Jackalope
Name: Trent Boom-Down
Race: Jackalope Age: 45 Sex: Male
Hit Points: 170 S.D.C.: 60 AR: 14
Level: 11 O.C.C: Samurai
Alignment:
Scrupulous
Savings: 500 in gold 300 in gems
I.Q.: 22 Skill Bonuses: + 8 %
M.E.: 18 Save VS Psionics/Insanity: %
M.A.: 19 Trust Intimidate: 55 %
P.S.: 23 Damage Bonuses: + %
P.P.: 29 Strike Parry & Dodge: + %
P.E.: 16 Coma/Death: % Magic/ Poison: +
P.B.: 11 Charm Impress: % Horror factor: + Aw: +
S.P.D.: 34
P.P.E: 58 I.S.P.: 173 Master Psychic
Size: Height: 5 FT 8 INCHES Weight: 91 lbs
Natural Abilities:
1. Sing: Jackalopes are natural singers and all have great
voices. + 25% to sing
2. Leaping: 10ft across and 8ft high from a standing position
20ft across and 16ft high with a running start.
3. Running: Can run in miles equal to their amount of P.E.
points without tiring or stopping and maintaining their maximum speed. This can be
done three times per day with short stops for water and food
4. Nightvision: range 200 feet.
The ability to see clearly in darkness.
This does includes total darkness. They are able to see in
total darkness like in a cave.
5. Advanced Sense of Hearing: Gives the jackalope the ability to
hear very faint sounds (light footsteps, small animals breathing). The jackalope can
also overhear conversation at a much greater distances than is normally possible. Adds a
plus 2 to initiative.
6. Heightened Sense of Smell: Range 90 ft.
An exceptional sense of smell that can identify any smell within 90ft.
Abilities:
· Recognize specific odors: 60% +4 % per level of experience.
· Recognize a person by sent alone: 45% +5 % per level of experience.
· Recognize poisons and toxins: 50% +5 % per level of experience.
Note: some poison gases are odorless/tasteless/colorless.
· Track by smell: 40% +5 % per level of experience. Reduce by 10% in
a city or town. Roll every 200 yards.
7. Supernatural Strength and Physical Endurance.
Skills:
Speak and read Japanese languages at ( 98%) Literate in Dragonese (98%)
Track Animals (98%)
Speak Dragonese & English ( 98%)Demongogian ( 86%) Basic Math
(98%)Forage for food (98%)
Tracking (98 %) Counter Tracking ( 98 %) Go (98%)Land Navigation (98 %)
Samurai Horsemanship ( 98%) Demon & Monster Lore ( 98%) Wilderness
Survival ( 98%)
Calligraphy ( 98%)Prowl ( 98%) Climbing:( 98%) Gymnastics Back Flip ( 98%)
Climb Rope ( 98%)
Work parallel bars & rings ( 98%)Senesce of Balance ( 98%) Land
Navigation ( 89%) Boxing
Secondary Skills:
Tracking ( 58%) Counter Tracking ( 58%) Detect Ambush (
98%) Detect Concealment ( 53%) Athletics
Save VS.: Insanity( 2 ) Psionics ( 2 ) Magic ( 3 ) Magic Ritual ( 1
) Death /Coma ( ) Poison ( 3 )
Horror Factor ( 8 ) Mind Control ( 1)
Combat Hand to hand: ( Zanji Shinjinken-Ryo )Number of attacks:( 8
) Initiative:( 6 )
Restrained Punch:( 1D4 S.D.C. ) Punch ( 2D4 S.D.C.) Power Punch ( 2D4x2
S.D.C. )
Knife Hand ( 2D4 SDC )
Kick (5D6 S.D.C.) Leap Kick (6D6 S.D.C.) Power Kick (1D4x10 M.D.) Backward Sweep
Kick ( No damage )
Horns ( 1D4 S.D.C.) Body Block (4D6 S.D.C.)
Bonuses: Damage: +4 Strike: +1 Parry: +3
Dodge: +6 Pull: +6 Roll: +7 Maintain Balance: +3 Disarm:
Special Attacks
Knockout:( ) Death blow:( 20 ) Critical Strike:( 18-20 )
Body Armor
AR. S.D.C. (- )
M.D.C.
(- ) AR S.D.C
(- ) M.D.C.
