Amber Dach (True Atlantean Cyber-Knight)

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Amber Dach
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Amber Dach (True Atlantean Cyber-Knight)

Post by Amber Dach »

Player Name: Ross
G-Mail: rmachan74@gmail.com
Link to Ledger: Ledger Link

Character Name: Amber Dach
Alias: Ariadne Zafeiri of Clan Bagh-Dach
Race: True Atlantean
O.C.C.: Mind Melter
Alignment: Scrupulous
XP Level: 5 (frozen)
XP Points: 25,921 (frozen)
Next Level @ XP: 25,920
O.C.C.: Cyber-Knight
Apprenticeship XP Points: 4,280 (COMPLETE!)
XP Level: 3
XP Points: 6,651 (AoNR 01OCT22)
Next Level @ XP: 8,561

Sentiments/Non-Humans: Hates and fears demons and supernatural beings, but believes that all mortal races need to live and work in harmony to hold the demons and monsters at bay.
Number of Worlds Visited: Born on Plane of Sands (Clan Bagd-Dach homeworld), travelled to Alexandria (Home of the Archerean Clan in the Phase World Galaxy), Center on Phase World. Came to Rifts Earth (via Dimensional Pyramid in Lazlo) after travelling the Multiverse while completing her Sojourn Journey when she was 19. The Psynex Entity in Psyscape called to her once she reached Rifts Earth and it is now considered her home.
Sentiments/Coalition: Sad about the CS. The character has seen soldiers defy orders to do the right thing, and recognizes the CS has done many good things for many humans. Its potential for good is tremendous, but believes Emperor Prosek and the government that serves him are evil. They are the ones responsible for the crimes the Coalition has committed against others. Suspicious and cautious about the CS.
Disposition: Introverted and introspective, but charming and captivating when she is engaged with others. Amber is well-centered but doubting in her own abilities as she tries to live up to her family’s legacy as Champions of Light.
Insanity: None.

ATTRIBUTES
IQ: 15
ME: 29
MA: 25
P.S.: 26 (Supernatural Strength)
P.P.: 17
P.E.: 23 (Supernatural Endurance)
P.B.: 21
Spd: 29

PHYSICAL DATA
P.P.E.: 71
I.S.P.: 161 (+2d4 I.S.P/level CK) (+10 per level MM frozen)
H.P.: 42 (+1D6 per level of experience)
S.D.C.: 110
M.D.C. (on M.D.C. worlds): 162
Age: 33
Sex: Female
Height: 6’7”
Weight: 175 lbs
Description: Blue eyes, blue hair, attractive, tall, athletic build.

Racial Abilities
  • Healing Abilities (special): Atlanteans recover Hit Points and S.D.C. at a rate of 2D6+10 points per 24 hour period of normal rest and recovery, or 1D6 Hit Points/S.D.C. per hour of meditation at a ley line or nexus point; more at a Healing Pyramid.
  • Ley Line Phasing (special): All Atlanteans are taught how to Ley Line Phase. This is exactly like the Ley Line Walker’s ability. It takes a full melee round (15 seconds) to Ley Line Phase and cannot be used during battle.
  • Impervious to Shape-Changing/Metamorphosis (special): Can not physically transformed by any means.
  • Operate Dimensional Pyramids (special): All True Atlanteans know how to operate the Stone Pyramids created by Atlantean Stone Masters and Minions of Splugorth for the purpose of healing, communications, teleportation, and dimensional teleportation. Base Skill: 45% (+5%).
  • P.P.E. Recovery (special): 10 points per hour of rest or sleep. 15 P.P.E. per hour of meditation.
  • Recognize Vampires by Appearance (special): 50% (+10%). There is a +10% bonus to recognize Secondary Vampires and a +30% bonus to recognize Wild Vampires. It is the cunning and powerful Master Vampire who remains most difficult to identify (-30% skill penalty) unless it is openly flaunting its power and demonic nature.
  • Sense the Presence of Vampires and Vampire Intelligences (special): True Atlanteans can sense the presence of vampires and Vampire Intelligences within a 1,000' radius, but cannot pinpoint the exact location.
  • Sense Rifts and Lev Lines (special): As dimensional travellers for thousands of years, True Atlanteans are able to sense the presence of ley lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. They can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They do, however, know the general direction and whether it is close by or far away, weak or powerful, and if a Rift is opened.
Natural Abilities
Perception: 66% (+3%) +5% on Perception Rolls regarding vampires and the undead
Charm/Impress: 55%
Invoke Trust/Intimidate: 84%
Max. Encumbrance: 1300 lb
Max. Carrying Weight: 1300 lb
Max. Lifting Weight: 2600 lb
Max. Jumping Ability: 49' length (+2'/level), 24.5' high (+0.5'/level)

Special Abilities
Horror Factor/Awe Factor: 12
Opened Spiritual Third Eye
  • Radiate Nature
    o Range: 100' (12' for non-psychics)
    o Duration: Constant
  • Dream Vision (WB12, page 30)
  • Transform into Energy Being (270 I.S.P.,WB12, page 30)
  • Sense Supernatural Evil & Magic Energy
    o Range: 500' (+100') when being is not using powers or abilities; 1400’ (+100’) if using abilities or powers.
    o Duration: Automatic and constant (except when close to ley lines and nexus points)
    o Identify Type/Race of Paranormal Creature: 80% (+2%)
    o Track by Psychic Scent: 70% (+5%) 82% (+3%) if supernatural being is also using magic
  • Extended Psionic Powers (Psychic Body Field & all sensitive powers at double normal range and duration)
Cyber-Knight Zen Combat
Level One: The Basics. All the basics have been learned and the character has all the O.C.C. and skill bonuses afforded by his training. With time and experience, however, the Cyber-Knight fine tunes his skills and abilities to such a point that he gains additional bonuses and superhuman awareness as detailed as follows.

Level Two: Paired Weapons: The Cyber-Knight can use a shield in concert with a weapon held in the other hand, or a pair of weapons, with equal skill. May use a man-made shield or Psi-Shield. Gets the
W.P. Shield skill which provides a bonus of +1 to parry at levels 1, 3, 6, 9, 12, and 15. + 1 to strike with a shield at level 4, 8, and 12 .

Level Three: Combat Acrobatics: Ability to fight and strike even when moving and off balance. No penalty to strike when moving!

Psionics
Master Psionic
Mind Melter Psionics Frozen at Level 5
Alter Aura (self) (2)
See Aura (6)
Sixth Sense (2)
Mind Block (4)
Bio-Regenerate (Self) (6)
Healing Touch (6)
Suppress Fear (8)
Deaden Senses (4)
Deaden Pain (4)
Enhance Reflexes (10) (Rifter 25/ page 75)
Intuitive Combat (10)
Speed Reading (2)
Total Recall (2)
Bio-Manipulation (10)
Psychic Body Field (30)
Telekinesis (Super) (varies)
See the Invisible (4)
Mind's Eye (8) (Rifter 25/ page 77)
Telepathy (4)
Telemechanics (10)
Meditation - I.S.P Recovery rate: 2/hour of activity, 12/hour of Meditation/Sleep
Clairvoyance (4)
Object Read (6)
Psi-Sword (30)
Electrokinesis (varies)
Hypnotic Suggestion (6)
Psionic Invisibility (10)
Pyrokinesis (varies)
Cyber-Knight Psionics at Level 3
Meditation, Advanced – Psionic Ability (0)
Psychic Purification (8)
Ectoplasm (6 or 12)
Animal Empathy (5)
Precognition (varies)
Presence Sense (4)
Read Dimensional Portal (6)
Remote Viewing (10)
Taken at level 2. Psychic Omni-Sight
Cyber-Knight Psi-Sword I.S.P. Cost: 0, Damage: 4d6 MD
Psi-Shield I.S.P. Cost: 15.
Magic Tattoos
Heart Pierced by a Wooden Stake (Protection)
  • Tattoo location: on the right wrist.
  • Cost to Activate: 15 PPE
  • Duration: 1 hour per level or until cancelled.
    o Immune to the Pheromone Induced Seduction.
    o The character is impervious to the slow kill bite, and cannot be turned into a vampire or enslaved.
    o Impervious to all the mind control powers of vampires and related species of undead.
    o When the magic tattoo is first activated, a wooden stake and a cross appears, one in each hand. Both disappear when the duration ends or the tattoo magic is cancelled.
Weapon Covered in Flames (Long Sword) (has the Ancient Greek word "ανδρεία", which means “VALOR”, written on the sword blade.)
  • Tattoo location: on right wrist
  • Cost to Activate: 10 PPE
  • Duration: 15 minutes per level or until cancelled.
  • Damage: Long Sword: 2D6 MDC
Animal Tattoo (stylized Corsac fox)
  • Tattoo location: on left deltoid
  • Cost to Activate: 10 PPE
  • Duration: 1 hour per level or until cancelled.
  • Canine: Fox:
    o 24 Hit Points, 10 S.D.C.
    o Bite does 1D6+4 S.D.C. damage, slashing claws 1D4 damage, three attacks per melee. +1 to strike and parry, +4 to dodge.
    o Average Speed is 50, about 35 mph (56 km) and can run at that speed for 1D6 hours.
    o Track by smell 70%, Swim 50%, Prowl 50%, keen vision and hearing.
Eye of Knowledge (Language)
  • Tattoo location: on dorsal side of left hand
  • P.P.E. Cost to Activate: 15
  • Duration: 15 minutes per level of experience or until canceled.
  • Power: Understands and speaks all languages equal to a skill of 96%.
    Includes Literacy equal to a skill of 82% and can read and understand most written languages, but that does not include magic symbols, runes, wards or circles.
M.D.C. Flaming Shield (Apsis shield that has the Ancient Greek words "Υπηρεσία πριν από τον εαυτό", which means “"Service Before Self"”, written on the shield face.)
  • Tattoo location: on dorsal side of left wrist
  • P.P.E. to Activate: 15
  • Duration: 30 minutes per level of experience or until cancelled
  • Bonus: +2 to parry in addition to any W.P. skill or P.P. bonuses
Animal Tattoo: Psi-Pony with Military Saddle
  • Tattoo location: on inside of left forearm
  • P.P.E. to Activate: 17
  • Duration: 1 hour per level of experience or until cancelled
  • Bonus: +10% bonus to their Horsemanship skill from Military Saddle
  • Psi-Pony Stats
    Equus: Psi-Pony (male):
    o 48 Hit Points, 80 S.D.C.
    o Three attacks per melee or via psionics, bite inflicts 1D4 S.D.C. damage, front leg kick 2D6 damage, hind leg kick 4D6 damage, charging head butt does 2D4+10 and has an 80% likelihood of knocking opponents weighing less than 300 lbs (135 kg) to the ground, causing them to lose one melee attack and initiative (counts as two attacks).
    o Combat Bonuses: +3 on initiative, +2 to strike, +3 to dodge, +3 to roll with impact, +5 to save vs mind control and illusionary magic, +5 to save vs possession.
    o Average Speed is 66, about 45 mph and can run at that speed for 1D6 hours.
    o Swim 50%, jump 5-6 feet high and 12 feet long, can carry up to 500 pounds and pull 800 to 1200 pounds, keen hearing, sensitive to the supernatural, plus psionic powers!
    o Psionics: Major psionic with the following abilities: Starts with empathy, bio-regeneration (self), mind block, sixth sense, and telepathy between their own race only.
    Males have the power of Psi-sword which appears as a long unicorn-like energy blade on the top of their head, plus
    two of the powers of choice from the physical category. (Nightvision and Telekinesis)
Racial Skills
Language: Native Tongue (Ancient Greek) 107% (+1%)
Language: Other: Dragonese/Elf 87% (+1%)
Language: Other: American 87% (+1%)
Literacy: Native Tongue (Ancient Greek) 107% (+1%)
Literacy: American 81% (+3%)
Literacy: Dragonese/Elf 81% (+3%)
Lore: Dimensions 65% (+5%)

