Post by Game Master on Feb 28, 2009 3:03:29 GMT -5
Name: Doon Graysmoke
Real Name: Myrial Graysmoke
Hobbit
Hieght: 4'1"
Weight: 115lbs
Description: Doon is quiet, always watching and thinking. He moves carefully and with purpose. His eyes are cold and dark like the still waters of a deep lake. Doon wears a short black beard neatly trimmed and his shoulder length hair is cleanly combed and tied back in a pony tail tied with a black leather band.
Story: Doon was the only child of Derreek and Myrial Graysmoke. Derreek and Myrial were both low level members of the Kell-K’un guild. They each had minor psionic abilities which limited them to only the simplest of assignments. When they had their first child, Doon, his true potential came to the attention of fellow guild members at the highest levels. Since Doon’s parents could never train this child to the level he would need, it was determined to take the child and raise him as a ward of the guild.
Unfortunately for Derreek and Myrial, they did not agree with the guild’s decision and attempted to flee. After living in hiding for several years, they were eventually discovered and Doon was taken away to never see them again. Derreek and Myrial were then turned over to the authorities accused of several unsolved murders in the area. While they waited in prison to face the court for these charges, members of a rival guild killed them out of a guild feud,
Doon was raised to use his skills for the purpose of killing the hard to reach targets and to do clean up when other members make a mess of their assignments. Trutch, a gnome manservant and friend of Doon’s parents secretly retold these events to Doon so that he would know the truth about the guild and his parents. Out of respect Doon took his father’s name.
Although he still works for the guild, Doon knows that he was gather his strength if he is ever going to avenge his parents and find the people responsible. Until that day, he will train tirelessly and continue to improve himself, even if that means killing everyone in Garrotten.
Mind Mage HP: 21 ISP: 191 (151)
Level 1, XP: 0, XP Needed: 2,241
Aberrant
IQ: 11
ME: 21
MA: 10
PS: 10
PP: 15
PE: 14
PB: 13
SPD: 21
OCC SKILLS:
speak Hobbit 98%, Speak elven 55%, Speak Human:Southern 55%, math:basic 65%,
RELATED SKILLS:
intelligence 40%, escape artist 30%, horsemanship:general 35%/20%, streetwise 20%, wilderness survival 30%
SECONDARY SKILLS:
Cooking 30%, athletic general (added), running (added), rope works 30%, Speak Ogremesh 40%
WP: sword +1s,
WP: Archery +1p, +0s, 2RoF
Natural/special abilities:
NightVision of 60'
Magic resistance: +1 vs. magic
Move silently, (Prowl) +10%
+3 vs. Psionic Attacks (ME)
+4 vs. Insanity (ME)
hand to hand: basic (added)
2 attacks, +2 roll with punch/fall/impact, +0 strike, +0 parry, +0 dodge, +2 pull punch
Valuables: 150 gc, Scroll of Breathe underwater (40 minutes)
Equipment:
1 set of traveling cloths, 1 set of expensive cloths, expensive boots, expensive gloves, expensive cape or cloak, belt, blanket, backpack, 2 medium sacks, water skin, 2 weeks of rations, pocket mirror, tin of snuff, tinderbox
Armor:
Full suit of studded Leather (rarely warn) AR 13 SDC 38
Weapons:
Silver 'coated' dagger 1d6, Short bow 1d6, Short sword 2d4
Healing Psionics:
Bio-Regeneration: 6 isp, Range: Self, Duration: Permanent. Ability to heal ones self through metal will alone. May be used to heal the mystic of disease, poison, or physical injuries. Process requires 1 full minute of concentration, meaning the Mystic cannot use any other psionic power during that time. This power will not replace missing limbs but will restore 2-12 hit points per melee round (15 seconds). In addition, when cuts and scrapes are healed in this manner there is NO scarring. Power may be used as often as every other minute and as long as the Mystic has enough I.S.P.