(- )
Weapons
STK. P R
Range Damage
Payload SPARE E-CLIPS /AMMO
Katana
6
6
1D4x10 M.D.
Wakizashi
6
8
4D6 M.D.
H-13 Ion
Pistol
6
3 800FT 2D6 or
6D6 20 shots 3 spare E-Clips
H-13 Ion
Pistol
6
3 800FT 2D6 or
6D6 20 shots 3 spare E-Clips
AT-230
6
1300FT 1D4x10+10 10 shots 4 spare
E-Clips
P-Beam Rifle
Fan of
Fire
2 Flame 5
100FT 3D6MD
Weapon Skills/Proficiencies
Ancient Weapons/W.P.s
Strike Parry Throw Pull
Paired Weapons
Daisho
Sword
5
7 3
Staff 4 5 2
Samurai
Fan
4
Sword
4
6
2 3
Blunt
2
1 1
Battle
Axe
1
0 1
Knife
1
0 1
W.P. Archery & Targeting
Strike Parry
Rate Range
Samurai
Archery
5
8 850FT
Modern Weapons
Aim Strike
Burst + % PER LVL
Heavy Energy Rifle
6
3
6 98
Energy
Pistol
6
3
6 98
Energy
Rifle
4
2
6 62
Psionics
Range
Duration
Save
VS.
I.S.P.
Bio-Regeneration
Self
Permanent
None
20
Supercharge
Self
1 min per level
None
30
Healing Touch
Touch
Instant 2
min
6
Increased Healing Touch or 3FT 2D4 days
None
10
Psychic Diagnosis Touch or 3FT Immediate
Knowledge
4
Psychic Surgery
Touch
Varies
w/injury
14
Deaden Pain Touch or
3FT 1 hour per
level
4
Equipment: The average Jackalope starts out with two water bags each can hold half a gallon of water, sword and dagger, small pocket knife 20 feet of rope, tent and bed roll, a basic herb kit for medical reasons, five days of dried rations, a bow and a quiver of two dozen arrows, a cloak or duster, light body armor, utility belt, backpack, and satchel, 3 torches
A god that truly loves a good fight be it either for the light or the dark. Krom look forward to each and every battle be it one of his servants or a hated enemy. Krom always grants any boon within his sphere of influence, if a warrior can prove his or her worth by fighting Krom or by some great feat in battle. Krom has been known to join in a fight to help a champion or villain (that has caught his attention) to win the day and then challenge the winner to a test of combat.
Krom very rarely kills the loser of these contests but may give them their life and a miner magical weapon. All of this depends on his mood at the time and how much he likes the champion. Or at the time of their death (not by his hand) Krom may come to them and ask that they would like to be one of his subjects the Immortals.
Krom loves to drink and chase women and has many friends in the Norse panthem of gods. He love strong drink so much that he may even stop a fight to go and have a few drinks with his enemy or stop fighting to bed a comely wench.
Name: Krom
Race: Intelligence/God
Age: Unknown Possible Truly Immortal
Sex: Male
Hit Points: 3010
S.D.C: 3100
A.R.: 16
M.D.C.: 6110
Bio-Regenerates 2D6 x 100 H.P. /S.D.C./M.D. Per Melee
R.C.C.: GOD
Level: 17th Samurai 15th Warlock
Alignment: Unprincipled
Savings: 1.2 Million credits on hand plus 25,000 in gems and gold.
Attributes:
I.Q.: 18,M.E.: 14,M.A.: 22,P.S.: 39,P.P.: 23,P.E.: 27,P.B.: 17,S.P.D.: 19
P.P.E.: 9000
Size: Height: 6' 10" to 15'Length: Width: Weight: 410 lbs
Appearance:
Krom is a natural shape shifter and can take on any
humanoid and animal shape. Krom
will often appear as a grisly old fighter or as youth that is itching for a
fight. In either for, Krom is a
deadly opponent. In animal form
krom will appear as a raven or crow but he still retains the ability to talk and
cast spells and has all of the power of the animal shape that he appears in.
Deific Powers: Krom has the full range of power over his followers, and can perform all prototypical deific powers at regular cost, as well as the following special powers:
Godly Powers and Abilities
1.
Supernatural Senses: Krom
has the ability to sense supernatural beings.
