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Unread postPosted: Wed Jul 28, 2004 1:02 am
  

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Palladin

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compared to configging Astral domains, Dream domains don't have many bells and whistles. I was thinking about allowing friendly visitors to your domain (other Dream Makers or independent Dream Personas who are also friendly) -- can these be given auto-access or easier access to a particular dream domain? maybe cost another 5 ISP. same with "stabilization" (making the domain a bit less chaotic for extra ISP sacrifice).

what about commo between dream pools/domains within the dreamstream. Magic Pigeons? or an independent dream persona?

anyone else have any other ideas?

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Unread postPosted: Wed Jul 28, 2004 7:42 am
  

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Champion

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Communicating between dream pools?

Don't think so, unless you have a method of communicating between two different dimentions...but it has been a couple of years since I re-read the dreamstream info, so I could be wrong... :D

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Unread postPosted: Wed Jul 28, 2004 10:16 am
  

Champion

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If I were you I'd just wing it. Dreamstream stuff is pretty abstract and freeform, and Carella's attempt to come up with concrete mechanics for it was pretty much stretching Palladium's system to the limits (you might've noticed that Palladium doesn't have much room for abstract and freeform). Rather than look for hard and fast rules, you're better off improvising and praying to God that you've got a good GM.



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Unread postPosted: Wed Jul 28, 2004 12:09 pm
  

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Palladin

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what I'm hoping for is someone who's had experience with them in a campaign will toss out a few tidbits.

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Unread postPosted: Wed Jul 28, 2004 3:28 pm
  

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Knight

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Comment: I like magic.
Why would you need to communicate between dreampools? How about this...

Step 1: Walk outside dreampool, into dreamstream.
Step 2: Walk 10 feet.
Step 3: Knock on neighbour's door
Step 4: Say "Hellooooo in there!"

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Unread postPosted: Fri Jul 30, 2004 12:08 am
  

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Palladin

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I was re-reading it last night and thought that maybe telepathy could work between "intimately known" people since their dream pools should be within the 140 foot/2-way range for telepathy. The dream maker could then project an illusion/hologram and share with others (think large plasma screen) like the briefing room in La Femme Nikita.

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Unread postPosted: Fri Jul 30, 2004 12:34 am
  

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Supreme Being

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I think the telepathy idea works rather well. Afterall there is no physical distance on the dream stream, so if you really wanted you could play scream at Lord Mocker's Dreampool from anywhere in the Dreamstream.

I suppose, technically, you could affect anybody anywhere int he world with psychic abilities if you are in the dreamstream.

Still they should get hefty save bonuses and they probably have to be asleep (ie dream pool is permiable) to get at them.

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Unread postPosted: Fri Jul 30, 2004 3:04 am
  

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Knight

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Comment: I like magic.
There actually is distance in the dreamstream. It's very short to get to people you know well (be they friend or enemy) and very long (perhaps miles, perhaps on the other side of the world) to find someone you don't know.

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Unread postPosted: Fri Jul 30, 2004 11:49 am
  

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Palladin

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yes, it mentions that your friends & enemies are nearer than those you don't know, that why it can take so long to find someone you barely know.
this might be a function of 1) distance or 2) sheer numbers or 3) both.

however it does mention that the membrane acts like a "Mind Block" when the person is awake IIRC, which can be strengthened and would prevent telepathy.

I'm not denying this, rather using the membrane/commo between pools as a "screening device" much like our answering machines. I assume most Dream Maker PCCs would have a full-time independent persona to "answer the phone" which the other Dream Maker would know. So I
think I'll have a "dream answering machine" specifically for commo, which can also alert the Dream Maker to "wrong numbers" and "crank callers" :lol:

"They keep hanging up."

"Damn that Morpheomoth!"

next is star-69 :P

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Unread postPosted: Fri Jul 30, 2004 3:54 pm
  

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Knight

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Comment: I like magic.
I like your ideas gadrin!

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Unread postPosted: Fri Jul 30, 2004 5:16 pm
  

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Palladin

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Jefffar wrote:
I think the telepathy idea works rather well. Afterall there is no physical distance on the dream stream, so if you really wanted you could play scream at Lord Mocker's Dreampool from anywhere in the Dreamstream.

I suppose, technically, you could affect anybody anywhere int he world with psychic abilities if you are in the dreamstream.

