Equipment:
All DF and Fred's ultimate equipment,
listed on their respective descriptions. Also:
- Shard is also an Arctic Hell Sword.
It can create a radioactive field around the blade. Shard
has been Socketed with a Skull (3% life and 4% mana
drain), a Emerald (10 poison damage over three seconds),
and a Topaz (1-34 lightning damage). It has been
enchanted with the Dance of Blessing Weapons, doubling
it's damage vs. witches in all forms, making sure it
never dulls, +2 damage and +2 to strike when thrown.
Shard offers +35 to Skill and Strength.
- The Bleeder Special (fusion of
Bleeder and Fred Special) is also a Nova Sword, a flame
sword of unique properties. It can create a radioactive
field around the blade. It has been Socketed with two
Skulls (8% life and 6% mana drain) and a Diamond (+170%
damage to the undead). It has been enchanted with the
Dance of Blessing Weapons, doubling it's damage and
quadrupling it's damage against witches in all forms!
It's HU Enchanted Weapons powers are: provides Bio-Ghost,
Healing Touch (3D6 H.P. 10 times a day), Damage Bonus,
Portal of Fear (can open a portal with grabbing
fear-inducing tentacles), Animate and Control the Dead
(up to 20), Fever Touch, a Mystic Shield, Supernatural
Strength, and the Power of Darkness. Bleeder offers +35
Skill and Agility.
- Terror from Above. A private
satellite. The satellite functions as a massive
communications and sensory apparatus, enabling me to see
individual pores on a Furre's skin. However, it is also
mounted with a massive tesla beam, numerous warheads
teleported in from my pocket dimension, ion cannon,
massive field of radiation, singularity projector,
Interceptors, a massive Gamma Swarm, a Disco Ball of Doom
Cluster launcher, a G-Trap (a magical-gravitational
device that pulls in space stuff and throws it on top of
enemies), a weather and earth controlling device (can
create earthquakes, lava spouts, storms, lightning
storms, tornadoes, hurricanes, flash fires, and floods;
it is not accurate enough to direct individual lightning
bolts and can only make existing volcanoes erupt,
although the tornado may be dormant) and a massive
vacuum-generating barrier-piercing railgun spike
launcher. The warheads include: nuclear, proton, VX gas,
Anthrax, Red Silver clouds, nuclear MIRVs, and even a few
loaded with the deadly Perfect Plague. Non-weapon based
systems include a power relay system and a forcefield
projection system. It also has a special attack,
requiring turns of charging. First, it calibrates itself
to the sun, then teleports by it with a powerful
anti-gravitational barrier field, absorbing a huge
portion of energy, and then finally blasts it at the
enemies. It has been socketed with a Skull (4% life and
3% mana drain), a Topaz (1-34 lightning damage), and a
Amethyst (+60 Attack rating).
- Vacuum Blender. See Mariner's
Weapons for details. The Vacuum Blender generates a field
of radioactivity. It has been Socketed with two Skulls
(8% life drain and 6% mana drain) and two Emeralds (10
poison damage over three seconds).
- 49 Solar Flare Capsules. These
things generate a blinding flash that can also empower
Shard.
- Elixirs from the Demon Realm,
restoring me to 1/5 health at any moment after defeat.
- KeroKero Colas. Restore all allies'
HP and MP.
- Gungnir. A form of Odin's spear. It
has been Socketed with a Topaz (1-15 damage lightning
damage), . Gungnir offers +35 Influence and Endurance.
- Black Cauldron. A mystical
cauldron. It has been Socketed with three Emeralds for
it's Weapon status (+90 poison damage over a seconds) and
three Emeralds for it's Shield Status (+90% poison
resistance). The Black Cauldron offers +35 Magical
Aptitude and Influence.
- Daisho of the Storm. A katana and a
wakizashi of lightning-generating powers. It has been
Socketed with three Topaz (3-102 lightning damage). It
has been enchanted with the Dance of Blessing Weapons,
doubling it's damage and quadrupling it's damage against
witches in all forms!
- 2 Ghostly Katanas of Soul Slaying.
Swords that pass through armor to strike at those inside
and which inflict supreme damage upon the ethereal and
supernatural. They have been Socketed with a Skulls (4%
life drain, 3% mana drain) and two Diamonds (340% damage
to the undead). They have been enchanted with the Dance
of Blessing Weapons, doubling it's damage and quadrupling
it's damage against witches in all forms!
- 8000 bullets filled with Karen's
serum.
- An unknown number of ice and fire
bullets (I have yet to count... sue me...)
- Advanced Scouter, like Frieza's. I
also have copies implanted in my armor and my
cybernetics. It has been socketed with a Ruby (+25 to
life) and twin Topazs (50% better chance of finding
magical items). The Scouters offers +35 to Knowledge and
Influence.
- Keg O' Whoopass! I drink it and go
Popeye on your skank mouth!
- All my melee weapons are Dancing
Blades, so I have a 15% chance of doing Sword Dance and a
10% chance of doing any other dance with every slice of
my blade. They also all create a radioactive field. All
my weapons are Ugly Sticks, meaning they make my enemy
increasingly ugly after every blow. They have all been
smithed with neutronium. All my melee weapons are Battle
Fury Blades. They all regenerate and assimilate metal to
rebuild themselves. All my weapons are Brave Blades
(blades that do damage based on the amount of times the
character has run.). All have been enhanced with the
Caliber-X enhancements, meaning that they are tuned to my
particular psionic signature, can be enhanced with
psi-sword capacity for 5 I.S.P. (+3D6x10+6 M.D. and
indestructible when activated), I can sense them in a 200
mile radius, can fire energy bolts in a 31,000 foot
range, can be telekinetically guided up to 475 feet away,
- All chainswords are now anti-grav
chainswords.
- All major weapons have been
enchanted with a regen/cure resisting enchantment. All
major weapons have an intelligence of their own. All my
weapons can take souls. All weapons can vary damage from
100% of their maximum damage to .0001% (any less requires
a roll to pull punch)! All weapons can damage ghosts and
the ethereal at +66%, are impervious to fire,
indestructible, inflict double damage against
supernatural beings (not cumulative), have +1 on
initiative, +2 to strike, +2 to parry and disarm, inflict
mega-damage, and can burst into flame (+3D6 M.D. when on
fire). All weapons have a barrier field that allows them
to parry shots without any danger of disarmament or
damage to me or the blade. All weapons are Heroes
Unlimited Enchanted Weapons, meaning they all offer
special abilities, are capable of damaging the
invulnerable, are linked to me, provide HP and fire/cold
resistances, +4 to save vs. possession and Horror Factor,
lets me see the invisible, and creates a battle dress.
All weapons are Parallel Universe-style dual enchanted
weapons, meaning they offer +35 (P-Universe stats) to two
of the following: Skill, Knowledge, Magical Aptitude,
Intelligence, Agility, Strength, Influence, or Endurance.
- Avatar Shield Belt loaded with
potions. Functions as an FF3 Black Belt, upping
counter-attack chance by 20%, and a Muscle Belt, adding
50% to HP. It has been enchanted to offer +35 to
Endurance and Magical Aptitude.
- Tempest and Justice have each been
enhanced with a retractable energy draining blade in the
front. Given the weight of the magnums combined with the
enchantment of the blades, I can do quite a bit of
damage. Tempest and Justice can load Caster Shells. They
have been enhanced with +35 Agility/Influence.
- Woo den and Red Silver bullets.
- Wooden and Red Silver railgun
spikes for Terror from Above.
- Harvester of Sorrow has been Socketed with three Skulls
(12% health drain, 9% Mana Drain). It offers +35 Skill
and Agility.
- Strippers; thank you, Paofur.
- Body Harvester can fire bolts of
radiation as a minigun feature or create a field (uses
one sets of barrels per field; can create three
independent ones). It has been Socketed with three Skulls
(12% health drain, 9% mana drain). It can fire Fire, Ice
or Bolt beams. Body Harvester offers +35 to Skill and
Agility.
- Death from Afar makes small fields
of radiation in the distance or fires long-ranged
radioactive bolts. It has been Socketed with three
Amethysts (+180 Attack Rating). It can fire Fire, Ice or
Bolt beams. Death from Afar offers +35 to Skill and
Influence.
- The Impalers both have a back-up
radiation field, and all the nails can be empowered with
radioactivity. They have been Socketed with three
Emeralds (+90 poison damage over a seconds). They offer
+35 to Skill and Endurance.
- The Blender Gauntlets create
radioactive fields or can fire balls of radioactivity.
They have been socketed with a Sapphire (9-13 cold damage
over three seconds), Topaz (1-34 lightning damage), and
Skull (4% life and 3% mana drain per hit). They offer +35
to Strength and Endurance. They are Gauntlet of
Mights, giving all red creatures gain +1/+1 and making
all Mountains provide an additional mana when tapped.
- The Vengeance Star has been
Socketed with 3 Rubies (18-30 fire damage). It has been
enchanted with the Dance of Blessing Weapons, doubling
it's damage and offering +1 to strike and parry (double
damage again when fighting witches). The Vengeance Star
- The Hellfire Infinity has been
Socketed with three Diamonds (+75% to finding a rare
item).
- The Black Prismatic Flamethrower
has been Socketed with a Rubies (+6-10 fire damage), a
Diamond (+170% damage to the undead), and a Skull (4%
life drain, 3% mana drain). It has been enhanced with
MagiTek Fire damage. It offers +35 Skill and Magical
Aptitude.
- The Blood Widow has been Socketed
with a Skull (4% life drain, 3% mana drain), an Emerald
(+30 poison damage over one second), and a Sapphire (3-7
cold damage).
- Agony has been Socketed with a
Skull (4% life drain, 3% mana drain), a Amethyst (+60 to
Attack Rating), and a Topaz (1-13 lightning damage)
- The Dark Atomic Smasher has been
Socketed with two Diamonds (+340% damage to undead) and a
Amethyst (+60 to Attack Rating). It has been enchanted
with the Dance of Blessing Weapons, doubling it's damage
and offering +1 to strike and parry (double damage again
when fighting witches)
- The Flayed has been Socketed with
two Rubies (+60% Resist Fire) and a Amethyst (+17 to
Defense). It is also an Urza's Armor. It is a Zephyr Cape
that ups evade. It is also a White Cape, protecting me
from Imp and Mute. It has been enhanced as an Elemental
Bio-Harness, allowing me to cast all elemental spells at
half P.P.E. and become impervious to
heat/cold/electricity for the cost of a little M.D.C. and
P.P.E.
- Dollman has been Socketed with a
Diamond (170% damage vs. the undead), an Emerald (+30
poison damage over three seconds), and a Skull (4% life
drain, 3% mana drain). It has been enhanced with
Mandrake, making it able to do Bio-Manipulation at high
levels at will.
- All the Dual Setup System cards of
Castlevania: Circle of the Moon.
- Wedding Ring, embedded with a
picture of Dauwn and I.D. of both of us. It is a black
diamond ring. It functions as a Gem Box, Exp. Egg,
Offering, Sneak Ring, Cure Ring, Hero Ring, Czarina Ring,
Peace Ring, and a Gold Hairpin and adds +1 Diablo Level
to all my skills. It has been Socketed with a Topaz (+30%
lightning resistance).
- Critical Storage Ring. A ring that
can store a "critical" or similar lucky event
caused by me (Dark One's Luck effect, Aggravated
Wound, Counter Attack, SwdGrab, etc.) and use it later.
However, if I make the decision to store it, that means
that the event won't happen. The ring is designed to
avoid those aggravating situations in which a lucky break
is a complete waste.
- Limit Ring. The equivalent of the Critical Storage Ring
for my various meters charging up, including but not
limited to: the V-Gun Meter, Limit Break Meter, the
Blaster Meter, and so on and so forth.
- Hardened Soul Ring. This ring makes my soul and essence
'harder', limiting the capacity of soul-stealing weapons
to do their job and offering saving throw bonuses across
the board.
- Collector's Locator Ring. This ring identifies the
location of magical items and equipment, their rough
power, their attributes, the presence of a
perception-veiling force, and similar data about the
item.
- Devil's Luck Ring. This ring can be activated at will to
greatly increase my luck but change my aura and holy
resistance to match a demon's.
- Blade Dulling Ring. Blades, sharp weapons, and magical
attacks deriving damage from sharpness all are 'dulled'
by this ring. The level of effect depends on the quality
and power of the sharp attack in question. The Blade
Dulling Ring will work on my barriers and armor, but not
on summons or allies.
- Ring of Restoration. This ring will slowly first curtail
and then eliminate any "status effect" or
similar assault that I am not already prepared for. It
reduces status effect length, effect, and raises my
resistance against them, It will also record the status
effect and begin correlating data to find a way to
eliminate the problem.
- Reflectional Absorption Ring. All attacks of mine that
are reflected will be absorbed into this ring. The ring
then lets me use the captured energy for certain purposes
(although in the act of absorption, 20% of the power is
harmlessly leeched away.) The ring has a maximum holding
capacity.
- Bottom's The Limit Ring. This ring will prevent a single
attack from taking me into negative territory in anything
(HP, MP, etc.) So if I'm at 20 HP and someone hits me for
40, I will stay at 0. Further attacks will find it
increasingly hard to push me into negative territory.
- Recorder Ring. All allies or enemies' unique abilities
are stored for analysis upon observation.
- Guardian Angel Ring. Increases Luck, Unholy Resistance,
and summons an angel to use Cure and Life spells when at
critical health, plus spirit me or allies away when
needed.
- Charged Ring. Allows me to enter battle with charges for
spells, higher than maximum HP and MP, and Element Levels
charged.
- Gravity Well Ring. Absorbs excess gravity into the ring
to get me energy. Also offers 100% absorption of Black
Innate Elements.
