Mungo (Octoman Conjurer / Rift Runner)

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Mungo
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Mungo (Octoman Conjurer / Rift Runner)

Post by Mungo »

Player Name: Dale
G-Mail: leda001@gmail.com
Link to Ledger: Link

Character Name: Mungo
Alias: Fingers
Race: Octoman
O.C.C.: Conjurer \ Rift Runner
Alignment: Aberrant
XP Level: 5
XP Points - Conjurer: 19,876 (10/1/2021 Rogue Trader)
Next Level @ XP: 17,601 Conjurer level 5 FROZEN
Apprenticeship XP for change to O.C.C. Rift Runner: Apprenticeship 4,481\4,481 (Completed)
XP Level: 4
XP Points - Rift Runner: 11,144 (10/5/2022 Rogue Trader)
Next Level @ XP: 17,420
Sentiments/Non-Humans: Fine, I guess. It depends on the individual.
Sentiments/Coalition: Who?
Disposition: Complainer. Constantly aggravated about something.

ATTRIBUTES
I.Q.: 18
M.E.: 13
M.A.: 7
P.S.: 13
P.P.: 15
P.E.: 12
P.B.: 2
Speed: 12

PHYSICAL DATA
P.P.E.: 197 (+2D6 / lvl)
Recovers P.P.E: 5 P.P.E. per hour of rest or sleep; 10 P.P.E. per hour through mediation.
Conjurers may draw on the power of ley lines the same as the Ley Line Walker, but not from people or rituals.

M.D.C.: 40 (+1d6 / lvl)
Age: 22
Sex: Male
Height: 5' tall, can triple this by stretching up. Arms have 5' reach, legs 10' reach
Weight: 150 lbs
Description: Large walking Octopi with white skin and red spots. He has 8 tentacles, a large bulbous head with large eyes and a small beak

Racial Abilities
Horror factor: 13
Ambidextrous, double-jointed and able to use all four arms in a simultaneous attack or two in a simultaneous attack and two to parry.
Heals at the rate of 2D6 M.D.C. per day and lost tentacles will completely regenerate within 2D6+22 days

Natural Abilities
Perception: 36% +3% per level. +15% on Perception Rolls involving Rifts, magical illusions and concealment,
Max. Encumbrance: 50lbs
Max. Carrying Weight: 130lbs
Max. Lifting Weight: 260lbs
Max. Jumping Ability: 6.5 feet length, 3 ft high

Special Abilities
Sense Ley Line and Magic Energy: Same as a Ley Line Walker.

Read Ley Lines: Same as the Ley Line Walker.
Render Bag or Container Invisible
A sub type of the Invisibility: Simple spell exclusive to Rift Runners and a closely guarded secret, the Render Bag/Container Invisible spell conceals a single container such as a pouch, backpack, bag, purse, briefcase or small-sized suitcase and everything inside of it! As long as the bag/case remains within 3 feet (0.9 m) of the spell caster, it re- mains invisible. Maximum weight that can be contained is 10 lbs (4.5 kg) per level of experience. If the weight is exceeded, the bag/ container becomes visible and the container/bag cannot have any dimension (length, height, width) greater than two feet (0.6 m). The invisible container remains a solid object with physical mass, and the weight of the container will register on scales. It can be seen on infrared and ultraviolet optic systems, and anything warm contained inside will register on thermal imaging and heat sensing devices. Likewise, anything making noise inside may be detected by normal hearing, let alone sensors. Range: The container is en- chanted by touch or line of sight up to three feet (0.9 m) away. Duration: 3 minutes per level of experience provided the container is in the Rift Runner's possession or within three feet (0.9 m) of him. Saving Throw: None for inanimate objects, standard for any living being inside the container. P .P .E. Cost: 9. Note: Considered a Fourth Level spell invocation.
The Art of Conjuring
Conjuring Objects
He simply forms the picture in his mind, summons the energies, and POOF! The object or animal appears in his hand or by his side (spell caster’s choice!).

