Bryke (Promethean Techno Wizard)

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AGM: Rogue Trader

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Bryke
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Bryke (Promethean Techno Wizard)

Post by Bryke »

Player Name: Michael
Email: zionchylde3@gmail.com
Link to Ledger: https://explorersunlimited.com/eu/viewt ... 36#p294736

Character Name:Brikkzalaen Qrush
Alias: Bryke, Qrush
Callsign: Wraith
Race: Promethean
O.C.C.: Time Master/Techno-Wizard
Alignment: Aberrant
XP Level: 7th/3rd Level
Time Master XP Points: 59,076 (10/1/2021 Rogue Trader) Frozen
Apprentice Techno-Wizard XP Points: 4,601 (6/7/2022 - Apprenticeship completed Rogue Trader)
Techo-Wizard XP Points: 5,400 (10/5/2022 Rogue Trader)
First Level @ XP: 2,300
Sentiments/Non-Humans: Noticeably agitated by anything to do with the Dominator race.
Disposition: Prognosticative, Disciplined, Egoistic
Insanity: Homicidal Rage

ATTRIBUTES
I.Q.: 19
M.E.: 17
M.A.: 19
P.S.: 33 [Supernatural]
P.P.: 17
P.E.: 26 [Supernatural]
P.B.: 5
Speed: 21

PHYSICAL DATA
P.P.E.: 302 +2d6/lvl
I.S.P.: 185 +10/lvl
S.D.C.: 634
H.P.: 186 +2d6/lvl
Age: Unknown
Sex: n/a
Height: 13’11”
Weight: 808 lbs.
Description: Tall even for a Promethean. Fit. Scar cut perfectly straight across eyes from temple to temple and another from right eyebrow down to left side of the jaw. Tattoos on approximately 87% of his body.

Natural Abilities
Perception Bonus: 41% (+3%) (+15% vs Magic/Machines or their combination)
Charm/Impress: -20%
Invoke Trust/Intimidate: 55%
Max. Encumbrance: 808 lbs.
Max. Carrying Weight: 1650
Max. Lifting Weight: 3300
Horror Factor: 10

Racial Abilities
  • Doesn't breathe air.
  • Immune to radiation
  • Immune to normal heat, fire, cold, gasses and disease.
  • Can see in total darkness and has eagle-like normal vision.
Prometheans are in a permanent state of “Phase.” This means the energies of most weapons are harmlessly dispersed as they pass through their bodies. This dispersal is directly proportional to the energy of the weapon. Hurting a Promethean is equally easy (or hard) with an archaic S.D.C. sword as an M.D. laser. Mega-Damage attacks from any source inflict only one S.D.C. point per M.D. point rolled. Meanwhile S.D.C. weapons do half damage.

Prometheans can “Step out of Phase” and travel at incredible speeds in an intangible state. This is the equivalent of teleportation, because a phased character can only travel in a straight line and only for a second or two. Concentration takes one melee round and is the only action that can be performed during that round.
Range: One mile/level.
Note: Passengers, vehicles, and large amounts of equipment can not be teleported along with the Promethean.
102% (+4%)
Can automatically detect Rifts, dimensional envelopes and pockets, fourth-dimensional and two-dimensional beings, astral travelers, and the invisible energy essence of alien intelligences and entities.
Range: One mile or Line of sight, whichever is less.

Ley Line Phasing (teleportation). A Promethean also has the power to instantly teleport from one place to another, FLAWLESSLY anywhere on the same ley line. By the way, that can be anywhere in any direction (ley lines can be a quarter to one full mile!), including up into the air (ley lines are typically a half mile to two miles tall) and hang there because Line Walkers can walk a ley line, as in walk floating above the ground. If he teleports up into the air he can stay there suspended (+20% to Prowl! hide, because us ground dwelling humans don't usually look up). To do a Ley Line Teleport the mage must concentrate, opening himself to the ley line energy and focusing all of his thoughts to the task of teleporting to the new location. Engaging in conversation or combat, even self-defense, will break the concentration, forcing the mage to start over. The process requires 1D4 melees (15 to 60 seconds) of concentration every time before the teleportation happens, so he can't just pop out in a heartbeat, but it's still very, very handy. The teleport is always on target, because the Ley Line Walker is one with the ley line. Of course, unless he can see his destination, he can 't know who or what might also be present in that area and he could appear in the middle of an armed camp (but not inside one of them or a tree, etc., as is the danger with the Teleportation spell).
Note; Ley Line Phasing is an automatic ability common to all Ley Line Walkers at NO P.P.E. cost, but it does take its toll on the body. The maximum number of phasings/teleports possible is four per hour. The per 24 hour period is 4 +2 per each level of experience (6 at level one, 8 at level two, 10 at level three, etc). More than this is just impossible. The only other limitations are : 1) He can only teleport himself and his possessions, nobody else. 2) The location must be along the same ley line as if traveling on a mystic railway. To switch to a different ley line, the character must travel or teleport to the nexus point intersection where two or more different ley lines cross paths to follow one of the other lines.


Special Abilities
This is the in depth knowledge of how to combine magic with machines in order to construct Techno-Wizard devices. While the character can always cast spells, getting those spells to integrate properly into a new TW device is another thing altogether. This skill can also be used to analyze a TW device created by another mage and to dupl icate its plans for reconstruction. Note: Truly alien machines and magic devices will incur a -40% penalty to analyze, repair or rebuild.
97% (+2%)
Techno-Wizards enjoy a sort of intuitive skill knowledge and ability to pilot any TW vehicle designed to go along ley lines with astounding skill, even if they normally have no piloting skill whatsoever. For Example: A Techno-Wizard without a Pilot Airplane skill can pilot a TK-Flyer or Wing Board like a pro, but he wouldn't even consider flying an ordinary airplane. This natural aptitude with "Ley Line Vehicles” (TW vehicles designed to fly along ley lines) comes from the Techno-Wizard ' s link to TW devices and magic energy.
Techno-Wizard Base Piloting Skill: Applies to all ley line guided vehicles.
91% (+2%).

Psionics
Master Psychic

Healing
Range: Self.
Duration: Permanent.
Saving Throw: None.
Effect:The ability to will oneself free of disease or poison and back to health, and heal physical damage and injury. Unfortunately, this ability cannot be used to heal others. The process requires one full minute of concentration, which means the character cannot use any other psionic power during that time. Bio-Regeneration does not restore missing limbs, but it does restore 2D6 H it Points or 3D6 physical S.D.C. points per melee round. In addition, when cuts and scrapes are healed through Bio-Regeneration there is no scarring. This power can be used as often as once every two minutes (every eight melee rounds).
Note: Recovering more than half of one ' s Hit Points or S.D.C. this way in less than an hour takes a toll on the character, causing some weakness for 1D4+2 hours : reduce the P.S., P.E. and Spd attributes by 30%. Adjust attribute bonuses accordingly.

Range: Touch or within 3 feet.
Duration: Immediate knowledge.
Length of Trance: 2D4 melees of meditation/focus.
Saving Throw: None.
Effect: The psychic healer can sense physical pain and damage, external and internal injury, disease and possession with absolute clarity. This pinpoint accuracy enables the character to suggest treatment or to conduct psychic surgery.

Range: Touch.
Duration: Varies with injury .
Length of Trance: 2D6 minutes of preparatory meditation, plus the duration of the surgery (which is half the time of conventional modem medicine).
Effect: Psychic Surgery i s used to repair broken bones, and internal injuries, and for the removal of foreign objects (bullets, arrows, etc.) using only one ' s bare hands; no tools or instruments. Can also be used to heal a character who has suffered so much damage that he or she has lapsed into a coma (zero Hit Points or less). Psychic Surgery is the equivalent of "professional hospital" treatment. The recovery from a coma (near death) is equal to treatment from a hospital, 1-66%. Note that there is minimal bleeding and pain, and absolutely no scarring from Psychic Surgery (no pain if the Deaden Pain ability is used).
Note: A Psychic Diagnosis must be made before surgery is possible.

Range: Self or others by touch.
Duration: One minute per level of experience.
Effect:This power temporarily suppresses the chemical and psychological components of fear in the recipient. As a result, the character is unable to feel fear or is barely frightened even if intellectually he realizes he is in grave danger, or is facing a terrifying monster or situation. This enables the character to think rationally and take calm, calculated action, rather than respond with the typical "fight or flight" reactions of those who are scared. While this power is activated, the character automatically succeeds on any roll to resist Horror Factor, even if magically induced.
This power can be used on the psychic himself or on one or two others.


Physical
Range: Self
Duration: Two minutes per level of experience.
Effect:When a psychic uses this ability, he greatly enhances his mind-body connection, hand-eye coordination, and reaction time. This power allows the psychic to be more agile and aware of his body. For the duration that this power is in use, the psychic gains the following bonuses: +1 attack per melee, +3 on initiative, +1 to strike, +2 to parry and dodge. +2 to P.P. (adding further bonuses to strike/parry/dodge if boosted to 16 or higher), and +15% to all Physical skills that rely on coordination or balance.