Still they should get hefty save bonuses and they probably have to be asleep (ie dream pool is permiable) to get at them.



yes, it seems you're right (bottom of page 82, top of pg 83) says that
distance travelled is meaningless.

so I think TP will work.

Tyciol wrote:
I like your ideas gadrin!


thanks, I was thinking about writing the basics down into an idea I've got
going for a Rifts/Dreamstream crossover (actually Phase World).

I'll give you a heads-up when I post it (I assume I can do so here) and
when you get the time...if you're interested.

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Unread postPosted: Fri Jul 30, 2004 6:18 pm
  

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Knight

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Comment: I like magic.
Gadrin, the 'distance travelled is meaningless' passage is in reference to how the dreamer is linked to his dream domain. In the previous paragraph is mentions that there is distance, but it is warped. Positions are taken by dream domains, and they are measuredby the emotional closeness. It is EXTREMELY warped, and probably not limited to a normal plane as we know it. You can probably go up, down, or open a secret door to a place that only you know about.

Say Bob is Sue's father, and Joe is Sue's secret lover, who thinks she's an orphan. While Sue may be a door or two down from the both of them, they are miles from each other, because they have no link. Of course if they both dream projected at the same time, they may meet each other while visiting Sue's dream domain, and that would shift both their pools closer together.

Hmmm a Dreamstream and Phaseworld crossover... sounds interesting. Make sure to involve the Noro :) Also the Phantoms might be useful, because of their ability to morph and produce illusions. All dreams are are illusions, after all.

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A mutant dog mated with a mutant cat may make a cute couple. - Rifts Conversion Book 1
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Unread postPosted: Fri Jul 30, 2004 10:49 pm
  

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Palladin

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Tyciol wrote:
Hmmm a Dreamstream and Phaseworld crossover... sounds interesting. Make sure to involve the Noro :) Also the Phantoms might be useful, because of their ability to morph and produce illusions. All dreams are are illusions, after all.


already done (using a Noro), I just started writing it up in a "coherent" fashion.

I'm also using several house rules such as: since True Atlanteans can't be transformed into dream constructs -- they aren't -- and simply enter the dreamstream physically. They can possess Dream Dance (minor) and project a dream-self. I'm leaning on them not being able to use Dream Dance (Major) and must open a window/portal and step in physically.

Also: that since both the Dream Maker ability and the spell to open Dream Window both allow Dreamstream constructs to temporarily enter the physical world -- that the portable portals created for a dream domain do the same thing. The Dream Maker allows these creatures to move within 300 feet while the spell only allows 100 feet. Think I'll go with 300 since the PCC creates the portal.

Just debating on whether the portable portal also causes the "flashing lights" and "dream visions." May allow the creator to sacrifice an additional 1 ISP to keep the lights and visions from happening, so that no one will know what they're up to.

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Unread postPosted: Tue Aug 03, 2004 12:43 pm
  

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Palladin

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these are in pretty rough form, with house rules used to make certain features work...


One of the main reasons I bought Rifts: PANTHEONS OF THE MEGAVERSE was for
the OLYMPIAN CLUB (pg 101). I had done something similar downscaling a
cross-section of Grecian gods, godesses and heroes to fit a D&D campaign I
had years back. Since I already had a feel for it, I decided to use it in
Rifts.

PORT ECLIPSE

This is a Phase World setting I've made. The "port" is set in an asteroid
belt in a portion of the Anvil Galaxy.

This area of space has considerable mercenary action in the 600x600x600 light
year sector of space known as the HOURGLASS NEBULA. The Consortium of
Civilized Worlds (CCW), the independent Trade Worlds (about 40 total) and a
few worlds trying to break with the GOLGAN REPUBLIK and the infamous KRONOS
LEAGUE (a violent offshoot of the Altess) all trying to exert influence in
this area of space. Couple this with the wormholes of Port Eclipse and quick
access to the Warlock frontier, means that all types of adventures and
situations can occur, from pirates, marauders, confrontations with the Dark
Covens, Kittani as well as normal mercenary clashes and exploration.

The port was created by Spatial Mages. (Rifter #3 and 5) The port (called
ECLIPSE STATION) is actually a spatial domain that is accessable to the
public, resembling a huge asteroid excavated to hold starships and be a space
station. A second domain was built "inside" this by the family of spatial
mages called the INNER CITY. As far as most people think all are part of an
arcology inside the huge asteroid, but each is actually on its own dimension.
The INNER CITY is not public, and restricted to several thousand designated
"citizens." Visitors can sense the magical energies within the public
dimension, but cannot draw on them, and is Both are treated as an
"earth-normal" magical plane but with no ley lines or nexus points. Magicians
can sense the magical energies that are present, but just cannot draw on
them.

