The following file is using Palladium's standard gaming terms rather than those of the Darkworld RPG. -Tony Only the characters I've created are copyrighted by me. Most of the characters in this file are copyrighted by other people :) who I don't think will mind as this is a non-profit posting. -Tony Villianess Shasti Level: 15, OCC: Adeptar - Renegade 3WA Trouble Consultant Race: Female 3WA Bioroid, Alignment: Miscreant, Age: Unknown Insanity: Flips between her personality facets without warning, unstable Height: Not Short, Weight: Go Ahead, Ask Her, Attributes: IQ 21 / ME 18 / MA 16 (45%) / PS 50 / PP 36 / PE 91 / PB 25 (85%) / SPD 47 HP 30,300 / MDC 303 SDC 45,800 / MDC 458 Enhancements: [headjack, hardwired combat, neural wired reflexes, wardrug gland implants] Skills (Programmed 98%): All Comm, Electrical, Espionage, Mechanical, Medical, Physical (not fourwinds or fencing), Pilot, Pilot Related (not horsemanship), Rogue, Science (except anthropology), Weapons, and Wilderness Survival (except fishing and holistic medicine). She also has: Demolitions, Computer (Op/Prog), Armorer, Earth Lore, and Darkworld Lore. M.A. Combat: Initiative +8 Trouble Consultant Power #7 APM 10 WP Skill WP E+2, WP Sys +2, Paired St +15 +8 MP +18 +8 Autododge or Multidodge +18 Roll With +8 Damage +36 SDC Critical 17-20 Deathblow on called 20, Natural 20 KOs for 1d6 melees Moves: All wrestling, multiparry, dodgekick, parrystrike, tripkick Punch: 1d10+6 SDC/ 1d6x10 SDC/ 6d6 MD / (2 APM): 2d4x10 MD Kick: 2d6+6 SDC/ 1d6x10 SDC/ 6d6 MD/ (2 APM): 2d4x10 MD Leap Distance: 47' Saves: Magic/Insanity +4, Mind Control +10, PE +40, Psi+6 Standard Equipment: Railgun SMG Mark K Chainsaw Knife: 2d8 MD (2d8x10 SDC to HP/SDC) Repulsar Vest Description: Shasti is currently on Arcanar. She's seeking revenge on those who killed her, mainly four USD operativesa and then the 3WA's Lovely Angels. She has dark eyes, long black hair, and a happy expression on her face. That's one of her quirks. When not in combat, she's either in social mode to appear to be a friendly stranger or in inquisitor mode. Her personality mode isn't actually a mode but something that defines the other three. She was built in with many new features that haven't been reused since. The 3WA is still trying to figure out what went wrong with her. She is impervious to the vacuum and lack of air of space and is heavily radiation shielded. She takes half-damage from fire and cold due to the durability that had to be put into her to allow her to survive in the void of space. Heroine Kei Codename: Lovely Angel Level: 14, OCC: Adeptar 3WA Trouble Consultant Race: Female Newtype, Alignment: Scrupulous, Age: 22 Attr: IQ 13 / ME 14 / MA 22 (75%) / PS 39 / PP 34 / PE 31 / PB 25 (85%) / Spd 28 Leap 28' RDC HP: 129 Phy RDC: 270 Trouble Consultant Powers: #1-7 Psionics: Clairvoyance + Psychometry (req Yuri) / ISP:74 Skills [98%]: speak/read Japanese/English, basic math, swim, climb, bodybuilding, gymanstics, athletics, boxing [x2], running, wrestling [x2], All DW WP skills but fourwinds, can pilot any vehicle including destroids,DW,Rifts machines at basic level, disguise, sing, intelligence, CW+CV, radio:basic, optics, laser comm, streetwise, demolitions, navigation [all], rd sensory equip, evasive action / Total: 64 skill points M.A. Combat: Initiative +1 APM 8 WP Any WP E+2, WP Sys +1, Paired S+13 +7 MP+18 +7 Autoddg +18 Roll With +7 Crit 17-20 Damage +25 SDC Punch: 1d10+6 SDC, Stunpunch: 1d8 melees, Leap Attack Kick: 2d6+6, Jumpkick x3, Trip Kick Moves: All wrestling, N20 KOs for 1d6, mulitdodge, dodgekick, parrystrike Saves: ME +2, Psi +4, PE +10 Standard Equipment: Space Bikini AR 12 MDC 50 Plugs for her two cyberneck sockets (MOTS, Reflex Shield, or slaved gun) Railgun SMG Mark K + 3WA Missile Cannon +1 Strike Jetpack with Sabot Cannon: 2d8x10 MD with 20' BR Iczer-Rang for a concealed weapon or a psionic weapon Description: Kei has outstanding measurements, fiery short red hair, and brown eyes. She loves cheesecake and has a temper you don't want to mess with. So if you were to assume that she's the type who prefers action to talk, you'd be right. Unfortunately, she's leveled a too few many worlds, causing her and her partner to be dubbed "The Dirty Pair" which the Lovely Angels hate. They adamantly demand, "IT'S NOT OUR FAULT!" Heroine Yuri Codename: Lovely Angel Level 14, OCC: Adeptar - 3WA Trouble Consultant Race: Female Newtype, Alignment: Principled, Age: 22 Attr: IQ 17 / ME 21 / MA 22 (75%) / PS 33 / PP 34 / PE 30 / PB 28 (98%) / Spd 28 Leap 28' RDC HP: 144 Phy RDC: 227 Trouble Consultant Powers: #1-7 Psionics: Clairvoyance + Psychometry (req Kei)/ ISP: 93 Skills (98%): speak/read Japanese and English, basic math, martial arts, WP Paired, Handgun, SMG, rifle, heavy, energy, systems +1, sword, fencing, chain, thrown, acrobatics, body building, boxing, running, wrestling, athletics, gymnastics, swim, climb, disguise, intelligence, CW+CV, radio:basic, radio:scramblers, optics, laser comm, streetwise, demolitions, navigation (all), rd sensory equip, evasive action, computer op/prog, computer hacking, wp sys +1, escape artist, cook, dance, adv math, pilot and combat basic DW+Rifts PA, pilot (plane, car, cycle, armored, boat, copter, hover, jet craft + fighter + pack, spacecraft) M.A. Combat: Initiative +1 APM 7 WP Sword Other WP E+2, Sys +1, Paired S+13 +8 +7 MP+16 +8 +7 ADdg+16 Roll With +7 Damage +18 SDC Critical 17-20 Punch 1d10+6, Stunpunch 1d8 melees, Leap Attack, Parrystrike Kick 2d6+6 SDC, Jumpkick x3, Trip Kick, Dodgekick Moves: All wrestling, multidodge, autododge, multiparry, KO 1d6 on 20 Saves: ME +5, Psi +7, PE +10 Standard Equipment: Space Bikini AR 12 MDC 50 Elektromag Pistol: 2d6 MD, Blasts 20, Bursts Plugs for her two cyberneck sockets Bloody Card Mk2: 1d4x10 MD Jet Pack with Sabot Cannon: 2d8x10 MD with 20' BR Iczer-Saber, Psi-Lash, Iczer-Cards or other psionic weapons Description: Yuri is a beautiful long dark-haired Trouble Consultant. She is much more reserved than Kei is but will not hesitate to engage in combat when pressed. In fact, Yuri is quite proficient in slicing apart gangs with her Bloody Card with which she almost always manages to hit everybody in the enemy group. She is much stronger than she looks. There are no bulging muscles on either of the Lovely Angels, but the ones they have are just incredibly powerful after all the years they've had on the job. Villian Demon Saint Lord Baalek Level: 6, OCC: Astral Nexus Saint Race: D-33 Human Male, Alignment: Diabolic, Age: 400 (Looks 40) Height: 6', Weight: 155 lbs, Attributes: IQ 13 / ME 30 / MA 16 (45%) / PS 38 / PP 21 / PE 42 / PB 6 / Spd 23 Cloth Spd 31 AR 14 ADC HP: 639 Phy ADC: 765 Cloth AR 18 ADC 1400 PPE: 97 - regenerates 30/melee ISP: None Skills: Speak: Japanese, Chinese, Demon, English, Elven; Boxing, Body Building, Paired WPs [Axe,Shield], Fourwinds, D-33/D-36/DW Lore, Magic Lore, Monster Lore, Prowl, Swim, Climb, Streetwise, WP Axe, WP Shield, WP Blunt Saint Combat: Automatic Initiative Normal With Cloth APM 7 8 CosmoBlast Axe Shield Blunt St+9 +11 +3 +6 +6 +4 Pr+12 +15 +6 +6 +4 AD+12 +15 Crit 15-20 Damage +26 ADC Punch 1d6+2 ADC, Powerparry, Parrystrike, Leap Attack, Leap 1'xSpd Kick 1d8+4 ADC, Jumpkick x3, Trip Kick Moves: Autododge, Multidodge, 1-h hold, +5 escape hold, +4 maintain balance Saves: Magic +8 (Cloth +3), Psi +8, PE +14 Saint Powers: Primary A-C Attack: R-160', 2 APM "Burning Death Attack" Black Fire and Anti-Matter 6d6x4 ADC "Baal Fang Fist" Torrent of Hellish Red Kinetics 6d6x4 ADC Teleportation, Astral Form, Astral Shift, Shield (900 ADC) Cloth Axe 2d6x2 ADC +1 Parry +1 Throw ADC 80 Martial Art Powers: Stone Ox, Kick Practice, MA Awareness, Iron Hand, Tamashiwara, Fortress Penetration, Vibrating Palm, Kata Axe, Kata Shield Description: He has shoulder-length white hair, deep black eyes, and a purple Demon Cloth. He was a scared thug with anger running deep through his veins, hiding from the terrors of D-33. The Rocor saw in him a great aptitude for magic and cruelty. And so, they offered him power, and he seized it. He became their emissary on Arcanar. He became Baalek, an evil meant to punish those who destroyed Legion, the offspring of D-36. Black Magic at L8: All spells are known except stun, total heal, and soul claw. Baalek's Magic Sorcery at L8: chameleon, see aura, befuddle, fear, mystic alarm, impervious to fire, breathe without air, blind, firebolt, seal, call lightning, fireball, words of truth, time slip, tounges, globe of silence, invulnerability, dispell magic barriers, amulet, negate magic, agony, levitation, telekinesis, shadowmeld, mulitple image, carpet of adhesion, domination, and life drain. Magic Items: * = Indestructable Arcanite Amulet of Atnare*: Personal Nexus Point, power radius of 1' when opened Magic x3, +2 Save M+HF, PPE 240 per 6 hours Amulet of Armor*: provides MR 12 Pendant of Power*: +3 save vs magic/psi, imposes -3 on foes Southern Blademace: Pain*: 5d6 MD, +1 strike, cast