Nadia Robinson

Half-Blood Daughter of Mormo Lord of Ghouls

Description:


Social Statistics
Invoke Charm 35%
Invoke Impress 35%
Invoke Intimidation 60%
Invoke Trust 60%
Attributes
Intelligence Quotient
20
Mental Endurance
12
Mental Affinity
20
Physical Strength
(Supernatural)
18
Physical Prowess
23
Physical Endurance
17
Physical Beauty
17
Speed
14
Flying Speed
191
Swimming Speed
48
Armor
Type: None
Armor Rating: Not applicable.
Head
1
Arm
2
Leg
2
Main Body
Weight: 8lbs.
Mobility: - 5% to all physical skills.
Cost: 10,000-14,000 credits.
Character Statistics
Archetype: ???. Alignment: Anarchist (Selfish).
Motivation: Explore what has been kept from her.
Disposition: ???.
R.C.C.: Human
(Dark One)
Place of Origin: ???
Sex: Female. Age: 17
Height: 5.2 feet Weight: Secret.
Appearance: ???.
Physical Statistics
Horror Factor:
11.
A.R.:
Not applicable.
Hit Points:
40.
S.D.C.:
185.
M.D.C.:
84.
P.P.E.:
137.
Psychic Potential:
Minor.
I.S.P.:
58.
Recovery Rate: Bio-Regeneration restores 20 per minute (5 per melee round).
I.S.P. Recovery: 1 per hour of sleep or 2 per 30 minutes of meditation (4 per hour).
P.P.E. Recovery: 5 per hour or 10 per hour of rest or meditation. Dark Ones instinctively know how to harness the P.P.E. from blood rituals and ley lines.
Class Statistics
O.C.C.: Earth Warlock.
Level of Experience: 1st level Earth Warlock.
Current Experience: 0,875/2,400.
Affiliations/Factions: ???
Attribute Limits
Carry: 900lbs (408.2 kg); 990lbs (449 kg) with Mystic Fulcrum.
Lift: 1,800lbs (816.4kg) or 2,700lbs (1224.7 kg) with Mystic Fulcrum.
Throw: 450lbs (204.1 kg) up to 16 feet (4.8 m); 675lbs (306.1 kg) with Mystic Fulcrum.
Run: 52 feet (15.8 m) per action; 9.5 mph (15.2 km).
Fly: 716 feet (218.5m) per action; 130 mph (209.2 km).
Swim: 36 feet (10.9 m) per action; 1.6 mph (1.4 knots).
Leap: 4 up or 5 across; counts as one attack and requires a strike roll of 5 or higher.
Birthrights Description Success
Demon-Blooded The character was born of an unholy union between man and demon as per the Dark One Legacy.
Glibness The character is naturally glib, they have a way with words and can talk circles around someone. Starts play with Seduction at 35%. Furthermore, the time it takes to charm or seduce a character is reduced by half.
R.C.C. Abilities Description Success
Bio-Regeneration Heals 20 points of damage per minute or 5 points at the end of each melee round.
Conniving/Deceptive The character is a perfect liar and can tell the most wild and farfetched stories and still remain endearing and convincing to their audience. In addition to being completely immune to all forms of lie detection (magical, technological, or otherwise) the character is skilled at putting a spin on the truth or weaving complex (and convincing) narratives and can recognize other lies and liars for what they are. Use the following modifiers when attempting to spin a convincing lie or determine the truth of someone’s words; + 10% for a plausible or likely story, – 10% for stretch of the truth, or – 20% for a farfetched/outrageous/impossible lie.
70%
Demonic Heritage: Generic The character’s true name can be used against them as a weapon. When facing any opponent that knows and is willing to use their true name against them, the Demon-Blooded loses all bonuses to save vs magic, psionics and poison; and all other bonuses are reduced by half. Additionally, unless disguised demons will recognize the character’s heritage on sight.
Demonic Heritage: Mormo In sunlight the character’s natural abilities and skills are reduced by half, and they are vulnerable to attacks
from ordinary weapons (S.D.C. inflict the equivalent M.D.). Furthermore, cold-based attacks, holy weapons, rune weapons and the attacks of angels all inflict double damage.
Fire Resistance Half damage from Heat and Fire and can survive in arid environs without harm.