Objects include any item or handful of small, simple items typically weighing less than 60 Ibs (27.2 kg) in total. These objects must he simple items, such as a chair, table, cloak, pair of shoes, rope, flute, small bag with 11 marbles, 1-12 balls, nails, etc. He can also make items with only a few moving parts like scissors, pliers, fishing pole and string, guitar, trumpet, wagon, wheelbarrow, ballpoint pen, etc., provided the item or items don’t require an active energy source as part of their construction, i.e. battery, E-Clip, electricity, gasoline, etc.

Such “objects” can also include simple weapons and armor (and/or parts of armor, i.e. a pair of gauntlets, chest plate, shoulder plates, a helmet, etc.), such as a sword, axe, spear, a bow and string (arrows require a second conjuring; up to 12 arrows can be made at a time), hall and chain, shield, and so forth.

Old style revolvers and black powder guns can also he conjured because they have few moving parts and are fairly simple; six bullets count as a separate conjuring. However, to conjure a revolver and bullets that will actually fire, and any of the somewhat more intricate objects (musical instruments like a trumpet pulley system, wagon, winding wrist watch with gears, etc.) requires the Conjurer to have an intimate knowledge of that device.

This means either first hand knowledge or a complete design pattern/mechanical schematic. Note: These comparably complex objects cannot have more than 3 moving parts +I at levels 2,4, 6, 8, 10, 12,and 14. Energy weapons, Vibro-Blades, most modem guns, grenades, rockets, computers, radios, E-clips, batteries, generators, engines, and similar complex or energy dependent devices are all examples of objects that CAN NOT he conjured.

Limitations at Conjuring Objects:
First and foremost, the character can only “conjure” what he knows. Thus he must be familiar with the item or creature he hopes to magically create. Imaginary devices and monsters cannot be conjured. The conjurer may only create simple objects.
Maximum weight of an object is 40 pounds (18 kg) +2 lbs. (1 kg) per level of experience.

Conjured items appear in the hands of the creator or on the ground beside or in front of him.

Limited Moving Parts. The Conjurer can only make objects with so many moving parts (wheels, gears, triggers, etc.) or have so many major, specialized components. The Conjurer is limited to three moving or specialized parts at level one, +1 at levels 2, 4, 6, 8, 10, 12, and 14.

Items with moving parts, even simple ones like a ballpoint pen with sliding shaft or button for a retractable pen tip, counts as one conjured item. Energy weapons, E-clips, engines, and similar complex or energy dependent devices are all examples of objects that CANNOT be conjured.

Maximum number of simple small items like arrows, bullets, baseballs, marbles, toothpicks, nails, screws, dinner forks or spoons, and similar items is 12. A sack and marbles means one very small sac pouch/bag and 11 marbles (12 items in
all). Largish items like shoes, hoots, gauntlets, gloves, socks, and similar, come in pairs. Weapons, even small items like a blackjack or dagger, count as one conjuring. Likewise a pole-am, which is very large, and a revolver which is complex, each counts as one conjuring (bullets are another).

Only very small and very simple weapons like arrows, crossbow bolts, sling bullets, fishing hooks, nails, small needles, and similar items can be conjured by the dozen. Bullets for a gun or throwing darts, shurikens/throwing stars, and throwing spikes, are more complex so six can he conjured at a time. Large spikes are big and heavy, so only six can be conjured at a time.

Conjuring Animals
The Conjurer can magically conjure any animal or insect bigger than a housefly and smaller than a rhino (1000 lbs/450 kg weight limit) that the character is familiar with.

Conjured animals have average statistics and hit points/S.D.C. and will obey any order they are given by the Conjurer (only), even sacrificing themselves to save their master. These are living creatures though, and good characters would rarely ask them to put their lives on the line. Although the animal will not attack the character who conjured it and will obey his commands, the animal and mage are not linked in any way. This means the Conjurer cannot see through its eyes or know what it may be experiencing.

Limitations of Animal Conjuring:
The animal must be real. Imaginary animals and monsters cannot be created. The Conjurer must know his subject. Familiarity includes animals seen and studied via diagrams, pictures, film, examination and/or firsthand experience.
Microscopic insects, germs, viruses and molds cannot be conjured, nor any type of plant life. And the character must “know” what he is conjuring.

