The Space Whale


Archetype: The Initiate
Alignment: Principled (Good)
Motivation: Protect & Serve
Disposition: Wise & Hot Headed
R.C.C.: Sperm Whale
Sex: Male.
Age: 75 years old as a whale, 6 months as a Cosmo Knight.
Length: 75 feet
Weight: 72 ton
O.C.C.: Cosmo Knight
Experience Level: 3rd level Cosmo Knight
Experience Total: 6,225/10,800
Affiliation/Faction: Cosmo Knights
Attributes: I.Q. 17, M.E. 23, M.A. 13, P.S. 56 (supernatural), P.P. 18, P.E. 26 (supernatural), P.B. 9, Spd. 73 (+ 10 in Zero Gravity) – ×2 with a speed burst and ×5 when diving.
Armor Rating: 15; + 1 at levels 6, 9, 12, and 15 on S.D.C. worlds.
Hit Points: 125 on S.D.C. worlds.
S.D.C.: 106 on S.D.C. worlds.
M.D.C.: 222. Plus 500 with Cosmic Armor and 5,000 with a force field.
Horror Factor: 10 when angry/attacking, 12 when in Cosmo Armor, or 15 against evil beings.
P.P.E.: 61.
I.S.P.: None.
Attacks/Actions per Melee: 5 (+ 1 in Zero Gravity; + 1 at 4, 7 10 and 13)
Attribute Bonuses/Penalties: + 3% skills
Combat Bonuses: + 4 on initiative (+ 1 in Zero Gravity), + 9 to strike (+ 2 in Zero Gravity, + 2 with tail), + 0 to disarm (+ 2 in Zero Gravity, + 1 with tail), + 10 to Pull Punch (+ 2 in Zero Gravity), + 8 to parry (+ 2 in Zero Gravity, + 1 with nose or tail), + 9 to dodge (+ 2 in Zero Gravity), + 7 to Roll with Impact.
Special Combat Maneuvers
1. Whale Bite. – 1D6 M.D. when restrained, 1D6×10 M.D. on full strength bite, or a power bite 2D6×10 M.D.
2. Whale Head Jab – 1D6×10 M.D.
3. Whale Tail Slap – 1D6×10 M.D.
4. Whale Tail Strike – 2D6×10 M.D.
5. Pin/Incapacitate. Automatic on an unmodified roll of 17-20.
Saving Throw Bonuses: + 4 to save vs psionics, + 6 to save vs insanity, + 9 to save vs drugs, + 6 to save vs magic, + 9 to save vs pain, + 17 to save vs poison, + 8 to save vs parasites, + 1 to save vs mind control, + 14 to save vs Horror Factor, + 22% to save vs coma. Resistances: Impervious to affixation/suffocation, airborne toxins, cold, disease, drugs, sleep, hunger, fire, poison (S.D.C. only), and radiation. Can travel through space without harm and walk on the surface of a sun.
Natural Abilities – Sperm Whale
1. Impervious to Cold. See Resistances.
2. Sense Magnetic North.
3. Electromagnetic Sensitivity. Range: 30 feet for scanning men, 300 feet for EM vessels, 900 feet for space-going vessels, and 3 miles when reading the EM lines in the Earth.
4. Sonic Echo Location. Range: 1,000 feet or 3,000 feet at -20%. Base Skill: 48%.
5. Ultra Sonic Probe. Range: 100 feet. Base Skill: 41%.
6. Recognize Family Heritage. Base Skill: 69%
7. Taste Receptors. Range: 1 mile.
-Identify All Chemicals by Taste at 47%
-Track by Taste at 41%
8. Quick Turns & Stops. Can perform a special dodge, roll as if automatic dodge or parry (16 or higher means success). Failed roll inflicts 1D6×10 impact damage.
9. Speed Burst. Can double swimming speed for 1 minute, usable 10 times per hour. Bonuses: + 2 to strike and + 1 to dodge.
10. Backward Flip. Use to splash in water, sends 2D6×100 gallons of water across a 39.7 feet radius.
Special O.C.C. Abilities – Cosmo Knight
1. Bio-Regeneration. Heals 1D4 × 10 per minute
2. Cosmic Resistance. Impervious to Fire, Radiation, Airborne Toxins, S.D.C. Poisons, Drugs and Disease
3. Resistance to Energy. 1/100th normal damage excluding magic
4. Cosmic Being. Does not breathe, eat or sleep (only requires 1 hour meditation a day to be in top form and can go weeks before showing any signs of fatigue)
4. Subliminal Flight. Can fly at supersonic speeds equal to his level times the speed of sound. Flight Speed: Mach 3 (2,010 mph). – 67D6 collision damage
5. Superluminal Flight. For the cost of 30 P.P.E. and 30 M.D.C. (Or 90 M.D.C.), after 10 minutes meditation he can fly a speed of 1 light year per hour, per level.
6. M.D.C. Conversion. Can use his M.D.C. as P.P.E. at a 2:1 conversion rate.
7. Cosmic Blasts. 4’000 feet range in an atmosphere, 5 miles in space. 1D6 × 10 MD, damage and range can be doubled at the cost of 50 P.P.E. in space or damage multiplied by 5 and range doubled in space at the cost of 100 P.P.E. The multiplier casts one melee. Blasts are + 1 initiative and + 3 to strike in addition to hand to hand bonuses.
8. Cosmic Lance: Generates a force field with 5,000 M.D.C. twice per hour. Duration: One hour per use or until depleted. For weapon statistics, see below.
O.C.C. Skills:
Language Native: Cetacean at 98%
Language Other: Trade 1 at 89%
Language Other: Trade 3 at 79%
Language Other: Trade 4 at 114% (98%)
Literacy: Trade 4/English at 68%
Radio: Basic at 63%
Lore Demons & Monsters at 48%
Movement: Zero Gravity at 112% (98%)
Land Navigation at 103% (98%)
Navigation: Space at 102%
Mathematics: Basic at 73%
Mathematics: Advanced at 73%
Computer Operation 68%
W.P. Lance (+ 1 to strike; + 1 at levels 4, 7, 10, and 14. + 1 to parry; + 1 at levels 7, and 12. Plus, charge attacks inflict DOUBLE damage or TRIPLE damage on an unmodified roll of 19 or 20)
Hand to Hand: Martial Arts (2nd)
O.C.C. Related Skills:
Advanced Fishing at 53%
Lore: Sea Creatures at 48%
Underwater Navigation at 42%
Zero Gravity Combat: Elite
Law: Intergalactic at 53%
Detect Ambush at 48%
Physical Labor
Sing at 58% (Professional)
Secondary Skills:
Athletics (+ 1 to dodge, + 1 to parry, + 1 to roll with impact)
Lore: Psychics & Psionics at 43%
Philosophy at 48%
Public Speaking at 43%
Lore: Galactic/Alien at 48%
Wilderness Survival at 53%

