Vheld (Atlantean Artifact Hunter)

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Vheld
Posts: 608
Joined: Sat Mar 31, 2007 8:36 am
Location: Rifts PC (The Spook Squad)

Vheld (Atlantean Artifact Hunter)

Post by Vheld »

Player Name: Brian

Character Name: Vheldval Ex’tyrin
Alias: Vheld
Race: True Atlantean
O.C.C.: Tolkeen Artifact Hunter
Occupation: Acquiring magical power, the better to avenge himself
Alignment: Aberrant
XP Level: 12
XP Points: 184,150 [UG 01OCT24]
Next Level @ XP: 229,961
Sentiments/Non-Humans: All individuals are evaluated as just that, individuals.
Sentiments/Coalition: In theory, sympathetic to humanity's plight, but views the CS' strategy as over-compensation. Realizes that they will consider him a mortal enemy, and is all too happy to respond in kind.
Disposition: Shy- quiet, tends to be a loner, but sure of himself.
Insanity: Obsessed with revenge. Vheld is driven to exact revenge for wrongdoings committed against innocent people, teammates and (most of all) himself. Very unforgiving, particularly of supernatural monsters, and above all the Splugorth and their minions (see background).

ATTRIBUTES
I.Q.: 20 --> 23 with silver ring
M.E.: 30
M.A.: 22
P.S.: 21
P.P.: 15
P.E.: 23
P.B.: 13
Speed: 33

PHYSICAL DATA
PPE: 345 (+3d6/lvl)
HP: 37 (+1d6/lvl)
SDC: 164
HF: 12 (when people realize he is a True Atlantean)
Age: 25
Sex: Male
Height: 6'6"
Weight: 150 lbs. (very skinny)

Natural Abilities
Perception: 82% (+3%/lvl)
+9% to skills.
Charm/Impress: 5%
Invoke Trust/Intimidate: 70% or None (+5% vs. armed forces personnel)
Max. Encumbrance: 50 lbs.
Max. Carrying Weight: 420 lbs.
Max. Lifting Weight: 840 lbs.
Max. Jumping Ability: 12.5' length & 5.75' height
Can move 27.5 yards each action

Special Abilities
  • Increased PPE Recovery- Recovers 10 PPE per hour of rest/sleep, 15 per hour of meditation
  • Cannot be physically transformed by any means
  • Sense Vampires and Vampire Intelligences- 1000 ft. radius. Cannot pinpoint exact source. 10% chance per level to recognize a vampire on sight.
  • Operate Dimensional Pyramids- 95% (+5%)
  • Sense Ley Lines and Nexuses- Range: 10 miles per level, 95%+5%/lvl, +10% to sense a nexus
  • Ley Line Phasing- Requires 1d4 melees of concentration, maximum of 24 phasings (+2 per level) per 24 hour period
  • Dimension Sense- After 1d6+2 minutes of concentration (meditating on a new world or reading an open rift), can tell the type of dimension, how dense the dimensional fabric is, whether it can support human life, magical energy levels, whether it is artificially created, and any other type of unusual dimensional characteristics. When reading a rift, the shifter can also get a sense of how soon it will close, whether or not it was random, etc, at –10% to skill. Can also automatically sense a dimensional vortex 1d6 +1/lvl minutes before it opens.
  • Dimension sense can also be used to detect dimension-based magic in use (including teleportation, portals, temporal magic, etc.). Activating this aspect of the power costs one melee action; the sensing may be extended for one minute per level by sacrificing another action. If the skill roll is successful, the shifter can attempt to alter (but not stop) the magic being cast. 100%+5%/lvl
  • Open Rifts- By performing a special ritual lasting 1d6x10+15 minutes, the shifter can cast the dimensional portal and re-open gateway spells at ½ PPE cost. The ritual also allows the shifter to hold the rift open for one minute per level, and manipulate the size of the rift. Maximum size is 10 feet by 10 feet per level of experience.
  • Communication Rift- Costs 50 PPE within half a mile of a nexus, 100 within half a mile of a ley line, and 200 everywhere else. Lasts one minute per level. Skill is 85%+5%/lvl , +20% if performed as a ritual. If the skill roll fails by less than 20%, the portal still connects to the right continent/world/dimension, but not the specific location the shifter was aiming for.
  • Dimensional Teleport Home- For 125 PPE the shifter can teleport himself, his familiar, and whatever he can carry to his home or to selected safehouses.
  • Sense Rifts- Automatically senses rifts. Range is 650 miles, +50 per level. Can also sense other dimensional disturbances (teleports, dimensional anomalies, etc) within half that range.
  • Familiar Link- Creates a telepathic and empathic link. The shifter cannot take any other actions while seeing through the familiar’s eyes. If the familiar is killed, the shifter permanently loses 10 HP and has a 50% chance to go into a coma for 1d6 hours.
  • Summoning- To resist a creature must roll above the shifters MA on 1d20 three out of five times, including ME bonuses and bonuses to save vs. mind control. A natural 20 always wins.
  • Link to the supernatural- Currently linked to Hecate, a Goddess of Magic.
Magic Tattoos
  • Flaming Flamberge- 60 PPE to activate, for 15 minutes per level, 3d6 MD
  • Protection from vampires- 60 PPE to activate for one hour per level. Makes the character impervious to the bite and mind control powers of vampires and related undead.
  • Eye of Mystic Knowledge- Inverted Triangle (This tattoo can only be used for evil purposes). 40 PPE to activate. Can recognize magic circles, symbols, wards, and runes as being genuine articles involved in magic. 86% skill to read magic scrolls. 74% chance to recognize possession or enchantment, 62% skill to identify/read specific wards and symbols, 50% skill in correctly identifying magic circles, 40% skill in accurately reading runes, 30% chance of correctly identifying a magical item, including weapons and artifacts. Inscribed around Vheld's right eye.
  • Chain Encircling a Skull- 50 PPE to activate, one minute per level. Impervious to mind control of all types and +3 to save vs. psionic attacks of any kind. Inscribed on the left side of Vheld's neck.
  • Phoenix Rising from the Flames- 248 PPE to activate, touch or within 12ft. range. Restores up to 50 HP and 50 SDC or 100 MDC. Cures all types of common diseases, magic minor disorders, magic sickness, minor curse, and petrification. Addiction and insanity are not cured. Resurrection permanently costs 1d6 HP, 2d6 PPE, and one PE attribute point but Vheld gains one MA point. Only possible if performed within six hours of the moment of death- dead person restored with 3 HP, all limbs and organs regenerated, and all wounds healed without scarring. Inscribed over Vheld's heart.
Spell Knowledge
Level 1
Blinding Flash (1 or 4)
Cloud of Smoke (2)
Globe of Daylight (2)
Sense Evil (2)
Sense Magic (4)
Thunderclap (4)
Level 2
Aura of Power (4)
Cloak of Darkness (6)
Concealment (6)
Manipulate Objects (2+)
Turn Dead (6)
Level 3
Armor of Ithan (10)
Breathe Without Air (5)
Energy Bolt (5)
Invisibility: Simple (6)
Light Target (6)
Negate Poison/Toxin (5)
Level 4
Carpet of Adhesion (10)
Charismatic Aura (10)
Chromatic Protection (10)
Energy Field (10)
Magic Net (7)
Multiple Image (7)
Repel Animals (7)
Seal (7)
Shadow Meld (10)
Trance (10)
Watchguard (10)
Level 5
Calling (8)
Charm (12)
Distant Voice (10)
Energy Disruption (12)
Eyes of Thoth (8)
Featherlight (10)
Implosion Neutralizer (12)
Lifeblast (15)
Mental Blast (15)
Sustain (12)
Level 6
Barrage (15)
Call Lightning (15)
Compulsion (20)
Frequency Jamming (15)
Ice (15)
Impervious to Energy (20)
Mask of Deceit (15)
Sheltering Force (20)
Targeted Deflection (15)
Time Slip (20)
Tongues (10)
Words of Truth (15)
Level 7
Constrain Being (20)
Dispel Magic Barriers (20)
Fly as the Eagle (25)
Mental Shock (30)
Sub-Particle Acceleration (20)
Level 8
Exorcism (30)
Expel Demons/Deevils (35)
Invincible Armor (30)
Lightning Arc (30)
Locate (30)
Luck Curse (40)
Sorcerous Fury (70)
Level 9
Beat Insurmountable Odds (70)
D-Step (50)
Speed of the Snail (50)
Summon and Control Canines (50)
Dessicate the Supernatural (50)
Level 10
Banishment (65)
Control and Enslave Entity (80)
(T) Dimensional Pockets (20 temporary/140 long term)
Meteor (75)
Mystic Portal (60)
Reality Flux (75)
Summon and Control Rodents (70)
Summon Greater Familiar (80)
Summon Shadow Beast (140)
Level 11
Anti-Magic Cloud (140)
Energy Sphere (120+)
Firequake (160)
Illusory Terrain (55 for simple, 120 for elaborate)
Mindshatter (130)
Re-Open Gateway (180)
Summon & Control Animals (125)
Level 12
(T) Dimensional Envelope (60 temporary/380 long term)
Ensorcel (400)
Heavy Air (200)
Summon and Control Entity (250)
Level 13
Protection Circle: Greater (300 to create, 20 to reactivate)
Summon Lesser Being (425)
Talisman (500)
Time Hole (210)
Level 14
Annihilate (300)
Summon and Control Sea Serpents (350)
Level 15
Dimensional Portal (1000)
Summon Ally (600)
Teleport: Superior (600)
(T) Time Warp: Space and Time (800)
Void (700)
Spells of Legend
Sanctuary (1500)
Warrior Horde (1100)

