F.A.R. R.O.A.D. Inc
Moderators: Immortals, Supreme Beings, Old Ones
- Astral Pantheon
- Adventurer
- Posts: 477
- Joined: Tue May 22, 2007 1:33 am
- Location: My Own Astral Kingdom
F.A.R. R.O.A.D. Inc
Federation
Astral
Realms
Representives
Overseeing
Aliens
Developement
Inc
------------------------------------------------------
This idea came about when a single young female elven Astral Lord meet a group of Dwarven survivors of a crashed Dwarven Iron Ship on a far and distant world. Shena Lendrin (female elf) was making an agreement with the Dwarven Leaders for a few of their P.P.E. and the Dwarven survivors would get assistance off the world (magic low on world and hard to open gates). Thats when a scout party of a Lizardman type of race asked (dwarven tongues magic) if the Star Riders could teach them how to use the fire (matches) saying that the cold gets worse each season. The Lizards said that they could offer food, weapons, or anything the Star Riders wanted. Shena and the Dwarven Leaders after some questions and psionic probes realized these Beings had no magic, limited psionics and stone age techology level...so, a plan was developed to Benefit all. The process took two years to complete but the benefits were amazing the population grow to 2000 to 12,000 in no time with the mastery of Fire, about 120 Lizards teached in basic magic (fire and healing spells), and tech/science raised to middle ages...Each adult and child donated to an average of 2 PPE to the Astral Lord (24K total). Also, the Dwarves trained the Lizards in mining ore and steel making. The Dwarves got many gemstones (worth about 34 million). Everyone was pleased with what happened...and as Shena used her Astral Realm to make a gate to world. The Lizards told the Star Riders to please spread their gifts to other children of the Cosmo...Shena and the Dwarven Leaders looked at each other and know that they had something good!!
------------------------------
Shena and the Dwarven Masters (23 total)
and have recruited others to "help" the the Children of the Cosmo
8 Astral Realm Makers
5 Machine People
2 Warlocks
6 Invincible Guardsman (Rogues)
1 Mechaniod Brain AbM
1 Mechaniod Runner AbM
1 Hatchling Horned Dragon
3 Whale Pneuma-Biform
2 Temporal Raiders
3 Herbalists
2 TW-Wizards
and
1 Dream Maker
----------------------------------------------------------
F.A.R. R.O.A.D. Inc
Purpose and goals: to help upgrade civilizations for a donation of the worlds gross income for a certain time period and a % of P.P.E. of worlds population.
The organization will "feel" out worlds through Psionics/Magic/and dreams before coming and offering the Deal.
There are 3 deals :
Deal 1: Upgrade Techology to Metal Age
*Renaissance Type
*Steel and Stone Masons
*Black Powder
*Train 24 in Basic Arts of Magic in 2-8 years
Deal 2: Upgrade Techology Industrial
*Steam , Electricity, and Solar-Basic
*Air Ships (Balloon)
*Railroad and radio/television
*Guns
*Train 48 in Basic Arts of Magic in 4-10 years
Deal 3: Upgrade Techology Star Rider
*Chemical and Advanced Solar
*Star-Craft able to travel 1/2 light year per hour and chemical drive lasts years.
*Minor Sun techology.
*Advanced Medicine
*Train 96 in Basic Arts of Magic in 6-12 years
Costs of Deals :
Deal 1...15% Gross of world for 100-1000 years and 1 P.P.E. per 4 Being (in their lifetime)
Deal 2...30% Gross of world for 200-2000 years and 1 P.P.E. per 2 Being ( in their lifetime)
Deal 3...45% Gross of world for 400-4000 years and 1 P.P.E. per each Being (in their lifetime--must only give once in their lifespan)
The costs are high but instant reward is extremely great. The Three Galaxies is a create location for its many worlds.
**The Deal can also be made forever...for a lower %: A Mineral Humaniod Beings selected Deal 2: Upgrade Techology Industrial but asked if F.A.R. R.O.A.D. Inc would take less but over more time....after 2 weeks of talks a deals was made. 10% of gross and 2 PPE per Being in their lifetime also F.A.R. R.O.A.D. Inc will be Advisor to The Earthens ( Population 4200 currently).
---------------------------------------------------------------
Well that may basic Idea so far. Post your thoughts and ideas to expand company but remember...limiting magic and techology (just offering enough to Make the offer amazing).
--I'll Post Stats for some of the group and techologies they offer..later--
Astral
Realms
Representives
Overseeing
Aliens
Developement
Inc
------------------------------------------------------
This idea came about when a single young female elven Astral Lord meet a group of Dwarven survivors of a crashed Dwarven Iron Ship on a far and distant world. Shena Lendrin (female elf) was making an agreement with the Dwarven Leaders for a few of their P.P.E. and the Dwarven survivors would get assistance off the world (magic low on world and hard to open gates). Thats when a scout party of a Lizardman type of race asked (dwarven tongues magic) if the Star Riders could teach them how to use the fire (matches) saying that the cold gets worse each season. The Lizards said that they could offer food, weapons, or anything the Star Riders wanted. Shena and the Dwarven Leaders after some questions and psionic probes realized these Beings had no magic, limited psionics and stone age techology level...so, a plan was developed to Benefit all. The process took two years to complete but the benefits were amazing the population grow to 2000 to 12,000 in no time with the mastery of Fire, about 120 Lizards teached in basic magic (fire and healing spells), and tech/science raised to middle ages...Each adult and child donated to an average of 2 PPE to the Astral Lord (24K total). Also, the Dwarves trained the Lizards in mining ore and steel making. The Dwarves got many gemstones (worth about 34 million). Everyone was pleased with what happened...and as Shena used her Astral Realm to make a gate to world. The Lizards told the Star Riders to please spread their gifts to other children of the Cosmo...Shena and the Dwarven Leaders looked at each other and know that they had something good!!
------------------------------
Shena and the Dwarven Masters (23 total)
and have recruited others to "help" the the Children of the Cosmo
8 Astral Realm Makers
5 Machine People
2 Warlocks
6 Invincible Guardsman (Rogues)
1 Mechaniod Brain AbM
1 Mechaniod Runner AbM
1 Hatchling Horned Dragon
3 Whale Pneuma-Biform
2 Temporal Raiders
3 Herbalists
2 TW-Wizards
and
1 Dream Maker
----------------------------------------------------------
F.A.R. R.O.A.D. Inc
Purpose and goals: to help upgrade civilizations for a donation of the worlds gross income for a certain time period and a % of P.P.E. of worlds population.
The organization will "feel" out worlds through Psionics/Magic/and dreams before coming and offering the Deal.
There are 3 deals :
Deal 1: Upgrade Techology to Metal Age
*Renaissance Type
*Steel and Stone Masons
*Black Powder
*Train 24 in Basic Arts of Magic in 2-8 years
Deal 2: Upgrade Techology Industrial
*Steam , Electricity, and Solar-Basic
*Air Ships (Balloon)
*Railroad and radio/television
*Guns
*Train 48 in Basic Arts of Magic in 4-10 years
Deal 3: Upgrade Techology Star Rider
*Chemical and Advanced Solar
*Star-Craft able to travel 1/2 light year per hour and chemical drive lasts years.
*Minor Sun techology.
*Advanced Medicine
*Train 96 in Basic Arts of Magic in 6-12 years
Costs of Deals :
Deal 1...15% Gross of world for 100-1000 years and 1 P.P.E. per 4 Being (in their lifetime)
Deal 2...30% Gross of world for 200-2000 years and 1 P.P.E. per 2 Being ( in their lifetime)
Deal 3...45% Gross of world for 400-4000 years and 1 P.P.E. per each Being (in their lifetime--must only give once in their lifespan)
The costs are high but instant reward is extremely great. The Three Galaxies is a create location for its many worlds.
**The Deal can also be made forever...for a lower %: A Mineral Humaniod Beings selected Deal 2: Upgrade Techology Industrial but asked if F.A.R. R.O.A.D. Inc would take less but over more time....after 2 weeks of talks a deals was made. 10% of gross and 2 PPE per Being in their lifetime also F.A.R. R.O.A.D. Inc will be Advisor to The Earthens ( Population 4200 currently).
---------------------------------------------------------------
Well that may basic Idea so far. Post your thoughts and ideas to expand company but remember...limiting magic and techology (just offering enough to Make the offer amazing).
--I'll Post Stats for some of the group and techologies they offer..later--
Last edited by Astral Pantheon on Sat Dec 22, 2007 1:44 am, edited 3 times in total.
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
Daymn!!!!
You has the kung-fu!
I humbly tip my hat to you sir. Jolly good show, what!
You has the kung-fu!
I humbly tip my hat to you sir. Jolly good show, what!
Bind the body to the opened mind
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
Bind the body to the opened mind
I dream of towers in a world consumed
A void in the sentient sky
I dream of fissures across the moon
Leaves of the lotus rise
~Dream Again By Miracle of Sound
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
- Astral Pantheon
- Adventurer
- Posts: 477
- Joined: Tue May 22, 2007 1:33 am
- Location: My Own Astral Kingdom
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
- taalismn
- Priest
- Posts: 48637
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Four words to describe thos...
Screw The Prime Directive
Excellent idea...short, concise, world-changing...
Screw The Prime Directive
Excellent idea...short, concise, world-changing...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
At least these people aren't the FOP. So those rukles don't apply.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."
"As you will it, your Grace."
HH....FIE
- Astral Pantheon
- Adventurer
- Posts: 477
- Joined: Tue May 22, 2007 1:33 am
- Location: My Own Astral Kingdom
Well, heres a little information on Deal 3: Upgrade Techology Star Rider package.
----------------------------------------------------
FR Sun Sword
Creates a blade of sun energy.
Chemical Cell (4-9 minutes of charge)
Weight: 3 Ib hilt
MDC of Sword Hilt: 18
Mega-Damage: 2d8 MD (4D8 hp vs vampires) even (immune to heat/energy still take 1d8 MD)
Activate Sword: 2.5 Feet light blade
Cost to Make: 24,000 credits
FR Sun Pistol
creates a sun blast of energy.
Chemical Cell: 8-18 shots (Yes, varies with use)
Weight: 5 Ib hilt
MDC of Pistol: 30
Mega-Damage: 2d6 MD (4D6 hp vs vampires) even (immune to heat/energy still take 1d6 MD)
Range: 1000 feet (305 m)
Rate of Fire: Equal to shooters Hand to Hand attacks
Cost to Make: 28,000 credits
FR Sun Rifle
creates a sun blast of energy.