L20 DW Agony 1x/melee Ring of Repulsion: 2d10 ADC, R-300', Saint Knock-Back 1200', Mithril MDC 75 Amulet: See the Invisible, +4 save/magic insanity, +6 save/magic sickness Villian Lord Soth - Death Knight Race: Undead Human (Death Knight), Alignment: Aberrant Age: 893, Height: 6'6", Horror Factor: 16 Attributes: IQ 25 / ME 44 / MA 25 (90%)/ PS 42 / PP 44 / PE 66 / PB 5 / Spd 30 Mega-Rating 18 MDC 360 PPE 360 ISP 180 Combat: Initiative +4, Paired WPs, Multidodge, Multiparry, Dodgeslash APM 9 Sword L17 Shield L24 Strike +10 +9 +12 Parry +10 +9 +12 Dodge +10 Damage +28 SDC Critical 17-20, Saves: PE +26, Psi +20, Other ME +15 Weapons: Fist 3d10 MD or 3d10 SDC Sword of the Darklord 5d6 MD (+15 MD used 2-H, See More Magic 3) Psi-Sword (a psionic power) 6' long named Megalith Also has an iron rod and a wooden stake Psionics L20: Evil Eye (Bio-Manipulation), Psi-Sword, Psi-Shield, TK Force Field Magic L20: All Death Knight powers, including shadow travel Elemental Spells: mini-fireballs (Rifts CB p77), darkness (p75), globe of daylight (p74), ball lightning (p64), call lightning (p64), protection from lightning (p65), darken sky (p66), calm storm (p64), blue flame (p77) Combo: Soth has developed a technique of using a TK Force Field to trap a foe and simultaneously casting Blue Flame within. This takes 3 APM. Hellfire: From the dark powers of Lanta (D-36), Soth can draw fire once per day. It has two versions to be chosen. One uses 2 APM and creates only ten streams of hellfire (may be directed at different targets) doing 10d8 MD each. The other version uses 4 APM and creates 20 streams! A strike roll must be made. Soth may give each stream a blast radius of 50'. Description: Lord Soth of Krynn was freed from Ravenloft's Sithicus when the death knights of one of D-33's kingdoms invaded. He reappeared on Arcanar from a mile high violet dimensional vortex. Soon, wraiths flocked to him, and he led an assault on several communities a few months later. Brief footage was acquired before the relays were destroyed. Lord Soth, the Knight of the Black Rose, works under Demon Saint Baalek even though he considers none his superior except the powers of D-36 which he honors, however, he would fight them if his mistress on Krynn, the Queen of Darkness, commanded him to do so. He hasn't been in contact with her for centuries, and his goal is to return to Krynn. Villian Lord Garnac Level: 10, RCC: Gargoyle Lord Race: Gargoyle Lord, Alignment: Aberrant, Age: Approx 430 years Height: 15', Weight: 2000 lbs, Attributes: IQ 12 / ME 16 / MA 11 / PS 34 / PP 30 / PE 27 / PB 7 / Spd 18 (Fly 90) Fly 62 MPH Horror Factor 16 Leap 100' MDC: 700 Bonus Stone Transformation MDC: 200 ISP: 50 Powers: Metamorph to living stone 3x/day for 6 hrs each, turn invisible at will, teleport 2x/day 2400' accuracy 93% Combat: Initiative +2, WP Energy +2 APM 6 WP Knife/Sword WP Heavy St+11 +5 +5 Pr+11 +5 Dg+11 (+17 in Flight) Possesses autododge (+2 more to dodge) when wearing his armor. Damage +20 MD (+3d6 MD to physical attacks when in battlesuit) Punch/Kick 4d6 SDC, 4d6 MD, 1d6x10 MD (+1d6 MD in stone) Tackle 2 APM 2d6 MD 75% knockdown (+2d6 MD in stone) Tail 3d6 MD Breathe Fire 4d6 MD 90' Heal 4d6/Hour Garnac's Armor: This armor is a more powerful version of his earlier model. AR 25 MDC 5100 The suit is impervious to lasers; provides autododge at +2; and has mechlar optics, a flying speed of 600 MPH, and a flight ceiling of 6000'. This versatile battlesuit also allows him to move at his normal movement rate x4. It's a shining, silvery, and bladed visage. Garnac's Blaster: Garnac's right forearm blaster has 900 MDC. This dual weapon system has +2 strike. The laser pulse cannon does 3d6x10 MD, and the grenade launcher does 3d6x10 MD with a 100' blast radius. The launcher may fire no more than 3x/melee. The laser pulse cannon can create multiple beams. It can hit 1-3 targets for 1d6x10 MD each or 1d6 targets for 1d30 MD each. The Medallion of Gar: With this, Garnac regenerates 1d6x10 MDC/melee. He also has autododge and magically knows all languages. The medallion itself has an IQ of 9 and an aberrant alignment. This is, in reality, the Disc of Dragons which was mindwiped along with the Dragonblade (Garnac) by Baalek's forces. They both believe they've served Baalek for most of their lives. Only Garnac's or Baalek's death will restore the Dragonblade and the Disc to their former status. If Lawrence, the human who became the Dragonblade, were to again turn human, he would die of old age. Villian Death Saint Pike Level: 7, OCC: Astral Mithril Saint Race: Delven Male, Alignment: Diabolic, Age: 26 Height: 6', Attributes: IQ 12 / ME 32 / MA 16 (45%)/ PS 30 / PP 25 / PE 32 / PB 13 / Spd 33 Leap 33' ADC HP: 240 Phy ADC: 612 Cloth AR 14 ADC 800 PPE 57 ISP 141 Skills 75%: Speak/Read Delven (98%), Basic Math (98%), Speak Japanese, WP Polearm, WP Sword, WP Bow, paramedic, forensics, sing, dance, athletics (x2), bodybuilding (x2), gymnastics, acrobatics, swimming, boxing, prowl, climb, running, wrestling, dueling: polearm, WP paired, fourwinds, WP energy, WP shield, serpent strike, demonology Saint Combat: Automatic Initiative, WP Energy +2, WP Paired, Fourwinds Normal Cloth APM 7 8 Astral Blast Polearm Sword Bow Shield St+9 +11 +1 +5 +4 +4 +4 Pr+13 +16 +5 +4 +4 Dg+13 +16 Roll With +5 Damage +18 ADC, Punch 1d6+2 ADC, Kick 1d8 ADC Moves: Body Block, Body & Dragon Throw, tripkick (F&R), leap attack, jumpkick x3, 1-handed hold Saves: PE +9, Psi +12, Magic +9 (+12 in Cloth), Other ME +9 Saint Powers: Primary A-C Attack: R-40', 2 APM "Reaper Fist" Lifedraining Purple Stream 6d6 ADC "Sting of Death" Hurl Cloth Skorpion 6d6 + 4d6x2+18 ADC Astral Form, Cloth Skorpion 4d6x2 ADC Martial Art Powers: stone ox, iron hand, MA awareness, falling technique Psionics: psi-sword (claymore, 2-8d6 MD), psi-shield, deaden pain, evil eye, mindblock autodefense, TK force field (150 MDC) Spells: Black Magic (creeping death #1, vile killer #3, death arrow #17, create ghoul #18 (subject must be dead) Other Magic (animate/control dead, create mummy, create zombie) Description: Pike's Cloth is of grisly bone-white design. He's Demon Saint Baalek's favorite minion because he's loyal, vile, and has no ambition but to work with his powerful lord's schemes. Celestial Guardian Celestia - Final Guardian Race: Luran, Sex: Female, Class: Prime Vatar, Level: 15 Alignment: Principled, Age: 500, Ht: 6', Wt: 120 lbs, Birthdate: 1900 Attributes: IQ 38 / ME 42 / MA 34 / PS 62 / PP 43 / PE 65 / PB 50 / SPD 48 (57) AR 15 HP (ADC) 1071 Phy ADC 1071 Vatari AR 18 ADC 1400 PPE 147 Skills: Astrophysics, chemistry, analytical chemistry, basic math, adv math, computer op/prog, dimensional physics, philosophy, geomancy, + many, many more; athletics x2, gymnastics, acrobatics, body building x2, boxing, running, wrestling, fencing, Paired Wps, WP Shield, WP Sword Martial Art Powers: Stone Ox, Combo #2, Wrist Hardening, Kick Practice, MA Awareness, One Mind Kata, Kiai Yell, Kata of Five, Fortress Penetration, Windmill Kata, Calm Minds Vatar Powers: Fly, Divine Magic, Celestial Form, Saint Sense, Teleportation, Shield 150 ADC; Secondary Attack x5: 20d6x4 ADC R-320': 1 Holy Blast 2 Psi-Sword Thrust 3 Jumpkick 4 Tripkick Front 5 Parrystrike Punch 6 Kick 7 Psi-Sword Leapattack 8 Body Throw 9 Holy Blast Split 4 Ways: 5d6x4 each 10 Holy Blast Split 5 Ways: 4d6x4 each, roll once for damage and to-hit Speak/Understand all languages while within Celestia Vatar Combat Automatic Initiative +4 Normal In Vatari APM 8 9 Kata Sword Shield Cosmoblast S+16 +18 +11 +8 +4 P+23 +26 +11 +8 AD+24 +27 Roll With +5 Damage +52 ADC, Punch 1d6, Kick 1d8+4, [1] Psi-Sword 1d10x10 MD Critical 15-20 Moves: Leapattack, Jumpkickx3, Tripkick F+R, Leap 1'xSPD, Parrystrike, Powerparry, 1-Handed hold, +10 Escape holds (unhurt by wristlocks), +4 Maintain balance, multidodge, autododge Description: Celestia was a Luran researcher who discovered the realm of Celestia. It was time for a new guardian, and the Powers chose her for she already new far too much for one of the "normal" universes. Her duty is to keep Celestia stable by destroying those who would tamper with the bindings of reality itself. Her psi-sword can be called at will despite the fact that she has no other psi-talent. It is a perk of her status. She is wary of the USD's picking of particles from her realm to make their Gravalon SMGs, but particle-picking is all it is. Celestia has never used an Avatar. Appearance: Hair-Blonde, Eyes-Gold/White Light, Vatari (Cloth) - White Gold Armor and Embroidered Cloak Celestial Form: This power is identical to the Saints' astral form except this transports one to the realm of Celestia. Celestial Guardian and Villian Celestial Demon Saint Mara Race: Drackor, Alignment: Diabolic, Ht 6.5', Wt 260 lbs, Sex: Male Class: Major Vatar, Level: 8 (almost L1 Prime), Age: 300 years Attributes: IQ 13 / ME 28 / MA 17 / PS 50 / PP 26 / PE 58 / PB 5 / Spd 33 (38) AR 13 HP (ADC) 699 Leap 1'xSpd Phy