O.C.C. Skills
Language (Native): Greek/Atlantean 109% (+1%)
Literacy: Greek 109% (+5%)
Language: American, Dragonese/Elf 95% (+3%)
Literacy: American, Dragonese/Elf 99% (+5%)
Intelligence 99% (+4%)
Detect Ambush 104% (+5%)
Lore: Dimensions 94% (+5%)
Lore: Demons and Monsters 109% (+5%)
Lore: Magic 104% (+5%)
Speak Demongogian and Faerie 110% (+3%)
Prowl 114% (+5%)
Land Navigation 103% (+4%)
Wilderness Survival 109% (+5%)
W.P. Sword
W.P. Energy Rifle
HtH: Expert

O.C.C. Related Skills
Lore: Faeries and Creatures of Magic 104% (+5%)
Zoology 104% (+5%)
Tracking 99% (+5%)
Lore: Psychics and Psionics 104% (+5%)
Acrobatics
Gymnastics
--Sense of balance 95% (+3%)
--Work parallel bars & rings 105% (+3%)
--Back flip 104% (+2%)
--Climb 34%
--Climb rope/rappel 93% (+2%)

Boxing (10th Level)
Lore: D-Bee 74% (+5%, 7th Level)
Undercover Ops 64% (+5%, 4th Level)
Leadership (3rd Level)
Lore: Galactic Aliens 49% (+5%, 2nd Level)

Secondary Skills
W.P. Staff
Basic Math 114% (+5%)
Horsemanship: Exotic 99/89% (+5%)
W.P. Energy Pistol
Mythology 99% (+5%)
Computer Operation 109% (+5%)
Pilot Hovercycles, Skycycles, and Rocket Bikes 115% (+3%, 10th Level)
Running (10th Level)
First Aid 89% (+5%, 7th Level)
Skin and Prepare Animal Hides 74% (+5%, 7th Level)
Computer Programming 59% (+5%, 4th Level)
Research 69% (+5%, 4th Level)
W.P. Targeting (4th Level)
Lore: Geomancy and Ley Lines 44% (+5%, 1st level)
Lore: Vampires 34% (+5%, 1st level)

Combat Data
HTH Type: Expert
Number of Attacks: 7
Initiative Bonus: 0
Strike Bonus: +2
Parry Bonus: +7
Dodge Bonus: +7
HTH Damage Bonus: +9
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +3
Bonus to Disarm: +3
Other: KO/Stun on Natural 18-20, Karate Kick (2d6 damage), Critical strike on natural 18-20, Paired Weapons, Backhand Strike (1d4 damage), Body Flip/Throw.

Weapon Proficiencies
Sword- +5 strike/+4 parry/+3 throw
Staff- +4 strike/+4 parry/+2 throw
Energy Pistol- +6 strike
Energy Rifle- +6 strike
Targeting- +2 strike

Saving Throw Bonuses
Coma/death: +16%
Magic (varies): +11 (+1 at lvl. 13)
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +14
Psionics (varies): +9
Horror Factor (varies): +9 (+1 at lvls. 15)
Possession (varies): +14 (+1 at lvl 15)
Mind Control (varies): +8 (+1 at lvl 15)
Spell Strength (varies): +5 (+1 at lvl. 13)
Last edited by Vheld on Thu Jul 23, 2020 8:58 am, edited 12 times in total.
User avatar
Vheld
Posts: 608
Joined: Sat Mar 31, 2007 8:36 am
Location: Rifts PC (The Spook Squad)

Post by Vheld »

Equipment

MercTown State Bank Account
The Haunt's Armory
The Haunt's Garage

Contacts: Carried/In Hand
TW Storm Staff
Odin's Blade (worn in sheathe on side)

Worn on Person
Set of traveling clothes
Tinted Goggles
Air Filter and Gas Mask
Attribute Booster Ring
Ring of Invisibility
Kiss of the Ram
Mage Armor, Enhanced
Shadow Cloak
Pouch with long-term dimensional pocket (currently contains two scrolls of remote viewing and two of retro-viewing)

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: TW Shard Pistol
• Attachment: Corrupted Millennium Wand of Fire
• Attachment: Ring of Invisibility
• Attachment: Talisman of Invincible Armor

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.
• Spacex2: TW Shard Rifle
• Space: Void Grenade
• Space: Ring of X-Ray Vision
• Space: Talisman of Greater Animate and Control Dead
• Space: Talisman of Tongues
• Space: Talisman of Sub-Particle Acceleration
• Space: PPE Battery Talisman
• Space: PPE Battery Talisman
• Space: Secure Universal Credit Card

Used by minions
Battle Fury Blade (Skarrah)
Al Bolga (Birga)
Three talismans each of invincible armor and sorcerous fury at level 10 proficiency) (Skarrah, Birga, and Bakir)

Gear Stats

TW Shard Rifle
Image
  • Range: 1,200'
  • Damage:
    • Single Shot: 2D6+1 M.D.
    • Short Burst: 4D6 MD
    • Long Burst: 6D6 M.D.
    • Full Clip Burst: 1D6x10 M.D.
  • Rate of Fire: Single shots, short bursts (5-shots), long bursts (13 shots), & full melee burst (24 shots) only
  • Payload: 24 shots per P.P.E. Clip
  • Weight: 7 lbs.
  • Features: None
  • Modifiers: None