The Conjurer can not call forth sentient beings (humans, mutant animals, animal-like aliens, entities, demons, dragons, etc.), nor a specific animal (i.e. somebody’s pet or familiar).
Only one animal can be conjured at a time, regardless of its weight or size. Maximum weight limit for an animal is a half ton l000 pounds (450 kg), so whales, elephants, large dinosaurs and other extremely large animals cannot be conjured.
The animal can not be conjured in an environment where they can not survive (i.e. a fish out of water), nor can they be created in mid-air above the ground.

The Cost of Conjuring

P.P.E. Cost per “each” Conjuring of an Object:
Weapons:
Small & Simple (short sword, knives, blackjack, six darts, six throwing stars, or similar): 10 P.P.E.
Medium & Simple (broadsword, spear, morning star, mace, etc., or 12 arrows, or 6 bullets): 15 P.P.E.
Large & Simple (clay-more, pole-arm, lance, giant-sized weapons): 25 P.P.E.
Revolver or Black Powder Guns (with moving parts): 50 P.P.E.

Small & simple objects with no moving parts and under 10 lbs./4.5 kg (ball, bowl, pot, sack, gloves, sock, 12 sewing needles, spoon, stool, 20 ft/6 m of rope, etc.): 5 P.P.E. Small & simple objects with 1-2 moving parts (scissors, pliers, yo-yo, handcuffs, etc.): 10 P.P.E.
Medium objects under 25 Ibs/ll.3 kg (chair, a light table, hunk, saddle, pool stick, large pot, pan or kettle, pants, jacket, 8 ft/2.4 m length of chain, etc.: 12 P.P.E.
Medium with 1-2 moving parts (fishing pole, vice or large clamp, hedge cutters, etc.): 22 P.P.E.
Large & simple objects weighing 30+ pounds (13+ kg), such as a plow, table, easy chair, couch, trunk, robe or cloak, 4 ft/1.2 m length of pole of steel, large sheet or plank of wood, etc.): 35 P.P.E.
Large objects with 1-2 moving parts (pulley, bicycle, spinning wheel, etc.): 50 P.P.E.
Note: Add 5 P.P.E. for each extra moving part or specialized component for more complex objects, large and small.
Add 30 P.P.E. to make it an M.D.C. material. To determine the M.D.C. points, take the usual S.D.C. of the object, reduce by half and that’s the M.D.C. amount. For example, a suit of armor that normally has 50 S.D.C. would have 25 M.D.C. - most swords and weapons have 50-80 S.D.C., arrows 1D4.

Weapons made of M.D.C. materials can penetrate M.D.C. materials and inflict minor M.D.damage if the user has robot or supernatural strength (in addition to their normal P.S. damage).

1D4 M.D. for small weapons
1D6 M.D. for medium weapons
2D4 M.D. for large/giant weapons
One M.D. for M.D.C. arrows and bullets.

P.P.E. cost per “each” conjuring of an animal: Animals take more effort and depend on the size and strength of the animal, gauged by hit points:
10 hit points or less: 15 P.P.E.
11-30 hit points: 25 P.P.E.
31-50 bit points: 40 P.P.E.
Over 50 hit points: 75 P.P.E.

Duration of Conjurings
Temporary: Anything, object or animal, that is conjured will remain for one hour per level of the Conjurer, or until destroyed or dispelled - its creator can make anything he’s conjured disappear at will. Conjured objects and animals disappear when the character is knocked unconscious, falls asleep or is slain!

Permanence: At 6th level, the Conjurer may make his creation permanent by expending 70 P.P.E. for an object or 100 P.P.E. for an animal and permanently expending 1D6 P.P.E. from his personal base.