- Grounding Ring. Projects damage, curses, status effects,
and energy into the environment.
- Kickstarter Ring. Offers bonuses to me and all allies for
the first 5 turns of battle.
- Emergency Ring. Offers bonuses to me and all allies when
I'm at 1/3 HP.
- Null Absolute Ring. Eliminates any attack based on
absolutes used on me: i.e. auto-death attacks, swords
that cut through anything, etc. The ring returns all such
things to a finite level.
- Ironclad Ring. Raises all resistances, and all immunities
get pushed into absorption.
- AntiDisable Ring. Prevents any disabling attack used upon
me.
- 10,000 flaming swords for Throw.
- Most of my items have a little
neutronium mixed in.
- Legion's Head. A mummified head
composed of a number of corpses, surrounded by a
virtually indestructible bottle. This bottle traps enemy
bodies and even souls! It also functions as a deadly
shield with the following enchantments: +1 on all
Necromancer abilities except for Bone Shield, Skeleton,
Skeleton Mage and Skeleton Mastery (all of which are at
+5), 10% damage inflicted back upon enemies in melee
combat by means of a shockwave travelling through the
weapon, Death Bolts fired at distant enemies, an
automatic guarding effect offering bonuses and advanced
warning, and finally the ability to charge a spell for me
or cast some spells through it! It is Socketed with three
Perfect Skulls, meaning enemies take 18-21 damage per hit
of it. Part of the Slayers of Three Brothers set.
Legion's Head offers +35 to Magical Aptitude and
Intelligence.
- Blitz Skull. A massive Jaw Bone
Helmet that resembles a combat football helmet. The
helmet is virtually indestructible, capable of taking
tremendous blows. Furthermore, it magically pads on the
inside, meaning that soft squishy bone absorbs 99% of
damage from having the head knocked around. A visor has
been built out of several other bones, which are
transparent for me but difficult to see through for
enemies. Skeletal horns grow out of the top, allowing me
to use my full horn lifting capacity. All Barbarian
Skills except War Cries are at +1, all War Cries are at
+2, and Battle Command and War Cry are at +5. It has been
Socketed in a special manner with one of every gem,
giving +5 to Replenish Life, +16-20% to Replenish Mana,
+25% to finding a magic item, +10 to Strength, +30 to
Attack Rating, +10 to Dexterity and +25 Mana. It adds +1
to all my Barbarian Skills. It can negate one magic spell
cast upon me per week, ala the Black Helm of Protection.
Part of the Slayers of Three Brothers set.
- Zakarum's Faithful Servant. An
excessively large shield, in a sort of a mix between a
buckler and a kite shield shape, that has a large cross
painted on it. It functions as a powerful holy symbol.
All Paladin Skills are at +1, except for Charge,
Permanent Holy Shield, Zakarum's Shield and Smite, which
are at +5. Enemies who strike it in hand to hand take
damage if they are evil or neutral, or doubt their
commitment to fighting me if they are good. Enemies who
strike it with melee weapons watch their melee weapons
take damage. Enemies who strike it with ranged attacks
receive an automatic Holy Bolt counterattack at level 10.
It has been Socketed with 3 Diamonds (+60% Resist All)
and two Amethysts (+34 to Defense). Part of the Slayers
of Three Brothers set.
- Castle Breakers. Two Assassin claws
that have been put into the Blender Gauntlet/Blood Widow
combination. All Assassin skills are +1, except for Tiger
Strike which is at +5. The claws ignore most barriers and
unleash barrier ripping, impermenance and intense damage
properties upon barriers resistant to that effect. The
Castle Breakers can fire off bolts of energy that home
and strike enemies. The Castle Breakers are also heavily
Armorbane oriented, often completely ignoring armor!
Enemies' defense is halved with considerations to blows
of the Castle Breaker, and all attacks are Block
Punishers. Part of the Slayers of Three Brothers set.
- Amazon's Bio-Energy Bow. 2D6x10
M.D., double vs. vampires, witches, demons, and the
undead, and x3 vs. alien intelligences. Range of 72,000
feet. Can be set to inflict as little as 1D6 S.D.C.
damage! +1 to all Amazon skills except for the bow
skills, which are at +3, and Pierce and Penetrate, which
are at +5. Has been socketed with 3 Diamonds (+180 Attack
Rating). It has been enchanted with the Dance of Blessing
Weapons, adding 200 feet to it's range, doubling it's
damage (was originally 4D6 M.D.), doubling damage vs.
witches in all forms, and offers +1 to strike. It is a
Zen Master's bow, bringing it's strike bonus to +3 and
offering the following powers: allows me to close my eyes
to blindly strike at the supernatural and the invisible,
double damage and quadruple damage vs. the supernatural
by spending 1 P.P.E., double firing rate for 5 P.P.E.,
and spend 10 P.P.E. to make the arrow truly home
(augments the Amazon ability to do the same). Note that
the double firing rate ability will not work with the
special arrows, but instead salvages half the turn to do
something else. The bow can be used to fire regular
arrows; in this case, the bio-energy or flame will encase
the arrow. The bow is a Legendary Fetish Bow, raising the
damage once again and adding a blue tint to the original
greenish bio-energy. The bow has been enchanted with
Create Arrows, allowing it to create regular arrows and
minor or major fetish arrows. The bow is also a Screaming
Fire Bow, allowing it to fire shafts of flame at will and
even fire a flaming eagle which becomes an independent
minion. Part of the Slayers of Three Brothers set.
- All bullets can also become nuclear
and barrier-piercing.
- All guns are Fire Breathing
Arquebuses, meaning that fire elementals reside in the
guns and can either fire a blast of intense heat or
simply make the bullets heated (with no damage to the
bullet).Si They are also all gravity railguns.
- Two potions that heal me for 20%,
but give me pustulous poison warts!
- A small potion that functions as a
powerful Molotov Cocktail.
- A potion that can raise my Physical
Beauty by 3 points or lower it by 6.
- A bottle full of intensely powerful
holy flaming water.
- Multi-Bottle Rocket.
- A potion that changes my muscle
into fat.
- A potion that makes me invulnerable
for one full turn (me and my enemy go once), but gives me
bad gas for hours.
- A potion that cures me by 40% but
that gives me the "runs" after the battle.
- A potion with a mysterious, very
dangerous effect.
- A potion that raises my sensory
capacities by 3 times.
- A potion that allows me to raise my
max MP by 10% for the battle only (and also functions as
a complete MP restorer when drank). It has 10 doses.
- Super Seizure Serum. I go into a
mega-powerful adrenal seizure and randomly gnarl enemies.
2 doses.
- All Lithium Runes: Strength (double
damage), Haste (double firing rate), Vampire (enhanced V.
Health), Regen (a regeneration), and Deflector Shield
(1/2 damage).
- Staff of Moist Mother Earth. An
indestructible M.D.C. structure, this magical staff
inflicts 1D6x10+12 M.D. vs most opponents but 2D6x10 vs.
the supernatural and witches in all forms. Woodland
spirits will recognize me as a friend, it can be used as
a holy symbol, and it enhances my language capacity. It
has been Socketed with three Diamonds (+180 Attack
Rating). In addition, it is also a Millenium Staff of the
Serpent (raised the damage to 3D6/6D6 M.D. and can
transform into a deadly snake, as well as having
Splugorth magic to inflict an additional double damage to
dragons, make criticals with the weapon stun dragons,
make me immune to dragon breath when holding the staff,
and make impaled dragons have difficult taking it out and
lose teleportation abilities) and a Sohei Staff (80
P.P.E. that may be siphoned). It has been enhanced to
become several herb wands, including: rue sleep inducing
wand, rue anti-magic wand (holder is at +6 to save vs.
magic and can perform dispel magic barrier, negate magic
and anti-magic cloud each once a day), magic oak throwing
stick (double throwing range, returns when thrown, +1D6
S.D.C. to mortal opponent, +2D6 M.D. to supernatural
opponents when thrown), magic wand of dowsing (has a
y-shaped offshoot that can dowse for water), oak staff of
strength (+1 to save vs. all magic and psi, +1 to save
vs. H.F., fatigue at half rate, carry more), cedar tree
(when touching ground I am impervious to lightning and
electrical discharge and take half damage from energy
attack, +2D6 M.D. vs. energy beings), brain tree staff of
spirits (can cast commune with spirits, control entity,
banishment, turn dead and exorcism 3 times per 24 hours
equal to a 10th level mage), brain tree electrokinetic
staff (can be used to use the power of electrokinesis at
10th level; 100 I.S.P. in staff), alder tree (creates
buds that, when burnt, can be used in conjunction with
the staff to control and summon Air Elementals),
Solomon's Seal bud (can be burnt to summon other
elemental types), and willow (staff impervious to energy
and electrical attack, all lightning and electrical
discharges get grounded into the staff). It has been
enchanted with the Dance of Blessing Weapons, giving it
+1 to strike and parry and doubled it's damage at one
point. The Staff is a Moxa Stick, greatly enhancing the
effectiveness of healing items and abilities used upon me
and allies or used by me and allies. The Staff is a Wand
of the Moon, storing energy from the moon to use as a
powerful expulsion. The staff is a Domination Staff,
allowing me to four times a day send out a Possessing
Entity. In addition, it is a Kinetic Staff, allowing it
to fire TK bolts, use TK and ake a TK Forcefield using an
internal I.S.P. battery. The Staff also offers +35
Magical Aptitude and Influence.
- Demeter's Rod of Cornucopia. A
short rod made purely of plant material. Demeter's Rod of
Cornucopia functions as every Millenium Tree rod,
including corrupted ones. It also fires seeds, which can
be used in a number of ways. First off, it can fire the
seeds as a machinegun, doing great physical and
plant-based damage. It can also fire the seeds into the
ground, into enemies, or into any other appropriate
growing area, and then let the plants grow at a greatly
accelerated rate. This can be used to summon deadly alien
flora, to make natural barriers, or to restore a
devastated landscape. The plant can also turn itself into
a deadly melee weapon. It can become a Rose Whip, Axe,
Rapier, or similar. Rose weapons are used by nature
spirits and are capable of rather effective cleaving and
cutting. The rod boosts the growth and health of any
plants and trees around it, and increases all Druid
skills by +1.
- Amulet that contains many herbs
trapped in amber and enhanced in magic: magic three leaf
clover (impervious to possession, +1 to save vs. spells
from witches), magic four leaf clover (impervious to
magic curses and illnesses and +1 to save vs. possession,
witch and faerie magic), a number of mistletoes (one of
each power of Amulet in Rifts: charm +1 vs. magic/psy,
protection vs. sickness +6, protection vs. magical
insanity +4, see the invisible, changes color when a
spirit is near, and turns the dead).
- Grand Chronometer. An advanced
wristwatch (can also transform into a pocket watch). The
watch uses stasis-based timekeeping, allowing for perfectly
accurate time.
- Missile types include:
bacteriological, plasma, chemical, Black/Prismatic
Napalm, Impaler nail fragmentation, nuclear, antimatter,
Red Silver cloud, concussion, and so on and so forth.
Special ones include: Curse Missiles (regular explosion
plus a curse radius), Caster Missiles,
- Necklet of Magical Snakes. This is
composed of 7 African Witch snakes. In their amulet form,
the amulet offers the following bonuses: all poison
damage inflicted by the wearer is +50%, poison duration
for wearer's poison attacks is +10%, poison duration
reduced by 5 seconds or by 20% whichever is higher, 50%
poison resistance, +8 M.D.C. regen per melee round, +10%
gold and magic item chance, and +20% fire absorb. They
can instantly transform into 7 attacking snakes with
deadly imperceptible poison (perceptible only by a true
African Medicine Man).
- Kifaalu Taboo Horn. An amulet made from the horn of a
rhino that makes supernatural monsters and demons suffer
penalties if they attack me first. It also gives me +2 to
save vs. magic and poison from evil spirits, +2 to save
vs. horror factor and can inflict 5D6 M.D. per blow to
supernatural creatures.
- Mayembe Horns of Divining. Two buffalo horns use to find
water, lost articles, loss children, or a missing
medicine stick or horn; 30 mile radius.
- Dragon Sword. One of Garrlith Odessa's swords that I use
for Throwing.
- Scathach Boiling Cauldron. Does not need to be lit to
make heat.
- Scathach Cauldron of Destruction. Can destroy virtually
anything, including indestructible items.
- Scathach Cauldron of Endless Water. Glasses, mugs or
other containers always come out filled with water when
using this.
- Scathach Cauldron of Plenty and Purity. All things cooked
in the cauldron are cleaned of all things and are
multiplied by 10!
- Indestructible massive sledgehammer used for forging. Two
handed, 1D6x10+12 M.D., x2 vs. supernatural beings and
witches, and +1 to strike and parry. The hammer offers
+35 to Strength and Skill.
- Three indestructible golden hammers used for forging; 4D6
M.D., 8D6 M.D. vs. witches, + 1 on initiative, +2 to
strike and parry. Enchanted with the Dance of Blessing
Weapons; doubled damage from 2D6, +1 to strike and parry.
They have been enchanted with +35 to Intelligence and
Strength.
- Three golden tongs for forging: indestructible,
impervious to magic fire and can hold starflame, +2 to
parry and disarm vs. melee weapons, can parry or grab
magic weapons, only inflict 1 M.D. The tongs offer +35 to
Intelligence and Skill.
- 50 Magical iron arrows. Inflicts double normal damage to
otherwise impervious energy beings, entities, ghosts,
demons and spirits. In addition, they fly an additional
200 feet, do double damage to witches, and are +1 to
strike.