Mind Melter O.C.C. Skills (frozen at level 5)
Language: Other: Spanish 92% (+3%)
Language: Other: Demongogian 92% (+3%)
Math: Basic 85% (+5%)
Athletics (General)
Streetwise 51% (+4%)
Pilot: Jet Packs 68% (+4%)
Pilot: Hovercycles, Skycycles & Rocket Bikes 92% (+3%)
Hand to Hand: Expert
Boxing
Fencing

Mind Melter Related Skills (frozen)
Undercover Ops: 35% (+5%; 1st)

Cyber-Knight O.C.C. Skills
Language: Euro: 86% (+3%)
Language: Gobblely: 86% (+3%)
Anthropology 55% (+5%)
Body Building
Gymnastics (added to existing skill +5% from OCC bonus) (at level 5)
o Sense of balance 61% (+3%)
o Work parallel bars & rings 77% (+3%)
o Back Flip 83% (+2%)
o Climb Rope/Rappel 75% (+2%)
Horsemanship: Cyber-Knight 73%/53% (+3%)
o +1 on initiative when on horseback at levels 1, 5, 9 & 14.
o +2 to roll with fall or impact when knocked from a horse.
o +2 to parry or dodge while on horseback.
o Inflicts +6 S.D.C. or M.D. when on horseback, depending on the weapon (M.D. weapons like Vibro-Blades get the M.D. bonus; not applicable to ranged weapons).
o Charge attack (running horse) with a lance, pole-arm or spear: +3d6 S.D.C. damage or +2d6 M.D. if a Mega-Damage weapon. The attacker must roll under the second percentile number to avoid being dismounted. Charge attacks count as two melee actions/attacks.
o Horse attack is possible, +2 for horse to strike.
Land Navigation 62% (+4%) (at level 5)
Lore: Demon & Monster 70% (+5%) (at level 5)
Paramedic 60% (+5%)
Swimming 70% (+5%)
W.P. Ancient Weapons: Sword (at Level 5) & Spear (at level 3)
W.P. Modern Weapons: Energy Pistol (at level 5) & Energy Rifle (at level 3)
Hand to Hand: Martial Arts

O.C.C. Related Skills
Intelligence 53% (+4%) (existing skill frozen at level 5)
Field Armourer & Munitions Expert 55% (+5%) (level 3)
o Basic Mechanics 40% (+5%) (level 3)
Prowl 45% (+5%) (level 3)
Wilderness Survival 45% (+5%) (+10% bonus to Wilderness Survival in desert environments) (level 3)
W.P. Knife (level 3)
W.P. Heavy M.D. Weapons (Level 3)
W.P. Paired Weapons (from C-K Zen Combat)
Atlantean Clan Lore: 40% (+5%) (level 1)
Find Contraband: 26% (+4%) (level 1)

Secondary Skills
Computer Operation 60% (+5%) (frozen at level 5)
Radio: Basic 65% (+5%) (frozen at level 5)
Lore: Psychics & Psionics 50% (+5%) (frozen at level 5)
W.P. Shield (frozen at level 5)
W.P. Energy Pistol (frozen at level 5)
Lore: Magic (frozen at level 5)
o Base Skill (general knowledge): 40% (+5%)
o Recognize Magic Symbols. Runes and Circles: 40% (+5%)
o Recognized Enchantment: 35% (+5%)
W.P. Handguns (3rd)
Cook 50% (+5%; 3rd)

Combat Data
HTH Type: Cyber-Knight Zen Martial Arts
Number of Attacks: 6
Initiative Bonus: +4
Strike Bonus: +4
Parry Bonus: +7
Dodge Bonus: +7
HTH Damage Bonus: +11
Bonus to Roll w/Punch: +11
Bonus to Pull a Punch: +10
Bonus to Disarm: 4
Other: Kick attack 2d4 damage, kick attack 1d8 damage, Karate Punch 2d4, Karate Kick (2d6 damage), power punch/kick inflicts one point of Mega-Damage; counts as two melee attacks. Body flip/throw (1d6 damage, victim loses initiative and one attack), Karate and any hand strike/punch.

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. Sword ☞ Strike +7, Parry +10, Thrown +1 (level 5)
W.P. Shield ☞ Strike +5, Parry +8 (level 5)
W.P. Knife ☞ Strike +5, Parry +9, Thrown + 2 (level 3)
W.P. Spear ☞ Strike +6, Parry +9, Thrown +1 (level 3)
W.P. Energy Pistol ☞ Strike +3 (level 5)
W.P. Energy Rifle ☞ Strike +3 (level 3)
W.P. Heavy M.D. Weapons ☞ Strike +1 (Level 3)
W.P. Handguns ☞ Strike +1 (level 3)


Saving Throw Bonuses
Coma/Death: +16%
Magic (varies): +4, +2 vs despair based attacks
Magic Illusions: +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Disease: +4
Mind-Altering Toxins: +2
Insanity (12+): +12
Psionics (10): +7 / +4 vs possession
Mind Control: +2 to save vs all forms of mind control
Horror Factor: +10
Last edited by Amber Dach on Thu Dec 01, 2022 7:11 pm, edited 36 times in total.
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Amber Dach
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Posts: 183
Joined: Sun Mar 29, 2020 9:50 am

Re: Amber Dach (True Atlantean Mind Melter) WIP

Post by Amber Dach »

Equipment

Carried/In Hand


Worn on Person
NG-A12 Anti-Ballistic Body Armor
Crystal Deflector Gauntlet (on Left arm)
TW Universal Forearm Launcher (on Right arm)
TX-26 Particle Beam Pistol (Holstered on Right Leg)
NE-11 Slim-Line Plasma Cartridge Rifle (loaded with NE-003PC rounds in 60 round drum)
MP-10 Caseless Pistol (Holstered, Horizontal Shoulder Type)
Cross/Crucifix (Silver 4") (on necklace)
SPU-5, Sonic Pulsar Unit; Electronic Flea & Insect Repellent Necklace
Cigarette Lighter (refillable)
Travelling clothes
Atlantean P.P.E. Battery Talisman x2
See The Invisible Amulet
Talisman of Sustain
Talisman of Carpet of Adhesion


Non-secure Universal Card: 337,499 credits (UG 12/3/2020)
Secure Universal Card: 966,330 credits (updated 10/17/2022)
Secure Universal Card Group: 995k
Non-Secure Universal Card x4: 100,000 credits (from Naruni as advance for current operation 05/20/2022)


Gear Stats
NG-A12 Anti-Ballistic Body Armor
Image
M.D.C. by Location:
  • Helmet: 40
  • Arms: 35 each
  • Legs: 45 each
  • Main Body: 80

Weight: 25 lbs.
Modifiers: -10% to Climb and -15% to other physical skills
Features:
  • All standard environmental features
  • Impact Absorbing Systems: Armor takes half damage from all kinetic attacks. Roll with impact reduces damage by half again. Wearer suffers only 20% damage from falls and crashes.
  • Atlantean Super-Heavy Force field (150 MDC)