Chemical Cell: 12-27 shots (Yes, varies with use)
Weight: 9.5 Ib hilt
MDC of Rifle: 57
Mega-Damage: 4d6 MD (8D6 hp vs vampires) even (immune to heat/energy still take 2d6 MD)
Range: 2000 feet (610 m)/+2 strike sniper targeting
Rate of Fire: Equal to shooters Hand to Hand attacks
Cost to Make: 36,000 credits
FR Sun Cannon
creates a massive sun blast of energy.
Chemical Cell: 1-4 shots
Weight: 19 Ib hilt
MDC of Rifle: 104
Mega-Damage: 1d6x10 MD (2d6x10 hp vs vampires) even (immune to heat/energy still take 5d6 MD)
Area of Effect: 10 foot (3 m) radius
Range: 500 feet (152.5m)
Rate of Fire: 2 shoots per melee
Cost to Make: 54,000 credits
FR Star Rider Power Armor
unique armor for multiple uses even for working on the Sun!!
Chemical/Solar/Heat Cell: 6-12 minutes but if standing in sunlight, heat producing area or on the sun...3 to 6 hours before new chemicals are needed.
MDC by Location:
Head-70
Shoulders(2)-100
Arms(2+ as race)-130
Legs(2+ as race)-150
*Main Body-360
*If destroyed then shut down armor...useless.
Running: 35 mph (56.3km)-doesn't tire pilot but increase to 70 mph (112.6km) standing in sunlight, heat producing area or on the sun.
Armor PS (Supernatural) 16 but increase to 32 (when standing in sunlight, heat producing area or on the sun.
Light Filter: Can even in the brightst light or on the sun.
Air Supply/Filter: About 4 hours max
Special Feature: Impervious to Heat, Plasma, Gravity/Pressure and Sun Energy (magic fire 1/2 damage); it should be noted...if any part of the suit gets a hole it it while on a star...the Being inside will suffer full effects/damage.
Height/Width/Length: add 2 feet to Beings size (All around)
Weight: 2100 Ib
Total Cost to Build: 3.6 million credits
FR Star Rider Jumper
A small fighter/scout ship able to survive in space.
Crew: 2 Beings
MDC by Location:
Pilot & Gunner Reinforced Compartment-100
*Main Body-225
Side Mounted Tri-Sun Blasters(2)-80
If destroyed then shut down Jumper...eject Pilot& Gunner Pod.
Flight: Mach 10 in atmosphere and 1/2 light year per hour in Space.
The Star rider is also: impervious to Heat, Plasma, Gravity/Pressure and Sun Energy (magic fire 1/2 damage).
Super Chemical Cell Drive: 5-12 days
Life Support and Food: 6 days supply
Height: 16 ft
width: 36ft
length: 48ft
weight: 12 tons
Tri-Sun Blasters (2)
Mega-Damage: 12d6 MD (24D6 hp vs vampires) even (immune to heat/energy still take 6d6 MD)...Destroy 1 Tri-Blaster and cut damage in half.
Range: 2000 feet (610 m)/ 10k ft (3050m) in space
Rate of Fire: Equal to shooters Hand to Hand attacks
Unlimited Payload as long as Super Cell Still has Power.
Total Cost: 48 million Credits
FR Star Rider Crusier
For exploration of space.
Crew:390 (can be 60-80 beings or a few in emergency but problems every 6d6 minutes)
MDC by Location:
Main Sun Super Cannon-2800
(12)Tri-Sun Blasters with shielding-280 each
*Main Ultimate Chemical Drive-8000
Hanger Bay-6000
*Main Body-24,000
Bridge-8000
*If destroyed then shut down.
Star Drive: 1/3 light year per hour
Main Ultimate Chemical Drive: 6-12 years (can use chemical drive to charge/filter chemical drives in weapons to Jumpers but will drain time off ship engine. Example 4 Jumpers recharged to (rolled) 5 days, 8 days, 9 days and 12 days equal 34 days off lifespan of Engine.
Life Support and Food: For 2 year supply
The Star rider is also: Impervious to Heat, Plasma, Gravity/Pressure and Sun Energy (magic fire 1/2 damage).
Weapons:
Tri-Sun Blasters (12)
Mega-Damage: 6d6 MD (12D6 hp vs vampires) even (immune to heat/energy still take 3d6 MD) for each Tri Blaster
Range: 10k ft (3050m) in space
Rate of Fire: Equal to shooters Hand to Hand attacks
Unlimited Payload as long as Engine Still has Power.
Main Sun Super Cannon
Mega-Damage: 2d6x100 MD (4d6x100 hp vs vampires) even (immune to heat/energy still take 1d6x100 MD)
Area of Effect: 60 foot (18 m) radius
Range: 30k ft (9150m) in space
Rate of Fire: 1 shoots per melee
Height:180ft
width: 300ft
length: 900ft
Weight: 180K tons (must be built in space/not designed atmosphere use)
Cargo: up to 15K tons
Total Cost: 800 million
((A special note the Main Ultimate Chemical Drive only cost about 20 million for F.A.R. R.O.A.D. Inc to make....most other advanced civilizations could make for 8-24 million but would need to invest 120-180 billion to get operational {There won't be may if any takers}. The F.A.R. R.O.A.D. Inc sells New FR Main Ultimate Chemical Drive for 30 million to their "Friends"))
More on the way...stay tuned and keep posting.
----------------------------------------------------
FR Sun Sword
Creates a blade of sun energy.
Chemical Cell (4-9 minutes of charge)
Weight: 3 Ib hilt
MDC of Sword Hilt: 18
Mega-Damage: 2d8 MD (4D8 hp vs vampires) even (immune to heat/energy still take 1d8 MD)
Activate Sword: 2.5 Feet light blade
Cost to Make: 24,000 credits
FR Sun Pistol
creates a sun blast of energy.
Chemical Cell: 8-18 shots (Yes, varies with use)
Weight: 5 Ib hilt
MDC of Pistol: 30
Mega-Damage: 2d6 MD (4D6 hp vs vampires) even (immune to heat/energy still take 1d6 MD)
Range: 1000 feet (305 m)
Rate of Fire: Equal to shooters Hand to Hand attacks
Cost to Make: 28,000 credits
FR Sun Rifle
creates a sun blast of energy.
Chemical Cell: 12-27 shots (Yes, varies with use)
Weight: 9.5 Ib hilt
MDC of Rifle: 57
Mega-Damage: 4d6 MD (8D6 hp vs vampires) even (immune to heat/energy still take 2d6 MD)
Range: 2000 feet (610 m)/+2 strike sniper targeting
Rate of Fire: Equal to shooters Hand to Hand attacks
Cost to Make: 36,000 credits
FR Sun Cannon
creates a massive sun blast of energy.
Chemical Cell: 1-4 shots
Weight: 19 Ib hilt
MDC of Rifle: 104
Mega-Damage: 1d6x10 MD (2d6x10 hp vs vampires) even (immune to heat/energy still take 5d6 MD)
Area of Effect: 10 foot (3 m) radius
Range: 500 feet (152.5m)
Rate of Fire: 2 shoots per melee
Cost to Make: 54,000 credits
FR Star Rider Power Armor
unique armor for multiple uses even for working on the Sun!!
Chemical/Solar/Heat Cell: 6-12 minutes but if standing in sunlight, heat producing area or on the sun...3 to 6 hours before new chemicals are needed.
MDC by Location:
Head-70
Shoulders(2)-100
Arms(2+ as race)-130
Legs(2+ as race)-150
*Main Body-360
*If destroyed then shut down armor...useless.
Running: 35 mph (56.3km)-doesn't tire pilot but increase to 70 mph (112.6km) standing in sunlight, heat producing area or on the sun.
Armor PS (Supernatural) 16 but increase to 32 (when standing in sunlight, heat producing area or on the sun.
Light Filter: Can even in the brightst light or on the sun.
Air Supply/Filter: About 4 hours max
Special Feature: Impervious to Heat, Plasma, Gravity/Pressure and Sun Energy (magic fire 1/2 damage); it should be noted...if any part of the suit gets a hole it it while on a star...the Being inside will suffer full effects/damage.
Height/Width/Length: add 2 feet to Beings size (All around)
Weight: 2100 Ib
Total Cost to Build: 3.6 million credits
FR Star Rider Jumper
A small fighter/scout ship able to survive in space.
Crew: 2 Beings
MDC by Location:
Pilot & Gunner Reinforced Compartment-100
*Main Body-225
Side Mounted Tri-Sun Blasters(2)-80
If destroyed then shut down Jumper...eject Pilot& Gunner Pod.
Flight: Mach 10 in atmosphere and 1/2 light year per hour in Space.
The Star rider is also: impervious to Heat, Plasma, Gravity/Pressure and Sun Energy (magic fire 1/2 damage).
Super Chemical Cell Drive: 5-12 days
Life Support and Food: 6 days supply
Height: 16 ft
width: 36ft
length: 48ft
weight: 12 tons
Tri-Sun Blasters (2)
Mega-Damage: 12d6 MD (24D6 hp vs vampires) even (immune to heat/energy still take 6d6 MD)...Destroy 1 Tri-Blaster and cut damage in half.
Range: 2000 feet (610 m)/ 10k ft (3050m) in space
Rate of Fire: Equal to shooters Hand to Hand attacks
Unlimited Payload as long as Super Cell Still has Power.
Total Cost: 48 million Credits
FR Star Rider Crusier
For exploration of space.
Crew:390 (can be 60-80 beings or a few in emergency but problems every 6d6 minutes)
MDC by Location:
Main Sun Super Cannon-2800
(12)Tri-Sun Blasters with shielding-280 each
*Main Ultimate Chemical Drive-8000
Hanger Bay-6000
*Main Body-24,000
Bridge-8000
*If destroyed then shut down.
Star Drive: 1/3 light year per hour
Main Ultimate Chemical Drive: 6-12 years (can use chemical drive to charge/filter chemical drives in weapons to Jumpers but will drain time off ship engine. Example 4 Jumpers recharged to (rolled) 5 days, 8 days, 9 days and 12 days equal 34 days off lifespan of Engine.
Life Support and Food: For 2 year supply
The Star rider is also: Impervious to Heat, Plasma, Gravity/Pressure and Sun Energy (magic fire 1/2 damage).
Weapons:
Tri-Sun Blasters (12)
Mega-Damage: 6d6 MD (12D6 hp vs vampires) even (immune to heat/energy still take 3d6 MD) for each Tri Blaster
Range: 10k ft (3050m) in space
Rate of Fire: Equal to shooters Hand to Hand attacks
Unlimited Payload as long as Engine Still has Power.
