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TekhMage

I decided to create my own Tech Mage when everyone else did. Tekh Mage is the result of a unique bond between a magician and an alien cyborg. The magician and the borg devastated an entire city with their combat , and when they were finished, the two combatants each had their own final trump card to play. The magician's was to consume the borg, the borg's was to create electricity and override the magician's energy. By a queer quirk of fate, the magician consumed the cyborg right as the cyborg began the electricity. The bio-feedback loop activated incredible hidden magical potential. The process was extremely painful: the borg's body and the magician's skeleton and magical potential were both warped, stretched, smashed and reformed. The final result was a very large magician.

Tekh Mage now is smug and confident. He consists of real human skin and magical potential around technological skeleton. The power system is a combination of nuclear fusion/power crystals, solar and magic. The fighter has intense technological features to his internal cybernetic body and powerful spells. He can enchant weapons in battle or out of battle; he makes his living by creating collections of rings and other magical items.

TekhMage is, due to his unique body design, a very large person (he doesn't wear cloaks often, so he appears to be some sort of bruiser or bouncer), distinguished by some other features. His smile is enticing, but it's not quite like Thrash's; Thrash is friendly like a friend, while TekhMage is friendly like a salesman. His hair is short and purple (he can change it other colors, but that is his original hair color). He maintains excellent physical condition, so he appears to be a very large, moderately muscled man.

Real Names: Julys Tekhar (the mage's name was Julys Magust and the cyborg's name was merely Tekhar)

Equipment:

Cyborg Body: Note that, due to TekhMage's unique body, TekhMage can assimilate almost any type of cybernetic or bionic. Not that he will; he wants to remain looking human, so most operations will require being done on his internal cybernetic body. He could even get Juicer conversion for his organic part and then get one of his clone bodies when the original dies!

Additional Arms: When TekhMage needs them, additional skin-covered arms (up to 6) pop out. This can be used for a sort of odd greeting or to help the customer. It is also typically used in battle and to cut down on use of spells like Manipulate Objects.

Adjusting Adrenaline: TekhMage can not only adjust his adrenaline levels, but most natural and not-natural processes.

Amplified Hearing: TekhMage has amplified hearing far beyond even typical cybernetics. This is mixed with a sort of pragmatic system to prevent TekhMage from hearing too much to comprehend anything.

Bionic Lung: To enhance TekhMage's already considerable magic capacities to get around breathing, this lung provides 18 hours of internally-delivered oxygen.

Chest Blaster: This blistering multi-energy cannon fires extreme bursts of energy.

Chemical Spray: A spray capable of blasting everything from nerve gas to tear gas to chemical scents and paints.

Climb Cord: TekhMage's climbcord IS his garrote wrist wire. The cord is molecularly adhesive and is 200 feet long. It is made out of an extraordinarily powerful carbon alloy, which allows only about 100 pounds of weight to be contained. The garrote part comes in when you learn that the wire is exceptionally easy to control and discharges vibro-weapon vibrations throughout it's length when activated.

Constant Memo Computer: An RPG Project style cybernetic, for those little times where he wants to remember complex orders and so on.

Cybernetic Disguise: TekhMage may disguise himself on the rare occasions that he desires to. Unless he wants to use spells, this is fairly useful.

Detection/Communication Suite: The head has radar, infrared, molecular analyzation, UV, radio, depth sensor, and many other detection and communication systems. He even has Panaroma Cluster Lens (partially magical), enabling him to see 360 degrees around him! His purple hair does conflict, however (he labors to keep it short).

Enhanced Organs: All of TekhMage's organs are either human or alien and are bionically enhanced or replaced. The heart has ten-fold blood production, the digestive system (when even needed) digests food 5 times faster and with 1% of the waste. Furthermore, the waste is typically atomized.

Enhanced Muscles: While TekhMage's amazing musculature is somewhat natural (he wasn't a physically weak mage per se, and he sure did have some fun benchpressing diesel trucks with his new fusion), but it is also largely cybernetic.

Foamy Edge: The foamy edge of the cyborg enables TekhMage to not appear like a human's skin flayed out over a borg endoskeleton. This can absorb even bullets while appearing natural, but when it gets beyond that, it becomes obvious that TekhMage is some sort of Terminator style borg.

Generic Power Jack and Port: TekhMage can refill his supplies (even magical, although with an at least 50% efficiency loss) from E-clips, power outlets and nuclear plants alike.