Book Reference: p.52, WB34
Modern Heavy Cyber-Knight Composite Plate EBA
Available 2 IG months plus shipping time
Weight: 18 pounds.
Mobility: Excellent, no penalties!
MDC by Location: Head/Helmet - 50, Arms - 43 each, Legs -50 each, Main Body - 108 MDC

Has the following technological features added:
[*] Built-in language translator, includes English, Euro, Techno-can, and a dozen other regional languages (four of which can be programmed by the wearer).
[*]Oversized Shoulder Plates And Protective Neck and Shoulder Collar.
[*]Cyclops Helmet & Sensors
1. Normal Optics and Split View Screen/Projection
2. Computer & Video Link
3. Optical Enhancements
4. A miniature multi-purpose computer
5. Laser distancer
[*]Atlantean Super-Heavy Force field (150 MDC)

Has the following TW features added:
[*]Mystic Exoskeleton: +6 to P.S. (and it's Supernatural), +12 to Spd, and doubles the wearer's jumping distance. Also, she fatigues at half the usual rate.
[*]Self Sealing Armor: TW feature that automatically repairs 2D6 M.D.C. to the armor every time the wearer spends 30 P.P.E. or 60 I.S.P.
[*]Sustain Spell (Range: Self. Duration: 24 hours per level of experience. P.P.E.: Twelve)
[*]TW Magical Silence (doesn't jingle, click or creak; no prowl penalty due to noise)
[*]TW Magically Lightweight (no penalties to movement)
Crystal Deflector Gauntlet
(Aspis style - 40" in diameter)
  • Range: 30 feet (9.1 m) for the force blast or touch with shield. Duration: One melee round whether all the shots are fired or not.
  • Damage: 1D6+1 S.D.C. per single blast plus stops projectiles and knocks down people and knocks over animals weighing under 400 lb. Those knocked down take 1D6 S.D.C. damage, lose initiative and one melee attack. Animals, even predators, are startled by getting hit hard by an invisible force and are likely (01-66%) to run away and hang back for 1D6 melee rounds. Victims of the blast of force feel like their whole body just ran into a wall or they were tackled by a 300 lb linebacker.
    Blasting bullets, shotgun blasts, arrows and thrown objects requires a roll to strike that beats the strike roll of the attacker. This is hard to do, which means the shooter suffers a penalty of -2 to strike and stop the incoming projectile attack. Success means it was stopped and deflected it in mid-air.
    Firing at a vehicle causes the driver to make a piloting skill roll at -10%. A failed roll means the vehicle swerves and slows down 1d4x10%, but probably does not crash. Against mini-missiles, there is a 01-60% chance the mini-missile is knocked 2d6 feet off course. Against large missiles, there is only a 01-10% chance it is knocked off course.
  • Rate of Fire: Each deflector blast counts as one attack. Using the Deflector Shield to parry does not use up an attack.
  • Payload: 220 P.P.E. or 15 melee rounds of combat before needing recharging.
  • Weight: 1 lb.
  • Features: WP Pistol, WP Shield
  • Modifiers: +2 to parry with the shield.
  • Book Reference: p.141, DB15
TW Universal Forearm Launcher
  • P.P.E. Cost to Activate: 8 (or 16 I.S.P.) for each of the three projectiles.
  • Weight: 4 pounds unloaded.
  • Mega-Damage: By projectile type. Currently loaded with 3 NE-20G HE Micro Grenades. 4d6 M.D. to a 6 foot area.
  • Rate of Fire: Single shot only, each shot counts as one melee attack.
  • Effective Range: 800 feet (244m).
  • Payload: Three shots.
  • Book Reference: Rifter 52 Page 43
NE-11 Slim-Line Plasma Cartridge Rifle
Image
  • Range: 1200'
  • Damage: 3D6 M.D. (NE-001PC) or 1D4x10 M.D. (NE-003PC)
  • Rate of Fire: Single shots only
  • Payload:
    • NE-003PC: 20-round magazine, or 60-round drum
    • NE-001PC: 40-round magazine, or 120-round drum
  • Weight: 12 lbs.
  • Features: None
  • Modifiers: W.P. Energy Rifle
  • Book Reference: p.26, DB8
TX-26 Particle Beam Pistol
Image
  • Range: 440’ (range increased by Milly +10%)
  • Damage: 5D6 M.D.
  • Rate of Fire: single shots only
  • Payload: 15 shots per FSE-clip or 6 per E-clip
  • Weight: 5 lbs.
  • Features: Wilk's "Aimer" Gun-Sight, Customized Grip
  • Modifiers: +1 to initiative, +1 to strike, +1 strike on aimed shot
  • Book Reference: p.144, WB5
.
MP-10 Caseless Pistol
Image
  • Range: 1,500'
  • Damage: 4D6 or 2D4x10 burst
  • Rate of Fire: Single shots & 10-round bursts only
  • Payload: 30-round magazine (regular rounds loaded)
  • Weight: 2 lbs.
  • Features: Wilk's "Aimer" Gun-Sight, Customized Grip
  • Modifiers: +1 to initiative, +1 to strike, +1 strike on aimed shot
  • Book Reference: p.103, Mercenaries
Wilk's Jet Pack
Image
M.D.C.: 20
Crew: One
Power System: Electric
Maximum Speed: 144 mph (speed increased by Milly +20%)
Maximum Altitude: 1,200'
Maximum Range: 800 miles
Dimensions: 3' long, 30 lbs.
Book Reference: p.267, R:UE
TW Explorer Light
This two inch diameter globe is mounted on a small turret and radiates light like a flashlight or lantern. The base of the turret can be affixed to any surface by spending 4 P.P.E. (or 8 I.S.P.) and cannot be removed by any means until another 4 P.P.E. (or 8 I.S.P.) is spent to detach it. The globe can be adjusted up to 360 degrees around and up to 180 degrees up, enabling it to point in any direction. Channeling 1 P.P.E. (or 2 I.S.P.) into the device will cause it to emit a flashlight or spotlight-like beam of light. The intensity can be adjusted from a 50 to 300 watt light bulb and it can be adjusted wide (10 feet/3 m maximum width) or focused (300 feet/91.4 m maximum distance) or anywhere in between. Alternately, the user can channel 2 P.P.E. (or 4 I.S.P.) into the light to activate a 24 foot radius Globe of Daylight that not only provides excellent all around visibility but will also keep vampires at bay. The flashlight lasts for 1 hour per each activation, while the Globe of Daylight will only last for 6 minutes per each activation. Wearers often attach the device to their helmet, shoulder pad, or even belt buckle for ease of use.
• P.P.E. Cost to Activate: 1 (or 2 I.S.P.) for light beam or 2 (4 I.S.P.) for Globe of Daylight.
• Book Reference: Rifter 52 Page 42
Atlantean P.P.E. Battery Talisman x2
Image
Talisman
Magic Features
• S.D.C.: 25
• P.P.E.: 60
• Recharges 10 PPE per hour only on Ley Lines or Nexuses
Book Reference: p.150, BoM
See the Invisible Amulet
Image
Uncommon Amulet
Magic Effect:
  • Enables the wearer of the medallion to see the invisible (200')

Curse: (if any)
History: (if any)
Ring of Cleansing
Image
Uncommon Enchanted Ring
Magic Features
  • Cleanse: The user can use the Cleanse spell 4 times per day.

Book Reference: p.200, R:UE
Talisman of Sustain
Image
Talisman
Magic Features
  • Sustain
  • Require no food, water, or breath, need only 2 hours of sleep/night. Can survive almost all environmental conditions
  • Duration: 5 days
  • Charges: 2/3

Book Reference: p.150, BoM
Talisman of Carpet of Adhesion
Image
Talisman
Magic Features
  • Carpet of Adhesion
  • Charges: 3

Book Reference: p.99, BoM
Ammo Belt (with six pouches)
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: Double fast mag pouch holding 1 FSE-Clip on the inside and 1 MP-10 Clip (silver rounds) on the outer.
• Attachment: Double fast mag pouch holding 1 mag for NE-11 on the inside and 1 MP-10 Clip (silver rounds) on the outer.
• Attachment: Double fast mag pouch holding 1 mag for NE-11 on the inside and 1 MP-10 Clip (normal rounds) on the outer.
• Attachment: Pouch containing 12-NE-20G Micro Grenades
• Attachment: NG-S2 Basic Survival Pack
• Attachment: Canteen

Satchel
• contains 1 magazines & 1 ammo drum for NE-11
• 3 Standard E-Clips
• 2 FSE-Clips
• 2 Stun/Flash Grenade

In Room
Military-Durability Tablet Computer (Standard programs, M.D.C.: 5)
- Lore: Demons & Monsters database
- Lore: Psychics & Psionics database
- Lore: Magic (general) database
- Lore: D-Bee (North America) database
- Anthropology database
- Archaeology database
- History: Clan Lore (Atlanteans) database
- Mythology database
- Southern America Region - specialized download available detailing governments and working knowledge of the Southern America Region (Most of the book information, would need a Research Roll to access specifics like current leaders/etc but it's there. Esentially downloaded the SA WBs without the high detail)