- Several copies of all Ankaqoq Talismans and Amulets. I
can only wear one Inuit Talisman and one Inuit amulet at
one time. I typically wear a Buffalo Horn Amulet (+2 to
save vs. magic, +35 Influence/Magical Aptitude). For the
Talisman, I typically wear either a Bear Claw Talisman
(enhanced speed and strength, +100 M.D.C., +35
Knowledge/Intelligence), a Eagle's Claw Talisman (x2
distance and damage and +2 to strike for shooting arrows,
arrows receive damage bonus vs. the supernatural, +35
Strength/Agility), a Raven's Claw Talisman (additional
damage vs. the undead and the supernatural, allows me to
physically combat spirits, functions as a holy symbol),
or a Turtle Shell Talisman (provides 238 M.D.C.
forcefield).
- 20 soul-stealing magical throwing daggers. A very low
chance of soul-stealing, but does soul-damage if fails;
can be used to intercept soul attacks or to physically
take souls not in a body or similar entrapment. Each has
been enchanted with +10 to Skill and Strength.
- 3 soul-absorbing daggers. Daggers that absorb ambient
souls; great for after-war cleanup!
- 4 Magical Dragon Turtle Eggs. Absorbs successful hits.
- 3 Bottomless Purses. One contains foodstuffs, one
contains coins, and one can grant any small ordinary
object. All three have limitations of use per day,
- Fan of the Forest Wind. An ordinary-looking fan that can
be used for parrying and combat, but can summon a wind
carrying dry leaves to cover my movements and distract
enemies! So many leaves fly that enemies must take their
time as if they were shooting for the head and are -5 to
strike.
- Heavenly Speaking Flute. A flute that can play regular
songs and 3 magical songs, each three times per day: Song
of Heavenly Senses (increases sensory powers), Song of
Spiritual Comfort (pleasurable to good people, especially
good spirits, but very painful and incapicating for evil
spirits), and Song of Summoning or Banishing (summon or
banish spirits, demons, possessing things, etc.). Of
course, like all my other instruments, I can also use the
sound itself as a weapon.
- Lanterns of Protection. A magical light that is painful
to spirits and lesser demons and forces them to save vs.
psionics if they want to approach, and even if they save
they suffer penalties. It also offers all within it's 20
foot radius of light +3 to save vs. any supernatural
effect (only from supernatural beings, however).
- Kamikaze Powder. A powder that is sealed in a length of
bamboo. Once broken, I may control winds of 200 mph for 8
minutes and unleash cutting winds that inflict 3D6 M.D.
once per melee at +3 to strike.
- Living Kami Statues. Statues that require a short time to
activate, but are supernatural crushing things.
- Mirror of True Seeing. I can see someone's true thoughts,
alignment, shape, and tell if they are supernatural or
not.
- Holy Incense Burner. A incense burner that unleashes
damaging clouds against ghosts/spirits, dead and undead
OR oni and demons (only one at a time). Spirits will be
exorcised by the ghost/spirit incense, vampires will be
inhibited from psionics or shapeshifting in the undead
incense, and demons/oni's magical powers are at half
capacity in the cloud.
- Ten Thousand Strength Nunchakus. 1D6x10 M.D., +1 to
strike and parry and adds an additional attack per melee
round when equipped.
- Whirlwind Naginata. A staff that can either be used for
the Art of Defense (automatically parry all attacks but
sacrifice all offense) or to summon a Whirlwind (deflects
arrows and non-bullet missile weapons and adds 60 mph to
flight speed). It inflicts 1D6x10+6 M.D.
- 3000 Singing Arrows of Terror. A whistling sound is made
from the arrows that causes fear in a 100 foot radius.
- 3000 Singing Arrows of Exorcism. Produces fear and
discomfort among the supernatural in a 100 foot radius.
- 3000 Singing Arrows of Enticing Beauty. All in a 100 foot
radius must save vs. magic at 16 or higher or be
entranced by the sound even after the arrow is gone.
- 3000 Singing Arrows of Agony. All within the 100 foot
radius are stricken with horrifying agony.
- Personal sweat lodge that I can use to cure numerous
afflictions, including death!
- Body Fetish. +15 M.D.C.
- Luck Fetish made from the fox. +1 to initiative, +1 to
dodge, +1 to roll with impact, +2 to save vs. poisons and
disease, +2% to most skill rolls
- Great Luck Fetish made from the fox. Same bonuses as Luck
Fetish, but are cumulative and activate only when truly
necessary for goodness and kindness, plus add +2 to save
vs. magic potions, +1 to roll with impact, +2 to disarm,
+1 to dodge, protection from death blows (half damage,
+30% to save vs. coma/death), and half stun durations.
- Great Speed Fetish. x2 speed attribute (cumulative with
Speed Fetish), 1/10 fatigue (fatigue not cumulative with
Speed Fetish), activated when necessary for up to 5
hours.
- Strength Fetish. +2 P.S. for 62 minutes three times a
day. I can also carry 20% more than usual all the time.
- Sure-Footedness Fetish. +20% to balance rolls, +10%
leaping distance. Activates whenever needed for as long
as needed.
- Speed Fetish. +13 mph, 1/3 fatigue from running, lasts up
to 2 hours.
- Magic Spirit Fetish. I am impervious to ley line storms,
possession, magical mind control, magic illusions, magic
sickness. I am invisible to magic detection, +2 to save
vs. magic, and my magic energy cannot be seen or drained
without my permission.
- Heritage and Self Fetish. Can be used to improve my will
and remind me of what I am.
- Great Tooth and Claw Fetish. I may call upon powerful
claws and teeth that adds additional S.D.C. damage vs.
regular opponents and M.D.C. against the supernatural (no
restrained attacks applicable for the claw damage): +5D6
S.D.C. or 3D6 M.D. for punches, 1D6x10 S.D.C. or 6D6 M.D.
for power punches, 2D6 S.D.C. or 2D4 M.D. for headbutts
or body throws, and +2D6 S.D.C. or 1D6 M.D. for bites.
- Cosmic Awareness Fetish. Track mortals/animals/fish 96%,
recognize plants/poisons 94%, climb 90/80%, keen hearing,
hear/sense/see those prowling within 100 feet, see the
invisible, sense evil/magic at double the range, sense
disturbances along ley lines.
- Potara fusion earrings that also functions as FF3
Earrings, improving my magical power. They offer +35
Influence and Knowledge.
- My bracers are Hyper Wrists, upping my Vigor. They also
function as Atlas Armlets, improving my damage.
- Crystal Ball. +50% MP.
- Serpent Fetish. Impervious to poison, impervious to all
dragon's breath/gaze/horror factor, and +6 to save vs.
drugs and magic potions.
- Spirit Wing Fetish. I can call upon an additional 300 mph
of flying for 310 minutes 31 times per day.
- Wind-Rider Fetish. Sense of wind
movements/speed/direction, storm sensing, impervious to
wind, and ride upon the wind at no cost.
- Legendary Millenial Fetish Mask. Activate ley line
storms, +150 M.D.C., +3 to all saving throws, impervious
to disease/poison made of natural extracts, Chameleonize
the wearer at will, P.P.E. battery, and cast all weather
and plant spells.
- Legendary Memory Fetish Mask. A mask that gives me
enormous psionic/magical clairvoyance and other powers by
drawing upon collective memories and containing them.
This mask contains much information.
- Legendary Wisdom Fetish Mask. Massive sensory powers and
specific spells and psionics, rather than a general power
boost.
- Medicine Bundle. Kept at my dimension. A set of fetishes
tied together that offer non-combatants dodging and
possession bonuses, warriors getting skill bonuses, and
can be unwrapped to add additional bonuses during
ceremonies.
- Great Healing Fetish. Can be used 33 times per day on
others to negate poison and heal 6D6 S.D.C. or 2D6 M.D.C.
(M.D.C. only if the target has no special
bio-regeneration), makes me impervious to possession, can
be used for +10% exorcism chance, and holds vampires at
bay like a holy symbol.
- Great Song Fetish. +20% to singing skill, perfectly
imitate the sound of any animal or person I hear (91%),
recognize anything I've heard and remember the
melody/words of any song I've ever heard.
- Great Tracking Fetish. +20% to tracking skills, identify
specific scents at 98%, smell the supernatural at 70%
within a 50 foot radius.
- Krovikan Fetish. +1/+1 and lets me ready an additional
spell when a battle begins.
- A few Tree of Might seeds.
- Fenrix. The wolf's head arrow, this is one of a Set of
magic arrows so powerful that they can be the only arrow
launched by the particular bow in one action! Fenrix's
most powerful ability can only be used once per day. The
bow is fired with a silvery streak following it. When the
arrow strikes true and hits it's designated target, a
string of spirit wolves follow the mark and maul enemies,
overriding virtually all defenses! When launched as a
normal arrow, a screeching phantom wolf head tips it,
doing intense damage. Fenrix can also be used 5 times a
day to unleash an intense wolf howl all along it's edge,
with an intense horror factor (H.F. 18 to enemies only)
and potentially summoning wild wolves to join the
conflict or bark back. It can also be launched straight
into the air and come back down carrying a pack of wild
wolves, or it can be used to send a spirit shockwave into
the ground, striking and harming enemies.
- Blood Bolt. A blood red arrow with a maniacal essence
placed inside it. When it is strung, a red aura appears
around it, and it targets it's enemy, while their image
appears on the butt of the arrow. It then launches and
homes onto their life signal with intense accuracy and
speed until it strikes. If it encounters resistance
(sword, barrier, etc.), it will first try to utilize some
abilities (dispel magic barrier, all my MgcSwrd
abilities, etc.) to get past it. If it fails to break
through after the second attempt, it will teleport back
and glow brighter. If the enemy gets struck later when
his guard is not so intense, the Blood Bolt will have the
following modifiers, based on how many times it failed:
+50%, x2, x3, x4, x5, x7, x9, x10, and x20! The Blood
Bolt's one point is to target organics: it will not fire
if it's target is mechanical. Organic targets, however,
are struck intensely. The Blood Bolt will suck their
blood and life essence, savoring their pain, as it is
inflicting an intensely painful wound. Mystic barbs stick
out, so even if the weakened victim had the strength left
to try to remove the arrow, they would gouge themselves
open even if they succeeded. All existing wounds continue
to bleed and infect at an enhanced rate, and the targeted
characters becomes more and more vulnerable to knockouts,
death blows, and critical strikes with every passing
moment, not to mention less open to healing even by
others! Clearly a deadly weapon.
- Nature's Fury. This arrow can only be targeted on enemies
who are mechanical or using mechanial abilities.
Normally, this arrow is a pale green and appears to be an
ordinary willow arrow with moss sticking to it, but when
it is targeted it becomes an intense glowing deep green
of energy. The arrow can travel in a straight line
(double speed if in a natural environment) or through
trees, plants, and even other people to finally strike
it's target. When it strikes, it pierces in and does a
certain amount of damage based on the extent of
technology used, then grows vines and foliage that suck
down the violating parts/weapons and entangle and
eventually destroy them. Once the technological influence
is removed, no further damage may be done by this arrow.
In addition, the arrow can be used to target anyone (even
technological users) and heal and rejuvenate them; in
this case, the arrow glows a faint warm green. If it
fails to hit it's target, it will try to extend vines,
but if it cannot do anything, it will gain the same
"revenge" effect as Blood Bolt. If the arrow is
used and I use a tech ability or item, I lose 10% of my
HP.
- Plaguemaster's Legacy. An arrow filled with the magical
ability to emulate any magic curse, natural or manmade
poison or disease, or other disability and then project a
gas cloud of the effects! The particular gas must be
chosen before the arrow is launched. The tip is blue and
has a skull-and-crossbones, but right the moment before
launching, the arrowhead changes color and symbol to
potentially inform the enemy of the danger. Enemies
struck directly get triple effects (duration, damage, and
penalties)! The gas cloud's range depends on what is
chosen, but can range from 10x10x10 to 600x600x600 (and
more, if I pump additional energy into it!) However, the
cloud and arrows cannot harm allies, and the gasses
chosen can also be healing in nature. In that case, the
arrow will no damage if struck but instead become a blunt
suction-tipped arrow.
- Quicksilver String. This arrow looks liquid-based and
translucent. When fired, it rockets off and carries an
ethereal "cord". It can be used as a grapple,
but is mainly used to entangle. The arrow can be
controlled from a distance as long as the cord remains.
This cord can change solidity and style at any moment, so
one moment it can be rusty gangrene-inducing barbwire and
the next a thin adamantium line! It will also engage in
automatic evasive manuevers and attempt to sew up
weaknesses in the cord. After 2 turns, the cord
dissipates from the bow, and the arrow now has full
reign. Until that time, the launching bow can not launch
another attack, but after that it may continue as
desired.
- Chaos' Arc. This arrow seems completely ordinary
(although a little bit beaten up and old) until it is
launched. The arrow has nasty entropy effects. It's
damage and effects are random, and it may start bouncing
and ricocheting like crazy. As such, it is incredibly
difficult to block against, particularly with magic or
psionics, as the entropy effect gets rid of the order and
control over the abilities! Necromantic or other more
entropy-based defenses will fare better. Eventually,
after plaguing an enemy, the arrow will stop in midair
and suddenly disappear into the distance, going in an
arc-like fashion, ripping through whatever was in it's
path! If it could not destroy the item, it will merely
HARMLESSLY pass through it.
- Endless Missile. This arrow appears to have dimensions
that it cannot have, and plays tricks with the eye when
viewed. When launched, it fires seemingly endless
barrages of identical arrows! During it's duration, all
the wearer can do is dodge, move the non-bow arms and
other body parts, and aim the bow. The barrage of arrows
will continue to come, and occasionally a random arrow of
some quality (never detrimental to my cause) will be
mixed in. When the barrage is stopped, the arrow comes
back for one more shot. When this happens, the arrow
suddenly flattens out and achieves an almost infinite
length, making it almost a ray when it is fired! After
this, Endless Missile disappears for the battle.