ADC 948 AR 16 Vatari 1100 PPE 72 ISP 179 Skills: HtoH Astral Saint, Lang Japanese, WP Sword, WP Blunt, WP Bow, Paramedic, Sing, Cook, Speak/Read Demon, Basic Math, Acrobatics, Body Building x2, Boxing, Wrestling, Fencing, Athletics x2, Gymanstics, Prowl, Climb, Run, Demonology 98%, DW Lore, Faerie Lore, Monster Lore, Paired WPs, Fourwinds, WP Polearm, WP Chain, Track, Land Navigation, Streetwise, Chemistry, Poison, Demolitions, Biology, Detect Concealment Martial Art Powers: Stone Ox, Dam Sung Sing, Chagi, MA Awareness, Kiai Vatar Powers: Celestial/Astral Form, Celestial/Astral Shift, Warp Vatari, Rewarp Vatari (Cloth), Primary AC Attack (x2): 12d6x2 ADC, R-80', 1 Burning Claw (fire, implosion, and explosion), 2 Nightshade (Spinning anti-matter wheel) 3 Black Lightning 4 Blue Lightning (spinning jumpkick) Psionic AC Attack: 1d4x20 ADC, 1 Soul Slash (claw), 2 Soul Rend (ranged blue, black, and red lightning to mind) PPE Regeneration 20, Vatari Healing Rate 60, Speak/Understand all languages while within his realm Vatar Combat Automatic Initiative Normal With Vatari APM 7 8 Sword Blunt Others Ranged AC Attack S+11 +13 +7 +6 +4 +3 P+16 +19 +7 +6 +4 AD+16 +19 RW+5 Damage +40 ADC (Kick +44 ADC) Crit 16-20 Attacks: Claw/Bite/Kick 3d6 ADC, Tail 2d8 ADC Weapons: Firesword 2-H 5d6 MD (1d6x10 PDC to non-diabolic holders), Ind. Blue-black Stun Mace 1d8x3 MD - stuns 2d10 if fail save - Ind. Longbow with 12 lightning arrows doing 1d6x10 MD each Moves: Tripkick, Leapattack, Jumpkickx3, 1-h Hold, parrystrike, powerparry, autododge, multidodge, +5 escape holds, +4 maintain balance Saves: Magic +7(+10 in Vatari), Psi +10, PE +22 Note: Nightvision 800' Description: His Vatari appears as spiked shimmering blue armor. It has wings as well that are functional. He can fly his normal movement rate with them. His Celestial Shift power allows him to leave Celestia by windows other than the Stairway. He also has access to the Astral Plane. Mara's Spells and Psionics Spells at L8: Tounges (12) L6, Eyes of Thoth (8) L5, Impervious to Fire (5) L3, Chameleon (6) L2, Blinding Flash (1) L1, Mystic Alarm, Breathe Without Air (5) L3, Armor of Ithan 10L3, Blind 6L4, Ley Line Transmission, Magic Net 7L4, Shadowmeld 10L4, Repel Animals 7L4, Domination 10L5, Multiple Image 7L4, Escape 8, Agony 30, Fly as Eagle 25, Lifedrain 25, , Second Sight 20, Luck Curse 40L8, Minor Curse 35, Negate Magic 30, Sickness 50, Wisps of Confusion 40, Create Avatar (1000 PPE) Black Magic: All but D-Teleport, Total Heal, Stun, and Soul Claw Psionics: Deaden Pain, Mindblock, See Invisible, Object Read, Clairvoyance, Telepathy, Total Recall, Sense Magic, Empathy Avatar Spell: The cost of this spell is halved if there is a willing being who can be turned into the avatar. An avatar can be controlled personally and inhabited by the mind of its creator. Alone, the avatar will follow the commands and will of its creator. It has half of the attribute values that the true being has, all the natural powers, and none of the spell knowledge unless the creator teaches it to the avatar. The death of an avatar will not only earn the destroyer the wrath of the power who made it, the destruction will also inflict 4d6x10 MD to the power (x2 if the power was currently inhabiting it). The power must also save vs pain at -10 (or half the PE bonus) or be stunned for 1d4 rounds (agony half APM -20 S/P/D). Celestial Guardian Beldar - Vatar of War Race: Brutan, Alignment: Aberrant, Ht 6.5', Wt 240 lbs Class: Major Vatar, Level: 7, Age: approx 300 years Attributes: IQ 10 / ME 30 / MA 14 / PS 43 / PP 27 / PE 51 / PB 6 / Spd 27 (32) AR 8 HP (ADC) 624 Leap 1'xSpd Phy ADC 813 AR 16 Vatari 1100 PPE 76 ISP 97 Skills: HtoH Astral Saint, Lang Japanese, WP Sword, WP Chain, WP Axe, Paramedic, Sing (2 skils) +20%, Speak Brutan 98%, Basic Math, Acrobatics, Body Building x2, Boxing, Prowl, Climb, Running, Wrestling, Fencing, Athletics x2, Gymnastics, Detect Concealment, Intelligence, WP Knife, WP Blunt, WP Thr, WP Bow, WP Archery, Paired WPs, WP Shield, WP Polearm, Fourwinds Martial Art Powers: Stone Ox, Chi Gung (MR 17), Kiai, MA Awareness Vatar Powers: Warp/Rewarp Vatari, Soma Charge (30 PPE), Celestial Form, Celestial Shift, Vatari Claymore 3d6x2 ADC (95 ADC, +2 I, +2 P), Primary AC Attack: 6d6x2 ADC, R-80', 1 Saber Strife (thousand blades), 2 Warblade Attack (Claymore chop) Psionic AC Attack: 1d4x20 ADC, R-24', 1 Killer Impulse (mental violence overload); PPE Regeneration 20 PPE, Cloth Heal at 60 Vatar Combat Automatic Initiative Normal With Vatari APM 7 8 Sword Other AC Attack S+11 +13 +7 +4 +3 P+15 +18 +7 +4 AD+15 +18 RW+5 Crit 16-20 Damage +33 ADC (PS only +29) Attacks: Punch 1d6, Kick 1d8, Leapattack, Jumpkick x3 Moves: Tripkick, 1-h Hold, parrystrike, powerparry, +5 escape holds, +4 maintain balance, autododge, multidodge Saves: Magic +8 (+11 in Vatari), Psi +10, PE +18 Psionics: Deaden Pain, Bio-Regenerate Description: Beldar coordinates a Vatar army in Celestia for the defense of his realm. His other calling is to propagate war on the other planes. He'll do everything he can to make war happen. When there's a war on the edge, he'll be there to push it over. And sometimes, he'll be there to end it. With his position, he has an army of his own, but what force would invade Celestia? The War Vatar is forced to seek battles elsewhere. His Vatari appears as burnt dark red (brimbstone) armor. The cloak he drapes it in is black as night. Celestial Guardian Kujiren - Wind Saint Race: Male Zentraedi, Alignment: Anarchist, Age: Approx 30 Class: Mithril Saint, Level: 7 Attributes: IQ 11 / ME 32 / MA 12 / PS 36 / PP 22 / PE 41 / PB 12 / Spd 36 HP (ADC) 381 Leap 1'xSpd Phy ADC 648 No Cloth - Regenerates PPE at 10/melee PPE 67 ISP 103 Skills: Lang: Japanese, HtoH Astral Saint, WP Sword, WP Chain, WP Thr, Paramedic, Play Wind Instruments, Acrobatics, Body Building x2, Boxing, Running, Wrestling, Fencing, Athletics x2, Gymnastics, Speak/Read Elven, Basic Math, Speak/Read Zentraedi, Paired WPs Martial Art Powers: Tamashiwara, Stone Ox, (BH) Heat/Cold Resistance, Kiai, Windmill Kata Saint Powers: Astral/Celestial Form, Saint Sense, Elemental Power Boost (activated by high winds, 30+ MPH, +4 S/P/D) - NO Soma Charge, Cloth Bokken Sword: (1d8+2)2 ADC, +2 I, +1 Strike, +1 Parry, +1 Thr, 75ADC Psionic AC Attack x2: 2d4x10 ADC, 1 (causes pressure), 2 Demonwind, 3 Wyrmwind (sword thrust), 4 Wyrmthrust (sword leapattack) Saint Combat APM 6 Sword Chain Thrown S+8 +7 +4 +4 P+12 +7 +4 D+12 Dam +24 ADC RW+5 Critical 20 Attacks: Punch 1d6, Kick 1d8 Moves: 1-h Hold, Tripkick F/R, Leapattack, Jumpkick x3 Saves: ME +9 (Psi+11), PE+12, +1 Spell Str vs normal Palladium characters Description: Short Blue Hair, Black Eyes, Blue War Cloak His duty is to guard the Celestial Stairway and alert the Powers whenever it is threatened. He is not adverse to tackling the problem himself. His favorite tactic is to use the mesmerism spell. His version of it encases his victim in an astral mirror where the enemy is entirely. He then builds up his strength/attacks and fires off all his charged-up attacks just as the spell duration is about to run out. He is invulnerable to winds of his own creation and usually winds of others. Minor Psionics: Bio-Regeneration, Deaden Pain Spell Magic: Chameleon L2, See Invisible, See Aura L1, L3 Armor of Ithan, Breathe Without Air, Fingers of the Wind, Float in Air, Invisibility: Simple, L5 Superhuman Speed, Magic Pigeon, L7 Invisibility: Superior, Wind Rush, Wisps of Confusion, Eyes of the Wolf Elemental Magic: Cloud of Slumber, Thunderclap, L2 Mesmerism, Northwind, L3 Northern LIghts, Call Lightning, Wind Rush, Float in Air, L5 Phantom, Whirlwind, Breath of Life, L6 Snowstorm, Vacuum, L7 Atmosphere Manipulation (Wind Rush should be a Dex save - add Dex bonus, 18 or higher. High winds from A.M should cause wind rush effects for the duration.) Hero Runebreaker Race: Human, Alignment: Principled, Physical Age: 37 OCC/Level: 11th Level Human/Runesword, Ht 6', Wt 160 lbs Attributes (Attr and Level are frozen as is): IQ 14 / ME 23 / MA 13 / PS 29 / PP 30 / PE 30 / PB 13 / Spd 25 (leap 25') HP + SDC: Indestructable PPE 21 Skills (95%)/piloting +20%: Speak/Read English 98%, Basic Math 98%, Play Musical Instrument, Det Ambush, Intelligence, Interrogation, Imitate Voices, Impersonation, Pilot Automobile/motorcycle/hover/helicopter/boat/ and jet pack, physical six pack, H to H Martial Arts, WP Sword, Rd Sensory Equip, Navigation, Paired WPs; Speak/Read Elven, Delven, Atlantean, Greek; Prowl, Climb M.A. Tripkick, JumpK, LeapA, AutoD, MultiD, Dodge Kick, Parrystrike APM 6 WP Sword (can use WP Sword on self if fights with arms S +11 +7 bent at right angles at elbows, prefers not to) P +13 +7 AD+13 Crit 17-20 Damage +15 SDC, P 1d10+6, K 2d6+6 As Runesword: 1d6x10 MD from arm or leg attack Saves: ME +4, PE +8, +1 to all saves from runesword Runebreaker is impervious to all spells, psionics, and poison that affect a biological body. Mind affecting