Supernatural Being The character is considered a Supernatural Being for all intents and purposes. Which means the character cannot be raised from the dead and may be subject to summoning, some wards and other similar magics.
Winged Flight Can fly at the impossible speed of 130 miles per hour and maintain flight for up to 17 hours straight before succumbing to fatigue.
O.C.C. Abilities Description Success
Earth Sense Can sense tremors in the earth from quakes, explosions, heavy equipment and similar seismic disturbances as well as sense danger located in the earth like loose rock, quicksand and land mines within 40 mile area.
32%
Elemental Brotherhood No elemental will hurt the character unless absolutely necessary, provoked, or attacked first.
Recognize Minerals and Metals Can recognize virtually all natural minerals from gold to iron.
68%
Recognize Other Warlocks Can intuitively recognize/sense a fellow warlock and instantly know which elemental forces he or she is allied to (experience level, alignment, etc., is not known).
98%
Sense Elementals Can unconsciously sense the presence of an Elemental within 120 feet (36.6m). If the Warlock deliberately tries to sense an Elemental Presence the range increases to 240 feet (73.2 m) and increases their chance of success by + 20%.
31%
Speak Elemental The character can speak the strange telepathic language of Elementals.
98%
Summon Elementals Once per 24 hours the Warlock can summon an Earth elemental. Only Lesser Elemental will respond until 9th level when they can attempt to summon a Greater Elemental at half their normal success ratio.
5%
Perceive Elemental Presence The character can see invisible Elementals, Spirits of Light and the demonic Jinn.
81%
Underground Direction Sense Can navigate underground without a need for tools or special equipment.
86%
Combat Statistics
Attacks/Actions per Melee:
4
Initiative
+ 2
Strike (Close Combat)
+ 4
Strike (Ranged Combat)
+ 4
Strike (Modern Combat)
+ 0
Disarm
+ 4
Entangle
+ 0
Restrained Strike (12+)
+ 6
Damage
+ 1D6
Dodge
+ 4
Parry
+ 4
Roll with Impact
+ 4
Critical Strike
20
W.P. Staff
Strike (Close Combat)
+ 1
Strike (Ranged)
+ 0
Parry
+ 0
W.P. Energy Rifle
Strike (Modern Combat)
+ 0
Saving Throws
Base
Save vs Awe
+ 3
Save vs Horror
+ 3
Save vs Disease
+ 1
14+
Save vs Drugs
+ 1
15+
Save vs Illusion
+ 0
Save vs Insanity
+ 0
Save vs Magic
+ 5
12+
Save vs Mind Control
+ 0
Save vs Pain
+ 1
Save vs Non-Lethal Poison
+ 1
16+
Save vs Lethal Poison
+ 1
14+
Save vs Possession
+ 1
Save vs Psionics
+ 0
15+
Save vs Coma & Death
+ 5%
O.C.C. Skills
Level Up
Base Skill
Quality
Language: American
1%
98% (104%)
Native
Language: Dragonese
1%
66%
Other
Lore: Demons & Monsters
5%
41%
Lore: Faeries & Creatures of Magic
5%
36%
Land Navigation
4%
54%
Wilderness Survival
5%
46%
Pilot: Hovercraft
5%
61%
W.P. Staff
1st level
W.P. Energy Rifle
1st level
Hand to Hand: Expert
1st level
O.C.C. Related Skills
Level Up
Base Skill
Quality
Gymnastics
Sense of Balance
3%
56%
Work Parallel Bars & Rings
3%
60%
Backflip
2%
76%
Climb/Rappel Rope
2%
66%
Lore: Magic
5%
41%
Salvage
5%
51%
First Aid
5%
51%
Prowl
5%
51%
Pick Locks
5%
51%
Secondary Skills
Level Up
Base Skill
Quality
Climbing
5%
51%
Rappelling
5%
41%
Cooking
5%
41%
Amateur
Running
Swimming
5%
56%
Basic
Magical Knowledge
Name
P.P.E.
Range
Duration
Save
Create Wood
5 or 10
10 feet (3 m).
Permanent.
Mystic Fulcrum
3
Self or Two Others.
Five minutes.
Rock to Mud
6
20 feet (6 m).
Permanent.
Psychic Powers
Name
I.S.P.
Range
Duration
Save
Alter Aura 2 Self. One hour.
Nightvision 4 600 feet (182.8 m). 10 minutes.
Equipment
Hooded green robe, Traveling clothes, extra robe, knapsack, back pack, 3 small sacks, one large sack, canteen, binoculars, sunglasses, air filter & gasmask, flashlight, first-aid kit, flint and charcoal, wooden cross and an elemental symbol.
Money
11,000 credits.
5,000 black market credits.
Mount/Vehicle
Name: ?.
Type: ?
.
Attributes: ?.
P.P.E.: ?
.
Armor Rating: ?.
S.D.C.: ?
.
Hit Points: ?.
M.D.C.: ?
.
Type: ?.
Weight: ?
.
Mobility: ?.
M.D.C. By Location:
Head — ?