Main Sun Super Cannon
Mega-Damage: 2d6x100 MD (4d6x100 hp vs vampires) even (immune to heat/energy still take 1d6x100 MD)
Area of Effect: 60 foot (18 m) radius
Range: 30k ft (9150m) in space
Rate of Fire: 1 shoots per melee
Height:180ft
width: 300ft
length: 900ft
Weight: 180K tons (must be built in space/not designed atmosphere use)
Cargo: up to 15K tons
Total Cost: 800 million
((A special note the Main Ultimate Chemical Drive only cost about 20 million for F.A.R. R.O.A.D. Inc to make....most other advanced civilizations could make for 8-24 million but would need to invest 120-180 billion to get operational {There won't be may if any takers}. The F.A.R. R.O.A.D. Inc sells New FR Main Ultimate Chemical Drive for 30 million to their "Friends"))
More on the way...stay tuned and keep posting.
- Astral Pantheon
- Adventurer
- Posts: 477
- Joined: Tue May 22, 2007 1:33 am
- Location: My Own Astral Kingdom
The Legion of Eternal Doom a company within a company.
The idea of giving techology and some mystic training to "Worlds" for % of gross profits and % of PPE of population interested Master Ravan but he see a much greater goals able to be attended.
Ravan (thats All he goes by) was one of Shena's first recruit. In front of the other Astral Lords and Ladies he acts as a novice Astral Creator but he knows every benefit and hazard of the Astral Realms from a strong Foresight (and many beyond) along with his other mystic powers.
Ravan is the one who recruited the Mechaniods and the Invincible Guardsman. They reside within his realm (a small area has been recreated so the Mechaniods can survive outside their suits.
Secretly, Ravan builds an Army of ReDesigned Mechaniod Thinman/Skimmers/Weevils, micro grenades, micro missiles, Dip weapons, U-Rounds and clones of the Guardsman. This army is not for world conquest but Simply as a Merc Company. Yes, thats right a Merc Company (Payment-in out and done until needed again).
Ravan discovered a long time ago that ruling even a small world was a major headache and he had very little time for the good stuff. He loves playing "chess" on a large scale and this is a amazing way to get want he likes. He knows worlds that choose Deal 3 will in time run into trouble with other less "friendly" races of the cosmos and F.A.R. R.O.A.D. Inc will not be equiped to assist a large scale battle. But His Legion will be ready and able to handle many treats or at least buy time for the Worlds.
Ravan has even restored the Dwarven Iron Ship's engine and has 20K PPE (from engine reserves) at his call if the need arises. Ravan also has a portal open to the Garbage Pit (DB7)...recycle process to get almost everything needed.
The Legion of Eternal Doom is the name of his Merc Company. Ravan wanted something that rolled off the tongue and would strike fear in the hearts of their enemy.
(More to Come Soon...Keep Posting.)
The idea of giving techology and some mystic training to "Worlds" for % of gross profits and % of PPE of population interested Master Ravan but he see a much greater goals able to be attended.
Ravan (thats All he goes by) was one of Shena's first recruit. In front of the other Astral Lords and Ladies he acts as a novice Astral Creator but he knows every benefit and hazard of the Astral Realms from a strong Foresight (and many beyond) along with his other mystic powers.
Ravan is the one who recruited the Mechaniods and the Invincible Guardsman. They reside within his realm (a small area has been recreated so the Mechaniods can survive outside their suits.
Secretly, Ravan builds an Army of ReDesigned Mechaniod Thinman/Skimmers/Weevils, micro grenades, micro missiles, Dip weapons, U-Rounds and clones of the Guardsman. This army is not for world conquest but Simply as a Merc Company. Yes, thats right a Merc Company (Payment-in out and done until needed again).
Ravan discovered a long time ago that ruling even a small world was a major headache and he had very little time for the good stuff. He loves playing "chess" on a large scale and this is a amazing way to get want he likes. He knows worlds that choose Deal 3 will in time run into trouble with other less "friendly" races of the cosmos and F.A.R. R.O.A.D. Inc will not be equiped to assist a large scale battle. But His Legion will be ready and able to handle many treats or at least buy time for the Worlds.
Ravan has even restored the Dwarven Iron Ship's engine and has 20K PPE (from engine reserves) at his call if the need arises. Ravan also has a portal open to the Garbage Pit (DB7)...recycle process to get almost everything needed.
The Legion of Eternal Doom is the name of his Merc Company. Ravan wanted something that rolled off the tongue and would strike fear in the hearts of their enemy.
(More to Come Soon...Keep Posting.)
- Astral Pantheon
- Adventurer
- Posts: 477
- Joined: Tue May 22, 2007 1:33 am
- Location: My Own Astral Kingdom
Lenwen wrote:Just dont tell Thundarr the barbarian you took his Sun Sword he might get a bit peeved atcha .. great work tho honestly . Very very interesting .
-Lenwen.
There are a few different sun blades out there. Thats why I put FR Sun Blade (FR for Far Road Inc). But thanks for the comment and post
- Astral Pantheon
- Adventurer
- Posts: 477
- Joined: Tue May 22, 2007 1:33 am
- Location: My Own Astral Kingdom
taalismn wrote:Four words to describe thos...
Screw The Prime Directive
Excellent idea...short, concise, world-changing...
Yes, basically. I didn't think there is any rules in cannon about what F.A.R. R.O.A.D. Inc is doing but I'm sure the Advanced Civilizations would have Laws for trading with lesser beings. I'm sure the F.A.R. R.O.A.D. Inc may even run into trouble with some of the Advanced Civilizations and a Cosmo Knight or two. However, if the beings of the world want the Deal and with the Legion of Eternal Doom as backup...most problems will resolve themselves
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
- taalismn
- Priest
- Posts: 48637
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
The greater civilizations probably condemn FARROAD for what they're doing, but, of course, hire them on the sly to help out worlds laying in the path of other greater galactic civilizations...hedging it's better then to sneak up and make the newly advanced peoples their allies, or at least make sure they make trouble in somebody else's back yard... The TGE finds primitive peoples putting up a fight with unexpected enthusiasm and etchnology...the CCW suddenly finds economic competitors and pirate states where previously they though they had a sector all to themselves.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Aramanthus
- Monk
- Posts: 18712
- Joined: Tue Feb 21, 2006 5:18 am
- Location: Racine, WI
- taalismn
- Priest
- Posts: 48637
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
In fact, the problem with the 'Civilized Cultures' of the THree Galaxies is keeping track of all the various dirty tricks and schemesthey've got going at any one time, in order to maintain a 'civilized' order of things....with the danger of one oblique scheme accidentally stumbling into another initiated by the same people and cancelling each other out, exacerbating the original problem, or making new ones...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Astral Pantheon
- Adventurer
- Posts: 477
- Joined: Tue May 22, 2007 1:33 am
- Location: My Own Astral Kingdom
taalismn wrote:The greater civilizations probably condemn FARROAD for what they're doing, but, of course, hire them on the sly to help out worlds laying in the path of other greater galactic civilizations...hedging it's better then to sneak up and make the newly advanced peoples their allies, or at least make sure they make trouble in somebody else's back yard... The TGE finds primitive peoples putting up a fight with unexpected enthusiasm and etchnology...the CCW suddenly finds economic competitors and pirate states where previously they though they had a sector all to themselves.
Thats about what I was thinking, too
- Astral Pantheon
- Adventurer
- Posts: 477
- Joined: Tue May 22, 2007 1:33 am
- Location: My Own Astral Kingdom
Astral Pantheon wrote:The Legion of Eternal Doom a company within a company.
The idea of giving techology and some mystic training to "Worlds" for % of gross profits and % of PPE of population interested Master Ravan but he see a much greater goals able to be attended.
Ravan (thats All he goes by) was one of Shena's first recruit. In front of the other Astral Lords and Ladies he acts as a novice Astral Creator but he knows every benefit and hazard of the Astral Realms from a strong Foresight (and many beyond) along with his other mystic powers.
Ravan is the one who recruited the Mechaniods and the Invincible Guardsman. They reside within his realm (a small area has been recreated so the Mechaniods can survive outside their suits.
Secretly, Ravan builds an Army of ReDesigned Mechaniod Thinman/Skimmers/Weevils, micro grenades, micro missiles, Dip weapons, U-Rounds and clones of the Guardsman. This army is not for world conquest but Simply as a Merc Company. Yes, thats right a Merc Company (Payment-in out and done until needed again).
Ravan discovered a long time ago that ruling even a small world was a major headache and he had very little time for the good stuff. He loves playing "chess" on a large scale and this is a amazing way to get want he likes. He knows worlds that choose Deal 3 will in time run into trouble with other less "friendly" races of the cosmos and F.A.R. R.O.A.D. Inc will not be equiped to assist a large scale battle. But His Legion will be ready and able to handle many treats or at least buy time for the Worlds.
Ravan has even restored the Dwarven Iron Ship's engine and has 20K PPE (from engine reserves) at his call if the need arises. Ravan also has a portal open to the Garbage Pit (DB7)...recycle process to get almost everything needed.
The Legion of Eternal Doom is the name of his Merc Company. Ravan wanted something that rolled off the tongue and would strike fear in the hearts of their enemy.
(More to Come Soon...Keep Posting.)
Continued.... The Legion of Eternal Doom
Breakdown of Master Ravan's Troops so far and their basic stats (his troops grow day by day).
640 Doom Legion "Guardsman" (modified--see below)--(2400 more every 3 months..ready for action!!)--
1920 Doom Skulls "Thinman" (Modified--See Below)
4800 Doom Zombies (Normal Zombies armed with 60-80 MDC armor and vibro-blades....Shock Troops)
160 Iron Golems (with gemstones)
60 Stone Golems (with gemstones)
5400 "Permanent" Magic Warriors
and Finally,
33,960 Doom Weavers "Skimmers" (Modified--see Below)
--------------------------------------------------------------
Doom Skulls "Thinman" (Modified--See Below)
Designed to appear as a 6 armed skeleton with plate mail giving it Horror Factor of 13 or 15 for more the 2 dozen.
MDC By Location:
Head-90
Arms(6)-45
Legs(2)-75
Main Body-190
Force Field-160 and Recovers 1d6 per melee if reduced to zero then field off online for 6 hours.
Running: 40 mph
Fusion/Fussion Power Source: 1 year Lifespan
Self Destruction if caught or tampered with: 20 ft radius and 1d6x10 MDC
6 Attacks per melee
(6) Modified Sun Sword
Creates a blade of sun energy but purple color (hide the fact it is a sun blade)
Energy feed through Doom Skull
MDC of Sword Hilt: 48
Mega-Damage: 2d8 MD (4D8 hp vs vampires) even (immune to heat/energy still take 1d8 MD)
Activate Sword: 3 Feet light blade
Weight +40% greater
Height:14 ft tall
-2 dodge and +1 parry
**All other stats the same as a Thinman.
Doom Legion "Guardsman" :
This is a lesser form of the Invincible Guardsman.