TW Characteristics:
  • TW Functions: None listed
  • Book Reference: p.61-62, SoT1


TW Shard Pistol
Image
  • Range: 700'
  • Damage: 3D4 M.D. per shot or 4d6 M.D. per burst
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload: 12 shots per P.P.E. Clip
  • Weight: 2.5 lbs.
  • Features: None
  • Modifiers: None

TW Characteristics:
  • Nothing listed
  • Book Reference: p.113, FoM


Corrupted Millennium Wand of Fire
Image
  • 1. Available Spells:
    • Circle of Flame (p.104, BoM)
    • Fireblast (p.101, BoM)
    • Fire Bolt (p.101, BoM)

    2. Spell strength: 5th level
    3. Spell casting frequency: Corrupted Wand has 3 spells: cast each spell 2 times per 24 hours
    4. Damage inflicted by a corrupted wand as a weapon: 1D4 S.D.C. (1D4 M.D. to vampires)


x5
Void Grenade
  • Range: P.S. >20: 100', P.S. 20+: 200', SN P.S.: 300'
  • Damage: per TW function, 5' AoE
  • Payload: Single use TW item; unleashes a 3rd level strength (Bottomless Pit) spell effect
  • Weight: 1 lb.
  • Features: after pin is pulled & P.P.E. channeled, user has five seconds to throw it before it detonates

TW Characteristics:
  • TW Functions: Victim is removed from scene; when victim reappears, disoriented for 1D4+1 melee rounds (-1 APM, and -50% to Spd, combat bonuses, and skills)
  • Book Reference: p.151-152, MercOps


Ring of X-Ray Vision
Image
Uncommon Enchanted Ring
Magic Features
  • Invisibility: 10 minutes; two times daily.

Book Reference: p.253, PFRPG


Ring of Invisibility
Image
Uncommon Enchanted Ring
Magic Features
  • Invisibility: 10 minutes; three times daily.

Book Reference: p.253, PFRPG


Attribute Booster Ring
Image
Very Rare Enchanted Ring
Magic Features
  • Increased I.Q.: While the ring is worn, the wearer's I.Q. is raised by 3 points

Book Reference: p.159-160, PFWB8


Odin’s Blade
Image
Lesser Rune Bastard Sword
Damage: 6D6
Alignment: Miscreant
1. Independent personality with an average to high I.Q.
2. Communicate through limited telepathy.
3. Are totally indestructible, the blades never dull.
4. Made of black, dark grey, blue grey, or dark red metal and lined from tip to handle with runes.
5. Do no less than 4D6 damage (in Rifts they do 4D6 M.D.). Most known weapons do not exceed 6D6 points of damage, although a few are known to do 1D4x10 and 1D6x10 damage. In mega-damage dimensions, that damage is mega-damage.
6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws.
8. Can be used only by a person of an evil alignment. Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
Curse: None.
Personality: An annoying, spoiled, petulant child, it wants instant gratification, but its desires changes on a whim. Disrespectful to all but its master. Finds suffering of all kinds humorous.
History: Odin’s Blade was found impaling the corpse of a supplicant who failed attempting the rite of knowledge at the World Tree Yggdrasil. This sword has been used many times before to attempt to perform the right and has succeeded very few of them.


Kiss of the Ram
Image
Greater Rune Medallion
Damage: None
Alignment: Miscreant
1. Independent personality with an average to high I.Q.
2. Communicate through limited telepathy.
3. Are totally indestructible, the blades never dull.
4. Made of black, dark grey, blue grey, or dark red metal and lined from tip to handle with runes.
5. N/A
6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws.
8. Can be used only by a person of an evil alignment. Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
Greater & Special Abilities
  • Psionic abilities
    • Possesses all sensitive powers and Induce Insanity and Induce Amnesia (Rifter 25)
    • I.S.P. 90
    • Sixth level proficiency
    • I.S.P. recovers at a rate of 10 every three hours

Curse: None, technically; refuses to comply if worn with other jewelry unless the wearer successfully charms her (natural ability only)
Personality: This wretch is jealous of other jewelry & feels that she must be the only jewelry worn by her wearer. Like a spoiled brat, she whines and whimpers constantly and will refuse to do her master's bidding unless her petty vanity is satisfied. A manipulator who maneuvers everything to her ends, she enjoys a challenge when it suits her fancy, but as entitled as she is, that's rare.
History: A tool for suffering made by the Demon Lord Succor-Bemoth.


TW Storm Staff
Image
  • M.D.C.: 50
  • Range: close combat or 1000' (lightning bolt)
  • Damage: 2D6 M.D. as a blunt weapon; 6D6 M.D. per Lightning Bolt
  • Rate of Fire: can shoot 4 lightning bolts per melee when activated
  • Weight: 8 lbs.
  • Features: None
  • Modifiers: +1 to strike and parry in melee; +2 to strike with lightning bolt

TW Characteristics:
  • TW Functions:
    • Impervious to Energy
    • Shoots Lightning Bolts
  • Activation Cost: 30 P.P.E.
  • Device Level: Not stated
  • P.P.E. Construction Cost: 500 P.P.E.
  • Spell Chains Needed: Call Lightning (15), Lightning Arc (30), Ironwood (50), Impervious to Energy (20)
  • Physical Requirements: Wooden staff and silver or copper plating
  • Duration of Charge: One melee round per level of the user
  • Construction Time: 6D6+10 hours
  • Construction Cost: Not stated
  • Book Reference: p.320, BoM


Whip of Pain
Image
  • Range: 12'
  • Damage: 3D4 when inactive; Agony spell effect with activation
  • Rate of Fire: Once the magic is activated, it inflicts Agony to everybody it strikes (pain lasts for 1 minute).
  • Weight: 3 lbs.
  • Features: None
  • Modifiers: None

TW Characteristics:
  • TW Functions: [insert bulleted sub-list, if needed]
  • Activation Cost: 20 P.P.E.
  • Duration of Charge: 4 minutes
  • Book Reference: p.322, BoM


Mage Armor, Enhanced
Image
M.D.C. by Location:
  • Helm: 50
  • Arms: 25 each
  • Legs: 45 each
  • Main Body: 90
  • Armor of Ithan: 60

Weight: 22 lbs.
Modifiers: -5% to physical skills
Features:
  • 1st TW Feature: Armor of Ithan (10)
  • 2nd TW Feature:
  • 3rd TW Feature:

Book Reference: p.17, Rifter 22


Shadow Cloak
Image
M.D.C.: 15
Weight: 1 lb.
Modifiers: +20% to hide in shadows (when not shadow-melding)
Features:

TW Characteristics:
  • TW Functions:
  • Shadow Meld: as per the spell at 5th level of proficiency (p.103, BoM)
  • Activation Cost: 10 P.P.E.
  • Shadows of Death: wearer gains H.F. 12; opponents are -2 to all combat bonuses
  • Activation Cost: 45

Spell Chains Needed: Shadow Meld (10), Shadows of Death (45), Cloak of Darkness (6) Invincible Armor (30), Energize Spell (12)
Book Reference: p.120, WB16


Talisman Greater Animate and Control Dead
Image
Talisman
Magic Features
  • Greater Animate and Control Dead (8th level)
  • Charges: 2

