Rifts®: Megaversal Highway™
Pazal
Pazal – NPC Antagonist
Archetype: Despicable Villain.
Alignment: Aberrant (evil).
Motivation: Acquire the seven Gates so the Old Ones do not stir from their slumber and upset the political climate of Hades.
Disposition: As himself Pazal is something of a detestable backstabber as well as being a well-known coward and failure. His past short-comings and failures have made him something of a laughing stock to most other powerful demons in Hades and it is something of a sore point with him. Pazal still considers himself above mortals and lesser demons. Pazal lacks the natural charm and/or good looks of many on his kin and must rely entirely upon his cunning and magic to deceive his pray.
R.C.C.: Raksasha.
Sex: Male.
Age: Ancient, though rather young by Raksasha standards.
Height: 1-10 feet, the demon can magically alter is size within this range as desired. However, his natural height is 6.3 feet.
Weight: 700 pounds.
Appearance: Pazal is a rather unremarkable physical specimen, especially by Raksasha standards.
O.C.C.: Not applicable.
Level of Experience: 7th level Raksasha Demon.
Current Experience: Not applicable.
Too many to name.
Affiliations/Factions: Is loosely associated with the demonic hordes of Hades (having lost a great deal of political influence from his many failures).
Attributes: I.Q. 17, M.E. 15, M.A. 11, P.S. 37 (supernatural), P.P. 17, P.E. 22 (supernatural), P.B. 8, Spd. 50.
Attribute Bonuses: + 3% on all skills, + 1 to strike, + 1 to dodge, + 1 to parry, + 4 to save vs disease, + 7 to save vs drugs, + 4 to save vs magic, + 7 to save vs pain, + 7 to save vs poison, + 14% to save vs coma & death. Can engage in strenuous activity for six hours without tiring.
Armor Rating: 10.
Hit Points: 20 + P.E. attribute.
S.D.C.: 40 on S.D.C. worlds.
M.D.C.: 1,000.
Horror Factor: 14.
P.P.E.: 600.
I.S.P.: 500.
Attacks/Actions per Melee: 8.
Combat Bonuses: + 4 on initiative, + 5 to strike, + 5 to pull punch, + 5 to dodge, + 5 to parry, + 4 to roll with impact
Saving Throw Bonuses: + 10 to save vs Horror Factor, + 8 to save vs disease, + 11 to save vs drugs, + 8 to save vs magic, + 11 to save vs pain, + 11 to save vs poison, + 14% to save vs coma & death, + 4 on all other saving throws. Resistance: Half damage form cold and fire (including mega-damage plasma) and can engage in strenuous activity for six hours without succumbing to fatigue.
Natural Abilities – Raksasha: Nightvision to 120 feet, keen normal vision, see the invisible, turn into mist, track by smell at 45%, dimensional teleport at 51%, bio-regeneration at 4D6 per minute (1D6 per melee round), resistant to fire, cold, teleport self and up to 300 additional pounds up to five miles (8 km) away at 53% + 3% per level of experience, and magically knows all languages.
1. Metamorphosis at Will. The Demon’s most frightful power is the ability to shape change, at will, into virtually any living creature as long as it is no smaller than one foot (0.3 m) and no larger than 10 feet (3 m). The Raksasha can use this power to disguise himself to look exactly like a specific individual.
2. Shape-Changing Disguise. The Raksasha can assume the form of specific individuals with near-perfect accuracy.
Individual is Present. Base Skill: 98% (99%)
Individual is Familiar. Base Skill: 85%
Unfamiliar Individual. Base Skill: 43%
3. Voice Mimicry. The Raksasha can nearly perfectly imitate the voice of any one it hears.
Individual is Familiar. Base Skill: 97%
Sound Recording. Base Skill: 83%
Unfamiliar. Base Skill: 33%
R.C.C. Skills
Mathematics: Basic at 98% (131%)
Mathematics: Advanced at 98% (131%)
Literacy: Dragonese/Elven at 98% (131%)
Literacy: Daemongogian at 98% (131%)
Literacy: Techno-Can at 98% (131%)
Literacy: American at 98% (131%)
Literacy: Euro at 98% (131%)
Literacy: Giantese at 98% (131%)
Forgery at 98% (110%)
Intelligence at 98% (117%)
Wilderness Survival at 92%
Land Navigation at 86%
Swim at 98% (113%)
Climb at 98% (113%)
Rappelling at 98% (103%)
Dance at 98% (123%)
Sing at 98% (107%)
Streetwise at 98% (112%)
Lore: Demons & Monsters at 98% (124%)
Lore: Faeries & Creatures of Magic at 98% (124%)
Astronomy at 98% (107%)
Anthropology at 73% (103%)
Radio: Basic at 98% (131%)
Computer Operation at 98% (131%)
Pilot: Jet Packs at 97%
Pilot: Hovercycles at 90%
Pilot: Water Skiing & Surfing at 97%
Horsemanship: General at 78%
Breaking/Taming Wild Horses at 68%
Mounted Bonuses: + 1 to dodge, + 1 to parry and + 1D4 SDC damage and + 1D6 (MDC or SDC) damage on a charge attack.
W.P. Blunt (+ 3 to strike and + 3 to parry)
W.P. Sword (+ 3 to strike and + 3 to parry)
W.P. Knife (+ 3 to strike and + 3 to parry)
W.P. Energy Pistol (+ 4 to strike)
R.C.C. Related Skills: None.
Secondary Skills: None.
Magical Knowledge: Knows all metamorphosis, illusion, and protection magic but all spells are cast as if a third level caster. Death Trance (1), Aura of Death (12), Aura of Power (4), Armor Bizarre (15), Charismatic Aura (10), Fool’s Gold (10), Multiple Image (7), Mask of Deceit (15), Horrific Illusion (10), Apparition (20), Illusion Booster (15), Illusion Manipulation (25-60), Illusory Forest (45-90), Illusory Wall (15-30), Illusory Terrain (55-120), Hallucination (30), Cleanse (6), Fear (5), Mystic Fulcrum (5), Create Magic Scroll (100), Animate & Control Dead (20), Turn Dead (6), Exorcism (30), Remove Curse (140), Heal Wounds (10), Carpet of Adhesion (10), Seal (7), Weight of Duty (10), Trance (10), Magic Net (7), Shadow Meld (10).
Spell Strength: 12.
Psionic Powers: All Healing, Physical, Sensitive, and Super Psionic powers. Considered an 8th level Mind Melter regardless of level.
Vulnerabilities: None, counts as a Supernatural Being.
Armor: Currently, none.
Weapons: Currently, none. His attacks inflict 6D6 S.D.C. on a restrained attack, 5D6 M.D. on a full strength attack, or 1D6×10 M.D. on a full strength attack. In his demonic form, the Raksasha adds 2D6 M.D. when attacking with its claws and its terrible bite inflicts 2D6 M.D.
Equipment: Currently, none other than the clothes on his back and a few minor personal items and an amulet containing a bound gorgon (Petrification at will; requires a successful strike roll).
Money: Currently, none. Although Fool’s Gold adds the illusion of value to anything of his choosing.