Front Legs — ? each
Hind Legs — ?
each
Main Body — ?
Market Price: ?
.
Attacks/Actions per Melee: ?.
Damage: ?
.
Natural Abilities: ?.
Bonuses: ?
.
Saving Throws: ?.
Market Value: ?
credits.
Unarmed Strike
Range: Close Combat.
Strike (Melee): + 4
Disarm: + 4
Pulled Punch: + 6
Damage (Restrained): 3D6 S.D.C.
Damage:
(Full Strength)
1D6 M.D.
Damage
(Power Attack):
2D6 M.D.; counts as two attacks/actions per melee.
Parry: + 4
Wooden Staff
Range: Close Combat.
Strike (Melee): + 5
Disarm: + 4
Damage: 1D6 S.D.C. (1D6 M.D.; 01-30% chance of breaking).
Damage:
(Power Attack)
2D6 S.D.C. (1D6 M.D.; 01-30% chance of breaking).
Parry: + 4
Beretta M92FS Automatic Pistol
Range: 150ft.
Strike (Modern): + 0
Aimed Strike: Not possible.
Damage: 3D6 S.D.C.
Payload: 15 per Clip.
L-20 Pulse Rifle
Range: 1,600ft.
Strike (Modern): + 0
Aimed Strike: + 2
Damage: 2D6 M.D.
Damage:
(3 Round-Burst)
6D6 M.D.
Payload: 0/40 per E-Clip.
Bio:

Born Alvira Luciatel Dyonasus to the Demon Lord Mormo and his human witch Carissa, she was found by a group of heroes who invaded Carissa’s Coven. Shortly after Carissa was struck down they found a baby in a cot sleeping. Benhart wished to kill her to prevent any chance that it can grow into a monster like the father but the Earth Warlock Marik stopped him saying “If you kill a child you are just proving we are as much monsters as the ones we faced. You want to make sure it doesn’t grow to be one then we raise it ourselves. I am sure we can do it”. And they did. As much of a trial it was, they kept her from the presence of her father (or any of his minions), through hiding and using Elementals as guards and their efforts proved successful. Finding her original name seemed to weaken and burden the child, they gave her a human name “Nadia”. However, even then they knew eventually she would need to go out into the world on her own and face her fate. So they trained her in self defense and the art of magic under the watch of Marik.

Nadia Robinson

Rifts®: Megaversal Highway™ xellos2121