MDC: PE+40 and 1d6 MDC per level
Recover 2d6 MDC per hour
PS and PE Supernatural
Minimum of any stats IQ to Spd 12
All Have Purple Glowing Eyes (Added as a Joke but the Eyes grow on Ravan and made the Doom Skull Sun Blades color changed to match)
(No APS forms--removed so no one will know its Invincible Guardsman DNA "cloning/alteration")
--One of the Following Powers Given (Same as Inv-Guardsman)--
(50%) Healing Factor {Humaniod Lizard Appearace}
(30%) Flight {Humaniod Blue Skin}
(15%) Prowess Increase {Feline Humaniod Race with tail}
(5%) Psionic Powers {Hairless Red Humaniod race with 60% larger skull}
All starting Skills +20% (Programmed Memory)
**Everything Else is same as Invincible Guardsman
Magic Warriors of Doom
Same as Magic Warrior (Remains until Zero MDC)
Size 4 feet (1.2 m) tall
MDC 140
**All other stats are the same as Magic Warrior Spell
and Finally, the Heart, Soul and Fear of The Legion of Eternal Doom
33,960 Doom Weavers "Skimmers"
Not Just Redesigned but transformed into a flying, diving, and destroying machine. Built in micro-missle/grenade lauchers/DIPS or U-rounds and Sonic Disruption beams.
MDC by Location:
Main Body-180
Anti-Gravity Engine (Rear)-90
Microwave Beam (Noise of Craft)-30
Built in Launchers(2)-40 each
Duel Force Field System-240 MDC and Recover 2d6 per melee if reduced to zero then field off online for 6 hours. While Field up can only fire Sonic gun (missile-field must be down)
Flight: 280 mph Anti-gravity (In air or under water- unlimited depth) also able to work in the void of space.
Fusion/Fussion Power Source: 6 month Lifespan
Self Destruction if caught or tampered with: 10 ft radius and 5d6 MDC
8 Attacks per melee
AI-IQ equal to 16
+4 initiative
+6 dodge while in flight
Fearless (worthy Note)
+8 Strike (targeting)
Advanced radar, sensors, and amazing cloaking techology (even other advance techology cannot see nor sense this Flying Machines. However, the Machines can be seen with a normal eye just not a techo one.)
Weapons:
(I don't feel like re-typing all the information so bare with me)
Sonic Beam equal to the Sonic Disrupter Pistol--Villians Unlimited Pg187 (range increase to 600 ft)
Adaptable Launchers: (Varies with ammo)
Micro-Missiles (Smaller than Shotgun Round) Payload 480 (varies types)
Or
240 U-Rounds-1d4 MDC each (Works great verse regenerating foes)
or
120 DIPS-or Freezing round techology
or
80 Goblin Grenades (TW-Any Type)
Size and Weight about: +40% more than Skimmers
Master Ravan will against powerful foes send the Fleet in attack waves. He loves freezing whole City in its place then sending "Shock Troops-Zombies in".
Don't forget these work underwater and in space (Few places to Run)
(More still to come...Stay tune)
------------------------------------------------------
(Sneak Peak-
Shena: "So, where do you come from Ravan?"
Ravan: "A World."
Shena: Looked at Ravan Puzzled.."A World?"
Ravan: Looks through his Metal Masked at Shena and places his gloved hand over his face in disbelief.."The megaverse has many Worlds as you should know but I come from one World not too far away. But it has changed so very much since I been away."
Shena: She hated Ravan for being a pain but was interested..."So, How long has been since you been home?"
Ravan: "A little more then little and less then a lot."
Shena: "Can't you just give a straight answer?"
Ravan: "A few Thousand years, give or take a hundred or so."
Shena:
More to Come.)
Last edited by Astral Pantheon on Fri Dec 21, 2007 11:33 pm, edited 2 times in total.
- taalismn
- Priest
- Posts: 48637
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Excellent!
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Astral Pantheon
- Adventurer
- Posts: 477
- Joined: Tue May 22, 2007 1:33 am
- Location: My Own Astral Kingdom
F.A.R. R.O.A.D. Inc
Leader: Shena Loren (F) Elf 14th level Astral Lord
N0#2:Sharm Coalbreath (M) Dwarf 12th level Rune Smith
Astral Mages and Lords:
NightHowler (M) Dragon Wolf 4th level Astral Mage
Jazmin Moonstone (F) Rahu-man 6th level Astral Lord
Sssed Ssorin (M) Lizard Mage 10th level Astral Mage & 8th level Stone Master
Halla (F) Ki-Lin 5th level Astral Mage
Mek Loww (either) Changling 6th level Astral Mage
Garr Leshtin (M) Altered Human (BW-MDC120,PS supernatural,&stats) 3rd level Astral Mage
Talin Redwind (F) Sphinx 3rd Level Astral Mage & 2nd Level Techo-Wizard
Ravan [Last Name: Raynn] (M) 7th Time Refined Aberrant Immortal
--------------------------------------------------------------------
A Little Extra for The Legion of Eternal Doom:
Eternal Doon Destroyer
Space Battleship.
Crew: 1920 (can be 80-120 beings or a few in emergency but problems every 2d6 minutes)
MDC by Location:
Main Sun Super Cannon-12000
(36)Tri-Sun Blasters with shielding-840 each
*Main Engine Mechaniod Crystal-20000
*Main Body-64,000
Bridge-16000
Variable Force Fields-20,000 and recover 1d4x10 per melee ( if reduced to zero then field off online for 12 hours.
*If destroyed then shut down.
Star Drive: 20 light year per hour
Lifespan of Engine: 82 years
Life Support and Food: No Life Support nor Food on Ship
The Ship is also: Impervious to Heat, Cold, Plasma, Gravity/Pressure and Sun Energy (even vs Magic Fire).
Weapons:
Tri-Sun Blasters (36) Purple color
Mega-Damage: 6d6 MD (12D6 hp vs vampires) even (immune to heat/energy still take 3d6 MD) for each Tri Blaster
Range: 20k ft (6100m) in space
Rate of Fire: Equal to shooters Hand to Hand attacks
Unlimited Payload as long as Engine Still has Power.
Main Sun Super Cannon-Purple
Mega-Damage: 6d6x100 MD (12d6x100 hp vs vampires) even (immune to heat/energy still take 3d6x100 MD)
Area of Effect: 90 foot (27 m) radius
Range: 60k ft (18300m) in space
Rate of Fire: 1 shoots per melee
Advanced radar, sensors, and amazing cloaking techology (even other advance techology cannot see nor sense this Flying Machines. However, the Machines can be seen with a normal eye just not a techo one.)
(Built in) Self Destruction: 2.5 mile radius blast & 2d6x1000 MD Damage to all within the blast
"Ship" protected verse unwanted Teleport/Temporal/and D-Gate Spells to Techology.
Height:540ft
width: 900ft
length: 1800ft
Weight: 480K tons (must be built in space/not designed atmosphere use)
Cargo: 6400 Weavers (Doom Weaver 6400 {doesn't count to the 33K= total})...Build 80 New per months on ship with materials present.
Total Cost: Billions and Billions..Not for Sale.
((More still to come...But I'll be working 12 hour shifts this week...I'll try posting after work...Stay tune and Merry X-MAS!!!))
Leader: Shena Loren (F) Elf 14th level Astral Lord
N0#2:Sharm Coalbreath (M) Dwarf 12th level Rune Smith
Astral Mages and Lords:
NightHowler (M) Dragon Wolf 4th level Astral Mage
Jazmin Moonstone (F) Rahu-man 6th level Astral Lord
Sssed Ssorin (M) Lizard Mage 10th level Astral Mage & 8th level Stone Master
Halla (F) Ki-Lin 5th level Astral Mage
Mek Loww (either) Changling 6th level Astral Mage
Garr Leshtin (M) Altered Human (BW-MDC120,PS supernatural,&stats) 3rd level Astral Mage
Talin Redwind (F) Sphinx 3rd Level Astral Mage & 2nd Level Techo-Wizard
Ravan [Last Name: Raynn] (M) 7th Time Refined Aberrant Immortal
--------------------------------------------------------------------
A Little Extra for The Legion of Eternal Doom:
Eternal Doon Destroyer
Space Battleship.
Crew: 1920 (can be 80-120 beings or a few in emergency but problems every 2d6 minutes)
MDC by Location:
Main Sun Super Cannon-12000
(36)Tri-Sun Blasters with shielding-840 each
*Main Engine Mechaniod Crystal-20000
*Main Body-64,000
Bridge-16000
Variable Force Fields-20,000 and recover 1d4x10 per melee ( if reduced to zero then field off online for 12 hours.
*If destroyed then shut down.
Star Drive: 20 light year per hour
Lifespan of Engine: 82 years
Life Support and Food: No Life Support nor Food on Ship
The Ship is also: Impervious to Heat, Cold, Plasma, Gravity/Pressure and Sun Energy (even vs Magic Fire).
Weapons:
Tri-Sun Blasters (36) Purple color
Mega-Damage: 6d6 MD (12D6 hp vs vampires) even (immune to heat/energy still take 3d6 MD) for each Tri Blaster
Range: 20k ft (6100m) in space
Rate of Fire: Equal to shooters Hand to Hand attacks
Unlimited Payload as long as Engine Still has Power.
Main Sun Super Cannon-Purple
Mega-Damage: 6d6x100 MD (12d6x100 hp vs vampires) even (immune to heat/energy still take 3d6x100 MD)
Area of Effect: 90 foot (27 m) radius
Range: 60k ft (18300m) in space
Rate of Fire: 1 shoots per melee
Advanced radar, sensors, and amazing cloaking techology (even other advance techology cannot see nor sense this Flying Machines. However, the Machines can be seen with a normal eye just not a techo one.)
(Built in) Self Destruction: 2.5 mile radius blast & 2d6x1000 MD Damage to all within the blast
"Ship" protected verse unwanted Teleport/Temporal/and D-Gate Spells to Techology.
Height:540ft
width: 900ft
length: 1800ft
Weight: 480K tons (must be built in space/not designed atmosphere use)
Cargo: 6400 Weavers (Doom Weaver 6400 {doesn't count to the 33K= total})...Build 80 New per months on ship with materials present.
Total Cost: Billions and Billions..Not for Sale.
((More still to come...But I'll be working 12 hour shifts this week...I'll try posting after work...Stay tune and Merry X-MAS!!!))
- taalismn
- Priest
- Posts: 48637
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Ah! When you have dimensional terrors like the Mechanoids, expect to see people salvage their tech...sometimes diasterously, as with the nanoplague that swept Shandara system...or to good effect, as with these techno-mercs...
In other words..great work!
In other words..great work!