White Noise Generator (MercOps page 111)
NE-RV03 Ripper Vibro-Saber
Image
  • Damage: 4D4 M.D.
  • Payload: 1 hour constant use
  • Weight: 3 lbs.
  • Features: silver coated
  • Modifiers: None
  • Book Reference: p.24, DB8
Canteen: Aluminum: 30 credits (2)
Cigarette Lighter (refillable): 25 cr. (1)
Cigarette Lighter Fluid: 6 credits per 16 ounce can. (1)
Motion Sickness Tabs: 1; 10 cr for bottle of 100
Water Purifying Tabs: 4; 25 cr for bottle of 10



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: Knife
• Space: Canteen
• Space: Sleeping Bag
• Space: Food rations for a week
• Space: Personal items (makeup kit, toothbrush, toothpaste, hair brush, etc..)
• Space: Military-Durability Tablet Computer
• Space: Travelling clothes
• Space: Travelling clothes
• Space: Socks and underwear
• Space: Set of dressier clothing


Clothing
Garment bag with an extensive wardrobe of expensive and fashionable clothing including:
Black leather pants
Black knee high boots
White blouse
Silver silk blouse
Black knee high skirt
Several Skirts and Dresses
Jeans
Yoga Pants and Tank-tops
Various under garments
Several Jackets (including Black leather jacket)
Sunglasses
Silver silk blouse, Black knee high skirt, black leather jacket and knee-high laced leather boots.
Blue Sequined Evening Gown
A stylish black leather jacket
Small leather backpack/purse

In Storage Area
Ammunition
- 9 NE-20G HE Micro Grenades (DB8 page 98); 4d6 M.D. to a 6' area.
- 2 Stun/Flash Grenade
- 5 Standard E-Clips
- 3 FSE-Clips
- Box of 50 MP-10 rounds (2)
- Box of 50 MP-10 silver rounds (3)
- Additional clips for MP-10 (3)

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:
• Attachment:
• Attachment:
• Attachment:
Last edited by Amber Dach on Thu Dec 01, 2022 7:40 pm, edited 34 times in total.
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Amber Dach
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Posts: 183
Joined: Sun Mar 29, 2020 9:50 am

Re: Amber Dach (True Atlantean Mind Melter)

Post by Amber Dach »

Background Story
Amber let her Psi-sword blink into nothingness as she sat heavily on a boulder, removed her helmet and wiped the sweat from her face. The battle was over. The stench of rotting flesh and smoke filled the air. Another group of Harvesters was destroyed. “Why did it have to come to this again?,” she thought.

A figure came out of the mists and smoke swirling around her. She recognized his shape and presence even though she couldn’t make his face. It was her commander, Sir William. “You fought well today, Amber,” he said with praise in his voice. “A pity they would not listen to us and turn from their path of Evil.” His voice changed to concern as he approached and felt her doubt radiating from her mind. “But are you alright?”

She sighed deeply before she answered, “I’m fine... I guess. We won the day, but at what price?” She paused before continuing, “I mean, we liberated a few more souls, which is great. And we destroyed another group of these misguided fools, but they keep popping up as fast as we find them.” Amber continued, “To make it even worse, we lost Travis, James, Claire and how many more? When will this horror end?”

“Patience child, keep the faith. We are doing the work of the Light.” He rested a hand on her shoulder, “I know it is terrible work we do fighting against these deluded souls that follow Nxla and attempt to bring him to our world, but it is a fight we must continue until they are cleansed from Earth.”

Amber’s voice got low, “I know that, but I don’t know if I can continue down this road. I want live up to my family’s legacy but this may be beyond what I am capable of…” Her voice trailed off.

“I can not decide this for you, but you are a capable warrior worthy of your family’s lineage. You would not be here with me if you were not a gifted warrior.” He paused a few second and pondered, “Maybe you should consult your Dreams and see if this is where your path truly lies or if your path lies elsewhere.” He held out his hand to help her up. “Come. It is time to return home.”

**********************************************************************************************************************************************************

Amber relaxed on her bed in her sparsely furnished apartment in the outskirts of Psyscape. She focused her mind and began to meditate in order to find her way into the Dream. Soon she drifted into the Dreamvision and found her friend, Cass waiting in the Dream.

Cass's presence filled her mind as she was greeted warmly as always, "Amber my friend, it is so good to speak again. It has been too long!"

"Hello, my friend. It is so good to hear your voice again, Cass," she said with warmth. "I hope I'm not bothering you, but I have need of your guidance and wisdom, once more."

Cass replied, "Of course, Amber. What is troubling you?"

Amber paused to order her thoughts before speaking. "It's… me. I feel lost, I feel like I am going from one battle to another. Losing friends and companions to this never-ending battle against Nxla and I'm not really making a difference in the grand scheme of things. Not like my parents anyway."

Amber's thoughts become more rushed and frantic as she voices her doubts to Cass. "You know they are true Champions of the Light, right? They have done so many great things! They have freed slaves, destroyed great beasts and helped so many beings. I don't know, maybe it's because I cannot see anything truly tangible in this fight other than death that I feel so… in doubt... that what I am doing is the right and where I need to be."

Cass let's her calming presence seep through their physic connection. "These doubts of yours are nothing new, Amber. It is always difficult to live in the shadow of greatness like you do. But, tell me, why are you fighting?"

"Well, Nyla's evil. Stealing souls and destroying every world he gets a foothold on. That's why." Amber replied almost by rote.

"That's not the real reason you are fighting here and now though, is it? It is because you feel you must to be worthy of your family's reputation for good isn't it? You also didn't choose this fight, your family did when they brought you here for training when your abilities manifested. You feel like the evil in front of you is the one you must fight, but there are many evils in the world that you fight instead. Maybe choosing another one would set you on your own path instead of one that you subconsciously feel you had no choice but to join." Cass replies.

Amber is quiet for a long minute and she thinks about what Cass has told her. "Maybe you are right. I feel like this endless battle was pushed upon me when I came here as a child. I would like to see more of the world than the Ohio Valley and the horrors it holds. Where should I go though? I have travelled around the Multiverse some but this is my home. Where should I go?"

A flicker of an image of a map, then a vision of a small city filled her mind. "The best place to go to find yourself will be Merctown. There are opportunities aplenty there. But, be careful if you go. There are every manner of D-Bee and being imaginable there and dangers abound. Be true to yourself! Keep faith in yourself like others have in you. You are a capable and brave being that can, and will, make a difference in this world. Go now friend and know that I am here for you anytime you need me." A great feeling of trust flows through the connection of their minds.

"Thank you my friend! You know my own heart better than I do. Know that if you ever need my assistance, I am here for you too! Goodbye, Cass." Amber smiles in her dream, knowing that her new path awaits her in the city called Merctown.

**********************************************************************************************************************************************************

Amber awoke from her Dreamvision, invigorated for the first time in months. Certainty and purpose filled her with an energy she had not had in months. Merctown. “Is that where I find my destiny? Who knows? Well, so many things to do to prepare. Goodbyes to say. Gear to buy. Now where is that map?”
Cyber-Knight Training Story
[City of Manoa – Josiah’s Tattoo Shop]
Amber returns to Josiah’s shop the next morning fresh from meeting her kin that have made their home Manoa. She enters the shop at the base of the pyramid and greets Josiah’s assistant, Eresa warmly. She asks Amber to follow her into the next room and offers her some tea while she awaits the Tattoo Master. The same ambient wood-flute sounds echo about the room that is filled with the scent of incense. She sips her tea patiently as she goes over what she wants to ask the wise man.

She only has to wait a few minutes before an elderly man enters the room. Amber rises from her chair and bows respectfully to the man that recently gifted her with a new tattoo. “Greetings, Master Josiah. Forgive the imposition.”

Josiah brushes off her apologies as he pours himself a cup of tea. “Nonsense my dear, Ariadne. There is a connection between us now that I have shared my Gift with you. Do not worry about it. Please sit and enjoy your tea. I can feel that you are have some doubts. Let us talk a while and see if we can work them out.” He sips on his cup of tea and waits for her to speak.

Amber takes a sip of her tea. How transparent must I be. He can feel the uncertainty oozing out my pores. She begins in a soft voice. “Master. Since I met you a few weeks ago, much has changed for me. I recently lost a comrade, a friend, and although I know I could not have stopped it, I aspire to stop bad things happening to others. I want to be among those who protect the innocent. For that I need to be more capable as a warrior.”

She smiles wryly. “Although I am sure you are very capable, Master. I’m not looking for you to teach me the way of the Cyber-Knight. I am looking for someone of Atlantean heritage that is a member of the Cyber-Knights to teach me. I don’t have any contacts among the Atlanteans here other than the few acquaintances I have made in my short time here in Manoa. I was wondering if you knew anyone that could guide me into their noble order.”

He looks at her intently and mutters softly to himself. “You will make ripples, my dear.” Josiah strokes his long, white beard before coming to a decision. “I do believe that you a good person, and will do good deeds in the world. Know that Death is an accepted part of life and if you follow this path Death will follow closely. Making the conscious choice to fight back against evil is never easy. Continue to be a good person and above all else trust in yourself."

Josiah stands up and indicates that they are finished. “I will have Eresa arrange a meeting for you with Lady Amara of Clan Equineous. Know that she is a demanding, but she will train you well. Return to me once you are a Knight. I would like to know of your success.”

Amber has a large smile on her face as she thanks Josiah. “Many thanks, Master Josiah. If you ever need anything, please don’t hesitate to ask.”


