirlwind of action, the enchantment does have some drawbacks. He is moving so fast and doing so much that the character is -2 on the initiative and not likely to see a surprise attack coming (in most cases a surprise attack or strike from behind is automatic). Furthermore, the performance of delicate skills like picking locks or pockets, carving, writing, etc., are all at -20% and the character cannot control his precise movement.

Impervious to Energy (Level 6) RUE pg. 210
Range: Self or others by ritual.
Duration: 2 min/lvl
Saving Throw: None.
P.P.E.: 20
The spellcaster can make himself impervious to all forms of energy, including fire, heat, electricity, lasers and so on. Energy attacks do no damage whatsoever. Physical attacks, guns, knives, clubs, explosives, and even punches, etc., do normal damage.

Mask of Deceit (Level 6) RUE pg. 210
Range: Self.
Duration: 10 min./lvl
Saving Throw: Everyone who encounters the disguised character gets a save vs magic, but is -4 to succeed. A successful save means the true features are seen, not the mask. However, those who don't really pay attention or care who the character might be, are automatically fooled by the deception (no chance to save).
P.P.E.: 15
A useful tool for deception, it magically creates an illusionary mask over the spell caster's own facial features. Age, gender, skin color, hair, hair length, and specific features are composed with thought. However, the magic is limited to facial features and does not apply to any other part of the body. The mage can attempt to imitate a specific person's face, but has a mere 20%+5% chance per level of experience. If the character has the Disguise skill, use that base skill instead.

Targeted Deflection (Level 6) Federation of Magic pg 114
Range: Effective targeting deflection is 500 feet +50 ft./lvl. Trying to hit a target beyond this range is -1 to strike per every additional 100 ft. This spell can only be cast on the sorcerer himself,
Duration: One melee/lvl
Saving Throw: Dodge
Limitation: Energy attacks only, but as Deflect spell for all other.
P.P.E.: 15
Targeted Deflection is a more advanced form of the Deflect spell. After invoking this magic, the mage can magically parry energy attack/blasts with his arms and hands (a small field of energy momentarily appears around the hands and forearms). Best of all, he can deflect them in such a way that the attack is directed back at its source! Unless the attacker dodges, he takes full damage from his own attack and the mage takes none! To successfully return the attack to its source, the mage rolls to parry with a bonus of +3 (in addition to any P.P. and/or Targeting skill bonuses). A successful parry will block and deflect the attack harmlessly away. Any roll above a 13 will bounce the blast back at the attacker. The attacker can try to dodge the bounce back energy blast, but does so without bonuses and must match or beat the mage’s parry roll. A roll by the mage between 5-13 simply deflects the attack out of harm’s way, a roll of 1-4 means a fumbled deflection and the blast hits the mage without it being deflected.
The mage can also try to deflect the blast at a different target, but does so without any bonuses and needs a 16 or higher to strike. Note: Only energy blasts, including magical energy, can be deflected back at the attacker or at others. However, the mage can parry and deflect projectiles harmlessly away the same as the Deflect spell.

Deflect (Reference for Targeted Deflection above)
This spell allows the spell caster to attempt to magically parry and deflect incoming ranged-weapon attacks such as arrows, bullets, lasers, particle beams, rail guns, tire balls, called lightning, etc. The caster gets to roll a normal 20 sided die +4, for his or her parry (plus any P.P. attribute bonus; other parry bonuses do not apply). If successful, the attack is deflected by a small energy field, and harmlessly hits the ground 1D4x10 yard/meters away. Such a deflection may hit an ally or innocent bystander if used in a crowded or heavily occupied area.
This spell can also deflect missiles, even volleys, but the spell caster might get caught in the blast radius and innocent bystanders are likely to get hurt. When missiles or powerful energy blasts (those that inflict 1D4x10M .D. or more damage) are deflected. the character must roll a 20 sided die again, but without the benefit of a bonus, to see whether or not the attack is deflected away without harm to others, or whether it strikes an innocent bystander. A roll of 1-4 means the attack is deflected into the ally nearest the mage! A roll of 5-8 means it hits an innocent bystander. A roll of 9 or higher means the attack is deflected without harm to others unless the area is densely populated or crowded, then innocents are almost certain to be injured. Area affect attacks like exploding rockets. missiles, and grenades, or rail gun bursts may strike and injure or kill dozens of people; G.M.s should use their discretion in such determinations. No, the spell caster cannot accurately deflect the attack into a specific enemy target or location.

Time Slip (Level 6) Book of Magic pg. 114
Range: Self
Duration: Half a melee round (7 seconds)
Saving Throw: None.
P.P.E.: 20
The invocation momentarily suspends time, enabling the spell caster to slip seven seconds into the future. The mage can move forward seven seconds while all around him are caught in the past. The magic is such that the character can not physically hurt any living creature, but can move about the physical environment, open doors, grab an item, run, etc. The effect will appear, to others, as if the character disappears for an instant and then suddenly reappears a few seconds later. All around him lose two attacks that melee round, but the mystic retains all of his. The time slip is ideal for a quick escape. Note: Whatever actions the sorcerer takes within the seven seconds are unseen and unknown to the other characters.