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Astral Pantheon
- Adventurer
- Posts: 477
- Joined: Tue May 22, 2007 1:33 am
- Location: My Own Astral Kingdom
F.A.R. R.O.A.D Inc
5 Machine People: Engineers 6th to 9th level
2 Warlocks:
Human (M) Air/Fire 6th level
D-Bee(SDC)/(F) Goat Horns and dog tail-Golden Color Earth/Water 4th level
Hatchling Horned Dragon (F) 1st level {37 days old}
6 Invincible Guardsman:
Metal+Healing Factor (F) 7th level
Earth Form+Flight (M) 5th Level
Stone Form+Immune to Psionic (M) 3rd level
Fire Form+Prowess (M) 3rd Level
Crystal Form+Psionics (F) 3rd level
Light Form+PS Boost (M) 2nd level
1 Mechaniod Brain 10th level
1 Mechaniod Runner 8th level
3 Whale Pneuma-Biform:
2 Humpback Whales
*Male 9th level
*Female 6th level
1 Blue Whale (F) 13th level
2 Temporal Raiders: 3rd level and 11th level
3 Herbalists
*Human (F) 4th level
*D-Bee (F) Feline Humaniod 3rd level
*D-Bee (M) Feline Humaniod 7th level
The two D-Bees are married.
2 TW-Wizards: 2 males (Brothers) 8th level each
and
1 Dream Maker: Human (F) 10th level
(More coming......)
5 Machine People: Engineers 6th to 9th level
2 Warlocks:
Human (M) Air/Fire 6th level
D-Bee(SDC)/(F) Goat Horns and dog tail-Golden Color Earth/Water 4th level
Hatchling Horned Dragon (F) 1st level {37 days old}
6 Invincible Guardsman:
Metal+Healing Factor (F) 7th level
Earth Form+Flight (M) 5th Level
Stone Form+Immune to Psionic (M) 3rd level
Fire Form+Prowess (M) 3rd Level
Crystal Form+Psionics (F) 3rd level
Light Form+PS Boost (M) 2nd level
1 Mechaniod Brain 10th level
1 Mechaniod Runner 8th level
3 Whale Pneuma-Biform:
2 Humpback Whales
*Male 9th level
*Female 6th level
1 Blue Whale (F) 13th level
2 Temporal Raiders: 3rd level and 11th level
3 Herbalists
*Human (F) 4th level
*D-Bee (F) Feline Humaniod 3rd level
*D-Bee (M) Feline Humaniod 7th level
The two D-Bees are married.
2 TW-Wizards: 2 males (Brothers) 8th level each
and
1 Dream Maker: Human (F) 10th level
(More coming......)
- Astral Pantheon
- Adventurer
- Posts: 477
- Joined: Tue May 22, 2007 1:33 am
- Location: My Own Astral Kingdom
The Plan
Ravan understands sometimes the megaverse moves slower than expected but he has a Plan. He guided events so that 3 unique beings came to be in the same place at the same time (Another Astral Realm) . Using the Dreamstream and visions he convinced the 3 to start their own Merc Company (and has been getting them select jobs...to increase tension by giving a push here and there). Ravan after all loves a good game of "Chess".
Combined Minds Inc
Home Base: Astral Realm-The Crystal Core
Name-Habit: A Geshalt (9 Minds) "Locked in Combined Form-Experiment" Lean toward Female (6 female and 3 Male)
IQ 48 ME 30 MA 30 PS(Normal)40 PP26 PE 21 PB 27 Spd 26
ISP 1080 (Combined Will equal to 40th Level Crystal Master**) PPE 135 Edit: Not Connected to Realm but Connected to Crystal Tower with the Realm
MDC 474......(SDC Worlds: hp 264 and SDC 210)
**Later Posting (Details and Items)
Jade (F)Free Willed Splugorth Dragon Statue
Can Active Self 4 times per Day
30 minutes per activation
IQ 14 (Remembers being a Dragon...hazy memory)
Made of Blue-Gray Stone lined in Runes
Not Connect to Astral Realm or Crystal Tower
Indestructible
Magic Spells (Each spell usable 3 times per 24 hours equal to 8th level dragon): Shockwave, Negate Magic, Greater Healing, Exorcism, Negate Mechanics, Mental Shock, Lightblade, Ballistic Fire, Animate/Control Dead, Call Lightning, House Of Glass, Escape, Carpet of Adhesion, Magic Net, Wave of Frost and Create Wood.
All others Powers standard for Splugorth Dragon Statue.
and Final 3rd Leader of the Company:
Architect-(M)Modified/Expanded Living Magic R.C.C. 14th level
Was a Metropolis (Legend Spell) that became Aware and formed a body.
PPE 3799(-1 to Astral Realm) IQ 35 ME 29 MA 31 PS 32 PP 30 PE 34 PB 29 Spd 37 Stats are Supernatural MDC 274 (SDC-Medium Magic: Hp 74 & SDC 100..Stats Superhuman then SDC-Low Magic: hp74 & SDC 20...Stats Normal) Recover 4d6 MDC per 10 minutes (Medium Magic: 2d6 hp/or/SDC per 30 minutes and Low Magic Worlds: 1d6 hp/or/SDC per hour
No Connection to Crystal Tower
Ageless (Magic/Energy Being)
Understand And Speak Any Language 90%
Weakness:
Negate Magic (1d6 damage to Living Magic MDC/Hp/SDC and PPE per level of caster)
Anti-Magic Cloud or Anti Magic Void (1d6x10 per melee to Living Magic MDC/Hp/SDC and PPE )
Psi-Stalker (A successful touch drains 30 PPE even through Power Armor)
Spells:
Metropolis, Create Metal, Create Wood, Mend the Broken, Create Water, Wall of Defense, Ironwood, Impenetrable Wall of Force, Enchant Weapon, and Create Zombie (need workers to build his cities).
**Loves Building things.**
All Skills Related to Building Cities at 98%
All Other information same as Living Magic RCC (NB:Glass)
Expanded R.C.C.:
IQ to Spd: 3d6 + level of Spell 1 to 15 (legend 20 extra points!!)
Magic Level......Life
Low...........................Hp 1d6 per level of spell & SDC 1 point per level Spell
Medium.....................Hp 1d6 per Level of Spell & SDC 5 points per level of spell
High (Rifts).........HP 1d6 per lvl spell & SDC 10 pts lvl Spell Combine to make MDC
Recover 4d6 MDC per 10 minutes (Medium Magic: 2d6 hp/or/SDC per 30 minutes and Low Magic Worlds: 1d6 hp/or/SDC per hour
Ageless (Magic/Energy Being)
Understand And Speak Any Language 70%+ lvl of Spell
Weakness:
Negate Magic (1d6 damage to Living Magic MDC/Hp/SDC and PPE per level of caster)
Anti-Magic Cloud or Anti Magic Void (1d6x10 per melee to Living Magic MDC/Hp/SDC and PPE )
Psi-Stalker (A successful touch drains 30 PPE even through Power Armor)
LeveL of Spell................Spells/Powers:............No# Skills
1st to 5th level of spell.................1-2...................................4(1 Second)
6th to 10th level of spell...............3-4...................................6(2 Second)
11th to 15th level of Spell.............5-6..................................8(3 Second)
Legend........................................8....................................10(4 Second)
Unlock a new power at levels 5,10, 15 and 20 associated in some way with spell that created the Living Magic Being.
Gain 1 New Secondary Skill every level (Any)
Use Dragon Experience Table
Magic Level......Power Level
Low........................... Normal
Medium..................... Superhuman
High (Rifts).................Supernatural
Sense Ley Lines and Recharge (On or near Lines--Only)
Magic Level...............Recover Rate
Low............................2 per hour
Medium.......................5 per hour
High...........................10 per hour
All Other information same as Living Magic RCC (NB:Glass)
(More to Come tomorrow on The Company its goals and Plans...Keep the Posts Coming..Merry X-MAS!!)
Ravan understands sometimes the megaverse moves slower than expected but he has a Plan. He guided events so that 3 unique beings came to be in the same place at the same time (Another Astral Realm) . Using the Dreamstream and visions he convinced the 3 to start their own Merc Company (and has been getting them select jobs...to increase tension by giving a push here and there). Ravan after all loves a good game of "Chess".
Combined Minds Inc
Home Base: Astral Realm-The Crystal Core
Name-Habit: A Geshalt (9 Minds) "Locked in Combined Form-Experiment" Lean toward Female (6 female and 3 Male)
IQ 48 ME 30 MA 30 PS(Normal)40 PP26 PE 21 PB 27 Spd 26
ISP 1080 (Combined Will equal to 40th Level Crystal Master**) PPE 135 Edit: Not Connected to Realm but Connected to Crystal Tower with the Realm
MDC 474......(SDC Worlds: hp 264 and SDC 210)
**Later Posting (Details and Items)
Jade (F)Free Willed Splugorth Dragon Statue
Can Active Self 4 times per Day
30 minutes per activation
IQ 14 (Remembers being a Dragon...hazy memory)
Made of Blue-Gray Stone lined in Runes
Not Connect to Astral Realm or Crystal Tower
Indestructible
Magic Spells (Each spell usable 3 times per 24 hours equal to 8th level dragon): Shockwave, Negate Magic, Greater Healing, Exorcism, Negate Mechanics, Mental Shock, Lightblade, Ballistic Fire, Animate/Control Dead, Call Lightning, House Of Glass, Escape, Carpet of Adhesion, Magic Net, Wave of Frost and Create Wood.
All others Powers standard for Splugorth Dragon Statue.
and Final 3rd Leader of the Company:
Architect-(M)Modified/Expanded Living Magic R.C.C. 14th level
Was a Metropolis (Legend Spell) that became Aware and formed a body.
PPE 3799(-1 to Astral Realm) IQ 35 ME 29 MA 31 PS 32 PP 30 PE 34 PB 29 Spd 37 Stats are Supernatural MDC 274 (SDC-Medium Magic: Hp 74 & SDC 100..Stats Superhuman then SDC-Low Magic: hp74 & SDC 20...Stats Normal) Recover 4d6 MDC per 10 minutes (Medium Magic: 2d6 hp/or/SDC per 30 minutes and Low Magic Worlds: 1d6 hp/or/SDC per hour
No Connection to Crystal Tower
Ageless (Magic/Energy Being)
Understand And Speak Any Language 90%
Weakness:
Negate Magic (1d6 damage to Living Magic MDC/Hp/SDC and PPE per level of caster)
Anti-Magic Cloud or Anti Magic Void (1d6x10 per melee to Living Magic MDC/Hp/SDC and PPE )
Psi-Stalker (A successful touch drains 30 PPE even through Power Armor)
Spells:
Metropolis, Create Metal, Create Wood, Mend the Broken, Create Water, Wall of Defense, Ironwood, Impenetrable Wall of Force, Enchant Weapon, and Create Zombie (need workers to build his cities).