[City of Manoa – Private Home]
Amber enters an open courtyard. A tall, tanned, muscular woman dressed in comfortable robes stands before Amber in the quiet garden. The womans voice rings out sternly. “I am Lady Amara of Clan Equineous. Master Josiah asked me to meet with you to consider you as my squire. It is only because of my respect for him that I am meeting you right now. So tell me, why I should consider you as my squire?”

Amber gives a small bow of respect. “Thank-you for meeting me, Lady Amara. I am Ariadne Zafeiri of Clan Bagh-Dach. My friends and comrades call me Amber Dach. As Master Josiah has told you, it is my desire to become a Cyber-Knight. I have grown up in safe and peaceful communities that have been almost idyllic compared to most of this world. As I have travelled and explored on this world and others, I have found many dangers. Dangers that I am not equipped to battle. I wish to be counted among the Champions of the Light like my parents. I feel that in order to do that, I need to be more than I am right now. I need to learn how to fight and inspire others to fight for their freedom.”

She pauses for a moment to organize her thoughts. “I have many positive qualities that would make me a good squire. I regularly demonstrate the qualities of mercy, humility, honour, faithfulness, courage, graciousness and courtesy with all I deal with. I have also trained and lived with the psychics of Psyscape and there, I learned to opened my Third Eye. I am aware of my self and the world around me, I can assess the needs, emotions and conditions of those around me. Simply put, I wish to help people and feel the best way to accomplish that is to become and Cyber-Knight. Please, allow me to learn from you, Lady Amara.” Sincerity and earnestness radiate from Amber as she speaks.

Lady Amara speaks almost at rote. “Amber Dach. Being a Cyber-Knight is more than a way of life. It is based on our strength of spirit, focus, ideology and code of ethics, as much as physical prowess and keen fighting skills. If I was to agree to train you, know that your training will be demanding and taxing. It will build both the mind and body, becoming a way of life, not just a simple philosophy. You will learn how to use and master the psionic powers you have. You will pursue knowledge and truth, learn mastery over one's emotions and live by the Code that will be imparted in you until they become second nature. You will be taught to understand and control your emotions, to be able to feel them without losing control and being overcome by them. To maintain one's composure and continue to think coolly and logically even in the heat of combat.

“Physical training will involve all manner of combat exercises, body hardening/body building, hand-eye coordination, martial arts, weapons practice, gymnastics, and horsemanship. The purpose is to fuse mind and body into one. To create a "thinking and controlled" fighting machine with lightning reflexes and dead-eye responses.

“You will also be taught an understanding and appreciation for all life forms, an openness and tolerance to all ideas and philosophies, an appreciation of art and beauty, and an openness to magic and the unknown. Our shared Atlantean heritage has taught to you to recognize magic as a tool. A tool is neither inherently good or evil, just another resource that can be tapped and used for good or evil by men despite what some on Rifts Earth may think.”


A flicker of Amara smiles briefly. “Know that I am a hard taskmaster, but I am fair. I expect the best out of you and everyone one that rides with me. If you are willing to work hard and diligently, I am willing to give you a chance. Not all that train are able to become Knights but time will tell. Are you ready to become my squire, Ariadne Zafeiri of Clan Bagh-Dach?”

Amber practically beams in response. “Yes Lady Amara! I am willing to become your squire. When do we start?”

Amara gruffly says, “Go gather your things. We leave in an hour from the Main Pyramid. So get moving.”

[City of Manoa – Main Pyramid]
Amber was happy she had returned to Manoa. It was nice to meet up with her cousins from her Clan again, but she was eager to get on with her training. I knew returning here was the right decision. Tattoo Master Josiah knew exactly who to put me into contact with. Lady Amara of Clan Equineous was looking for a squire to train and I was looking for a Master. It was almost like he knew why I was coming to see him before I got here.

Lady Amara leads their party to the grand pyramid in the middle of Manoa. They pass many checkpoints on the way to the teleportation chambers, as they await their turn to travel off planet, Amara asks gravely one last time. “Are you still certain you want to undergo Cyber-Knight training? This isn’t going to be easy. You can still turn back if you like.”

Amber’s jaw is set determinedly as she confidently replies. “Yes, I’m certain. Let’s go.” She adjusts her pack on her shoulders as she awaits the opening of the Dimensional Rift that will take them off-world. A few more steps and my life is about to change forever. She takes a deep breath and walks through the portal confidently about to begin her training.

________________________________________________________________________________________________________

[Unnamed Dimensional Pocket]
Amber has an enormous smile on her face as she gallops across the plain lying before her in the pocket dimension they had travelled to. This is almost like flying, she thinks as she approaches their small hamlet. What has it been? A few weeks or was it months? Time moved differently here. Either way, time seemed to fly by for Amber. This is the hardest thing I have ever done, but I am enjoying learning everything that Lady Amara has taught her.

Although Amber had had formal training to hone her skills as a psychic, she had never had any formal military training. She found the initial adjustment to be difficult, but that faded as the weeks passed. She had always been an eager and curious student, so she enjoyed learning from the knowledge that Lady Amara and her colleagues had been teaching her.

Lady Amara’s company were an eclectic and disparate group, but they worked well together as a team. They all were veteran scouts, soldiers and mages, that had seemingly seen it all. They were using this time to rest, recuperate and train after their last campaign. Despite keeping their distance initially, Amber was welcomed in and taken under their wing. She was impressed with in the way they worked together despite their different backgrounds and races. It was something that Amber wanted to emulate with the GIRLS when she eventually returned to them.

Amber was exhausted both physically and mentally as she spent her days training from dawn to dusk. They challenged her physically and mentally, constantly testing her mental and physical fortitude making sure she had the strength of will and character needed to become a Knight.

Members of Lady Amara’s team worked her intensely in a manner that it seemed like she was going through basic training. The emphasis was on basic combat skills, mostly weapons training, field craft and discipline. She was learning to ride and care for a horse too. Amber had taken on the duties of a squire for Lady Amara. She began learning how to properly care for her armour, weapons and horse. She studied philosophy, the meaning of life, the Code of Chivalry and lore each evening before she stood watch. Although this dimension was safe from conflict, there were still predators here that were a danger to them and their horses.

Physically she had always thought she was in good shape, but now barely recognized herself as she became stronger and more agile through the intense training regime of Lady Amara. Her confidence was growing each day as she learned more and more. Lady Amara had delegated some of her training duties to some of the trusted members of her company, but she would work with her each day training her in Martial Arts and Zen Combat and learning the Code.

The days and weeks melded into each other as she honed her new abilities and newly learned skills. Riding had become almost effortless for her now. There were weekly field exercises that focussed on practical military skills such as marksmanship, navigation, and marches in full combat gear. She learned how to setup camps and care for animals in the field too.

The learning didn’t stop there. Amber learned some additional psionic abilities, her mind open to growing her psychic abilities. The summoning of the Psi-Shield was not difficult for her. But she had a mental block when it came to making the Psi-Sword appear at will. It took her weeks and weeks of trying before she was finally able to break through and make it appear effortlessly and at will.

With the last barrier broken down, Lady Amara declared with a look of pride on her face. “It is time for you to graduate, Amber. You have learned more quickly than most, but you had experience and psychic training that most of our aspiring knights do not have. Come let us prepare for the ceremony.”

________________________________________________________________________________________________________

Amber was awake well before the first light of dawn in anticipation of the ceremony that will formally make her a Cyber-Knight. She had spent the night in contemplation and meditation. She bathed and dressed in white robes that were laid out for her. Amber touches her right wrist and summons her magic sword to her hand. She places it in the sheathe that was provided to her. She is summoned by Lady Amara into the middle of the compound. The rest of the company is gathered outside and surrounds them as they enter the central plaza of the encampment.

Amara speaks loudly so that all that are present can hear her voice. “Kneel before me, Amber Dach.” Amber drops down to one knee and kneels.

“Do you pledge To Live. To live one's life so that it is worthy of respect and honor. To live for freedom, justice, and all that is good.”

Amber replies. “I so swear.”

“Do you pledge Fair Play. To never attack an unarmed foe. To never use a Psi-Sword on an opponent not equal to the attack. To never charge an unhorsed opponent. To never attack from behind. To avoid cheating. And to avoid torture.”

“I so swear.”

“Do you pledge to be Noble. To exhibit self-control. To show respect to authority. To obey the laws if they do not supersede the rights of life. To administer justice. To administer mercy. To protect the innocent. And to respect women.”

“I so swear.”

“Do you pledge to exhibit Valour. To exhibit courage in word and deed. To defend the weak and innocent. To fight for an ideal, like freedom. To fight with honour. To avenge the wronged. And to never abandon a friend, ally, or noble cause. “

“I so swear.”

“Do you pledge to always display Honour and to always keep one's word. To always maintain one's principles. To never betray a confidence or comrade. To avoid deception. To respect life. To honour all life. And to respect all views of life."

“I so swear.”

“Do you pledge to show Courtesy. To always to exhibit manners. To be polite and attentive. And to be respectful of host, women, and honour."

“I so swear.”

"Do you pledge your Loyalty, to one's principles and heart. To one's friends and those who lay their trust in thee. And to the Code of Chivalry."

“I so swear.”

Amara holds out her hand and Amber hands her the sword hilt first. She holds the sword out at arms length and touches first to the left shoulder, then to the right. “Then I dub thee Lady Amber Dach, and return this, my sword, to you to be wielded in the cause Good. May your courage and devotion become a shining example to all people you meet. Arise, Lady Knight.”