attacks can reach the human mind of Runebreaker, but the runesword's mind can always take over (IQ 16). Runebreaker will eventually repair damage done to the mind of its human side. Runebreaker isn't affected by souldrinking attacks. Any souldrinker (not just weapons) hit by Runebreaker must save vs rune (14+) or lose 1d4 devoured souls. Runebreaker can opt to spend 3 APM to attack a souldrinking runeweapon, destroying the runeweapon if it fails its save vs rune. The Runebreaker can sense souldrinkers in a 4 mile radius. Background: His human name is Alek Cynian, but he doesn't answer to it anymore. When he found Runebreaker, he was amazed at the beauty of the two-handed sword. It soon began talking to Alek, and they quickly came to an understanding. Alek was the person Runebreaker had been waiting for. Alek was a slightly above average normal human who was skilled in the martial arts. When the symbiotic runesword merged with him, he was no longer merely normal but also a runesword. He appears non-descript except when seen with his arms and legs bare which are covered in runes. The rest of his body is somewhat less rune-covered, but the runes are all over nonetheless. Aging is something he is no longer affected by. A drawback is that the only sensory perception he gets through the skin is a slight feeling of pressure. The runes can recede below the skin, but that leaves him open for pain as well as pleasure (his skin could be blown off with the runes below the epidermis but he would live nevertheless, chance for K.O.). Runebreaker's goal, the purpose he was designed for, is to seek out and destroy souldrinkers. The sword and man both have a burning hatred of the diabolical devices that souldrinking blades are. Atlantis is a place he can be found in every now and then as that is where the souldrinkers are largely manufactured. Note: Runebreaker can leave its host. Heroine Super Cat Girl Nuku Nuku (The Neko Mk1) Race: Bio-Metal Android, Alignment: Principled, Age: 10 RCC: Android L15, Ht 5'6", Wt 600 lbs, Sex: Female Attributes (attr are set, Neko Mk1 is mostly mechanical): IQ 12 / ME 24 / MA 17 / PS 60 / PP 32 / PE NA / PB 23 / Spd 132 Leap 132' MDC by Locale: Head 180, Body 480, Arms(2) 180, Hands(2) 60, Legs(2) 240 Cybernetics: Brainchip, Back-up Brainchip, Sensor Antennae (these pop up behind each ear) contains optic eye capabilities and adds +2 S/P/D, Fusion Reactor, Jump Coil, Enhanced Strength Thrust, Wired Reflexes, Extra MDC (Max), Commnet (20,000 mile CW, 10 mile radio), Two Cyberneck plugs, Note: Eyes are organic but eyelids close with lightning speed to prevent their damage. If one brainchip is destroyed, her internal back-up will automatically update an external back-up kept in range of the CW. Skills (98%): Speak/Read English, Spanish, Russian, Japanese, Chinese, Elven, Delven, Dwarven, Goblin, Brutan, Trog, Luran; Boxing, Prowl, Climb, Swim (can't swim without special attachment/suit), Pilot Bicycle, Evasive Action, Land Navigation, Fishing, Tracking, HtoH MA, Medical Doctor, Pathology, Streetwise, Computer Op/Prog, Comp Hacking, Cyberdoc, Paired WPs, Ancient Combat: Dragonpunch/Dragonkick Note: She can simply add a skillchip to add a skill to her programming that she may need. Martial Arts: Tripkick, JumpKx3, LeapA, AutoD, MultiD, DdgK, PrryStr, MPrry APM 7 Strike +13 - Sensor Antennae Bonus Not Added (+2 s/p/d when they're up) Parry +15 ADodge +15 Initiative +4 Roll With +4 Crit 17-20, Stunpunch 1d8 melees Damage: Punch: 1d10+6 HP +66 SDC, 2d6 MD, 6d6 MD, Power 2d6x10 MD (2 APM) Dragonpunch: Punch x4 (3 APM), Power Dragonpunch 8d6x10 MD (6 APM) Kick: 2d6+6 HP +86 SDC, 4d6 MD, 1d6x10 MD (1 APM), JKx3 3d6x10 MD (2 APM) Dragonkick: Kick x4 (3 APM), Power Dragonkick 12d6x10 MD (6 APM) Leapattack with Powerpunch (3 APM) 4d6x10 MD Saves: ME +12, Save vs Magic +12, PE +Enough Background: Filian Cybeck built Nuku Nuku in 2391. Filian, a self-employed cyberdoc, was trying to develop a self-aware android that wasn't AI. Unable to experiment with brains of intelligent beings, his experiments skidded to a halt. Several years later, he stumbled across a dying flashcat. He knew the creature was beyond his help, so he took it back and transferred the information in its still living brain to a brainchip. As flashcats are a species as intelligent as man, Filian knew if this worked that it would mean he had succeded. Filian did have a success, however, the flashcat brain held no memory of its past and quickly came to believe it had been an android from the start. Nuku Nuku's exposure to the environment caused her to decided early on that she wanted freedom to live her own life. She is now one of the best free-lancers money can hire. Villianess Lady Death Race: Murkite, Sex: Female, Alignment: Miscreant, Age: 29 RCC: 13th Level Murkite, Ht 6', Wt 120 lbs Attr (Lady Death was designed on the Takahashi Elemental Table): IQ 18 / ME 18 / MA 27 (98%) / PS 17 / PP 27 / PE 38 / PB 28 (98%) / Spd 36 MR 20, RDC 1600 Leap 36' PPE 359 ISP 225 Powers: Flight: Spd 360, She has large but concealable batwings. Necromancer (spells were granted by Sou-Raine) and Esper Darkblast: R-120', 13d6 RDC (can roll 2d6x6 +1d6) Skills: Speak/Read Sou-Rainian, Basic Math, Prowl, Climb, Swim, HtoH MA, Magic Lore, Demonology, DW Lore, WP Hover, Dueling: Knife, WP Thrown Natural Murkite Powers: Magically understands all languages, See the invisible; Kiss of Death: Range-Kiss on lips, spell strength +4, if save vs magic is failed the victim instantly dies, Those who save vs a Murkite kiss of death are forever impervious to any spells or kisses of death employed by that same Murkite. The Murkite cannot control this power, and most lose many would-be lovers because of it. Martial Arts Tripkick, JumpKx3, LeapA, ADdg, MDdg, DdgK, PStrike, MultiP APM 7 WP Knife Str +9 +8 Pry +11 +8 AD +11 Crit 17-20 Attacks: Punch 1d10+6 HP/RDC, Kick 2d6+6 HP/RDC Damage +3 Saves: ME +2, PE +12, Save vs Magic +18, Save vs Psionics +16 Spells: Strangle, Talk to Dead, Undead Creation Spells (all), Sickness, Gate-In Necro-Items and Deathmasks, Suffocation Sarcophagus, Gravedig, Sense Lifeforce, Decay, Vitality Steal, Powertheft, Forcedeath, Shatterbone, Deathfield, Spirit Armor, Lifedisruption, Magnify Pain, Spiritforce, Spiritstrength (+35 PS), Soulmaim; Mage Spells used as Necromancy: Infuse Nightmares (of death), Shadowbands (deathbands), Spell Absorbtion Psionics: Teleport, T-Gate, D-Gate, Aurasight, Empathy, Empathic Broadcast, Clairvoyance, Bio-Regeneration, Evil Eye, Mind Manipulation, Forceshield, Psi-Weapon, Psi-Blast, Necro-Telepathy, Total Recall, Aura Armor; Lady Death stopped developing her powers after the above. Background: Murkites are the inhabitants of D-12, a world they call Shrikia. Shrikia is ruled by the Death Goddess Sou-Raine Soulbane. Murkites usually have dark skin, hair, and eyes. Lady Death has long wavy violet hair, eyes of darkness, and deep blue flesh. Her outfit which covers litte is designed to use her unholy beauty to full effect, however, she is usually wrapped in a dark cloak. She is not undead and still has a soul although some Murkites are undead and some who are alive are soulless. Her only standard weapon is a dagger named Bloodlust: Ind, IQ 13, 2d6 MD, can cast Lifedrain and Kill (at L14) 3x/day each. Death Goddess Sou-Raine Soulbane Race: Zinzor, Alignment: Miscreant, Age: Ageless Height: 60', Weight 72,000 lbs (36 tons), Note: can alter size at will Attr: IQ 36 / MA 27 / ME 28 / PS 360 / PP 34 / PE 90 / PB 28 / Spd 133 (90 MPH) MDC 120,000 PPE 18,000 ISP 6,000 FR 18 (Fear Rating affects a radius = being's height, save vs magic 18+ to determine wether or not character is forever -6 S/P/D against the being) Skills: various Lore skills, WP Knife, WP Sword, WP Axe, Paired WPs Natural Powers: Magically understands all languages, See the inivible, Unimpairable sight, Alter size to as small as human height and/or weight, Can splinter essence in order to exist simultaneously in multiple dimensions (will be intangible/invisible energy beings affected only by magic or psionics) IQ/MDC/PPE/ISP divided equally among them (including original) the energy selves can possess other beings, Dimensional Teleport Self at will, Teleport Self 600 miles at will, Summon 6d6 Lucifer Folk 3x/day Spells (+4 Spell Strength) at L60: All necromancy plus Create Mummy (without permanent PPE loss- 1080 PPE) and Create Rot Golem (like Clay but of corpses without permanent PPE loss - 1080 PPE); Mage Spells used as necromancy: Infuse Nightmares, Shadowbands, Avatar, and Spell Absorbtion; Black Magic: Rain Blood, Death Arrow (victim must save vs magic and death!) Psionics (+4 Psi Strength) at L60: All but cryo, electro, and pyrokinesis; She can activiate Force Shield and Psi-Shield (of Psi-Weapon) without APM expenditure, and she can control the Psi-Weapons by mind without hands on them. She needs to make an initiative roll off to parry with the ForceS or a parry roll to parry with