I.S.P.: Small: 3, medium: 8, large (over 20 Ibs): 8+1 per every 10 Ibs of weight
Range: Up to 60 feet away
Duration: 2 minutes per level of experience.
Effect:Telekinesis is the ability to move objects without any other means than directed psychic energy. The character can make an object hop, fall, roll, rise into the air, suspend it there (hover) or make it fly across the room.
In order to move an object by telekinesis, the item must be clearly visible, within the psychic's range (60 feet) and the point of focus.
As usual, the psychic must concentrate on what he is doing; thus, each telekinetic feat counts as one of the character's physical attacks.
The total number of telekinetic attacks is equal to the character's number of physical attacks per melee; usually 3 or 4. One can attack with telekinesis by hurling an object as if thrown or causing it to buzz about a room, swinging and hitting like a club controlled by an invisible hand. Several objects can be telekinetically thrown around within the same melee round, but not simultaneously. The psychic can only concentrate on one item at a time. For example: A physical psychic with four, normal, hand to hand attacks per melee can perform four attacks with telekinesis. First, he makes a flower vase fly from the table, aiming it at his opponent's head. Second, he makes the lamp hurl at the guard at the door. Third, the table is suddenly flipped up on end and, fourth, the doorknob is turned and the door flung open. Four attacks or actions using telekinesis.
As we can see in the example, telekinesis can be used to do more than making objects fly around. The telekinetic power can be used to open doors, flick switches, press buttons, tum knobs and dials, open windows, make a rocking chair rock and so on. The range of possibilities is extensive when you stop and think about it. Remember, each action counts as one of the character' s physical actions/attacks per melee.
It is easiest to move or hurl small objects weighing two pounds. Maximum height or distance is 60 feet. Medium-size objects weighing 3 to 20 pounds are more difficult to manipulate. Maximum height or distance is reduced by half; 30 feet. Large or heavy objects weighing over 20 lbs are the most difficult to maneuver, reducing maximum height and distance to 15 feet. I.S.P. cost for large, heavy objects is 8 I.S.P. for the first 20 lbs plus one I.S.P. for each additional 10 lbs of weight. This means it would cost 19 I.S.P. to move a 125 lb weight (8 I.S.P. For the first 20 lbs +11 I.S.P. for the remaining. Remember, the height and distance of effect is limited to 15 feet for such a heavy object.
Telekinesis Combat Bonuses:
• + 3 to strike with telekinesis; physical/skill bonuses to strike do not apply when telekinesis is used.
• +4 to parry with telekinesis, by using a controlled object to parry or sheer telekinetic force to block an attack. Counts as a medium heavy object; costs 8 I.S.P.
• S.D.C. Damage from Hurled Objects: very Small: 6 ounces to 1 pound: 1D4. Small: 1.5 to 2 lbs: 1d6. Medium Small : 2-4 lbs: 2D4. Medium: 5 to 10 lbs: 3D4. Medium Large: 11 to 25 lbs: 3D6. Large: 26 to 40 lbs: 4D6. Add 1D6 damage for each additional 20 Ibs.
Note: Telekinesis is not a force field, thus, while it can be used to parry/block a punch, kick, club, knife or even sword, it can not stop bullets, arrows, gas, flying tackles, and similar attacks. Furthermore, a failed roll to Telekinetically parry means the psychic did not parry and is struck by his opponent.


Sensitive
Range: Self
Duration: 5 minutes per level of experience.
EffectThrough 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 fonn. 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; completely catatonic.
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 our time is equal to one 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.
There are two levels of Astral projection, coexistence (physical body and spirit fonn) in the material world and/or in 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, impervious to physical harm (including cold, heat and energy), and see and hear as usual. The Astral body can not 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 other humans on the material plane (although limited by 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, for two Astral travelers can lock into hand to hand combat as well. 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. The thread-like silver cord is a difficult target to hit; attackers are -6 to strike. The Astral body also has S.D.C. two times the Hit Points and S.D.C. of the physical body combined.
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 influence have a full effect on the Astral body. This includes exorcism, which will force the Astral traveler to leave the immediate area (400 foot radius) and not return for 24 hours. The Astral traveler 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.
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 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 twisted and distorted, the Astral traveler can travel from one end of our planet to the other in the blink of an eye, by hopping through the Astral plane. While this may sound wonderful, the Astral plane has its dangers as well. 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 a 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 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% efficiency (roll once per melee).
The other danger lies in being attacked by other beings in the Astral plane. Entities and elemental creatures of magic live in the Astral plane 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 what a small area might look like. This means that the Astral plane is made up of hundreds or perhaps thousands or even millions of tiny Astral "kingdoms" adrift within the vast whiteness. Exactly what these kingdoms look like is up to the entities that create them. Some may look like a modern city, others like 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.

Range: 100 foot area.
Duration: 2 minutes (8 melee rounds) per level.
Saving Throw: Standard; a save vs Empathy means the psychic can not get a clear sense of the emotions of a particular person. To save vs Empathy the person must roll to save every melee that the psychic is using Empathy. Mindblock will prevent any empathic emanations from the blocked person.
Effect: Empathy is a psi-ability that makes the psychic aware of, or feel, the emotions of other people, animals, and supernatural creatures. The strongest emotions are easiest to sense: hate, anger, terror, love. Feeling for emotions can often be used to establish that someone or something is nearby, but can NOT be used to pinpoint an invisible or hiding person/creature. Empathy can be especially helpful in recognizing and communicating with ghosts and other supernatural creatures.
Questioning a person/being while using Empathy can be very handy in establishing how they are reacting to you. In a limited sense, Empathy can be used like a lie detector to see if the emotions match the verbal response. For Example : "Did you know the deceased?" The verbal answer is no, but there is a sudden flare of nervousness and fear (or hate). This doesn 't mean the guy is the killer, but it might mean he is lying about knowing the dead man. Further questions might pull out a strong emotion such as anger or hate (or happiness), which may confirm the psychic ' s suspicions that this man might be involved in the murder. However, remember that this is, at best, circumstantial evidence and definitely inadmissible in court. Physical proof must be found, but the empathic readings may put characters on the right track.
Also, remember that the empathic psychic is feeling the person's real emotions, but interpreting their significance. A very nervous person may always radiate fear or anxiety, while a cold-blooded, pathological killer may feel nothing at all and stay calm and cool as he lies through his teeth. The feeling of hate may mean that the person did know the murder victim, or knew of him, and hated him for any number of reasons.
That does not mean he killed him. As you can see, interpreting emotions can be a tricky thing.
Haunting Ghosts and Entities rarely mask their emotions. Thus, the psychic can easily tell if one or more is nearby (within 1 00 feetl) and what it is feeling. "I sense great sorrow." or "Do as it says ! It is angry, almost crazed. I think it will carry out its threat if you try to stop it."

