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#Post#: 4218--------------------------------------------------
Nikki Straver
By: Raven Tepes Date: May 9, 2020, 11:24 am
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“Okay.. so the befuddle stun gun causes partial facial paralysis
to the wielder when used. At least that’s a better side effect
than my attempt at building a fire ball rifle, teach.”[/I]
[I]~ Nikki, age 13, to her teacher at the Queen’s Institute of
Magic and Science[/I]
[i]“I speak five languages: English, Bad English, Computer,
Magic, and Food.”[/I]
[I]~ Nikki to anyone who doesn’t know English[/I]
[i]“I might be small like a bird, but I definitely don’t eat
like one. Now pass the pizza and wasabi, Hiro!”[/I]
[I]~ Nikki to Hiroshi when he was picking on her about her size
and weight[/I]
[i]“All a girl needs in life is a toolbox, good work clothes, no
fear about getting dirty, and the ability to cook.”[/I]
[I]~ Nikki[/I]
[i]“Every family has a black sheep or two. I just happen to be
the better of the two in my family, but that’s only because I
didn’t take a pledge to the king of Camelot. I just took
advantage of the education in New Camelot.”
[I]~ Nikki[/I]
Name: Nicole “Nikki” Straver
Age: 27 years old
Birth Date: December 24, 4008
Species: Homo Superior Magus Human Mutant
Gender: Female
Height: 5’
Weight: 109 lbs
Basic Background Information:
Place of Birth: Old Sarum’s Tree, Nortown Fairy Kingdom, England
[I]near Dorset, England in the 21st Century[/I]
Occupation: Techno-Wizard
Skill Level: Intermediate
Family:[/I]
Father: Johnathan Straver [I]Alive; Herbalist Mage[/I]
Mother: Maya Straver [I]Alive; Chronomancer/Temporal Mage[/I]
Sister: Gabriel Straver [I]Alive; Woodland Druid and Friend of
Sarum Millennium Tree[/I]
Brother: Edward Straver [I]Alive; Chronomancer/Temporal Mage for
King Arr’thuu of the Kingdom of Camelot[/I]
Sidekick: Pinky the Zembahk
Organizations:
Former: King’s Institute of Magic and Science
[I]~ Location: New Camelot, Kingdom of Camelot, England
[I]~ Status:[/I] Graduate with a Master’s Degree in
techno-wizardry
Former: Fezziewig’s Magic of Technology Shop
[I]~ Location:[/I] Techno Haven borough, New Camelot, Kingdom of
Camelot, England
[I]~ Status:[/I] Left on good terms
Current: New Star Rifters
[I]~ Status:[/I] Active; Techno-Wizard technician, mechanic, and
weapon designer
Techno-Wizard Abilities:
[I]Techno-Wizard Psionic Powers:[/I] All techno-wizards are
minor psychics as well as well-trained magic users.
Techno-wizards are trained in the following psionic abilities:
Machine Ghost: The psychic goes into a trance as he focuses his
concentration on entering a computer or most any type of
artificial intelligence (not applicable to sentient, self-aware
machines like Archie-3). This power is limited to the
acquisition or reading of information only. The psychic cannot
imput, program, or delete data on the machine. He can also
access information stored by most electronic means, including
computer disks, video and audio disks, film or audio tape, and
hard drives. Reading electronically encoded disks and tapes is
similar to object read, except in this case, he hears and sees
the data as if he were playing it on a computer or disk player,
only he perceives the information 10 times faster. Thus, the
character can read (never input) information from disks or
broken computers without a physical "jack" connection or an
actual display device, i.e. computer and monitor, CD player,
etc.
As an actual Machine Ghost, the psychic mentally enters and
travels the neural network of an active computer. He is actually
inside the device. In many ways, this experience is similar to
Astral Projection except the psychic is "projecting" into the
machine rather than into the Astral Plane. It also has the same
pitfalls as Astral Projection, as in the character enters a
strange, very seemingly real world that he must learn to
navigate. Like Astral Projection, the electronic world of
computers takes on a virtual world landscape. This means in the
computer virtual world, its programs, viruses and defense
mechanisms will take on virtual manifestations that can
interact, confront, impede, or attack the Machine Ghost.
A password or special access code may appear as a metal door or
iron gate, or locked filing cabinet that needs to be (seemingly)
broken open to gain access to what is held inside. The more
difficult the code, the bigger, stronger and more difficult the
door and lock(s). Data is likely to appear as books, paper
files, diagrams, film, holograms, and other common means of
communication and documentation. The more sophisticated defense
measures are likely to appear as one or more guards who must be
defeated before the information is accessible. They can appear
as sorcerers, troops, known enemies or as exotic aliens. Viruses
and defenses designed to attack an intruder typically appear as
demons or monsters.
Combat in the virtual world seems real and is conducted the same
as it would happen in the real world. Combat and damage is
measured by the character's perception of his real body armor,
weapons and natural powers. When the psychic has lost more than
70% of his armor, or virtual health, he will feel the urge to
flee the virtual world. If he flees, a computer defender will
not follow, however a virus will pursue and continue to fight.
Although all such damage is only in the mind of the psychic (no
physical damage occurs in the real world), if he dies in the
virtual world, he can die in the real world as well! The shock
to his psyche and body will momentarily stop his heart, and he
slumps over dead! So make sure to have healers or paramedics
nearby to revive the character.
The downside in the usage of this power is the psychic loses all
sense of time and reality outside the data he is accessing. This
means he is oblivious to what is happening around him, and
unless protected by a companion, vulnerable to attack without
any means of defense. Pain or being struck or shaken will alert
the psychic to trouble, but he has the choice of breaking
contact and responding, or ignoring it and continuing to
retrieve data. Only telepathy can reach the character while in
this state (can't hear spoken words or sounds outside the
computer), and is a means of two-way communication.
A character accessing a file on a disk can break contact at any
time with a thought, although he will be disoriented for one
melee round; reduce his number of attacks and combat bonuses by
half. Breaking free of a computer virtual world is not so easy.
[i]Leaving virtual space:[/I] Unfortunately, leaving the virtual
world of a computer is fundamentally the same as the Astral
Plane. The psychic can vaguely sense the way he came and must
follow it back to the virtual access point. To do so, the player
must roll on the following table and must roll "definitely
certain" to have his character successfully escape. The player
must keep trying until he succeeds or time elapses. If the
character
cannot escape virtual space before the duration of this ability
elapses, he is flung out with the same effect as "virtual
death"; roll to save vs coma and death as described above.
[I]Note:[/I] The psychic will instinctively know when he's down
to the last three
minutes of the duration and when trying to exit, can fly toward
the way out (typically appears as a door or a dimensional rift).
01-30 Hopelessly lost (roll again)
31 -45 Uncertain (roll again)
46-65 Fairly certain on the right track (roll again)
66-00 Definately certain! Whew! Made it back
[i]Range:[/I] Self; computer by touch
[i]Duration:[/I] Three minutes per level of experience
Mind Block: This is the ability to completely close or block
oneself from all psychic/mental emanations. When intentionally
closed to supernatural or psychic forces the character cannot
sense anything, cannot use psychic abilities, nor be influenced
by others. A Mind Block will prevent penetration of Telepathy,
Empathy, Hypnotic Suggestion, Day Dream, Empathic Transmission,
and all forms of mind affecting abilities. It can be an
invaluable protective mask when dealing with malevolent psychic
forces.
[i]Note:[/I] Mind Block only blocks psionic attacks that
psychic’s mind or emotional state. It offers no protection
against magic.
[i]Range:[/I] Self
[i]Duration:[/I] 10 minutes per level of experience
Object Read: Also known as Psychometry, uncanny ability enables
the psychic sensitive to receive impressions and images from an
object regarding its use, history, and past owners. This is done
by holding the object and concentrating on a specific line of
thought or opening up to general impressions (the latter is
always more vague and random). Just as a psychic must open
himself to sense evil or magic, he must open himself to the
object. If successful, he will receive impressions and/or images
revealing bits of information.
[i]Impressions Include:[/I] General alignment of last owner
(good, evil, neutral), general emotional state of mind (angry,
happy, sad, hate filled, etc), the object’s general purpose,
whether the last owner is alive or dead, and whether the item
has been used with/by magic or supernatural forces. Object Read
will also conclusively indicate whether the item is currently
enchanted or contains a supernatural force/entity as well as its
alignment and emotions. If the item is possessed, an Object Read
makes the reader totally vulnerable to psychic attack.
[i]Images:[/I] The psychic can also see images of isolated
events which have happened in the past. This will provide
snippets of images and events that will offer glances of the
previous owner and other close to him. Traumatic and emotion
filled events/images are the easiest to see. Impressions will
accompany the images, adding to the story as it unfolds.
Information includes: approximate age, weight, height, build,
race, sex, sometimes occupation, hair length and color, special
facial or body features such as a scar or tattoo or beard (very
often exact facial features are out of focus, blurred, or
obscured), object’s use/purpose, and some special events,
usually very traumatic, important or happy. Often the event
image will be fragmented as if it was a piece of movie film
edited by a crazy man. The event will always be one in which the
object was involved.
The present can also be glimpsed but at a cost of one round
extra of concentration with no guarantee of success. Sometimes
the psychic can focus in to see and feel the last owner as
he/she is at that moment. This will provide an idea of what
his/her current state of mind/emotion, appearance, dress,
general location (that is to say a bedroom, office, street,
outdoors, etc; no address or sense of close or far is provided),
general features (shaved his head, dyed hair, etc), and so on.
The psychic may be able to identify a place to identify a place
or person by feature if he has seen it before or runs into him
in the near future.