Detect Psionics: 6 isp, Range: Self, sense range is 30' per lvl of Mystic. Duration: 1 minute per lvl. A mental Probe that will indicate the presence of psionic energy within range. It will not pinpoint where the energy is coming from. The Mystic may probe an individual directly. In this case the Mystic may determine if a Mind block is in place, rough power level of Psionic ability (none, low, medium or high) and if a person is psionicly possessed.
Exorcism: Costs 10 isp, Range 8', Requires 30 minutes of preparation & 6d6 minutes with the possessed. Success; 35%/28%. Increase +7% each lvl.
Physical Psionics:
alter aura (self): 2 isp, Range: self, Duration: 1 hour per level. A truly unique power that many psychic investigators claim is impossible or does not exist. The power enables the psychic to manipulate his physical energy in such a way that it changes his aura. The altered aura will send the wrong message to those who can see auras. Alterations include:
1. General level of experience can be made to seem much lower (level 1 or 2) or much higher (2d4 levels higher) then it really is.
2. Conceal the presence of psychic powers
3. Conceal level of base PPE. (Made to seem much lower)
4. Conceal the presence of magic
5. Conceal fatigue, sickness, or injury (looks fresh & healthy)
float: 8 isp, Range: Self, Duration: 2 hours. This ability controls the distribution of body weight and creates a mild telekinetic field which enables the psionic to float effortlessly on water or one foot in the air above ground per level of the psionic. On water the character may float and rest on the surface without effort. The only down side is that the psionic is at the mercy of the wind. This ability may also be used to stop the psionic from free falling, slowing the rate of decent until he is gently hovering above the ground. The psionic must roll a successful roll with fall/impact to take no damage. Failed roll takes half damage.
Mind Block: 4 isp, Range: self, Duration: 10 minutes per level. Ability to close ones mind to psychic/mental emanations. When in use the Mystic may NOT use any other psychic power. Mind block prevents telepathy, empathy, hypnotic suggestion, induced nightmares and empathic transfer. Also adds +1 save vs. all psychic and mental attacks.
Telekinesis
Teleport Object: 10 isp, Range: Touch, Duration: Immediate. This ability allows the Mage to make matter disappear and reappear in a different location. The Mage may teleport 1lb per level up to 50' away per level. Items cannot be 'called' back it must be touched to work. It also helps to know where the Mage is teleporting the object.
-Teleporting small objects to any place within the Mages cloths is automatically successful.
-Teleporting an object into someone else's cloths within range and line of sight is 80%. Crowds cause a -20% penalty.
-Teleporting an object to any 'open' location within sight or a familiar location is 88%.
-Teleporting an object to an unfamiliar place is 60%
-Teleporting an object to a completely unknown location is 45%.
All failed rolls mean the Mage has no idea where the item ended up and familiarity is completely up to the Game Master.
Sensitive Psionics:
Meditation: no cost, Range: self, Duration: varies, self hypnotic trance allowing the Mystic to regain 6 isp per hour.
See Aura: 6 isp, Range: 60' must have LOS. Duration: 2 melees (30 seconds). No save allowed but may be stopped with a mind block. All things have an aura normally invisible to the naked eye. The mystic may learn the following when reading someone or somethings aura;
1. Estimate general lvl of xp. Low 1-3, medium 4-7, high 8 and up.
2. Presence of magic
3. presence of psychic abilities
4. High of low PPE level
5. Healthy or sick
6. Presence of a possessing entity
7. Presence of an unusual aberration which indicates a serious illness, nonhuman, mutant, or supernatural being in disguise, but no specifics.
See the invisible: 4 isp, Range: 120', Duration: 1 minute per level. The character can see forces, objects, and creatures which can turn, have been turned, or are naturally invisible. Even if a creature has no physical form, the psychic will be able to discern the vaporous image or energy sphere which is the being. This includes ghosts, entities, air elementals and the astral form.
Sixth Sense: 2 isp, Range 90', Duration: until danger happens or passes. Gives Mystic a precog flash of imminent danger to himself or somebody within range. The character will have no details other then something life threatening will occur within 60 seconds. (4 melees). Power is triggered automatically unless the mystic doesn't have the available isp. The following bonuses apply for the FIRST melee round when the attack occurs. +6 Initiative, +2 parry, +3 dodge, may not be surprised from behind.
