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       #Post#: 4218--------------------------------------------------
       Nikki Straver
       By: Raven Tepes Date: May 9, 2020, 11:24 am
       ---------------------------------------------------------
       “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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