**Loves Building things.**
All Skills Related to Building Cities at 98%
All Other information same as Living Magic RCC (NB:Glass)
Expanded R.C.C.:
IQ to Spd: 3d6 + level of Spell 1 to 15 (legend 20 extra points!!)
Magic Level......Life
Low...........................Hp 1d6 per level of spell & SDC 1 point per level Spell
Medium.....................Hp 1d6 per Level of Spell & SDC 5 points per level of spell
High (Rifts).........HP 1d6 per lvl spell & SDC 10 pts lvl Spell Combine to make MDC
Recover 4d6 MDC per 10 minutes (Medium Magic: 2d6 hp/or/SDC per 30 minutes and Low Magic Worlds: 1d6 hp/or/SDC per hour
Ageless (Magic/Energy Being)
Understand And Speak Any Language 70%+ lvl of Spell
Weakness:
Negate Magic (1d6 damage to Living Magic MDC/Hp/SDC and PPE per level of caster)
Anti-Magic Cloud or Anti Magic Void (1d6x10 per melee to Living Magic MDC/Hp/SDC and PPE )
Psi-Stalker (A successful touch drains 30 PPE even through Power Armor)
LeveL of Spell................Spells/Powers:............No# Skills
1st to 5th level of spell.................1-2...................................4(1 Second)
6th to 10th level of spell...............3-4...................................6(2 Second)
11th to 15th level of Spell.............5-6..................................8(3 Second)
Legend........................................8....................................10(4 Second)
Unlock a new power at levels 5,10, 15 and 20 associated in some way with spell that created the Living Magic Being.
Gain 1 New Secondary Skill every level (Any)
Use Dragon Experience Table
Magic Level......Power Level
Low........................... Normal
Medium..................... Superhuman
High (Rifts).................Supernatural
Sense Ley Lines and Recharge (On or near Lines--Only)
Magic Level...............Recover Rate
Low............................2 per hour
Medium.......................5 per hour
High...........................10 per hour
All Other information same as Living Magic RCC (NB:Glass)
(More to Come tomorrow on The Company its goals and Plans...Keep the Posts Coming..Merry X-MAS!!)
Last edited by Astral Pantheon on Mon Dec 24, 2007 12:42 am, edited 1 time in total.
- taalismn
- Priest
- Posts: 48637
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Looking upon these guys, I know fear...
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Astral Pantheon
- Adventurer
- Posts: 477
- Joined: Tue May 22, 2007 1:33 am
- Location: My Own Astral Kingdom
Astral Pantheon wrote:The Plan
Ravan understands sometimes the megaverse moves slower than expected but he has a Plan. He guided events so that 3 unique beings came to be in the same place at the same time (Another Astral Realm) . Using the Dreamstream and visions he convinced the 3 to start their own Merc Company (and has been getting them select jobs...to increase tension by giving a push here and there). Ravan after all loves a good game of "Chess".
Combined Minds Inc
Home Base: Astral Realm-The Crystal Core
Name-Habit: A Geshalt (9 Minds) "Locked in Combined Form-Experiment" Lean toward Female (6 female and 3 Male)
IQ 48 ME 30 MA 30 PS(Normal)40 PP26 PE 21 PB 27 Spd 26
ISP 1080 (Combined Will equal to 40th Level Crystal Ecto Plasma Master**) PPE 135 Edit: Not Connected to Realm but Connected to Crystal Tower with the Realm
MDC 474......(SDC Worlds: hp 264 and SDC 210)
**Later Posting (Details and Items)
Jade (F)Free Willed Splugorth Dragon Statue
Can Active Self 4 times per Day
30 minutes per activation
IQ 14 (Remembers being a Dragon...hazy memory)
Made of Blue-Gray Stone lined in Runes
Not Connect to Astral Realm or Crystal Tower
Indestructible
Magic Spells (Each spell usable 3 times per 24 hours equal to 8th level dragon): Shockwave, Negate Magic, Greater Healing, Exorcism, Negate Mechanics, Mental Shock, Lightblade, Ballistic Fire, Animate/Control Dead, Call Lightning, House Of Glass, Escape, Carpet of Adhesion, Magic Net, Wave of Frost and Create Wood.
All others Powers standard for Splugorth Dragon Statue.
and Final 3rd Leader of the Company:
Architect-(M)Modified/Expanded Living Magic R.C.C. 14th level
Was a Metropolis (Legend Spell) that became Aware and formed a body.
PPE 3799(-1 to Astral Realm) IQ 35 ME 29 MA 31 PS 32 PP 30 PE 34 PB 29 Spd 37 Stats are Supernatural MDC 274 (SDC-Medium Magic: Hp 74 & SDC 100..Stats Superhuman then SDC-Low Magic: hp74 & SDC 20...Stats Normal) Recover 4d6 MDC per 10 minutes (Medium Magic: 2d6 hp/or/SDC per 30 minutes and Low Magic Worlds: 1d6 hp/or/SDC per hour
No Connection to Crystal Tower
Ageless (Magic/Energy Being)
Understand And Speak Any Language 90%
Weakness:
Negate Magic (1d6 damage to Living Magic MDC/Hp/SDC and PPE per level of caster)
Anti-Magic Cloud or Anti Magic Void (1d6x10 per melee to Living Magic MDC/Hp/SDC and PPE )
Psi-Stalker (A successful touch drains 30 PPE even through Power Armor)
Spells:
Metropolis, Create Metal, Create Wood, Mend the Broken, Create Water, Wall of Defense, Ironwood, Impenetrable Wall of Force, Enchant Weapon, and Create Zombie (need workers to build his cities).
**Loves Building things.**
All Skills Related to Building Cities at 98%
All Other information same as Living Magic RCC (NB:Glass)
Expanded R.C.C.:
IQ to Spd: 3d6 + level of Spell 1 to 15 (legend 20 extra points!!)
Magic Level......Life
Low...........................Hp 1d6 per level of spell & SDC 1 point per level Spell
Medium.....................Hp 1d6 per Level of Spell & SDC 5 points per level of spell
High (Rifts).........HP 1d6 per lvl spell & SDC 10 pts lvl Spell Combine to make MDC
Recover 4d6 MDC per 10 minutes (Medium Magic: 2d6 hp/or/SDC per 30 minutes and Low Magic Worlds: 1d6 hp/or/SDC per hour
Ageless (Magic/Energy Being)
Understand And Speak Any Language 70%+ lvl of Spell
Weakness:
Negate Magic (1d6 damage to Living Magic MDC/Hp/SDC and PPE per level of caster)
Anti-Magic Cloud or Anti Magic Void (1d6x10 per melee to Living Magic MDC/Hp/SDC and PPE )
Psi-Stalker (A successful touch drains 30 PPE even through Power Armor)
LeveL of Spell................Spells/Powers:............No# Skills
1st to 5th level of spell.................1-2...................................4(1 Second)
6th to 10th level of spell...............3-4...................................6(2 Second)
11th to 15th level of Spell.............5-6..................................8(3 Second)
Legend........................................8....................................10(4 Second)
Unlock a new power at levels 5,10, 15 and 20 associated in some way with spell that created the Living Magic Being.
Gain 1 New Secondary Skill every level (Any)
Use Dragon Experience Table
Magic Level......Power Level
Low........................... Normal
Medium..................... Superhuman
High (Rifts).................Supernatural
Sense Ley Lines and Recharge (On or near Lines--Only)
Magic Level...............Recover Rate
Low............................2 per hour
Medium.......................5 per hour
High...........................10 per hour
All Other information same as Living Magic RCC (NB:Glass)
(More to Come tomorrow on The Company its goals and Plans...Keep the Posts Coming..Merry X-MAS!!)
Continued... Combined Minds Inc
The three each wish to affect the megaverse in a way that no matter how much time pass everyone will remember the name Combined Minds Inc and its Founding Three Members. They believe it doesn't matter which side wins in the end because in time all things are forgotten or written by the Winners. Combined Minds Inc not only wants to be those winners but to be Remembered as the Greatest Winners of All Time. (Ravan only had to give a little push here and there...The Three went from wanting to be Champions to the desire of becoming Legends!!)
Habit and The Crystal Tower
100 million MDC (SDC Worlds: 100 Million AR18)
ISP 1 billion storage Maximum-Currently:2,243,540
(Gain 4000 ISP per night...From D-Bees of the Crystal Realm)
All Standard Powers of a Crystal Tower (See Island at Edge of the World)
**Expanded Powers**
--Dimensional Contact (Telepathy) Any Dimension to a Specific Being ISP 250
--Dimensional Teleport (other or object-willing) ISP 1000 1 Being or 2000Ib
Creation of three Unique Crystal and Ecto Plasma Entity Items:
CM-Crystal Ecto Plasma Entity Hilt: 250 MDC (SDC Worlds: 250SDC AR18 )
Inside Hilt is a Ecto Plasma Entity that manpulates Ecto Plasma to form any weapon needed. Sword, Axe, Staff, Whip* and even a **bow by using some of the Bonded Users lifeforce (hp-direct or MDC as the case may be.
Activate: Drain 9 hp (or 90 MDC....much harder on MDC then SDC)...hp and MDC recover normally
Duration: 40 melees per activation
Melee Weapon Form: 4d6x10 MDC and +2 strike/parry
**Bow: Range 1200ft-2d6x10 MDC and Save vs Psychic (Knockback 2d6 feet)---a small note: even a bonded child with PS 3 could pull Ecto Plasma String Back and Lauch Ecto Arrow 1200 feet effortlessly
*Whip: 40 feet Reach-1d6x10 MDC plus Save vs Psychic (Stun 2 melee rounds)
Shield Ecto Plasm: 200 MDC (SDC Worlds:200 SDC) and +4 parry
Special and Side Effects:
Repair Hilt 2hp(20 MDC) repairs 1 MDC (SDC)
*Permanent Bond with first "feeder/user" of hilt...no other can use.
*Will Teleport to Back to Bonded (-50 MDC/SDC off hilt per use)
*If hilt Destroyed Bonded Permanently losses 5hp (or 50 MDC) and weaken for 5d6 days (half Attacks, bonus, and physical stats)
*If Bonded Dies then the Hilt turns into crystal dust releasing the Ecto Plasma Entity (its power is affected by the level of the dead bonded)
{I'll Post Ecto Plasma Entity later}
Market Value of Hilt: 40+ Million Credits...Not Currently on Market.