If that object or animal is lost or destroyed, the mage does not regain the spent P.P.E. Aside from that, however, the Conjurer suffers no injury from the destruction of a permanently conjured animal or object, and never any damage from conjuring a temporary item.
Conjurer Spell Knowledge
Spell Strength: 13. +1 @ 8 & 12
Globe of Daylight (2)
Lantern light (1)
Ignite Fire (6)
Fool’s Gold (10)
Superhuman Strength (10)
Purification (water/food) (20)
Spoil (water/food) (30)
Water to Wine (40)
Create Breathable Air (18) - DB13, pg 117
Create Drinkable Water Air (16) - DB13, pg 117

Rift Runner Spell Knowledge
Spell Strength: 14. +1 @ 8 & 12
Blinding Flash (1)

Chameleon (6)

Cleanse (6)

Cloak of Darkness (6)
Concealment (6)

Detect Concealment (6)
Dimensional Envelope (60 or 380)
Dimensional Pockets (20 or 140)
Dimensional Portal (1000)
Escape (8)
Featherlight (10)
Float in Air (5)

Frequency Jamming (15)
Lantern Light (1)
Locate (30)

Invisibility: Simple (6)
Manipulate Objects (2+)
Metamorphosis: Animal (25)
Mystic Alarm (5)
Mystic Portal (60)
Plane Skip (65)

Re-Open Gateway (180)

Rift Teleportation (200)

Seal (7)

See the Invisible (4)
Superhuman Speed (10)
Teleport: Lesser (15)

Teleport: Superior (600)

Words of Truth (15)
Watchguard (10)


Conjurer O.C.C. Skills
Native language 98%
Language Trade One 96% (+3%)
Literacy Trade One 84% (+5%)
Language Trade Four 91% (+3%)
Literacy Trade Four 69% (+5%) (Frozen).
Mathematics: Basic 94% (+5%)
Mathematics: Advanced 84% (+5%) (Frozen).
Carpentry 59% (+5%) (Frozen).
Basic Electronics 59% (+5%) (Frozen).
Mechanical Engineer 59% (+5%) (Frozen).
Field Armorer & Munitions Expert 69% (+5%) (Frozen).
Computer Operation 74% (+5%) (Frozen).
Biology 64% (+5%) (Frozen).
Animal Husbandry 59% (+5%) (Frozen).
Lore: Cattle & Animals 54% (+5%) (Frozen).
Lore: Demons & Monsters 54% (+5%) (Frozen).
Wilderness Survival 64% (+5%) (Frozen).
Land Navigation 66% (+4%) (Frozen).
W.P. Handguns
W.P. Energy Pistol
W.P. Knife
Hand to Hand: Basic

Rift runner O.C.C. Skills
Camouflage 55% (+5%)
Concealment 42% (+4%)
Detect Concealment 50% (+5%)
Find Contraband 52% (+4%)
Lore: Magic
--General Knowledge: 55% (+5%)
--Recog. Magic Circles, Runes, etc: 50% (+5%)
--Recognize Enchantment 37% (+4%)

Palming 50% (+5%)
Pick Locks 60% (+5%)
Streetwise 84% (+5%)
Surveillance 50% (+5%)

O.C.C. Related Skills
Spaceship Mechanics 56% (+5%) (Frozen).
Drive Repair 64% (+5%) (Frozen).
Weapons Engineer 59% (+5%) (Frozen).
Xenology 59% (+5%) (Frozen).
Lore: Galactic/Aliens 59% (+5%) (Frozen).
Movement in Zero Gravity 89% (+5%) (Frozen).
Prowl 64% (+5%)
Pilot: Hover Craft (Ground) 55% (+5%)

Plus one additional at levels 6, 9, and 12

Secondary Skills
Performance 74% (+5%)
Dance 64% (+5%)
Sing 79% (+5%)
Computer Programming 54% (+5%)

Plus one additional secondary skill at levels 6, 9, and 12.

