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#Post#: 4866--------------------------------------------------
Multidimensional Alien Intelligence: Lord Lunix of the Splugorth
Empire
By: Raven Tepes Date: May 30, 2020, 10:29 am
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Name: Lunix
Age: 74,780 years old
Species: Splugorth
Gender: No Gender though Splugorth will identify with male
gender
Size: 25 ft (7.6 m) in diameter and 12 ft (3 .6 m) tall. The 13
tentacles are about twice as long as the body (50 ft)
Weight: 42 tons
Basic Background:
Appearance: A mound of lumpy, slime covered flesh with a giant
eye surrounded by a crown of protective spines. Protruding from
the flesh mound are 13 tentacles, four of which have a mouth and
teeth. A filmy, semi-transparent eyelid covers the eye for
protection and the finger-like spines that compose the crown
around the eye can close around it for additional protection.
Note that the eye can see even when covered by the
semi-transparent eyelid and can rotate 360 degrees.
Current Location: Splugorth colony planet in a different
dimension.
Organization: Splugorth Empire
Rank: Lord of the Lunix Shogunate
Additional Occupational Training: Bio-Wizard
Number of Attacks: 13 attacks per melee; half as many psionic or
magic attacks per melee as physical attacks.
Abilities:
[I]Splugorth Physiology:[/I] The ability to have the physical
form and abilities of the transdimensional evil supernatural
alien intelligence called the Splugorth. The Splugorth are a
dominating evil alien intelligence species that do not have a
humanoid form. A mound of lumpy, slime covered flesh with a
giant eye surrounded by a crown of protective spines. Protruding
from the flesh mound are 2d4+5 tentacles, four of which have a
mouth and teeth. A filmy, semi-transparent eyelid covers the eye
for protection and the finger-like spines that compose the crown
around the eye can close around it for additional protection.
Note that the eye can see even when covered by the
semi-transparent eyelid and can rotate 360 degrees.
These creatures are almost godly level of durability with the
strongest having the mega-damage capacity of a bomb-shelter
military complex made of a metal like adamantium alloys. They
can also live to be up to 200,000 years old. Splugorth are also
transdimensional beings who can splinter their essence into 4d4
separate “life essences” that can possess any animal or humanoid
in multiple different dimensions but not in the same dimension
as the main life essence source. This is part of how they’ve
managed to conquer and enslave thousands of world and many
universes throughout the multiverse. They are cruel to many
“lesser” lifeforms and enjoy performing torturous experiments on
them through methods like Bio-Wizardry. They are not just
supernatural alien creatures but also masters of magic and
psionics who covet the gaining of new magical and psionic
knowledge, energy sources, items, and technology.
Unlike vampire intelligences, the Splugorth can exist far from a
magic source, living on flesh alone for years. However, under
these circumstance they are comparatively weak; reduce physical
durability to one-quarter, combat and saving throw bonuses are
reduced by half and physical attacks per melee are minus two
attacks/actions. The level of personal magic energy and psionic
energy are reduced to one quarter.
[i]Note:[/I] This is not a race for non-administration members
in the community due to how powerful this race is even with
deadly weaknesses. Regular members must have a proven history of
no Godmoding before administration will allow a member playing a
Splugorth character.
[i]Application:[/I]
Magic: All ley line walker powers and spells, stone master
powers and magic, the power to create magic tattoos, the power
to create rune weapons and one additional area of magic. Select
from bio-wizard, shifter/summoner, or diabolist. Never select
mystic, warlock, witch, or techno-wizard.
Psionics:[/I] All sensitive, healer and super psionic powers.
[b]Education Level: Centuries of study in alchemy, archaic
magic, and dimensional travel.
Combat Skills: One physical attack per melee for each tentacle,
half as many psionic or magic attacks per melee as physical
attacks.
Natural Abilities: Nightvision 1000 ft (3 10 m), superior color
vision, see the invisible, supernatural regeneration,
regeneration of limbs (requires 72 hours), does not need air to
breathe, dimensional teleport (98%) to any place/world he
owns/conquered without limit and can magically open a
dimensional rift using his own magic energy to any place he has
ever visited.
Other abilities include: Teleport self up to 600 miles (960 km)
away, turn up to 600 dead, animate and control up to 600 dead,
healing touch, restoration, resurrection, stone to flesh, remove
curse, summon/rift in 2D6 Splugorth High Lords, and summon/rift
in 6D6 lesser minions as often as three times per 24 hours.
Possession: All Splugorth can splinter their essence into 4D4
separate "life essences." These "essences" can be sent into
other dimensions, but never within the same world inhabited by
the "true essence/physical body.” The essence must link itself
to that world or dissipate, returning to the originating alien
intelligence. To anchor itself in the world it needs a living
host to possess, animal or intelligent organism.
Bonuses: +60% on initiative, +20% to strike and parry, -20% (yes
minus) to dodge. +60% to save vs horror factor/fear, impervious
to mind control even by vampires, +20% on all saving throws.
Magic Knowledge: Create magic tattoos, read runes, read mystic
symbols, recognize/create magic circles, recognize wards,
recognize enchantment, recognize magic items and weapons 90%.
Additional areas of knowledge is as per each magic occupation.