Range: Self; computer by touch.
Duration: Three minutes per level of experience.
Saving Throw: Not applicable.
Effect: The psychic goes into a trance as he focuses his concentration on entering a computer or most any type of artificial intelligence (not applicable to sentient, self-aware machines like Archie-3). This power is limited to the acquisition or reading of information only. The psychic cannot input, program, or delete data on the machine. He can also access information stored by most electronic means, including computer disks, video and audio disks, film or audio tape, and hard drives. Reading electronically encoded disks and tapes is similar to Object Read, except in this case, he hears and sees the data as if he were playing it on a computer or disk player, only he perceives the information 10 times faster. Thus, the character can read (never input) information from disks or broken computers without a physical "jack" connection or an actual display device, i.e. computer and monitor, CD player, etc. As an actual Machine Ghost, the psychic mentally enters and travels the neural network of an active computer. He is actually inside the device. In many ways, this experience is similar to Astral Projection except the psychic is "projecting" into the machine rather than into the Astral Plane. It also has the same pitfalls as Astral Projection, as in the character enters a strange, very seemingly real world that he must learn to navigate. Like Astral Projection, the electronic world of computers takes on a virtual world landscape. This means in the computer virtual world, its programs, viruses and defense mechanisms will take on virtual manifestations that can interact, confront, impede, or attack the Machine Ghost.
A password or special access code may appear as a metal door or iron gate, or locked filing cabinet that needs to be (seemingly) broken open to gain access to what is held inside. The more difficult the code, the bigger, stronger and more difficult the door and lock(s). Data is likely to appear as books, paper files, diagrams, film, holograms, and other common means of communication and documentation. The more sophisticated defense measures are likely to appear as one or more guards who must be defeated before the information is accessible. They can appear as sorcerers, Coalition troops, known enemies or exotic aliens. Viruses and defenses designed to attack an intruder typically appear as demons or monsters.
Combat in the virtual world seems real and is conducted the same as it would happen in the real world. Combat and damage are measured by the character' s perception of his real body armor, weapons and natural powers. When the psychic has lost more than 70% of his armor, or S.D.C./M.D.C., he will feel the urge to flee the virtual world. If he flees, a computer defender will not follow, however a virus will pursue and continue to fight. Although all such damage is only in the mind of the psychic (no physical damage occurs in the real world), if he dies in the virtual world, he can die in the real world as well ! The shock to his psyche and body will momentarily stop his heart, and he slumps over dead! The character must roll to save vs coma and death. In this case, physical treatment is not necessary and the recovery process, if successful, takes less than a minute. The psychic must roll three times, and the best two out of three rolls determines life or death. Rolling between 0 1 -75%, two out of three times, means the heart starts and the character is shaken but fine; feels woozy for 2D4 minutes (reduce Spd 25% and all combat bonuses by half). Failure to recover from the heart attack means immediate CPR medical treatment is required - Paramedic skill will suffice, provided any protective body armor can be removed so that treatment can be given; rescuers have 10 minutes. Roll to save vs coma and death again; must roll twice under 80% out of three rolls.
The downside in the usage of this power is the psychic loses all sense of time and reality outside the data he is accessing. This means he is oblivious to what is happening around him, and unless protected by a companion, is vulnerable to attack without any means of defense. Pain or being struck or shaken will alert the psychic to trouble, but he has the choice of breaking contact and responding, or ignoring it and continuing to retrieve data. Only Telepathy can reach the character while in this state (can 't hear spoken words or sounds outside the computer), and is a means of two-way communication.
A character accessing a file on a disk can break contact at any time with a thought, although he will be disoriented for one melee round; reduce his number of attacks and combat bonuses by half. Breaking free of a computer virtual world is not so easy.
Unfortunately, leaving the virtual world of a computer is fundamentally the same as the Astral Plane. The psychic can vaguely sense the way he came and must follow it back to the virtual access point. To do so, the player must roll on the following table and must roll "definitely certain" to have his character successfully escape. The player must keep trying until he succeeds or time elapses. If the character cannot escape virtual space before the duration of this ability elapses, he is flung out with the same effect as "virtual death"; roll to save vs coma and death as described above.
Note: The psychic will instinctively know when he's down to the last three minutes of the duration and when trying to exit, can fly toward the way out (typically appears as a door or a dimensional Rift).
0 1 %-3 0%: Hopelessly lost (roll again).
3 1 %-45%: Uncertain (roll again).
46%-65%: Fairly certain on the right track (roll again).
66%-00%: Definitely certain! Whew ! Made it back.

Range: Self.
Duration: As needed; at least one hour of meditation is required.
Effect: Meditation is a trance state of consciousness in which the individual can calm his emotions and focus on relaxation of mind and body. In a meditative state, the psychic finds peace and harmony between mind, body and spirit, and it is in this state of being that he can regenerate his Inner Strength (I.S.P.). Recovers Base I.S.P. at a rate as indicated under each psychic O.C.C., otherwise six I.S.P. per hour of meditation.

Range: Self.
Duration: 1 0 minutes per level of experience.
Effect:This is the ability to completely close or block oneself from all psychic/mental emanations. When intentionally closed to supernatural or psychic forces the character can not sense anything, can not use psychic abilities, nor be influenced by others. A Mind Block will prevent penetration of Telepathy, Empathy, Hypnotic Suggestion, and Empathic Transmission. It can be an invaluable protective mask when dealing with malevolent psychic forces. Adds a bonus of + 1 to save vs all psychic and mental attacks.
Note: Mind Block only blocks psionic attacks that affect the psychic's mind or emotional state (e.g. Telepathy, Empathy, Hypnotic Suggestion, etc.). It offers no protection from magic.

Range: Touch.
Duration: Varies; usually about 2D6 minutes.
Saving Throw: None.
Base Skill: Impressions: 56% (+2%), Images: 48% (+2%), Present: 38% (+2%).
Effect:Also known as Psychometry, this uncanny ability enables the psychic sensitive to receive impressions and images from an object regarding its use, history and last owner. This is done by holding the object and concentrating on a specific line of thought or opening up to general impressions (the latter is always more vague and random). Just as a psychic must open himself to sense evil or magic, he must open himself to the object. If successful, he will receive impressions and/or images revealing bits of information.
Impressions include: General alignment of its last owner (good, selfish, evil), general emotional state of mind (angry, happy, sad, hate filled, confused, etc.), the object ' s general purpose (what it is used for), whether or not the last owner is living or dead, and whether the item has been used with/by magic or supernatural forces. Object Read will also conclusively indicate whether the item is currently enchanted or contains a supernatural force/entity (as well as its alignment and emotions). If the item is possessed, an Object Read makes the reader totally vulnerable to psychic attack (no bonuses to save).
Images: The psychic can also see images of isolated events which have happened in the past. This will provide brief snippets of images and events that will offer glances of the previous owner and others close to him. Traumatic and emotion filled events/images are the easiest to see. Impressions will accompany the images, adding to the story as it unfolds. Information includes: approximate age, height, weight, build, race, sex, sometimes occupation, hair color and length; special facial or body features such as a scar or tattoo or beard (very often the exact facial features are out of focus, blurred or obscured); the object's use/purpose; and some special event, usually very traumatic, important or happy. Often the event image will be fragmented as if it was a piece of movie film edited by a crazy man. The event will always be one in which the object was involved in some way.
The success or failure of an Object Read: Roll percentile dice once for impressions and once for images. The roll must fall under the character' s base skill ability to succeed. A roll higher than the base skill means a failure and the psychic feels and/or sees nothing. Impressions and images are two different things, so roll for each. The psychic may get no impressions, but see images or vice versa. The present can not be seen unless the psychic was successful on at least one of the previous read impressions or images rolls. Once an object has been read it can not be read again by the same psychic, even if he did not see or feel a thing. Of course, the psychic can attempt to Object Read other items, but each attempt will cost 6 I.S.P.
The present can also be glimpsed, but costs an additional 4 I.S.P., with no guarantee of success. Sometimes the psychic can focus in to see and feel the last owner as he or she is at that very moment. This will provide an idea of what is his current state of mind/emotion, appearance, dress, general location (that is to say, a bedroom, office, street, outdoors, etc . ; no address or sense of close or far is provided), general features (shaved his beard, dyed hair, etc.) and so on. The psychic may be able to identify a place or person by feature if he has seen it before or runs into him in the near future.

Range: 90 feet.
Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
Saving Throw: None.
Effect:The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) ! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.).
The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet or a flash flood is rushing his way) which is already set into motion and will happen any second.
Notes: The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.

Range: Self.
Duration: 3 minutes per level of experience.
Effect: This is the ability to read and comprehend the written word extremely quickly. Speed of reading is 30 pages per minute (4 melee rounds). The psychic will retain the information as he would normally. Highly technical texts will reduce the speed reading by half (15 pages per minute) and may require two readings to remember in detail.

Range: Read surface thoughts up to 60 feet away or two-way telepathic communication up to 140 feet +40 feet per level of experience.
Duration: 2 minutes per level of experience.
Saving Throw: Conditional. When a character suspects he is being telepathically probed he can resist, getting the standard saving throw. Mind Blocks will completely prevent telepathic probes or communications as long as the block is up.
Effect: The power of Telepathy allows the psychic to eavesdrop on what another person is thinking at a particular moment. This is done by focusing on that one individual and picking up on his or her surface thoughts. Surface thoughts are those thoughts and musings uppermost in a target' s mind. A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, he can only do so by focusing on one person at a time. Simultaneous, multiple mind reading is impossible for the character.
Limited telepathic communication is also possible. The telepath can send a directed thought message to one person at a time. The message must be as brief and clear as possible. Like, "John, I need you immediately. Hurry!" or "Stop! Don't do that." "Come here," "Look out" or "Press the green button." However, two-way telepathic communication is not possible except between two characters both with telepathic abilities.

Range: Self.
Duration: Permanent.
Effect:The character remembers every word he reads. Specific blocks of written and visual information can be recalled in perfect detail at will.
Each block of information costs 3 L S .P. to recall in absolute detail . If all L S .P. have been expended the memory is a little fuzzy, so that exact quotes and details may be impossible to recall. Roll percentile to see how much is retained :
01 %-50%: Remembered in full detail, word for word.
51%-80%: Details are forgotten, but the full essence of the ideas are clear.
81%-00%: Can only recall the most basic concepts; no details nor strong comprehension.
Note: Does apply to the spoken word, although psychics with this ability usually have very good memories.


