TicToc Enchantment item (Lemurian Biomancy/Stone Master/Tree of Knowledge)
Seaker
Seaker Made for the House Komto, is a short sword made out of several different material. The Blade is made of obsidian, which is very sharp. While the handle and hand guard is made from Living Fire Coral capable of stinging. Part of a small branch from the Tree of Knowledge is incorporated into the handle to record its History and Knowledge of the DNA of the owner. At the hilt is an eye made from White Coral with a Black Peral as the pupil.
By the looks of the Item it was meant for just war, but it also has an additional purpose, with the magic it has the abilities to locate and observe.
Stats
Base Item: Short Obsidian Sword
Damage: 1d6(Obsidian very sharp)
Final Stats
Obsidian Blade Short Sword
Damage: 2d6 AP 6
Minor:
+1 casting Remote Viewing and Divination. (edited)
+1 casting Remote Viewing and Divination
Major:
Remote Viewing
Divination
Notes: Bio-Energy: Biomancy gear is of a supernatural good nature, and counts as holy.
TicToc Enchantment item (Lemurian Biomancy/Stone Master/Tree of Knowledge)
A place for feedback on created items for in game use.
TicToc Enchantment item (Lemurian Biomancy/Stone Master/Tree of Knowledge)
TicToc Lemurian Mind Melter /Sea Sentinel
Character Sheet: viewtopic.php?f=289&t=7067
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6)
PPE: 5 ISP: 30
Conditions: INNATE: Farsight, Darksight, Detect/Conceal Arcane, Conceal Aura, Beast Friend, Empathy, MindLink, Smite.
Self Powers that do not Require ISP: Smite, Detect/Conceal Aura, Fly.
Channeling Raise do not Require ISP: Bolt, Empathy, Mind Link, Beast Friend.
Bennies 4/3
Description
Conditions:
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d8, Vigor d6
Pace: 6; Parry: 6; Toughness: 14 (6)
PPE: 5 ISP: 30
Conditions: INNATE: Farsight, Darksight, Detect/Conceal Arcane, Conceal Aura, Beast Friend, Empathy, MindLink, Smite.
Self Powers that do not Require ISP: Smite, Detect/Conceal Aura, Fly.
Channeling Raise do not Require ISP: Bolt, Empathy, Mind Link, Beast Friend.
Bennies 4/3
Description
OOC Comments
Talisman Keohtote Peral on Shell Leuriman (Talisman of Marduk) (Patron Item) (SWADE)Detect Concealment on constantLemurian, Sea Sentinel
Lemurians were humans from ancient Southeast Asia, but they've used Biomancy to alter their "code of life" (DNA) to ascend to what they consider the perfectly balanced physical form. They're graceful with almond eyes, delicate features, and a slight, muscular build. They have gills behind their jaw beneath their pointed ears,
TicToc stands 6'4", has thick mane of silver, streaked with blue highlights. Skin Golden and is speckled with iridescent blue flecks down the neck to the shoulders then along the top of the arms.
Lemurians were humans from ancient Southeast Asia, but they've used Biomancy to alter their "code of life" (DNA) to ascend to what they consider the perfectly balanced physical form. They're graceful with almond eyes, delicate features, and a slight, muscular build. They have gills behind their jaw beneath their pointed ears,
TicToc stands 6'4", has thick mane of silver, streaked with blue highlights. Skin Golden and is speckled with iridescent blue flecks down the neck to the shoulders then along the top of the arms.
Conditions:
OOC Comments
Armor:Detect/Conceal arcana as an Innate Ability
Alter Aura:
Alter Aura:
OOC Comments
Expanded Awareness:Have conceal arcana as an Innate Ability with the Range (Self) limitation; can use Power Modifiers as usual. In addition allows the Mind Melter to mimic the supernatural "signature" of any being desired—from a child to a greater demon, an elderly Shifter, a canine, a minor psionic, etc.