In looks, Eclipse Station resembles any one of a number of space-age planets,
except it is considered to be part of the United Worlds of Warlock, thanks to
its numerous (12 or so) "wormholes" which link the asteroid belt with the
distant UWW frontier. The station has 16 levels, each 50 feet high. Starting
at Level 1 are the main port offices, infrastructure and security that you'd
find in any space station or city, and on the other levels are more
businesses, banks, hotels, stores/markets, private businesses and the like.
Think of Eclipse Station as a massive orbital high-rise, with a huge hole
drilled down through all 16 levels. While most move between levels via
turbolifts or techno-wizard teleportation booths, the open area allows
Warlock citizens who are natural fliers (along with mages and super-beings)
to move about normally. It's very common to see magically silenced
hoverbikes, contra-gravity packs/medallions and rings, along with pegasi,
gryphons and flying carpets flying about the various levels of the space
station. Likewise races of all types roam about freely.

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Unread postPosted: Tue Aug 03, 2004 12:44 pm
  

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Palladin

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Location: Port Eclipse
OLYMPIAN CLUB

The only residents on the 16th floor of Eclipse Station are the Olympian
Club. Compared to the club's facilities on other worlds and dimensions it's
not quite as big or as lavish, but the few visitors that have been to it
couldn't tell the difference. As part of the yearly, 2 million credit rental
agreement with Eclipse Station, access is limited to only a single
teleportation booth, which permits only one person at a time, and it triggers
an alarm for the guards on duty there -- a squad of 6 wolfen, 5 troopers and
1 mind melter (one of three such squads on available.) Their main task is
turn around any would-be arrivals that don't have business with the club.
Another public entrance that the club can't restrict is by flight. Guests or
characters with the ability to fly can of course, use Eclipse Station's
massive flying chamber to reach this floor. A pair of Kryggorth pegasi are
tethered near the flying opening which at the top level is about 160 feet in
diameter. Occaisionally a gryphon or gargoyle can be seen flying to-and-from
this level. For security, the entrance way is criss-crossed with fine
ectoplasmic filaments which can alert the mind melter on duty of any flying
intruders (use the being's prowl ability -10%) to avoid the filaments.

Otherwise, the level is uninhabited. No small shops or neighbors. Instead of
the fine marble floors like the other levels, this appears to be earth, grass
and rock. A 25-foot worked stone wall surrounds the left hand side of the
level, and by stepping away from the TP booths, you can see a greek temple
(complete with columns, statues, etc) stretching the full 50-feet to the top
of the level. Entry to the temple is done via a arch-way supported by thick
wooden doors. The wolfen can alert the inner guards via a cable-radio system.
Typically, these are a pair of Naruni Repo-bots. The Repo-bots cannot venture
beyond 300 feet of the archway.

MEMBERS

There are three members of the Olympian Club that live/work at Eclipse
Station:

Morpheus, Herman Stator and Hecate Jones.

Morpheus -- is a Noro named Hobin, who channelled his psychic abilities into
the paranormal, specifically the Dreamstream. He spent nearly a decade
travelling the Dreamstream and developing his psychic power before running
into Zeus (Trellacryth in the Pantheons book) in Center on Phase World. As
Trellacryth prepared to blast his dream visitor via lightning bolts, he
decided to capture and talk to the fellow, discovering who the Noro Dream
Maker was. Taking a page from Greek mythos, he introduced the Noro to the
Morpheus persona, and he was added to the club. To increase and enhance his
power, the Noro was eugenically altered. Hobin never shows his true self in
the Dreamstream, usually taking the form of a servant or furniture to spy and
observe. He often wanders Eclipse Station in his Noro form, and most have no
idea of who he is or what he does -- just like the other members.