CM-Crystal Ecto Plasma Entity Amulet
MDC 100 (SDC Worlds: 100 SDC AR 18 )
Inside Hilt is a Ecto Plasma Entity that manpulates Ecto Plasma to form armor around the Bonded.
Activate: Drain 5 hp (or 50 MDC....much harder on MDC then SDC)...hp and MDC recover normally
Duration: 20 melees per activation
Armor (No Prowl Penality & Body Tight/No Weight) 400 MDC (SDC 400 AR14)
i]Special and Side Effects[/i]:
Repair Amulet 2hp(20 MDC) repairs 1 MDC (SDC)
*Permanent Bond with first "feeder/user" of hilt...no other can use.
*Will Teleport to Back to Bonded (-50 MDC/SDC off Amulet per use)
*If Amulet Destroyed Bonded Permanently losses 2hp (or 20 MDC) and weaken for 2d6 days (half Attacks, bonus, and physical stats)
*If Bonded Dies then the Amulet turns into crystal dust releasing the Ecto Plasma Entity (its power is affected by the level of the dead bonded)
{I'll Post Ecto Plasma Entity later}
Market Value of Amulet: 20+ Million Credits...Not Currently on Market.
CB-The Ecto Plasma Entity Crystal Orb (8 inch)
Orb 400MDC (SDC Worlds: 400 SDC AR 18 )
Don't let the Orb fool you. Inside Orb is a Ecto Plasma Entity that manpulates Ecto Plasma to form a Ecto Plasma Ship Around You!! The Ship (Ecto Plasma Egg) can travel on water, underwater, through the Air and even the Void of Space.
Activation: 24 hp (240 MDC)
Duration: 24 hour
Life Support: As Long as MDC Remain
MDC 1000 (SDC 1000)
HP(MDC) Cost...........Type..........Speed of Investment......Duration
1(10)*........................Water................10 mph........................6 hours
2(20)*........................Air.....................mach one....................6 hours
3(30)*........................Space..........1 light year per hour...........6 hours
* Maximum Investment 40 x Any. Example for 40 light years per hour for 6 hours the cost would be 120hp (1200MDC).
Ecto Plasma Blasts (Defense)
1hp(10MDC) per Ecto Blast: 1d4x10 range: 1000ft underwater, 4000Ft Air and 20,000 feet space. +2 to Strike
Special and Side Effects:
Repair Hilt 2hp(20 MDC) repairs 1 MDC (SDC)
*Permanent Bond with first "feeder/user" of Orb...no other can use.
*Will Teleport to Back to Bonded (-50 MDC/SDC off orb per use)
*If Orb Destroyed Bonded Permanently losses 8hp (or 80 MDC) and weaken for 8d6 days (half Attacks, bonus, and physical stats)
*If Bonded Dies then the Orb turns into crystal dust releasing the Ecto Plasma Entity (its power is affected by the level of the dead bonded)
{I'll Post Ecto Plasma Entity later}
Market Value of Orb: ??? Millions....Not Currently for Sale**.
**The Altess Dynasty however has purchased 3 for 100 billion credits after proof the Orb worked (Information about orbs was leaked to the Dynasty by Ravan) and even after all side effects were disclosed. The Altess Dynasty is amazed by this Orbs and WANT MORE!!! Talks are currently underway and the Altess Dynasty is even giving Combined Minds Inc some Merc Contacts in hopes to get MORE Orbs . As a thank you for the Merc Contracts Combined Minds Inc sent one Amulet and one Hilt to The Altess Dynasty.....They WANT MORE of those too. A team of 5 diplomats have come with permission of Combined Minds Inc to keep trade talks and contracts going.
Naruni Enterprises is not please with this Merc/Techology Company (Combined Minds Inc). Naruni Enterprises should get first selection on all New things coming out on the market (Copy then Sell first....This Crystal Magic will not be able copied....Unless Habit teaches what 'she' knows). Naruni Enterprises sent their own diplomats with a divison of Repo Bots...they whole vessel has vanished (Thanks to Ravan's Eternal Doom Ship and Doom Weavers....the ship didn't know what hit it and then it was too late). The Naruni Enterprises is being very cautious about what to do next. Naruni is unsure of the Combined Minds Inc Power and Resources..and believe that Combined Minds Inc Merc Army is much large then earlier estimated.
--------------------------------------------------------------
Astral Realm-Crystal Core:
Architect Connection to Realm
Draw upon 12,000 PPE of the Realm (renews every 12 hours)
**No Techology works here.**
((Arctitect will in his share time be casting spells in order to create more Living Magic Beings to Spread his Glory and Name.))
-More to Come on Realm-
----------------------------------------------------------------
Combined Minds Inc Elite Staff and the Realms 4000 D-Bees
Sigmund Trinity (m) 3rd level Necromancer/5th Level Witch(Union)
Union is to a Very odd and strange young female Splugorth that doesn't have any kittani, High Lords, Kydian nor Eyes of Eylor (She says they keep staring ar her. Hates humaniod flesh but loves intelligent insects (she loves the taste of the green ones).....More to come Later.
(?) A Suit of Armor: 2 boots, 2 leggings ,2 gauntlets, plate mail, Helm. The remaining place is filled with a green vapor that scatters when hit then reforms instantly afterward. It is able to communicate only through Sign Language but seems to understand what everone is saying.....More to Come Later.
D-Bee: Humaniod Race of Bison} Ordryns R.C.C.
MDC:PEx3+2d6 per level
IQ/ME/MA/PB 2d6+2 PS/PE/Spd 3d6+6 PP 3d6
Supernatural PS & PE (fatigue 1/10th normal)
PPE: 2d6 ISP:ME+2 per level minor psychic
Bio-Regeneration: 2d6 per 10 minutes (Horns/Hair}4d6days)
+ 1 initiative +2 diease and Poison +4 Horror Factor
Skills as a Common Person on non Tech World
Experience Table Mutant
....More the Come Later.
---------------------------------------------------------
Ravan's Big Suprise:
3 Mechaniod Plasma Generators with about 600 years lifespan
Modified into Super Plasma Nova Bombs
90 tons each
800 MDC Each
Effect Same a APS-Fire:Nova with Double Range
Ground Zero 10,000 MDC Damage and See APS-Fire:Nova
*Bombs (may have a spell or two cast on them to insure arrive at target.)
"If you can't beat it, Blow IT UP!!" Legion of Eternal Doom
--More to Come tomorrow--
- taalismn
- Priest
- Posts: 48637
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
(Nervously Regards the Christmas Present Glowing with Cherenkov Radiation...)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
------------
- Astral Pantheon
- Adventurer
- Posts: 477
- Joined: Tue May 22, 2007 1:33 am
- Location: My Own Astral Kingdom
Combined Minds Inc
Ecto Plasma Entity comes from an alternate reality called the Negaverse. Negaverse is small in sized but crammed full of these beings. Habit when 'she' first connected with the Crystal Tower made a mistake "testing" 'her' new powers. As soon as a telepathic dialogue was created an understanding was made. If Habit could create a way for the beings to stay in the megaverse then the Ecto Plasma Beings would assist in any way they can (anything is better then being in a Tuna Can)!!
2000 ISP to allow/teleport one Ecto Plasma Entity into the Megaverse within 40 feet of Habit.
Normal Ecto Plasma Entity R.C.C.
IQ/ME/MA 3d4 each
PS/PP/PE 2d4 each
PB 1d6
Spd Roll on ground-4d6 and Fly-1d6x10
SDC: PE+ 1d6 per level
Attacks per melee: 2
Life Drain: 1d4 hp (or 1d4 MDC)...Counts as ALL actions/attacks for a melee round
*Life drain is the only way Ecto Being can heal (every 2 pt=1 pt healed)
**Must Feed on at least 10 points per week or start to vaporize (4d6 dmg per day after...until 10 points plus 5 pts per day(w/o Bio energy) to stablize Plasma Beiing.
Lifespan: Immortal until killed
Skills: Demon and Monster Lore-88% and Negaverse Lore-98%
Understand and Speak (Limited Telepathy no ISP cost)All Languages 70%
Sense Supernatural Beings: 100 feet per level
Track Supernatural Beings: 44%
Size: 2.5 to 3 feet ball of Ecto Plasma
Weight: 1.25 to 1.5 ounces (Yes, ounces!!)
ISP: ME+ 4 per level
Major: 1 Super and 3 minor
Stats: All Normal level
Immune Same as an Ecto Traveller
Mutant Experience Table
**Can Merge With Crystal (cost for Habit is 1000 to 10000 ISP)**
When the crystal owner dies the Normal Ecto Plasma Entity is transformed and reborn (freed) into the Megaverse. This new Mega Ecto Entity has a humaniod like form (similiar to ex-owner) and greater powers.
Mega Ecto Entity R.C.C.
IQ/ME/MA +1 per point per level of Bonded/Ex-Owner
PS/PP/PE +2 per points per level of Bonded/Ex-Owner
(Supernatural PS & PE)
PB As Owner Race (-1d6 Ecto Plasma Apperance)
Spd Roll on ground +2 per points per level of Bonded/Ex-Owner and Fly +3 per points per level of Bonded/Ex-Owner
MDC: PEx level of Bonded/Ex-Owner plus 2d6 per level
(SDC Worlds: PEx level of Bonded/Ex-Owner plus 2d6 per level)
Attacks per melee: 3
Life Drain: 1d4 hp/MDC} per level of owner (Ex. 5th lvl= 5d4 drain attack)...Counts as ALL actions/attacks for a melee round
*Life drain is the only way Ecto Being can heal (every 2 pt=1 pt healed)
**Must Feed on at least 10*** ( per level of Bonded/Ex-Owner) points per week or start to vaporize (4d6 dmg per day after...until XX*** points plus 10 pts per day(w/o Bio energy) to stablize Plasma Beiing.
Lifespan: Immortal until killed
Skills: Demon and Monster Lore-88% and Negaverse Lore-98%
Gain 1 skill (Any owner Knew)per level of Bonded/Ex-Owner
and Gain 1 secondary ever other level (starting at 2nd)--(Secondary Any)
Understand and Speak (Limited Telepathy no ISP cost)All Languages 70%+ 1% per level of Bonded/Ex-Owner
Sense Supernatural Beings: 1000 feet per level of Owner
Track Supernatural Beings: 88%
Size: As Race of Owner
Weight: 3 to 6 ounces (Yes, ounces!!)
ISP: MEx2+ 10 per level
Master: 3 Super and 9 minor
Stats: All Supernatural
Immune Same as an Ecto Traveller
Mega Being Experience Table
-------------------------------------------------------------
The Ordryns had a powerful vision to travel across their home world and enter the Astral plane to come here. Fresh water and fields of green grass--the elders cried when they first saw their new home. The arrive of the three did not affect the Ordryns as they too were in their vision (all thanks to Ravan). Then tribe is at 4000 (and since nothing ages here...the tribe will remain at 4000). The Ordryns are a peaceful gather and craftmans,-hair & horn weavers-,tribe.