- Celestial. An arrow composed of pure celestial energy,
the bow is composed of dark matter, sunlight, moon beams,
and the four forces (electromagnetism, gravity, and the
weak and strong forces). The arrow crackles with energy
when being drawn, then when unleashed it fires as a ray
of pure energy. This ray tears through defenses like a
hot knife through butter. It gains power from celestial
events (eclipses, planetary alignments, etc.) The arrow
has an anti-entropy effect and is designed to restore
things to order in a cosmic sense. It's main effect is
immense damage, but it is designed to only do as much as
is necessary to end conflict or restore balance. Entropy
based defenses are very likely to fail against it
(necromantic auras, for instance).
- Benshay. An arrow containing the essence of a greater
banshee. When drawn, the arrow becomes composed of pure
sound and screaming souls, with a faint murmur and aura
of evil. When unleashed, the arrow can unleash any of the
following effects: Wail of Death. The most
powerful wail, this effect does severe damage direct to
Hit Points and overrides armor. The wail penetrates
everywhere and warns others that death is near. People in
comas or close to the brink of death will see their
condition become more severe. The one struck directly by
the arrow becomes awash with a wave of negative energy
that saps quite a bit of life. Once this is used, the
arrow becomes normal and even vulnerable to damage as it
recuperates and regains energy. This regeneration time is
1D6 turns long. Wail of Sorrow. This wail has a
much larger range and can be heard for miles. All those
hearing it will become more melancholy and introspective,
becoming less apt to fight and losing much of their will.
Everyone will be affected, just at widely
varying levels. The one struck directly by it feels like
their arms and entire body is made out of lead and will
feel paralyzed, listless and sad. Wail of Harvesting.
The arrow in this case feeds on emotional energy.
The wail seeps the very feeling out of people (mental,
not physical), making the angry lose their will, the
depressed become normal once more, and the exuberant
become more melancholy. The one struck directly by it
actually goes into a zone of complete passivity, becoming
a true neutral and doing absolutely nothing (standard
save vs. powerful magic)! The energy absorbed by this
wail can be used to lower the regeneration time for the
Wail of Death or can just be pumped into whatever is
appropriate.
- Devil String. A thin, almost hairlike red arrow with one
simple purpose. When strung, the arrow suddenly bursts
into flames, and then the bow becomes a cannon of
hellflame bursts. At any moment, the string itself can be
launched, at which point it becomes a seeking bola arrow
and attempts to fry the very soul of it's target. It can
also be used to string enemies with burning hellflame
web.
- Olympian Column. A thick stone arrow, with a elegant and
prismatic design, that flies at moderate speeds and hits
with tremendous force. Used for armor-piercing.
- Forge of Cosmic Power. A completely black forge that
burns all sorts of cosmic energies, using the very forces
that hold the universe together (gravity,
electromagnetism, and the strong and weak forces) to tear
apart things and rebuild them. It can destroy and reshape
indestructible items and serve in blacksmithing and
alchemy. It also can synthesize virtually any material
contained in it's "database", and has a number
of pre-programmed common items to build that it can do
without any prompting.
- Quicksilver Mask. A shiny mask that can cover either side
of a face and has a number of magic powers. It offers a
very high charisma, can be used to change the apparent
level of experience in either direction by 3 Rifts levels
(meaning I can appear to be level 28 or 34), prevents an
accurate gauge of magic or psionic abilities (the fact
that I have both is discernable by scans, but I could be
a level 1 mage for all anyone knows), prevents mind
reading and aura reading, and prevents the use of any
sort of truth detector or truth serum/prompter (whether
magical, psionic or chemical/mundane in nature). It
offers +5 to save vs. mind control and emotional
assaults, imperviousity to possession and disease, +3 to
save vs. poison, +5 to save vs. illusion, +4 to save vs.
H.F., and +5 P.B, as well as adding 40% to the life span
and 120 M.D.C. It knows all spells from levels 1-10 and
14, and offers 500 P.P.E. to cast them.
- Plaguemaster's Mist Satchels. Satchels that contain mist
that lowers accuracy of attacks for all people in the
radius and will also carry magical, psionic or
chemical/biological effects.
- Marauder's Treasure Map. This magical map appears blank
but adapts to a current location or to a location that
can be viewed currently by the user. All
"treasures" (mostly magical items) are marked
with Xs, while traps/guardians and other landmarks will
be marked appropriately. All objects are also identified
by name and data, and more data can be received from my
database.
- Dice of Elemental Force. There are four dice, contained
in a small ordinary satchel. Each is four-sided. One is
blue, one is red, one is yellow, and one is brown. Each
when rolled unleash a magical effect depending on the
number that comes up. Water yields: 1 - Tsunami 2 -
Glacier 3 - Turn the Tide 4 - Summon Greater Water
Elemental. Fire yields: 1 - Meganuke 2 - River of Lava 3
- 4 - Summon Greater Fire Elemental. Air yields: 1 -
Sweepwind 2 - Brrzap 3 - White Wind 4 - Summon Greater
Air Elemental
- Arsenal's Bandolier. This bandolier has a number of
purposes. The straps that hold weapons can change to size
to hold anything from sewing needles to large grenades
and satchels. The bandolier continually recreates various
weapons, such as derringers, throwing axes, throwing
knives, throwing irons, Buzz Bags (bags filled with
angered insects), healing potions, grenades, alchemical
potion bombs,
- Conch of the Sea and Storms. The Conch is an elegant
shell composed of regal purples, sunset reds and oceanic
blues. The Conch plays a number of songs and utilizes a
number of effects. The most simplistic is to use it in
the fashion Midvalley used his saxophone: to create and
focus sufficient sound to inflict extensive kinetic
damage. The Conch is designed to work in tandem with my
Sonic Control and Sonic Reflection and Absorption skills,
one of a myriad of security systems.
- Tri-Boom. A boomerang that is painted with a blue, a red
and a white segment. When thrown, the boomerang becomes
three different boomerangs, one for each color segment.
The blue one functions as Techmage's MP Boomerang, the
red segment stores damage done to me and inflicts part of
it to an enemy, and the white segment inflicts damage to
them based upon their crimes to others.
- Sonic Lightning. This electrical-acoustic guitar is jet
black and crimson red, and has flaming letters on the
neck that say "Sonic Lightning." The tip
contains a Variable Energy Flamethrower and a .50 caliber
machinegun.
- Pinochle Decks of Vengeance
- Scabbard of Peace
- Scabbard of War
- Scabbard of Murder
- Scabbard of Restoration.
- Scabbard of Vengeance. All damage I take in battle gets
"stored" in this Scabbard. That's not to say
that the damage does not occur, but instead that the
blade "remembers" all the damage I took and
empowers the blade inside of it to be able to send that
damage back. The Scabbard of Vengeance offers +35
Strength and Magical Aptitude.
- Scabbard of Venom. Blades left in this scabbard slowly
become congealed with mystic venoms of all types,
inflicting both mundane and magical effects galore. In
addition, while "active", all venom attacks are
at +10% duration, strength, etc., and all poison effects
on me lose 70% of all their effect. The Scabbard of Venom
offers +35 Influence and Endurance.
- Scabbard of Honing. Blades in this scabbard are
"pushed" to their limit. Even indestructible
items slowly lose their permanence, in exchange for a
single, decisive blow. The Scabbard of Honing offers +35
to Skill and Strength.
- Tome of Ultimate Power. This is a massive book containing
page after page of essentially scrolls with power imbued
in it. However, that does not serve the book justice. I
created the book with a sort of Endless Dweomer that
would breed magic upon magic. Thus, the book contains
several Legendary versions of spells I know (due to the
power it provides), but it also makes new languages and
new spells indefinitely. I can either study the new
spells or cast them using the magic in the book, but not
both at the same time. Basically, the book is a scroll
battery and an endless library. It offers +35
Intelligence and Magical Aptitude.
- The Puppetmaster's Mines. These strange weapons are based
off of the Gung Ho Gun's E.G. Mine's original design. The
tips and design of the mine (at least in this prototype
stage) indicate what the mines do. Quicksilver Tip:
Homing. Red Tip: Pyrokinetic explosive. Icicle:
Ice-based damage spike. Lightning: The spike
flattens out and becomes a sort of elongated bolt of
lightning. Polished Tip: Pure speed. Green
Tip: Poison. Force: A force spike just
designed to get there and not be interrupted by anything.
Black: Negative energy. Skull Tipped:
Curse - inflicts numerous random status effects. Other
Enchantments on the Mines: The Mines project a
forcefield around themselves and me. It's intensity is
mostly focused on the upper body. This force is a full
modular combat force and can be used to make a
"chariot", battering ram, etc. The Mines offer
+35 Endurance and Influence.
- Endless Bounty. This treasure chest is another
self-replicating dweomer, much like the Tome of Ultimate
Power. It constantly constructs items according to random
whims, and is thus a valuable item.
- Razor's Edge. A Gunblade based off of an Impaler rune
blade. The Impaler grants the blade a nasty cut, the
ability to fire it's spiky protrusions, the ability to
animate and fight on it's own, . The gun inside the blade
can fire Caster Shells, varying caliber bullets and
varying gauge shotgun shells, The weapon is a Sword of
the Ages, allowing me to inflict damage to it and
sacrifice others to inflict a combined damage total
instantly to a target. It's also a Catalyst Blade,
allowing me to use it as an elemental or psi-blade
weapons platform. Imbuing power into it also modifies the
bullets. The Razor's Edge either inflicts damage equal to
HP or damage equal to max HP minus current HP. The blade
offers +35 Influence and Intelligence.
- Hammer of Ghrab Thaar. The original Blessed Hammer, this
hammer is a powerful holy artifact. When equipped, it
energizes my Paladin and holy skills by +1, allows me to
swing it to unleash Blessed Hammers, can be used as a
conduit for holy energy, and inflicts tremendous holy and
physical damage each swing. The Hammer can cast spells 5
times per day among the following list: Cure 4-All,
Regen-All, Remedy-All, Dispel, Holy Bolt Barrage, Fist of
the Heavens 2, Tip the Scales, Hell Fire, Godly, and
White Sun. The Hammer is a Life Fetish, allowing it to
turn 2D4x10 animated dead, and the hammer inflicts an
additional 2D4x10 M.D. to anything related to death
(Necromancers, death demons, vampires, zombies, etc.) In
addition, when wielding the hammer, I am immune to
disease, the vampire's bite and hypnosis, and nearly
immune to all magic cast by Necromancers. In addition,
the Hammer can be used to heal others twice a day.
- Caduceus of Universal Restoration. A massive caduceus
(the symbol of the AMA: two snakes coiled around a
staff). The symbolism of the caduceus and the power I
instilled into it allow it to be a powerful healing
device. When in active use, my natural regeneration is
greatly increased, as is all allies' (if allies have no
special regeneration, it instills them with the
equivalent of Healing Factor). The Caduceus greatly
increases the power of my and ally's white magic, and it
also increases the amount they are cured by other's
healing spells. In addition, when the Caduceus is in
active use, the amount of charges for healing spells that
The Caduceus functions as a battery of magical energy. It
fires Holy Bolts at will and cures others by touch an
unlimited amount of times. The Caduceus is also a Life
Fetish (see Hammer of Ghrab Thaar: additional damage vs.
undead, turn 2D4x10 dead, immune to disease/vampire
bite/vamp hypnosis, nearly immune to Necromancer magic,
enhanced healing in exorcism/coma situations). All of the
Life Fetish immunities extend to all allies. The Caduceus
automatically steals some of the curing power utilized by
opponents and distributes it to allies.
- Cleansing Swarm.
- Universal Constant. A lightsaber designed specifically to
battle speedy opponents. Against such opponents, the
Universal Constant offers bonuses to my skill. The blade
can project itself elsewhere
- Mace of Tanus. A large mace that was utilized by a mage
named Asmodeus to lay siege to a version of medieval
Eurasia. It grants powers bordering the unimaginable, and
is a powerful artifact. I have transformed it into a
life-sized tattoo on my left forearm, allowing me to
access it at will and granting it's
- Goterrer. Hoppered the Gauntlet's massive bullet shaped
shield. The shield is completely indestructible and has a
.50 caliber machinegun hidden in the tip. It is latched
onto the forearm. The thing can be used ordinarily in
battle, or it can be used the way Hoppered the Gauntlet
used it. By bending the body into the shield, the wielder
can turn him or herself into a living bullet!
- The Longshot. Caine's original telescopic sniper rifle.
It appears to have a 2-inch barrel and telescopes out up
to 20 feet. It's range is absolutely incredible, and it's
shots are clean, killing the target with little blood or
pain. Caine's rifle was originally destroyed by Vash, but
I have upgraded it, making it indestructible and adding
railgun acceleration. For this gun, I use specially
prepared Telebullets, which push matter aside and thus
leave a perfectly clean hole.
- Sylvia. Midvalley's original saxophone. Sylvia was
originally damaged by Vash's cybernetic machinegun arm,
but I have repaired it and made it indestructible. It's
position as a legendary instrument allows me to use it,
in conjunction with Sonic Control powers, to make highly
focused sonic attacks (I also use Sonic Lightning and the
Conch of Sea and Storms to do that). I can also play
magical songs from it, or cut to the chase and reveal the
hidden machineguns underneath.