Herman Stator -- in Trellacryth's many visits to Atlantis he usually bought
slaves, which he promptly freed upon returning to his own dimension. Well,
they were freed in the sense that they were indentured to the dragon until
they could pay-off his investment. Of course this indenture was a vast
improvement compared to the conditions they faced in Atlantis. One of the
many Atlanteans he came across was Herman Stator, who's surname means "the
stayer of flight", one that Jupiter used. Since there was no "Hermes" in the
club, Trellacryth groomed him for the "position" using him as a courier and
herald, a job which the Atlantean Mystic executed well. When the time came,
much as he'd done with the Noro, Trellacryth started feeding him more and
more mythological information on Hermes and placed him with Morpheus as an
assistant. As the mystic grew in power he learned to Mind Bond, and was able
to duplicate Hermes' legendary power over sleep and dreams, by becoming a
Dream Maker for short periods of time, building his own dream domain,
creating his own dream personas and learning to use the Dreamstream as a
strategic tool for travel, communication and combat. The combination of his
own impressive attributes, coupled with the abilities of a Dream Maker while
mind bonded, meant that for short periods of time, Herman was a very powerful
Dream Maker -- even more powerful than Morpheus. Of course the abilities and
the knowledge gained from the process fades, and he still relies heavily on
Morpheus for help. Herman can bond with Morpheus or one of the Naruni
Repo-bots (see below) both of whom are Dream Makers. When so "bonded" he is
+12 to dream manipulation/combat and has all the powers of a Dream Maker.

Hecate Jones -- born Umbreta DeNegra, this Silhouette sorcess picked up a
talent for piloting spaceships and other air craft. As with many of her race,
she was imbued with large amounts of potential psychic energy which meant she
had a great deal of magical ability. Since the club members are sometimes
forced to travel by traditional means, Umbreta was hired as a pilot for
Herman's techno-wizardry-customized small starship: a Naruni combat ovoid. Of
course as her proficiency with magic improved, Herman proposed her for
membership in the club and she seemed perfect for the part of Hecate, goddess
of the Underworld and Darkness. With the addition of a pilot and spacecraft
that could move in between the many systems, the club members (and their
hirelings and troops) can now travel to remote worlds. Since she could
estimate her arrival times Herman or Morpheus could wait until the arrival
time approached, send an independent dream construct (or themselves) to
observe her dream pool. Usually after arriving she'd drink a sleep potion,
which lightened her pool's membrane and allowed the others to enter, and open
a dream window (rift) which brought them into her presence. This meant
troops, supplies and money could instantly be taken from the club's
headquarters on Eclipse Station to anyplace Hecate was at the time, and also
allow them to return to their dream domain very quickly. In addition, Hecate
can utilize Nightbane Talents that deal with darkness and the club
occaisionally stages fake rituals to the goddess which she repays with
oracular visions and sending her "avatar" into the physical world -- as a
silhouette, of course.

Dream Personas -- Morpheus has created many independent personas including 4
that look like Naruni Repo-bots, something he was unable to shake from his
childhood. As a youngster the Noro colony he lived on had purchased Naruni
equipment. The colony eventually went bankrupt and when they defaulted on
their payments, the nefarious arms merchants sent several companies of the
iron monsters along with Uteni soldiers in to loot and ransack in an effort
to recover some of their loss. Many Noro lost their lives and property during
the conflict, and the vision of the Repo-bots storming his hometown haunted
him for years. He and his mother escaped, but he never forgot. When he
created his first persona it subconsciously formed into one of the Naruni
iron monsters. Too shaken to deal with it, the construct became more and more
powerful, until it eventually became independent. His original plans were to
hunt it down and destroy it, but since it was born of its master, and
possessed his own powers, it "knew iself" too well. Eventually the Noro was
able to negotiate with it for its services, after coming to terms with his
past. It agreed to help and support him since they really had much in common
-- and it could appear as another form when in his presence.

The powerful construct is also instantly recognizable to others in the Anvil
Galaxy. Naruni doesn't usually sell these to the public so their appearance
not only strikes terror into those faced with them, but raises questions on
how powerful these OC fellows must be to own not 1, but 4. Additionally they
possess Morpheus' ability for Ectoplasmic Disguise, each can change its
appearance to be just about anything. The original construct quickly became
the template for 3 others, similarly powered, one of which he gave to Herman
for his own dream domain. These constructs haved maxed out abilities and the
skills/psionics/ISP of their Noro creator, including the ability to be Dream
Makers (240 SDC, supernatural strength of 26, ME of 18 and does 9D6 damage on
attacks.) It has 215 ISP and can raise its SDC to 294, its PS to 44; in
addition to being able to open Dreamstream windows and wander out into the
physical world within 300 feet, making them a very versatile additions to the
club's ranks. They've also established their own domains, useful bolt-holes
for hiding from time to time. Each is +8 to dream manipulation or combat,
just as Morpheus is.