OOC Comments
Master of Psionics: Have the detect arcana power as an Innate Ability with the Range (Self) and Aspect limitations. They may sense supernatural beings within line of sight with a Notice check
OOC Comments
Mental Resistance: Mind Melters get a free reroll on all Trait rolls (except Critical Failures) when using psychic abilities and their Psionics skill
OOC Comments
A Little Odd: Mind Melters tend to be a little different due to the nature of their powers—gain the Quirk Hindrance.Have +4 to all checks to resist psionic effects, and +4 armor against psionic damage. These effects stack with Arcane Resistance, arcane protection, and similar bonuses.
OOC Comments
Lemurian Biomancy Overcoat(Branaghan Special Armored Overcoat (Rifts Patron Item)
WAVE STRIDER BIO-ARMOR (0 (Normal) +6 +3 d12+1
OOC Comments
Leviathan Bio-Armor=Combat Bio Mage Heavy EBA
— 19 −6 200K Notes: Allows wearer to breathe underwater and swim at their full Pace, +2 Athletics (swimming), Max Depth 2.5 miles, Wave Striding—wearers can walk on the water. Weapons: None, may use personal weapons)
Due to Lemarian race adopting: a biomancy style 9-10 Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls
Modify: Biomancy, Octopus DNA, 2 Tentacle Arms
Due to Lemarian race adopting: a biomancy style 9-10 Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls
Modify: Biomancy, Octopus DNA, 2 Tentacle Arms
OOC Comments
Armor: +10
Toughness: +6
Min Strength: 6
Strength: d12+3
Handling: +2
Size:3
Pace and Run: 8+d8 (30 MPH)
Weight: 700
Rarity: -6
Notes: Nimble, Imp Arcane Resistance, Water (+1 Handling, 30 MPH), Max Depth 6 miles.
Weapons:
Stonecaster (left arm): Range 50/100/200, MD 4d8, AP 8, RoF 1, MBT or It Burns or +8 AP.
Bio-Energy Laser (fixed front): Range 18/36/72, Dmg 3d6, AP 2, RoF 1.
Toughness: +6
Min Strength: 6
Strength: d12+3
Handling: +2
Size:3
Pace and Run: 8+d8 (30 MPH)
Weight: 700
Rarity: -6
Notes: Nimble, Imp Arcane Resistance, Water (+1 Handling, 30 MPH), Max Depth 6 miles.
Weapons:
Stonecaster (left arm): Range 50/100/200, MD 4d8, AP 8, RoF 1, MBT or It Burns or +8 AP.
Bio-Energy Laser (fixed front): Range 18/36/72, Dmg 3d6, AP 2, RoF 1.
OOC Comments
Blood Hawk Shui Teki
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Canteen
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:OOC Comments
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Canteen
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:OOC Comments
OOC Comments
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d6, Survival d6
Pace: 4; Parry: 6; Toughness: 11
Special Abilities:
Beak and Talons: These beasts attack with vicious efficiency, doing Str+d6, AP 4.
Hawkeyed: A Blood Hawk gains +2 on all sight-based Notice checks and can see well at extreme distances.
The +2 bonus also applies to Survival rolls made to track targets across open ground.
Leathery Hide: The demonic hide of a Blood Hawk provides +4 Toughness.
Psionic Senses: Blood Hawks have the detect arcana power, which they can use an Innate Ability with a Spirit check. They primarily use this to sense if a foe has enough magical or psionic power to withstand them.
Wings: Blood Hawks fly at a pace of 10 with a Run die of d8.
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d6, Survival d6
Pace: 4; Parry: 6; Toughness: 11
Special Abilities:
Beak and Talons: These beasts attack with vicious efficiency, doing Str+d6, AP 4.
Hawkeyed: A Blood Hawk gains +2 on all sight-based Notice checks and can see well at extreme distances.
The +2 bonus also applies to Survival rolls made to track targets across open ground.
Leathery Hide: The demonic hide of a Blood Hawk provides +4 Toughness.
Psionic Senses: Blood Hawks have the detect arcana power, which they can use an Innate Ability with a Spirit check. They primarily use this to sense if a foe has enough magical or psionic power to withstand them.
Wings: Blood Hawks fly at a pace of 10 with a Run die of d8.
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