Invisibility (Superior) (Level 7) RUE pg 213
Range: Self or one other by touch.
Duration: 3 min/lvl.
Saving Throw: None.
P.P.E.: 20
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.

Invincible Armor (Level 8) Federation of Magic pg. 144 [Modified by Maniacal Laugh for HU2:CC)
Range: Self or one other by touch.
Duration: 3 min/lvl.
Saving Throw: None
P.P.E.: 30
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 helm. The armor is Natural AR 18, is 50 SDC per level of the spell caster, and regenerates damage at the rate of 2d6 S.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 cannot be placed on giant Automatons.

Invincible Armor: Natural AR 18. 50 SDC per level, regen 2d6 SDC per melee, all energy attacks, magic or mundane inflict half damage. The armor offers complete environmental protection from heat, cold, disease, pollution, toxic gases, fumes, etc. and, provides the wearer with an independent oxygen supply.

Greater Healing (Level 8) RUE pg. 215
Range: One character by touch (cannot be used on oneself).
Duration: Instant.
Saving Throw: None.
P.P.E.: 30
A powerful healing spell that can instantly heal external and internal injuries and restore up to 2D4x10 S.D.C. and 6d6 Hit Points. or 1d4 M.D. (only if the latter is a Mega-Damage creature)! The mage may not cast this spell on himself nor give (even temporarily) a character more S.D.C. or Hit Points than he had to begin with.

Negate Magic (Level 8) RUE pg. 216
Range: Touch or 60 ft.
Duration: Instant.
Saving Throw: Special (Ritual magic has a greater chance of success).
P.P.E.: 30
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 of 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% possibility of succeeding. Of course, it has no effect against psychic abilities or Techno-Wizard or Bio-Wizard/rune devices.

Banishment (Level 9) BoM pg. 132
Range: 100 ft.
Duration: 2 weeks/lvl.
Saving Throw: Standard
P.P.E.: 65
A useful invocation for controlling supernatural beings is Banishment. The magic forces one lesser supernatural being/demon, per experience
level of the spell caster, to leave the immediate area (600 ft radius). The creature(s) can not return for at least two weeks per level of the spell caster' s experience. Each lesser being gets to roll to save vs the magic. A successful save means it is not banished and can stay to cause trouble. As always, a Banishment ritual has a greater chance of success (16 or higher is needed to save.)

Realm of Chaos (Level 9) Federation of Magic pg. 149
Range: Up to a 100 ft. radius around the spell caster.
Duration: 1 min/lvl.
Saving Throw: -3 to save.
P.P.E.: 70
The spellcaster can magically plunge himself and his enemies or all people within a 100 foot (30.5 m) radius (with the mage at the center) into a strange dimension known as the Realm of Chaos. Practitioners of magic believe this nightmarish realm is a frightful kingdom someplace in the Astral Plane. The general surroundings mimic the appearance of those in which the people just left, only they will seem somehow unnatural and empty (no strangers, animals, insects, etc.); clearly a copy. Only the spell caster is unaffected by what happens next.
Each character taken to the realm will experience his or her most hated and/or feared enemy or rival. In some cases, where a group of people are highly motivated or afraid of the same thing, one major villain/foe will confront all or most of the group (including at least one henchman per character). This deadly foe can be an antagonist the character(s) faced in the past or plan (or fear) to face in the present or future
(except the spell caster). Additionally, it can be a foe they have slain in the past. In such a case, they will claim to have returned to crave their revenge. These fearsome opponents all have revenge and murder on their minds and attack immediately. All these villains and monsters appear to have their normal powers, skills, and weaponry. They are not illusions (presumably mental creations of the Astral Plane unwittingly magically created and fueled by the very people who fear or hate of them). Thus, they can be destroyed through combat.
Since the spell caster who brought everybody to the Realm of Chaos is not affected, he can step back and enjoy the show or join in the battle to destroy his enemies.
The only way to escape the Realm of Chaos is to wait for the spell duration to elapse, to kill the mage who cast the spell or to force him to take them back, the natural world. Note: The spell caster is central to this dimensional spell. He cannot leave the Realm on his own. When he leaves, everybody he brought with him in the first place comes with him. The magical enemies and fears are not the genuine article and cannot he carried back to the real world.