Hydraulic Systems: These systems were in the original borg, but had to have some enchantments worked out. Basically, this enables enhanced speed/strength, with the main purpose being to extend arms and legs out from enhanced range. Currently, either the skin gives way or stretches with the hydraulics.

Internal IV Feed: TekhMage has a 3 day nutrient supply, in case he truly needs it.

Jaw: While TekhMage appears to have normal human teeth, a doctor will be able to identify them as slightly pointed. The cyborg's teeth line the inside of the tooth, preventing infection (TekhMage brushes and enchants only to keep pristine edge teeth) and offering a vicious vibro-bite with hydraulics and poison.

Metal Detector: TekhMage can check a 5-foot range for metals.

Modular Parts: Tekhar's cyborg body can change arms, hands, eyes, feet, much anything. TekhMage has numerous artificial

Motion Detector: TekhMage has a very tiny motion detector of sufficient quality to detect those cloaked through "ordinary" cloaking.

Multi-Energy Palm Blasters: These blasters fire modular blasts of: ion, laser, plasma, and accelerate particles. In addition, all modulate whatever frequencies there are, in order to at least partially override enemy defenses.

Power Adrenaline: For the human part that needs it, this super-cocktail of adrenaline offers incredible strength

Power System: A mysterious crystal microfusion power system; this system is practically negligible now, as the combination have enough power to live thousands of years even without the crystal. With the crystal, they could theoretically live indefinitely! However, TekhMage has gone to extents to make sure the power system does work to ensure his life. He has 6 backups and has enchanted the generator. This has the effect that TekhMage has a backup MP source.

Nanobot Regeneration: The nanobots fix up practically anything. If they are not loaded with the construction material (an alien alloy), they can jury-rig other systems to work.

Rebreather Lung: This amazingly useful little device allows 12 hours of recycling air each (TekhMage has two).

Sensor Hands: Both hands have numerous tactile purposes, such as radar detection, radiation detection, heat/motion detection, a gyro-compass and clock calender.

Slasher Claws: Vicious claws almost as good as Wolverine's or Goris' (Wolverine's are sharper and harder, Goris' bigger and stronger).

Speech Translator: Not only does this translator have most commonly used languages from many realms, it also is self-programmable to learn new languages.

Equipment:

Backups: TekhMage has numerous backup clone bodies and backup cyborg bodies to ensure his survival. He has even copied their combined minds and put them on storage in 3 different computers/data discs! These discs are constantly updated and are also automatically updated at the moment of death, enabling the NEW TekhMage to hunt down those who killed him.

Charisma Belt: TekhMage does not really need this, but this sort of helps to ensure sales. Plus it helps him sell the belts themselves.

Weapons:

Gauss Cannonball Launcher: An amazingly energy-wasting weapon with immense velocity (even for a cannonball) and impact. Even hooked up to TekhMage's power supply, it only has 5 shots (regens at a rate of 1 per hour). Typically, TekhMage will get a high-power energy system and use this for battle, then teleport it back to his personal storage dimension. TekhMage typically has 60 cannonballs for the launcher at any given time. It's estimated worth is enormous, so TekhMage produces a few.

Gunstar: A morning star with gun barrels on the star and in the handle. The chain's length can be extended.

Karma Boomerang: A magical item that emulates "karma", or "what goes around comes around". Its powers have to do with circles, judgment, and so on. It was in Julys Magust's collection.

Magic:

Annihilate: Basically, one of the Rifts Ultimas; it does 2D4x100 M.D. from a small black ball of antimatter. The area effects and costly MP costs make it less enticing, but it is partially a status thing.

Armor Bizarre: This spell provides 15 M.D.C. per level of experience, but it's main effect is that it is built from a mass of moving, slithering tentacles, slime or worms. This is used for it's Horror Factor benefits or to advertise TekhMage's more permanent Armor Bizarre models.

Aura of Power: A Rifts spell designed to make someone seem much more charismatic, imposing and powerful. This is a mainstay from Julys Magust's need to seem more powerful; he now really uses it only as a selling point.

Bolt 1-3: Standard spells.

Bottomless Pit: Basically, this makes a dimensional pit below someone or at some spot that makes people fall indefinitely for a good amount of time.

Cleanse: This allows TekhMage to magically clean himself and others of grime on themselves and on their clothes.

Cloak of Darkness: The Cloak of Darkness makes a shroud of darkness to make the mage virtually invisible. TekhMage has this spell up enough that he can make them permanently and sell them (pretty good invisibility, but could be better).

Collapse: A powerful spell designed to destroy buildings and structures.

Create Golem: TekhMage makes fairly powerful Golems and sells them off; they're useful. He can repair them, of course.