[i]Range:[/I] Touch
[i]Duration:[/I] Up to 12 minutes
Speed Reading: This is the ability to read and comprehend the
written word extremely fast. Speed of reading is 30 pages per
minute. The psychic will retain the information as he normally
would. Highly technical texts will reduce the speed of reading
by half and may require two readings to retain the information.
[i]Range:[/I] Self
[i]Duration:[/I] 3 minutes per level of experience
Telemechanics: This ability allows the psychic to mentally
communicate with and understand machines. This psi-power is a
bizarre combination of Object Read and Telepathy except that it
only applies to machines.
By touching any non-artificial intelligent machine, whether it
be a bicycle, gun, car or airplane, the psionic will instantly
have a complete (although temporary) knowledge of exactly how
the machine operates. It must be stressed the psychic knows
everything about the machine, the complete schematic diagram and
operation knowledge are clearly seen his mind’s eye. The level
of skill expertise is equal to 80%.
When touching an artificially intelligent machine, i.e.
computers, the psionic not only understands everything about its
operation, repair, access codes, etc but can actually
communicate with it telepathically. This means he can tap into
the computer’s memory bank without using a terminal because the
information would be sent directly into the psychic’s mind.
Remember, the telepathic link and memory are temporary abilities
(although Total Recall would be able to call up bits of
information). The psychic’s skill knowledge is equal to an 88%
skill proficiency and applies to all aspects of the machine, its
operation, repair, special codes, programming, etc.
[i]Range:[/I] Touch or 5 feet away.
[i]Duration:[/I] 10 minutes +2 minutes per level of experience.
Total Recall: The psychic character remembers every word he
reads. Specific blocks of written and visual can be recalled in
perfect detail at will. Each block of information costs one
melee round of concentration to recall in absolute detail. If
all psychic energy has been used up (psychic is tired or
sleepy), then the memory is a little fuzzy, so exact quotes and
details may be impossible to recall. Roll a percentile dice to
see how much is retained:
01% to 50%: Remembered in full detail, word for word
51% to 80%: Details are forgotten, but the essence of the ideas
are clear
81% to 100% (00%): Can only recall the most basic concepts, no
details nor strong comprehension
[i]Note:[/I] This ability does apply to the spoken word as well
although most psychics with this ability usually have good
memories.
[i]Range:[/I] Self
[i]Duration:[/I] Permanent
[I]Techno-Wizard Magic Powers:[/I] In addition to the
Techno-Wizard powers, the character has a solid understanding of
spell magic and how to tap into ley lines and nexus points for
additional magic energy. Note: Other spells can be used to
create devices as the Techno-Wizard learns them; example:
Invisibility (Superior) can be used to create a vehicle or a
suit of armor that can turn invisible.
Techno-Wizard characters start with the following spells:
Armor of Ithan: This powerful spell instantly creates an
invisible, weightless, noiseless full suit of mystic armor upon
the spell caster. The magic armor can also be instantly created
upon anyone else so long as the caster is touching the person
when invoking the spell. Named after the armor of Dwarven King
Ithan, this mystic armor has the same durability as a heavy
armor tank. Magic/Supernatural fire, lightning, and cold do half
damage.
[i]Range:[/I] Self or by touch
[i]Duration:[/I] One minute per level of experience
Blinding Flash: This invocation creates a sudden burst of
intense, white light that temporarily blinds everyone within a
10 foot radius. Victims are blinded for 2 melee rounds and are
-50% success rate to strike, parry, and dodge. The magic can be
cast up to 60 feet away from the caster. Note: Does not affect
robotic, bionic, or cybernetic eyes.
[i]Range:[/I] 10 ft radius; up to 60 ft away
[i]Duration:[/I] Instant
Breathe Without Air: This invocation enables the character to
function normally without air whether it be underwater, in a
vacuum, or in an area with little to no oxygen. Unfortunately
the magic does not protect the character from magic/supernatural
toxins or other types of magic, but it does protect against
man-made and natural toxins and gasses. Two characters can be
this enchantment simultaneously provided the mage is touching
each at the time the spell is invoked.
[i]Range:[/I] Self or by touch
[i]Duration:[/I] 3 minutes per level of experience
Call Lightning: This spell creates a lightning bolt which can be
directed at any specific target up to 300 ft away. The lightning
bolt shoots down from the sky, hitting the desired target. The
target or area must be within the caster’s line of sight. The
lightning bolt is powerful enough to heavily damage and disable
a light tank.
[i]Range:[/I] 300 ft line of sight
[i]Duration:[/I] Instant
Cloak of Darkness: This spells cloaks the caster in a field of
darkness that follows him or her everywhere. The mage can see
perfectly from within the darkness, but those outside of the
radius of affect cannot see in. At night, it renders the caster
virtually invisible, although he can still be detected by
infrared and/or heat sensors, thremo-imaging optics, motion
detectors, and other similar sensors. Furthermore, the aura of
darkness may noticeably obscure the background/area around him,
making it obvious to visual detection especially in daylight or
when bathed in light. This magic darkness cannot be dispelled by
ordinary light. Consequently, this cloaking spell is ideal for
hiding, escape, and setting up an ambush.
In combat, opponents who attack a character cloaked in darkness
from a distance (more than 5 feet away) are -30% success to
strike unless guided by thermo-imaging system or similar heat
optic systems and even then are still at -10% to strike. Those
who step into the darkness for hand to hand combat suffer no
penalties as long as they are within the 5ft radius of darkness.
[i]Range:[/I] Self 5ft radius
[i]Duration:[/I] four minutes per level of experience
Electric Arc: A simple offensive spell, the Electric Arc spell
causes a crackling bolt of blue energy to leap from the spell
caster’s hand to the intended target; point and shoot; +20%
success to strike.
Each electric blast counts as one melee attack/action and is
limited to the character’s total number of attacks in one melee
round. This means a character with four attacks per melee round
uses up two actions to cast the spell, leaving him with two
electrical attacks possible for the round. While the damage is
not great (not mega-damage spell), it is accurate, and is an
easy, inexpensive (not much magic energy needed) spell to cast.
[i]Range:[/I] 30 feet per level of experience
[i]Duration:[/I] One round
Energy Bolt: The incantation creates an energy bolt that the
mage can mentally direct by simply looking at his target. The
bolt may appear to fire from a hand, finger, or eyes, nut no
physical gesture is needed for this spell. One energy bolt can
be fired at one target per invocation. Invocation counts as one
melee action.
[i]Range:[/I] 150 feet
[i]Duration:[/I] Instant
Energy Field: The magic creates a protective field of energy
that can be placed around the mage, others, or an object. The
maximum area of protection is 8 feet which means that it can
protect a small room full of people (about 6 to 8 people). The
energy field appears as a semitransparent wall or bubble that
shimmers with blue-white energy. The field is normally as
durable as a small, light armor tank but is twice as durable on
ley lines and three times more durable on a nexus point.
[i]Range:[/I] Self or others up to 60 feet away
[i]Duration:[/I] One minute per level of experience or until
destroyed
Fire Ball: The spell caster creates a large fire ball which
hurls at its target at an awesome speed and causes explosive
magic fire damage in a 30 foot radius and concussion damage in a
60 foot radius.
[i]Range:[/I] 90 feet line of sight
[i]Duration:[/I] Instant
Fire Bolt: The spell caster creates and directs a bolt of magic
fire that is +40% success to strike.
[i]Range:[/I] 100 feet line of sight
[i]Duration:[/I] Instant
Fuel Flame: The magic feeds an existing fire, doubling it in
size. It can affect 100ft are up to 100ft away.
[i]Range:[/I] 120 feet
[i]Duration:[/I] Instant
Fly: The spell caster can bestow the power of flight on an
inanimate object not made of metal or plastic. This spell may be
the origin of the myth about witches and their brooms and of
magic carpets. The object must be large enough to hold onto or
(preferably) sit on. If the item is small, then the mage will
have to hold on for dear life, and if his grip should give way,
he will fall to his doom. To avoid muscle strain and tragedy, it
is best if the object can be comfortably sat on. The maximum
length and width of the enchanted item must not exceed six feet.
This maximum size is big enough to accommodate three additional
adults or six children. Maximum altitude is 1000 feet. Maximum
speed is 35 mph and can be made to hover in place.
[i]Range:[/I] Object by touch
[i]Duration:[/I] Six minutes per level of experience
Forcebonds: The spell, Forcebonds, turns ordinary (non
mega-damage capacity) materials, such as chains or rope, into
magical restraints that glow with mystic force. This enchantment
is made to bind and restrain a captive in the same manner as
mega-damage capacity handcuffs and restraints like Jekyll
Industries Super Cuffs which are made from an adamantium blended
alloy. The captive must already be subdued or surrendered and
been tied with ordinary material. A single captive can be bound
at the wrists and/or ankles, or at the wrists with two binds
around his arms and upper torso, pinning the arms tightly to the
body (chair, pole, etc). To tie hands, arms, or legs
individually to items like chairs requires two spells (one for
each limb).
Forcebonds requires almost godlike supernatural strength to
break, and even then with difficulty, but can be broken with
time and damage. Dispel Magic Barrier or Dispel/Negate magic can
be used to make the bonds disappear, but the spell is 20%
resistant. An Anti-Magic Cloud will dispel the bonds instantly.
Characters with the Escape Artist skill will find Forcebonds
extremely difficult to escape from; reduces skill success chance
by 50% and each attempt takes three times as long. When bound by
this spell, the Escape spell works as Escape Artist skill with a
maximum of 50% success chance. An escape can be tried once every
five minutes. Teleporting away while bound will take the
character to a new location, but he is still bound.
Metamorphosis/Transformation Mist works wonderfully for escape.