Book Reference: p.150, BoM


Talisman of Tongues
Image
Talisman
Magic Features
  • Tongues (9th level)
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Invincible Armor
Image
Talisman
Magic Features
  • Invincible Armor (9th level)
  • Charges: 3

Book Reference: p.150, BoM


Talisman of Sub-Particle Acceleration
Image
Talisman
Magic Features
  • Sub-Particle Acceleration (5th level)
  • Charges: 3

Book Reference: p.150, BoM


Talisman Constrain Being
Image
Talisman
Magic Features
  • Constrain Being (5th level)
  • Charges: 3

Book Reference: p.150, BoM


P.P.E. Battery Talisman
Image
Talisman
Magic Features
  • P.P.E.: 50/50

Book Reference: p.150, BoM


P.P.E. Battery Talisman
Image
Talisman
Magic Features
  • P.P.E.: 50/50

Book Reference: p.150, BoM


Secure Universal Credit Card: 4,328,900 (The Apothecary 4 June 2020)

Al Bolga (Unique Item) (held in hand)
Image
Enchanted Kisentite Maul
☞ Damage: 2D12 + SNPS
Notes:
☞ Requires a Supernatural PS of 24.
☞ Talisman: stores 80 P.P.E. and replenishes as per standard Ley Line Walker ability.
☞ 6' long and 90 lbs
Book Reference: DB 12, P. 118


Battle Fury Blade
Image
• Weight: 7 lbs.
• Damage: 6D6 M.D.
• M.D.C.: 200, regenerates 20 M.D.C. per day.
• Powers: By channeling 40 P.P.E. into the weapon, the wielder can invoke the Battle Fury. While this fearsome ability is active, the weapon inflicts a whopping 1D6x10 M.D. with every hit. In addition, every time the wielder makes an attack with the sword, they get two attacks instead of one; the weapon striking with blistering speed (opponents are -5 to Parry the unexpected, super-quick, second attack). Finally, for the duration of the enchantment, the user is encased in a suit of magical force with 100 M.D.C.
• The Battle Fury lasts for 3 minutes.
Mod text: An ultra-rare Battle-Fury Long-Sword (able to be used one-handed)
Last edited by Vheld on Tue Apr 23, 2024 10:39 am, edited 21 times in total.
User avatar
Vheld
Posts: 608
Joined: Sat Mar 31, 2007 8:36 am
Location: Rifts PC (The Spook Squad)

Post by Vheld »

Vheld was born on the planet Alexandria, affiliated with the United Worlds of Warlock in the Three Galaxies. The Tyrin familiy started as a branch of the Acherean clan, the founders of the Atlantean colony on Alexandria in the Three Galaxies. However, while the Achereans had begun leaving Earth to explore the megaverse, the Tyrin clan remained behind to protect a human civilization developing in Greece. For centuries, the Tyrin clan silently protected the ancient Greeks from all manner of horrors, and in the process seeded the Mediterranean with tales of mighty warriors (Tyrin undead slayers) doing battle against evil. It was during this early period that the Tyrin clan became acquainted with the Gods of Olympus, ultimately pledging themselves to the service of the God Apollo in exchange for his aid against the demons and undead that threatened the land. Since then, all Tyrin children have been educated in Olympian mythology, and the family continues to have a dedicated priest of Apollo to this day.

However, with the rise of a militaristic city-state in Sparta and the equally expansionistic merchant state in Athens, the Tyrin elders finally decided the Greeks were able to stand on their own, and departed Earth. While they wandered the megaverse for 100 years or so, the Tyrins quickly discovered the burgeoning Atlantean colony and Alexandria. Thrilled to discover their long-lost relatives in clan Acherean, the Tyrins settled Alexandria and dedicated themselves to the training of some of the greatest undead slayers in Atlantean history. Vheldval’s mother died giving birth to him, which only heightened the expectations of his father and siblings that he follow in his family’s footsteps.

At first, the family was heartily encouraged by its youngest son. Vheld showed high reserves of psychic energy and a natural aptitude and interest in the study of magic. He possessed an upbeat, adventurous spirit, and even at a very young age demonstrated unusual intelligence. However, as he grew older Vheld’s passionate spirit cooled, and more and more he came to prefer spending his time nose-deep in some tome on magic. He became averse to physical activity, in particular the combat training all would-be undead slayers must endure. As time went on, Vheld spent more and more of his time reading, mostly about magic, and less training.

This was of no small concern to the family. Already, Vheld’s two older brothers were out in the megaverse, battling undead, while his older sister was flying through undead slayer training with gusto. Vheld’s father, in particular, could not stomach the thought of his son abandoning the family’s ancient warrior tradition, and wracked his brains for a way to turn his son on to the lifestyle of an Atlantean undead slayer. Eventually, Vheld’s father decided to play on his son’s love of magic. Magical tattoos were not too far a cry from magical spells, and it stood to reason that if Vheld could be convinced to enjoy the former over the latter he would become more enthusiastic about the family’s chosen vocation. Despite the fact that Atlanteans so young rarely had tattoos beyond the marks of heritage, Vheld’s father was sufficiently well-connected that he was able to talk a tattoo master into imprinting the design for mystic knowledge upon his son.

For his part, Vheld was greatly excited about anything that could deepen his understanding of magic. The family made the imprinting process into an elaborate, solemn ceremony, complete with Vheld swearing himself to the forces of light and pledging only to do good with his powers. Vheld was given an eye of mystic knowledge, and his father beamed in the days to follow when his son continued to use it to explore the realm of magic.

By this point, Vheld was old enough to understand his responsibilities, and to want to do right by his family. He rededicated himself to his undead slayer training, trying to force himself through the grueling combat drills. However, his heart just wasn’t in it, and Vheld fell further and further behind his more enthusiastic peers. Then, one day, tragedy struck.

Word got back to Alexandria that Vheld’s two older brothers had been killed fighting vampires. Despite the fact that the brothers’ supernatural nature prevented them from being turned into vampires, Vheld’s father was overcome with grief over the fact that his sons, both prime examples of a proud and ancient undead slaying tradition, remained in the clutches of the undead after death. His impassioned speeches before the Atlantean clan elders, however, fell upon deaf ears. He kept trying to get an expedition together to retrieve the bodies. He begged and pleaded with everyone he knew, calling in all sorts of old favors. In the end, his efforts were for nothing. ‘The task is too dangerous, the reward to small. We grieve with you over the loss of your children, but you must take heart from the fact that they are in a better place. Their bodies are mere shells. There is nothing more you can do with them.’

Where once had been an ancient, powerful clan patriarch there now seemed to be only a broken, bowed old man. Vheld’s father retreated into grief, and for months was not seen by anyone outside his family (and rarely ever by them for that matter). Vheld continued his training, but found it almost impossible to focus. If his longing to study magecraft wasn’t distracting him, it was thoughts about his brothers, or his father.

One day, the ailing patriarch emerged from his seclusion, and pulled both Vheld and his sister out of Undead Slayer training. Vheld’s sister was, for all intents and purposes, finished with her training, but Vheld’s lack of attention had caused him to be held even further back, denying him further tattoos and putting him nowhere close to fulfilling his family’s destiny. None of that seemed to matter to Vheld’s father.

Scraping together every last credit of the family fortune, Vheld’s father purchased a Ghost Ship from the Promethians, and brought his two surviving children along with him on a mission to rescue the family as it were. By this point, he was a man obsessed. The two children lacked the experience to stand up to their father, and as a result were dragged by him far, far away from the UWW, or any other civilization.