Combat Data
HTH Type: Basic
Number of Attacks: 7
Initiative Bonus: +3 (+5 on initiative to conjure something quickly or before an opponent attacks/strikes)
Strike Bonus: +3
Parry Bonus: +4
Dodge Bonus:
HTH Damage Bonus:
Bonus to Roll w/Punch:
Bonus to Pull a Punch:
Bonus to Disarm: +3
Other:
Natural paired weapons skill
Bonus to Entangle: +3
Tentacle strike does 2D6 S.D.C. plus any possible PS. bonuses
Tentacle kick does 3D6 S.D.C. plus PS. bonus
Head butt does 1D6 S.D.C.

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

W.P. Handguns
  • +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
W.P. Energy Pistol
  • +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
W.P. Knife
  • +1 to strike at levels 2, 4, 7, 10, and 13. +1 to parry at levels, 1, 3, 6, 9, and 12. +1 to strike when thrown at levels, 1, 3, 6, 8, 10 and 13.
Saving Throw Bonuses
Coma/Death:
Magic (varies): +2, +1 @ level 6,9 & 12
Lethal Poison (14+):
Non-Lethal Poison (16+):
Insanity (12+):
Psionics (varies):
Horror Factor (varies): +5,
Possession: +4
Mind Control: +1
Last edited by Mungo on Fri Nov 11, 2022 6:21 am, edited 21 times in total.
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Mungo
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Joined: Mon Sep 21, 2020 9:55 am

Re: Mungo (Octoman Conjurer)

Post by Mungo »

Equipment

Carried/In Hand

Worn on Person
Octopus appropriate clothing
Holsters and bandolier for revolvers, ammo and vibro-knives


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: flash light
• Attachment: Canteen
• Attachment: Goggles
• Attachment: Air filter & gas mask

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Travel clothes
• Space: Large sack
• Space: 2 Small sacks
• Space: 6 wooden stakes
• Space: Mallet
• Space: Binoculars
• Space: 100ft light weight cord
• Space: grappling hook
• Space:
• Space:

Stored in Vehicle

Secure Universal Card: 123,730 credits
Non-Secure Black Card: 5000 credits

Gear Stats

4x NE-6SL Revolver
Effective range: 500 ft.
Damage: 1D4x10 M.D. (standard rounds), 3D6 (light rounds)
Rate of Fire: Single shots only
Payload: 6 standard or 12 light
Weight: 5 lbs.
Bouns: +1 Strike on an aimed shot
Book Reference: DB8, p. 25
Ammo: 2 extra speed loaders for each pistol

4x NE-RV01 Ripper Vibro-Knife
Damage: 2D4 M.D.
Weight: 1 lb.

Octoman Mage Armor, Enhanced
M.D.C. by Location:
  • Helm: 50
  • Arms: 25 each
  • Legs: 45 each
  • Main Body: 90

Weight: 22 lbs.
Modifiers: -5% to physical skills
Features:
  • TW Feature: Armor of Ithan, 60 M.D.C., 6 minutes, 10 P.P.E.

Book Reference: p.17, Rifter 22


TW Lightblade
Image
  • Range: Close combat
  • Damage: 1D4x10 M.D. (x2 vs beings vulnerable to light)
  • Weight: 2 lbs.
  • Features: Fueled by wielder's Hit Points/S.D.C.
  • Modifiers: +1 to strike and parry

TW Characteristics:
  • TW Functions: [insert bulleted sub-list, if needed]
  • Activation Cost: 30 S.D.C. points or 15 Hit Points (30 M.D.C for M.D. beings)
  • Device Level: Five
  • P.P.E. Construction Cost: 300
  • Spell Chain Needed: Primary Spell: Lightblade (20), Secondary Spells: Blinding Flash (I), Energy Bolt (5), Globe of Daylight (2) and Life Source (2)
  • Physical Requirements: None
  • Duration of Charge: 5 minutes
  • Construction Time: 150 hours
  • Construction Cost: Unlisted
  • Book Reference: p.137, R:UE



MPR-4 E-Mag Splinter Pistol X2
Image
  • Range: 200'
  • Damage: 5D6+5 M.D. per blast
  • Rate of Fire: Single shots only
  • Payload: 5 blasts per charge
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None

TW Characteristics:
  • TW Functions:
  • Activation Cost: 20 P.P.E. to recharge
  • Book Reference: p.146, MercOps