Skills of Note: Most human skills are too insignificant to be
bothered with and are left to minions. Even weapon and science
skills are not studied. Magic, possession, and subterfuge are
the skills developed by the Splugorth. The intertwining of magic
and technology are viewed on a different level - remember magic
is the operative source of these aliens' power.
Languages & Literacy: Dragonese/Elf, Faerie, Gobblely, American,
Euro, and Atlantean (a dialect of ancient Greek), all at 98%.
Magic is used to understand other languages.
Other Skills of Note: Intelligence, swimming, climbing, palming,
basic and advanced math, and land navigation, all at 98%. Pick
pockets 71%, demon and faerie lore 71%, and writing 71%.
Further Magical Knowledge Abilities:
[I]Bio-Wizardry:[/I] Bio-wizardry or bio-technology is an area
of mystic knowledge perfected by the Splugorth eons ago. Its
secrets are jealously guarded and its true powers are shared
only with their minions. Rune magic is actually an offshoot of
bio-wizardry, developed at a later time. Many believe that rune
magic originated with the Splugorth.
All forms of bio-wizardry, including rune magic, utilizes the
energy and/or life essence of living beings (or portions of
beings). The use of living beings and/or their body components
and the enslavement of the living might make some consider
bio-wizard magic to be a form of necromancy. However,
bio-wizardry is unique as it combines living organisms with
other "living" creatures and/or with machines and magic to
empower the living, not to control the dead. Parasites and
symbionts are attached or implanted as a means of physical,
mental or magical augmentation. Other forms of the magic enables
the user of bio-wizard devices to conjure magic spells and/or to
utilize super-powers.
Bio-wizardry is the magic (a science?) of enslavement (the
Splugorth's specialty) and genetic manipulation. It is
frequently used to augment, transform, deform, mutilate, and
enslave. Although the power and powers of bio-wizardry may seem
unparalleled, most who augment themselves with it will
eventually become crippled, suffer from chronic pain or illness,
fall victim to insanity, or see years of life whittled away.
Some forms of bio-wizard augmentation slowly destroys those who
dare to use the dangerous magic. The Splugorth and the High
Lords don't really care, because the most dangerous bio-magic is
performed on expendable slaves, captives , fools , and the
lowliest minions.
Bio-Wizardry has three core methods: transmutation, bio-wizard
reconstruction (bio-borg), and parasitic/symbiotic implantation.
Transmutation is a process that magically transforms the
character. It can be used to transform and increase physical
attributes, physical structure, size and natural adaptability.
Each category counts as a separate transmutation. Theoretically,
there is no limit to the number of transmutation categories one
can endure. However, roll on the random mutation table that
follows for every transmutation after six. There is also a 1-50%
chance of death if more than six transmutations are tried. All
powers and mutations are cumulative and irreversible.
The reconstruction process is similar to the human's
cybernetics, only the Splugorth use magic and living components.
By means of bio-wizardry they can attach and combine normally
incompatible body parts, like tentacles or spider legs with a
human being. Again, the Splugorth Slaver is an excellent example
of this, with his combination of humanoid torso and limbs, but
with tentacles and snake-like lower body. Likewise, the mythical
chimera and dragon beast may be the results of ancient
bio-wizard experimentation.
There are limits to bio-wizard reconstruction. Much like
bionics, the body must be able to support the new additions,
whether it be wings, tentacles, or extra arms. This means
reconstruction is usually limited to the addition and alteration
of the body's extremities. Legs, feet, hands, arms, tails and
similar items can be completely removed and replaced with new
magic or monstrous limbs. Likewise, new appendages such as
wings, a tail, horns, and additional limbs can be added.
Furthermore, the effects of reconstruction can be combined with
transmutation and/or parasites and symbiotes to create super
beings.
Microbes are tiny organisms that instill useful or debilitating
effects on those subject to them. The average life span is the
duration of the effects . The effects cannot be neutralized once
they have been released - last till the end of the microbe's
life.
Bio-Wizardry Skill: 100%. This skill also includes surgical
knowledge (85%), medical treatment knowledge (80%), humanoid
anatomical knowledge (80%), creature/animal anatomical and
biological knowledge (80%), and mechanical, weapon design,
cybernetic knowledge (80%).
[i]Note:[/I] For a full list of Bio-Wizardry bio-borges
(transmutations), enhancements, and bio-weapons see Rifts World
Book 2: Atlantis starting at page 107 and can find more in other
Rifts sourcebooks.
Weaknesses: Though they are immensely durable to near
invulnerability, Splugorth can still be killed. They are weak to
silver and magic weapons (including rune weapons, holy weapons,
techno-wizard items and other magic items) which do triple
damage. Creatures of magic, supernatural beings, and psionics do
normal damage.
Personality: Lunix is like all Splugorth. Cruel, evil, greedy,
and self-serving while only caring about the growth of the
Splugorth empire.
Known Most Powerful Enemies: Interdimensional Order of the
Dragon, the Interdimensional Sabbat, Skellian Clan of
Atlanteans, Olympian Clan of Atlanteans, Amen-Ra Clan of
Atlanteans, and Aerihman Clan of Atlanteans
Lunix Picture:
HTML https://imgur.com/a/UILxF46
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