They never even got close to their destination. The Splugorth happened upon the Ghost ship, and were able to use magic to immobilize it. Vheld’s father was severely injured when a panel exploded in front of him. When the Kydian minions boarded, Vheld’s sister did her best to hold them off. Her best was nowhere near good enough.

Vheld panicked. His combat skills were nothing next to his sister’s, and he didn’t even know how to drive a car, much less a spaceship. His flailings tripped the airlock controls, and the entire rear compartment- including his sister and the marauding Kydians, was sucked into space.

Vheld was horrified. True, his sister had been about to die anyway, but he could already feel the blood on his hands. Staring out the viewscreen at the Splugorth ship, Vheld was overcome with feelings of helplessness and despair. His sister was dead, his father was dying, and the Splugorth were coming closer to the trapped Ghost ship. In desperation, he closed his eyes and tried to will the Splugorth away, resorting even to a prayer to his family’s patron God, Apollo. Another voice answered instead.

((Apollo is weak. What is it you seek, little Atlantean?))

Startled, Vheld’s eyes flew open. I must save my father. He is all that remains of my family.

((And what do you offer in return, young man? ))

Vheld frowned as he regarded this. This didn’t sound like Apollo, or any of the other Olympians, at all. Whatever you want. I shall do what it takes.

((Very well. Open your mind to me. But, in exchange, I shall take that which is most precious to you.))

Please. Just get us out of here.

Vheld lowered his meager mental barriers, and actual spell knowledge filled his mind. Advanced knowledge, to boot. Vheld had never felt more alive. He exulted in the feeling for a few moments, before recalling his precarious position. Summoning his new-found power, Vheld created an anti-magic cloud around the Splugorth ship, disrupting its systems and, perhaps most importantly, the spells that were holding the Ghost Ship. Somehow, Vheld managed to activate the Phase Drive and disappear from right under the Splugorth’s noses.

They went a few light years before the alien presence returned. ((Set down on that planet. NOW!)) Hurrying to obey the voice in his mind, Vheld again flailed about the controls. This time, instead of smoothly operating the phase drive as he had before, the knowledge that filled his mind failed him, and he crashed on the planet. Vheld’s father died on impact.

Elsewhere on the same planet, the ancient Titan Hecate felt the landing of the young Atlantean she had guided to the planet. The old man’s released psychic energy (some would say his soul) would serve a most useful purpose in several experiments she had planned. Even as young Vheld struggled out of the wreckage of his craft, Hecate was plotting how she could next put the young man to good use.

Horrified at the role he played in the deaths of his father and sister, Vheld was a near basket case for several days. His thoughts turned darker and darker, and his shattered emotional state began to knit itself back together in ugly, twisted ways. Hecate was aware of all of this, and timed her arrival perfectly.

((You seem dissatisfied with the bargain you have made, young Atlantean.))

He looked up at her, the sorrow in his eyes replaced by a hollow, dark emptiness. “It was you in the spaceship, wasn’t it? You did this to me.”

((You are wrong. The splugorth did this to you. If they had not fired on your ship, hadn’t boarded it to try and greedily tried to take its technology, none of this would have happened.))

Desperate for someone to blame, Vheld found himself nodding along. In the space of a few moments, grief and loneliness changed themselves to rage. Not the burning hot rage of anger, but the cold, collected rage that sinks its claws into your mind and never really lets go.

((I can help you get vengeance. I can give you power, magic, and more, in exchange for your service. I shall teach you how to bend other creatures, other monsters to your will, and from them, you can build an army to take personal vengeance against those that have done this to you. You need only agree to serve me.))

Still shell-shocked from his recent trauma, Vheld wavered. A dark voice from his own mind asked him what else he would do, stranded on a strange planet with no transportation, no communications, and no family. For his entire life, Vheld’s family had been around him; counseling him, supporting him, directing him. All of that was gone now. While some would have rejoiced at this newfound freedom, Vheld was terrified. In a shaky voice, he said “W-what must I do?”

Hecate instructed him to kneel, and a soft glow of magic energy swept over him, altering one of Vheld's tattoos. Thus, the preliminary bond was formed. ((I am sending you back to your ancestral homeworld, young Atlantean. Beware, for the Splugorth are strong still, in Atlantis. I have allies that shall train you, in a city named Tolkeen. Seek out the shadow dragons. They shall guide you. When your training is complete, you shall serve as my agent on Earth. There is much forgotten magic hidden in the planet. You shall explore it, and deliver the most powerful items you find to me.))

A brief incantation and a rift later, Vheld was materializing on the outskirts of Tolkeen, in Minnesota. He managed to get himself to Tolkeen, despite the building prelude to the Coalition-Tolkeen war, and was taken under the wings of one of the Dragon Kings, who owed Hecate a favor. The dragon completed Vheld’s mage training, turning him into one of the most powerful young shifters to be found in the city.

When the fighting started, Vheld was nowhere to be found. His mistress had bade him take no part in the pointless conflict, and so, Vheld abandoned Tolkeen and everyone in it and struck out to make his own fortune.

Present-Day Goals

Sil's death hit Vheld hard, though he doesn't always show it. He has known her since she was a cub, and is honor-bound to her guardian spirits to protect her at all costs. Therefore, his principal goal at this point is arranging her resurrection, no matter the cost.

Beyond that, Vheld is possessed of a singular goal- the acquisition of enough magical power to take down the Splugorth. He will spend his entire life on the task, and likely not succeed, but for now it is that search that drives him.

During their encounters with the Asgardians, Vheld learned the location of Yggdrasil well enough to be able to rift back there. He also acquired several advantages with an eye towards successfully completing the ritual to acquire Odin's gift of magic. The sapphire jewel rescued by the team contained a spirit with some sort of connection to the tree- it promised its assistance in exchange for Vheld's help during that adventure. In addition, both the rune sword he now carries, and his mistress Hectate, have promised (and started to give him once or twice) clues and advice on how he can prepare himself to better survive the ritual. Once Sil is alive and well, Vheld will continue to balance his obligation to the Spook Squad with finding a means to achieve this goal (with the lowest chance of death possible).

Recently, Vheld's sword revealed that the Spooks' current employer, a True Atlantean seer named Lucius, has successfully undergone the ritual.

In furtherance of that goal, he will also prioritize learning the following spells: Lifeblast, energize spell, and beat insurmountable odds.

In parallel with that goal, Vheld will continuously seek to expand his knowledge of magic, taking every opportunity to learn additional spells. He also wants to acquire additional magic tattoos as soon as they are available.
Last edited by Vheld on Thu Jan 16, 2014 2:45 pm, edited 1 time in total.
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Silhouette (Vheld's Familiar)

Post by Vheld »

Name: Silhouette (Sil for short)
Image
Phantom Wolf
Alignment: Anarchist
Level: 5

Attributes
I.Q.: 6
M.E.: 13
M.A.: 17 (45% intimidate)
P.S.: 27 (supernatural; 3d6 MD Punch damage)
P.P.: 18 (+2 s/p/d)
P.E.: 23 (+16%/+4)
P.B.: 16 (30% impress)
Speed: 90 (63 MPH)

Physical Data
M.D.C.: 208
P.P.E.: 83
Dimensions: 11 feet long, 6 feet tall
Weight: 1100 lbs
Average Life Span: 39 years
Age: 10
Sex: Female
Description: A large, jet-black wolf. Sil's eyes glow a faint blue.