The other dream personas are average, resembling animals and slaves the
Greeks might have had (including an Eagle).

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Unread postPosted: Tue Aug 03, 2004 12:47 pm
  

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Palladin

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Location: Port Eclipse
Hobin/Morpheus - Noro Dream Maker

Name: Hobin/Morpheus.
Alignment: Anarchist.
Attributes: I.Q. 18, M.E. 22, M.A. 17, P.S. 8, P.P. 10, P.E. 9, P.B. 11, Spd. 10.
Hit Points: 38, S.D.C.: 12.
Horror Factor: None.
Height: 6 feet 9 inches (2.1 m), Weight: 190 lbs (86.4 kg). Age: 37 years.
P.P.E.: 16, I.S.P.: 215.
Experience Level: 6th level Noro Dream Maker.
Experience Points: 43,603.
Skills:
     Ancient Weapon: W.P. Knife.
     Communications: Radio: Basic (74%).
     Domestic: Cook (74%), Play Musical Instrument (74%).
     Hand to Hand: Hand to Hand: Martial Arts.
     Languages: Language: Noro (98%), Language: Trade Four (84%), Language: Trade Two (79%), Literacy: Noro (98%).
     Medical: First Aid (74%).
     Modern Weapon: W.P. Energy Pistol, W.P. Energy Rifle.
     Physical: Climbing (69%).
     Pilot: Hovercycle (89%).
     Rogue: Prowl (54%).
     Technical: Computer Operation (74%), Lore: Dreamstream (74%), Lore: Galactic/Alien (59%), Lore: Psychics & Psionics (59%), Photography (64%), Research (69%), Writing (54%).
Special Abilities: Create Dream Domain, Create Dream Object, Dream Attacks, Dream Combat Bonuses: Attack, Reshape and Resist, Dream Manipulation, Dream Travel, Dreamkill, Dreamstream Healing: 1D6 SDC for each 1 I.S.P, Increase Attributes, Insanities, Open Window to the Dreamstream.
Psionics:
     BTS Master: Create Dream Domain (Special), Create Dream Object (12), Dream Attacks (10), Dream Healing (1), Dream Manipulation (10), Dream Travel (0), Dreamkill (60*), Increase Attributes (5), Open Window to the Dreamstream (60), Psychic Mirage (Superior) (40).
     BTS Sensitive: Ethereal Mirage (Minor) (6).
     Physical: Ectoplasmic Disguise (12), Nightvision (4), Telekinetic Leap (8).
     Sensitive: Astral Projection (8), Empathy (4), Mind Block (Special), Object Read (6), Presence Sense (4), See Aura (6), See The Invisible (4), Sixth Sense (2), Telepathy (4).
     Super-Psionics: Empathic Transmission (6), Hypnotic Suggestion (Special), Psionic Invisibility (10).
Combat Training: Hand to Hand: Martial Arts.
Combat Bonuses: +1 to Initiative, +2 to Strike, +3 to Parry, +3 to Dodge, +3 to Roll with Punch, +3 to Pull Punch, Number of Attacks: 5, Non-Combat Actions: 5, +4 to Save vs Psychic Attack/Insanity, +45% to Trust/Intimidate, +4 to Dream Combat.
Equipment: Hovercycle, Holographic personal computer (wrist watch.), Telepathic Wrist Enhancer, 1 large sack, Backpack, Binoculars, Canteen, Flashlight, Pens and pencils and note or sketch pad, Pocket digital disc recorder/player, Pocket laser distancer, Robe or cape, Set of travelling clothes, Tinted goggles or sunglasses.
Weapons: Crystal Assault Rifle, Crystal Bolt Pistol, Vibro-Knife.
Money: 11,000 in Credits, 58,000 in Gems, 12,000 in Equipment.

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Last edited by gadrin on Tue Aug 03, 2004 12:50 pm, edited 1 time in total.