Range: Self (although the image could pertain to people or places thousands of miles away.)
Duration: 6D6 melees.
I.S.P.: 4
Base Skill: 58% +2% per level of experience.
This allows the psychic to see or feel glimpses of the possible future. This is achieved through meditation or intense concentration in which the clairvoyant thinks abuut a particular person, event or place. Add +5% to the base skill if the person involved is a friend or loved one. Clairvoyance is unpredictable and can not be turned on and off like a lightbulb. Sometimes it works (if the roll is under the base skill) and sometimes it does not (when the roll is above the base skill). A failed roll means the psychic received no insight to the future. A clairvoyant trance can be attempted as often as twice every day. The message can be a sudden feeling that somebody is in need ('" ... something's wrong. It's ... it's .. .Janet! I've got to see her!") or, more often, a sudden flash of insight, a sudden image that races through the mind. The image is like a brief snippet of film from a movie or a dream. Often all the details are not clear, but the potential danger is. For example, "The psychic character is in a trance or meditation, thinking about his/her friend Janet. Suddenly, the mind is flooded with an image of Janet rushing down a crowded street. It's dusky, like morning, twilight or evening. She seems very upset. The traffic light changes to amber. Janet races into the street, ignoring the light. It turns red. There's a car, squeal of tires, Janet screams. The image ends." Is Janet hurt? Killed? Unknown, but the danger is clear. There are also other hints of information: the time of day, Janet seeming upset, rushing, etc. The glimpse into the future could be twenty minutes, eight hours, 24 hours, or a week. The psychic has no way of knowing. Of course, he has the advantage of recognizing the potential danger as it begins to unfold and may be able to avoid it, stop it or change the outcome. The image may last a few minutes or be a sudden flash lasting but a few seconds. The flash could be a peculiar noise, a face, or a specific image, like a particular door or object. It is important to note that sometimes a clairvoyant image will occur unintentionally, without the psychic trying to do so. These most often manifest themselves as dreams or nightmares during sleep. The clairvoyant dream is exactly like the image from a meditative trance described previously. The precognitive flash of the future may also occur un-beckoned while awake, but this is extremely rare. These brief glimpses of the possible future happen because the clairvoyant is acutely attuned to his world. Anything that might hurt or change that world (including people and places) will often be foretold in a flash of insight. Game Masters: Be careful of revealing too much. Use the examples provided as a guide. Remember, these are brief glimpses of the possible future, not a motion picture. The psychic can NOT engage in any actions, combat or otherwise, during a moment of clairvoyance or the image will instantly stop. It usually requires 2D4 melees of concentration or meditation before the image occurs. Remember, a failed base skill roll means absolutely nothing happens, but still burns up the 4 I.S.P. and time.


Range: 1 mile (1.6 km) per level of experience.
Duration: Five minutes per level of experience.
I.S.P.: 6
With this power the character will be able to sense and possibly find any object or person he desires. The psychic needs to have some knowledge of the person or item he is trying to find. This knowledge can include meeting the person or touching the item in the past, having a picture of the person or item, having an item that belongs to the person he is searching for, or having the owner of the item present. The base chance of finding someone or something is 40% +5% per level of experience. If the character is looking for an item of his own, or a close friend or relative, he gains a +20% to this roll. Even if the character fails the roll to find the person or item, he will be able to sense whether or not the object is within his range.


Range: 120 feet (36.6 m); double on a ley line.
Duration: I minute per each level of experience.
I.S.P.: 4
Saving Throw: None.
The character can see entities. beings, forces, objects and creatures which can turn invisible or are naturally invisible. Even if the creature has no form per se, the psychic will be able to discern the vaporous image or energy sphere which is the being. This includes ghosts, Entities, Elementals and Astral Beings.


Super
Range: Self.
Duration: Special.
Effect:The moment the psychic is mind probed, a personal Mind Block automatically snaps into place. It also alerts the character to the fact that he or she is being probed or attacked by Empathy or Telepathy. The character must consciously and willingly lower the mind shield and open himself to the psi-probes in order to receive them . Otherwise, the automatic defense Mind Block will stay in effect until the probe/attack is over.
Engages automatically.
The I.S.P. cost is different in that the character must permanently give up 14 I. S.P. when this power is selected. However, the Mind Block will automatically take place whenever under Telepathic and Empathic probes or mind control attacks at no additional I . S.P. cost.

Range: By touch or up to 5 feet away.
Duration: 10 minutes plus 2 minutes per level of psionic.
Saving Throw: None.
Effect:This ability allows the psychic to mentally communicate and understand machines. This psi-power is a bizarre combination of Object Read and Telepathy, except that it applies to mechanical devices only. By touching any non-artificially intelligent machine, whether it be a bicycle, gun, car or airplane, the psionic will instantly have a complete (although temporary) knowledge of exactly how the machine operates. I must stress that the psychic knows everything about the machine; the complete schematic diagram and operation knowledge are clearly seen in his mind ' s eye. The level of skill expertise is equal to 80%.
When touching an artificially intelligent machine, i.e., computers, the psionic not only understands everything about its operation, repair, access codes, etc., but can actually communicate with it telepathically.
This means he can tap into a computer's memory bank without using a terminal because the information would be sent directly into the psychic's mind. Remember, the telepathic link and memory are temporary abilities (although a Total Recall would be able to call up small bits of info). The psychic's skill knowledge is equal to an 88% skill proficiency and applies to all aspects of the machine, its operation, repair, special codes, programing, etc.


Phase Powers
Range: Self.
Duration: One minute (4 melees) per level of experience.
Effect: This power removes the character from the normal three-dimensional space, rendering him invisible and insubstational. While in this state, the character can observe things in the three-dimensional world but is completely undetectable by normal means, including See the Invisisble spell or powers, During this ghost mode, the character’s speed is reduced to 4, buthis can move in any direction, including up and down, and is unimpeded by normal barriers (stopped by phase, magic, and force field barriers). While in this state, the character cannot perform any actions (including other powers or spells) other than moving around and observing.

Range: Varies.
Duration: Instant.
Effect: This power allows the character to summon an object he has attuned to himself, even over great distances. As a result, a phase adept is never truly unarmed, because he can instantly summon a weapon into his hand. A character can attune one object [er level of experience. These objects cannot exceed 100 lbs in weight and are usually weapons or tools. The I.S.P. cost varies with the distance involved. If the object is on the person’s body in a pistol holster or backpack, for instance, it costs 4 I.S.P. to make it appear in the character’s hand. If the object is within one mile, it costs 10 I.S.P. The character can summon an attuned object from anywhere on the planet of 20 I.S.P., and for 40 I.S.P., the object can be summoned from anywhere in the galaxy! Bringing an attuned object from another dimension costs 80 I.S.P. and takes one full melee round (15 seconds).
This power will not work if the character or object in question are surrounded by force fields or magic barriers of any sort, including protection circles.

Range: 100 feet per level of experience.
Duration: Instant.
Effect: This is a teleport that affects objects and people. The maximum weight affected is 100 pounds at first level plus 50 pounds per additional level of experience. The object or individual must be within range, and can be teleported anywhere within that range. Unwilling living beings can save versus psionics to resist this power. Objects cannot be teleported/displaced inside living beings or any solid object (walls, table, etc.) and people cannot be deliberately displaced into walls, furniture, etc. This spell is strictly a spacial effect, moving object or person from one location to another within the limited range of the phase user.

Range: Self.
Duration: One minute (4 melee rounds) per level of experience.
Effect: This power creates a phase field that distorts space and time around the user. Distance and the exact location are “curved” around the character and to normal observers his form becomes blurred or twisted as in a funhouse mirror. Attacks that travel in a straight line or slight arcs (beam weapons, bullets, arrows, ets.) are at -4 to hit the target due to the distortion. The phase user is also able to take “longer” strides as he walks and runs, increasing his normal speed by 10 times for the duration of the effect.
4-D beings and many temporal magic spells can detect and neutralize the use of this power.


Spell Knowledge
ChannelsTemporal: 7ppe/action/lvl|: 49
Channels Non-Temporal: 5ppe/action/lvl|: 35

Level 1
Range: 10 foot radius; up to 60 feet away.
Duration: Instant.
Saving Throw: Standard; -1 if 3 P.P.E. points are pumped into this spell.
Effect: This invocation creates a sudden burst of intense, white light, temporarily blinding everyone in its ten foot radius. Victims are blinded for one to four melee rounds, and are -10 to strike, parry and dodge. The chance of falling is 01-50% every 10 feet. The magic can be cast up to 60 feet away. Saving throw is standard; those who successfully save vs magic are not blinded.
Note: Does not affect robotic, bionic or cybernetic eyes.

Range: Near self or up to 30 feet away.
Duration: 12 melees (3 minutes) per level of experience.
Saving Throw: None.
Effect:A small globe or sphere of true daylight is magically created. The light is bright enough to light up a 12 foot area per each level of its creator's experience. Because it is daylight, it can ward off vampires and most other types of undead and demons who fear or are hurt by sunlight, keeping them at bay just beyond the edge of the light. The creator of the globe can mentally move it along with himself, or send it up to thirty feet ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12 .