Dimensional Bag
Image
Uncommon Enchanted Satchel
Effect: Dimensional Pocket (3 years & 30 lbs. capacity)
Weight: 2.0 lbs.
Modifiers: Ley-Line Crafted
Book Reference: p.247, BoM
Contains



b]TW Armor of Ithan Force Field Belt[/b]
Image
TW Characteristics:
M.D.C. by Location:
  • Force Field: 40

Weight: 5 lbs
Modifiers: None.
Features:
  • TW Device.
  • TW Functions: Armor of Ithan
  • Activation Cost: 13 P.P.E.
  • Device Level: 4
  • P.P.E. Construction Cost: 800
  • Spell Chains Needed: Armor of Ithan (Primary), Energy Field (Secondary)
  • Physical Requirements: Broken Naruni Light Force Field Generator, a simple belt, 2 ct. Diamond, 1 ct. Ruby Quartz, Copper Wire.
  • Duration of Charge: 4 minutes/per activation.
  • Construction Time: 20 hours.
  • Construction Cost: 62,300 credits


TX-6 Revolver (Silver)
Image
  • Range: 800'
  • Damage: 4D6 M.D.
  • Rate of Fire: single shots only
  • Payload: 6 rounds, loaded manually
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.96, WB31


TX-6 Revolver (Black)
Image
  • Range: 800'
  • Damage: 4D6 M.D.
  • Rate of Fire: single shots only
  • Payload: 6 rounds, loaded manually
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.96, WB31


100 rounds for the TX-6 Revolver

GAW .41 Magnum Revolver (Handle inscribed with"Rhonda")
Image
  • Range: 180'
  • Damage: 5D6
  • Rate of Fire: Single shots only
  • Payload: 6 round cylinder
  • Weight: 4 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.121, Merc Ops


100 normal .41 mag rounds

100 silver .41 rounds

2 boxes of NE-001PC "Light" Plasma Cartridges

2 boxes of NE-003PC "Standard" Plasma Cartridges
Last edited by Mungo on Wed Jan 05, 2022 5:16 pm, edited 5 times in total.
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Mungo
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Re: Mungo (Octoman Conjurer)

Post by Mungo »

Background Story
The fuzzy humanoid carefully pushed record on the camera on the desk, adjusted the stack of forms in front of him and cleared his throat. "Okay Mr. Mungo, let’s begin. 'Place of Birth: Splynn'... I've never heard of it. I trust it's a nice place?" He asked pleasantly.

Mungo groaned inwardly at the question. This is going to take forever if he's going to ask question about each and every box I filled out on that form. He quickly assessed the situation and it seemed that the best thing to do was to play along with the bureaucrat. He had only been on this planet a few hours and he already couldn't wait to leave. It seemed that the place was run by some species that, by the look of them, evolved from some herd-based herbivore stock. Apparently, they didn't like surprises, because all Mungo did was conjure up a pencil and offered it to a local who had forgotten theirs. Next thing he knows, the local has frozen in place - in fear - and the cops were called. The cops weren't too bad compared to other places he'd been. He'd been taken in and shunted from department to department while they figured out what to do with him. In the end he found himself here, at the Street Magicians Union, filling out the forms required for him to get his very own Street Magicians Union Card. Which apparently he should have done when he first landed.

Mungo forced a smile and answered that no Splynn was not really a nice place. Over the next few hours the herbivore got a highly censored version, basically untrue, of Mungo's life. He didn't really see the need to go into the details of how he was born and raised a slave by the Splorgorth. Sent to the 3G with some High Lord envoy to some other Splorgorth on Center. Sold to some band of Staphra who had some quest thing they had to do to get the support of some High Lord so maybe, one happy day, they could become an actual proper minion race. He definitely left out the part about the Staphra cutting off a limb or two for fresh calamari on a regular basis once they found out that his legs regrew. Mungo also left out the details around his escape from the Staphra. A tidy piece of work that, which not only allowed him to escape but rendered a whole Staphra Warband infertile. Of course, the Staphra did not take this at all well and insisted on hunting him down. The only upside to this was that they seemed to prefer to hunt alone, for glory or something stupid like that.