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Unread postPosted: Tue Aug 03, 2004 12:48 pm
  

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Palladin

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Location: Port Eclipse
Herman Stator/Hermes - Atlantean Mystic

Name: Herman Stator/Hermes.
Alignment: Anarchist.
Attributes: I.Q. 18, M.E. 26, M.A. 10, P.S. 22, P.P. 9, P.E. 21, P.B. 19, Spd. 20.
Hit Points: 38, S.D.C.: 50.
Horror Factor: 12.
Height: 6 feet 2 inches (1.9 m), Weight: 185 lbs (84.1 kg). Age: 65 years.
P.P.E.: 119, I.S.P.: 61.
Experience Level: 5th level Atlantean Mystic.
Experience Points: 18,048.
Skills:
     Ancient Weapon: W.P. Knife.
     Communications: Radio: Basic (69%).
     Domestic: Dance (69%), Play Musical Instrument: Flute (69%), Play Musical Instrument: Mandolin (69%).
     Espionage: Disguise (54%), Escape Artist (59%).
     Hand to Hand: Hand to Hand: Martial Arts.
     Languages: Language: Ancient Greek (89%), Language: Dragonese/Elf (89%), Language: Silhouette (89%), Language: Trade Four (89%), Language: Trade Six (89%), Language: Trade Two (89%).
     Modern Weapon: W.P. Energy Pistol, W.P. Energy Rifle.
     Natural Abilities: Mystic Invisibility (74%), Operate Dimensional Pyramids (54%), Recognize Magic Enchantment (74%), Sense Supernatural Possession (74%).
     Pilot: Horsemanship (70%), Hovercycle (86%).
     Rogue: Cardsharp (49%), Prowl (54%).
     Technical: Computer Operation (59%), Gemology (54%), Lore: Demons & Monsters (49%).
     Wilderness: Wilderness Survival (69%).
Special Abilities: +10% to receive Ley Line Transmission while so "opened.", +4 to save vs magic attacks while in trance, +8 to Save vs Psionics while in trance, Cannot be physically transformed, Continue to grow as adults, Experienced dimensional travelers, Increased PPE recovery, Ley Line Phasing, Opening oneself to the Supernatural, Sense Ley Lines and Nexi, Sense Rifts as Ley Line Walker, Sense Supernatural Evil, Sense vampires.
Psionics:
     BTS Sensitive: Dreamdance (Minor) (8).
     Healing: Bio-Regeneration (6), Deaden Pain (4).
     Sensitive: Astral Projection (8), Clairvoyance (4), Object Read (6), Sixth Sense (2), Telepathy (4).
     Super-Psionics: Mind Bond (10).
Spells:
     Invocations: Armor of Ithan (10), Befuddle (6), Carpet of Adhesion (10), Climb (3), Cloak of Darkness (6), Electric Arc (8), Energy Field (10), Fear (5), Fly (15), Globe of Daylight (2), Invisibility: Simple (6), Light Healing (6), Magic Net (7), Mystic Alarm (5), See Aura (6), See the Invisible (4), Sleep (10).
     Tattoo Magic: Chain Wrapped Around a Cloud (50), Eye of Mystic Knowledge (20), Eye with Tears (15), Flaming Eye (20), Heart Pierced by a Wooden Stake (15), Weapon Covered in Flames (10).
Combat Training: Hand to Hand: Martial Arts.
Combat Bonuses: +1 to Initiative, +2 to Strike, +3 to Parry, +3 to Dodge, +3 to Roll with Punch, +3 to Pull Punch, Number of Attacks: 5, Non-Combat Actions: 5, +7 to Damage, +6 to Save vs Horror Factor, +6 to Save vs Magic, +1 to Spell Strength, +6 to Save vs Psychic Attack/Insanity, +12% to Save vs Coma/Death, +3 to Save vs Poison, +45% to Charm/Impress.
Equipment: 1 large sack, 4 small sacks, 6 wooden stakes and mallet (for vampires.), Air filter and gas mask, Backpack, Binoculars, Canteen, Flashlight, Hand axe, Hooded cloak, Knapsack, Musical instrument: Mandolin, Pens and pencils and note or sketch pad, Set of clothing, Set of travelling clothes, Several extra clips of ammo, Survival knife, Multi-optic sunglasses, Hovercycle, Crystal telepathy wristband, Crystal Augmenting helmet, Millenium Tree Wand of Power.
Weapons: Crystal Assault Rifle, Crystal Bolt Pistol, NE-55 (MP-23A Caseless SMG but plasma), NE-101 Popper Mercenary Multi-Rifle, NE-28R Micro-Missile Wrist Launcher, NE-50 Particle Beam Rifle, NE-F20A Medium Force Field (45 M.D.C.), Phase Sword, Vibro-Katana.
Money: 6,000 in Credits, 60,000 in Gems, 6,000 in Black Market Goods.