Metamorphosis/Transformation Animal or Insect with limbs still
bound will still have their limbs bound by the mystical force.
[i]Range:[/I] Touch
[i]Duration:[/I] 30 minutes per level of experience
Globe of Daylight: A small globe or sphere of true daylight is
magically created. The light is bright enough to light up a 12ft
area per each level of experience. Because it is daylight, it
can ward off vampires, most types of undead, and demons who fear
or are hurt by sunlight, keeping them at bay just at the edge of
the light. The creator of the globe can mentally move it along
with him or send it up to 30 feet ahead. The maximum speed of
the globe is the same as a physically fit human.
[i]Range:[/I] Near self or up to 30 feet away
[i]Duration:[/I] 3 minutes per level of experience
Ignite Fire: The spell causes spontaneous combustion, igniting
any material that can burn. This means the mage can set a chair
cushion, a jacket, paper, dry leaves, etc on fire. [I]Note:[/I]
Volatile substances that are contained in something, such as
gasoline in a gas tank, can not be ignited. Furthermore, the
target to be set on fire must be within sight. Maximum area of
affect is 3 feet. If somebody’s hair or clothes are set on fire,
they have one melee round to get it off or put the fire out
before it begins to cause damage; no other action is possible as
all energy is focused on dousing the fire (for most beings).
Damage from the fire is like ordinary fire per round after the
first round.
[i]Range:[/I] 40 feet
[i]Duration:[/I] Instant (the fire cost one melee action/attack
and burns until it’s put out or runs out of fuel)
Impervious to Energy: The spell caster can make himself
impervious to all forms of energy including fire, heat,
electricity, lasers, and so on. Energy attacks do no damage
whatsoever. Physical attacks, guns, knives, clubs, explosives,
etc do normal damage.
[i]Range:[/I] Self or others by ritual
[i]Duration:[/I] Two minutes per level of experience
Impervious to Fire: A magical invocation that makes the
individual temporarily impervious to all types of fire. Normal,
magical/supernatural, and mega-damage (hot enough to melt a tank
or adamantium) fires do no damage to the enchanted individual or
anything on or being carried by him.
[i]Range:[/I] Self or others up to 60ft away
[i]Duration:[/I] Five minutes per level of experience
Magic Net: This spell creates a net composed of magic fibers and
can snare up to 1-6 human-sized victims within a 10ft area.
Normal weapons can not cut through this net; mega-damage
weapons, magic weapons, and magic can after this net. Even then,
it requires two full melee rounds to cut or blast through.
Dispel Magic Barrier type ability or spell will dispel the magic
net instantly. Anyone caught in the net is helpless and unable
to attack or defend. The spell caster can cancel the net at any
time. Note: A Magic Net can trap beings larger than human size
provided the spell does not exceed the normal area of affect. To
hurt someone caught in the net without harming the net requires
a Call Shot or Trick Shot skills or Supernatural Accuracy.
Characters caught in the Magic Net can Turn to Mist or Teleport
out of the net. A character was intangible/mist when the spell
is cast are not caught in the net.
[i]Range:[/I] 60 feet
[i]Duration:[/I] Two melee rounds per level of experience
Magic Shield: This spell creates a pale white field of energy in
the shape of a large, round shield with the durability of a
small, light armor tank (mega-damage capacity). The shield can
be used by the caster or given to another. It functions as a
normal shield to parry melee attacks with a bonus of +10% to
parry. The wielder can also attempt to parry energy blasts and
projectiles but with no bonuses and suffers a -40% to parry. The
shield does take damage from all attacks it parries and
disappears when all damage capacity is used up, the spell
duration runs out, or is the wielder loses contact with the
shield.
[i]Range:[/I] Self or other
[i]Duration:[/I] Two minutes per level of experience
See the Invisible: The character can see astral beings,
entities, elementals, ghosts, objects, forces, and creatures
that can turn invisible or are naturally invisible. Even if the
entity has no form, the mystic will be able to discern the
vaporous image or energy sphere that is the being.
[i]Range:[/I] 200ft
[i]Duration:[/I] One minute per level of experience
Sense Magic: The magic ability enables the character to sense or
feel the presence of magic. Like a Geiger counter, the
individual can tell if he is near (within 20 feet) or far
(toward the limit of the spell range). The spell can also
indicate whether a person or object is enchanted/under a spell,
is in the process of invoking magic, or if magic is being used
in the range area. Note: Men of Magic and most supernatural
beings do not register as magic except when they are actually
casting a spell/using magic. Psychic powers can not be detected
with this spell.
[i]Range:[/I] 120ft area
[i]Duration:[/I] Two minutes per level of experience
Shadow Meld: This unique magic enables the spell caster to step
into the shadows and become invisible even to the See Invisible
spell/ability. The shadow must be at least five feet tall or
long to become an effective hiding place. The shadow serves as a
superior means of hiding or moving unseen. The mage can move,
walk, or run through the length of the shadow or from shadow to
shadow. While in shadow/darkness, the character prowls at a 60%
success proficiency (or +15% if the user has the skill whichever
is higher).
Intense light will dispel the shadow, leaving the mage revealed.
Of course, sanctuary can be found by fleeing into another
shadow. Feeble light, less than 10 torches or a 300 watts, will
only create more shadows.
While hidden, the character is still susceptible to magic,
psionics, and physical attacks although attackers are -40% to
strike the mage (because they can not see him). Area affect
magic does not suffer any penalties. Infrared/thermal optics are
the only means that can be used to see somebody in a shadow.
[i]Range:[/I] Self
[i]Duration:[/I] Two minutes per level of experience
Superhuman Strength: This invocation spell magically gives the
character Supernatural Strength and Supernatural Endurance for
the duration of the spell. All punches and kicks do
supernatural/mega-damage with full strength.
[i]Range:[/I] Self or others by touch
[i]Duration:[/I] 2 rounds per level of experience
Telekinesis: The Telekinesis invocation empowers the caster with
the psychic ability to move objects with thought. This power can
be used to move or hurl objects, bring them to him, open doors,
flick switches, press buttons, and so on.
[i]Rules and Limitations:[/I]
Maximum Total Weight: 60 lbs
Attacks per Melee Round: Equal to the number of hand to hand
attacks the character may have per melee round.
Bonuses to Strike: +25% to strike with Telekinesis; physical and
skill bonuses do not apply when telekinesis is used.
Bonuses to Parry: +30% to parry with Telekinesis; physical and
skill bonuses do not apply when telekinesis is used.
[i]Range:[/I] 60 feet
[i]Duration:[/I] One minute per level of experience
[I]Living Magic Battery:[/I] Like all men of magic, the
Techno-Wizard is a living battery of mystic energy and draws on
his inner power to create magic. They have 3 times the amount of
magic that a normal mortal being has and can gain more as time
goes on until they reach 10 times the amount of magic energy. Of
course, Techno-Wizards can draw magic energy from ley lines,
nexus points and other people whenever available. [I]Magic
Energy Recovery:[/I] For the Techno-Wizard, spent magic energy
recovers at a rate of 12.5% per hour of rest or sleep.
Meditation restores magic energy at a rate of 25% per hour and
is equal to one hour of sleep for this character when it comes
to recovery from fatigue and physical rest.
[I]Ley Line Piloting:[/I] Techno-Wizards enjoy a sort of
intuitive skill knowledge and ability to pilot any TW vehicle
designed to go along ley lines with astounding skill, even if
they don’t have a piloting skill whatsoever. For example: A
Techno-Wizard without a Pilot Airplane skill can pilot a
TK-Flyer or Wing Board like a pro, but he wouldn’t even consider
flying an ordinary airplane. This natural aptitude with ley line
vehicles comes from the Techno-Wizard’s link to TW devices and
magic energy. Techno-Wizard Base Piloting Skill: Applies to all
ley line vehicles: 74% +2% per level of experience. All other
mages, Ley Line Walkers, and psychics must have the appropriate
piloting skill for that vehicle or they can NOT operate the TW
version. Wing Boards are the only exception, anyone can fly one
with a little practice (74% +2% per level of experience). Only
the Ley Line Walker with his affinity with ley lines enjoy an
extra +10% bonus to pilot TW vehicles.
[I]Magic Bonuses:[/I] Techno-Wizards enjoys the following
bonuses due to their magic and technical training. +20% to save
vs horror/fear. +20% to save vs possession and mind control.
+30% to Perception/Perceive Details when inspection involves
magic, machine, or a combination of the two.
Nikki’s Homo Superior Magus Abilities:
[I]Homo Superior Magus Physiology:[/I] The ability to have the
physiology of a mutant with magical abilities or a natural born
magic user. Nikki Straver comes from a long line of mutants with
temporal abilities (Chronomancers/Temporal Manipulators) and
magic users. Both her paternal and maternal bloodlines have
lived in the area around Sarum’s Hill (near Dorset) in England
for many generations, some family lore saying that both sides
have been there since at least the Scarlet Mist Clearing years.
The area of Sarum Hill is a ley line nexus point and has been
one of the two strongest magic areas in England since 1500 BC.
After the Scarlet Mist years, the area became even more powerful
in magic to the point where the nexus point energy even began
causing mutations in the humans that lived around. These magic
energy mutated humans are commonly referred to as Homo Superior
Magus. Nikki’s mutation is being a far more powerful psychic
than most mages of her time period which helped her to excel
faster at becoming at a Techno-Wizard.
[I]Peak Human Condition:[/I] The ability to have bodily
functions at the maximum limit of human condition; meaning that
the natural capabilities are near-enhanced.