- Wrath of the Pristine Seas. An elegant trident formed out
of what appears to be coral (is actually a
Korallyte-Excelsium-adamantium-etc. alloy). The weapon
does good damage, but it does monumental damage against
artifical materials and technological systems. The
trident can fire bolts, waves, discs, or any other shape
of water at enemies. This water can come in torrents and
hits with an incredible kickback, plus it goes through
technological equipment as if it wasn't there, causing
tremendous damage. In addition, each water burst shuts
down equipment, shorting out communications, disabling
hydraulics, and similar. The trident can also blast
energy with a similar effect. The trident can absorb or
reflect technological attacks depending upon the type of
attack. When the trident is held, my Cyber Knight Zen
Combat skills are increased in power, I take less damage
from technological attacks
- Pierce and Break. Two military picks, designed purely to
pierce immunities. Whether the enemy is in invulnerable
armor, is intangible through a host of means, or is
immune to all but a set of attacks, these weapons will
damage them.
Note: For a description of the
various security systems I have installed in my weaponry, click this
link.
DSS Card Setup:
- +20% Exp.
- Sonic dash wave
- Summon Cockatrice
- Summon Mandragora
- Summon Thunderbird
- Summon Black Dog
- Summon Golem
- Summon Unicorn
- Summon Salamander
- Summon Serpent
- Summon Manticore
- Summon Griffon
- Hawk Familiar that attacks
independently
- Holy Whip (my main weapon restores
HP per slash at cost of MP)
- Darkness Whip (main weapon
surrounds enemy with attacking darkness)
- Gain EXP while walking
- Double weapons thrown.
- Gun (long-distance double
main-weapon strength attack)
- Darkness Whip (main weapon
surrounded enemy with darkness)
- Weapons can use MP instead of
"hearts", or ammo
- Walking and dash speed increase
- Damage inflicted on enemies
increases as elapsed game time increases
- Defense increases as elapsed game
time increase
- Strength increases with area
explored
- Defense increases with area
explored
- If I am stationary, I regenerate
- Cloud of poison can surround me as
protection
- Intelligence +25%
- Strength +25%
- Defense +25%
- Luck +25%
- All damage is halved
- Can make holy lances rain from
heaven
- Can summon a meteor shower
- 12.5% fire absorption
- 12.5% ice absorption
- 12.5% poison absorption
- 12.5% plant absorption
- 12.5% holy absorption
- 12.5% darkness absorption
- 12.5% wind absorption
- 12.5% earth absorption
- Item Crash. Can unleash the power
of items in a unique way, i.e. make daggers fly like a
machine gun or make axes fly as a spiral pattern.
- Shadow replica that attacks with me
- Martial Arts. Improves my hand to
hand skill.
- Rose Sword.
- Fire Sword.
- Ice Sword
- Stone Tonfers
- Poison Claws
- Golem Hammer
- Sword Draw. Allows me to charge
sword attacks.
- Holy Sword.
- Angel that throws knives when I
attack
- Medusa head that shoots petrifying
balls when I attack
Power Armor:
I decided to devote a special section to
my power armor, The Super Black Exoskel.
- A Gundam Wing-style energy blade
mounted in the forearm, which is Socketed with three
Topaz (3-39 lightnng damage) and a Emerald (+5 poison
damage over 3 seconds)
- Protoss technology, including
Arbiter equipment, the Corsair's Cannon and Disruption
Webs, automatic Phase Disruptors, plasma shields, Carrier
Interceptors, automatic Scarab cannon, and so on.
- Barrier Ripping gauntlets.
- An ICR-2 Siphoner, which is a
portal that traps enemies and controls their energy
blasts. The Siphoner stuff has CPU control so basically
my enemy becomes a new minion until they can break free.
- The armor can create a field of
radiation and functions as a radiation absorber.
- The armor has a number of Zerg
weapons, including Torrasque-style pincers, automatic
Hydralisk spine launchers, Corrosive Acid Generators,
Plaguethrowers, automatic Glaive Wurm launchers, Acid
Spore bombardment units, and Zerg Carapace.
- It can also transform into a
Flagship-class spaceship, in which case the pods are
combat spaceships in their own right.
- I installed a capacity to let the
armor boost it's speed greatly, and also to let it have
speeds equivalent to Valius from Battle Clash.
- The armor adjusts itself to aqeuous
conditions instantly, becoming more streamlined (not to
mention transformation capacities)
- The armor is technically a magic
barrier, so it is resistant or immune to phasing
capacities (Phase Blasts or enemies phasing into me).
- The armor has a Vigilante 8 Lock
Evasion system, preventing enemies from getting an
adequate lock on me.
- The armor can fire small energetic
Aerial Mines upwards and create small Bridges like the
Prometheus
- The armor has a Reverse Gravity
powerup, letting it flip completely upside down at
incredible velocities and fight sticking to walls upside
down
- The armor can create a
Ballistic-style ramming system that truly gnarls enemies
with incredible kinetic force, particularly if I'm
bouncing up and down right by them.
- Two charging cannons on the side
automatically charge up massive barrage attacks
interceptible only by another energy attack of the same
caliber.
- Two dragon heads are attached and
charge up energy attacks or bite the enemy.
- The mech can cause continual damage
to itself to activate a field that protects it from all
damage and allows any charged attack to blow off any part
but the main body and head of enemies (the infamous
V-System).
- The armor can launch massive Caster
Artillery Shells of my own design or even special Caster
Missiles!
- The armor has been Socketed with a
Skull (Replenish Life +5, Replenish Mana +20%) and two
Emeralds (+20 Dexterity).
- John Torque's Bass Quake, a massive
shockwave emanating from speakers. Enhanced with MagiTek
technology.
- Chassey Blue's Gridlock, 9
explosive shots that stop mechanical and some organic
enemies dead in their tracks.
- Boogie's Disco Ball O' Doom. A
Disco Ball that fires a barrage of prismatic blasts at
the enemy, including some MagiTek bolts.
- Houston's Samson Tow Cable, a tow
cable that attaches to enemies and pulls them through
objects.
- Convoy's Steel Belter. A tire
filled with explosives.
- A giant Firestorm Artillery Cannon
(Socketed with four Rubies, 24-36 fire damage over three
seconds). Enhanced with MagiTek Fire Beam technology.
- A Turok Fusion Cannon
- The Battle Clash Cannon. Can fire
automatic small energy pellets or three levels of charged
shot.
- Beezwax's Delta Swarm, summoning a
swarm of bees to gnarl enemies.
- Dave's Invasion, which summons a
swarm of tiny UFOs to bash enemies around.
- A Turok Inflator
- A Duke Nukem Ice Beam (socketed
with four Sapphires, 12-28 cold damage over 3 seconds)
- A Duke Nukem Shrinker/Expander
- An automatic Alien Weapon, firing
accelerated spiraling energy blasts.
- Turok's Particle Accelerator
- Slick Clyde's White Lightning Rod
(Socketed with 4 Topazs, +4-60 lightning damage; can also
do Chain Lightning). Enhanced with MagiTek Bolt Beam
technology.
- Nina Loco's Lemming Missile. Heavy
damage plus all locking attacks hit the target instead.
- Tsunami's Rift Blade. The mech
powers-up and then drives or moves in a straight line,
ripping through everything.
- Tantrum Gun. A powerful minigun
that throws enemies around; Socketed with 4 Diamonds,
+240 to Attack Rating.
- Hades Gate. I burrow underground to
nail an enemy.
- Bruiser Cannon, the Howitzer from
Vigilante 8 which can do a few special attacks.
- Giant BFG cannon (Quake 2 style).
- A Turok Shredder, which turns
shotgun shells into energetic bouncing ripping blasts.
- A Nuclear Launch using my armor,
ala Ghost (from my home's Nuclear Silos).
- A Psi-helmet, enhancing my psionic
saving throws and my psionic abilities. Enhanced with
Brain Tree lobes that offer enhanced electrokinetic
powers (+10 Rifts levels) and an additional 100 I.S.P.
available.
- A massive microwave blaster.
- Enhanced with Korallyte
- Enhanced with Terran technology
(Science Vessel, Siege Tank, Vulture and Valkyrie).
- A Weed Eater and can launch
Tiberium Chemical Missiles.
- The armor has been enhanced ala
Killer Robot (semi-automatic energy rocket launchers that
home, absorb most items for HP, armor pickups can upgrade
the armor to progressive stages, and a powerful laser
beam that can be fired at the same time as other weapons
costlessly every few seconds).
- It is an Urza's Armor, reducing
damage to me by 1..
- Upgrades of Hecate's Bio-Wizard
armor. +7,000 M.D.C., +2D6x10 M.D.C. per minute regen,
teleport regardless of distance, massive stinger
whip/tail, a bio-field with 750 M.D.C. (halves energy
damage, protects me from bio-manipulation and radiation),
and a Horn Beam that inflicts 1D6x10 M.D.
- Protoculture synthesis with the
organism, plus Reflex Technology, including dual Synchro
Cannons (annihilate virtually everything in a 50 foot
radius for 2 miles).
- Angrar Robotics upgrades,
essentially binding demons to the armor! All ammo
supplies for the armor instantly accomodate for all ammo
throughout the universe, the armor regenerates and can
split off demon fighters, has magic Energy Claws (+2D6x10
M.D. in hand to hand or 4D6x10 M.D. blasts), and a
Hellfire Cannon that has been pumped up that inflicts
3D4x100 M.D.!
- Fists that magically project
themselves right by enemies to sock them.
- Samus' Screw Attack, Booster Run,
Morphing Ball, Power Bombs, Bombs, Grappling Beam, and
Space Jump.
- Gravity Suit upgrade. Move in and
jump out of water at regular speed and enhanced armor
protection.
- Massive Tractor Beam, ala Star
Trek/TMNT.
- Rail shrapnel forcefield.
- A massive Cerebral Bore.
- Giant Charge Dart Launcher,
enhanced with MagiTek Bolt Beam technology.
- Chilling Armor enhancement. 159%
defense bonus, freezes enemies for 3.4 seconds, does
44-46 cold damage to melee attackers and 23-25 damage in
ice bolts to ranged attackers.
- MagiTek Armament. TekMissile, Bio
Blast, Confuse Ray, X-Fer, Heal Force, and Ice/Bolt/Fire
Beams.
- MagiTek Earthquake Pylons. Magical
pylons that pull under the ground and create massive
shockwaves.
- Ultima Cannon. A massive
chest-mounted cannon that is a last-resort weapon and
drains like crazy from the power supply. It fires a
condensed beam of Ultima energy, tearing up all things it
hits.
- Meteor Cannon. A cannon that
creates meteor swarms or massive meteors.
- Auto-Shell and Safe on the armor at
the start of the battle.
- Slow Cannon (a chronological cannon
that slows enemies down consecutively per shot).
- Eldritch Osmose Field. This field
drains paranormal power before it ever hits the armor.
- Optimal Hex Cannon. This cannon
fires bolts or fields of any type of curse or magical
affliction.
- Rail Wire. A wire wrapped around
the body and energized, with near-indefinite stretching,
that fires as basically a physical Nova.
- Automaton modifications.
Regeneration, remote control, changes melee attacks to
equal to mine +15 (I can still do half what I normally
can anyways), knows spells (all the ones I know), and has
a preservation mode.
- Fire Tremor. Stomping unleashes a
fiery shockwave; can be added to Bass Quake.
- Flaming Hands. +1D6 M.D. to hand to
hand attacks, can be activate at will.
- Magnetic Shield. Halves particle
beam damage and has a 35% chance of confusing missiles.
- Absorbs 2 D&D Hit Points of
magic damage per attack.
- Zodoran Energy Leech Cannon. An
intensely powerful technological item that absorbs all
energy expended upon it and releases it in devastating
waves of negative energy.
- Angel's Armor, adding to flight
speed and capacity and allowing me to cast Globe of
Daylight and Turn Dead 3 times per 24 hours. The armor
functions as a holy symbol.
- The armor creates a teleporation
modifying field, enhancing the accuracy and speed of
allies' teleports while either disabling or limiting
enemy teleportation capacities.
- The armor can create an intense
shower of water around it to deter water-fearing enemies.
- Great Armor Fetish upgrades. Lowers
sound production, +125 M.D.C.
- Battle Saint Modification. Gives it
an additional x20 my M.D.C.
- Extensive psi-tech enhancements,
including mind bolts, empathic beams, psionic force field
generators, and so on and so forth.
- Blood Stone: x2 H.P., and all
non-magical weapons now inflict double damage and are
magic weapons (although not enough to make things immune
to magic immune to them).
- Barinade giant Baris attached to
armor, upping AC and allowing interesting weapons.
- All Metal Warriors pickups as
options for deployment.
- Dynamo Armor enhancements, juicing
my magic powers offering +2 to save vs. magic, +4 to save
vs. possession/mind control, offering 6660 P.P.E. for
spells contained in the Black Exoskel battery, a constant
aura of power, and the ability to tap into ley line
energy at the rate of 200 P.P.E. per melee. In addition,
the armor can blast a number of special bolts, including
small bolts, small or large spheres, or spheres set at
remote timed detonation.
- Soul Eater ability. The armor
slowly consumes my life force (unless I am in a negative
energy state), but becomes nearly invulnerable.
- CS Biowarfare Delivery Systems.
Includes the Infecter (a laser that carries a few viruses
on it to deliver a biotoxin charge through virtually
anything),
- A set of independently controlled
"pods", which are in fact entities split off
from the Super Black Exoskel. These "pods" grow
and shrink to match the size of the armor and fire off,
attacking enemies. They transform into whatever type is
needed at the moment. All pods are powered by a
combination of technological, magical and biological
power systems. They propel themselves using anti-gravity
and teleportation systems. These are the different types.
- Carrier. Basically, this is the
simplest Pod; Protoss Interceptors, 6 regular and 2
kamikaze. Socketed with 5 Skulls (20% life drain, 16%
mana drain).