Wards (Level 10) Book of Magic pg. 138
Range: Varies with type.
Duration : Effects vary with type.
Saving Throw: Standard; spells are base 12, wards created by ritual magic are 16.
P.P.E.: 90
The Wards invocation creates mystic symbols used to protect items of value, to protect dwellings, and as booby traps. The ward can be cast on a door or window, a section of floor, a cabinet or on a specific item such as a book or statue. The ward symbols on the object are always obvious, to serve as a warning. When somebody, other than the sorcerer who created them, touches the object, a spell is triggered. The following wards can be created. Each ward invocation will create two separate wards, the ritual invocation will create three. The object to be warded must be present.
Alarm: A screeching, siren-like noise is instantly sounded and continues to blare for ten minutes. The sound can be easily heard through closed doors up to 100 feet (30 m) away.
Fear: An aura of fear engulfs everybody within 20 feet (6 m) of the ward. Each person must roll to save vs magic or be overwhelmed by terror. Effects are identical to the second level fear invocation.
Fire Bolt: The person touching the item is struck by a Fire Bolt causing 6D6 damage; no saving throw is applicable. Same as the fourth level invocation.
Paralysis (lesser): The ward temporarily paralyzes the person's hand and arm for 1D4 hours. Effects are identical to the third level invocation.
Sleep: The ward will put to sleep everybody within a ten-foot area around it. Each person must roll to save versus magic. The sleep lasts for 6D6 minutes. Effects are identical to the fifth level spell. [The
victim can not be awakened by any means except by the mage canceling the magic or until the magic's duration time lapses. A successful save means the spell has no effect whatsoever.]
Agony: The person who touches the object is wracked with agony for 2D8 melees. The effects are identical to the seventh level invocation.
Curse (minor): Inflicts a minor curse identical to the eighth level invocation except that it will linger for 1D6 weeks.
Curse (phobia): Inflicts a phobia curse identical to the ninth level invocation except that it will linger for 1D4 weeks.
Banishment (counts as two wards): Will instantly force lesser supernatural beings from the area, just like the tenth level invocation.
Plus, the creature must leave the object where it rests.
After a ward has been triggered, its magic is used up and it disappears.
A ward can last for centuries if left undisturbed. The life span of a ward is 150 years per level of the mage.

Annihilate (Level 14) Book of Magic pg. 150
Range: 500 feet + 100 ft./lvl
Damage: Special.
Duration: Instant.
Saving Throw: Dodge.
P.P.E.: 600; Shifters, Conjurers, Temporal Raiders and Temporal Wizards can cast this spell at a cost of only 300 P.P.E.
The spell creates a small black orb the size of a baseball that appears above the open palm. This is anti-matter that has been brought through dimensional barriers from another universe. Powerful forces keep the substance sealed in a magical sphere. The spellcaster may hurl this globe at any target within 5 00 feet ( 1 52 m) and is +3 to strike (no bonuses other than the Targeting skill, are applicable). The intended target may attempt to dodge; parry is not possible, and giant targets and large immobile structures (buildings, bunkers, the side of a wall or mountain, etc.) can not be missed at close-range (30 feet).
When the Annihilation sphere hits, two things happen. First, the actual target (whatever it hits) takes 2D4x 100 M.D.! If the damage exceeds the target' s M.D.C., it is completely vaporized! Not a trace is left, except for a three foot (0.9 m) deep, smoldering crater.
Second, everything in a 10 foot (3 m) radius is struck by a contained matter-antimatter explosion that does 4D6x10 M.D. If the "things" within the radius of effect have less M.D.C. than the damage inflicted, they are completely vaporized! Only a circle of barren earth (and those with great M.D.C.) remains. Any other damaging effect that might be unleashed by the anti-matter is contained by the spell's magic.

Resurrection (Level 14) Book of Magic pg. 151
Range: Touch or six feet away.
Duration: Instant and permanent.
Saving Throw: None.
P.P.E.: 650
This awesome spell will restore life into the recently deceased. The resurrected person has all Hit Points, memories, abilities, and skills that he had at the moment of his death. Missing limbs will remain missing, but healed; this is not a regeneration process but a revitalization. This spell works only on creatures that have died in the last two months.
Success factor: Regardless of the spell caster's level of experience, the chance of success is only 45% (double for gods). The spell can be attempted on the same corpse no more than three times. If still unsuccessful another magic weaver may try. Six failed attempts mean the person is beyond the help of magic. [Spell version learned is a version imbued by the gods with 90% chance of success gifted from Baldr.]
Last edited by Sentinel on Tue Feb 13, 2018 10:41 pm, edited 21 times in total.
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

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Re: Sentinel (Immortal Golem, APPROVED)

Postby Sentinel » Fri Jan 10, 2020 2:35 pm


Mary Marsh (Action Reporter, WCTV Channel 9)
Raised from dead and interviewed Sentinel.
Reference: viewtopic.php?p=1362999#p1362999
Yellow Dragon Ledger
OOC Comments
Languages: N:Class-Chinese/Mandarin,English, Spanish, Arabic, Russian, Japanese, Hindi/Urdu
P.P.E.: 236/236| H.P.: N/A | S.D.C.: 495/495 AR: 16 Save vs. Awe/Horror:14 (16) for words spoken and each attack against Sentinel
Spell reference at this Link
Ectype 1
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Mobile Compact Computer/ HUD interface, Neckband Radio/ID transponders
Ectype 2
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Equipment: Robot Repair Kit with sophisticated tools, Neckband Radio/ID transponders
Ectype 3
Ectype P.P.E.: 236/236 | H.P.: N/A | S.D.C.: 495/495 Weapon: 40mm MM-1 Multiple Grenade Launcher Equipment: Neckband Radio/ID transponders

User avatar
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Posts: 290
Joined: Fri Jul 08, 2016 7:05 pm

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