the PsiS. Combat Initiative +7 APM 7 Weapon Skill L29 S+10 +15 P+10 +15 Dodge+10, Saves: Magic/Psi +38, other ME +6, PE +38 Damage: Note: The damage multiplier is divided by two when she's around 30' in height and by ten when she's in human form. The same goes for her magical weapons which alter size with her. When altering size to human size in order for deception, she'll gate-out all six weapons to the Necromension or keep one and carry it the mortal way. Punch 4d6x10 MD, Kick 6d6x10 MD, Stomp 6d6x20 MD Weapons: all six are indestructable Daggers (2): 1d6x100 MD each plus they will strike on their own on each action that Sou-Raine has thereafter with a strike roll identical to the one they were thrown with until they are defended against or the foe is truly dead. Bastard Swords (2): 3d6x100 MD each, both can cast decay 3x/day at +8 spell strength and spell level 120 (Decay Range 1400') Battle-Axes (2): 4d6x100 MD each; both can cast 3 spell/day from among the following list: Armageddon Bolt (of Bow), Soul Star, or Death Cloud at +8 spell strength and spell level 120 Sou-Raine Soulbane page 2 Appearence: Sou-Raine appears most often as a beautiful yet horrifying female humanoid with shadowy/red skin, black/red eyes, and dark shimmering hair. Her attire varies from complex ceremonial robes to the most immodest dress imaginable. The placement of her weaponry is the most terrifying aspect of her. She uses the two temples on her head as sheaths for her daggers, impaling herself this way causes neglibible damage and no discomfort. Each bastard sword is kept under the skin of one of her thighs. She keeps her battle axes driven into her back where shoulder blades would be. Soulbane drinks the souls of her worst enemies. These devoured life essences are what causes her hair to shimmer. Her realm, called Soulanta, is a place for the spirits of the dead. These spirits are sometimes sucked from Limbo into Soulanta, or their evil draws them in if they were evil. The evil ruler of the dimension sometimes wants more than the standard incoming amount of spirits. The presence of the spirits carresses her with power, but she eventually becomes callous to the current level of spirit energy and so needs an increasing spirit population to feed her with power. Her body needs spirit energy for nourishment, but feeding it only increases its need. She is an advocate for war, genocide, and murder in all its forms, including suicide. Her clergy are most often female necromancers. The Death Masks: These are necro-items summonable only be Sou-Raine's worshippers. One who wears a Deathmask becomes a creature no longer kept alive by bodily functions but by the life force itself (blood loss has no effect). The body must be completely eradicated to stop one wearing one of these. The HP+SDC of the wearer become MDC (MDC creatures are x2), and they don't stop functioning until they're taken to -MDC equal to their PE. The wearer also gains Supernatural PS and the ability to move by hovering with feet six inches above the ground. Decapitation is the only other way to stop it for if the mask is removed from contact with the body then the body will return to its normal mortality. The head will remain alive if the mask is still attached, and the mask can only be removed by a Gate-Out Necro-Item spell or by the dying of the wearer. Sou-Raine's Improved Spells: Create Zombie / Corpse Soldier: CT: 1 action or 16 melees for any other than Sou-Raine, Magic AI (IQ 12), PS 60, Spd 18, MDC 2d6x10, APM 3, Punch 1d8+8 MD, S/P/D +3d6, same resistance to magic/psi as normal zombies, PPE 29 Make Mummy: Sou-Raine's power has the following effects: max MDC and attributes, Strike +34 is the highest attainable, Punch does 1d6x10 MD and 5d6 MD/melee of rot to organics for 2d6 melees Golem: Note: The highest attainable strike bonus is +34. Create Death Angel: This takes a spirit of the dead and transforms it into it a Deathangel. Normally this is used upon the spiritis of former loyal priestesses. PPE 12,000 (Summon Death Angel: PPE 84) Death Angels: Height 4-32', They are immaterial and harmed only by magic/psionics. MDC 1d6x100 (lowest 300), APM 6, Spiritlash (punch that penetrates like a necromantic spell) 1d6x10 MD, PPE same as MDC, Spells: either the ones known in life or the standard Murkite ones (see Lady Death) Attr/combat bonuses same as in life except Spd = MDC and PB = FR (max 16). Good? Bad? They're the Pumas. Anapuma and Unipuma Race: Bio-metal Androids, Alignment: Anarchist, Age: 21 as of 2400 RCC: Android L11, Ht: 6', Wt: 140 lbs, Sex: Female Attr (attr are set because they're androids): IQ 10 / ME 18 / MA 7 / PS 60 / PP 32 / PE NA / PB 24 / Spd 132 Leap 132' MDC by Locale: Head 180, Body 480, Arms(2) 180, Hands(2) 60, Legs(2) 240 Cybernetics: Brainchip, Back-up Brainchip, Puma Ear Sensor Array: contains optic eye capabilities and adds +2 S/P/D, Fusion Reactor, Jump Coil, Enhanced Strength Thrust, Wired Reflexes, Extra MDC (Max), Commnet (20,000 mile CW, 10 mile radio), Two Cyberneck plugs, Note: Eyes are organic but eyelids close with lightning speed to prevent their damage. If one brainchip is destroyed, her internal back-up will automatically update an external back-up kept in range of the CW. Also, they puma twins have Razor Teeth (the bio-metal can alter to lose the razor edge) and Retractable Fingernail Blades (WP Knife). Skills (95%): Speak/Read English 98%, Basic Math 98%, Pilot Motorcycle, Pilot PA and Mecha, Mecha/PA Combat Basic, Boxing, Prowl, Climb, Swim, All WP Gun Skills, WP Energy, WP Knife and Dueling, Sniper, Hand to Hand MA; Other skills are learned as needed from skillchips. Martial Arts: Tripkick, JumpKx3, LeapA, AutoD, MultiD, DdgK, PrryStr APM 6 WP Knife WP Gun +2 if Energy and +2 if a rifle Strike +15 +7 +6 Parry +17 +7 +6 ADodge +17 Initiative +4 Roll With +4 Crit 17-20, Stunpunch 1d8 melees Damage: Punch: 1d10+6 HP +66 SDC, 2d6 MD, 6d6 MD, Power 2d6x10 MD (2 APM) Dragonpunch: Punch x4 (3 APM), Power Dragonpunch 8d6x10 MD (6 APM) Kick: 2d6+6 HP +86 SDC, 4d6 MD, 1d6x10 MD (1 APM), JK 2d6x10 MD (2 APM) Dragonkick: Kick x4 (3 APM), Power Dragonkick 8d6x10 MD (6 APM) Leapattack with Powerpunch (3 APM) 4d6x10 MD Saves: ME +7, Save vs Magic +7, PE +Enough Also, the razor fingernails add 5d6 MD to punch when extended. Razor Teeth bite for 1d4 MD Background: The Puma's were designed by a criminal genius who escaped offplanet five years ago. They were his partners in crime but were left behind while doing battle with a policewoman who called them, "Mechanical Love Dolls!" They've been trying to earn a living since. Their sophisticated AI has emotions and it is arguable that the Pumas even have souls despite being androids. They are truly "alive." The only difference between the two is dress, and the supposed fact that one has longer puma ears. They are muscular but not overly so. Their hair colored has varied in the past to blonde to red to white, but it has always been large, unruly, and long. Toreylian Baalek Lord Leviat Level (now use standard DW table): 8 Race: Toreylian, Spawnfiend/Fiendspawn Alignment: Diabolic, Birthdate: Dec 3rd, 2400 Height: 9'11", Weight: 721 lbs Attr: IQ 13 / ME 29 / MA 20 / PS 58 / PP 24 / PE 27 / PB 1 / Spd 60 MDC 20,000 HF 18 PPE 12,000 ISP 0 - non-psionic Magic: All black magic, except total heal, soul claw, and rain blood He lost the rest of his spell knowledge. Skills: Same as Lord Baalek Abilities: Regenerate 1d6x10 MDC/minute, see the invisible, 20/20 visible light vision, nightvision - see in total darkness; Impervious to poison, death magic (necromantic that kills instantly), and fire Powers: Breathe Fire: 4d6x10 MD, Range 5000' Spawn 3x/day: one of the following Toreylian Imps: 2d6 Sultan, 2d6x2 Seers, 2d6x3 Skullbats, 2d6x4 Snarls, or 2d6x9 Spinebacks Animate Dead by Stare: These drones have 2d6 MDC and all the other physical attributes and abilities of the original creature, IQ 2d6, ME 1d6 Drone Combat: APM 3, S/P/D +5 Combat: APM 13 Strike +11 / Parry +14 / Dodge +14 - the three increase +1 per 2 levels Claw/Talon/Tail: 1d6 MD restrained, 1d6x10 MD full strength, 2d6x10 MD power strike (2 APM) Description: After his death, Baalek was sentenced by the Rocor to be reborn as a monstrous beast in order to eventually kill Emperor Coretaine. The form they chose was that of a Toreylian, a huge hunched over biped reptile with a pair of horns jutting from its forehead. The color of its scaled flesh is a dark green. This carnivorous creature needs to eat many times its body weight in meat each day, or it becomes sick, reducing its combat bonuses and fire breath damage by half. It must also be well fed to spawn imps. Baalek was horrified by his first spawning but decided to accept it afterwards. He learned that it entailed immense pain while creatures bubbled out of his flesh. An unpleasant process but useful for creating minions. Note: The average spawnfiend: MDC 4d6x1000, PPE 3d6x1000 IQ 2d6+4, ME 5d6, PS 34+4d6, PP 4d6+10, PE 