Magni

“Hear me my brothers and sisters, is it not our right, nay, our responsibility to bring enlightenment and understanding to the surface dwellers! If we do not rise to the challenge, should we not meet our destiny, who will? There are those among this very council who would have us sit and do nothing while the surface dwellers reign in a new age of destruction. This cannot be. We must not allow them to further pollute the world of our children with their nuclear technologies. Listen to your hearts, you know it to be true. We must act, we must save them from themselves, not merely for ourselves… but for the future of our children and our children’s children!”

NPC Statistics
Archetype:
Alignment: ???
Motivation:
Disposition:
R.C.C.: Lemurian (Sea Titan)
Sex: Male
Age: 103
Height: 5’11"
Weight: 190 lbs.
Appearance:
O.C.C.: Noble (12th)
Level of Experience: Oceanic Guardsman (8th), Psi-Slayer (15th), Noble (12th)
Current Experience: 12
Affiliations/Factions:
Attributes: I.Q. 18, M.E. 20, M.A. 20, P.S. 41 (Supernatural), P.P. 24, P.E. 26, P.B. 23 (24 when dressed to impress), Spd. 62 (42.5 mph, 28 meters per action; Double Swimming)
Attribute Bonuses/Penalties: + 4% to all skills. + 3 to save vs psionics/insanity, 60% trust/imtimidate, + 26 damage bonus, + 5 strike/parry/dodge, + 22% save vs coma/death, + 6 save vs poison/magic, 70% charm/impress, + 60’ throwing range, 6,560 lbs. carry capacity, 13,120 lbs. lift capacity.
Hit Points: 288 (in S.D.C. worlds only)
S.D.C.: 165 (in S.D.C. worlds only)
M.D.C.: 497
Horror Factor: none; 9 to those that don’t expect such raw power
P.P.E.: 44
I.S.P.: 190
Attacks/Actions per Melee: 11 (+ 1 with Energy Rifle) ( + 4 in Armor) ( + 4 in Lemurian vehicle)
Combat Bonuses: + 16 to Initiative ( + 3 with Energy Rifle, + 1 in Lemurian vehicle), + 11 to Strike ( + 7 with Sword, + 5 with Shield, + 6 with Trident, + 9 with Thrown Trident, + 2 in armor), + 3 to Ranged Strike ( + 7 with Rifle; + 6 aimed, + 6 called, + 8 aimed/called, + 3 in Lemurian vehicle), + 11 to Parry ( + 6 with Sword, + 5 with Shield, + 5 with Trident, + 1 swimming, + 2 in armor), + 12 to Dodge ( + 2 in Lemurian vehicle, + 1 swimming), + 0 to Autododge ( + 11 in Armor), + 32 to Damage ( + 1D6 with Sword, – 16 in Armor), + 7 to Entangle ( + 6 with Trident), + 5 to Disarm ( + 2 in armor), + 13 to Roll with Punch ( + 2 in armor), + 17 to Pull Punch ( + 3 in armor), Knockout on 17-20, Critical Hit on 19-20 and Deathblow on 19-20
Resistance/Saving Throw Bonuses: + 4 on Perception ( + 2 vs Nature, + 2 in Armor on land), + 9 to Save vs Magic, + 8 to Save vs Psionics, + 8 to Save vs Mind Control, + 6 to Save vs Poison ( + 2 in armor), + 10 to Save vs Drugs, + 6 to Save vs Possession, + 5 to Save vs Insanity, + 15 to Save vs Horror, + 22% to Save vs Coma/Death
Natural Abilities: Lemurian/Sea Titan
1. Ultrasonic Communication: 2000’ range underwater, 400’ on land
2. Bio-Regeneration 2D4x10 M.D. per minute (Double on a Ley Line), can regrow limbs and organs in 2D6 hours (1D6 hours on a Ley Line)
3. swims 25% faster on a Ley Line
4. Nightvision 100’
5. Keen Sense of Hearing
6. Resistant to Cold
7. Depth Tolerance: Unlimited
8. Fatigues at half the normal rate
9. Does not need to eat, drink or breathe to survive
10. Impervious to Poisons/Toxins
11. Supernatural Strength and Endurance
Special O.C.C. Abilities None
R.C.C. Skills:
Language: Lemurian at 98%
Language: Oceanic at 98%
Literacy: Lemurian at 98%
Math: Basic at 98%
Swimming at 98%
O.C.C. Skills: Psi-Slayer
Language: IChthylean/Milu at 62%
Language: Cetacean at 98%
Radio: Basic at 98%
Intelligence at 98%
Interrogation at 98%
Disguise at 98%
Escape Artist at 98%
Streetwise at 88%
Concealment at 85%
Palming at 98%