Range: 200 feet.
Duration: One minute (4 melee rounds) per each level of experience.
Saving Throw: None.
Effect:The character can see Astral beings, entities, E1ementals, 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.

Range: 120 foot area.
Duration: Two minutes (8 melees) per level of experience.
Saving Throw: None.
Effect: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) 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.

Level 2
Range: Self or Others by touch.
Duration: Four and a half minutes (18 melees) per level.
Saving Throw: None.
Effect:This spell enables the enchanted character(s) to seemingly alter the color and pattern of his clothes and physical body, enabling him to blend into the surrounding environment and disappear from sight. Movement destroys the effectiveness of this magic. The character is 90% undetectable if unmoving, 70% undetectable if moving 2 feet per melee or slower, 20% detectable if moving up to 6 feet per melee. Totally ineffective if moving any faster. This spell is effective versus normal vision, see the invisible, and most optic systems. A thermo-imager is likely to reveal the character, especially if he is hiding in a cold environment. However if the air temperature or a machine he is hiding against is around the same temperature as his body temperature (within 5 degrees), the character is concealed even from it.

Range: Self, one person and the clothes he’s wearing up to 10 feet away, or two people by touch.
Duration: Instant.
Saving Throw: None.
Effect: This is a simple but useful spell designed to remove dirt and grime from the body of a living being and the clothes he wears. Magic energy flows over the person and magically removes dirt, grime, stains, and just about anything that the spell caster considers “unclean.” The recipient of this magic instantly becomes spotless, from head to toe. The hair and body look as if fresh from a shower (only dry) and the clothes as if freshly washed and dried. The spell cannot be used on body armor, buildings, vehicles, streets, or anything else, only living creatures and clothes/fabric. One pile of clothes, weighing no more than 25 pounds can be washed in place of a specific character’s clothes.
Note: This spell only cleans the surface of the target and will not rid them of diseases or poison, although it will kill most surface parasites, such as ticks and fleas.

Range: Self plus a 5 foot radius around the character.
Duration: Four minutes per level of experience.
Saving Throw: None.
Effect: This magic cloaks the spell caster in a field of darkness that follows him or her everywhere. The mage can see perfectly from within the darkness, but those outside the radius of magic cannot see in. At night, it renders the cloaked individual virtually invisible, although he can still be detected by infrared and/or heat sensors, thermo-imaging optics, motion detectors and similar sensor systems. Furthermore, the aura of darkness may noticeably obscure a particular part of the background/area around him, making it obvious to visual detection, especially in daylight or when bathed in light - the magic darkness cannot be dispelled by ordinary light. Consequently, this cloaking spell is ideal in darkness for hiding, escape and setting up an ambush.
In combat, opponents who attack a character cloaked in darkness from any distance (beyond the 5 foot of magic) are -3 to strike, unless guided by thermal-optics or similar heat based optic systems, and even then are -1 to strike. Those who step into the darkness for hand to hand combat will see their quarry without difficulty; no penalty unless they step outside the 5 foot radius of effect.

Level 3
Range: Self or other by touch.
Duration: One minute (4 melee rounds) per level of the spell caster.
Saving Throw: None.
Effect: This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor upon the spell caster. Or the magic armor can be instantly created upon anyone, as long as the spell caster invokes the spell while touching the intended recipient. Named after the magic armor of the Dwarven King Ithan, this mystic armor has an M.D.C. of 1 0 per level of the spell caster' s experience. Magic fire, lightning, and cold do half damage to it.

Range: Self or others by touch.
Duration: 12 melees (3 minutes) per level of experience.
Saving Throw: None.
Effect:This invocation enables the character to function normally without air, whether it be underwater or in a vacuum, or in an area with little or no oxygen. Unfortunately, the magic does not protect the character from magic toxins or other types of magic, but does protect against natural and man-made gases. Two characters can be given this enchantment simultaneously provided the mage is touching each at the time the spell is invoked.

Range: 150 feet.
Duration: Instantly.
Damage: 4D6 S.D.C.
Saving Throw: Dodge of an 18 or higher.
Effect: The incantation creates an energy bolt that the mage can mentally direct by simply looking at his intended target. The bolt may appear to fire from a hand or finger or the eyes, but needs no physical gesture, such as pointing. S.D.C. damage is normally four six-sided dice (4D6), but is increased to 6D6 under the influence of a ley line and 8D6 at a ley line nexus; P.P.E. cost is still only five despite the increased damage capability. One energy bolt can be fired at one target per each spell invocation.

Range: 120 feet.
Duration: Instant.
Saving Throw: None.
Effect: The magic feeds any existing fire, doubling it in size. It can affect a 100 foot area up to 100 feet away.

Range: Self or others up to 60 feet away.
Duration: Five minutes (20 melees) per level of experience.
Saving Throw: None.
Effect: A magic invocation that makes the individual temporarily impervious to fire. Normal, magical and Mega-Damage fires do no damage to the enchanted individual or to anything he is wearing or is on his person.

Range: 40 feet.
Duration: Instant (counts as one attack; fire lasts until it is put out).
Saving Throw: None.
Effect: The spell causes spontaneous combustion, igniting any material that can burn. This means the mage could set a chair cushion, a jacket, paper, drt leaves, hair, etc., on fire.
Note: Volatile substances that are contained in something, like gasoline in the gas tank of a car or a container can NOT be ignited. Furthermore, the target to be set on fire must be clearly visible. Maximum area of affect is 3 feet. If somebody’s clothes or hair set on fire, thay have two melee rounds (30 seconds) to get it off or put the fire out before damage is inflicted; no other combat or action is possible as all energy is used on dousing the flame. Damage from the small fire is 2D6 S.D.C. per melee round (beginning after the first 2 melees).

Range: Self or other.
Duration: Two minutes per level of the spell caster.
Saving Throw: None.
Effect: This spell creates a pale white field of energy in the shape of a large, round shield with 60 M.D.C. The shield can be used by the spell caster or be given to someone else. It functions as a normal shield to parry melee attacks (sword blades, clubs, etc.), with a bonus of +1 to parry. The shield wielder can also attempt to parry energy blasts and projectiles, but the user has no bonuses and suffers a -8 penalty to parry. The shield takes one quarter damage from all attacks it parries and disappears when all M.D.C. are used up, the spell duration elapses, or if the user loses contact with the shield.

Range: Self or two others by touch.
Duration: Five minutes per level of experience.
Saving Throw: Not applicable.
Effect: Mystic Fulcrum is another spell that defies or tweaks the laws of physics. Those enchanted by the magic can pick up and move objects that they would otherwise not have the leverage and ability to do without a lever and support. Those enchanted by Mystic Fulcrum can lift 50% more weight than usual and carry 10% more.

Range: 60 feet.
Duration: One minute (4 melee rounds) per level of experience.
Saving Throw: Dodge.
Effect: The Telekinesis invocation temporarily empowers the spell caster with the psychic ability to move objects with thought. This power can be used to move or hurl objects, bring them to him, open doors, flick switches, press buttons, and so on.
Rules and Limitations:
  • Maximum Total Weight: 60 pounds.
  • Attacks Per Melee: Equal to the number of hand to hand attacks per melee that the character may have.
  • Bonuses to Strike: +3 with Telekinesis; physical and skill bonuses to strike do not apply when telekinesis is used.
  • Bonuses to Parry: +4 with Telekinesis; physical and skill bonuses to strike do not apply when telekinesis is used.
Damage from Hurled Objects:
  • Small: 6 ounces to 1 lb.: 1D4 S.D.C.
  • Small: 1.5 to 2.5 lbs: 1D6 S.D.C.
  • Medium: 3 to 4.5 lbs: 2D4 S.D.C.
  • Medium: 5 to 10 lbs: 3D4 S.D.C.
  • Large: 11 to 25 lbs.: 3D6 S.D.C.
  • Large & Heavy: 26 to 60 lbs.: 4D6 S.D.C.:
  • Add 1D6 for each additional 20 lbs of weight.
Other Restrictions:
  • Objects being manipulated must be visible.
  • Telekinesis can be combined with hand to hand combat, but does not add extra attacks per round.
  • Influence from ley line energy doubles the amount of weight and range possible.
  • Ley line nexus energy triples the amount of weight and range.