Abilities
• HF: 14
• Feeds on PPE from her kills
• Can leap 10 feet high, and 20 feet lengthwise
• Nightvision- 2000 feet range
• See the invisible
• Track by smell/scent- 70%, +15% to follow the scent of magic
• Bio-regenerates 3d6 MDC per hour
• Phantom Walk- Turns Sil and her rider semi-transparent and intangible. Lasts five minutes, 10 within four miles of a ley line or nexus. Requires a five minute rest between uses. The act of transforming takes one action. While in phantom form, Sil is completely silent and cannot be detected by technological sensors (+20% to prowl). Only psionic and magical means of communication can be employed; both Sil and her rider can harm ghosts, entities, astral beings, etc, and can be harmed by attacks designed to affect same. Attacks from the physical plane cannot harm Sil in phantom form, but beings in the physical plane cannot be attacked (even by magic or psionics) either. Cannot walk through walls or physical barriers.
• Spell Knowledge (Level 5): Chameleon (6), Sense Magic (4), Shadow Meld (10)

Combat Data
• 5 APM
• 3d6 MD from bite or punch
• +1 initiative
• +6 strike
• +6 automatic dodge

Saving Throw Bonuses
• +4 save vs. HF
• +2 vs. psionics
• +6 vs. magic
• +9 vs. poisons/drugs/disease
• +2 perception

Skill Equivalents
• Land Navigation- 80%
• Prowl- 72%
• Swim- 70%

Book Reference: Madhaven P. 102

Equipment
Military-Grade Collar
Image
  • M.D.C.: 25
  • Weight: 3 lbs


Talismans (all L10 strength; attached to collar)
Fly as the eagle
Image
Invincible armor
Image
Sorcerous Fury
Image
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatic senses: Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses)
33d remaining
,
PPE: 241/345 (Vheld), 83/83 (Sil), 100/1100 (energy sphere), 400/400 (Skarrah), 480/480 (Bakir), 162/162 (Birga). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 800/800(Skarrah), 1200/1200 (Bakir), 187/187 (Birga).
,
3/3 on Vheld IA, 3/3 on Ring of Invisibility, 3/3 on Animate Dead, 3/3 on Skarrah IA, 3/3 on Bakir IA.
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Skarrah - Raksasha Greater Demon

Post by Vheld »

Name: Skarrah
Image
Raksasha
Alignment: Aberrant
Level: 6
Sentiments towards Vheld: Skarrah appreciates Vheld’s grandiose ambitions, and thinks it absolutely hilarious that the little Atlantean seeks to challenge every Splugorth in existence. Hades is a bit of a downer in the wake of the minion war, anyway- so long as Vheld doesn’t push it Skarrah is happy to go along with the shifter and look for opportunities to make mischief of her own.

Attributes
I.Q.: 21 (+7%)
M.E.: 18 (+2)
M.A.: 16 (40%)
P.S.: 39 (SN; 5d6)
P.P.: 14
P.E.: 20 (SN; +10%/+3)
P.B.: 8
Speed: 40 (28 MPH)

Physical Data
M.D.C.: 800
P.P.E.: 400
I.S.P.: 500
Size: 1-10 feet tall, can alter at will. Natural form is 8 feet tall.
Weight: Can alter at will, weighs 700 pounds in natural form.
Sex: Female
Description: Skarrah’s natural form is that of a large, black-skinned humanoid with claws for nails and the head of a lioness.

Abilities
• Nightvision 120 ft, keen normal vision, see the invisible
• Turn into mist at will
• Track by smell 45% (+15% to track a blood scent)
• Dimensional teleport 51%
• Bio-regenerates 1d6 MDC per melee round
• Resistant to cold (half damage); impervious to toxic gases, heat, and fire (plasma/MD/magic fire does half damage)
• Teleport self and up to 300 additional pounds up to five miles away at will, 73%+3%/level
• Magically speaks and understands all languages at 98%
• Metamorphosis at will: Can shape change into any living creature, intelligent or animal, as long as it is no smaller than one foot and no larger than 10 feet. Impersonation skill is 96% if the subject is in her presence, 82% if very familiar with the individual or working from photos/video, 40% if working from memory and with little personal knowledge of the subject. The Raksasha may use her shapechanging abilities to alter or improve the disguise at any time.
• Voice imitation: 94% if the Raksasha is very familiar with the individual, 80% if working from a good sound recording, 30% if working from memory or with little knowledge of the subject.
• Silver weapons do equivalent MD
• Spell knowledge: Apparition (20), Aura of Death (12), Aura of Doom (40), Aura of Power (4), Armor Bizarre (15), Charismatic Aura (10), Death Trance (I), Fool's Gold (10), Hallucination (30), Horrific Illusion (10), Illusion Booster (15), Illusion Manipulation (25+), Illusory Forest (45+), Illusory Wall (15+), Illusory Terrain (55+), Mask of Deceit (15), and Multiple Image (7). All Metamorphosis spells and all Protection magic. Plus Cleanse (6), Fear (5), Mystic Fulcrum (5), Create Magic Scroll (100), Animate & Control Dead (20), Tum Dead (6), Exorcism (30), Remove Curse (140), Heal Wounds (10), Electric Arc (8), Carpet of Adhesion (10), Magic Net (7), Deflect (10). All spells are cast at third level proficiency regardless of the Raksahsa’s actual level.
• Psionics: Possesses all healing, sensitive, physical, and super psionic powers.

Combat Data
• 7 APM
• +4 initiative
• +25% perception
• +4 s/p/d
• +2 disarm
• +4 roll with punch/pull punch

Saving Throw Bonuses
• +10 vs. HF
• +7 vs. magic/poison
• +6 vs. psionics/insanity
• +4 to all other saving throws

Skill Equivalents
Astronomy 87%
Anthropology 82%
Climb 92%/82%
Computer Operation 108%
Dance 102%
Forgery 87%
Horsemanship: General 107%/82%
Horsemanship: Exotic Animals (all Netherbeasts) 92%/72%
Intelligence 97%
Land Navigation 72%
Literate in Dragonese/Elven, American, Demongogian, Faerie Speak, Gobbley, Euro 110%
Lore: Demons & Monsters 104%
Lore: Faeries 104%
Math: Advanced and Basic 111%
Pilot Hovercraft, Tanks and APCs, Jet Fighter 82%
Prowl 72%
Radio: Basic 110%
Seduction 67%
Sing 87%
Swim 72%
Streetwise 92%
Wilderness Survival 72%
W.P. Sword
W.P. Knife
WP Energy Pistol
WP Energy Rifle

Book reference: DB 10, P. 78-80
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatic senses: Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses)
33d remaining
,
PPE: 241/345 (Vheld), 83/83 (Sil), 100/1100 (energy sphere), 400/400 (Skarrah), 480/480 (Bakir), 162/162 (Birga). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 800/800(Skarrah), 1200/1200 (Bakir), 187/187 (Birga).
,
3/3 on Vheld IA, 3/3 on Ring of Invisibility, 3/3 on Animate Dead, 3/3 on Skarrah IA, 3/3 on Bakir IA.
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Bakir - Jinn Greater Demon

Post by Vheld »

Name: Bakir
Image
Jinn (Air)
Alignment: Miscreant
Level: 8
Sentiments towards Vheld: Three wishes is bad enough. Months of servitude? Outrageous!