6d6+20, PB 1d4, Spd 2d4x10 APM 3d6, S/P/D +4d6 (doesn't increase with experience) Naturally occuring spawnfiends don't possess psionics or magic, however, they do have all listed above powers and abilities. Toreylian Imps All of them can see in total darkness and are carnivores. None have the ability to reproduce and are therefore neuter gender-wise. Spinebacks: IQ 2d4 / PS 12+2d6 / PE 12+2d6 / Spd 12+1d6 MDC 4d6, APM 3, S/P/D +2d4, Claw 1d8 MD, Fireball R-60' 2d6 MD Size: 6' to 7' tall, around 200 lbs Special: Imp Fire/Heat These humanoid monsters have horns protruding from their body, but the largest concentration is on their back. Besides being deadly in hand to hand combat, they can create fireballs in their hands and throw them or punch with them in which case they dissapate immediately after. On rare occasion, their special attack is lightning in which case they're impervious to electricity and not fire. The lightning does 3d6 MD, has a range of 120', and is +5 more to strike when thrown. There's a 40% a spawnfiend will produce the lightning version. Snarls: IQ 2d4 / PS 12+3d6 / PE 12+3d6 / Spd 12+3d6 MDC 1d6x10, APM 3, S/P/D +2d6, Claw or Bite 4d6 MD Size: 4' to 5' tall, around 400 lbs These quick imps use brute force to tear their prey apart. They are ravenous creatures who tend to see all non-Toreylians as food. Skullbats: IQ 2d6 / PS 12+4d6 / PE 12+4d6 / Spd 2d4x10 flying MDC 2d4x10, APM 3, S/D +2d6, Flaming Touch 4d6 MD, Flaming Bite 4d6+10 MD Size: 1' to 2' in diameter, about 60 lbs Special: Impervious to Fire/Heat These creatures resemble human skulls engulfed in fire. In reality, they are creatures with visible energy propelling them. Their fire is an involuntary function and cannot be stopped. Needless to say, they are used to cooked food. Skullbats have a flight ceiling of around ten feet. Seers: IQ 3d6 / PS 20+4d6 / PE 20+4d6 / Spd 2d4x10 flying MDC 2d6x10, APM 4, S/D +3d6, Bite 1d4x10 MD, Energy Breath 1d6x10 MD R-240' Special: See the Invisible, See in all directions Size: 5' to 7' in diameter, about 1200 lbs Seers are armored and colorful globe creatures with numerous eyes. They float naturally twenty feet high maximum. Sultan: IQ 3d6+10 / PS 30+4d6 / PE 30+4d6 / Spd 20+4d6 MDC 4d6x10, APM 5, S/P/D +4d6, Punch 1d6x10 MD, Kick 1d6x10, Stomp 1d8x10 Hurl Energy Blast 2d6x10 MD R-480' Size: 9' to 12', about 1000 lbs Sultans are the natural leaders of the imps other than the spawnfiends. They are more intelligent and powerful than the rest. Appearance-wise, their legs are those of a giant goat while their upper torso is like that of a minotaur. Sultans normally have a red complexion, but it is also sometimes green, black, or brown. Hero General Cochise Birthdate: 2099 AD Nov 7, as of Y2400 Nov 7, physically 43, actually 301 Race: Human, Height: 6.5', Weight: 240 lbs, Sex: Male Frozen OCC: Palladin 9th level (modified Ronin OCC) Current OCC: Mage Level: 30 Attributes: IQ 18 / ME 19 / MA 23 / PS 31 (93) / PP 32 / PE 55 / PB 11 / Spd 28 Leap 1'xSpd MR 16, MDC HP 291 Physical MDC 332 PPE 798-spellbook = 783 Cybernetics: CHU unit Mk1: -4 PB, accounted for above See Invisible, See Aura, Empathy, MR 16, HP+SDC made MDC Skills (195%): WP Sword, Bow, Paired WPs, WP Polearm (2), WP Shield (2), Hand to Hand Ronin, Speak/Read English and Basic Math (248%), Battlefield Strategy, War Tactics, All Physical (8), Magic Lore, Fourwinds, Horsemanship (+20%), Medical Doctor (2,+20%), All Wilderness Survival (10), All espionage (10), Computer, Computer Hacking, DW Lore, Demolitions, Demonology, Faerie Lore, Earth Lore, Monster Lore, Religion Lore, Communications all (8), +8 skills Spells: All DW Sorcery #1-94 except Death Spell, Infuse Nightmare, Agony, and Summon Shadowdweller, Spellbook contains those four and more of DW Sorcery that he doesn't have in memory along with most Rifts mage spells He has created a time altering spell that protects him from further aging. Spell Strength +2, He can draw 10,000 PPE per day when within 7,000 miles of the Arck mountains. This power comes from the magical tattoo put on his right lower arm by the troglodyte high lords. Combat Paired WPs, Fourwinds APM 8 (+5 with sword) Sword Polearm Shield S+13 +19 +14 +12 P+18 +19 +14 +12 Dodge +21 Special Moves: JKx3, LA, Parrystrike, MDodge, Dodge/slash, MParry Critical 10-20 with sword, from behind, 19-20 all else Deathblow 20, w/sword 18-20 KO for 1d6 on nat 20, Wrestling Moves: Body Throw, Body Block, Dragon Throw Saves: Magic +16, ME +2, PE +20 Punch 3d6 SDC, Kick 4d6 SDC, Power Punch (2) 1d6+4 MD Power Kick (2) 1d8+4 MD, Stunpunch 1d10 melees Items: Golden Plate Armor 1500 MDC (self-made), Prot from Psionics Ring +11 (ring provides +1 save per 2 levels of wearer) Rune Sword: Sword of Atlantis (Rifts Atlantis Book p131) 1d6x10 MD, Forceblast 2d4x10 MD R-1000', Double damage to vampires and god-beings, Soul Drinker if blood drawn save vs magic 14+, some spellcasting ability Background: Charles Cochise, known to friends as Charlie, is a four star general, Commander in Chief of the USD military, and Chairman of the Cochise Department/Network which he formed. It is the Cochise Network that rules the USD. The Dept. is also watchdog organization that makes sure all goes well with the USD's dealings. The Blackwood Project was created and is controlled by the Cochise Department. The police, both military and civil, also answer to the Cochise Department. The main office of the Cochise Dept. is in the Blackwood Base of Relo on subLevel 15. The combined Cochise Departments of the seven city states make up the Cochise Network. He was born only two years after the great Shifting which brought Arcanar to the Miranda X dimension. At 16, he became a Palladin, a warrior to fight the forces of evil. His success as a fighter and the charismatic rallys he gave so that people wouldn't give up hope quickly gave him fame. He was a natural leader and soon became sucked into the political power plays of the struggling human community on Arcanar. Heroine Lum Greater Takahashi Elemental Sex: Female, Stature: Normal, Alignment: Unprincipled, Age: 21 Hair: long green, Eyes: blue, Attire: Tiger-striped bikini Level: 30 Attributes: IQ 12 / ME 18 / MA 18 / PS 12 / PP 20 / PE 20 / PB 60 / SPD 40 RDC 1610 PPE 40 Powers: Horns (2) 2 inches do 1d4+1 RDC, Fly x10 Spd, Increased Spd, Lightning R-120' 2d6x15 RDC, Baka Hammer 1d6x10 RDC Skills of Note: Pilot Space/starship, Tiltdodge, Cooking, Prowl, Swim, Climb, Employ Silly Alien Technology, Combat Basic, All Electrical/Mechanical/Science, WP Hammer (2) Combat APM 7 Hammer Lightning (WP Thrown) S+8 +12 +11 P+10 +12 D+10 Crit 19-20, Behind Lightning (WP E, HG): +13 strike Saves: Magic +9, Psi+7, ME +2, PE +3 Background: Lum can cook food with the properties of faerie food in the Rifts CB page 100-101. Some of the devices she's tinkered with in the past are: time travel, size altering devices, dimensional traveling, and duplication machines. She is in love with the GTE known as Ataru Moroboshi who is currently hiding for fear of monogamy. Heroine Kahm Greater Takahashi Elemental Sex: Female, Al: Unprincipled, Stature: Normal, Hair: Short Green Age: 21, Attire: Armored Bikini (red,black,and silver) MR 20 Level: 30 Attributes: IQ 18 / ME 24 / MA 18 / PS 50 / PP 35 / PE 20 / PB 60 / Spd 40 (leap 40') MR 20, RDC 1660 PPE 615 Skills of Note: WP Sword(2), Combat Ronin, Pilot Space/Starships Powers: Horns(2) ram-like 1d4+1 RDC, bonus speed, mage, +2 APM (added) Weapon: Sword (Santovasku Magic 1d6x10 RDC req PS 40 (weighs 1 ton)) Spells: All illusion, regeneration/ressurections spells of mega-mage Combat APM 10 Sword S+14 +12 P+18 +12 D+21 Moves: JKx3, LA, Parrystrike, MDodge, D/slash, MParry Punch 3d6, Kick 4d6, Stun Punch 1d10 melees Damage: +36 RDC Weapon: See Above Crit 19-20/Behind Critical 10-20 with sword Saves: Magic +12, Psi +10 Background: Kahm was Princess (now Empress) of the Santovasku Empire in Miranda X dimension. They are an empire based on Royalty and Magic. Earth is their homeworld as they evolved there before humans did. They left it and consider it a sacred planet. The bio-technology of her people is perhaps the most advanced in their universe. They even utilize giant space creatures as starships. These creatures have many hollow sections, and a shield is erected around them using the ship captain's aura. Something that childish things like nuclear warheads don't bother. Only the royal family uses magic (illusionary and healing) except for the priesthood which is granted divine powers. Kahm is married to the human Tetsuya who came from 20th Century Earth of MX. Generic Drackor Drackor Black Knight Align: Miscreant/Diabolic OCC: Palladin (mod-M.A. Samurai) L:7 Attr: IQ 13 / ME 20 / MA 3 / PS 30 / PP 19 / PE 50 / PB 2 / SPD 24 (52'/APM) AR 13, HP (PE+HP bonus+7d8) 150 SDC (PEx4+5+13d6) 244 Plate Armor (1d10x50) MDC 250 Chi (PE+10) 60 PPE (3d6+5) 14 Skills of Note: Fencing, Prowl 70%, Climb 70%, Athleticsx2, running, gymnastics, body