Level 4
Carpet of Adhesion -- [10]
Deflect (10)
Electric Arc (8)
Energy Field (10)
Fire Bolt (7)
Magic Net (7)
Shadow Meld (10)
[Space Magic]Stellar Navigation 8 PPE


Level 5
Fly (15)
Superhuman Strength (10)

Level 6
Call Lightning (15)
Fireball (10)
Impervious to Energy (20)
[Temporal Magic] Time Slip -- [20]

Level 7
Light Blade -- [20]
[Temporal Magic] D-Phase -- [20]

Level 8
Forcebonds (25)

Level 9
[Temporal Magic]
Range: Self Only.
Duration: 1 minute per level.
Saving Throw: None.
Effect: The ability to glimpse a few minutes of past events. There is no sound, only visual images and only the spell caster can see the images. The wizard can look at any specific span of time desired. For example: It is six in the evening. A third level character can observe what happened in a specific room from only a few minutes ago to three hours ago. Thus he can can cast the spell to watch that ocurred between three o'clock and 3:03 or any selection of three minutes between 3:00 and 6:00
Limitations: The spell caster can only see, not hear, events that occurred in a limited area, such as a specific room, vehicle or area. Can only see as far back into the past as 1 hr/lvl of exp. but only sees a few minutes of what actually transpired.

Range: Area effect; 30 feet (9. 1 m) per level of experience.
Duration: One minute (4 melee rounds) plus.
Saving Throw: None, unless a fellow Temporal being (standard).
P.P.E.: Forty-Five for one minute, add 1 0 P.P.E. for each additional minute (no limit).

The spell caster affects the space-time continuum of a particular area and slows the time and corresponding speed and movement of all creatures in that area, except himself This gives him a dramatic edge in combat and sleight of hand skills. The concept behind the spell is that everybody around the spell caster moves slower (although they see their movement as normal), while he moves faster.

Bonuses: During the slow motion time warp, the spell caster is effectively + 1 to strike, +3 to parry and to dodge, +4 on initiative, + 10% on Pick Pocket, Pick Locks, Palming and Computer Operation, +10 on speed and has one additional melee action/attack.

[Temporal Magic] Time Warp: Stop Time -- [70] (DB 13 pg 128)

Level 10
[Temporal Magic] Dimensional Pocket -- [20 temporary, 140 permanent]
[Temporal Magic] Double Paradox -- [95] 2 melee rounds per level (DB 13 pg 126-127)

Level 11

Level 12
[Temporal Magic] Dimensional Envelope -- [60 temporary, 380 permanent]


O.C.C. Skills
Language & Literacy: Promethean| 113%
Language & Literacy: Trade - 2| 98% (Frozen)
Language: Trade - 1| 98% +5%/lvl (Frozen)
Language: Trade - 4| 113% +5%/lvl
Lore: Demons & Monsters| 80% +5%/lvl (Frozen)
Math: Basic| 113% +5%/lvl
Math: Advanced| 98% +5%/lvl (Frozen)
Piloting: Space Fighter| 89% +3%/lvl (This skill alone has been leveled up to the next level - RT)
Radio: Basic 75% (+5%)
Computer Operation 65% (+5%)
Computer Programming 60% (+5%)
Computer Repair 60% (+5%)
Basic Electronics 65% (+5%)
Mechanical Engineering 65% (+5%)
Sensory Equipment 60% (+5%)
Land Navigation 58% (+4%)
Pilot: Small Spacecraft 70% (+3%)Pilot: Of Choice (+5%)
W.P. Energy Rifle
WP E-Pistol (Frozen)
HTH Martial Arts


O.C.C. Related Skills
Astrophysics:| 70% +5%/lvl (Frozen)
Boxing (Frozen)
Gymnastics: (Frozen)
--Sense of Balance (76% +3%/lvl) (Frozen)
--Work parallel bars & rings (86% +3%/lvl) (Frozen)
--Back Flip (93% +3%/lvl) (Frozen)
--Basic Prowl ability (35%) (Frozen)
--Basic Climb ability (30%) (Frozen)
--Climb Rope/Rappel (79% +2%/lvl)
(Frozen)
Wrestling (Frozen)
WP Heavy Mega Damage Weapons -- 3rd lvl (Frozen)
Electrical Engineer 55% (+5%)Choose one Electrical or Mechanical Skill
Research 45% (+5% 3rd lvl)
Weapons Engineer 30% (+5% 3rd lvl)

Secondary Skills
Astronomy & Navigation:| 85% +5%/lvl
Body Building & Weight Lifting
Running
WP: Knife
WP: Paired Weapons -- 7th lvl H2H M.A.

Combat Data
HTH Type: Martial Arts
Number of Attacks: 7
Initiative Bonus: +2
Entangle Bonus: +2
Strike Bonus: +3
Parry Bonus: +6
Dodge Bonus: +6
HTH Damage Bonus: +[22], 5D6 SDC restrained, 4D6 MD full strength, or 1D4x10 power punch (counts as two melee attacks).
Bonus to Roll w/punch: +4 fall: +3 impact: +4
Bonus to Pull a Punch: +3
Bonus to Disarm: +4
Any Hand Strike/Punch: 2D4
Any Foot Strike: 2D6
Body Flip/Throw: 1D6 (victim loses initiative and one attack)
Body Block/Tackle: (3D6 damage, if victim is knocked down, loses initiative for rest of round and one attack)
Crush/Squeeze: 3d6
Pin/Incapacitate: roll of 18,19,20
Critical Strike: 18, 19, 20

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

WP: Energy Pistol (+4 to Strike)
WP: Heavy Mega Damage Weapons (+3 to Strike)(Frozen)
WP: Knife (+3 to Strike, +3 to Parry, +4 to Strike when Thrown)
WP: Paired Weapons
[TW O.C.C.]W.P. Energy Rifle (+0 to Strike)

Saving Throw Bonuses
Coma/Death: +22%
Magic (varies): +12
Lethal Poison (14+): +8
Non-Lethal Poison (16+): +8
Insanity (12+): +1
Psionics (10+): +4
Horror Factor (Varies): +8
Mind Control (16+): +2
Possession (16+): +2
Last edited by Bryke on Thu Oct 13, 2022 3:33 pm, edited 144 times in total.
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Bryke
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Bryke's Background

Post by Bryke »

Many details are unknown about Bryke's extensive past.

What is rumored, is that at one time some contraption was fitted to The Promethean that systematically dampened magic, as well as any combination of his natural phase and psionic abilities. This device effectively, made The Promethean mortal in the sense that he could not shrug off damage from being in a natural state of phase like other prometheans. Regularly as well, during that time, The Promethean's strength was not supernatural. The contraption therefore made possible, Bryke's captivity for millenia.

Forced to engage in to-the-death combat countless times whenever his captor felt the need- and particularly, that captor was very needy. The Promethean went a very long while without the use of his natural and magic talents. Not by choice becoming an accomplished combatant but as a result of being successful in living through the many and varied tantrums of a tyrant. Due to circumstance Bryke developed a fighting philosophy. It was his own martial way, or martial art, based on movement, cunning, devastation to vital joints, appendages, organs and any exploitable weakness of an opponent- above all, survival by any means. In fact the one thing separating this martial prowess from being considered the abilities of an assassin is it's non aggressor philosophy. In other words, his fighting style was born from a posture of defense as opposed to offense.

Eventually freed by accidental malfunction in the system that powered the contraption, Bryke found himself immediately liberated. Being long lived may have helped The Promethean, a little, to hold out hope for escape, however it was mainly his mindset. Bryke's singular thought was to one day push a jagged, splintery stick deep in the eye of his captor, just so that his other would have no choice but to focus on him as the dominators spark of life slowly faded to nothing. So, when the Splugorth Kingdom of Dyssleth damaged the Dominator's Star Fortress in 9880 TE. The Promethean and a sparse few others, drifted silently away, huddled, asleep, and nude (or practically so) in a dominator stasis pod.

It took many decades for even the sharpest minds of scientists in the three galaxies to understand how to open the pod and the make shift crew inside had been adrift in space for an untold amount of time.

Bryke enjoyed the brotherhood found in this odd group of cosmic beings, and wanted to stay with them- even become one of them, but group couldn’t accept the promethean. Although the Knights admired Bryke’s righteous fire against injustice, the newly liberated promethean's obsessive anger and rage made it unfit to honor the code. Forced to endure centuries as a gladiator, etched a deep hatred and vehement anger toward many things. With no timely way however to assist Bryke in changing its paradigm, they eventually escorted it home to Center. There the Time Master learned its guild had been scattered, and much of what it once knew had changed.