[i]Applications:[/I]
100% Muscle Usage
Adrenaline Rush
Efficient Body
Maximum Brain Capacity
Maximum Concentration Capacity
Optimal Finesse
Peak Human Accuracy
Peak Human Agility
Peak Human Athleticism
Peak Human Balance
Peak Human Beauty
Peak Human Body
Peak Human Combat
Peak Human Dexterity
Peak Human Durability
Peak Human Endurance
Peak Human Flexibility
Peak Human Health
Peak Human Intelligence
Peak Human Longevity
Peak Human Lung Capacity
Peak Human Mind
Peak Human Potential
Peak Human Parkour
Peak Human Reflexes
Peak Human Regeneration
Peak Human Senses
Peak Human Speed
Peak Human Stamina
Peak Human Stealth
Peak Human Strength
Peak Human Survivability
Peak Human Wisdom
Strong Heart
[I]Decelerated Aging:[/I] The ability to age slower than what is
normal for the character’s race. Generations of living in an
area of intense mystical energy like near/at nexus points can
have an affect on the average mortal being’s physiology. In this
case, some humans who have been living for generations near/at a
nexus point, such as living in or near a Millennium Tree, have
developed the natural ability to age slower than others. Often
referred to as Nexus Humans or Fairy Humans, they age slow
enough to live almost as long as True Atlanteans with most
people in these areas living up to 300 years of age. All people
with this ability have one major thing in common: all have
family ties to the area spanning at least six generations with
most having 10 to 20 generations or better.
[i]London/Apocalypse City Universe Note:[/I] Most human
characters with this ability come from families who have been in
those areas since the Scarlet Mist Wars as that is a time period
where the ley lines of Earth have had a major boost in mystic
energy, increasing magic energy enough to begin affecting humans
in almost unnoticeable ways at minor nexus points and noticeable
ways at major nexus points. This means that a character made
with this ability must be at least 6th generation by the time
period of Apocalypse City’s time line. The magical unleashing of
the Scarlet Mist and the massive amounts of death from nuclear
war pumped the Earth with a major amount of mystical energy that
had been released. Some nexus points became powerful enough to
produce small Millennium Trees which created magical areas of
protection from the Scarlet Mist such as Old Sarum’s Tree near
Dorset, England, and Troll Tree in the deep forest of Norway.
[i]Nikki’s Case:[/I] Nikki is 40th generation of Straver to have
been born at Old Sarum’s Tree while, on her maternal side, she
is the great granddaughter of the Stone Master True Atlantean of
Hybrazil, Sorceress Morgana LeFey. Though Nikki does have
Decelerated Aging, it is unclear if she’ll live to be 300 like
her father’s family or live to be 500 like her grandmother’s
people.
[I]Psychic Abilities:[/I] Other than the typical techno-wizard
psionic abilities including basic Telemechanics, Nikki has three
other psychic abilities that involve electric and computerized
machines which makes her a major psionic instead of a minor. She
also has two other psychic sensitive abilities as well. These
other psychic abilities are:
Read Dimensional Portal: This power allows the psychic to get
impressions from the portal or dimension spanning device, which
instills the character with the following information:
* Destination is relatively dangerous/hostile or safe to the
psychic. This includes whether or not the environment can
support human life.
* Whether there is a strong (or numerous) presence of the
supernartural (i.e. alien intelligence, gods, demons, etc.) and
whether that presence is evil or good.
* A psychic flash (a brief vision) of who was the last person or
persons to use the portal, if any (may be none if it is a random
Rift that hasn't been used by any living force).
* Intuitively sense whether the portal or machine leads to any
of the following dimensions: the Astral Plane, Xiticix home
world, the Dreamstream, or to another location on Earth.
* If a mechanical gateway or device capable of dimensional
travel/opening a dimensional portal, whether it is a creation of
magic or science, the psychic will get a basic idea of how to
operate it in order to open or close a dimensional portal
(similar to object read).
[i]Limitations:[/I] Applicable only to active (open) dimensional
portals and devices that can create a dimensional portal.
[i]Range:[/I] Touch or one foot per level of experience
[i]Duration:[/I] One round per level of experience
Sense Dimensional Anomaly: This power will detect the presence
of a dimensional anomaly like an open/active dimensional portal
or Rift, the random opening and closing of a Rift, ley line
storms, and dimensional triangles (The Devil's Sea/Bermuda
Triangle), as well as any disturbances caused by teleportation,
the use of temporal magic or other powers that disrupt the
fabric of reality. The character knows when it is happening,
when it ends/closes, the general direction, and whether it is
far or near, but no exact knowledge of its location or what is
happening because of it.
[i]Range:[/I] 100ft radius per level of experience
[i]Duration:[/I] Two minutes per level of experience
Telemechanic Mental Operation: This power is a step beyond the
mere understanding of machines granted by telemechanics, it
allows the psychic to telepathically operate machines with his
mind! As long as the machine functions, he knows how to use it,
and it is turned "on," the psychic can manipulate it with his
mind as if his fingers were on the controls! This means he can
operate computers, keypads, set/program an alarm clock, change
the radio station, operate a VCR or television, drive a hovercar
(even if there is already a driver, but at -30%), cook something
in a microwave, turn off (or on) a surveillance video camera,
and so on.
The Telemechanic Mental Operation power will only work on
machines that have an electronic or other power source. This
power does not work on artificially intelligent machines (i.e.
intelligent computers, robots, etc.), nor on cybernetics,
bionics, Techno-Wizard devices, rune weapons or magic items.
[I]Note:[/I] Also see Machine Ghost and Telemechanic Possession.
The psychic can use other psionic powers and engage in other
activities, but must maintain some level of mental concentration
and contact to keep control of the machine. During this period
he is -1 melee attack/action and -5% on skill performance. He
must also stay within range. If he steps out of range or loses
concentration, the machine returns to normal in 1D4 seconds.
[i]Prerequisite:[/I] Psychic must also have the Telemechanics
power.
[i]Range:[/I] 20 feet (6.1 m) +5 feet (1.5 m) per level of
experience.
[i]Duration:[/I] 2 melee rounds per level of the psychic.
Telemechanic Paralysis: This is a form of techno-manipulation
whereby the psychic is able to psychically bond with the machine
and momentarily prevent it from functioning. Just as in
bio-manipulation, the psychic blocks the transmission of signals
along the machine's "nervous system," effectively incapacitating
it. This means the power is only effective against machines that
require a power source. Simple devices like wind-up toys,
scissors, old revolvers and pistols, swords, knives, crossbows,
and similar items cannot be affected. The affected machine
freezes in place and does not respond to any of its controls
until the psionic influence comes to an end.
The psychic can use other psionic powers and engage in other
activities, but must maintain some level of mental concentration
and contact to keep the machine inactive. During this period, he
is -1 melee attack/action and -5% on skill performance. He must
also stay within range (40 ft/12.2 m). If he steps out of range
or loses concentration, the machine returns to normal in 1D4
seconds.
[i]Note:[/I] Regular, non-intelligent machines cannot save vs
telemechanic paralysis. Cybernetics and bionics attached to
living flesh, sentient machines and magic items and
devices are impervious.
[i]Prerequisite:[/I] Psychic must also have the Telemechanics
power.
[i]Range:[/I] Touch or 40 feet.
[i]Duration:[/I] 2 melee rounds per level of the psychic.
Telemechanic Possession: This ability is identical to the
psionic power, Mentally Possess Others, in every way, except
that the psychic possesses a machine rather than another person.
The character overrides the programming/controls of the machine,
even in the case of sentient machines, and controls it like a
living robot. Essentially,
the possessing psychic is an immaterial pilot who controls the
machine as he desires; computers, factory equipment, vehicles,
robots, empty power armor, a toaster, etc.
While the psychic possesses the machine, it responds to the
character's thoughts and does whatever he desires. Of course,
physical, mechanical limitations still apply. The machine needs
a power source and cannot do anything it is not normally capable
of doing. For example, the psychic may be able to take
possession of an energy rifle and make it shoot (or not)
seemingly of its own volition, but he cannot make the rifle aim,
move or hop around. Likewise, if the device is unplugged, or
runs out of fuel, the machine is deactived with no ill effect to
the psychic, except his possession comes to a premature end.
Likewise, if it needs wheels to move, destroying the wheels will
cripple it, etc.
If the machine he possesses is destroyed while the psychic's
essence is still inside it, the character loses one third of his
physical health from the shock and pain from the destruction of
his surrogate machine body. Furthermore, he is stunned for 4
minutes (reduce attacks per melee, speed, combat bonuses, and
skill performance by half while stunned).
During the period that the machine is possessed, the psychic's
natural body falls into a coma-like state and is vulnerable to
attack unless protected by others.
While in mental possession of a simple machine, the psychic has
only a vague awareness of his surroundings and can see, hear and
feel things around him but as if in a cloud or haze. However, if
the machine has optics and/or sensors, he is able to use them
like his own natural eyes and senses. The machine, regardless of
its capabilities and programming, has attacks and actions equal
to those of the character possessing it.
[i]Note:[/I] Regular, non-intelligent machines cannot save vs
telemechanic possession. Artificial intelligences (robots like
Skelebots) and sentient machines (like Archie-3) can resist but
at a 25% chance of success. Artificial intelligences and
sentient machines also get to save when being forced to do
something that is contrary to their programming which increases
the success chance to 60%. Cybernetic and bionic devices
attached to living tissue cannot be possessed. Neither can magic
items, including Rune Weapons
and Techno-Wizard devices.
[i]Prerequisite:[/I] Psychic must be a master psionic and also
have the powers of Object Read and Telemechanics.
[i]Range:[/I] Touch or 10 feet (3 m) per level of experience.
[i]Duration:[/I] Two minutes per level of experience.