This power does not cost Krom any I.S.P. and has a range of (210 feet) 60
feet + 10 feet per level of experience. This
ability does not pinpoint the location of these creatures, only whether they
have entered or left the range of the Kroms senses.
When looking at an individual creature, Krom has a chance to detect its
true nature. Base chance of
success. (98%) 40% plus 4 % per
level of experience.
2. Magical Powers: Krom knows all Fire and earth elemental spells as a 17th level warlock. He has + 9 to save vs magic. A spell strength of +6
3. Sword (special) Duration: Permanent as long as Krom has his sword is drawn and in his hand. Can be canceled at any time by Krom. Saving Throw: None. Psi-swords are psychic energy weapons that a psychic character can mentally will into existence. In the case of Krom, the Psi-sword manifests around his sword every time he draws it from its sheath. A field of mega damage energy appears around the sword that has the same effect as a normal Psi-sword, but without the use of any I.S.P. The color of the field of energy can even change to match the mood of Krom. The physical sword that the Psi-swords manifest around becomes an indestructible weapon, able to parry energy, mystic, and rune weapons without damaging the sword itself. Projectiles, laser, and energy beams can be parried as well, without damaging the sword, but without any skill modifiers. Psi-sword damage: 6D6 at level one in addition to any P.S. bonuses. Add 1D6 at levels two, three, five, seven, nine, eleven, thirteen, and level fifteen. The damage points can be adjusted to inflict a minimum of 2D6 damage points, or increased by increments of 1D6 up to the character's current maximum. Also add in any special damage done by the physical sword. Kroms Psi-sword does 10D6 Note: Add Kroms physical sword damage to the damage done by the Psi-sword. Plus add in any P.S. damage and add 2D6 to the total damage.
4. Supercharge: Range: Self Duration: One minute per level of experience. I.S.P.: 20 (30 in mega damage worlds). Saving Throw: None. This power channels Kroms psychic energies into his own body, temporarily granting him +6 to P.S., which becomes supernatural, and an additional 40 S.D.C (S.D.C. becomes M.D.C. in Rifts settings) for the duration of the power. This power is especially handy when combating vampires and other superhuman monstrosities.
5. Night Stalking: Hide in shadows/ darkness similar to a motionless prowl not likely to be seen or heard when hiding motionless in darkness. 76+3% per level of experience.
· Senses the exact moment of the setting and raising of the sun.
· Recognizes vampires and sees shadow beast even when they are hiding in the shadows.
6. Transformation: Krom can send a small part of his essence into one of his chosen warriors (priest). Granting them near god like Stats making them the Sons & Daughters of Krom (Kroms Children). How this benefits Krom is not known but he seems to grow stronger with every new Child that is created/born.
7. Rebirth: Krom has the unusual ability to rise from his grave. After he has been slain in battle, a flock of crows will come seemingly out of nowhere and devour his corpse. The crows cannot be harmed in any way or be hindered in their horrid task. After the flock of crows has left there will be nothing left of the fallen god. His weapons and armor disappear as well unless they were given freely by Krom himself. After 1D6+1 days Krom well resurrect and resume his travels. Whether this if a blessing or a curse on Krom is not know but it seems that he enjoys each little death and has remorse that he has been cheated by death yet one more time.
8. Metamorphosis: Krom can assume any form that he desires for an indefinite period of time and has all the powers of that animal’s shape.
Warrior/Priest Powers: Supernatural Senses, Supercharge, P.S.I. Sword, Night Stalking, Magical Powers, Power Absorption, Healing Factor, and Psionic Abilities
Invulnerability: Impervious to all forms of energy, including laser
plasma electricity, PSI powers and all spell effects. Magical weapons do half their normal damage.
Physical/Kinetic attacks, including punches bullets and explosions all do
normal damage.
