Thank you for letting me join. I'm very excited to be playing Rifts after all these years.
Background:
Born in a small cabin near the Canadian border of Montana, Morgan Elaison has spent all twenty-seven years of his life so far in the search for knowledge, truth, and inner peace. His father was a Mystic and his mother was a Scholar. He studied his father from the time that he was able to crawl. Frequently finding his father in a meditative state, he imitated this action starting at the tender age of 3. His father encouraged Morgan's curiosity, though he knew that his son did not have the same mental abilities inherent within him. By the time Morgan was 5, he had created a habit of visiting the small ley line two miles North of the cabin, and combined his father's habit of meditation with his own of visiting ley lines.
He found the blue energy to be not only calming to his mind and body, he also discovered a sort of bond with the energy. He soon found that the ley lines enhanced his energy, but also his curiosity.
His mother also had some influence on his upbringing. Never wanting to hinder his inquisitive nature, she taught him the most important skill she could; how to read. He would read anything he could get his hands on (which was not much, admittedly.) His favorite book to read is a salvaged copy of "The Way of the Peaceful Warrior" by pre-Rifts author Dan Millman. He quickly incorporated this habit with his ley line visits as well. Soon, if he was not meditating at the ley line, he was reading at it.
Born with brown eyes, his parents were mildly surprised to discover that the longer Morgan was around the ley lines, the lighter the coloration of his eyes became. When he was 9, his eyes had turned to the same startling blue of the ley lines.
In his early teens, his family was visited by a TW wizard who turned out to be an uncle on his father's side. Having heard of his nephew's obsession with meditation, he had created something he thought would be helpful. He gifted Morgan with a TW powered harp. This quickly was incorporated into Morgan's meditations.
When he was 14, he came home from his latest visit to the ley line (he had been gone for 3 days), and found the cabin was almost completely destroyed. At first his eyes turned to a shade of yellow with fear, and as he searched through the rubble of the once peaceful cabin, they turned a red reminiscent of the pre-Rifts traffic lights from his anger.
He found no remaining evidence of his mother or father, and was barely able to salvage any items of value. Unsure of what had caused the damage or where his family was, he retreated to the only place he felt safe in the world. After two days of meditation using his TW harp, he found that he had the ability to become like a ball of energy and phase along the ley line to anywhere along that line.
Without the love and support of his family, his eyes have changed to a sparkling silver. When within 3 feet of a ley line, his eyes regain that brilliant blue color, reflective of that inherent energy. During his travels, he has learned methods of self-defense, including magical spells which will help him to protect himself and others.
To this day he still seeks an answer to what happened to his mother and father. He hopes to still find them alive some day.
He has traveled thousands of miles across the Americas, learning techniques, skills, and spells to help him. He now wanders into the city of WyNekota and stops in the bar for a refreshing beverage, and overhears an ongoing conversation between a Dog Boy and a Cyborg Minotaur.
Code: Select all
IQ 14 * Name: Morgan Elaison * Appearance: Wears a hooded full-length cloak. Color of
MA 11 * OCC: Line Walker * eyes change dependent on energy channeled.
ME 13 * Alignment: Scrupulous * Disposition: Usually alone, but is friendly. Uses time
PS 19 * Race: Human * alone for meditation.
PP 09 * Level: 1 * Height: 5'7" * Eyes: Silver * Age: 27
PE 15 * Exp.: 425 * Weight: 163 * Hair: Silver * Skin: White
PB 13 * PPE: 115 * HP: 21 * SDC: 36
Spd 12 * Run at 4m/s Run at 8mph, 60m/melee
** Saving Throws ******************** Racial abilities ****************
Save vs Horror: +4 ** Speak Native Language: American 98%
Save vs -------:______
** OCC skills *********************** OCC Special Abilities ******************
Climbing/Rappelling: 60/50+5% ** Sense ley line and magic energy
Land Navigation: 40+4% ** Read Ley Lines
Wilderness Survival: 35+5% ** Ley Line Transmission
Pilot Hover Craft: 55+5% ** Ley Line Phasing
Lore: Demon: 35+5% ** Line Drifting
Math: Basic: 55+5% ** Ley Line Rejuvenation
Language: Spanish: 65+5% ** Ley Line Observation Ball
Language: Japanese: 65+5%
Lore: Magic: 35+5%
Lore: Psionics: 35+5%
Lore: Pre-Rifts: 35+5%
Lore: The West: 35+5%
** OCC Related Skills *************** Secondary Skills *********
Astronomy: 35+5% ** Acrobatics: (Skills listed below character sheet)
Botany: 35+5% ** Athletics (general)
Literacy: American: 35+5% ** Boxing
Play Instrument: Harp: 45+5% ** W.P. Energy Rifle
Prowl: 30+5% ** Hand to Hand(2 skill points): Martial Arts
Pilot: Motorcycle: 62+4%
Hand to Hand(1 skill point)
-WP- Strike Parry Dmg ** Hand to Hand Combat: Martial Arts
Energy Rifle +3 +0 +0 ** Strike+__ * APM: 3
** Parry +3 * Init +__
** Dodge +3 * Roll +7
** Pull Punch +3
** Punch Damage: 1D4 Kick Damage: 1D8
** Special Bonuses: +4 to damage
************************************************************
Armor: The Crusader * Features: Full Environmental
Total MDC: 55 * 11 lbs.