[I]Psychic Energy Battery:[/I] The ability to have an immense
amount of psychic energy, like Jean Grey/Phoenix from the X-Men.
Unlike other Techno-Wizards or mages, Nikki has an unusually
high amount of psychic energy making her a major psychic versus
normal TW minor psychic. The druids of Old Sarum’s Tree,
including Nikki’s older sister, say this is because the ability
of psionics and psionic energy is a gift from the Millennium
Tree to Nikki during her mother’s pregnancy. She is on the same
level as other well known major psychics such as Jean Grey and
can learn new psychic abilities through training or meditation.
So even without all of her magical TW devices, Nikki can still
be detected by other psychic sensitives if not intentionally
trying to mask herself or being masked by her best creature
friend, Pinky the Zembahk.
Additional Learned Spells:
[I]Attune Object to Owner:[/I] Every being radiates a unique
biological energy (B.E.) signature. The B .E. is not to be
confused with a person's aura, which is of a psionic nature ,
though similar. What this spell does is attune a particular
object to the owner's B .E. frequency, making it impossible for
anyone else to make the object function. The attuning magic can
also be used to identify personal belongings and valuables. It
is primarily used on rare or unique mechanical or magically
powered devices, weapons, and items of great value. Even those
with telemechanics will not be able to activate anything so
attuned. For example: a rune sword that contains magical
properties can be used as a sword, but none of its special
magical abilities can be activated by anybody except its proper
owner.
The spell requires the presence of the object, owner, and spell
caster. The spell caster places one hand on the object and one
on the owner. While casting the spell, a bright, white light
will engulf the object and its owner. Although no physical mark
will appear on the object, it will register as being magical by
those able to sense magic and the owner will see a sort of aura
signature around it. All objects attuned to him will have the
same unique aura. Objects that contain magic can also be attuned
to their owner.
[i]Range:[/I] Touch
[i]Duration:[/I] One year per level of experience or until
dispelled by the spell caster
[I]Ballistic Fire:[/I] Ballistic Fire is an anti-infantry spell
designed to mow down large numbers all at once. The caster
creates one fiery missile per level of experience which can then
be directed and fired simultaneously at whatever multiple
targets that the mage desires. Actually, these mini missiles can
be directed at several different targets (as few as one missile
per target), as volleys of several missiles directed at two or
more targets, or all concentrated as one large volley to all hit
the same target. The balls of fire are magically guided and
rarely miss. Regardless of the missiles created and the way that
they are distributed, the attack of Ballistic Fire takes only a
single spell attack (approximately 7 seconds to cast). The
mini-missiles do magic fire and small impact explosion damage.
[i]Range:[/I] 1000ft +10ft per level of experience
[i]Duration:[/I] Instant
[I]Energy Combination:[/I] All mages are taught that there are
different energy types when it comes to magic. The basic energy
types are elemental, demonic (unholy), divine (holy), darkness,
and light. Not all mages are versed in the use of all types of
energy use in magic though with some cultures even believing
that only priests/priestesses can wield demonic or divine energy
spells which can mimic elemental energy spells. The divisions of
spell types among cultures has made things fun for the creation
of Techno-Wizard devices especially if the mage rarely travels
to learn new spells from other cultures.
This spell was created by Harold J. Fezziewig, Chiang-Ku
Techno-Wizard disguised as a human Techno-Wizard in New Camelot,
Kingdom of Camelot, England. The purpose of the spell is purely
for the creation of Techno-Wizard devices, weapons and defense
in particular, that adds a particular energy type in a TW
device’s spell chain that is not normally found in a typical
spell chain. For example, a typical TW flaming energy bolt
pistol combines the spells of Fire Bolt and Energy Bolt to
create a fiery electrical bolt with the use of the proper
precious stones in the spell chain. With this spell, a third
stone can be added to the spell chain that holds either demonic
or divine energy for an added boost in strength in order to
better help or harm a demonic or divine creature/being. Only
certain type of precious stones can be used for this spell
depending on the energy used: Onyx or Bloodstone for Demonic
Energy, Diamond or Pearl for Divine Energy, Yellow Topaz for
Light, and Onyx for Darkness.
[i]Range:[/I] Touch
[i]Duration:[/I] Permanent until the precious stone is
damaged/destroyed
[I]Eyes of Thoth:[/I] Thoth is the god of knowledge and wisdom
of the ancient Egyptians and said to know all languages. This
invocation enables the character to read and understand all
written languages, ancient and modern. However, spoken languages
are incomprehensible unless a Tongues spell is also invoked or
the character has an education in the spoken language.
[i]Range:[/I] Self or others by touch
[i]Duration:[/I] 10 minutes per level of experience
[I]Eyes of the Wolf:[/I] This spell bestows the following
abilities at noted level of proficiency: Nightvision of 60 feet,
See the Invisible (75%), Identify Plants and Fruits (70%),
Identify Tracks (85%), Track (50%; humanoids or animals), and
Recognize Poison (65%).
[i]Range:[/I] Self or others by touch
[i]Duration:[/I] Five minutes per level of experience
[I]Permanency:[/I] This common spell of alchemists on Faerun.
The spell allows the alchemist to make magical properties of
items permanent instead of limited use (whether number of uses
or duration of magic infused on item). For example, Dimensional
Pocket spell will create a temporary extradimensional space
within a pocket or backpack that is carried by the caster or
someone else. This spell has a typical duration of one year per
level of experience in use of the spell. With the Permanency
spell added (typically through a button or stone inlay), the
Dimensional Pocket spell’s duration is negated and the pocket
remains until dispelled by the creator or item is destroyed.
[i]Range:[/I] Touch
[i]Duration:[/I] Permanent
[I]S-Dep (Sensory Deprivation):[/I] A devastating spell that
cuts off the sensory perception of the victim to his own body!
Sounds are muffled, unclear and distorted and there is no sense
of time. The victim also loses the sense of touch (does not feel
pain, heat, cold, wind, rain, etc.). While the character can
continue to function to some degree without feeling, it
dramatically affects his movement, as well as judgement speed,
distance, direction, depth, and own physical strength and
movement. He can be seriously wounded or dying and not know it
or even trip over his own feet.
Victims of S-Dep are -50% to strike, parry, and dodge, are
always the last to attack (no initiative), -40% to save vs
illusionary magic, -50% to perform a skill, have only one melee
action per round and speed is reduced to one-third. Events that
occurred while under the S-Dep spell are only foggy, dream-like
remembrances with a distorted sense of what really happened.
In addition, psionic characters cannot use any psi-powers except
mind block. While under the influence of this spell, the psionic
is impervious to all mind attacks.
[i]Range:[/I] 90ft
[i]Duration:[/I] One round per level of experience
[I]T-Dep (Time Deprivation):[/I] The T-Dep spell plays havoc
with the victim's perception of time. The victim of T-Dep will
not know what time it is other than day or night. He will feel
tired and confused, believing that he has been busy (fighting,
working, etc.) for a much longer time than he really has. The
character will forget about any appointments within the hour and
misread clocks (including internal clocks), believing it to be
much later than it really is. Confused characters may think it's
time to go home from a job, or that it's bedtime, or that it is
time to leave for an appointment that is really scheduled for
much later. Food will be under cooked or overcooked, experiments
stopped prematurely, doors locked and alarms set sooner or later
than they should, and so on.
While under the influence of this spell the character is -10% on
all skills (rushing to get it done in a timely manner) and -60%
if the skill requires the measurement of time or the setting of
instruments to time (such as demolitions). The following
penalties also apply during combat:
-10% to strike , parry, and dodge
-30% on initiative, and lose one melee action/attack.
Coordinated attacks are impossible.
[i]Range:[/I] 90ft
[i]Duration:[/I] One minute per level of experience
[I]Tongues:[/I] This spell enable the character to perfectly
understand and speak all spoken languages at a 98% proficiency.
An understanding of written languages is not provided by this
spell.
[i]Range:[/I] Self or touch
[i]Duration:[/I] 3 minutes per level of experience
[I]Words of Truth:[/I] A person affected by this enchantment is
compelled to answer all questions truthfully. The spell caster
must be within five feet and can ask two questions per round. It
is wise to keep questions simple and clear.
[i]Range:[/I] Five feet
[i]Duration:[/I] One minute per level of experience
#Post#: 4219--------------------------------------------------
Re: Nikki Straver
By: Raven Tepes Date: May 9, 2020, 11:25 am
---------------------------------------------------------
Combat/Passive Skills:
[i]Knowledge: Language and Literacy:[/I] The ability to speak
and read one or more languages.
[i]Language & Literacy known by Nikki:[/I]
English/American: 100% chance of understanding
English/British: 100% chance of understanding
Euro: 76% chance of understanding
[I]Techno-Wizard Weapon Proficiency:[/I] The ability to
understand, use, and operate techno-wizard weapons.
Techno-wizard weapons are weapons that are a blend of technology
and magic that can be used only by those who can use and wield
magic/mana, chi, or psychic energy. These weapons require a bit
of the user’s own energy to activate the special spell effects
built into the weapon.
[I]Techno-Wizard Device Proficiency:[/I] The ability to
understand, use, and operate techno-wizard devices and vehicles.
Techno-wizard devices and vehicles are items that are a blend of
technology and magic that can be used only by those who can use
and wield magic/mana. chi, or psychic energy. These items
requires a bit of the user’s own energy to activate the special
spell effects built into the items. This also includes TW ley
line devices and vehicles as well which do not require a bit of
the users energy because the item derives its magic energy from
the ley lines and dimensional pyramids.
[i]Hand to Hand Combat: Basic:[/I] This skill provides
elementary fighting techniques and methods of attack and
self-defense as taught in military basic training or in
self-defense classes.