Bryke’s greatest desire now is to hunt down and destroy the Dominator’s, by any means necessary.
Last edited by Bryke on Tue Oct 11, 2022 10:50 pm, edited 24 times in total.
User avatar
Bryke
Posts: 344
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Bryke's Equipment List

Post by Bryke »

Worn on Person

N-F40A Heavy Force Field Acquisitions from Kruxxis
Out of Phase Field
Qlu'Bar's Manica
1 Mottled-Gray Hooded Cloak

Right Inner Pocket on Cloak
• 1 Hand Computer
• 1 Non-Secure Black Card: 2,009,000
• Secure Universal Card: 1,500,000 Credits. (3/25/22 RT)
Talisman of Armor of Ithan
Talisman of Breathe without Air
Talisman of Invisibility: Simple
Talisman of Lightblade


Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: E-Clip specifically for the PH-400 Heavy Beamer Acquisitions from Kruxxis (Edited 6/11/17 ~DSM)
• Attachment: E-Clip specifically for the PH-400 Heavy Beamer Acquisitions from Kruxxis (Edited 6/11/17 ~DSM)
• Attachment: Punch Knife Acquisitions from Kruxxis
• Attachment: Punch Knife Acquisitions from Kruxxis

Custom Thigh Holster (L)
PH-21 Phase Beamer

Custom Thigh Holster (R)
PH-21 Phase Beamer

Custom Harness
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: NE-700 Vulcan Mini-Gun
• Attachment:
• Attachment: Draygon Hide Variable Laser Cannon
• Attachment:
• Attachment:
• Attachment:
• Attachment:
• Attachment:

Knapsack
• Space: 8 E-clips
• Space: 3 Batteries
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:


Heavy Duty Weapons Rack
• Space: PH-400 Heavy Phase Beamer (Attuned: can be phased to Bryke via "Fast Draw" ability with one loaded full clip)
• Space: NE-700 Vulcan Mini-Gun
• Space:
• Space:

150 round belts x 20


D-Envelope/Personal Quarters/Landing Pad/Center
Secure Universal Card: 13,377,827 Credits (RT 1/22/20) (Attuned: can be phased to Bryke via "Fast Draw" ability)

Gear Stats

Qlu'Bar's Manica (Attuned: can be phased to Bryke via "Fast Draw" ability)
Image
Unique Enchanted Manica
M.D.C. by Location:
  • Arms: 200 each

Weight: 40 lbs.
Modifiers: -5% to skills that require fine manipulation.
Features:
  • Strength Enhancement: +10 to PS.
  • Cosmic Armor (As per spell at 4th level) 3/day (DB: 13 FotTG pg 120)
    • Self or one other by touch, 10min/lvl [40min]
      • The character can breathe for as long as the spell is in place.
      • Enjoys a constant comfortable internal temperature and is protected from cold, radiation and extreme blasts of heat.
      • Cosmic Armor can hover, and flies at a speed of Mach One.
      • Armor has 50 M.D.C. per level of experience!
      • Magic and M.D. cold and heat/fire/plasma attacks do half damage to the Cosmic Armor.
      • Spells may be cast and psionic powers used while wearing Cosmic Armor, and additional magic may be combined with it, such as other methods of flight, communications, etc.
      Limitations: Reduce flying speed by half in an atmosphere. The armored protection also restricts movement a bit, and inflicts a penalty of -5% to all Physical skills such as Acrobatics, Climbing, and similar, and -10% to Palming, Pick Pocket, Prowl, Safe-Cracking, Seduction and most Medical and highly technical skills that require a delicate touch.
  • Targeted Deflection (As per the spell at 4th level) 3/day (BoM pg 114)
  • Hardened Knuckles: +1D6 Damage to punches.



Not valid for any setting but Phase World!


Vengeance V.L.C.
Image
  • Range: 4,000'
  • Damage: 1d6x10+6 M.D.
  • Rate of Fire: single shots only
  • Payload: 10 Shots per E-clip, 100 with backpack, 30 per hip pack
  • Weight: 25 lbs.
  • Features:
    • Takes half a melee round to do full damage to all known laser resistant armor (1/2 damage prior to that)
    • Takes 1d4+3 melee rounds to do full damage to alien of unknown laser resistant armor (1/2 damage prior to that)
    • May never adjust for totally alien laser resistant armor
  • Modifiers: Must use 2-handed & braced if P.S. >20 otherwise shooter is -4 to strike
  • Book Reference: p.113, DB6


PH-21 Phase Beamer x2
Image
  • Range: 400'
  • Damage: 3D6 or 4d6 M.D.
  • Rate of Fire: single shots only
  • Payload: 10 shots per E-clip
  • Weight: 4 lbs.
  • Features: none
  • Modifiers: does not damage armor; does S.D.C. damage to S.D.C. creatures & M.D. to M.D.C. creatures and force fields
  • Book Reference: p.123, DB2


N-F40A Heavy Force Field
Image
M.D.C. by Location:
  • Force Field: 110

Weight: 15 lbs.
Modifiers: none
Features:
  • 8 hour duration per E-clip

Book Reference: p.122, DB2


PH-400 Heavy Phase Beamer (Attuned: can be phased to Bryke via "Fast Draw" ability)
Image
  • Range: 1,600'
  • Damage: 4D6 to a 10' AoE or 6d6 10'+ targets
  • Rate of Fire: single shots only
  • Payload: 60 shots per E-clip
  • Weight: 80 lbs.
  • Features: none
  • Modifiers: does not damage armor; does S.D.C. damage to S.D.C. creatures & M.D. to M.D.C. creatures and force fields
  • Book Reference: p.123, DB2


2 Punch Knives
Damage: 2D4 S.D.C. or M.D.C. if capable of causing M.D. with punches.
Note: Made of M.D.C. Materials. (M.D.C.: 100)


NE-700 Vulcan Mini-Gun
Image
  • Range: 1200'
  • Damage: 1d4x10 M.D. per shot or 4d6x10 M.D. per 6-round burst
  • Rate of Fire: Single shots or 6-round bursts only
  • Payload:
    • "Banana" magazine: 30 rounds (NE-003PC Plasma Cartridges)
    • Disintegrating ammo belt: 150 rounds
  • Weight: 140 lbs., 60 lbs. for an ammo drum
  • Features:
  • Modifiers: W.P. Heavy Military Weapons
    • P.S. of 26+, Robotic or Bionic P.S. 21+, or SN P.S. 18+: minimum P.S. required to use
    • P.S. of 20-25: -2 to strike & double reload time
    • P.S. of 20<: character unable to wield, -12 to strike even if it is braced
  • Book Reference: p.34, DB8

150 round belts x 20

Out of Phase Field
M.D.C. by Location:
  • Field Projector: 10

Weight: 5 lbs.
Modifiers: +1 to dodge (doesn't stack)
Features:
  • Can be worn over light armor only (>50 M.D.C.)
  • Turns the wearer intangible
  • Vulnerable to magic, psionics, & phase beamers
  • Battery-powered: 1 hour (or 20 use) total duration

Book Reference: p.124-125, DB2


Spacer Suit
Image
M.D.C. by Location:
  • Helmet: 30
  • Arms: 10 each
  • Legs: 10 each
  • Main Body: 20

Weight: 10 lbs.
Modifiers: -5% Movement penalty.
Features:
  • Integrated Oxygen Supply (1 hour duration)
  • Hook Ups for extra Oxygen tank and and Jet Pack/Grav Pack.

Book Reference: DB 2 pg120


Talisman of Armor of Ithan
Image
Talisman
Magic Features
  • As per the Armor of Ithan spell at 3rd level
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Breathe without air
Image
Talisman
Magic Features
  • As per the Breathe without Air spell at 3rd level
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Invisibilty: Simple
Image
Talisman
Magic Features
  • As per the Invisibility: Simple spell at 3rd level
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Lightblade
Image
Talisman
Magic Features
  • As per the Lightblade spell at 3rd level
  • Charges: 3

Book Reference: p.150, BoM
Last edited by Bryke on Sun Jul 31, 2016 9:31 am, edited 2 times in total.
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Bryke
Posts: 344
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Bryke (Promethean Time Master)

Post by Bryke »

Bryke wrote: Wed Jul 13, 2016 4:53 am Player Name: Mykheal
Email: zionchylde3@gmail.com

Character Name: Brikkzalaen Qrush
Alias: Bryke, Mr. B
Callsign: Wraith
Race: Promethean
O.C.C.: Time Master
Alignment: Aberrant
XP Level: 7th
XP Points: 54,851 Updated 6/1/21 RT
Next Level @ XP: 62,001
Sentiments/Non-Humans: Noticeably agitated by anything to do with the Dominator race.
Disposition:Disciplined, Egoistic, Prognosticative
Insanity: Homicidal Rage

ATTRIBUTES
I.Q.: 19
M.E.: 17
M.A.: 19
P.S.: 33 [Supernatural]
P.P.: 17
P.E.: 26 [Supernatural]
P.B.: 5
Speed: 21

PHYSICAL DATA
P.P.E.: 266 +10/lvl
I.S.P.: 155 +10/lvl
S.D.C.: 634
H.P.: 171 +2d6/lvl
Age: Unknown
Sex: n/a
Height: 13’11”
Weight: 808 lbs.
Max. Encumbrance: 808 lbs.
Max. Carrying Weight: 1650
Max. Lifting Weight: 3300

Horror Factor: 10
Charm/Impress: -20%
Invoke Trust/Intimidate: 55%
Perception Bonus: 35% (+3%)

Description
Tall even for a Promethean. Fit. Scar cut perfectly straight across eyes from temple to temple and another from right eyebrow down to left side of the jaw. Tattoos on approximately 87% of body.