Attributes
I.Q.: 13
M.E.: 20 (+3)
M.A.: 19 (55%)
P.S.: 39 (SN; 5d6)
P.P.: 20 (+3)
P.E.: 13 (SN)
P.B.: 7
Speed: 40 running, 130 flying (28/91 MPH)

Physical Data
M.D.C.: 1200
P.P.E.: 480
I.S.P.: 77
Size: 8-24 feet (can change size at will)
Weight: 1,000 pounds
Sex: Male
Description: Invisible in his natural state. When he chooses to become visible, Bakir appears as a tall Arabic man.

Abilities
• Breathes without air
• Turn into mist at will
• Metamorphosis into an insect at will
• Fire and cold resistant (half damage)
• Impervious to toxic gases
• Nightvision (90 ft.)
• See the invisible
• Dimensional teleport 53%
• Bio-regenerates 3d6 MD once per melee round
• Magically speaks and understands all languages at 95%
• The Jinn’s natural state is invisible, but can turn visible and back at will
• During the daytime, whether sunny or overcast, all abilities/bonuses/MDC/etc. at half. Doesn’t matter if they’re inside.
• Silver weapons inflict equivalent MD. Holy weapons and wood from a millennium tree do double damage. Impervious to most normal weapons, including SDC and MDC explosives, bullets, energy blasts, and fisticuffs (save from creatures of magic).
• Airtight containers that can be sealed can hold and contain a Jinn. Must be tricked into entering in mist form.
• Magic: All air elemental spells levels 1-7, see list.
• Psionics: All sensitive and physical powers.


Combat Data (bonuses at night, add attributes)
• 7 APM
• +2 initiative
• +10% perception
• +7 strike (melee)/4 (ranged)
• +6 parry/dodge (+4 in flight)
• +5 pull punch
• +4 roll with punch
• Reduce by half in daytime (round down)

Saving Throw Bonuses (bonuses at night)
• +7 vs. psionics/insanity
• +4 to all other saving throws
• Reduce by half in daytime

Skill Equivalents
Basic Electronics 90%
•Computer Operation 90%
•Concealment 70%
•Intelligence 90%
•Land Navigation 85%
•Literate in Dragonese /Elven 98%, American, and Faerie Speak
•Locksmith 80%
•Lore: Demons & Monsters 90%
•Lore: Faeries 90%
•Math: Basic 98%
•Palming 70%
•Pick Locks 90%
•Pick Pockets 70%
•Radio: Basic 90%
•Streetwise 65%
•Swim 80%
•Track (people) 50%
•Wilderness Survival 70%
•W.P. Sword
•W.P. Energy Rifle
•W.P. Energy Pistol
•W.P. Blunt
•W.P. Spear

Book reference: DB 10, P. 73-75.
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatic senses: Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses)
33d remaining
,
PPE: 241/345 (Vheld), 83/83 (Sil), 100/1100 (energy sphere), 400/400 (Skarrah), 480/480 (Bakir), 162/162 (Birga). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 800/800(Skarrah), 1200/1200 (Bakir), 187/187 (Birga).
,
3/3 on Vheld IA, 3/3 on Ring of Invisibility, 3/3 on Animate Dead, 3/3 on Skarrah IA, 3/3 on Bakir IA.
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Birga - Plasma Demon (Lesser Creature)

Post by Vheld »

Name: Birga
Image
Plasma Demon
Alignment: Miscreant
Level: 9
Sentiments towards Vheld: Vheld allows him to fight. For now, that is enough.

Attributes
I.Q.: 13
M.E.: 9
M.A.: 14
P.S.: 28 (SN)
P.P.: 17 (+1)
P.E.: 22 (SN)
P.B.: 9
Speed: 34

Physical Data
M.D.C.: 187
P.P.E.: 162
Size: 6 feet tall
Weight: 300 pounds
Sex: Male
Description: Skin is a bright crimson, shoulders and back are covered in gnarled spines of bone. Hands have two fingers and two thumbs, legs are like those of a deevil with cloven hooves. Face is bestial with a heavy eyebrow ridge, a pair of tiny horns on the forehead, a large, flat, scaly nose, and a wide mouth filled with large, sharp teeth. The head is crowned with a thick, shaggy mane of brown or silver hair, and the face rimmed with an equally thick and shaggy beard.

Abilities
• Nightvision 2000 feet, can see in total darkness
• See the invisible, infrared, ultraviolet
• Dimensional teleport 12%+1%/level
• Bio-regenerates 4d6 MDC per melee round
• Immune to the effects of space and vacuum- outer space is their natural environment
• Impervious to heat and fire (magic does 25% damage)
• Vacuum speak (per spell)
• Magically understands and speaks all languages, can also communicate with fire elementals
• Can fly at up to Mach 10 in outer space, Mach 6 in atmosphere, and hitch a ride on FTL craft
Plasma Field: Gaseous cloud 60 feet in diameter, 10 feet tall, hovering ~1.5 feet above the ground. Requires line of sight, can be cast up to 600 feet away. Touching it inflicts 5d6 MD , going through it inflicts 2d6*10; half damage if a character can fit under the plasma cloud without actually touching it (cloud takes a good melee round to crawl under). Takes three actions to create, duration can be extended to two melees per level but requires constant concentration (no other actions may be taken).
Plasma Wall: Height is 10-30 feet, maximum length is 60 feet per level. Requires line of sight, can be cast up to 700 feet away. Touching it inflicts 3d6 MD, going through it inflicts 1d4*10; wall also does 2d6 MD per melee where it touches the ground. Takes two actions to create, duration can be extended indefinitely but requires constant concentration (no other actions may be taken).
Plasma Bolt: Range is 1500 feet + 100/level, inflicts 2d6-5d6 MD.
Magic: 10 fire elemental spells from levels 1-8. River of Lava, Fire Sponge, Wall of Ice, Screaming Wall of Flame, Fire Globe, Flame of Life, Swirling Lights, Darkness, Melt Metal
• Magical cold and water-based effects do double damage. Impervious to natural cold.

Combat Data
• 5 APM
• +1 initiative
• +4 strike with plasma bolts
• +3 strike and parry in hand to hand
• +3 dodge
• +2 disarm
• +1 entangle
• +2 roll with punch, pull punch

Saving Throw Bonuses
• +3 vs. mind control
• +5 vs. possession
• +6 vs. HF

Skill Equivalents
Basic math 55+5/level
Basic radio 55% +5/level
Movement: Zero Gravity PP*5+5+5%/level
EVA 50+5/level
Pilot Spacecraft: General 60+4/level
Pilot Spacecraft: Advanced 50+4/level
Weapon Systems 50+5/level
Read Sensory Equipment 40+5/level
Streetwise +30+4/level
WP Energy Pistol
WP Energy Rifle
WP Blunt (+4 s/p, +1 throw)
Prowl 25+5/level
Tailing 30+5/level
ID undercover agent 30+4/level

Book reference: DB 13, P. 118-120
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatic senses: Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses)
33d remaining
,
PPE: 241/345 (Vheld), 83/83 (Sil), 100/1100 (energy sphere), 400/400 (Skarrah), 480/480 (Bakir), 162/162 (Birga). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 800/800(Skarrah), 1200/1200 (Bakir), 187/187 (Birga).
,
3/3 on Vheld IA, 3/3 on Ring of Invisibility, 3/3 on Animate Dead, 3/3 on Skarrah IA, 3/3 on Bakir IA.
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One - Possessing Entity (Sub-demon)

Post by Vheld »

Name: One
Image
Possessing Entity
Alignment: Diabolic
Level: Equivalent to a 6th level psychic.
Sentiments towards Vheld: Dislikes being cooped up all day. Takes it out on its victims whenever it has the opportunity.