A cheer goes up from the assembled crowd. Amara reaches out and grips her hand strongly with a hearty handshake. She has to get close to Amber's ear to be heard. "Two final things. First, Master Josiah requests that you return to him in Manoa where he will give you some additional tattoos. It is a way of giving us Knights of our heritage something in lieu of the Cyber-armour others of our order receive since it affects our magic."

She steps back and reaches into her belt pouch. “Secondly, I have a small gift for you Lady Amber in appreciation for your achievement. I worked you hard but you persevered." She hands her a ring. "It is a Ring of Cleansing. Know that as a trained Knight of Manoa, you are expected to carry yourself with grace and dignity, and of course, always be presentable." She has a small twinkle in her eye as she smiles warmly. "Now let’s feast!”

Mind Melter Experience Table
Level 1 – 0,000 - 2,240
Level 2 – 2,241 - 4,480
Level 3 – 4,481 - 8,960
Level 4 – 8,961 - 17,420
Level 5 – 17,421 - 25,920 Frozen
Level 6 – 25,921 - 35,920
Level 7 – 35,921 - 50,920
Level 8 – 50,921 - 70,920
Level 9 – 70,921 - 95,920
Level 10 – 95,921 - 135,920
Level 11 – 135,921 - 185,920
Level 12 – 1 85,921 - 225,920
Level 13 – 225,921 - 275,920
Level 14 – 275,921 - 335,920
Level 15 – 335,921 - 395,920
Cyber-Knight Experience Table
Level 1: 0,000 - 2,140
Level 2: 2,141 - 4,280
Level 3: 4,281 - 8,560
Level 4: 8,561 - 17,520
Level 5: 17,521 - 25,520
Level 6: 25,521 - 35,520
Level 7: 35,521 - 50,520
Level 8: 50,521 - 71,000
Level 9: 71,001 - 96,100
Level 10: 96,101 - 131,200
Level 11: 131,201 - 181,300
Level 12: 181,301 - 231,400
Level 13: 231,401 - 281,500
Level 14: 281,501 - 341,600
Level 15: 341,601 - 401,700
Last edited by Amber Dach on Sat Aug 13, 2022 4:30 pm, edited 7 times in total.
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The Bos
Assistant Game Master
Posts: 150
Joined: Fri May 26, 2017 12:07 pm
Location: Rifts: G.I.R.L.S. of Merctown

Re: Amber Dach (True Atlantean Mind Melter)

Post by The Bos »

Recent Purchases:

Delivered to HQ:

- Ammo Belt (with six pouches; military style)
- Military-Durability Tablet Computer (Standard programs, M.D.C.: 5)
- Lore: Demons & Monsters database
- Lore: Psychics & Psionics database
- Lore: Magic (general) database
- Lore: D-Bee (North America) database


Carried in hand:

TX-26 Particle Beam Pistol
Image
  • Range: 400’
  • Damage: 5D6 M.D.
  • Rate of Fire: single shots only
  • Payload: 15 shots per FSE-clip or 6 per E-clip
  • Weight: 5 lbs.
  • Features: None
  • Modifiers: None
  • Book Reference: p.144, WB5


- Holster
- FSE-clip (2)


- 40,000 credits deducted from Non-secure Universal Card
- 11,500 credits deducted from Non-secure Universal Card
- TX-24 needs to be deleted from equipment sheet
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Amber Dach
Silver Level Patron
Silver Level Patron
Posts: 183
Joined: Sun Mar 29, 2020 9:50 am

Re: Amber Dach (True Atlantean Mind Melter) - LEVEL UP!

Post by Amber Dach »

Level Up to Level 5
HP: 1d6: [5] = 5
ISP: +10
New Psionic Abilities: Psionic Invisibility, Pyrokinesis


C-K Level Up to Level 3
HP: 1d6: [4] = 4
ISP: +2d4: [4, 4] = 8
Last edited by Amber Dach on Sat Oct 15, 2022 6:55 pm, edited 1 time in total.
Amber Dach

Current Conditions
Conditions
P.P.E.: 33/33
I.S.P.: 150/150
H.P.: 33/33
S.D.C.: 87/87

TX-26 Particle Beam Pistol: 15/15 shots remaining (FSE-clip)
Crystal Deflector Gauntlet: 15/15 melee round charges remaining
Image
User avatar
Amber Dach
Silver Level Patron
Silver Level Patron
Posts: 183
Joined: Sun Mar 29, 2020 9:50 am

Re: Amber Dach (True Atlantean Mind Melter) (Level UP!)

Post by Amber Dach »

Character Goals/Motivations

Wishlist
Equipment Wishlist
Item 1: A weapon similar to Caliber X (WB 3, page 106). Something attuned to her alone.
Item 2: Augmenting Helmet from DB02 PW Page 128.
Item 3: Really Long-shot item - Idrantine Circlet from (PFRPG - Book 8, page 162). The refillable version that stores ISP.
Goals
Short Term Goals:
1. Train to become Cyber-Knight.
2. Increase her personal firepower.
3. Defeat "The Creator" and free the GIRLS from his machinations.

Mid Term Goals:
1. Add magic tattoos in order to become MD creature with SN strength and endurance.
2. Acquire magical items.
3. Defeat "The Creator" and free the GIRLS from his machinations.

Long Term Goals:
1. Establish Cyber-Knight training academy for Clan Bagh-Dach on her homeworld of Plane of Sands.
2. Doing as much good as possible.
3. Defeat "The Creator" and free the GIRLS from his machinations.
Personal Motivations
1. Primary Motivators
  • Recognition – To gain approval, social status, or fame to be worthy of family’s legacy as “Champion of the Light”
Secondary Motivators
  • Discovery/Adventure – To explore and uncover mysteries (seeks knowledge and new experiences)
  • Heroism – To find valour and honour through battle or self-sacrifice (fights evil wherever possible – abhors demons/devils, vampires and the undead)
  • Nobility/Honour – To exalt ideals such as honesty, bravery (this will become increasingly difficult as she enters the world of the mercenary where things are never black and white)
2. Emotion and Core Traits
  • Emotional Disposition – Curious (seeks knowledge, adventure and new experiences)
  • Moodiness – even-tempered
3. Core Traits
  • Outlook – Optimistic with a touch of Cynicism
  • Integrity – Honest, loyal and pragmatic
  • Impulsiveness – steady and thoughtful (tends to overthink at times leading to indecision)
  • Boldness – dauntless and valorous (fearless and steady in combat)
  • Agreeableness – empathic and adaptable
  • Interactivity – Engaging (Talkative but reserved)
  • Conformity – freethinking (values her True Atlantean history but seeks to find her own path while living up to familial legacy)


4. Secondary Traits
  • Sense of Humour – dry sense of humour (that is a touch dark)
  • Quirks, Habits, and Oddities – exhibits a mild case of Exhibitionism occasionally, eavesdrops at times (her curiosity gets the best of her)
  • Hobbies and Enjoyments – cooking and eating fine foods

5. Miscellaneous Traits
  • What’s their spirit animal? Fox
  • What are their biggest pet peeves? Arrogance, intolerance and unfairness.
  • Do they consider themselves an introvert or an extrovert? An introverted extrovert.
  • What does perfect happiness look like to them? Peaceful tranquility, races living together in cooperation and harmony.
  • What is their greatest fear? What keeps them up at night? Supernatural threats to the innocent.
  • Are they a glass-half-full or glass-half-empty kind of person? Half-full
Family/Personal Connections
Parents (psionics run in family line, nearly all have some form of psionics)
Mother - Alejandra Age 94 - Undead Slayer (Principled)
Father - Michail Age 101 - Ley Line Rifter (Scrupulous)
  • What is the relationship like with her parents? Good, but distant. She has not had any contact with them for a decade since she came to Earth.
Siblings
Hadrián, age 43 - Undead Slayer (Scrupulous)
Karlos, age 35 - Atlantean Nomad (Anarchist) (he is a bit of a rogue and dilettante, tends to focus on his own pleasure)
Clarisa, age 20 - in training to become a Stone Master on Plane of Sands (Principled) (very studious and dedicated in her learning)
What is the relationship like with her siblings? Good, but distant. Is closest with her brother Karlos since they were closest in age, but hasn't had any contact for more than a decade.

Friends/Mentors
Best Friend - Cassandra Myers (she met and trained with her at Psyscape)
Mentor - Sir William (Cyber-Knight that she trained with and fought under at Psyscape)
Ex-Boyfriend - Leroy Boyd (he was schemer and he ended up at the wrong of a deal and disappeared, been 5 years since she has heard anything about him.)
Amber Dach

Current Conditions
Conditions
P.P.E.: 33/33
I.S.P.: 150/150
H.P.: 33/33
S.D.C.: 87/87

TX-26 Particle Beam Pistol: 15/15 shots remaining (FSE-clip)
Crystal Deflector Gauntlet: 15/15 melee round charges remaining
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Amber Dach
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Re: Dual Class Calculations for Cyber-Knight

Post by Amber Dach »

Original Mind Melter Level 5 Stats
Player Name: Ross
G-Mail: rmachan74@gmail.com
Link to Ledger: Ledger Link

Character Name: Amber Dach
Alias: Ariadne Zafeiri of Clan Bagh-Dach
Race: True Atlantean
O.C.C.: Mind Melter
Alignment: Scrupulous
XP Level: 5
XP Points: 36,852 (AoNR 01OCT22)
Next Level @ XP: 25,920
Sentiments/Non-Humans: Hates and fears demons and supernatural beings, but believes that all mortal races need to live and work in harmony to hold the demons and monsters at bay.
Number of Worlds Visited: Born on Plane of Sands (Clan Bagd-Dach homeworld), travelled to Alexandria (Home of the Archerean Clan in the Phase World Galaxy), Center on Phase World. Came to Rifts Earth (via Dimensional Pyramid in Lazlo) after travelling the Multiverse while completing her Sojourn Journey when she was 19. The Psynex Entity in Psyscape called to her once she reached Rifts Earth and it is now considered her home.
Sentiments/Coalition: Sad about the CS. The character has seen soldiers defy orders to do the right thing, and recognizes the CS has done many good things for many humans. Its potential for good is tremendous, but believes Emperor Prosek and the government that serves him are evil. They are the ones responsible for the crimes the Coalition has committed against others. Suspicious and cautious about the CS.
Disposition: Introverted and introspective, but charming and captivating when she is engaged with others. Amber is well-centered but doubting in her own abilities as she tries to live up to her family’s legacy as Champions of Light.
Insanity: None.