Magical Knowledge: None.
Spell Strength: Not applicable.
Psionic Powers: None.
Vulnerabilities: None.
Armor: Cosmic Armor (500 M.D.C.; regenerates 1D4×10 per minute M.D.C. per minute)
Weapons: See Cosmo’s Space Lance.
Equipment: None.
Money: None.

Cosmo’s Space Lance
Initiative: + 4 (+ 1 in Zero Gravity)
Range: Close Combat
Total Strike: + 11 (+ 2 in Zero Gravity, + 3 against targets larger than 30 feet)
Aimed Shot: + 13 (+ 2 in Zero Gravity, + 3 against targets larger than 30 feet)
Called Shot: + 11 (+ 2 in Zero Gravity, + 3 against targets larger than 30 feet)
Aimed Called Shot: + 13 (+ 2 in Zero Gravity, + 3 against targets larger than 30 feet)
Restrained Attack Damage: 1D6 (double on charging, triple on an unmodified 19 or 20)
Full Strength Damage: 1D6×10 double on charging, triple on an unmodified 19 or 20)
Power Attack Damage: 2D6×10 M.D. or 1D4×100 M.D. on full speed ram (double on a charge, triple on an unmodified 19 or 20); counts as two attacks and 01-80% likelihood of human-sized targets losing initiative and two attacks/actions per melee (those board are jostled and drop any held items but may roll a parry to hold on to said items). Furthermore, rafts, lifeboats and small sea vessels (anything under 30 feet) has a 01-50% of being capsized (as above).
Collision Damage Bonuses (optional): + 1D6 M.D. additional damage for every 30 mph (48 km) of speed at the time of impact. Furthermore, there is a base chance of 01-60% or whatever the robot combat or a specific description of a knockdown/ram/body block attack might indicate for that creature (generally 01-80% for Cosmo) that the victim is knocked off its feet and loses initiative and two melee attacks/actions for that round. The attacker suffers the equivalent of 25% of the victim’s damage, especially from high-speed ram attacks.
Total Parry: + 10 (+ 12 in Zero Gravity)

Cosmic Blast
Initiative: + 5 (+ 1 in Zero Gravity)
Range: 4,000 feet in atmosphere or 5 miles (double for 100 P.P.E.)
Total Strike: + 12 (+ 2 in Zero Gravity)
Aimed Shot: + 14 (+ 2 in Zero Gravity)
Called Shot: + 12 (+ 2 in Zero Gravity)
Aimed Called Shot: + 14 (+ 2 in Zero Gravity)
Damage: 1D6×10 M.D. (5D6×10 M.D. for one melee round by spending 50 P.P.E.)
Rate of Fire: Single.
Payload: Effectively Unlimited.


The Birth of Cosmo was a harsh one that took his mothers life, he was born different from the prehistoric whales that came before him bigger, shaped differently, and as such he was treated as a freak a outcast of his pod, he struggled to survive at the dregs of his pod slowly growing larger and larger as did their fear of him.

Soon after he reached the peak of maturity the pod abandoned him out of fear, he loomed over them as if they were a pod of prey. after the sudden shock of being abandoned he searched the ocean depths for a similar beast that can share his songs and loneliness his search was in vain all he encountered were predators and pods too horrified to accept him for who he was.

After 10 years of searching he decided to create his own pod, proceeding to battle the other males for rights of mating with the female prehistoric whales and alpha status, he began his pod.

After successfully leading his pod for 50 years his young took control as they do, and he proceeded to retire himself, several years later the forge took him re-invigorated him and made him a Cosmic Force to be reckoned with, Taking the Cosmic forges name as his mantle Cosmo began his life again amongst the stars.

This once retired sperm whale now ventures though space hoping to protect and serve the universe

Cosmo is currently in a state of stasis, sealed in amber several miles beneath the Chicxulub Crater


Rifts®: Megaversal Highway™ DuanneGray