[i]Social Intuition aka Common Touch:[/I] User intuitively
determines how to interact with subjects. One with this ability
could tell exactly what to say to interact with certain people,
or tell the rank of a person within a group. The user also gains
a great voice, eloquence, and charisma.
[I]Research:[/I] Training in the use of methods, techniques, and
means of finding information, including public records,
libraries, interviews, surveys, demographics, trade journals,
the computer network, and legal searches. This skill is helpful
in locating information about people, places, and things. The
G.M. should ultimately the availability of accessible, known
information regarding a particular subject. Any character can do
research and ask questions, but the research skill will reduce
the amount of time by half and the character is trained to
notice relevant information that an untrained character is
liable to overlook. Thus, for truly secret or difficult
information, you must have the character with the research skill
try to uncover it.
[i]Lore: Magic:[/I] This area of study does NOT give the
character any magic abilities, the ability to use techno-wizard
devices, or the ability to read magic symbols.
This area of study provides general knowledge, theories and
historical reference on how magic works, common magical powers
and spells, their effects, who possesses such magic, notable
creatures of magic, various types of magic users, places of
reputed magical significance and power, and myths and legends
about magic, the most famous magic items, and notorious
sorcerers. Although the character cannot read runes or mystic
symbols, he is likely to be able to recognize whether the symbol
is real magic ward, rune, warning, part of an inscription or
spell, or a fake.
[i]Radio: Basic:[/I] The rudimentary knowledge of the operation
and maintenance of all sorts of radio equipment, including
military radio systems, field radios and walkie-talkies, audio
recording devices, wire laying, installation, radio procedure,
communication security, and Morse code. It does not include the
ability to make repairs nor operate video equipment.
[i]Mathematics: Basic:[/I] Knowledge of basic math, including
the ability to count, addition, subtraction, multiplication,
division, and fractions.
[i]Mathematics: Advance:[/I] Knowledge of all basic and advance
mathematics including algebra, geometry, trigonometry, calculus,
and techniques for using advance mathematical formulas.
[I]Handgun Weapon Proficiency:[/I] A familiarity with all types
of projectile firing handguns including revolvers and pistols.
Revolvers are the classic cylinder-based “six shooter”. Pistols
are “automatic” weapons which means gun the keeps firing while
the trigger is depressed and doesn’t stop until the trigger is
released or the ammunition is spent.
[I]Energy Pistol Weapon Proficiency:[/I] A familiarity with all
types of energy firing handguns including lasers, ion blasters,
and all types of energy firing handguns.
[I]General Repair & Maintenance:[/I] Not everyone can be a
mechanic, blacksmith, or carpenter, but many are good with their
hands and capable of doing satisfactory repairs on simple
mechanisms, gears, pulleys, wheels, and so on. The General
Repair/Maintenance skill includes: sharpening blades, minor
repairs on weapons, packing their own bullets, sewing tears in
cloth (may not look pretty but does the job), changing a tire,
shoeing a horse, repairing furniture, painting, varnishing,
nailing and assisting in basic woodworking, and even doing minor
patch work on armor.
[i]Piloting: Hovercraft (Ground):[/I] The knowledge needed to
pilot types of hover vehicles used for ground transport
including basic hovercycles and hover trucks. These vehicles can
be tricky because they utilize several air jets and directional
thrusters that push the craft on a cushion of air around 1 to 3
feet off the ground. The vehicles can usually attain great
speeds (100 to 160 mph max speeds), are capable of driving over
incredibly rugged terrain, and making jumps over small craters,
ravines, boulders, and fallen trees.
[i]Piloting: Hovercycles, Skycycles, and Rocket Bikes:[/I]
Characters who select the Pilot Hovercraft (Ground) skill can
drive hover cars, hover trucks, and hovercycles on a basic
level. However, those who select the Pilot Hovercycle skill can
pilot any type of hovercycle, rocket bike, skycycle, or jet
propelled one- or two-man hover ground or air vehicles with
great skill and finesse. They can perform spectacular jumps,
stop on a dime, perform dive-drops (soar off the edge of a cliff
or skyscaper, keep control of the hovercycle as it drops, land
on the ground without crashing or falling off and keep going),
and perform tricks, stunts, jumps, and dodging without penalty.
[I]Computer Operation:[/I] A knowledge of how computers work
along with the skills to operate peripherals like keyboards,
printers, modems. The character can follow computer directions,
enter and retrieve information, install programs, games and
software, use the web/internet, and similar basic computer
operations. Does not include Repair, Programming, or Hacking.
[I]Computer Programming:[/I] Advanced computer knowledge that
includes designing, programming, debugging, and testing computer
programs and software. Hacking is possible but at a -40% penalty
unless the character also has the Computer Hacking skill.
[I]Computer Hacking:[/I] This is a computer skill similar to
Computer Programming skill, however, the emphasis of this skill
is breaking computer access codes to gain illegal access to
other computer systems and steal or corrupt the data. The
character is an expert in tracing computer data, bypassing
defense systems, and breaking (hacking) codes; +5% bonus to
Cryptography, Surveillance, and Locksmith (electronic and
computer controlled locks only) skills if the character is a
hacker. [I]Requirements:[/I] Literacy, Computer Operation,
Computer Programming, and at least Basic Math skills.
[I]Basic Electronics:[/I] This is a rudimentary understanding of
the principles of electricity, simple circuits, wiring, and so
on. This character can do basic wiring, repair appliances, and
read schematics as well as assist electrical engineers. The
character can attempt to hot-wire a commercial vehicle (not
military) using Basic Electronics but with a -20% skill penalty
and it takes 3 rounds to do so.
[I]Computer Repair:[/I] Knowledge of the internal electronics of
computers and related devices. The character can attempt to
repair or sabotage computers. No Computer Operation or
Programming skills are required to fix computers.
[I]Electrical Engineer:[/I] Knowledge of electricity. The
character can diagnose and locate electrical problems, repair
complex electrical devices, wire entire buildings or vehicles,
and build electrical equipment. The character can also attempt
to bypass security systems, alarms, and surveillance systems but
at a -20% for simple systems and -50% for complex systems
(reduce these penalties by half if the character has a
Surveillance type skill). The character can hot-wire any vehicle
but takes 2 rounds to do so. [I]Requirements:[/I] Advanced
Mathematics and Literacy skills. Note: There is a -30% when
working with alien or extremely unfamiliar electronics including
Techno-Wizard and Bio-Wizard devices. The electrician may be
able to puzzle out some of the basic aspects of such a device
and may be able to figure out how to operate the device, but is
unable to completely fathom how it works or how to repair it.
[I]Electricity Generation:[/I] Electricity is generated in a
variety of ways from sunlight, wind, and hydro systems to
batteries, combustion engines, and generators. This skill gives
the character the understanding of how and why these generation
systems work and is able to use, link, and repair such motors,
turbines, and generator systems, but not to build them from
scratch. [I]Requirements:[/I] Requires Basic Math skill and at
least Basic Electronics or Basic Mechanics
[I]Robotic Electronics:[/I] A specialization in the area of
micro-circuitry, military engineering, robotics, advanced
computers, artificial intelligence, power armors, and bionic
systems. [I]Requirements:[/I] Electrical Engineering and
Computer Programming skills
[I]Basic Mechanics:[/I] A general familiarity and understanding
of basic mechanics. This character can fix a toaster, repair a
bicycle, replace a belt on a motor, repair or replace a switch,
knob or handle, replace spark plugs, change oil, assist in
automobile repairs, maintain machinery, read a schematic, and
similar fundamental tasks.
[I]Aircraft Mechanics:[/I] The understanding of aerodynamics and
the training to repair, rebuild, modify and redesign
conventional aircraft including propeller types, jets,
helicopters, hovercycles, rocket bikes, and hovercrafts. Work on
military aircraft is limited to body work unless the character
also has the Weapon Systems skill. Experimental aircraft and
spacecraft are not included in this skill. Working on the wings
and flight systems of powersuits and robots is very different
from true aircraft and suffers a -40% skill penalty. However,
the character can assist an engineer or robotics specialist by
following his instructions with only a -15% skill penalty.
[I]Bioware Mechanics:[/I] “Bioware” is cybernetics. A character
with this skill can identify, service, and repair cybernetics
and bionic systems, from the simplest data plug to the most
sophisticated of artificial eyes. However, this is limited to
the actual machine and electronics of cybernetics, not designing
or building bionic components (unless part of a kit that needs
to be assembled). Nor does the skill apply to living Bio-Systems
like artificial skin, organic eyes, and internal organs.
A Bioware Mechanic can fix a cybernetic or bionic machine part
(hand, arm, leg, mechanical implant, weapon) but cannot install
it or attach it to a living body unless he also has the
Cyber-Doc skill. [I]Note:[/I] -20% when working with a
sophisticated bionic systems including bionic weaponry and alien
cybernetic units. [I]Requirements:[/I] Mechanical Engineering
skill and Basic Math skill
[I]Mechanical Engineer:[/I] Training, understanding, and
knowledge of how machinery is designed, built, operated, and
maintained. Characters can attempt to redesign, modify, repair,
construct, or sabotage mechanical devices (includes fusion
driven turbines and advanced power supplies).
[I]Requirements:[/I] Literacy, Basic or Advanced Mathematics,
and Basic Electronics [I]Note:[/I] There is a -30% when working
with alien or extremely unfamiliar machines including
Techno-Wizard and Bio-Wizard devices. The mechanic may be able
to puzzle out some of the basic aspects of such a device and may
be able to figure out how to operate the device, but is unable
to completely fathom how it works or how to repair it.