ATTRIBUTES
IQ: 15
ME: 28
MA: 22
P.S.: 24 (Augmented Strength)
P.P.: 14
P.E.: 21
P.B.: 21
Spd: 28

PHYSICAL DATA
P.P.E.: 33
I.S.P.: 150 (+10 per level)
H.P.: 33 (+1D6 per level of experience)
S.D.C.: 87
Age: 33
Sex: Female
Height: 6’7”
Weight: 175 lbs
Description: Blue eyes, blue hair, attractive, tall, athletic build.

Racial Abilities
  • Healing Abilities (special): Atlanteans recover Hit Points and S.D.C. at a rate of 2D6+10 points per 24 hour period of normal rest and recovery, or 1D6 Hit Points/S.D.C. per hour of meditation at a ley line or nexus point; more at a Healing Pyramid.
  • Ley Line Phasing (special): All Atlanteans are taught how to Ley Line Phase. This is exactly like the Ley Line Walker’s ability. It takes a full melee round (15 seconds) to Ley Line Phase and cannot be used during battle.
  • Impervious to Shape-Changing/Metamorphosis (special): Can not physically transformed by any means.
  • Operate Dimensional Pyramids (special): All True Atlanteans know how to operate the Stone Pyramids created by Atlantean Stone Masters and Minions of Splugorth for the purpose of healing, communications, teleportation, and dimensional teleportation. Base Skill: 45% (+5%).
  • P.P.E. Recovery (special): 10 points per hour of rest or sleep. 15 P.P.E. per hour of meditation.
  • Recognize Vampires by Appearance (special): 50% (+10%). There is a +10% bonus to recognize Secondary Vampires and a +30% bonus to recognize Wild Vampires. It is the cunning and powerful Master Vampire who remains most difficult to identify (-30% skill penalty) unless it is openly flaunting its power and demonic nature.
  • Sense the Presence of Vampires and Vampire Intelligences (special): True Atlanteans can sense the presence of vampires and Vampire Intelligences within a 1,000' radius, but cannot pinpoint the exact location.
  • Sense Rifts and Lev Lines (special): As dimensional travellers for thousands of years, True Atlanteans are able to sense the presence of ley lines up to 5 miles away, a nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. They can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They do, however, know the general direction and whether it is close by or far away, weak or powerful, and if a Rift is opened.
Natural Abilities
Perception: 42% (+3%) +5% on Perception Rolls regarding vampires and the undead
Charm/Impress: 55%
Invoke Trust/Intimidate: 70%
Max. Encumbrance: 105 lb
Max. Carrying Weight: 480 lb
Max. Lifting Weight: 960 lb
Max. Jumping Ability: 24' length, 12' high

Special Abilities
Horror Factor/Awe Factor: 12
Opened Spiritual Third Eye
  • Radiate Nature
    o Range: 100' (12' for non-psychics)
    o Duration: Constant
  • Dream Vision (WB12, page 30)
  • Transform into Energy Being (270 I.S.P.,WB12, page 30)
  • Sense Supernatural Evil & Magic Energy
    o Range: 500' (+100') when being is not using powers or abilities; 1400’ (+100’) if using abilities or powers.
    o Duration: Automatic and constant (except when close to ley lines and nexus points)
    o Identify Type/Race of Paranormal Creature: 80% (+2%)
    o Track by Psychic Scent: 70% (+5%) 82% (+3%) if supernatural being is also using magic
  • Extended Psionic Powers (Psychic Body Field & all sensitive powers at double normal range and duration)

Psionics
Master Psionic
Alter Aura (self) (2)
See Aura (6)
Sixth Sense (2)
Mind Block (4)
Bio-Regenerate (Self) (6)
Healing Touch (6)
Suppress Fear (8)
Deaden Senses (4)
Deaden Pain (4)
Enhance Reflexes (10) (Rifter 25/ page 75)
Intuitive Combat (10)
Speed Reading (2)
Total Recall (2)
Bio-Manipulation (10)
Psychic Body Field (30)
Telekinesis (Super) (varies)
See the Invisible (4)
Mind's Eye (8) (Rifter 25/ page 77)
Telepathy (4)
Telemechanics (10)
Meditation - I.S.P Recovery rate: 2/hour of activity, 12/hour of Meditation/Sleep
Clairvoyance (4)
Object Read (6)
Psi-Sword (30)
Electrokinesis (varies)
Hypnotic Suggestion (6)
Psionic Invisibility (10)
Pyrokinesis (varies)

Magic Tattoos
Heart Pierced by a Wooden Stake (Protection) on the right wrist.
  • Cost to Activate: 15 PPE
  • Duration: 1 hour per level or until cancelled.
    o Immune to the Pheromone Induced Seduction.
    o The character is impervious to the slow kill bite, and cannot be turned into a vampire or enslaved.
    o Impervious to all the mind control powers of vampires and related species of undead.
    o When the magic tattoo is first activated, a wooden stake and a cross appears, one in each hand. Both disappear when the duration ends or the tattoo magic is cancelled.
Weapon Covered in Flames (Long Sword) on left wrist (has the Ancient Greek word "ανδρεία", which means “VALOR”, written on the sword blade.
  • Cost to Activate: 10 PPE
  • Duration: 15 minutes per level or until cancelled.
  • Damage: Long Sword: 2D6 MDC
Animal Tattoo on left deltoid (stylized Corsac fox)
  • Cost to Activate: 10 PPE
  • Duration: 1 hour per level or until cancelled.
  • Canine: Fox:
    o 24 Hit Points, 10 S.D.C.
    o Bite does 1D6+4 S.D.C. damage, slashing claws 1D4 damage, three attacks per melee. +1 to strike and parry, +4 to dodge.
    o Average Speed is 50, about 35 mph (56 km) and can run at that speed for 1D6 hours.
    o Track by smell 70%, Swim 50%, Prowl 50%, keen vision and hearing.
Eye of Knowledge (Language) on dorsal side of left hand
  • P.P.E. Cost to Activate: 15
  • Duration: 15 minutes per level of experience or until canceled.
  • Power: Understands and speaks all languages equal to a skill of 96%.
    Includes Literacy equal to a skill of 82% and can read and understand most written languages, but that does not include magic symbols, runes, wards or circles.

Racial Skills
Language: Native Tongue (Ancient Greek) 104% (+1%)
Language: Other: Dragonese/Elf 84% (+1%)
Language: Other: American 84% (+1%)
Literacy: Native Tongue (Ancient Greek) 104% (+1%)
Literacy: American 72% (+3%)
Literacy: Dragonese/Elf 72% (+3%)
Lore: Dimensions 50% (+5%)

O.C.C. Skills
Language: Other: Spanish 92% (+3%)
Language: Other: Demongogian 92% (+3%)
Math: Basic 85% (+5%)
Athletics (General)
Streetwise 51% (+4%)
Land Navigation 62% (+4%)
Pilot: Jet Packs 68% (+4%)
Pilot: Hovercycles, Skycycles & Rocket Bikes 92% (+3%)
W.P.: Sword
Hand to Hand: Expert

O.C.C. Related Skills
Lore : Demons & Monsters 55% (+5%)
Intelligence 53% (+4%)
Boxing
Fencing
Gymnastics
o Sense of balance 56% (+3%)
o Work parallel bars & rings 72% (+3%)
o Back Flip 78% (+2%)
o Basic Prowl ability 30%.
o Basic Climb ability 25%
o Climb Rope/Rappel 68% (+2%)
Undercover Ops: 35% (+5%; 1st)

Secondary Skills
Computer Operation 60% (+5%)
Radio: Basic 65% (+5%)
Lore : Psychics & Psionics 50% (+5%)
W.P. Shield
W.P. Energy Pistol
Lore : Magic
o Base Skill (general knowledge): 45% (+5%)
o Recognize Magic Symbols. Runes and Circles : 35% (+5%)
o Recognized Enchantment: 30% (+5%)
W.P. Handguns (2nd)
Cook 45% (+5%; 2nd)


Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus: +3
Strike Bonus: +3
Parry Bonus: +6
Dodge Bonus: +6
HTH Damage Bonus: +6
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +5
Bonus to Disarm: +2
Other: Kick attack 2d4 damage, kick attack 1d8 damage, Karate Punch 2d4, Karate Kick 2d6 damage, power punch/kick inflicts one point of Mega-Damage; counts as two melee attacks.