Telepathy: 4 isp Range: read surface thoughts up to 60' and commune with others through thought up to 140' away. Duration: 2 minutes per lvl of Mystic. Prevented by Mind Block and may only save vs. Psionics if suspected. Abilities are obvious. (I hope)
Super Psionics:
Invisible Haze: 30 isp, Range: self, Duration: 6 minutes, Save: Standard. The mind mage transmits a powerful hypnotic suggestion telepathically that tells all who look at him/her that they cannot see him and his belongings. Victims tend to think they were mistaken that they saw the mage or realized that the character has turned invisible before their very eyes. This power is immune to those who can detect the invisible or even auras because he really isn't. They just think he is. Anyone making a successful save vs. psionics can see the mage just fine, though the mage may use the power again and again.
Mind Bolt: isp (varies), Range: 100' PER level!, Duration: Instant. The Psionic may focus his energy into a powerful bolt of mental force and hurl it at a visible target with amazing accuracy. The amount of damage the bolt inflicts depends on the amount of isp expended. Every 6 isp does 1d6 damage, so 6 isp=1d6, 12 isp =2d6, 18 =3d6 and so on. All bolts are +4 to Strike (normal hand to hand bonuses do not apply), however the Strike bonus may be increased to +8 with an expenditure of an additional 10 isp. Ley Lines and Nexus points DOUBLE the range and damage! EXAMPLE: A Mind mage using 70 isp can do a 10d6 blast at +8 strike.
TK Leap: 8 isp, Range: self, Duration: One melee attack/action. This Telekinetic application boosts the person's leaping ability, propelling the psychic an additional 3' for high jumps, and 5' for broad jumps, per level. This power can be used in conjunction with Leap kick attacks. Damage is 6d6+6 plus any PS bonus. However the character will take 2d6 damage himself from the impact. An acrobat or gymnast may roll with punch to land safely and take no damage.
Notes:
Real Name: Myrial Graysmoke
Hobbit
Hieght: 4'1"
Weight: 115lbs
Description: Doon is quiet, always watching and thinking. He moves carefully and with purpose. His eyes are cold and dark like the still waters of a deep lake. Doon wears a short black beard neatly trimmed and his shoulder length hair is cleanly combed and tied back in a pony tail tied with a black leather band.
Story: Doon was the only child of Derreek and Myrial Graysmoke. Derreek and Myrial were both low level members of the Kell-K’un guild. They each had minor psionic abilities which limited them to only the simplest of assignments. When they had their first child, Doon, his true potential came to the attention of fellow guild members at the highest levels. Since Doon’s parents could never train this child to the level he would need, it was determined to take the child and raise him as a ward of the guild.
Unfortunately for Derreek and Myrial, they did not agree with the guild’s decision and attempted to flee. After living in hiding for several years, they were eventually discovered and Doon was taken away to never see them again. Derreek and Myrial were then turned over to the authorities accused of several unsolved murders in the area. While they waited in prison to face the court for these charges, members of a rival guild killed them out of a guild feud,
Doon was raised to use his skills for the purpose of killing the hard to reach targets and to do clean up when other members make a mess of their assignments. Trutch, a gnome manservant and friend of Doon’s parents secretly retold these events to Doon so that he would know the truth about the guild and his parents. Out of respect Doon took his father’s name.
Although he still works for the guild, Doon knows that he was gather his strength if he is ever going to avenge his parents and find the people responsible. Until that day, he will train tirelessly and continue to improve himself, even if that means killing everyone in Garrotten.