[I]Robotic Mechanics:[/I] This is the specific study of advanced
mechanics as it applies to robotics. Those trained in this
discipline can repair, design, modify, build and sabotage robots
including industrial robotic machines, power armor, military
drones and robotic vehicles. There is a -30% penalty when
working alien, advanced, experimental, and military robots and
bots with magical components. [I]Requirements:[/I] Electrical
Engineering, Mechanical Engineering, and at least Basic Math
skills
[I]Vehicle Armorer:[/I] A specialized skill in which the
character can do more than just tinker with the mechanics of a
vehicle. The character can design, repair, build, and modify the
body of the vehicle in order to add, repair, replace, or remove
armor or normal body pieces.
[I]Weapons Engineer:[/I] The complete understanding of military
class weapon systems, cannons, recoilless rifles, launch
systems, missiles, rockets, heavy energy systems, and their
incorporation into military vehicles. The character can handle,
maintain, repair, unjam, clean, modify, mount, and figure out
most weapon systems and power supplies and recharge batteries
and E-clips. He can repair a rifle, handle heavy weapons, and
install a missile system into a vehicle or suitcase launcher.
The engineer can also add and repair vehicle armor and is an
expert welder. [I]Requirements:[/I] Mechanical Engineer skill
[I]Note:[/I] -30% penalty when working on alien or experimental
weapon systems or vehicle. This skill is usually reserved for
Operators, military engineers, and military contractors.
Weaknesses: Nikki is 100% mortal and can be killed with a well
placed attack. Nikki has an issue about harming artificial
intelligence without valid reasons. So if you want to pick a
fight with Nikki, then shoot an android in the head for no
reason at all. Techno-Wizard devices can be temporarily disabled
with a Dispel Magic type ability or spell. Techno-Wizard MUST
use a device or object (mechanical or not) in order to get full
spell strength when casting. All spell ranges, durations, and
damage capacity (both causing and withstanding) are reduced by
half when cast by traditional words and gestures instead of
using a device.
Weapons:
[I]Straver TW .410 Blaster Pistol:[/I] With a design similar to
a Taurus .410 Judge but with a side load clip versus reloading
after each shot, the Straver TW .410 Blaster Pistol is slightly
bigger as it is designed to fire either .410 varanium slugs or
the spell chain effect magic of Divine Ballistic Fire. On the
barrel of the gun is a ruby and a diamond embedded in the shape
of a bullet. The ruby is the first part of the spell chain for
the main magical ability of this pistol in which it contains a
Ballistic Fire spell. The diamond contains the second part of
the spell chain which is an Energy Combination: Divine spell.
The two stones create a spell chain that produces 10 holy/divine
fiery magic mini-missiles that are fired from the barrel with
each pull of the trigger, 5 shots for semi-automatic burst, or
hold trigger for fully automatic fire. The second spell feature
of this weapon is held in a tourmaline stone on the left side of
the grip. The tourmaline stone holds an Attune Object to Owner
spell which attunes the weapon to the wielder for 5 years and
making it so that only the owner can use the special magical
abilities of the Straver TW .410 Blaster Pistol. With its
options for attack, this weapon has earned the nickname of Fire
Hand Cannon.
[i]Ammunition:[/I] Either .410 bullets (aka slugs; 6 per clip)
or 10 gauge shotgun shells (6 per clip)
[i]Range:[/I] 650ft for .410 bullets/slugs; 750ft to 900ft for
shotgun shells (varies by shot type); 1100ft with Holy Ballistic
Fire
[i]Magic Incantation:[/I] Let it rain fire!
[I]Straver TW Befuddle Stunner 4.0:[/I] After three failed
prototypes (the first of which just exploded), Nikki managed to
develop her own Techno-Wizard version of a police grade taser.
The Straver Befuddle Stunner looks like a typical taser gun
except for the blue ruby embedded in the side of it but that’s
only one of the stones in the spell chain. With the help of her
former employer and mentor, Harold Fezziewig, Nikki has managed
to produce a line of TW Befuddle Stunners that have no side
effects caused to the user. This weapon is also completely magic
powered with no alter ammunition.
The blue ruby built into the grip contains a Befuddle spell that
Nikki had gotten from one of Harold’s spell books. Connected and
touching the blue ruby inside the taser is a red zircon which
contains an Electric Arc spell as the second portion of the
spell chain. The final gemstone touching the other two stones is
the power source stone, an emerald the size of a ping-pong ball.
The blue ruby and red zircon spell chain creates a nonlethal
electrical shock that stuns an opponent for one full round and
two melee attacks/actions the following round. It also leaves
the opponent magically confused for six rounds often leaving a
fight or making retreat possible. Opponent under affect loses
all initiative on the second round after a successful strike and
feels dazed, confused, and forgetful causing a -45% to strike,
parry, and dodge, -70% on all skills, and suffer spells of
forgetfulness for six rounds. The spell is activated when the
trigger is pulled thus negating the need for an incantation.
When triggered, two small, barred prongs attached to wires
launch from the TW taser. Once embedded into the opponent’s skin
or clothes, the magical, befuddling electricity flows through
the wire and prongs to accurately deliver the spell affect.
[i]Note:[/I] Characters under the spell affect are immune to all
forms of mind control and affecting abilities. Because this
weapon has its own magic power source for spell effect, it can
be used by anyone regardless of their ability to use magic or
psionic abilities (or lack there of).
[i]Ammunition:[/I] Emerald Magic Energy battery lasts for 10
hours with continuous use before needing to be recharged by a
Techno-Wizard or an alchemist who understands gemstone magic or
on a ley line/nexus point.
[i]Range:[/I] 150 feet
[i]Duration:[/I] Instant for the electrical stun affect; 6
rounds for the Befuddle magic affects
[i]Magic Incantation:[/I] None required with built-in magic
energy power source
[I]Straver TW S-Dep & T-Dep Grenades:[/I] Another two nifty TW
weapon design from Nikki Straver’s personal line. TW S-Dep &
T-Dep Grenades look like ordinary dummy/practice grenades with a
push button. Only difference other than blue for S-Dep and gold
for T-Dep paint jobs is the quartz and diamond centers in the
middle of them.
Blue S-Dep grenades have a quartz stone with a Sensory
Deprivation spell in it that is powered by a diamond magic
energy battery. When the wielder presses the button, this
activates the grenade’s magic. The wielder has 5 seconds to
throw and then the magic is released in an explosive like
manner. No damage is caused by the blue-white light that
emanates from the grenade as it doesn’t really explode but all
within a 20ft radius come under the affect of the Sensory
Deprivation spell. Victims of S-Dep are -50% to strike, parry,
and dodge, are always the last to attack (no initiative), -40%
to save vs illusionary magic, -50% to perform a skill, have only
one melee action per round and speed is reduced to one-third.
Events that occurred while under the S-Dep spell are only foggy,
dream-like remembrances with a distorted sense of what really
happened.
In addition, psionic characters cannot use any psi-powers except
mind block. While under the influence of this spell, the psionic
is impervious to all mind attacks.
Gold T-Dep grenades have a quartz stone with a Time Deprivation
spell in it that is powered by a diamond magic energy battery.
When the wielder presses the button, this activates the
grenade’s magic. The wielder has 5 seconds to throw and then the
magic is released in an explosive like manner. No damage is
caused by the golden light that emanates from the grenade as it
doesn’t really explode but all within a 20ft radius come under
the affect of the Time Deprivation spell. While under the
influence of this spell the character is -10% on all skills
(rushing to get it done in a timely manner) and -60% if the
skill requires the measurement of time or the setting of
instruments to time (such as demolitions). The following
penalties also apply during combat:
-10% to strike , parry, and dodge
-30% on initiative, and lose one melee action/attack.
Coordinated attacks are impossible.
[i]Note:[/I] These are one time use TW grenades that must be
recharged by the original maker or by a techno-wizard or
alchemist who knows the temporal spells used
[i]Durations:[/I] Seven rounds for S-Dep grenade spell effect;
Six rounds for T-Dep grenade spell effect
[I]Straver TW Defense Band:[/I] This device looks like an
ordinary fitness watch but it has three gemstones inside of it:
one diamond, one amethyst, and one emerald. The diamond contains
an Armor of Ithan spell in it. When the right side top button is
pressed, it activates the Armor of Ithan spell which creates an
invisible, magic armor with a minor mega-damage capacity. The
spell lasts for 10 minutes or until destroyed. The amethyst
contains a Magic Shield spell. When the right side bottom button
is pressed, it activates the Magic Shield spell which creates a
pale white field of energy in the shape of a large, round shield
with the durability of a small, light armor tank (mega-damage
capacity). It functions as a normal shield to parry melee
attacks with a bonus of +10% to parry. The wielder can also
attempt to parry energy blasts and projectiles but with no
bonuses and suffers a -40% to parry. The shield does take damage
from all attacks it parries and disappears when all damage
capacity is used up, the spell duration runs out, or is the
wielder loses contact with the shield. The spell lasts for 20
minutes or until destroyed. The middle button does nothing more
than switch the watch face mode through four settings: time,
date, pedometer, and heart rate monitor. The emerald inside is
the magic energy battery for the two other stones making the
Straver TW Defense Band usable by anyone. Normal watch features
have a separate mundane battery that all watches come with and
can recharge through USB adapter cord.
Special Items:
[I]Fezziewig TW Mediscanner:[/I] This Techno-Wizard device looks
like a mock-up of a tricorder from Star Trek by is actually a
magic healing device. Made from a standard 41st century Triax
Field Mediscanner, this TW device has five red-orange agate
stone buttons and three rose quartz stones that each contain a
different healing spell for different levels of damage. All the
user does is place the TW Mediscanner on the chest or in the
hand of the injured. The user then presses a green emerald
(magic energy battery) button which turns on the scanner. It
then scans the injuries and recommends which healing spell is
appropriate for the wound person. The user can then press the
appropriate button and let the TW device do the rest.