building, wrestling, boxing, dueling Mace, dueling Polearm, FW Combat APM 7 Sword Mace Polearm S+8 +9 +7 +9 P+8 +9 +7 +9 D+7 WP Bow: +6 strike, ROF 6, Lightning Arrows: 1d4x10 MD or 1d6x10 MD RW +10 Claw 1d4+30 / Kick 1d8+28 / Bite 2d6+16 / Damage (other) +16 Mailed Claw 1d10+30 SDC / Mailed Kick 1d12+28 SDC / Tail 2d8+16 Spiked Armor Body Block 1d6x10+36 SDC, 2 APM Critical 18-20, Behind Stun from behind: 2d4 melees Moves: Paired WPs, Maintain Balance +1, MDodge, Mparry, Parrystrike, Powerparry, JK, LA, Parryslash, Super Roll With, Rear Tripkick, Deathblow on 20 with sword/polearm MA Powers: Kata Mace (for use with form), MA Awareness, Kata Mace (+2), Iron Hand, Falling Technique Saves: PE+18, ME+3 Weapons: Firesword 4d6 MD Stun Spike Mace 1d8+3 MD (if hits svmagic/stun 7d6 melees) Longbow, Lightning Arrows 12 (1d4x10 MD or 1d6x10 MD) Polearm: Skorpion 4d6+4 MD Random Attributes: IQ 3d6 / ME 3d6+2+1d8 / MA 1d6 / PS 5d6+10+2d4 / PP 3d6+1d4+5 / PE 10d6+6+1d4 / PB 1d6 / Spd 3d6+2d8+1d4 Note: If the stun mace strikes body armor of the target, the save vs magic is 8 or better, and the duration is halved. Generic Drackor Annihilator Align: Miscreant/Diabolic OCC: Palladin (mod Ronin) L:7 Attr: IQ 9 / ME 18 / MA 3 / PS 40 / PP 22 / PE 36 / PB 3 / Spd 20 AR 13, HP (PE+HP bonus+7d6) 110 SDC (PEx4,+17d6,+1d8) 191 Plate Armor (1d10x50) MDC 250 PPE (3d6+1) 10 Skills of Note: Paired WPs, Fencing, Boxing, Acrobatics, Body Building, Wrestling, Running, Gymnastics, Athletics, Dueling Mace, FW Combat: APM 5/9 Sword Mace S+6 +11 +5 P+11 +11 +5 D+13 Damage +36 Crit 19-20 / 14-20 w/Sword Moves: JK, LA, Parrystrike, MDodge, Dodgeslash, MParry Saves: ME+2, PE+11 Attacks: Claw/Kick 3d6, Bite 2d6, Mailed Punch 3d10, Mailed Kick 3d12, Armor Body block 1d6x10+36 (2 APM) Weapons: Firesword 4d6 MD Spiked Stun Mace 1d8+3 MD (if hits svmagic/stunned 7d6 melees) Random Attributes: PS 6d6+7+2d4 / PP 4d6+4 / PE 6d6+6+1d4 / Spd 4d6+2d8 Note: If the stun mace strikes armor and not the target (cannot penetrate P.A. or mecha), the save vs magic is 8 or better, and the duration is halved. Heroine Sailor Moon Usagi Tsukino Age: 14, Ht 5'6", Human Female, Blonde Hair with 5' long pigtails RCC: Anime Elemental, Level 13 Attr: IQ 5 / ME 25 / MA 16 / PS 43 / PP 29 / PE 17 / PB 19 / Spd 29 (leap 29') Note: PB should be treated as a HF. This character is disgusting, cute, and radiates stupid happiness. An IQ check should be made to see if she thinks of any ideas that the DM wants her to do. RDC 1600 Sailor Suit MR 20 (only natural 20 or above 20 will harm Sailor Moon) (suit is indestructable but small tears will form if high damage is done) PPE 40 Sailor Powers: 1. "Moon Prism Power Make-Up": Saying these words triggers the transformation which summons the Sailor Suit, jewelry, and weapons from nowhere. All Sailor Soldiers carry a Transformation Pendant which are responsible for controlling this change. a) Moon Stick: This is a golden halfmoon at the end of a stick. Damage: 2d6x2 RDC, Special Powers (use 1 APM): Exorcise, Negate Magic, Return Demon, and Remove Curse b) "Moon Tiara Action": Sailor Moon whips off her tiara and throws it like a boomerang, saying the mantra. It returns instantly. Damage: 2d6x10 RDC (double to demons and supernatural monsters), Uses 2 APM, Range-80' 2. Heroes Unlimited ME, 3. Spd+2d8, 4. MA+2, 5. +7 sv magic & +5 sv psi Note: #2 is common to all Lovely Soldier Sailors. Martial Arts APM 7 Blunt WP Thrown Str+10 +7 +7 Pry+12 +7 Ddg+12 Damage +29 RDC Crit 17-20 Save: Magic +12, Psionics +10, Other ME +5, PE saves +1 Moves: Tripkick, Jumpkick x3 dam (2 APM), Leap Attack (2 APM), Autododge, Multidodge, Dodgekick, Parrystrike, Multiparry (circular parry), Stunpunch 1d8 melees (save vs pain) Punch 1d10+35 RDC (damage bonus added) Kick 2d6+35 RDC (damage bonus added) Note: Sailor Gloves count as a magic weapon. Profile: Sailor Moon is the crybaby/scatterbrain leader of the Celestial Sailors. She and her three friends were but simple school girls until an alien sentient cat chose them to fight the forces of evil and win the Silver Crystal of Illusion that some nasty demon would use to conquer the Earth. They now travel dimensions seeking the Silver Crystal. Note that Sailor Moon is the youngest of the Sailor Soldiers. Also note that the Soldier Sailors would revert back to SDC if they lost their powers (lose the pendant). Heroine Sailor Mercury Ami Mizuno Age: teen, Ht: 5'7" ?, Human Female, Hair: short blue RCC: Anime Elemental, Level 6 Attr: IQ 24 / ME 23 / MA 13 / PS 16 / PP 35 / PE 21 / PB 19 / Spd 21 RDC 1600 Sailor Suit MR 20 PPE 40 Sailor Powers: 1. "Mercury Power Make-Up": This command triggers the Sailor transformation. Summoning the suit, and granting her powers. a. Control Water: All water elemental spells to level (L6) Use warlock spell APM Spells per day: 18 b. "Shabon Spray": This pretty sparkling mist blinds opponents struck with it unless they make an IQ roll-off against Sailor Mercury (IQ+1d20, highest wins). Penalties: -5 S/P/D, -half APM, and can't see anything not in battle with; Range-80', Area of Effect: 20'x30' area, Uses 2 APM, Duration 1d4 minutes Martial Arts APM 5 WP Thrown (Shabon Spray) S+12 +3 P+14 D+14 Damage +2 (already added to punch and kick damage) Crit 17-20 Saves: Magic +11, Psi +9, Other ME +4, PE +3 Moves: JK, LA, Tripkick Punch 1d10+8 Kick 2d6+8 RDC Note: Sailor Gloves count as a magic weapon. Profile: Sailor Mercury is the most "lady-like" and timid of the Lovely Soldier Sailors. She is also the brightest (an actual of IQ of like 300). Appearance: All of the Lovely Soldier Sailors have golden tiaras with a gem in the middle. Their outfits are white. It consists of gloves, boots, and what should be called a frilled mini-skirt. It has a sailor kneckerchief as well. Don't ask me why it's this way. I didn't make this up. Blame it on the Japanese creatoress (insert forgotten name here). Boots and gloves are often blue. Heroine Sailor Mars Rei Hino Ht: 5'9", Age: teen, Hair: long and red, Human Female RCC: Anime Elemental, Level 7 Attr: IQ 14 / ME 26 / MA 11 / PS 16 / PP 28 / PE 34 / PB 20 / Spd 23 RDC 1600 Sailor Suit MR 20 PPE 40 Sailor Powers: 1. "Mars Power Make-Up": Same as Sailor Moon and Mercury a. All psionics, Unlimited ISP b. Control Fire: All Fire Elemental Magic to L7, use warlock spell APM Spells Per Day: 21 c. "Fire Soul": Flame Blast, R-80', 2d6x10+10 RDC (double damage to demons and supernatural monsters), uses 2 APM Martial Arts: APM 5 WP Thrown (Fire Soul) WP Sword S+10 +4 +5 P+12 +5 D+12 Damage +2 RDC (already added to punch/kick damage) Crit 17-20 Moves: JK, LA, Tripkick, Autododge, Multidodge, Dodgekick, Parrystrike Punch 1d10+8 RDC Kick 2d6+8 RDC Note: Sailor gloves are counted as a magic weapon. Profile: She's strong-willed, spirited, and a good combatant. She also has a temper. Heroine Sailor Jupiter Makoto Kino Ht: 5'11", Human Female, Age: teen, Hair: Brown in long ponytail RCC: Anime Elemental, Level 10 Attr: IQ 13 / ME 26 / MA 16 / PS 63 / PP 35 / PE 47 / PB 26 / Spd 26 (leap 26') RDC 1600 Sailor Suit MR 20 PPE 40 Sailor Powers: 1. "Jupiter Power Make-Up": Same as previous Lovely Soldier Sailors. a. Air/Electricity Control: All air elemental magic, use Warlock APM Spells Per Day: 30 b. "Supreme Thunder": R-80', Lightning Blast, Damage: 2d6x10+20 RDC (double damage to demons & supernatural monsters) Martial Arts APM 6 WP Thrown (Supreme Thunder) S+12 +5 P+14 D+14 Crit 17-20 Damage +49 RDC (already added to punch/kick damage) Saves: Magic +13, Psi +11, Other ME +6, PE +16 Moves: Tripkick, JK, LA, Autododge, Multidodge, Parrystrike, Dodgekick, Stunpunch 1d8 melees Punch 1d10+55 RDC Kick 2d6+55 RDC Note: Sailor Gloves are counted as a magic weapon. Profile: Sailor Jupiter suffered a broken heart in her early teens. She also is somewhat shy. Besides the being the oldest and tallest of the Sailor girls, Makoto is also the best cook (Sailor Moon cannot cook). Jupiter is usually a very gentle person, but she's different when it comes down to combat. When fighting, she's perhaps the most brutal and fearsome of them all. Her appearance is frightening and dominating, and her very presence seems to display control. However, of all the Sailors, she would probably be the most susceptible to seduction. Villianess Shasti II Level 15, OCC: Adpet, 3WA TC, Cyborg Race: was Female 3WA Bioroid, now bio-metal cyborg Alignment: Miscreant, Age: Unknown, Insanity: Unstable Personality Height: 6', Wt: 800 lbs Attr: IQ 21 / ME 18 / MA 16 (45%)/ PS 60 / PP 32 / PE NA / PB 25 (85%) / Spd 132 Run 90 MPH (283'/APM), Leap 132' MDC by Locale: Head 180, Body 480, Arms (2) 180, Hands (2) 60, Legs (2) 240, Feet (2) 80 Cyber: Shasti's body is an unstable bio-metal that she can change the features of using special electro-stimuli. She still has long black hair with a blue sheen, but her eyes are deep blue. It takes approximately 5 seconds to change her appearance, and Shasti can change her eye and hair color. Also, she can