Current MDC: 55 * Full Mobility (no Prowl penalty)
Melee Weapons Strike Parry Damage
Survival Knife: +__ +__ 1D4+4 SDC
Hand Axe: +__ +__ 1D4+4 SDC
Ranged Weapons: Aim/Wild Damage Ammunition
Browning GP 9mm: +0 2D6 SDC 13/mag 3 mags
Energy Rifle: +3 3D6 MDC 20/clip 2 clips
** Spell Name ** PPE cost ** Duration ** Range **
Cloud of Smoke ** 2 ** 4 melees/lvl ** 90 ft **
--Effect: Create a cloud of dense, black smoke (30'x30'x30') up to 90' away. Victims -5 to strike, parry, and dodge.
Globe of Daylight ** 2 ** 12 melees/lvl ** Up to 30' away**
--Effect: Small globe of true daylight which can light an area up to 12'/lvl. Can move at a max speed attribute of 12.
See the Invisible ** 4 ** 4 melees/lvl ** 200 ft **
--Effect: See forces, objects and creatures which can turn invisible or are naturally invisible.
Chameleon ** 6 ** 18 melees/lvl ** Self or others by touch **
--Effect: 90% undetectable if unmoving.
Fear ** 5 ** 4 melees/lvl ** 20' area up to 100' away **
--Effect: Anyone in or who enters the specified area must roll to save vs. Horror factor 16.
Levitation ** 5 ** 12 melees/lvl ** Up to 60' away **
--Effect: Raise self, others, or objects into the air. Maximum weight 200lbs + 20/lvl. Maximum height 60' + 10/lvl.
Armor of Ithan ** 10 ** 4 melees/lvl ** Self or others by touch **
--Effect: 10 MDC/lvl. Magic, fire, lightning, and cold do 1/2 dmg.
Impervious to Fire ** 5 ** 20 melees/lvl ** Self or others up to 60' **
--Effect: Normal and magic fires do no damage to the person or anything on them.
Telekinesis ** 8 ** 4 melees/lvl ** 60' **
--Effect: Maximum weight 60lbs. +3 to strike/+4 to parry.
Multiple Image ** 7 ** 4 melees/lvl ** Self **
--Effect: Creates 3 identical images of the mage, mimicking all his movements. +2 initiative, +2 dodge, +1 to strike. Piercing a false image with iron will dispel that image. Special penalty of -4 to save.
Seal ** 7 ** 8 melees/lvl ** 100' **
--Effect: Magically prevent any inanimate object from being opened. At (and beyond) 4th lvl, can seal every door, window, and enclosure within an 100' area.
Shadow Meld ** 10 ** 8 melees/lvl ** Self **
--Effect: Can hide in shadows at least 5' tall. Invisible to all except Infrared. Susceptible to physical, psychic, and magic attacks but attackers are -5 to strike because they can not see the mage.