Create Steel: This spell is actually closer to recycling steel, but nonetheless

Create Wood: A fairly useful spell enabling TekhMage to make 100 pounds of either burning or building wood. This can be used as a help to others or as a boon to travellers hiring TekhMage on one of his rare merc jobs.

Enchant Items: He can enchant items and weapons in battle.

Ensorcel: This rather useful spell is not used too much by TekhMage; he mainly needs it for techno-wizard creations.

Explode Magical Sources: Tekh Mage has a lethal ability: magical batteries can be exploded by him. This includes magic rings, swords, P.P.E. engines, and so on.

Fire 1-3: Of course Tekhmage knows these almost essential spells.

Flare/Nuke: TekhMage uses this spell sometimes.

Ice 1-3: Yet again, standard spells.

Ironwood: A quite useful little spell that helps in enchantments. Basically, whatever S.D.C. the wood has becomes M.D.C.

Lantern Light: This useful little spell makes (basically) a floating, 50-300 watt bulb of ligh.

Life Source: Another spell sort of phased out by the fusion. This spell allows TekhMage to take energy from his body (turning HP into MP), but due to his cybernetic-ness, he doesn't quite need the energy anymore. However, when he does use it, he can just burn away his human body and keep his cybernetic body.. although regeneration of the human body is somewhat irritating.

Magic Shield: Basically, a shield that takes 60 M.D.C. and quarters damage done to attacks it parries.

Manipulate Objects: A Rifts spell that costs 2 P.P.E. per 5 pounds to hold up. It's merely designed to hold up objects with no-one around (so the little Igor doesn't need to hold up the toolbox.)

Meteo: A fairly recent spell he learned of considerable power.

Mystic Fulcrum: Enables TekhMage to pick up and move objects he couldn't without a lever or a support. Those objects are becoming fewer in number, but they still show up. However, the +10% to carry weight is quite useful.

Orb of Cold: A 3D6 M.D. ball of ice that also makes numbness penalties.

Shadow Wall: An amazingly powerful spell (400 P.P.E.) that makes a 30x10x3 foot (length, height, depth) wall of shadow per level of experience. It is only a energy wall, but it's protection is still amazing. Anyone trying to pass through goes through at 2 feet per 15 seconds, it is impossible to see through with typical tech, any energy (MP, ISP/PP, E-clips) are drained at 10% per 15 seconds, damage is done to those who pass through, and even lasers and railguns fired through are halved.

Shatter: Basically, comparatively fragile objects (most ceramics, glass, china, hardened clay, sandstone, ice, peanut brittle) shatter into hundreds of pieces.

Throwing Stone: This Rifts spells magically makes a hardball sized rock that does 1D6+1 M.D. in Rifts terms. The FB world, due to the mix of MD Earth's moderate ley line eruption, most of the fantasy world's rampant use of magic and amazingly powerful magical users (Exdeath, Kefka, Sephiroth, etc.), does less damage from spells than Rifts, but: 1. It is far better damage than regular Earth and 2. The spells tend to be higher quality.

Ultima: TekhMage of course knows this spell of ludicrous power.

Wall of the Weird: This summons a 40 M.D.C. per level per 10 foot section wall of gripping tentacles. The tentacles either hit with mega-damage power or entangle enemies.

Psionics: Tekhar had undergone training and implants in order to raise his psionic power to roughly a major-master level. In addition, Julys was a minor psionic. Their psionic power is not incredible, but it is a useful tool.

Electrokinesis: This third power of TekhMage offers some skills and some minor offensive capacities.

Empathy: TekhMage can sense emotions.

Exorcism: TekhMage may perform exorcisms of powerful, evil beings if he so desires to.

Psi-Sword: One of TekhMage's three super-psi powers, this powerful psionic weapon is used a backup.

Psychic Diagonis: This enables TekhMage to find what's wrong with a person, if necessary.

Psychic Surgery: This enables TekhMage to perform healing without needing a scalpel or such. This can be combined with magic to great effect.

Telekinesis: TekhMage does not have super telekinesis, merely a regular type. He can power MP into it, however, to make it a significant strength.

Telepathy: TekhMage may communicate telepathically.

TK Forcefield: TekhMage uses this for extra protection when battling.

GFs:

TekhMage subdued a strange GF named Feral. Feral is a beastly creature that does Flying Slash on all enemies.

GF Abilities:

Junction HP

Junction Speed/Speed x2

Junction Strength/Strength x2

LBs:

L1:

Bolt Slash: Slashes an enemy with his claws charged.