All Skills are Godly and equal to 98%
Combat: Hand to hand: Zanji Shinjinken-Ryo Number of attacks: 7 Initiative: +3 Restrained Punch: (6D6 S.D.C.) Punch (4D6 M.D.) Full Punch (1D6 x 10 M.D.) Knife Hand (2D4 M.D.) Kick (6D6 M.D.) Leap Kick (1D6 x 10 M.D.) Flip/Throw (2D4 M.D) Head But (2D4 M.D.) Body Block (4D4 M.D. )
Bonuses: Damage: +28 Strike: +5 Parry: +5 Dodge: +11 Pull: +2 Roll: +3 Disarm: +2
Save VS. Insanity: 10 Psionics: 9 Magic: 12 Circles & Wards: 7 Magic Ritual: 6 Poison: 6
Horror Factor: 10
Special Attacks
Knockout: 20 Death blow: 20 Critical Strike: 18-20
Body Armor
AR. 18 SDC 800 in M.D. worlds Magic Chain mail full suit 1200
The Anvil
(Sword Breaker) 4 (10)
6 (12)
6' Blade2D6
x 10 M.D. (+ 10D6 for the
Psi-sword + 24)
The Hammer
3 (9)
3 (8)
3' Blade1D6
x 10 M.D. (+ 10D6 for the
Psi-sword + 24)
Fan of the Fire Wind
4 (Blast 6)
4 (12)
30 ft x 15ft wide Flame Blast 6D6 (Strike
2D4 M.D.)
Kisentite Battle Ax2
(8)
1 (6)
6 ft
3D6 S.D.C
Chain
6
4
10 ft
2D4 M.D. 6"inch Links
False Heart (Silver Knife) 4 (9) 3 (8) 120 ft 3D6 M.D. (1D4 x 10 to the super natural)
Staff of the Stone Earth 3 (9) 4 (9) 4 ft 6D6 M.D. (1D6 x 10 to creatures variable to wood)
Weapon Skills/Proficiencies
Ancient Weapons/W.P.s
Strike
Parry
Throw
Sword 6 6 3
Short Sword 6 5 4
Paired: Long & Short Sword
Battle Ax 6 5 5
Blunt 6 5 4
Chain 6 4 2
Knife 5 5 8
Staff 6 5 4
Iron Fan 6 5
W.P. Archery & Targeting
Strike
Parry
Rate
Range
Bow 79
11
9
40 ft
Modern Weapons Aim Strike Burst + % PER LVL
Revolver 9 6 0 6 98
Automatic Pistol 8 6 0 6 98
Bolt-Action Rifle 8 6 0 6 98
Automatic and Semi-automatic Rifles 8 6 0 6 98
Sub-Machine-gun 8 6 0 6 98
Heavy
8 6
0 6
98
Laser Pistol 8 6 0 6 98
Laser Riffle 8 6 0 6 98
Heavy Energy Weapon 8 6 0 6 98
Favorite Spells
Spells/Psionics/Talents Range Duration Damage Save VS. P.P.E./I.S.P. Hopping Stones 100ft 4 Melees per level Pebbles 2D4 None Six
Small rocks 1D4
Large (shoe size)
1D6 Very Large 3D6
Wall of Clay Can be cast up 4 min per level None Eight
to 60 ft away or until destroyed S.D.C./M.D.C.
and affects/ of wall 50 or 10
covers an 8 x 8 x 4 per level per level. Dropping the wall on someone
inflicts 6D6 S.D.C. damage
Earth Rumble 30 ft area and 1 melee per level HF 14 HF 14 Ten
can be cast up
to 50 ft per level
Little Mud Mound
Immediate area 30
min per level
None
30
Travel Through Stone Self 5 min per level None Thirty Five
Earthquake 120 ft per level + 20 ft 1 melee per level see Rifts con pg. 73 None Fifty
Blinding Flash 10 ft radius, Instant Standard One
Fire Ball 90 ft + 20 ft per level Instant 1D6 per level Dodge 18 Ten
Flame Friend Immediate area 15 min per level None Twenty
Cybernetics/Bionics None. Well never use them.
Equipment: Usually has a magic bag of holding that can hold up to 2000 items with out feeling the weight of the bags contents. The bag itself looks like any other back pack and can even change its size to look like a small pouch. The bag can hold any object that can fit into its opening. The bag has an opening of 3 ft by 3-ft square. Inside the bag is portable dimensional pocket. Should a person be placed in the bag the properties of the bag will have no effect on them. In other words they will not fit in the bag.
Contents of the bag:10 wooden spikes, TW water
cannon Range 300 ft 3D6 x 10 Payload (special) unlimited, TW globe of Daylight
Flares Range 2000 ft into the air and hovers 20 ft above the ground.