Pilot: Submersibles at 98%
Pilot: Jet Aircraft at 98%
Lore: Demons and Monsters at 98%
Lore: Faeries and Creatures of Magic at 98%
Lore: Psychics and Psionics at 98%
Lore: Sea Creatures at 98%
Mythology at 98%
Breed: Sea Saber at 98%
Electronic Countermeasures at 98%
Demolitions at 98%
Demolitions Disposal at 98%
Demolitions: Underwater at 98%
Recognize Weapon Quality at 98%
Trap/Mine Detection at 98%
Tracking at 98%
Climbing at 98%
Prowl ay 98%
Blind Fight
Resist Torture
Read People
Sniper
Athletics
W.P.: Energy Pistol
W.P.: Rifle
W.P.: Forked
W.P.: Paired
W.P.: Trident
W.P.: Shield
W.P.: Sword
Hand to Hand: Assassin
O.C.C. Skills: Oceanic Guardsman
Language: Swahili at 87%
Language: Atlantean at 87%
Literacy: Oceanic at 98%
Paramedic at 89%
Tailing at 79%
Undercover Ops at 86%
Undersea and Sea Survival at 74%
Underwater Navigation at 68%
Law: General at 89%
Detect Ambush at 81%
Detect Concealment at 74%
Excavation at 89%
Firefighting at 84%
Land Navigation at 73%
Camouflage at 64%
Advanced Math at 84%
Horsemanship: Aquatic Animals at 72%
Horsemanship: Sea Monsters at 62%
Weapon Systems at 84%
Hunting
Boxing
Wrestling
Acrobatics
Forced March
Kick Boxing
Body Building
Vital Points
Steady Nerves
W.P.: Spear
W.P.: Quick Draw
W.P.: Reverse Strike
W.P. Sharpshooting: Rifle
O.C.C. Skills: Noble
Language: American at 98%
Language: Dragonese/Elvish at 98%
Literacy: American at 98%
Military Etiquette at 98%
Play Musical Instrument at 98%
Sing at 98%
Dance at 98%
Heraldry at 98%
Public Speaking at 98%
Wardrobe and Grooming at 98%
Chemistry at 89%
Marine Biology at 94%
Symbiotic Conduit Vehicle Combat at 86%
Biology at 89%
Anthropology at 89%
Lore: Magic at 98%
Breed: Seal Serpent at 98%
Breed: Sea Whip at 98%
Horsemanship: General at 88%
Fencing
Running
No Conscience
Sincerity
W.P.: Targeting
W.P.: Pole Arm
W.P.: Blunt
Magical Knowledge: None
Spell Strength: N/A
Psionic Powers: Master; saves at a 10 or higher. All of the following are used at 15th level proficiency. Sleepwalk (6), Locate & Trap Mark (6), Telekinetic Air Walk (4), Psi-Dagger (8), Bleed Memory (6), Bleed P.E. Energy (10), Neural Strike (25), Catatonic Strike (40), Psychic Body Field (30), Psi-Sword (30), Psi-Shield (30), Psionic Invisibility (10), Mentally Possess Others (30), Telekinesis: Super (10+), Hydrokinesis (Varies), Mind Bolt (Varies), Mental Illusion (20), Mind Wipe (Varies), Insert Memory (25), Mind Block Auto-Defense (Special), Detect Psionics (6), Sense Magic (3), Sixth Sense (2), Intuitive Combat (10), Mask I.S.P. & Psionics (7), Telepathy (4), Total Recall (2), Mind Block (4), Deaden Pain (4), Suppress Fear (8), Alter Aura (2), Summon Inner Strength (4), See the Invisible (4), Remote Viewing (10)
Vulnerabilities: Supernatural Being: Is a Supernatural Creature and is subject to the same rules (double damage from Rune Weapons, can be detected by magic etc.)
Armor: Chitin Bio Armor; See below
Weapons:
1. Tentacle Sword: 2D6 + 1 MD, + 3 disarm, + 3 entangle, – 3 to be disarmed by an opponent. Totals: 7D6 M.D. (3D6 + 1 in Armor), + 18 Strike ( + 2 in Armor), + 17 Parry ( + 2 in Armor, + 1 Swimming), + 8 Disarm ( + 2 in armor), + 10 Entangle
2. Shield: 30 M.D.C., + 2 Parry. Totals: 6D6 M.D. (2D6 in Armor), + 16 Strike ( + 2 in Armor), + 18 Parry ( + 2 in Armor, + 1 Swimming)
3. Metamorphic Stonecaster Rifle: 5D6 M.D., 2000’ (1000’ underwater) range, 20 shot payload.
4. Bone Trident: 3D6 MD, 400’ range, double-ended, returns when thrown, retracts to only 2’ long when not in use. Totals: 6D6 M.D. (3D6 in Armor), 460’ throwing range (400’ in Armor), + 17 Strike ( + 2 in Armor), + 20 Thrown Strike ( + 2 in Armor), + 16 Parry ( + 2 in Armor, + 1 Swimming), + 13 Entangle
Equipment:
Money:

Chitin Bio-Armor:

M.D.C. by location:
Antennae (2): 10 each (Small target, requires a called shot at – 4 to strike)
Head: 100 (Small target, requires a called shot at – 4 to strike)
Hands (2): 57 each (Small target, requires a called shot at – 4 to strike)
Arms (2): 95 each
Legs (2): 157 each
Insect Wings (4): 35 each (Small target, requires a called shot at – 4 to strike)
Main Body: 268
Speed:
Running: 35 mph (17 meters per action), tires at 1/4 the usual rate
Leaping: 20’ high or 40’ long from a standstill, double with a running start
Flying: 50 mph (24 meters per action), triple along a Ley Line or within a triangle, or double during a dive. Maximum altitude is 10,000’
Swimming: 30 mph (15 meters per action), triple along a ley line. Depth tolerance is 3 miles
Weapon Systems:
Shoulder Beams: 3D6 M.D., 1600’ range, unlimited payload
Serrated Forearm Blades: 4D6 M.D.
Mandibles: 2D4 M.D.
Features:
Supernatural PS: 25
Bonuses: + 4 attacks, + 2 perception on land, + 2 strike, + 2 parry, + 6 Autododge, + 2 disarm, + 3 pull punch, + 2 roll with punch, + 2 save vs poison
Regenerate: 2D6/hour, double at a ley line, triple at a nexus or pyramid
Antennae: Equivalent of a radar with a 10 mile range and a sonar with 20 miles.
Resilience: Can only be destroyed by bringing it to – 100 MDC, otherwise retracts and heals as normal
All Terrain Functionality: + 3 save vs Toxins/Gas/Disease when armor is sealed, + 2 when not
Concealment: Can retract to cover only 25% of the body, typically the chest and back. Takes 1 melee action to extend over the remainder.
One Hour Air Supply
Climate Control
Can Speak Clearly when on land or within water


“Copyright © 1990, 2005 and 2013 Palladium Books Inc. & Kevin Siembieda; all rights reserved world wide. No part of this work may be sold, distributed or reproduced in part or whole, in any form or by any means, without written permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental."

Magni

Rifts®: Megaversal Highway™ Giant2005