Much later the herbivore smiled at Mungo. "Very good Mr. Mungo. Now one last question before everything is in order. What kinds of Street Magic would you like to perform here?"
Yes! Final question! Mungo couldn't wait to be on his way. "Um, Stage magic, comedy clubs, busking..."

Before he could finish the window behind that official blew in and a figure in black burst through feet first. The figure in black landed on her feet and discarded her rappelling gear with a practiced motion on a quick release. She screamed at Mungo and drew a pair of evil looking curved blades. Mungo backed up and glanced to the guy interviewing him. The official had frozen in place. It would seem this species had a freeze response instead of fight or flight. The Staphra was between Mungo and the door now and getting closer. He didn't have much of a choice, so he chose to fight.

The fight was, by local standards, exceptionally brutal and the trideo recording was a viral sensation. The fact that this Octopus guy could make weapons appear out of thin air really added a special something that ensured enduring popularity. The kind of trideo were kids dared each other to watch it without vomiting. By the end of it the Staphra had two broken arms, a gouged eye, multiple stab wounds, severe concussion, a really nasty looking friction burn on her thigh and was pinned to the desk by a stiletto through her shoulder. Mungo was missing a leg and had been stabbed several times. There was blood everywhere. In a rare moment of good judgment, after spying the camera still recording, he decided that killing this Staphra would only make things worse. Murder caught on camera was always something to avoid, especially in a place like this.

He stood up and straightened himself up, conjured up a nice fluffy towel and wiped off as much blood as he could. He moved towards the door, just before leaving he turned to the slowly unfreezing official. "Oh, I almost forgot... I’m also available for children's parties." Then he was gone.


XP chart

Conjurer-FROZEN
1 0.000-2.200
2 2,201-4,400
3 4,401-8,800
4 8,801-17,600
5 17,601-27,800
6 27,801-37,900
7 37,901-55,100
8 55,101-75,200
9 75,201-100,300
10 100,301-145,500
11 145,501-190,600
12 190,601-245,700
13 245.701-295,800
14 295,801-345,900
15 345,901-415,100
Ley Line Walker NB: I didn't find one for the Rift Runner but figure the LL one should be similar. My Ctl F skills must be declining, I didn't find it in the Black Market book
1 0.000-2.240
2 2,241-4,480
3 4,481-8,960
4 8,961-17,420
5 17,421-25,920
6 25,921-35,920
7 35,921-50,920
8 50,921-70,920
9 70,921-95,920
10 95,921-135,920
11 135,921-185,920
12 185,921-225,920
13 225.921-275,920
14 275,921-335,920
15 335,921-395,920
Last edited by Mungo on Thu Mar 31, 2022 11:50 am, edited 4 times in total.
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Mungo
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Joined: Mon Sep 21, 2020 9:55 am

Re: Mungo (Octoman Conjurer)

Post by Mungo »

Stat rolls
4d6: 2, 5, 2, 1 =9
4d6: 5, 3, 2, 5 =13
4d6: 3, 5, 2, 4 =12
4d6: 6, 6, 5, 6 =18 +4 (exploding die) =22
4d6: 2, 1, 2, 1 =5

3d6: 1, 3, 3 =6
3d6: 3, 4, 3 =7

2d4: 2, 1 =2

P.P.E. base
2d4*10 = 70: 3, 4
P.P.E. levels
2d6 = 3: 2, 1
2d6 = 8: 6, 2

M.D.C. base
1d6*10 = 10: 1
M.D.C. levels
1d6 = 1: 1
1d6 = 2: 2

Exploding die: 1d6 = 4: 4 - N/A
Credits: 2d4*1000 = 5000: 1, 4
BM items: 2d4*1000 = 5000: 2, 3
Dice rolls
2d6: [2, 4] = 6
1d6: [1] = 1
2d6: [2, 3] = 5
1d6: [4] = 4
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