(Ravan's foresight) Each night the Crystal tower drains 1 ISP from each Ordryns within the Realm giving the crystal tower 4000 ISP each and every night.
The Ordryns trade with the Three for exotic things (spices, cloth, ect...)-simple things-....in exchange for Horn and Hair crafts (more later..)
---------------------------------------------------------------------
Sigmund Trinity (m) 3rd level Necromancer/5th Level Witch MDC 933 PPE 1292 ISP 151 IQ 17 ME 23 MA 10 (20 to Utha) PP 26 PE 21 PB 12 Spd 44 PS 56 (SN) Powers as Witch Union (Bio Reg Ability-Pact) with a small collection of skulls (Prized Skull: All Fleshscuplture Spells up to 13th level at 7th level [was a 14th lvl ])
**Constantly talks to himself or if someone was there. Utha talks mentally right back to her favorite "friend". They work on problems even when he sleeps;they are brainstorming. When someone tells him to do something he says, "We're on it!!"
Utha
Splugorth(modified for eating only insects and animal IQ fish)
MDC 8000 Regenerates 1d6x10 per minute ISP 500 PPE 4000 Age 50,843 (truely youthful) IQ 26 ME 20 MA31 PS 33 PP 15 PE 20 PB 6 Spd 11 Bonuses: +3 init - 2 dodge +1 par + 3 HF Tentacles 8 and weight 20 tons Attacks 6 phy or 3 psi or 2 by magic
(Extremely Active in Magic Study) 12th level but lacking in psychic focus 4th level .... Diabolist (with a handful of Naztac Patterns) All other things standard as a Splugorth.
**Was almost killed by her minions over 2000 years ago and since then doesn't have any any kittani, High Lords, Kydian nor Eyes of Eylor---Sig is her first "friend" since that time. The eyes is a nightmare she had when she was in her 10K..that the eyes were watching and sending everything she did to a "Unknown" power...she doesn't want anything to do with them.
She is interested in Three Galaxies (for a power base), Earth for their insects on ice (As she says...Taste is Excellent), and finally, Wormwood (yes, she knows about it.....she really loves the ticks and Leapers.)
In her study of the Arts she has created an amazing tattoo:
Needle with a black ink droplet ready to fall bound by a Golden Chain (Tattoo Binding)
Prevents any additional magic tattoos from working on that being. Additional tattoos are just normal tattoos with no power (Mages and Cyber Knights along with many others would love this tattoo.
Getting the tattoo: Double the Pain and Damage of a Power Tattoo
Thats all for now..more still to come....and
Merry Christmas!!
Ecto Plasma Entity comes from an alternate reality called the Negaverse. Negaverse is small in sized but crammed full of these beings. Habit when 'she' first connected with the Crystal Tower made a mistake "testing" 'her' new powers. As soon as a telepathic dialogue was created an understanding was made. If Habit could create a way for the beings to stay in the megaverse then the Ecto Plasma Beings would assist in any way they can (anything is better then being in a Tuna Can)!!
2000 ISP to allow/teleport one Ecto Plasma Entity into the Megaverse within 40 feet of Habit.
Normal Ecto Plasma Entity R.C.C.
IQ/ME/MA 3d4 each
PS/PP/PE 2d4 each
PB 1d6
Spd Roll on ground-4d6 and Fly-1d6x10
SDC: PE+ 1d6 per level
Attacks per melee: 2
Life Drain: 1d4 hp (or 1d4 MDC)...Counts as ALL actions/attacks for a melee round
*Life drain is the only way Ecto Being can heal (every 2 pt=1 pt healed)
**Must Feed on at least 10 points per week or start to vaporize (4d6 dmg per day after...until 10 points plus 5 pts per day(w/o Bio energy) to stablize Plasma Beiing.
Lifespan: Immortal until killed
Skills: Demon and Monster Lore-88% and Negaverse Lore-98%
Understand and Speak (Limited Telepathy no ISP cost)All Languages 70%
Sense Supernatural Beings: 100 feet per level
Track Supernatural Beings: 44%
Size: 2.5 to 3 feet ball of Ecto Plasma
Weight: 1.25 to 1.5 ounces (Yes, ounces!!)
ISP: ME+ 4 per level
Major: 1 Super and 3 minor
Stats: All Normal level
Immune Same as an Ecto Traveller
Mutant Experience Table
**Can Merge With Crystal (cost for Habit is 1000 to 10000 ISP)**
When the crystal owner dies the Normal Ecto Plasma Entity is transformed and reborn (freed) into the Megaverse. This new Mega Ecto Entity has a humaniod like form (similiar to ex-owner) and greater powers.
Mega Ecto Entity R.C.C.
IQ/ME/MA +1 per point per level of Bonded/Ex-Owner
PS/PP/PE +2 per points per level of Bonded/Ex-Owner
(Supernatural PS & PE)
PB As Owner Race (-1d6 Ecto Plasma Apperance)
Spd Roll on ground +2 per points per level of Bonded/Ex-Owner and Fly +3 per points per level of Bonded/Ex-Owner
MDC: PEx level of Bonded/Ex-Owner plus 2d6 per level
(SDC Worlds: PEx level of Bonded/Ex-Owner plus 2d6 per level)
Attacks per melee: 3
Life Drain: 1d4 hp/MDC} per level of owner (Ex. 5th lvl= 5d4 drain attack)...Counts as ALL actions/attacks for a melee round
*Life drain is the only way Ecto Being can heal (every 2 pt=1 pt healed)
**Must Feed on at least 10*** ( per level of Bonded/Ex-Owner) points per week or start to vaporize (4d6 dmg per day after...until XX*** points plus 10 pts per day(w/o Bio energy) to stablize Plasma Beiing.
Lifespan: Immortal until killed
Skills: Demon and Monster Lore-88% and Negaverse Lore-98%
Gain 1 skill (Any owner Knew)per level of Bonded/Ex-Owner
and Gain 1 secondary ever other level (starting at 2nd)--(Secondary Any)
Understand and Speak (Limited Telepathy no ISP cost)All Languages 70%+ 1% per level of Bonded/Ex-Owner
Sense Supernatural Beings: 1000 feet per level of Owner
Track Supernatural Beings: 88%
Size: As Race of Owner
Weight: 3 to 6 ounces (Yes, ounces!!)
ISP: MEx2+ 10 per level
Master: 3 Super and 9 minor
Stats: All Supernatural
Immune Same as an Ecto Traveller
Mega Being Experience Table
-------------------------------------------------------------
D-Bee: Humaniod Race of Bison} Ordryns R.C.C.
MDC:PEx3+2d6 per level
IQ/ME/MA/PB 2d6+2 PS/PE/Spd 3d6+6 PP 3d6
Supernatural PS & PE (fatigue 1/10th normal)
PPE: 2d6 ISP:ME+2 per level minor psychic
Bio-Regeneration: 2d6 per 10 minutes (Horns/Hair}4d6days)
+ 1 initiative +2 diease and Poison +4 Horror Factor
Skills as a Common Person on non Tech World
Experience Table Mutant
The Ordryns had a powerful vision to travel across their home world and enter the Astral plane to come here. Fresh water and fields of green grass--the elders cried when they first saw their new home. The arrive of the three did not affect the Ordryns as they too were in their vision (all thanks to Ravan). Then tribe is at 4000 (and since nothing ages here...the tribe will remain at 4000). The Ordryns are a peaceful gather and craftmans,-hair & horn weavers-,tribe.
(Ravan's foresight) Each night the Crystal tower drains 1 ISP from each Ordryns within the Realm giving the crystal tower 4000 ISP each and every night.
The Ordryns trade with the Three for exotic things (spices, cloth, ect...)-simple things-....in exchange for Horn and Hair crafts (more later..)
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Sigmund Trinity (m) 3rd level Necromancer/5th Level Witch(Union)
Union is to a Very odd and strange young female Splugorth that doesn't have any kittani, High Lords, Kydian nor Eyes of Eylor (She says they keep staring ar her. Hates humaniod flesh but loves intelligent insects (she loves the taste of the green ones)
Sigmund Trinity (m) 3rd level Necromancer/5th Level Witch MDC 933 PPE 1292 ISP 151 IQ 17 ME 23 MA 10 (20 to Utha) PP 26 PE 21 PB 12 Spd 44 PS 56 (SN) Powers as Witch Union (Bio Reg Ability-Pact) with a small collection of skulls (Prized Skull: All Fleshscuplture Spells up to 13th level at 7th level [was a 14th lvl ])
**Constantly talks to himself or if someone was there. Utha talks mentally right back to her favorite "friend". They work on problems even when he sleeps;they are brainstorming. When someone tells him to do something he says, "We're on it!!"
Utha
Splugorth(modified for eating only insects and animal IQ fish)
MDC 8000 Regenerates 1d6x10 per minute ISP 500 PPE 4000 Age 50,843 (truely youthful) IQ 26 ME 20 MA31 PS 33 PP 15 PE 20 PB 6 Spd 11 Bonuses: +3 init - 2 dodge +1 par + 3 HF Tentacles 8 and weight 20 tons Attacks 6 phy or 3 psi or 2 by magic
(Extremely Active in Magic Study) 12th level but lacking in psychic focus 4th level .... Diabolist (with a handful of Naztac Patterns) All other things standard as a Splugorth.
**Was almost killed by her minions over 2000 years ago and since then doesn't have any any kittani, High Lords, Kydian nor Eyes of Eylor---Sig is her first "friend" since that time. The eyes is a nightmare she had when she was in her 10K..that the eyes were watching and sending everything she did to a "Unknown" power...she doesn't want anything to do with them.
She is interested in Three Galaxies (for a power base), Earth for their insects on ice (As she says...Taste is Excellent), and finally, Wormwood (yes, she knows about it.....she really loves the ticks and Leapers.)
In her study of the Arts she has created an amazing tattoo:
Needle with a black ink droplet ready to fall bound by a Golden Chain (Tattoo Binding)
Prevents any additional magic tattoos from working on that being. Additional tattoos are just normal tattoos with no power (Mages and Cyber Knights along with many others would love this tattoo.
Getting the tattoo: Double the Pain and Damage of a Power Tattoo
Thats all for now..more still to come....and
Merry Christmas!!
- taalismn
- Priest
- Posts: 48637
- Joined: Tue Sep 02, 2003 8:19 pm
- Location: Somewhere between Heaven, Hell, and New England
Thank for the fine presents!
Happy Holidays!
Happy Holidays!
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"
--------Rudyard Kipling
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