Light Healing Stone: The first stone with a number 1 etched in
it holds a Light Healing Spell. This spell speeds up the natural
healing process to clear out minor infections, minor food
poisoning/upset stomach, headaches, tiny cuts, bumps and
bruises. This spell instantly and painlessly but major wounds
take much longer even with the healing process sped up.
Purge Spell: The second agate stone button with an etched number
2 contains a Purge healing spell. The Purge spell will instantly
destroy any disease (bacterial and viral) and parasites (worm,
etc). This spell will even magically purge (force out and off,
but not kill) Bio-Wizard symbiotes and cybernetics implants (not
bio-systems or partial or full bionic cybernetic). This spell is
one of the only ways Bio-Wizard parasites and symbiotes which
can not normally be removed except by a Bio-Wizard or Rune
Master. The spell even exorcises possessing forces such as
demons or ghosts.
Unfortunately any physical damage, scarring, deformity, or
mutation that may have occurred while being ravaged by the
foreign agents up until the time they were purged remain. Of
course all side effects, symptoms, penalties, and potential
future damage is stopped. It may be possible to cure, heal, and
repair any lasting damage that might remain by other magical or
medical means.
Restoration Spell: The third agate stone button with an etched
number 3 contains a Restoration spell. This is a powerful
healing spell. The spell will instantly and completely heal all
wounds, restore full health and vitality, and leave minimal to
no scarring. It is so powerful of a healing spell that it can
instantly heal internal organs and mend broken bones. Even
bullets and shrapnel will magically disappear as the wounds
heal. The spell can also restore severed limbs, such as hands or
legs, providing that the limb had not been severed from the body
longer than 48 hours. [I]Note:[/I] Substitute organs and limbs
can not be used for the ones lost or vaporized. The spell can
not restore life or replace missing limbs and organs. It can not
restore bionics or cybernetics.
Resurrection: The fourth agate stone button with an etched
number 4 contains a Resurrection spell. This awesome spell will
restore life into the recently deceased. The resurrected person
has all health, memories, abilities, and skills that he had at
the moment of his death. Missing limbs will remain missing but
healed, this is not a regeneration process but a revitalization
process. This spell works only on creatures that have dies
within the last two months.
[i]Success Factor:[/I] Regardless of the spell caster’s level of
experience, the chance of success is only 45% (doubled for
gods). The spell can be attempted on the same corpse three
times. If still unsuccessful, another magic weaver (mage) may
try. Six failed attempts means that the person is beyond the
help of magic.
Super-Healing: The fifth agate stone button with an etched
number 5 contains a Super-Healing spell. This spell is specific
for healing mega-damage capacity creatures such as dinosaurs,
dragons, and supernatural beings. Not only does it completely
heal all wounds, purge/cure all poisons, toxins, diseases, and
mend broken bones and damage internal organs but also restores
damaged and missing scales and natural armor.
Superior Cure Illness: The first rose quartz stone button with
an etched number 6 contains a Cure Illness spell. A potent magic
that can cure disease and illness even magical illness unlike
its weaker version, Cure Illness. Superior Cure Illness not only
cures ordinary illnesses and diseases like the flu or malaria
but also major illnesses such as cancer, AIDS/HIV, and lung
disease. This can also cure magical/supernatural illnesses such
as Darkfire Pox or Dragon Scale Rot.
Cure Mental Disorders: The second rose quartz stone button with
an etched number 7 contains a Cure Mental Disorders spell. This
is a spell version of the psionic ability of the same name. This
powerful healing spell will remove all mental disorders whether
caused by natural events, magic, or psionics and restore a
creature to full stable mental health. [I]Note:[/I] This spell
will not work on the chemically alter psychics called Crazies as
they chose insanity for power and highly resistant to almost
anything that would take that power away.
Remove Curse: The last rose quartz stone has a number 8 etched
on it and contains a superior Remove Curse spell. This powerful
spell does exactly what the name implies. This spell will remove
any curse placed upon a victim.
Straver TW Pilot Goggles: These look like your typical classic
pilot’s goggles that were widely used during the late 19th
through the early 20th centuries, but Nikki has tweaked them
with three spell stones, one on either side of the goggles with
the third in the middle. One is a fire agate stone on the left
side which contains an Eyes of Thoth spell. When activated, the
spell of the fire agate allows the mage or psychic to understand
any and all written languages for 120 minutes. The second stone
is an alexandrite stone on the right side which contains an Eyes
of the Wolf spell. This spell bestows the following abilities at
noted level of proficiency: Nightvision of 60 feet, See the
Invisible (75%), Identify Plants and Fruits (70%), Identify
Tracks (85%), Track (50%; humanoids or animals), and Recognize
Poison (65%) for one hour. The third stone in the middle is a
tiger eye gemstone with a See the Invisible spell in it. The
spell caster can see astral beings, entities, elementals,
ghosts, objects, forces, and creatures that can turn invisible
or are naturally invisible. Even if the entity has no form, the
mystic will be able to discern the vaporous image or energy
sphere that is the being. This lasts for 10 minutes.
[i]Restrictions:[/I] Other than Nikki, only mages, mana users,
chi users, and psychics can use these goggles. Psychics and chi
users must expend twice the energy to activate than a mage.
[i]Fire Agate Trigger:[/I] Lord Thoth, lend me your sight.
[i]Alexandrite Trigger:[/I] Spirits of nature give me the sight
of the mighty wolf.
[i]Tiger Eye Trigger:[/I] Peek-a-boo!
[I]Straver TW Translator:[/I] This device looks like a bluetooth
cellphone earpiece but is powered by an emerald magic energy
battery and has a fire agate which contains the Tongues spell.
When activated with a simple push of a button, the TW earpiece
allows the user to speak and understand all spoken languages
including that of supernaturals.
[i]Duration:[/I] 30 minutes upon activation
[I]Flaigan’s Phenomenal Bag of Holding:[/I] Made by a madden
gnome named Flaigan the Leather Alchemist of Faerun, the bag has
some interesting magical properties that can be very useful to
adventurers. Each bag is custom made to the customer’s specific
needs after the first bag made by Flaigan. The main pouch of the
bag is always similar to another type of bag of holding but with
one difference. Most bag of holdings will not hold living
creatures whereas Flaigan’s bag will hold living creatures. The
main pouch has a magically created extra dimensional space that
ranges from the interior space of a small house to the interior
space of an ten acre warehouse. The magical space inside of the
bag is extremely stable and nothing is tousled about with
external movement. The owner can enter the bag through a special
magic ladder and the space can be set up with full living
quarters, laboratory, etc that is required by the owner. If only
reaching inside for an item or items, then the owner will
automatically get a hold of what he is looking for.
The next feature of the bag is enchanted external pockets that
are pouches of never-ending. These pockets will continuously
create ANY item placed into them that is big enough to fit. The
pockets can only recreate one type of item at a time and any
other items will not be recreated unless a small chant is
recited so the recreating item can be changed. Customers can
choose how many of these special pockets are added to the bag.
Final feature is that these bags are nearly indestructible. It
takes a great deal of damage (such as repeated blasts of a
dragon’s breath weapon) in order to destroy them. They are even
highly resistant to instant destruction magic. They were made
this durable in case the owner is inside the bag when an attack
or dangerous situation happens in order to give the owner a
chance to react.
Nikki’s magic bag looks like a standard leather hiking backpack
with the main pocket being her magical, portable workshop. It
has two exterior pockets of never-ending: one pocket of
never-ending with her favorite mini-pizza MREs in one and bottle
of highly caffeinated citrus soda similar to Mt. Dew. A third
pocket on the outside is big enough for a large snake or a six
foot worm. This is her bestfriend Pinky’s pocket when
travelling.
[I]Straver TW Polygraph:[/I] This device was made from a common
wristband heart monitor but doesn’t monitor the heart for
medical use. Powered by an emerald magic battery and a fire
agate with a Words of Truth spell, this TW device by Nikki’s
Techno-Wizard line will get the truth out of most people and
creatures better than interrogation and an ordinary polygraph,
making it highly prized in New Camelot with the Knights of the
Round Table and several other European countries. Once activated
with a push of a button (self-powered by the emerald so no
incantation needed), a person affected by this enchantment is
compelled to answer all questions truthfully. It is wise to keep
questions simple and clear and can ask two questions per round.
Duration: 10 minutes per activation
[I]Triax Wrist Computer:[/I] This smart watch sized, wearable
quantum computer from Triax Industries is a basic must for most
people throughout 41st century Earth. It holds a wealth of
information tailored to each owner’s preference, can wireless
hook to most communication systems (WiFi, Satellite, and
Cellular systems), and perform all the task of a normal sized
computer including printing, navigation, messaging, etc.
Personality: Nikki is a bubbly, happy, extremely curious girl
who loves exploring new things especially technology, magic, and
food. She can take a joke as well as pulling a prank yet will
get as serious as a nun when placed on a building or maintenance
project involving technology and/or magic. She can take care of
herself in a fight though she’s never pursued more combat
training than basic and isn’t afraid to fight dirty if out
matched. She’s also quite the tomboy so can be stubborn about
things like injuries or needing help. But regardless of how she
acts, one should remember that this girl is a genius with
multiple degrees from the King’s Institute of Magic and Science.
Bio: [I]”Coming Soon”[/I]
Nikki Straver’s Picture:
HTML https://imgur.com/a/vxJB1XX
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