L2:

L3:

L4:

ULB:

Standard Sales:

Bodyguards/Assistants: Note that TekhMage is not above buying slaves, but he is above using them as slaves. He prefers to offer them their freedom and perhaps ask for some favor in return; he is never pushy, as it always helps to have a friend if one should need another. Furthermore, he is willing to transfer fugitives for others. Also note that, for the employees who are assistant salesmen (most of them), TekhMage will match the salesman to the customer; none of them are as good as him, but they all have their personal style and are improving. All Rifts-style characters have Rifts-style levels in their description.

3 Kittani ABS-3 Basic Security Drones: These are typically kept in wall alcoves and released if necessary.

Ghrow, human mutant: Ghrow has the powers of Growth, Alter Physical Structure: Ice, Alter Physical Structure: Electricity, Healing Factor, and Extraordinary Physical Endurance. In addition, he has a Symbiotic Heart, a Titanizer (somewhat redundant, but it helps him grow even more), a Aqua-Mask,an Elom, and a Mindlink (those are his symbiotes). Ghrow also has an additional set of two arms (bio-wizard), wings and flight, dragon breath, a chemical spray, bio-wizard amplified hearing, heat detection, a bio-wizard internal clock and sense of direction, a molecular analyzer, and motion detector. Ghrow has Heart Encircled by Chains, Pheonix Rising from the Flames, Lightning Bolt, Skull Coiled with Thorns, Skull Engulfed in Flames, and Heart with Large Wings tattooes. and Ghrow is level 7.

Kate and Jim, Maxi-Men: These are typical slaves that TekhMage bought and befriended. They are brother and sister, although both have different tattoo selections; Jim is a T-Archer style Maxi-Man, while Kate is more eclectic. TekhMage thinks they are a bit too battle-hungry to be very effective at sales, but both are quite attractive, so he uses them for that reason. They function as extra security and as movers/product testers; one of the great parts of having security is that the more you have, the less likely it is that you'll even have to use it in the first place. Both Kate and Jim are 6th level; fairly experienced, battle-worthy humans. TekhMage also is trying to study their tattooes (having tattoo magic is useful, and not even the Splugorth want to take TekhMage on were he to retreat to his Ultimate Shop den). This is likely to be a long-term project that TekhMage will take a while to complete; he has so much else to do anyways, and it is somewhat difficult, even though he has seen the process a few times. TekhMage has made some breakthroughs, however. This information is quite valuable, and TekhMage is beyond willing to sell it; what little he has will not jeopardize either Splugorthian monopoly or his chances to break that monopoly.

Kate's Tattooes:

Jim's Tattooes:

Julian, Rulian Translator: TekhMage befriended one of these on the run. He payed the Splugorth slave-pen back handsomely. In return, the Rulian Translator has more than repayed the debt. For what languages or customers TekhMage cannot use his significant skills for, the Translator works wonderfully. TekhMage decided to name him Julian as a sort of nickname. Julian also helps manage the shop and schools TekhMage on psionic exercises. Julian is one of the assistant salesmen; TekhMage respects Julian's ability to use the Rulian's natural skill at poetry and prose to make an item seem that much more interesting. As far as fighting ability, Julian is not that impressive, so TekhMage typically tells him to hide or take some other defensive action. Julian is a 4th level. TekhMage bought Julian a Elom and an Absurr Life Node so he could protect himself.

Sisstarp, Pythonan: TekhMage also befriended this Pythonan. The Pythonan was on the run (much like Julian, although he didn't escape from the pens but ran from his captors with excessive skill). The Pythonan is an interesting companion, and his telekinetic skills do help. He is also an assistant salesman; his sort of quiet attitude is endearing, and his philosophical mindset also helps to entertain the intellegentsia who peruse the shop. He also holds himself well in a fight and has a few select weapons. Sisstarp has meddled into magic and has taken some scholarly skills, so he is a dual 4th O.C.C.: Ley Line Walker and Pythonan Scholar.

Xay: Xay is a super-powered human mutant with the following skills: Gravity Manipulation, Mimic, Invulnerability, Energy Expulsion: Electrical Field and Flight: Wingless. He is not one of the assistant salesmen. TekhMage loaded him up with a Titanizer, a Mindlink, and an Absurr Life Node, to enhance his skills. Xay is level 4.

Reviews:

I created him, so I like him. It's up to others to determine his value. However, there is one thing very useful: his ability to detonate magical sources. And he can fight even when his skin has been rended off. -Fred