_________________
"What the hell's an Aluminum Falcon ?" Papa Palpatine -- Robot Chicken, Star Wars Edition
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Last edited by gadrin on Tue Aug 03, 2004 12:51 pm, edited 1 time in total.

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Unread postPosted: Tue Aug 03, 2004 12:49 pm
  

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Palladin

Joined: Fri Mar 08, 2002 2:01 am
Posts: 8916
Location: Port Eclipse
Hecate Jones - Silhouette Spacer

Name: Hecate Jones.
Alignment: Principled.
Attributes: I.Q. 20, M.E. 11, M.A. 15, P.S. 11, P.P. 16, P.E. 21, P.B. 20, Spd. 12.
M.D.C.: 49.
Horror Factor: 11.
Height: 6 feet 1 inches (1.9 m), Weight: 155 lbs (70.5 kg). Age: 204 years.
P.P.E.: 394, I.S.P.: 28.
Experience Level: 5th level Silhouette Spacer.
Experience Points: 23,861.
Skills:
     Communications: Radio: Basic (86%).
     Hand to Hand: Hand to Hand: Martial Arts.
     Languages: Language: Ancient Greek (91%), Language: Dragonese/Elf (91%), Language: Silhouette (98%), Language: Trade Four (76%), Language: Trade Six (76%).
     Mechanical: Spaceship Mechanics (58%).
     Medical: First Aid (81%).
     Military: Demolitions (78%), Demolitions Disposal (78%).
     Modern Weapon: W.P. Automatic Pistol, W.P. Energy Pistol, W.P. Energy Rifle, W.P. Grenade Launcher.
     Natural Abilities: Prowl in Shadows/Darkness (91%).
     Physical: Acrobatics, Space: Movement in Zero Gravity (98%).
     Pilot: Combat Pod (Naruni vehicle) (72%), EVA (76%), Spacecraft: General (82%), Spacecraft: Small (88%).
     Pilot Related: Navigation (71%), Navigation Space (71%), Read & Operate Sensory Equipment (66%), Weapon Systems (71%).
     Science: Mathematics: Basic (81%).
     Technical: Computer Operation (76%), Gemology (61%), Lore: Galactic/Alien (61%).
Special Abilities: +50 to M.D.C. in shadow/darkness, +6 to P.S. in shadow/darkness, -10 to M.D.C. in normal light, -2 to strike/parry/dodge in normal light, Ley Line Powers have all the abilities of Ley Line Walkers, Lose half their melee attacks/actions in normal light, Shadow Powers: Shadow Meld/Absorb Light.
Psionics:
     Sensitive: Object Read (6), Telepathy (4).
Spells:
     Invocations: Astral Projection (10), Befuddle (6), Breathe Without Air (5), Fear (5), Invisibility: Simple (6), Magic Net (7), Metamorphosis: Animal (25), See the Invisible (4), Sense Magic (4), Sorcerous Fury (70), Summon Shadow Beast (140), Telekinesis (8), Throwing Stones (5).
     Nightbane Talents: Darkwhip (Special), Shadow Blast (Special), Shadow Pockets (12), Shadow Shield (Special), Shadow Slide (Special).
Combat Training: Hand to Hand: Martial Arts.
Combat Bonuses: +3 to Initiative, +4 to Strike, +5 to Parry, +5 to Dodge, +9 to Roll with Punch, +3 to Pull Punch, Number of Attacks: 5, Non-Combat Actions: 5, +4 to Save vs Horror Factor, +3 to Save vs Magic, +12% to Save vs Coma/Death, +3 to Save vs Poison, +50% to Charm/Impress, +2 to Save vs Explosive Decompression.
Equipment: 3 e-clips, Handheld communicator, Handheld computer, Blackjack, Multitool, Set of civilian clothes, Spacer hard suit, Work jumpsuit, Lurgess suit.
Weapons: HI-10 Heavy Laser Pistol, NE-F20A Medium Force Field, NG-IP7 Northern Gun Ion Pulse Rifle, Vibro-Knife, MP-10 Caseless Pistol.
Money: 13,000 in Credits.

_________________
"What the hell's an Aluminum Falcon ?" Papa Palpatine -- Robot Chicken, Star Wars Edition
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 Post subject:
Unread postPosted: Tue Aug 03, 2004 12:50 pm
  

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Palladin

Joined: Fri Mar 08, 2002 2:01 am
Posts: 8916
Location: Port Eclipse
Alzor - Noro Dream Maker (an independent Dream Persona that resembles a Naruni Repo-bot.)