Equipment:
Full-length hooded cloak
Set of clothing
Set of traveling clothes
Set of light MDC armor
Knapsack
Backpack
2 small sacks
Large sack
Six wooden stakes and mallet
Canteen
Binoculars
Tinted sunglasses
Air filter and gas mask
Flashlight
100' of lightweight cord and grappling hook
Pen and pencils and sketchpad
TW Harp
"Way of the Peaceful Warrior" by Dan Millman
Wastelander Motorcycle
(Gas engine, full tank, 120 mph, 400 miles max range, 45 MDC)
0 credits (all spent on equipment)
OCC Abilities:
Sense ley line and magic energy
Sense Ley Line: Can sense ley lines within 10 mi/lvl Can follow the feeling to locate the ley line with a skill of 30+5%
Sense Ley Line Nexus: Once the ley line has been found, can follow it to as many nexus points as it intersects at a skill of 40+5%
Sense a rift: Automatically senses rifts that open within a range of 50 mi. + 10mi/lvl
Sense magic in use: Can feel expenditure of magic at a distance of 100 ft/lvl
See magic energy: See magical aura stronger than 20 PPE in line of sight up to 1000 ft.
Read Ley Lines: Instantly know which directions it runs, how long, if there are nexus points, which direction they are, and whether there are any rifts open along the line. Can also sense if there are any natural disasters currently happening along the line.
Ley Line Transmission: Send short verbal and/or visual messages to people along a ley line as a one-way communication with only a few second delay. Can be sent to 1 person/lvl on the line. Telepathics (psionic or magic) have a chance to listen in on the message with a 20% chance for them to sense, and 31% chance to receive.
Ley Line Phasing: Instantaneous transport from one place on a ley line to another on the same line. Requires 1D4 melees of concentration to perform the technique. Max phasings in an hour is 4. Max in 24 hours is 4+1/lvl.
Line Drifting: Can float or walk along the length of the ley line with no exertion at a Spd factor of 10.
Ley Line Rejuvenation: With concentration, can absorb ley line energy to double healing rate over a period of days. Can also perform instant rejuvenation as often as once every 24 hours at the site of a ley line. After 10 minutes of concentration, he is fully rested, alert, and restores 2D6 HP and 2D6 SDC.
Ley Line Observation Ball: 1 SDC/lvl. Can go as far as 500 ft from creator. Moves up to Spd 33 (22mph). +3 to dodge. Actions are directed by line walker and count as melee actions.
Initial Spell Knowledge: Three spells each from levels 1-4
Learning New Spells: Additional spells of any level may be learned or purchased at any time regardless of walker's lvl.
Magic Bonuses: +4 to save vs. horror. +1 to save vs. magic at lvls 3, 6, 9, 11, and 14. +1 to spell strength at lvls 3, 7, 10, and 13.
PPE:
8 x 10 + 20 + PE(15) = 115. Add 3D6 PPE/additional level.
Acrobatic skills:
Sense of Balance: 60+5%
Walk tightrope or high wire: 60+3%
Climb rope: 80+2%
Back flip: 60+5%
Attributes:
14, 11, 13, 15, 8, 14, 13, 11
IQ 14
MA 11
ME 13
PS 15 +1 (Acrobatics) +1 (Athletics) +2 (Boxing) = 19
PP 8 +1 (Acrobatics) = 9
PE 14 +1 (Acrobatics) = 15
PB 13
Spd 11 +
1 (Athletics) = 12
HP: PE(15) +
6 = 21
SDC
15 + 5 + 7 + 9 = 36
Skill Bonuses:
Climbing/Rappelling: 40/30 + 15% (Acrobatics) + 5% (OCC) = 60/50%
Land Navigation: 36 + 4% (OCC) = 40%
Wilderness Survival: 30 + 5% (OCC) = 35%
Pilot: Hover Craft: 50 + 5% (OCC) = 55%
Lore: Demon: 25 + 10% (OCC) = 35%
Math: Basic: 45 + 10% (OCC) = 55%
Language: Spanish: 50 + 15% (OCC) = 65%
Language: Japanese: 50 + 15% (OCC) = 65%
Astronomy: 25 + 10% (OCC) = 35%
Botany: 25 + 10% (OCC) = 35%
Literacy: American: 30 + 5% (OCC) = 35%
Play Instrument: Harp: 35 + 10% (OCC) = 45%
Prowl: 25 + 5% (Acrobatics) = 30%
Pilot: Motorcycle: 60 + 2% (OCC) = 62%
H2H Combat:
2 attacks to start + 1 (Boxing) = 3 attacks
+3 to roll with punch, fall or impact +1 (Boxing) +1 (Athletics) +2 (Acrobatics) = +7
+3 to pull punch
+2 to parry (Boxing) +1 (Athletics) = +3
+2 to dodge (Boxing) +1 (Athletics) = +3
+4 to Damage (PS 19)