Natural Abilities
Doesn't breathe air and is immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and has eagle-like normal vision.
Phased bodies: Prometheans are in a permanent state of “phase.” Damage from any M.D. source becomes S.D.C. and any damage from an S.D.C. source is halved.
Phased Teleportation: Prometheans can “step out of phase” and travel at incredible speeds in an intangible state. Concentration takes one melee round and is the only action that can be performed during that round. Range: One mile per level of experience. Chance of Success: 50% +4%/lvl| 83%
Sense Dimensional Anomalies: Can automatically detect rifts, dimensional envelopes and pockets, fourth-dimensional and Two-dimensional beings, astral travelers and the invisible energy essence of alien intelligences and entities. Range: One mile (1.6) or line of sight, whichever is less.
Ley Line Phasing: Equal to the ley line walker ability.


Psionics
Master Psionic
MindBlock Auto-Defense
Telepathy [4]
Empathy [4]
Total Recall [2]
Meditation [0]
Bio-Regeneration [6] added @ lvl 1st
Telekinesis [varies] added @ lvl 1st
Sixth-Sense [2] added @ lvl 1st
Suppress Fear [8] added @ lvl 2nd
Astral Projection [8] added @ lvl 3rd
Enhance Reflexes [10] added @ lvl 4th
Object Read [6] added @ lvl 5th
Psychic Diagnosis [4] added @ lvl 6th
Psychic Surgery [14] added @ lvl 7th

.............................................
Fast Draw [4-80] added @ lvl 3
D-Shift Ghost [50] added @ lvl 1
Spatial Distortion: Self [15] [4-80] added @ lvl 1
Phase Warp: Displacement [25] [4-80] added @ lvl 1

Spell Knowledge
Channels Temporal: [7ppe/action/lvl]|: 49
Channels Non-Temporal: [5ppe/action/lvl]|: 35
Armor of Ithan [10] - picked @ lvl 1
Chameleon [6 ppe, 4.5 min/lvl @22.5 min, self or others by touch] - picked @ lvl 2
Cleanse [6] - picked @ lvl 3
Mystic Fulcrum -- [5] - picked @ lvl 1
Dimensional Pocket -- [20 temporary, 140 permanent] - picked @ lvl 2
Dimensional Envelope -- [60 temporary, 380 permanent] - picked @ lvl 3
D-Phase -- [20] - picked @ lvl 1
Time Warp: Slow Motion -- [45+] - picked @ lvl 1
Double Paradox -- [95] 2 melee rounds per level - picked @ lvl 4
Stellar Navigation -- [8] 10 min per level - picked @ lvl 4
Carpet of Adhesion -- [10] picked @ lvl 5
Retro-Viewing -- [30] lvl 5 -- Range: Self Only. Duration: 1 min/lvl of exp. Saving Throw: Not applicable. Limitations: The spell caster can only see, not hear, events that occurred in a limited area, such as a specific room, vehicle or area. Can only see as far back into the past as 1 hr/lvl of exp. but only sees a few minutes of what actually transpired. The ability to glimpse a few minutes of past events. There is no sound, only visual images and only the spell caster can see the images. The wizard can look at any specific span of time desired. For example: It is six in the evening. A third level character can observe what happened in a specific room from only a few minutes ago to three hours ago. Thus he can can cast the spell to watch that ocurred between three o'clock and 3:03 or any selection of three minutes between 3:00 and 6:00[/size].
Time Slip -- [20]lvl 6
Light Blade -- [20]lvl 7
Time Warp: Stop Time -- [70]lvl 7



O.C.C. Skills
Language & Literacy: Promethean| 98%
Language & Literacy: Trade - 2| 98%
Language: Trade - 1| 98% +5%/lvl
Language: Trade - 4| 98% +5%/lvl
Lore: Demons & Monsters| 80% +5%/lvl
Math: Basic| 98% +5%/lvl
Math: Advanced| 98% +5%/lvl
Piloting: Space Fighter| 83% +3%/lvl (This skill alone has been levelled up to the next level - RT)
WP E-Pistol
HTH Martial Arts

O.C.C. Related Skills
Astrophysics:| 70% +5%/lvl
Boxing
Gymnastics:
--Sense of Balance (76% +3%/lvl)
--Work parallel bars & rings (86% +3%/lvl)
--Back Flip (93% +3%/lvl)
--Basic Prowl ability (35%)
--Basic Climb ability (30%)
--Climb Rope/Rappel (79% +2%/lvl)

Wrestling
WP Heavy Mega Damage Weapons -- picked @ lvl 3

Secondary Skills
Astronomy & Navigation:| 70% +5%/lvl
Body Building & Weight Lifting
Running
WP: Knife
WP: Paired Weapons -- lvl 7 H2H MA

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +2
Entangle Bonus: +2
Strike Bonus: +3
Parry Bonus: +6
Dodge Bonus: +6
HTH Damage Bonus: +[22], 5D6 SDC restrained, 4D6 MD full strength, or 1D4x10 power punch (counts as two melee attacks).
Bonus to Roll w/punch: +4 fall: +3 impact: +4
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Any Hand Strike/Punch: 2D4
Any Foot Strike: 2D6
Body Flip/Throw: 1D6 (victim loses initiative and one attack)
Body Block/Tackle: (3D6 damage, if victim is knocked down, loses initiative for rest of round and one attack)
Crush/Squeeze: 3d6
Pin/Incapacitate: roll of 18,19,20
Critical Strike: 18, 19, 20

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost


WP: E-Pistol
WP: Heavy Mega Damage Weapons
WP: Knife


Saving Throw Bonuses
Coma/Death: 22%
Magic (varies): +12
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +1
Psionics (varies): +4
Horror Factor: +6
Last edited by Bryke on Sun Apr 17, 2022 8:59 am, edited 4 times in total.
OOC Comments
Natural Abilities
Doesn't breathe air and are immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and have eagle-like normal vision.
Phased bodies: Prometheans are in a permanent state of “phase.” Damage from any M.D. source becomes S.D.C. and any damage from an S.D.C. source is halved.
Phased Teleportation: Prometheans can “step out of phase” and travel at incredible speeds in an intangible state. Concentration takes one melee round and is the only action that can be performed during that round. Range: One mile per level of experience. Chance of Success: 50% +4%/lvl| 83%
Sense Dimensional Anomalies: Can automatically detect rifts, dimensional envelopes and pockets, fourth-dimensional and Two-dimensional beings, astral travelers and the invisible energy essence of alien-intelligence's and entities. Range: One mile (1.6) or line of sight, whichever is less.
Ley Line Phasing: Equal to the ley line walker ability.


PPE: 233/302
ISP: 145/185
SDC: 634/634 (All damage from MD sources converted to SDC)
HP: 186/186

CAPTURED PPE: 0/0

BRYKE
SPELLBOOK

I am telecommunicating
I am speaking Trade 4
I am thinking

CURRENT CONDITIONS:

Call Names/Nicknames:
Bryke, Wraith
User avatar
Bryke
Posts: 344
Joined: Sun Oct 20, 2013 6:53 am
Contact:

Re: Bryke (Promethean Time Master) - LEVEL UP!

Post by Bryke »

HP: + 2d6: [3, 6] = 9

HP: + 2d6: [2, 6] = 8 (TW First Level up out of apprenticeship)
2d6: [5, 6] = 11
2d6: [5, 1] = 6
OOC Comments
Natural Abilities
Doesn't breathe air and are immune to radiation and normal heat, fire, cold, gases and disease. Can see in total darkness and have eagle-like normal vision.
Phased bodies: Prometheans are in a permanent state of “phase.” Damage from any M.D. source becomes S.D.C. and any damage from an S.D.C. source is halved.
Phased Teleportation: Prometheans can “step out of phase” and travel at incredible speeds in an intangible state. Concentration takes one melee round and is the only action that can be performed during that round. Range: One mile per level of experience. Chance of Success: 50% +4%/lvl| 83%
Sense Dimensional Anomalies: Can automatically detect rifts, dimensional envelopes and pockets, fourth-dimensional and Two-dimensional beings, astral travelers and the invisible energy essence of alien-intelligence's and entities. Range: One mile (1.6) or line of sight, whichever is less.
Ley Line Phasing: Equal to the ley line walker ability.


PPE: 233/302
ISP: 145/185
SDC: 634/634 (All damage from MD sources converted to SDC)
HP: 186/186

CAPTURED PPE: 0/0

BRYKE
SPELLBOOK

I am telecommunicating
I am speaking Trade 4
I am thinking

CURRENT CONDITIONS:

Call Names/Nicknames:
Bryke, Wraith
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