Name: Alzor.
Alignment: Anarchist.
Attributes: I.Q. 18, M.E. 18, M.A. 18, P.S. 26, P.P. 24, P.E. 24, P.B. 6, Spd. 20.
M.D.C.: 240.
Horror Factor: None.
Height: 8 feet 0 inches (2.4 m), Weight: 600 lbs (272.7 kg). Age: 27 years.
P.P.E.: 4, I.S.P.: 215.
Experience Level: 6th level Noro Dream Maker.
Experience Points: 43,603.
Skills:
     Ancient Weapon: W.P. Knife, W.P. Knife, W.P. Paired Weapons, W.P. Sword.
     Communications: Radio: Basic (74%).
     Domestic: Cook (74%), Play Musical Instrument (74%).
     Hand to Hand: Hand to Hand: Martial Arts.
     Languages: Language: Noro (98%), Language: Trade Four (84%), Language: Trade Two (79%), Literacy: Noro (98%).
     Medical: First Aid (74%).
     Modern Weapon: W.P. Energy Pistol, W.P. Energy Rifle, W.P. Grenade Launcher, W.P. Heavy Energy Weapons, W.P. Heavy Weapons, W.P. Paired Firearms.
     Physical: Climbing (69%).
     Pilot: Hovercycle (89%).
     Rogue: Prowl (54%).
     Technical: Computer Operation (74%), Lore: Dreamstream (74%), Lore: Galactic/Alien (59%), Lore: Psychics & Psionics (59%), Photography (64%), Research (69%), Writing (54%).
Special Abilities: +8 to Dream Manipulation/Combat, Create Dream Domain, Create Dream Object, Dream Attacks, Dream Combat Bonuses: Attack, Reshape and Resist, Dream Manipulation, Dream Travel, Dreamkill, Dreamstream Healing: 1D6 SDC for each 1 I.S.P, Increase Attributes, Insanities, Open Window to the Dreamstream, Weapons do 9D6 damage.
Psionics:
     BTS Master: Create Dream Domain (Special), Create Dream Object (12), Dream Attacks (10), Dream Healing (1), Dream Manipulation (10), Dream Travel (0), Dreamkill (60*), Increase Attributes (5), Open Window to the Dreamstream (60), Psychic Mirage (Superior) (40).
     BTS Sensitive: Ethereal Mirage (Minor) (6).
     Physical: Ectoplasmic Disguise (12), Nightvision (4), Telekinetic Leap (8).
     Sensitive: Astral Projection (8), Empathy (4), Mind Block (Special), Object Read (6), Presence Sense (4), See Aura (6), See The Invisible (4), Sixth Sense (2), Telepathy (4).
     Super-Psionics: Empathic Transmission (6), Hypnotic Suggestion (Special), Psionic Invisibility (10).
Combat Training: Hand to Hand: Martial Arts.
Combat Bonuses: +1 to Initiative, +7 to Strike, +8 to Parry, +8 to Dodge, +3 to Roll with Punch, +3 to Pull Punch, Number of Attacks: 5, Non-Combat Actions: 5, +11 to Damage, +5 to Save vs Magic, +2 to Save vs Psychic Attack/Insanity, +50% to Trust/Intimidate, +18% to Save vs Coma/Death, +5 to Save vs Poison, +4 to Dream Combat.
Equipment: Hovercycle, Holographic personal computer (wrist watch.), Telepathic Wrist Enhancer, 1 large sack, Backpack, Binoculars, Canteen, Flashlight, Pens and pencils and note or sketch pad, Pocket digital disc recorder/player, Pocket laser distancer, Robe or cape, Set of travelling clothes, Tinted goggles or sunglasses.
Weapons: Crystal Assault Rifle, Crystal Bolt Pistol, Vibro-Knife, NE-101 Popper Mercenary Multi-Rifle, NE-200 Plasma Cartridge Machine-Gun, NE-28R Micro-Missile Wrist Launcher, Vibro-Sword.
Money: 11,000 in Credits, 58,000 in Gems, 12,000 in Equipment.

_________________
"What the hell's an Aluminum Falcon ?" Papa Palpatine -- Robot Chicken, Star Wars Edition
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