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. Sword ☞ Strike +4, Parry +6
W.P. Shield ☞ Strike +1, Parry +5
W.P. Energy Pistol ☞ Strike +3
W.P. Handguns ☞ Strike +1

Saving Throw Bonuses
Coma/Death: +12%
Magic (varies): +3, +2 vs despair based attacks
Magic Illusions: +3
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Disease: +4
Mind-Altering Toxins: +2
Insanity (12+): +11
Psionics (10): +7 / +4 vs possession
Mind Control: +2 to save vs all forms of mind control
Horror Factor: +9
Attributes and Data
NEW ATTRIBUTES
IQ: 15
ME: 28 + 1 = 29
MA: 22 + 3 = 25
P.S.: 24 + 2 (body building) = 26 (Supernatural Strength)
P.P.: 14 + 3 = 17
P.E.: 21 + 2 = 23 (Supernatural Endurance)
P.B.: 21
Spd: 28 + 1 = 29

PHYSICAL DATA
P.P.E.: 33 + 16 = 59 + 2 new tattoos = 71
I.S.P.: 150 (+10 per level) + 3 = 153
H.P.: 33 (+1D6 per level of experience) = 38
S.D.C.: 87 + 20 (from CK) + 10 (Body Building) = 117
M.D.C. (on MDC worlds): 145 + 13 (for 6th tattoo) = 158 (+1D6 M.D.C. per level)
Natural Abilities
Perception: 63% (+3%) +5% on Perception Rolls regarding vampires and the undead (42% MM +15% from CK +6% from leveling)
Charm/Impress: 55%
Invoke Trust/Intimidate: 84%
Max. Encumbrance: 105 lb
Max. Carrying Weight: 480 lb
Max. Lifting Weight: 960 lb
Max. Jumping Ability: 49' length (+2'/level), 24.5' high (+0.5'/level)
Skills, HtH, Saves
Racial Skills
Language: Native Tongue (Ancient Greek) 106% (+1%)
Language: Other: Dragonese/Elf 86% (+1%)
Language: Other: American 86% (+1%)
Literacy: Native Tongue (Ancient Greek) 106% (+1%)
Literacy: American 78% (+3%)
Literacy: Dragonese/Elf 78% (+3%)
Lore: Dimensions 60% (+5%)

Mind Melter O.C.C. Skills (frozen at level 5)
Language: Other: Spanish 92% (+3%)
Language: Other: Demongogian 92% (+3%)
Math: Basic 85% (+5%)
Athletics (General)
Streetwise 51% (+4%)
Pilot: Jet Packs 68% (+4%)
Pilot: Hovercycles, Skycycles & Rocket Bikes 92% (+3%)
Intelligence 53% (+4%)
Hand to Hand: Expert
Boxing
Fencing

Mind Melter Related Skills (frozen)
Undercover Ops: 35% (+5%; 1st)

O.C.C. Skills (all at level 2 except where noted *)
Literacy in American (+20%) (* existing skill in racial skills)
Language: American and Dragonese/Elf at 96%. (* existing skills in racial skills)
Language: Euro: 83% (+3%) (+30%)
Language: Gobblely: 83% (+3%) (+30%)
Anthropology 50% (+5%) (+15%)
Body Building +2 to P.S. and +10 S.D.C.
Climbing 60% +5% Rappelling: 50% +5% (both +10% +5% from gymnastics skill)
Gymnastics (added to existing skill +5% from OCC bonus) (at level 7)
o Sense of balance 64% (+3%)
o Work parallel bars & rings 80% (+3%)
o Back Flip 85% (+2%)
o Climb Rope/Rappel 70% (+2%)
Horsemanship: Cyber-Knight 73%/53% (+3%)
o +1 on initiative when on horseback at levels 1, 5, 9 & 14.
o +2 to roll with fall or impact when knocked from a horse.
o +2 to parry or dodge while on horseback.
o Inflicts +6 S.D.C. or M.D. when on horseback, depending on the weapon (M.D. weapons like Vibro-Blades get the M.D. bonus; not applicable to ranged weapons).
o Charge attack (running horse) with a lance, pole-arm or spear: +3d6 S.D.C. damage or +2d6 M.D. if a Mega-Damage weapon. The attacker must roll under the second percentile number to avoid being dismounted. Charge attacks count as two melee actions/attacks.
o Horse attack is possible, +2 for horse to strike.
Land Navigation 62% (+4%) (at level 5) (added +2% bonus from difference between bonus from MM to CK starting skill)
Lore: Demon & Monster 70% (+5%) (at level 5) (added +15% bonus from difference between bonus from MM to CK skill)
Paramedic 55% (+5%) (+10%)
Swimming 65% (+5%) (+10%)
W.P. Ancient Weapons: Sword (at Level 5) & Spear (at level 2)
W.P. Modern Weapons: Energy Pistol (at level 5) & Energy Rifle (at level 2)
Hand to Hand: Martial Arts

O.C.C. Related Skills (all at level 2 unless otherwise indicated)
Select 12 other skills, but at least two must be selected from the Physical category and another three must be W.P.s.(half skills due to dual class = 6 skills, 1 physical, 2 W.P.s.
Intelligence 53% (+4%) (existing skill frozen at level 5)
Field Armourer & Munitions Expert 50% (+5%)
o Basic Mechanics 35% (+5%)
Prowl 40% (+5%) (+10% from gymnastics skill)
Wilderness Survival 40% (+5%) (+10% bonus to Wilderness Survival in desert environments)
W.P. Knife
W.P. Heavy M.D. Weapons
W.P. Paired Weapons (from C-K Zen Combat)

Secondary Skills
Computer Operation 60% (+5%) (5th)
Radio: Basic 65% (+5%) (5th)
Lore : Psychics & Psionics 50% (+5%) (5th)
W.P. Shield (5th)
W.P. Energy Pistol (5th)
Lore : Magic (5th)
o Base Skill (general knowledge): 45% (+5%)
o Recognize Magic Symbols. Runes and Circles : 35% (+5%)
o Recognized Enchantment: 30% (+5%)
W.P. Handguns (2nd)
Cook 45% (+5%; 2nd)


Combat Data
HTH Type: Cyber-Knight Zen Martial Arts
Number of Attacks: 6 (4 + from 1 boxing + 1 from CK)
Initiative Bonus: +3 (+3 from CK + 3 from MM)
Strike Bonus: +4 (+1 Mind Melter +2 HtH +1 PP)
Parry Bonus: +7 (+3 HtH +2 Boxing, +1 General Athletics +1 PP)
Dodge Bonus: +7 (+3 HtH +2 Boxing +1 General Athletics +1 PP)
HTH Damage Bonus: +11 (PS bonus)
Bonus to Roll w/Punch: +9 (+3 HtH, +2 CK, +2 Mind's Eye +2 from Gymnastics)
Bonus to Pull a Punch: +7 (+3 HtH, +2 CK, +2 Mind's Eye)
Bonus to Disarm: 4+ (+2 from Third Eye +2 from CK)
Other: Kick attack 2d4 damage, kick attack 1d8 damage, Karate Punch 2d4, Karate Kick (2d6 damage), power punch/kick inflicts one point of Mega-Damage; counts as two melee attacks. Body flip/throw (1d6 damage, victim loses initiative and one attack), Karate and any hand strike/punch.


Saving Throw Bonuses
Coma/Death: +16%
Magic (varies): +4, +2 vs despair based attacks
Magic Illusions: +4
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Disease: +4
Mind-Altering Toxins: +2
Insanity (12+): +12
Psionics (10): +7 / +4 vs possession
Mind Control: +2 to save vs all forms of mind control
Horror Factor: +10 (added +1 from CK training)
Rolls
PPE: add 6d6 to what is normal for RCC = 6d6: [4, 3, 1, 5, 1, 2] = 16
ISP: +2D4 I.S.P. per level of experience = 2d4: [1, 2] = 3
HP: 1d6 (from 2nd level CK) = 1d6: [5] = 5
SDC: +1d4x10 S.D.C. = 1d4x10: [2] = 2

• add +1d4 to M.A. = 1d4: [3] = 3
• add +1d4 to M.E. = 1d4: [1] = 1
• add +1d4 to P.S. = 1d4: [2] = 2
• add +1d4 to P.P. = 1d4: [3] = 3
• add +1d4 to P.E. = 1d4: [2] = 2
• add +1d4 to Spd = 1d4: [1] = 1

• add +15% to Perception Rolls, (+3 from CK)
New Psionics and Magic Tattoos
8 new from the categories Healing, Sensitive, and Physical.
Healing
Meditation, Advanced – Psionic Ability (0)
Psychic Purification (8)
Physical
Ectoplasm (6 or 12)
Sensitive
Animal Empathy (5)
Precognition (varies)
Presence Sense (4)
Read Dimensional Portal (6)
Remote Viewing (10)
Super-Psionic
Taken at level 2. Mind Bolt (varies)
Also receive Psi-Sword I.S.P.: 0 and Psi-Shield I.S.P.: 15 from CK training.

New Magic Tattoos
MDC Flaming Shield
Animal Tattoo: Psi-Pony with Military Saddle

Amber Dach

Current Conditions
Conditions
P.P.E.: 33/33
I.S.P.: 150/150
H.P.: 33/33
S.D.C.: 87/87

TX-26 Particle Beam Pistol: 15/15 shots remaining (FSE-clip)
Crystal Deflector Gauntlet: 15/15 melee round charges remaining
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