- Offensive. Offensive contains:
Desolator blasters and field generators, life-draining
tentacles, missile batteries, spiky-ball transformation,
grappler chain, automatic laser blaster, charging Vallax
ray, three railcannons, tesla blaster, Barrier Projector,
plasma field (around the pod itself), Corrosive Acid
Cloud blasters, Fire Beam, Ice Beam, Bolt Beam, Confuser,
Bio-Blast, X-Fer, and satellite linkup. A number of them
can combine their attacks like Prism Tanks to fire an
intense blast. Socketed with an Emerald (+30 poison
damage over three seconds), a Diamond (+170% damage vs.
the undead), a Skull (4% life drain, 3% mana drain), an
Amethyst (+60 Attack Rating), and a Sapphire (9-13 cold).
- Defensive. Defensive pods are
designed to stun and stop enemy attacks. Defensive
contains: Vallax stun blaster, combat shields, energy
absorption field, radiation absorption field, stunning
draining tentacles, Dark Swarm firing mechanisms, Barrier
Projector blaster, Zombitron launcher, bola and net
launcher, Electric Lasso launcher, Heal Force, and stun
and gas grenade launcher. Many of them can combine to
form a barrier. Socketed with three Diamonds (+60% resist
all) and two Skulls (12-14 damage inflicted on
attackers).
- Kamikaze. Kamikaze is very simple.
It absorbs damage with an Invincible Armor and an
additional set of armor until that is destroyed. The
final skeleton of the pod then launches itself with
teleporters, antigravity and a plasma shield in order to
burrow through armor and detonate itself, with
technological, magical and Scourge/Infested Terran style
detonation capacity. It has been Socketed with 4 Skulls
(16% life drain, 12% mana drain) and a Ruby (6-10 fire
damage).
- Miscellanous. A miscellanous pod,
containing sensors (including a psionic sensor) and
various tools, including laser welders, buzzsaws,
chainsaws, and so on. It has been Socketed with a Diamond
(+10 to Attack Rating), an Amethyst (+10 to Strength), a
Sapphire (+25 Max Mana), and a Topaz (+25% better chance
of finding magic items).
Note: See the Caster Missiles
section for various Specialist Armors I have been designing.
Psynetics:
- Advanced Sixth Sense
- Amplified Telemechanics. Greatly
increases the power of telemechanics.
- Ectoplasmic Disguise. Allows me to
use ectoplasm to disguise myself.
- Kinesis Machine. Provides enhanced
psychokinetic powers.
- Psychometric Amplifier.
- Psychometric Booster. This
multiplies my physical, healing and super-psionic powers'
range, duration and damage by 50%. Sensitive powers have
their range and duration doubled.
- Psynetic Eye. Constant see aura,
see the invisible, see astral beings, and the ability to
fire electromagnetic energy blasts.
- TK Force Field Auto-Defense. Offers
320 M.D. of protection.
- Telepathic Sender. I can
communicate with others with this implant over a mile's
range, and those w/o the implant at 20 feet.
- Two arms each are the following
Telekinetic Extensions: TK-Round Launcher, Electrokinetic
Rounds, Pyrokinetic Rounds, or Hydrokinetic Rounds.
- Emergency Psychic Inducer.
- Psionic Booster Implant.+24 I.S.P.,
+20% range and duration of all psionic powers, damage
gets an additional 1D6 point, more psionic powers.
- Psionic Actuator. An additional
M.E. x5 I.S.P., additional powers.
- Sensitive Implant. +18 I.S.P., more
sensitive skills.
- Physical Reactor Implants. +72
I.S.P., adds Physical, Healing, Nega-Psychic and
Super-Psi abilities.
- Eruptor Implants. +180 I.S.P.,
enhances electrokinetic abilities, pyrokinetic abilities,
telekinesis (double duration, range and weight limit),
energy shaping, biological control powers, hydrokinetic
abilities and Mind Bleeder abilities.
- Eternal Brain.
Symbiotes:
Note: All these symbiotes are now
different "cells" of my Super Black Exoskel, which is
planted somewhere in my body and sprouts out when needed. Thus,
this list is just for posterity's sake.
- Electrone Symbiote: The Electrone
is a buried beetle-resembling creature that is capable of
firing electromagnetic blasts.
- Solara Symbiote: During the day, I
receive various bonuses.
- Thundergut Symbiote: Offers me
strength bonuses and immunity to stomach-affecting
diseases, gases, microbes, etc.
- Pissant Symbiote. This aptly named
symbiote generates poisonous and rancid gases.
- Absurr Life Node. This symbiote
triples my life span, offers me numerous bonuses, and
makes me impervious to mind control and empathic
transmission.
- Chest Amalgamate. Pumps me up and
adds to my speed.
- Super Elom. Creates a 600 M.D.C.
electromagnetic forcefield when danger is sensed. It also
does electromagnetic blasts and similar. It also makes me
immune to P.P.E. siphoning and vampires.
- Mindlink. This enables me to
do two-way communication with any Furre, but in
particular Techmage, Zeraltar, Grand High Archon, Simon
von Greis, General Karn, and my students.
- Talo Mind Worms. These expand my psionic capacities.
- Demon Mask. H.F. of 16 to all demons, all attacks inflict
double damage on the supernatural and creatures of magic,
+1 attack per melee, +1 initiative, +200 M.D.C., and the
mask is indestructible.
- Modified Staphra Symbiote. This symbiote allows me to
boost my M.D.C. by 465 points for 15 minutes 66 times per
day. I can operate for an entire month without sleep
without suffering any penalties. I also have improved
magic/fire/cold/poison resistance, possession and Horror
Factor saves, and I may channel psionic energy into
weapons or fire very efficient low damage psi-energy
bolts.
- Metamorph Prison. Traps enemies so I can take their
forms.
- Staaker.
- Eyes of Thoth and Mars.
- Maxi-Killer. A Juicer symbiote, essentially.
- Grafted Armor. 120 M.D.C. of backup symbiotic armor pops
out if necessary.
- Booster Claw. See the invisible, +50%
M.D.C./P.P.E./I.S.P., and spell strength is +1 level. For
10 P.P.E., my M.D.C. goes up by 50%; lasts for 33
minutes. For 12 P.P.E., my experience level for spells
and psionics goes up by one level; lasts for 33 minutes.
- Combat Claw-Vambrace. Wrapped around my arms. +1D6 M.D.
to punches, +1 melee attack, +60 M.D.C., one on both
arms. For 2 P.P.E., I can extend the claws to twice their
length and add 2D6 M.D. to punch attacks for 165 minutes.
For 8 P.P.E., my strength goes up for 33 minutes. For 4
P.P.E., I can invoke a rush to gain +2 to initiative, +1
to strike/parry/dodge in HTH combat (-1 on all in ranged
combat), +2 to damage, and +1 melee attack.
- Claw Feet. +25% running speed, +6 feet to leaps, +10% to
climb/balance, +1D6 M.D. to kicks. +10% to
Climb/Prowl/balance rolls. For 5 P.P.E., I can run 330
minutes full speed for no fatigue. For 2 P.P.E., I can
instantly accelerate to a full speed run OR leap twice
the normal height OR gain an Auto Dodge. For 6 P.P.E., I
can multiply my running speed by 10 times for 33 minutes!
- Bug Wraps. Wrapped all over my body when the symbiotic
armor is on, this increase my armor's M.D.C., allows me
to pump P.P.E. in to increase my armor's M.D.C., allows
me to pump 5 P.P.E. in to enhance my armor's
environmental skills, offers +1 to save vs. joint
locks/bone break.
- Eye Claw. A symbiote with three eyestalks that may assist
me if necessary. See the invisible, see aura, keen color
vision, see in three directions at once, no surprise
attacks, +2 on initiative.
- Brain Sucker. Impervious to psionic attack, magic
illusion, and mind control, plus see the invisible and
nightvision.
- Chest Wrap. +80 M.D.C., regens 10 an hour, and I'm
resistant to regular fire and heat (ANOTHER 1/2 on fire
and heat).
- Crown. Impervious to disease, magic sickness, 1000 foot
nightvision, resistant to poison and drugs, +2D6 M.D.
regened per melee round, impervious to regular fire and
heat.
- Half Mask. This symbiote has two elements. First, I have
+50% HP; that is always active. However, the other thing
it does is create an intense mind block that shuts off
helpful and non-helpful psionic attacks and my own
psionic attack. The second feature is activated only when
I am not using psionic abilities.
- Medallion Heart. +5 P.S., never fatigues, +20% to save
vs. coma/death.
- Medallion Skull. Impervious to life and energy draining
of any kind.
- Necklace. Understand and speak all languages, impervious
to poison and drugs, impervious to vampire bite and
powers, +2 to save vs. disease and magic potions.
- Spider. Impervious to poisons and toxins, +2 to save vs.
magic potions and slime, a burning poison bite that
inflicts an additional 1D6 damage.
- Glimmerstar. A star symbiote worn on my hands that
creates a glimmering wall of light that repels
darkness-based creatures and can be used as a signal (the
wall of light can be used twice per 15 seconds). See in
bright light, deflect laser beams, impervious to blinding
flashs.
- Mindstar. +M.E.x5 P.P.E..
- Magicstar. Sense locations of P.P.E. crystals/stones/life
force batteries/water fountains/rifts within 100 miles.
Can sense the Unholy and his Host and comparable evils
within a mile. +60 P.P.E. usable only by me.
- Worms of Armor. 60 M.D.C. worth of additional back-up
armor.
- Worm Fringes. Additional Worms of Armor that have
activation abilities: for 3 P.P.E., the worm's surfaces
become slick, or alternatively become sticky.
- Worms of Shadow. +86 M.D.C. to upper body, offers Shadow
Meld/Chameleon/Concealment 4 times a day at 33rd level.
- Worms of Blood and Mending. Many little worms grow in me
due to my super-organic nature and will cure poison,
internal and external bleeding, and infections in wounds.
No scarring.
- Worms of Power. Cast energy bolt, energy field, energy
disruption, impervious to energy and negate magic
barriers equal to a 5th level mage each 4 times a day.
- Worms of Seeing. +1 to save vs. mind control/illusions,
can cast each of the following spells 4 times a day equal
to a 7th level mage: see aura, eyes of Thoth, and eyes of
the wolf (locate and oracle can be cast once a day). I
can also sense the approach of any of the Host or other
alien intelligences, but can only estimate as to anything
else.
- Worms of Speech. Tongues, calling and commune with
spirits at will.
- Worms of Spirit. Can cast the following spells each 4
times a day equal to a 5th level spell caster: turn dead,
repel animals, constrain being, exorcism, water to wine,
and remove curse.
- Venom, Carnage and Hybrid symbiotes from the
Gene-Splicers.
- Permanent Spirit of Wormwood because of my deeds for
Wormwood: fly at +50 mph as long as below 2000 feet, 1/2
damage from energy attacks, +3 to save vs. H.F., sense
evil/sense magic/sixth sense/presence sence/clairvoyance
at will equal to a 6th level psychic, and intuitive
knowledge about Wormwood.
- Worms of Seeing. Can cast the following spells 4 times a
day equal to a 7th level spell caster: see aura, eyes of
Thoth, eyes of the wolf. Also can cast oracle and locate
once a day. I can also sense the approach of the Unholy,
his Host, the presence of alien intelligences
- Modified Brain Helmet. Cheaper Psychic Body Field (60
M.D.C., costs 10 I.S.P.), +38 I.S.P., and +7 to save vs.
possession.
- Para-Sym without the 48 hour limit. +300 M.D.C., +4 P.E.,
no fatigue for 48 hours straight, +2D6 M.D.C. a minute
regen, impervious to poison and disease, +18 to P.S., +81
mph running, +20 feet to height or length jumping, +12
P.P., auto dodge, +4 on intiative, +3 to
strike/parry/dodge, +4 to roll with impact, +8 to save
vs. H.F.
- Trapped Psychic Vapor. Some more psi abilities, +60
I.S.P., convert I.S.P. to P.P.E. in a 2-to-1 ratio.
- Trapped Beastifier. A boschala is part of my essence,
offering me +6 P.S., x2 M.D.C., +200 M.D.C., nightvision
100 feet, see the invisible, immunity to poison and
drugs.
- Modified Black Claw. My arms have been infected with a
parasite that normally grows until it has bred and then
takes the arm with it, but I did a little modification to
prevent the breeding. Thus, my arms all have +39 M.D.C.,
I can parry M.D. attacks with impunity, and all melee
hand strikes do +8 damage. I also have +1 to strike and
parry with my arms. My legs have also been infected,
offering me the same bonuses and +50% leap distance/+10%
running speed.
- Faceshaper. +3 P.B. or grotesque face features, +25% to
disguise skill.
- Heaven's Wings. Creates a euphoric feeling, maintain 75
mph flight up to 4000 feet altitude with no cost, +4 on
initiative, +2 to strike, +4 to dodge, +2 to save vs.
mind control, +4 toll with impact, +4 to save vs. Horror
Factor.
- Modified Magic Booster. +1 to spell strength, +52 P.P.E.,
+2 to save vs. magic, causes slight lethargy, and can be
used to add a random effect (raise or lower damage or
duration by 20 or 50% or create a 1D6 M.D. energ backlash
to me and to all within 10 feet).
- Modified Mind Blossom. Modified to be effectively
immortal, this offers me +8 I.Q. (attribute, not rating),
+60 I.S.P., +10% to all skills, +2 M.E., +1 to save vs.
psionics, and offered 5 spells.
- Modified Muscle Boots. Needs no sleep, not too
cumbersome, x2 leaping range/running speed/leap kick
damage.
- Modified Psi-Receiver. x2 range and duration to Presence
Sense, Sixth Sense, Empathy, Telepathy, Sense Dimensional
Anomaly, and Sense Time. +100 I.S.P.