Attributes
I.Q.: 18
Speed: 50 in energy form.
Physical attributes as per host body.

Physical Data
M.D.C.: 140
P.P.E.: 4
I.S.P.: 30
Size: 4 feet in energy form
Weight: N/A
Sex: N/A
Description: An invisible energy entity in its natural form, or per host.

Abilities
• Draw PPE from the ambient environment (e.g., ley lines) and convert to ISP at a ratio of 1 PPE : 4 ISP.
• In energy form, possession of others (human or animal), empathy, hover and fly, invisible and intangible, impervious to physical and energy attacks (affected by psionics and magic).
• Limited psionic powers: Empathy at no ISP cost, Empathic Transfer, Bio-Manipulation, Levitation, Telekinesis, Sixth Sense, See the invisible, impervious to fire, death trance, telepathy, mind block.

Combat Data
(Applicable in energy form and in a host body)
• 4 physical or two psionic attacks per melee
• +6 SDC physical damage inflicted by host body
• +2 initiative
• +2 strike
• +2 parry and dodge
• +2 roll with punch, pull punch

Saving Throw Bonuses
• +2 save vs. magic and psionics
• +10 save vs. HF

Skill Equivalents
Land navigation and basic math at 70%.

Book reference: CB3, P. 82-83
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatic senses: Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses)
33d remaining
,
PPE: 241/345 (Vheld), 83/83 (Sil), 100/1100 (energy sphere), 400/400 (Skarrah), 480/480 (Bakir), 162/162 (Birga). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 800/800(Skarrah), 1200/1200 (Bakir), 187/187 (Birga).
,
3/3 on Vheld IA, 3/3 on Ring of Invisibility, 3/3 on Animate Dead, 3/3 on Skarrah IA, 3/3 on Bakir IA.
User avatar
Vheld
Posts: 608
Joined: Sat Mar 31, 2007 8:36 am
Location: Rifts PC (The Spook Squad)

Two - Possessing Entity (Sub-demon)

Post by Vheld »

Name: Two
Image
Possessing Entity
Alignment: Diabolic
Level: Equivalent to a 6th level psychic.
Sentiments towards Vheld: Dislikes being cooped up all day. Takes it out on its victims whenever it has the opportunity.

Attributes
I.Q.: 18
Speed: 50 in energy form.
Physical attributes as per host body.

Physical Data
M.D.C.: 100
P.P.E.: 4
I.S.P.: 30
Size: 4 feet in energy form
Weight: N/A
Sex: N/A
Description: An invisible energy entity in its natural form, or per host.

Abilities
• Draw PPE from the ambient environment (e.g., ley lines) and convert to ISP at a ratio of 1 PPE : 4 ISP.
• In energy form, possession of others (human or animal), empathy, hover and fly, invisible and intangible, impervious to physical and energy attacks (affected by psionics and magic).
• Limited psionic powers: Empathy at no ISP cost, Empathic Transfer, Bio-Manipulation, Levitation, Telekinesis, Sixth Sense, See the invisible, impervious to fire, death trance, telepathy, mind block.

Combat Data
(Applicable in energy form and in a host body)
• 4 physical or two psionic attacks per melee
• +6 SDC physical damage inflicted by host body
• +2 initiative
• +2 strike
• +2 parry and dodge
• +2 roll with punch, pull punch

Saving Throw Bonuses
• +2 save vs. magic and psionics
• +10 save vs. HF

Skill Equivalents
Land navigation and basic math at 70%.

Book reference: CB3, P. 82-83
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatic senses: Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses)
33d remaining
,
PPE: 241/345 (Vheld), 83/83 (Sil), 100/1100 (energy sphere), 400/400 (Skarrah), 480/480 (Bakir), 162/162 (Birga). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 800/800(Skarrah), 1200/1200 (Bakir), 187/187 (Birga).
,
3/3 on Vheld IA, 3/3 on Ring of Invisibility, 3/3 on Animate Dead, 3/3 on Skarrah IA, 3/3 on Bakir IA.
User avatar
Vheld
Posts: 608
Joined: Sat Mar 31, 2007 8:36 am
Location: Rifts PC (The Spook Squad)

Conditions

Post by Vheld »

As of level 12:

Code: Select all

[inline=Sense Magic]24m00s, 120ft. area, can tell if within 20 feet or not.[/inline]
[inline=Invincible Armor]36m00s, 300/300 MDC, fully environmental, regenerates 1d6MDC/melee, 1/2 damage from all magic and mundane energy attacks, -15% to physical skills[/inline]
[inline=Charismatic Aura]18m00s, +8 PB, 60-foot radius, can induce friendship/trust, power/fear (HF 13), and 80% chance successful deception.[/inline]
[inline=Aura of Power]12m00s, Character seems +3 levels, 50% stronger, +[roll]1d4+2[/roll] to MA.[/inline]
[inline=Ring of Invisibility]33m00s, PF2EP193, can cast spells/perform actions/do combat while remaining invisible, visible to heat sensors.[/inline]
[inline=Mental Protection Tattoo]12m00s, impervious to mind control of all types and +3 to save vs. psionic attacks of any kind.[/inline]
[inline=Energized Storm Staff]2m45s remaining, Vheld is immune to energy attacks and can fire up to 4 lightning bolts per melee round.[/inline.]
[inline=Shadow Meld]24m00s, completely invisible in shadows at least five feet big, +15% prowl, enemies are -5 to strike.[inline]
[inline=Warrior Horde]3m00s, BoMP159, creates 220 warriors, can command so long as one stays within 100 feet.[/inline]
Current Minion Combat Headers

Code: Select all

[OOC=Skarrah Combat Rolls]Initiative: [roll]1d20+4[/roll]
JIC: [roll]1d20[/roll], [roll]1d100[/roll]
APM: 7 [/OOC]

[OOC=Bakir Combat Rolls (Daytime)]Initiative: [roll]1d20+1[/roll]
JIC: [roll]1d20[/roll], [roll]1d100[/roll]
APM: 3[/OOC]

[OOC=One/Two Combat Rolls][u]One[/u]
Initiative: [roll]1d20+2[/roll]
JIC: [roll]1d20[/roll], [roll]1d100[/roll]
APM: 4

[u]Two[/u]
Initiative: [roll]1d20+2[/roll]
JIC: [roll]1d20[/roll], [roll]1d100[/roll]
APM: 4[/OOC]
Leave me alone.
Spell Strength +5 (victims need 17 or better to save vs. Vheld's incantations)
Automatic senses: Vampires (1000 ft/100% chance to recognize on sight), Rifts (550 miles), and Ley Lines (85%, 100 miles; +10% for nexuses)
33d remaining
,
PPE: 241/345 (Vheld), 83/83 (Sil), 100/1100 (energy sphere), 400/400 (Skarrah), 480/480 (Bakir), 162/162 (Birga). ISP: 90/90 (Medallion), 500/500 (Skarrah). MDC: 800/800(Skarrah), 1200/1200 (Bakir), 187/187 (Birga).
,
3/3 on Vheld IA, 3/3 on Ring of Invisibility, 3/3 on Animate Dead, 3/3 on Skarrah IA, 3/3 on Bakir IA.
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