do things such as turn her fingers into razors as well. Systems: Head brainchip and body brainchip, Advanced combat computer (+2 S/P/D), Commnet; Eyes: Laser, Optic, Targeting Grid, Video Recording; hands have razor fingernails 1d6x10 SDC, hands can become Large Blade Claws (5d6MD,+5S/P/D), Shielded Arcanite engine, leg jump coils, Wired Reflexes, Enhanced Strength, Two Proton Cannons hidden in chest, Right Arm: hidden laser, Left Arm: hidden plasma discer, Concealed Rocket Racks (2) 8 MM per leg Skills: Same as before destruction of her organic body Trouble Consultant Power: #7 Martial Arts Initiative +4 APM 7 WP Skill WP E+2, WP Sys+2, Paired Wps ST +14 +8 MP +17 +8 AD/MD +17 RW+12 Crit 17-20, Deathblow on called 20, 20 KOs for 1d6 melees Save vs Psi/Magic +7, other ME +2, PE automatic save Damage: +46 SDC, +20 fist damage, +40 kick damage Punch: 1d10+6 SDC / 1d6 MD / 1d6x10 MD / 2d6x10 MD (2 APM) Razor Fingernails 1d6x10 SDC Kick: 2d6+6 SDC / 1d6 MD / 1d6x10 MD / 2d6x10 MD (2 APM) Cyber-Weapons: Eye Lasers: R-600', 1d6 MD each Turn Hand into Large Blade Claw: 5d6 MD, +5 S/P RA Laser: 5d6+6 MD, R-4000', +3 strike, WP Sys,E,Rifle LA Plasma Discer: 1d6x10 MD, R-2500', WP Sys,E,H Two Chest Proton Cannons: 1d8x10 MD each, R-2500', WP Sys,E,H Hidden Rocket Rack in each leg: 8 MM per leg: APAR: 1d6x10 MD, BR 15' Profile: In case Shasti is killed, she had this body. Her memory will be transmitted to a remote location moments before her death which is then copied onto the cyborg brainchip. It is doubtless she has another backup. Villian Galaxion Vatar of War and Chaos Real Name: Alex Soahc, Race: Male Newtype, Hair: Blonde, Eyes: Blue Ht 6'7", Wt 300 lbs, Alignment: Diabolic, Age: 32, born Y2368 OCC: Astral Saint (Vatar); Vatari: Full Plate Red, Blue, Chrome faceplate Level: Arcanite 4 XP: 9,000 before Doomquest Attr: IQ 15 / MA 29 (98%) / ME 26 / PS 45 / PP 30 / PE 43 / PB 23 (75%) / Spd 32 (fly 96) leap 32', Cloth: Spd 37 (Fly 111) AR 7, HP 519 ADC 687 Cloth AR 16, ADC 1100 PPE 91 ISP None Skills (80%): Hand to Hand Astral Saint, WP Blunt, WP Chain, WP Sword, Paramedic, Play Lyre (100%), Lang: Japanese, Speak/Read English 98%, Basic Math 98%, Speak/Read Delven, Speak/Read Greek, Read Japanese, Acrobatics, Body Building x2, Boxing, Running, Wrestling, Fencing, Athletics x2, Gymnastics, Demolitions, Pilot Spacecraft, Read Sensory Equip, Weapon Systems +1, Navigation (all), plus some more Vatar Powers: Soma Charge (30PPE), Fly: +2 dodge, 1200' ceiling, Saint Sense - range 12 miles, Hyper Knockback (astral/physical) fist-185' other- 175', Draw Astral Power; Primary AC Attack (x2): R-80', 12d6x2 ADC, 1> Right Explosive Punch, 2> Two-Fisted Explosive Hammerfist, 3> Blast of exploding energy orbs, 4> Parry/strike, 5> Kick, 6> Jumpkick [10 ACP spent for the two extra forms]; Regenerate 20 PPE/melee, Call/Uncall Vatari (Cloth) Martial Art Powers: Stone Ox, Iron Hand, MA Awareness, One-Mind Kata Combat Punch 1d6+37 (total), Kick 1d8, Tripkick F/R, LA, JKx3, 1-h hold Normal Cloth APM 6 7 Sword Blunt/Chain ACP/S S +12 +14 +7 +4 +2 P +16 +19 +7 +4 D +16 +19 RW +5 Initiative: Automatic Damage +35 ADC, MOVES: Autododge, Parrystrike, Powerparry, +4 maintain balance, +5 escape holds SAVES: Magic +6 (Cloth +9), ME +6, PE +14 Background: Alex was a demolitions expert for the terrorist organization Starclaw. He has been involved with many bombings each involving hundreds of deaths. His major accomplishment though was the Altarax Tragedy of 2396 where Planet Altarax's orbiting space station, Colonalt, was crashed upon one of Altarax's major cities, Drequis. In December 2400, his astral master, Doom, called upon him to undertake the most important holy mission ever devised (by his astral master). This Doomquest would end in failure and Galaxion's eternal damnation by Emperor Coretaine of Lantartas. Villian LaCronis Cryp Death Vatar Race: Male Delf, Ht 6'2", White Hair, Blue Eyes, Black Vatari Alignment: Diabolic, Age 67, Born Y2333, Wt 200 lbs, OCC: Vatar, Vatari: All Black partial plate, razor sharp edges Level: 4 Arcanite Attr: IQ 15 / MA 16 / ME 34 / PS 33 / PP 33 / PE 36 / PB 11 / SPD 34 (39 vatari) Fly 102 (117) AR 8, HP 438 ADC 684 Vatari AR 16, 1100 PPE 99 ISP 110 Skills: standard vatar and automatic, of note: wp sword, wp knife, wp shield, flute 60+5%, speak/read delven, speak/read english, speak/read greek, 10 physical skills, 14 more MA Powers: stone ox, MA awareness, windmill kata, kick practice Vatar Powers: FLY: +2 dodge, 1200' ceiling; necromancy (no soma charge); call/uncall cloth; Draw Astral Power; Astral Blast Parry/Reflect; Shield 600 ADC; Decay Blast (as necromancy spell, 1 APM or 2 APM which vatars are -6 to save against, paid 48 ACP); Fireball (stage one at L6, 6d6 SDC x6, 1 APM or 2 APM which vatars are -6 to save against, paid 2 ACP) Psionics: Mind Manipulation Necromancy: Spirit Armor, Magnify Pain, Spirit Force, Spirit PS (adds +20 PS), Maim, Deathplay, Talk to Dead, Empowerment, Deathfield (low only) Combat: Normal In Vatari APM 6 7 Sword Knife Shield ACP/S Str +13 +15 +4 +5 +6 NA Pry +17 +20 +4 +5 +6 Ddg +17 +20 RW +5, Damage +23 ADC Total Punch 1d6+23 ADC, Total Kick 1d8+27 ADC Saves: Magic +10 (+13 in vatari) Psi +12, ME +10, PE +7 Moves: Tripkick f/r, LA, JKx3, 1-h hold, parrystrike, powerparry, +5 escape holds, +4 maintain balance, AutoDodge, Leap 1'xSPD Equipment: Chainsaw Knife 2d8 MD Background: Cryp wasn't a typical Doom Saint. He preferred slaying living beings personally rather than the distanced destruction over large areas which Doom Saints normally prefer. He was one of the three Doom Saints sent in Y2400 by the vazatari, Doom, on the Doomquest, a mission that ended failure. The god-being, Hades, personally slew LaCronis and dragged him back to Tartarus where he is, in death, defeated everyday by four beings resembling the MMPR, a disease that struck Earth in 1994 AD. Villian Sealanthas Pestilence Vatar Race: Male Gryntif, Ht 6'4", Wt 259 lbs, Alignment: Diabolic Age: 29, Born 2371, Black Hair, Green Eyes, Golden Skin OCC: Vatar; Vatari: glittering green partial plate Level: 4 Arcanite Attr: IQ 15 / ME 36 / MA 15 / PS 40 / PP 30 / PE 48 / PB 16 / Spd 27 (32) Fly 81 (96) AR 8, HP 519 ADC 810 Vatari AR 16, ADC 1100 PPE 92 ISP 205 Skills: of note: wp polearm, wp shield, wp sword, 10 physical skills Psionics: Teleportation, T-gate, Clairvoyance, Force Shield, Psi-Attack (fire, lightning, cold), D-gate, Probe, Alter Mind, Alter Aura Spells: Smoke Cloud 12 PPE, Engulf in Fire (MD version) 24, Flame Wall 48, Razor Wall 40, Flash 2, Blinding Flash 4 (victim is -10 S/P/D) MA Powers: stone ox, wrist hardening, MA awareness, one mind kata Vatar Powers: Fly +2 dodge, 1200' ceiling; Call/uncall vatari; Soma charge; Draw Astral Power, Astral Blast Parry/Reflect, Psionic AC Attack: 1: Two-Dimension (Astral/Current) Force Shield - makes one for each dimension must pay ISP for both but vatars are -6 save; 2: Burning Mindfire 1d4x20 ADC as per normal Psi AC attack Secondary AC Attack x2: (8d6x2 ADC R-160'), 1: Force Blades, 2: 1-H Hold, 3: Punch, 4: Engulf in Fire (-6 save for vatars) pay 24 PPE for spell; Shield ADC 150 Combat Normal Vatari APM 6 7 Shield Sword Polearm ACP/S Str +12 +14 +7 +4 +4 +2 Pry +16 +19 +7 +4 +4 Ddg +16 +19 RW +5, Damage +30 ADC Punch/Kick 1d6/1d8 ADC Saves: Magic +11 (+14 Vatari), Psi +14, ME +11, PE +17 Moves: AutoDodge, +10 escape arm holds, +5 escape other holds, tripkick f/r, LA, JKx3, parrystrike, powerparry, 1-H Hold, +4 maintain balance Background: Sealanthas, commonly called Salen, was a scientist developing biological weapons before being sent on the Doomquest. He failed that quest, along with Galaxion and LaCronis, but was the only one to escape. He is still at large and will no doubt continue to cause destruction wherever he may be. Villianess Rakell Razer Race: Vampir/Human, Alignment: Aberrant, Ht 5'10", Wt 120 lbs, Hair blonde, Eyes green, Birthdate 2271 appears 25, Became Vampir as of 2296, OCC: Ronin / ECS Ripper Assassin Level 9 Attr: IQ 18 / ME 24 / MA 18 / PS 30 / PP 28 / PE 32 / PB 23 / Spd 40 (fly 120) MDC 3200 (as of Dec 11th, Y2400) Skills: many Combat: APM 5 (10 with pick/axe) Pick Sword Str +13 +12 +6 Pry +13 +12 +6 Ddg +13 Moves from hand to hand ronin (gains no APM or s/p/d bonuses): dodge/slash, multiple parry, Vampir Powers: Grow wings, turn into mist, claw 3d6 MD, bite 3d8 MD, drain 1 pint of blood per action, heal 1/10 of total MDC per day Equipment: Enchanted Fighting Picks (2) 4d6 MD Clothing Red Leather with Black Trim Background: Rakell Razer was made vampir by the vampir lord, Viktor Nefraus. In 2308, she met the vampir, Rak, who would become her lover and only true friend up until 2340 when he settled down in Zinx. Rakell had to hunt because her lifestyle was that of a predator. She had to move wherever there was prey. In 2359, Viktor, a friend of Emperor Coretaine, found her again and had her join the ECS, and Rakell has been a master assassin for the ECS ever since.