- Modified Temporal Link. No danger from it anymore (a
non-modified Temporal Link sucks the recipient away,
causing them to fade from time, to become the slave of an
evil supernatural intelligence). Automatically See and
Sense Dimensional Anomalies, save vs. temporal spells
better, 10 spells per 24 hour period can be cast without
P.P.E. cost (includes D-Phase, D-Shift Two Dimensions,
Retro-Viewing, Wink-Out, Time Warp: Slow Motion and Time
Warp: Age).
- Aqua Mask. More Aquarobes, x2 depth tolerance, swim at
98%, sonar, +2 to dodge underwater, +2 to save vs.
poisons, and can function underwater blind.
- Line Feeder. Ride ley lines costlessly equal to Ley Line
Walker at 4th level and also sense ley line storms within
2D6 minutes.
- Modified Musical Nymph. When necessary, this symbiote
produces calming sounds, making frenzies take twice as
long to build up and last half as long and make
emotion-affecting magic and psi have half effect in
general. +3 to save vs. Horror Factor, Empathic
Transmission, magical fear, and similar, +1 on
initiative, no stress penalties.
- Modified Storm Breather and Screamer. Breather offers
Lightning Breath for 2D6 M.D., Blizzard Breath equal to
Northwind with a 200 foot range, Wind Rush with 120 foot
range all once per melee, and Whisper/Finger of the Wind
equal to my attacks (2000/90 foot rane, respectively.)
Screamer offers Sonic Scream for 3D6 M.D. with 20 foot
range, Thunder Roar heard one mile away, Howling Wind
with 100 foot range (all once per melee) and Ultrasonic
speaking at will.
- Modified Titanizer. Allows me to grow with the following
effects: Height up to 10 feet, weight up to 1000 lbs, +4
H.F., x3 M.D.C., +50% P.S., bio-regen 2D6 M.D.C. per
melee round, +1 melee attack, +1 to strike and parry. If
I grow, though, my magic power is limited.
- Modified Brain Feeder. Anesthesizes the brain, causing a
constant high (+2 to save vs. psionic attack, H.F., magic
illusions; +5% to all skills; +1 on initiaitive) and
doubling I.S.P.
- Modified Oplos. Perfect vision, 4200 foot nightvision,
see the invisible, see aura, see all spectrums of light.
All sight abilities automatically adjust at will to the
most appropriate. +1 on initiative.
- Modified Heart Worms. Impervious to poison and sickness,
x3 healing, never fatigues, +13 mph to running speed, +10
to P.P.E., resistant to gases; half damage and duration,
+3 to save vs. magic, +10% to save vs. coma/death.
- Haardeon. Symbiote that can fire 4D6 M.D. eye bolts, claw
strike 2D6 M.D., bite 1D6 M.D., and can Detect Psionics,
Nightvision, See the Invisible, Sense Evil, Sense Magic,
Presence Sense, Mind Block.
- Trapped Soul Snake. Offers me the ability to smell blood
up to one mile away and to identify the source of the
blood. Allows me to transform for 12 hours into a
beautiful female. The Soul Snake itself can cast several
spells and use all Mind Bleeder, Sensitive and Super
Psionics, allowing me to focus on melee combat. The Soul
Snake gets 5 psionic, or two magic, or one magic and
three psionic attacks. +4 to initiative, +4 to strike, +1
to parry, +10 to save vs. H.F., impervious to possession.
- Psymbiote. The Psymbiote can use 3 psionic attacks,
independent of me, and possesses Master Psionics. It also
adds 300 I.S.P., 48 P.P.E., 2D6 M.D., +1 M.E., +1
initiative, +1 vs. magic, +1 to save vs. psionics and
illusions, +2 vs. H.F., +5 vs. toxins, poisons and
disease.
Cybernetics:
Fred underwent the torturous Magi Cyborg
process a long time ago, meaning that he is, underneath the skin,
a cyborg. (See Tekh Mage for
the basic idea.) Thus, his cybernetics. Besides HP, strength,
speed, and dexterity bonuses, the cybernetics also include the
following.
- Excelsium/neutronium/ancient mythril/adamantium skeleton,
providing protection sufficient to deter a tactical
nuclear weapon!
- Metal tentacles, much like Omega Red's, pop out of both
forearms. 24 tentacles, 50 feet long, 1 inch wide. Can be
used to pump poisons/electricity/energy.
- Communications/sensor suite, with radar, radio, Advanced
Thermal, x-rays, vibration/seismic detection,
radar/radiation detection, biological vision,
ultraviolet, ultrasonic/acute hearing, epidermic
analyzer, pulse detector/stethoscope, etc. Sensors also
built into the hands. A camera and video camera eye are
also part of the setup.
- Complete compatibility with ALL powers. The beauty of the
Magi Cyborg process is that it attaches a metal construct
to Fred's natural mystic pattern.
- Palm and Eye Vallax energy blasters. These pump up the
energy of my energy blasts and are one of the ways I
learned Variable Energy Expulsion.
- Antigravity propulsion system, multiplying flying speed
by 2.
- Enhanced joints, allowing me to bend in normally
impossible manners.
- Adamantium grappling line: 1000 foot length with
motorized pull-in device and a molecular adhesive tip.
- Cloaking, radar deflection, and sensor jammer systems.
- Enhanced computer database, filled with the following
types of data: various skills I haven't mastered, world
data, common races, spells/ weapons, a memo-taking
system, dream recordings, and so on. This is always
correlating data, allowing me to reach conclusions with
mathematical speed and certainty.
- Calculator and stasis clock, with absolutely no time
deviation!
- Restorative, Medic, Escape, Luminescent Nanobots.
- Recharger port for nanobots, weapons, etc.
- Fusion energy crystal allows for 100 years of life, but
mainly is used to power various things; my own energy and
my immortality can handle it if necessary.
- Oxygen storage cell, holding 300 minutes of oxygen.
- Toxic filter and molecular analyzer.
- Cybernetic disguise systems and voice synthesizer.
- Independent combat computer.
- Stabilizing pylons, eight inches long, that can pummel
their way through starship hulls and allow me to stick
into surfaces.
- Electromagnetic psionic dampers, enhancing my resistance
to psionic assault and attacks that use electromagnetism
to harm the brain.
- Bio-comp self monitoring system, keeping me informed of
all aspects of my body at all times.
- Internal stimpack systems, including Demon Elixirs.
- Left index finger is a lockpicking device.
- Data transfer wires allow me to hook up to computers,
take information, install viruses, hack through security
systems, etc.
- Implants from the following Mega Man bosses: Bomb Man (Hyper Bomb), Napalm Man (Napalm
Bomb), Storm Eagle (Storm Tornado), Flash Man
(Time Stopper), Crash Man (Crash Bomb), Metal Man (Metal
Blades), Wood Man (Leaf Shield), Gemini Man (Gemini
Laser), Magnet Man (Magnet Missile), Hard Man (Hard
Knuckle), Snake Man (Search Snake), Top Man (Top Spin),
Toad Man (Rain Flush), Skull Man (Skull Barrier), Astro
Man (Clone Shot), Knight Man (Knight Cutter), Plant Man
(Plant Barrier), Yamato Man (Yamato Spear).
- Mega Man X's special Charge and other implements.
- Backup memory retaining unit stored in a secret spot
within the body sealed from detection. If one beheads me,
and my regeneration does not handle it, my cyborg body
will reactivate with only my natural sensory powers and
other non-head-based sensory apparati.
- Knuckles claws, ala Wolverine.
- Finger Red Silver vibro-claws for anti-vampire purposes.
- There are 6 places where the way my ribs feel is changed.
These 6 places are small exit holes for 6 additional
arms.
- TW Hydraulic Stake Driver. Mounted beneath the left
forearm is a hydraulic stake driver that shoots wooden or
silver stakes 15 feet and inflict intense damage,
enabling it to pierce supernatural skin and do it's work.
- Sunbeam finger blasters. My index and middle finger on
each hand can fire sunbeams to deal with vampires and
other sun-wary creatures.
- TW Electro Blaster. The electric arc inflicts some
damage, while the electric field around the hands adds to
damage.
- TW Flaming Retractable Sword. My right forearm can
project a fiery magic sword in case of emergencies.
- Extendable jaw due to internal hydraulics, meaning I can
do the sort of snake thing and chew things 3 times the
size of my head. The jaw is also enhanced by
vibro-fields.
- Internal sound diffusion system, so that all the sound I
or my weapons/other peripherals make is either muted or
completely silenced. I can Mute spells by Muting the
sound, but because the sound still exists, the loss of
magic power due to the silence is halved!
- Extendable cybernetic vibro horns to augment my
bio-wizard horns.
- Rocket charges in the feet to rocket myself into the air.
- Universal headjack to jack into vehicles, computers, etc.
- Keg O' Whoopass into Juicer bio-comp
- Special reflexive system, which utilizes elements of
light, electricity and hyperspace.
- Cohesion Enhancer. A special bio-organic enhancement that
enhances the molecular cohesion in tissue, increasing
defensive value, endurance, strength, speed,
regeneration, and resistances to poison, fire, acid and
cold.
- Cyborg Commando armaments, including immunity and
absorption of Tiberium,.
- Candle Man enchantments. I can fire moderate-damage wax
blasts that inflicts x10 damage to superhumans, and the
cybernetics gain intense new regeneration.
- Android #19's power absorbers. This also includes the
Super Android #17 energy absorption system, so be
careful.
- Kamaitachi's Blaster. While I remain on my feet and
fighting, a meter charges up, and when it's full, I can
engulf a large area around me in white energy that
damages all enemies.
- Allen and Sheena's cybernetics (Thunder and Ice
Sabers/kick enhancement, Thunder Dragon, Crystal Rain,
slide kick, grab onto walls, buzzsaw jump)
- Modifications of Allen's and Sheena's cybernetics,
including Laser (light-heated kicks, Light Sabers that
are thrown weapons, a firing laser buzzsaw attack, Laser
Storm), Heat (fire-heated kicks, Fire Saber, fire buzzsaw
and a massive flamethrower assault emanting from the
hands), Neural (neurally damaging kicks, Neural Blade,
neural jump field, and a massive Neural Storm), Matter
Gen (create a sharp blade into an enemy, extra-matter
kicks, a physical buzzsaw like Kamaitachi's, Matter
Storm), Radiation (Rad-Kicks, Rad-Blade, Desolator Wave,
RadSaw), Gravity (Gravity Kicks, Gravity Buzzsaw Field,
Gravity Wave, Gravity Blade), Shockwave (Shockwave Saw,
Shockwave Kicks, Shockwave Sword, Conic Wave)
- Robo's Cure Beam, Heal Beam, Laser Spin, Uzzi Fist,
Rocket Fist, Robo Tackle (with Fire/Ice Tackles), and
Shock.
- My cybernetics count as an Urza's Armor.
- Artifical acid generator.
- Turn arm into mingun, ala World's Strongest.
- Extendable hydraulic limbs, thanks to Rubber and my own
unique abilities.
- Special Power items from Run Saber.
- Tractor beam.
- Ambient debris fields for protection.
- Bio F.R.E.A.K.S. machinegun and armor.
- Null Psyborg stuff, including enhanced psionic save, a
psionic disruption touch and field, and the ability to
institute a complete psionic filter: no psionics from me
or to me. This also has a special enhancement that
automatically negates completely 300 I.S.P. of psionic
attack and then reduces all psionic attack by 10%
afterwards.
- Cybernetic head Socketed in a
special manner with one of every gem, giving +5 to
Replenish Life, +16-20% to Replenish Mana, +25% to
finding a magic item, +10 to Strength, +30 to Attack
Rating, +10 to Dexterity and +25 Mana
- Cybernetic body Socketed in a
special manner with one of every gem: +50% Resistance,
+17 Defense, 18-21 damage inflicted to enemies for
attacking me,
- Cybernetic weapons all Socketed
with a Diamond (+170% to undead damage) and two Skulls
(8% life drain, 6% mana drain).
- Magical permanent imbuement of the
following herbs enhanced with magic: amaranth (enhances
life span, +2 vs. poison/disease/magic illnesses, +20%
vs. coma death), blackthorn (+2 to save vs. psi and magic
from the evil, +2 to save vs. Horror Factor), black
hellebore (+6 to save vs. chemical mind control and
hallucinogenics, +5 to save vs. psionic attack, +2 to
save vs. possession, prevents magic insanity), castor oil
from castor beans (prevents magic blindness,
automatically washes over the eyes to cure acid or other
damaging items, and see the invisible), catnip (pumped
instantly when offense is needed; +1 on initiative and +2
to strike but -1 to parry and dodge), ergot fungus (see
through magic illusions and enhanced psionic sensing),
foxglove (enhanced poison resistance), ginseng (prevents
fatigue, ups speed by 27 mph, +1 on initiative, +2 to
dodge), horsetail (impervious to toxic gasses, breathe
without air), jimsomweed (protects against fairy foods
and drinks), magic oak bark potion (Armor of Ithan
automatically initiates with 60 M.D.C.), magic oak tea
(provides Oracle spell at will), magic oak potion (acts
as holy water, making vampires think twice before
attacking me; pumped into special organs that will spray
enemies), magic oat root potion (track animals at 88%),
holy thistle (ups strength and cures alien diseases),
cobra vine blood tea (will automatically cure blood-based
diseases), cobra vine root salve (automatically salves up
vampire bites), Dagda's Scepter potions (commune with
spirits at will equal to 8th level mage), faerie's
cauldron faerie potion (transform into a fairie-like
creature with certain bonuses at will), faerie's cauldron
stone to flesh potion (automatically restores petrified
parts of me to flesh), and willow (improves energy
resistance)
- Strength Potion from TSR's Face to
Face, doubling damage.