Mind Mage HP: 21 ISP: 191 (151)
Level 1, XP: 0, XP Needed: 2,241
Aberrant
IQ: 11
ME: 21
MA: 10
PS: 10
PP: 15
PE: 14
PB: 13
SPD: 21
OCC SKILLS:
speak Hobbit 98%, Speak elven 55%, Speak Human:Southern 55%, math:basic 65%,
RELATED SKILLS:
intelligence 40%, escape artist 30%, horsemanship:general 35%/20%, streetwise 20%, wilderness survival 30%
SECONDARY SKILLS:
Cooking 30%, athletic general (added), running (added), rope works 30%, Speak Ogremesh 40%
WP: sword +1s,
WP: Archery +1p, +0s, 2RoF
Natural/special abilities:
NightVision of 60'
Magic resistance: +1 vs. magic
Move silently, (Prowl) +10%
+3 vs. Psionic Attacks (ME)
+4 vs. Insanity (ME)
hand to hand: basic (added)
2 attacks, +2 roll with punch/fall/impact, +0 strike, +0 parry, +0 dodge, +2 pull punch
Valuables: 150 gc, Scroll of Breathe underwater (40 minutes)
Equipment:
1 set of traveling cloths, 1 set of expensive cloths, expensive boots, expensive gloves, expensive cape or cloak, belt, blanket, backpack, 2 medium sacks, water skin, 2 weeks of rations, pocket mirror, tin of snuff, tinderbox
Armor:
Full suit of studded Leather (rarely warn) AR 13 SDC 38
Weapons:
Silver 'coated' dagger 1d6, Short bow 1d6, Short sword 2d4
Healing Psionics:
Bio-Regeneration: 6 isp, Range: Self, Duration: Permanent. Ability to heal ones self through metal will alone. May be used to heal the mystic of disease, poison, or physical injuries. Process requires 1 full minute of concentration, meaning the Mystic cannot use any other psionic power during that time. This power will not replace missing limbs but will restore 2-12 hit points per melee round (15 seconds). In addition, when cuts and scrapes are healed in this manner there is NO scarring. Power may be used as often as every other minute and as long as the Mystic has enough I.S.P.
Detect Psionics: 6 isp, Range: Self, sense range is 30' per lvl of Mystic. Duration: 1 minute per lvl. A mental Probe that will indicate the presence of psionic energy within range. It will not pinpoint where the energy is coming from. The Mystic may probe an individual directly. In this case the Mystic may determine if a Mind block is in place, rough power level of Psionic ability (none, low, medium or high) and if a person is psionicly possessed.
Exorcism: Costs 10 isp, Range 8', Requires 30 minutes of preparation & 6d6 minutes with the possessed. Success; 35%/28%. Increase +7% each lvl.
Physical Psionics:
alter aura (self): 2 isp, Range: self, Duration: 1 hour per level. A truly unique power that many psychic investigators claim is impossible or does not exist. The power enables the psychic to manipulate his physical energy in such a way that it changes his aura. The altered aura will send the wrong message to those who can see auras. Alterations include:
1. General level of experience can be made to seem much lower (level 1 or 2) or much higher (2d4 levels higher) then it really is.
2. Conceal the presence of psychic powers
3. Conceal level of base PPE. (Made to seem much lower)
4. Conceal the presence of magic
5. Conceal fatigue, sickness, or injury (looks fresh & healthy)
float: 8 isp, Range: Self, Duration: 2 hours. This ability controls the distribution of body weight and creates a mild telekinetic field which enables the psionic to float effortlessly on water or one foot in the air above ground per level of the psionic. On water the character may float and rest on the surface without effort. The only down side is that the psionic is at the mercy of the wind. This ability may also be used to stop the psionic from free falling, slowing the rate of decent until he is gently hovering above the ground. The psionic must roll a successful roll with fall/impact to take no damage. Failed roll takes half damage.
Mind Block: 4 isp, Range: self, Duration: 10 minutes per level. Ability to close ones mind to psychic/mental emanations. When in use the Mystic may NOT use any other psychic power. Mind block prevents telepathy, empathy, hypnotic suggestion, induced nightmares and empathic transfer. Also adds +1 save vs. all psychic and mental attacks.