- Permament Elixirs of Power and
Deceit, particularly: Invulnerability (equal to the
superpower; 700 M.D.C. and a host of immunities and
resistances), Man of Stone and Metal (can transform into
metal or stone at will with lots of M.D.C.), project
energy (+5D6 M.D. to energy blasts), control wind
(breathe without air, float in air and wind rush at
will), control fire (ignite fire, fuel flame, fire bolt
and circle of flame at will), Invisibility (can turn
invisible at will for indefinite duration), Fly (augments
my flight power), and Man of Shadows (Darkness Control).
- Anti-Monster modification,
enhancing the flesh and metal fusion and offering the
following "built-in" spells which each may be
cast three times per 24 hours equal to my spell level:
Annihilate, Blinding Flash, House of Glass, Realm of
Chaos, Globe of Daylight, Armor of Ithan and Magic Net.
In addition, it allows sensing of psychic and magic
energy within 50 feet and sense and identify supernatural
beings at 98%. It also makes me immune to vampire mind
control bits, being turned into a vampire, and impervious
to harmful magic potions.
- Momano P-Beam knuckle blasters.
- T-1000 modifications!
- Skin has become "organic
metal".
- Internally implanted Charge Rings
which up my Dexterity.
- TW Plasma Napalm firebreath cannon,
mounted on the back of the palate.
- TW Poison Chemical Emitters from
the chest, fingers and head.
- TW optic suite, including automatic
Scan, see the invisible, and so on.
- Anoptikon vision, using forcefields
to allow seeing quantum particles without bombarding them
with photons and allowing the eyes to switch instantly
between a quantum microscope to a galactic telescope.
- Magnetic Shield implant in
cybernetics. Halves particle beam damage and has a 35%
chance of confusing missiles.
- Magnetic Field Generator. My
magnetic powers have been augmented with internal
cybernetics.
- Controlled Seizure Reflexes. I may
initiate a set of nerves that act as if under epilepsy,
moving with severe strength but inaccuracy (-30% to all
skill rolls).
- 4 Elixirs of Vitality pump through
my Juicer biocomp, giving me +32 Magic life points.
- Juicer bio-comp has intense magical
concoctions pumping through it, effectively making me a
TW Juicer with enhanced abilities. Also has all Arcanum
Therapeutics potions (Persuasion, Physical Prowess,
Awareness, Reflexes, Mind Marvel, Energizer, Revitalizer,
Brain Builder).
- Special systems deliver Ash: Rowan
salves to wounds (hopefully preemptively), increasing
cohesion where blades strike and making it much easier to
attach the limb back.
- Biochemical Energy Generator. Makes
me pump out chemical energy like crazy.
- Dr. Gero's power system design,
offering a near-endless supply of energy.
- Dr. Wheelo's android design, making
my entire body more rubbery and allowing me to launch ice
blasts and create electric whips.
- Poison enhanced with Belladonna
Paralysis and Poison brews.
- Internal IV system, filled with
magic foodstuffs and potions and water supplies to keep
me supplied with food and water. Also automatically will
begin brewing antidotes for unknown poisons and will
continue to do so even if the poison or something else
kills me.
- Psionic Crystal enhancement,
offering a 70 M.D.C. force field that can be turned on 4
times per 24 hours.
- Implanted Bio-Booster Stones. I
have 6 of these. Each activation of the abilities takes
one of my attacks. I can boost P.S., P.P., P.E., P.B.,
Spd., and Hit Points by 50%. They have their own internal
60 P.P.E. (each).
- Implanted Bio-Field Stones. I have
7 of these. Each activation takes an attack. I can use
them to become impervious to/gain protection from
disease/radiation/toxins, fatigue, fire/heat/cold,
animals and insects, parasites, or evil spirits. They
have their own internal 60 P.P.E. (each).
- All three eyes have been
transmogrified into Eye Stones. Nightvision 1000 feet,
see the invisible, see aura at will, see infrared, +5% to
skills involving perception, +1 on initiative, +1 to
dodge.
- Implanted Healing Stones. I have 5
of these. Same rules as Bio-Booster/Bio-Field. I can use
them to heal wounds, heal burns, negate poison, cure
illness, or go into a stasis trance (latter is
automatically activated when I go any kind of
Stop/Maelstrom or my own other stasis sleeps/healing
comas).
- Implanted Psi-Booster Stone. +50%
I.S.P./psi strength/range/duration. +25% P.P.E., M.A.,
and M.E.
- Implanted Spirit Stone. Impervious
to negative emotions from outside sources.
- Both hands have barely perceptible
crystals/gems in them. These include a Control Gem (x5
duration, range and control amount of summoning spells,
and also can cast Calling, Constrain Being, Commune with
Spirits, Control/Enslave Entities, Compulsion,
Domination, Animate and Control Dead, Summon &
Control Animals, Summon & Control Flies/Insects,
Summon Entities, Summon Parasites, and Trance, not to
mention being able to track summoned creatures like a
crystal ball), Crystal Ball (monitor things in a huge
radius), Energy Cell (180 P.P.E. each), Eye of Wormwood
(8 spells per 24 hours total of the following: Close an
Opening, Create a Fountain of Water, Create an Opening,
Create Stairs, Hell Fire, Locate Places of Evil, Locate
Food & Resources, Locate Home Town, all at 6th level
proficiency), Heart of Wormwood (8 spells per 24 hours
total of the following: Control Temperature, Create
Shelter, Destroy Life Force Cauldron, Heat Point, Hell
Fire, Invisible to Magic Seeing, Life Fuel, Locate Places
of Evil, Summon Edible Grubs, all at 6th level
proficiency), Magic Booster Crystal (x2 duration and
range of spells, +25% P.P.E. and P.E.), Spell Gem of
Destruction (8 spells from the following per 24 hours
total: Fuel Flame, Fire Bolt, Fire Ball, Circle of Flame,
Call Lightning, Life Drain, Negate Magic, Paralysis:
Lesser, all at 6th level proficiency), Spell Gem of
Dimensions (8 spells per 24 hours of the following:
Invisibility, Close Rift, Dimensional Portal, Time Slip,
Time Hole, Teleport: Lesser/Superior, and Mystic Portal,
all at 6th level proficiency), Spell Gem of Illusion
(same rules: Apparition, Concealment, Fool's Gold,
Hallucination, Horrific Illusion, Mask of Deceit,
Multiple Image, Wisps of Confusion), Spell Gem of Magic
(same rules: Anti-Magic Cloud, Dispel Magic Barriers,
Eyes of Thoth, Magic Pigeon, Metamorphosis: Mist, Negate
Magic, Tongues, Sense Magic), Spell Gem of Protection
(same rules: Armor of Ithan, Escape, Impervious to
Energy/Fire/Poison, Negate Magic, Repel Animals, and
Sanctum), Light Crystal (2 total at 2nd level duration:
Blinding Flash, Globe of Daylight, Ignite Fire), Finder
Crystal (same rules as previous: Locate Places of Evil,
Locate Food & Resources, Locate Home Town, Create an
Opening), and Shadow Crystal (same rules: Chameleon,
Invisibility, Shadow Meld).
- Tree of Might Fruit juice in my
bio-comp.
- Soma potion in bio-comp. P.S. of
70, +2,000 M.D.C., +1,000 P.P.E., +400 I.S.P., +1 to
strike, parry and dodge and +2 to save vs. H.F.
- Doctor Plastic's design, creating
backup nerves, allowing me to change the electrochemical
hardness of my body (either x2.22 HP or turn into a
liquid), automatically change colors, and offers
Nightstalking, Impervious to Fire and Heat, Radar, and
Nightvision.
- Golem enchantments, offering
magical senses, a sort of mystic "combat
computer" augmenting my moves and abilities, a
natural draining ability, the ability to share HP with
others, and enhanced strength, .
- A Candle of Sleeping effect can be
projected from my finger tip, causing all who fall under
the light to become drowsy and sleep.
- Cybernetic design has been
patterned after a Mage Wars Node, allowing me to
regenerate MP quickly and increasing my maximum MP.
- Green and Yellow Lantern Rings
implanted in my ring fingers.
- CS Psionic Weapon Gauntlet
enhancements. My forearms can create a psi-sword, a
psi-shield, or use electrokinetic blasts at will.
- Borg technology, allowing me to
gain an immunity to something after exposure!
Bio-Wizard:
- Firebreath: 1D6x10 M.D.
- Internal clock and instinctive
sense of direction
- Molecular analyzer
- Motion detector and heat detector
(penalties from blindness are half)
- Prehensile tail, like a monkey's,
with a nasty stinger that can inflict damaging poison,
convulsions or paralysis. It does mega-damage, BTW.
- Energy expulsion. 2D6+60 M.D.
Basically a nice little addition to my energy power.
- Retractable spiky demon horns, 6
inches long, with poison.
- Microbe Jaw. My jaw creates
numerous microbes.
- Microbe Gland. A special gland in
my body absorbs diseases, making me like immune to most
disease. However, the flipside is that I can
"seep" the gland to make me a walking disease
pit!
- Acid spit gland.
- Takklemaggot tongue. My tongue has
special enhancements so it extends very long, is
adhesive, and has a Takklemaggot at the end that bites
into enemies and inflicts a -1/-1 counter every turn the
Takklemaggot is biting into their flesh.
- Poison glands, culled from a number
of animals (Xiticix Leapers, ordinary snakes, spiders,
Gwylacks, and so on).
- Ice Breath, made from a mixture of
a number of creatures.
- Chameleon skin. A natural chameleon
ability.
- Echolocation. An echolocation
sonar-like sensor gland that can be used in air, on land
or in water.
- Electro Stun. A natural
jellyfish-like ability to stun an enemy with an electric
shock (also improves Elom and Electrone damages).
- Tail has been enhanced to be like a
Kinnie-Ger's: sense the arrival of a storm within a 100
mile radius at 98%, divining rod to find water at 98%,
and sense the presence of a kelpie or water/air elemental
within a 200 foot radius.
- Chloro-Skin. I constantly get a
little food energy from the sun.
- Poison breath and disease
breath-generating glands.
- Eyestalks. My eyes can extend on
stalks.
- Cooling and heating skin. The blood
contains a special chemical that accumulates in small
sacks and acts as an ointment for burns or as an
anti-freeze.
- Gills.
- Solarian heat-using gland, allowing
me to turn ambient heat power into psionic energy with
incredibly potent results.
- Stasisrobe gland that pumps a
special stasis-inducing microbe for healing into my body
during critical healing points.
- Aquarobe gland that pumps
oxygen-enriching microbes that allow me to take oxygen
out of water in case of gill collapse, and also destroy
waterborne pollutants.
- Clotrobe gland that enhances blood
clotting capacities.
- Aerobes that destroy dangerous
toxins and enriches oxygen.
- Purirobes that instantly destroy
most poisons.
- Dehibicila microbe glands to
dehabilitate enemies.
- Plastirobe glands to destroy
plastics.
- Dragoncila glands to gnarl dragons.
- Transfortifiers constantly pumped,
thus avoiding the disadvantages and mortality, giving me
+62 P.S., +1970 M.D.C., impervious to cold and heat, and
enhances maximum growth size.
- Lobee-Optos, giving me a bump in
the center of my head much like a third eye but adding
267 I.S.P. and 10 P.P.E., plus more psionic abilities.
The parasite can be targeted with psionic mental
abilities, but I have given it a rudimentary saving throw
and surrounded it in a anti-psionic field.
- Chemical spraying glands, which
always are emitting anti-scents (scents that mask my own
scent and harmful gasses coming into me) and specifically
concocted healing gasses for friends (+20% regeneration
for allies). It also releases microbes and always
releases a special agent that makes wound fester and not
heal (-20% regen for opponents.) I can also spray
microbes out of these.
- Ant's Ioun Stone Heart. An implant
in my heart that stops 3 spells, then must be
replenished.
- A special gland producing one
microbe exclusively: a dangerously powerful microbe
developed by Set that can be used to affect gods, giving
them amnesia and greatly reducing their powers!
- Water Sponge. I have a number of
pores that contain small organs that can fill up with
water and instantly put it into a storage organ or later
expel it in beams of water.
- Additional Saiyan tail, allowing me
to transform into an Oozaru at the full moon.
- Debilitation Slime blasters,
allowing me to spray enemies with slime that has the
following effect: -25% to all skills, 1/2
P.S./P.P./Spd/attacks per melee, and double fatigue rate.
- Null Slime. If under severe danger of a magic attack, I
automatically secrete an anti-magic slime that makes me
impervious at the cost of not being able to use it.
- Restoration Slime. Heals myself at need.
- Bio-Electric Weapon enhancements for all parts of the
body, allowing me to sacrifice life energy to pump into
attacks.
- Elemental Bio-Harness. I can put 6 P.P.E. and 1D6+10 M.D.
into this Harness to activate an imperviousity to cold,
heat, fire, and electricity, not to mention allow me to
cast all warlock or elemental spells at 1/2 cost.
- Bio-Wizard Eye Implants. Mechanical enhancement - see the
invisible and nightvision.
Junction:
- Brrzap Junctioned to Evasion.
- Meganuke Junctioned to Speed.
- Shooting Star Junctioned to
Accuracy.
- Omega Flare, Tsunami, Sweepwind,
Glacier Junctioned to Elemental Defense
- Two open slots for Elemental
Attack.
- An open slot for Status Attack.
- Cent Junctioned to Status Defense.
- Final Virus, Black Hole,
Invulnerability Junctioned to Status Defense.
- Mega Rocklance Junctioned to HP
- Ultima 2 Junctioned to Strength.
- Tellah's Meteo Junctioned to
Spirit.
Materia: Quatra Magic
(repeat the same spell up to 4 times), X-Magic (raises my total
to 4 spells a turn), Mega-All Materia. (can cast all my spells on
multiple targets), 4x Attack Materia, X-Item, X-Summon,
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