Telekinesis
Teleport Object: 10 isp, Range: Touch, Duration: Immediate. This ability allows the Mage to make matter disappear and reappear in a different location. The Mage may teleport 1lb per level up to 50' away per level. Items cannot be 'called' back it must be touched to work. It also helps to know where the Mage is teleporting the object.
-Teleporting small objects to any place within the Mages cloths is automatically successful.
-Teleporting an object into someone else's cloths within range and line of sight is 80%. Crowds cause a -20% penalty.
-Teleporting an object to any 'open' location within sight or a familiar location is 88%.
-Teleporting an object to an unfamiliar place is 60%
-Teleporting an object to a completely unknown location is 45%.
All failed rolls mean the Mage has no idea where the item ended up and familiarity is completely up to the Game Master.
Sensitive Psionics:
Meditation: no cost, Range: self, Duration: varies, self hypnotic trance allowing the Mystic to regain 6 isp per hour.
See Aura: 6 isp, Range: 60' must have LOS. Duration: 2 melees (30 seconds). No save allowed but may be stopped with a mind block. All things have an aura normally invisible to the naked eye. The mystic may learn the following when reading someone or somethings aura;
1. Estimate general lvl of xp. Low 1-3, medium 4-7, high 8 and up.
2. Presence of magic
3. presence of psychic abilities
4. High of low PPE level
5. Healthy or sick
6. Presence of a possessing entity
7. Presence of an unusual aberration which indicates a serious illness, nonhuman, mutant, or supernatural being in disguise, but no specifics.
See the invisible: 4 isp, Range: 120', Duration: 1 minute per level. The character can see forces, objects, and creatures which can turn, have been turned, or are naturally invisible. Even if a creature has no physical form, the psychic will be able to discern the vaporous image or energy sphere which is the being. This includes ghosts, entities, air elementals and the astral form.
Sixth Sense: 2 isp, Range 90', Duration: until danger happens or passes. Gives Mystic a precog flash of imminent danger to himself or somebody within range. The character will have no details other then something life threatening will occur within 60 seconds. (4 melees). Power is triggered automatically unless the mystic doesn't have the available isp. The following bonuses apply for the FIRST melee round when the attack occurs. +6 Initiative, +2 parry, +3 dodge, may not be surprised from behind.
Telepathy: 4 isp Range: read surface thoughts up to 60' and commune with others through thought up to 140' away. Duration: 2 minutes per lvl of Mystic. Prevented by Mind Block and may only save vs. Psionics if suspected. Abilities are obvious. (I hope)
Super Psionics:
Invisible Haze: 30 isp, Range: self, Duration: 6 minutes, Save: Standard. The mind mage transmits a powerful hypnotic suggestion telepathically that tells all who look at him/her that they cannot see him and his belongings. Victims tend to think they were mistaken that they saw the mage or realized that the character has turned invisible before their very eyes. This power is immune to those who can detect the invisible or even auras because he really isn't. They just think he is. Anyone making a successful save vs. psionics can see the mage just fine, though the mage may use the power again and again.
Mind Bolt: isp (varies), Range: 100' PER level!, Duration: Instant. The Psionic may focus his energy into a powerful bolt of mental force and hurl it at a visible target with amazing accuracy. The amount of damage the bolt inflicts depends on the amount of isp expended. Every 6 isp does 1d6 damage, so 6 isp=1d6, 12 isp =2d6, 18 =3d6 and so on. All bolts are +4 to Strike (normal hand to hand bonuses do not apply), however the Strike bonus may be increased to +8 with an expenditure of an additional 10 isp. Ley Lines and Nexus points DOUBLE the range and damage! EXAMPLE: A Mind mage using 70 isp can do a 10d6 blast at +8 strike.
TK Leap: 8 isp, Range: self, Duration: One melee attack/action. This Telekinetic application boosts the person's leaping ability, propelling the psychic an additional 3' for high jumps, and 5' for broad jumps, per level. This power can be used in conjunction with Leap kick attacks. Damage is 6d6+6 plus any PS bonus. However the character will take 2d6 damage himself from the impact. An acrobat or gymnast may roll with punch to land safely and take no damage.
Notes: