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Rifts Wormwood - Regnum Lux and the Viceroyalty of Skelos

Posted: Mon May 28, 2018 12:40 am
by shadrak
The Second Empire
Book of Shamir
CHAPTER 4
Lo, even as the Unified Realm was sundered by the Child of Light’s own hand, the Seer, Shamir Beniziar, dreamed dreams and his spirit was troubled. On the third night Shamir cried out “Here am I, Lord, what dost thou wish of me.”
And, from the quiet of the night he heard the command of the Spirit of the Servant of the Light, that one which is called Zomnos “How long will you weep for that which is lost? Know you not that the anointment of the Light has rejected Kah-mu Ron and his heirs? But the Light has not abandoned this land and its Children. Behold, the Light has chosen a new Champion. Gather yourself and go forth unto Therun, Lord of Bezu, and there you will find the the Child of Light amongst his sons. You will take him unto Quusada, which is the Watchtower, and unto Hir-Kah Rahryth, where he will gather the Child of Light unto his bosom and will bring him into maturity.
And it came to pass that when Shamir went unto Bezu and the elders of the town quaked in fear, and asked “have you come to destroy us, lord?”, for they knew Shamir was an holy man and they feared the wrath he would visit upon them for their sins.
And Shamir said unto them “Peace be unto you, I come to sanctify this city and make it holy. Bring me unto your lord Therun that I might sup with him.”
And when he was in the presence of lord Therun, Shamir spoke unto him these words “lord, Zomnos, Servant of Light, has this day commanded me to seek out the Child of the Light. It is by his command that I am here because he has foretold that your son is the Heir of the Light and will save these people of destruction.”
And Lord Therun was pleased, for he had a great son and it was his heart’s desire that his son should rule the Empire. And Lord Therun brought forth his son, Medim, and presented him before Shamir, and his son was a mighty man and a knight.
But, Lo, Zomnos spoke unto Shamir and said “this is not the one.” And Shamir spake unto Therun and said, “have you no other son?” And Therun said “I have no other son!” Yet a servant, steward of the Lord of Bezu, said “holy one, there is one other.” And he spake of a boy conceived in Therun’s lust for a maid, Horunge, which means “fatherless”.
“Call him forth!” commanded Shamir. And when the boy was presented to him, he found the boy was beautiful to look upon but not yet a man. And Zomnos said unto him “this is he-it is his line that shall reconcile the world to the light.”
And Shamir demanded of Therun the boy and Therun was wroth, for he claimed not the boy, and he said “what is this? This boy is no son of mine!” And both Therun and his eldest son, Madim, fell upon Shamir and Horunge with their swords. Still, the spirit of the light came upon Shamir and their swords pierced not his skin and he slew them with his hands.
Then spake Shamir unto Horunge, “fear not, child, for this day you are elevated in the Sight of the Light and have become its Child,” And taking the boy, he presented him before Hir-Kah Rahryth and said “behold, this one is the chosen one of the light.” And he anointed him with the Holy Oils of Wormwood before Hir-Kah and his gathered host.
And Hir-Kah rejoiced, but he knew that Horunge could not regain the Empire before the might of the Armies of Imron, Ailves, and Desillis and he knew they would not bow their knee before the boy.
CHAPTER 5
And it came to pass, after Shamir was taken into the light, that a mighty and evil host slew Imron, the King of Charun. And Hir-Kah spake unto the kings and queens of man and said “come unto my stronghold and we will counsel together and we will destroy this great evil.” And, for a time, the Empire seemed reborn. And Hir-Kah led the armies of man against the evil one and they slew many of the corrupt.
But the Army of the North, the Charunites, faltered before the encamped armies of the host. And the one known as “Gotath” came forth every day and said unto the Armies of Charun, “Come, and send me a man, and if he slay me you shall have this land, but if I slay him you will be our slaves!”
And then came Horunge, anointed of the Light, unto the Army of the North, with two Sentinel knights to deliver a message from Marshal Hir-Kah. And, seeing the beast Gotath, said unto some of the men, “what is this thing that defies the armies of the Light? Why has he not been punished for his insults? What is to be given to the man that slays him”
And the men spake unto him and said “have you not seen him? He is terrible to behold. And great would be the reward of the man who slays him for King Sheol will give unto that man his sister, Seallyah. And she is beautiful.”
The Horunge said “this must not stand, for the Light is holy and will cleanse this land.” And he vowed to destroy the demon. Hearing this, the men brought him before King Sheol.
And King Sheol spoke thusly, saying “you are but a boy, what can you do?” And Horunge spake unto him “When I was twelve, the Peryton died at my hand, and when I was sixteen I slew the Melech. My lord, know you that this day I will slay this beast and the Light shall triumph against its enemies!”
Then the King was impressed and said, “here, take my armor and my sword, for it was my father’s, and his father’s before him.” And it was the great sword Sargos and the Immortal Armor of the Empire.
And Horunge said “I am unused to these things; the Light will protect me, and I will prevail.” With these words, he went forth to do battle with Gotath.
And Gotath said, “What am I that you send a child before me? It is of no matter, you shall be our slaves today!” And Horunge said to him “this day the fowl and the beast will feast upon your flesh and the Beast shall know the might of the servants of the Light!”
And Gotath strode forth, his great spear in hand and his sword slung across his back. And Horunge ran to Gotath and, with nothing more than his dagger, faced the evil giant. And when the demon drew nigh and thrust his spear toward Horunge, Horunge was not there but upon the shaft of the spear. And, behold, Gotath drove his spear deep into the flesh of Wyrmwud and Horunge ran from the blade to the butt of the weapon and cut Gotath from his chin to his navel and Gotath’s innards spilled forth upon the earth.
With this act, the Army of North did regain its courage and drive the demons from the field. And that day the woman Seallyah was given unto the boy Horunge and he lay with her and she became great with his child.
CHAPTER 6
Throughout all of Charun,, even across the face of all Wyrmwud, the people rejoiced and men flocked to the Northern Army and to Horunge so that King Sheol placed Horunge over a force of 2,000 men, even knights, and chief among these were Gibborim and The Three, Ishba,, Elzador, and Ishobeth.
And many were the demons that they slew, and the host was driven before them. And the people rejoiced and said “Horunge is our salvation and our Light” and Sheol watched as Horunge’s stature grew and became sorely wrothful and said unto Horunge in front of the whole war counsel, “who are you to usurp me? Am I not your king?” And on that day Sheol struck Horunge with the great sword Sargos, but Horunge was not there, and he left the king so that his anger would no longer be kindled against him.
And on the morning, King Sheol called together his whole family, even Horunge and Seallah, and he repented of his anger toward Horunge and he told them and his assembled counsel that the Northern Army would meet the forces of Hir-Kah and, together, with the forces of the Cathedral and Ezud, they would finally drive Then said Sheol unto his brothers Dailion and Marion “If we perish on the morrow, Seallah shall be queen and Horunge will be her consort. Let us eat, for tomorrow we may die.” But it was ever his intention that Horunge would fall in battle.
On the morrow, Horunge sent Seallah and thirty of his trusted knights to the Watchtower of Reorith and gathered his forces, two thousand knights and men, and the three.
Even as the sun rose in the morning, the Army of the North drove towards the host and could see the massed forces of the Cathedral and Ezud and Reorith to their south. And Sheol sent forth Horunge and his men and then did Sheol retire his army, leaving Horunge and his men to die at the hand of the host. But lo, the favor of the light was upon Horunge and he and his men slew twenty and five thousand of the host.
But the host was like the waves of the ocean, and they did sweep past Horunge and swallowed the Northern Army whole, and did destroy it, even the King, Sheol, who died at the hand of the Unholy. And when the forces of the Cathedral, Ezud, and Reorith saw that the King of the North had fallen, even with his two brothers, they fell back in terror, even Prince Chaldon of Ezud, who carried Mayvoc.
And the forces of the Unholy swept away the forces of light, but Horunge and his men were spared because the forces of the Unholy turned not their face upon them. Then commanded Horunge the Gibborim and to The Three to take themselves into the heart of the land of the Unholy and to destroy all that they could, and to carry the daughters of Imron forth, and they did as he commanded, killing five thousand of the host, all the way unto the Forests of Skelosian.
And Horunge turned his face towards the host and gathered all of his knights and men and rode forth into the waves of the armies of the host and did battle and on that day did the slay ninety and nine thousand, even until the blood stood in pools upon the plain. But even the Child of Light could not defeat the Unholy, though he wounded him greviously. On that day did Horunge fall before the host, and on that day did the Light’s favor fall upon his son, and upon his son’s son, even unto his descendent today.
In the days before the end, the Child of Horunge, the Child of the Light, will unite the faithful and will drive the Unholy and his minions from the world.


The Book of Shemial is considered a heresy by both the Cathedral and the Eastern Orthodoxy, but it has taken hold among many of the denizens of Wormwood, especially those that are not under the sway of the Cathedral or Ezud.
While the origin of the book is unknown, it is at least 800 years old and references to it exist in many of the tomes among the libraries of Stronghold, Worldgate, and Ezud.
Forty-years ago, the story was given credence when a group of about forty freelancers operating near the Skelosian Retreats was cut off from its main body and were surrounded by a group of the host. The host pursued them to the edge of the Skelosian Retreats but did not follow them into the pillars. Eventually, after losing half of their number to the various beasts that inhabited the Retreats, the remaining freelancers came upon a small keep in a grove of trees, and unnatural and unusual occurrence on Wormwood. As they entered the keep, they encountered three living golems that referred to themselves as “The Three.”
The Three informed the Freelancers that they had inhabited the keep for more than one thousand years and that they defended the descendants of King Emeron and that they continued to seek for the descendent of “The Bastard” and Sayella.
After allowing the freelancers to rest and refit, The Three called forward a force of five knights. Calling them “The Chosen”, The Three sent them with the Freelancers to escort them through the demon-infested lands all the way to WorldGate.
Along the way, the freelancers encountered a force of more than fifty of the Host’s minions. While losing three more of their number and one of The Chosen, the Freelancers were surprised when they were able to not only defeat but destroy the entire force of the Host’s minions.
The Freelancers learned a great deal about The Chosen, from their origin myths (which paralleled the Book of Shameil), their faith, their recruitment, and even general information about their training. The Freelancers learned that most of the Chosen were born of the surviving clans of Charun that inhabited the Skelosian Retreats which they called the Viceroyalty of Skelos. Most importantly, the Freelancers learned that The Chosen, and presumably all of the inhabitants of the Viceroyalty, believed that the descendant of the one known as “The Bastard” still existed in the world and that he or she had the capability of uniting humanity and driving the Unholy and his minions from Wormwood, a belief they termed Regnum Lux.
When the Freelancers arrived in WorldGate, they had become evangelists for Regnum Lux. Since then, many people throughout Wormwood have come to believe in Regnum Lux, and even the Cathedral has begun to investigate the cult as well as to seek for evidence of the existence of the “Child of the Light”.
Today, there are almost 50,000 believers in Regnum Lux, and there are at least 200,000 more denizens of Wormwood that have a significant interest in the cult.

Re: Rifts Wormwood - Regnum Lux and the Viceroyalty of Skelo

Posted: Mon May 28, 2018 12:50 am
by shadrak
Regnum Lux

The fundamental tenants of Regnum Lux largely mirror Vram Yufovya with the following changes:

The Light is a force that acts consciously in the world and is seeking to redeem humanity to itself. The Light has agents, including angelic beings and other supernatural entities that do its bidding, just as the Darkness has its own agents operating in the world. Just as many actors in the world do not actively seek the light but still reflect it, so too many actors do not actively seek darkness but still project it.

Followers of Regnum Lux understand that the light is not only a conscious actor, but it is the giver of life, from the stars, to fire, to the very energy within man’s body. The light is order. The dark, on the other hand, is cold and chaotic and it seeks entropy.

Adherents to Regnum Lux believe that to faithfully reflect the Light, each practitioner must seek excellence. That is not to say that each practitioner must be better than any given standard, but they must each seek to be the best that they can be. Any avid practitioner of Regnum Lux may re-roll every third die during character creation but must accept the outcome of the second roll as final. That is, if a practitioner rolled a 6, 3, and 4 for an attribute during creation, the player could re-roll the 4 but would have to accept the outcome as final.

Wormwood is a product of the Light, but followers of Regnum Lux believe the planet often provides for mankind when mankind should provide for itself. To this end, they generally avoid symbiotes and seek to find alternatives to the goods and products Wormwood provides. In the Viceroyalty, this has also led to the development of towns on land that has 12-36 inches of imported topsoil, as well as stone and wooden buildings.

It is the belief of all adherents to Regnum Lux that the Light reigns supreme over mankind and that the Child of Light is the Light’s representative on Wormwood. Adherents further believe that the Child of Light will finally dispel the forces of darkness.

Re: Rifts Wormwood - Regnum Lux and the Viceroyalty of Skelo

Posted: Mon May 28, 2018 12:53 am
by shadrak
Skelosian Retreats

The Skelosian Retreats is a big place, and The Viceroyalty of Skelos makes up a very small part of it. The Viceroyalty begins almost fifty miles north of the southern border of the Skelosian Retreats and covers an area nearly 150 miles from East to West and more than 200 miles from North to South.

The Viceroyalty does not, in fact, control all this territory. Instead, it represents the total area across which the Vice Royalty’s villages and fortifications can be found.

While termed a Viceroyalty and with one of The Three designated as the Viceroy, The Three exercise very little direct control over the population centers. Instead, most towns are led by an elected mayor that is assisted by members of the Chosen who interact between The Three and the populace.

Almost all the villages are unique because they feature stone buildings and soil that extend across an area of more than one thousand acres. The largest known village, Efram, supports a population of 10,000 on an area of just over 5,000 acres of arable land. The total population of the Viceroy is likely less than 50,000 and is primarily human, though, for some reason, there are Elves, Dwarves, and other races that are members of the Viceroyalty (almost all of whom were born on Wormwood).

While Efram is the largest village in the Viceroyalty, the heart of the Viceroyalty is Talmur, a village of about 7,500 including 500 members of The Chosen, 3,000 acolytes of The Chosen, and 1000 craftsmen and mages. The most massive fortress in the Viceroyalty, Visenger Castle, sits in the middle of the village, and it is the seat of power for The Chosen and serves both as a military fortification and as a training center for acolytes.

The last major area of interest is Shala, the home of a tower and where The Three reside.

The Chosen are a military force of nearly 2,500 expert warriors that defend the Viceroyalty from encroachment by monsters and minions of the host, but almost every member of the Viceroyalty has received basic training and is a member of the militia and is required to maintain arms and armor. This provides a force of nearly 30,000 that the Viceroyalty can tap into in the event of a major invasion, but they are most commonly used to man the defenses of the various keeps and towers scattered throughout the Viceroyalty.

Above The Chosen are Gibborim, a force that never exceeds 37 and normally numbers about 33-35 members. Though not necessarily warriors (Gibborim can come from almost any O.C.C. or race), nearly half of the Gibborim were members of The Chosen. The Gibborim administer various programs throughout the Viceroyalty, assist The Three in their tasks, and provide for the defense of the Viceroyalty.
They are rarely assembled as a full fighting force, but when they are they can easily best a force of demons ten times their number.

Finally, above the Gibborim, are The Three. The Three have administered the Viceroyalty ever since the fall of Horunge by transferring their intelligence and personalities into living Golems while they await the return of the Child of the Light.

On very rare occasions, with breaks that can last generations, Zomnos, Spirit of the Servant of the Light, returns to the Viceroyalty. Most often, Zomnos meets only with The Three, but Zomnos has been known to meet with other citizens of the Viceroyalty and some adventurers throughout Wormwood swear that they have encountered him as well. Most often, Zomnos appears as a fourteen-foot tall human male in flowing robes, shining, dark brown hair, and an olive complexion.

Theories as to who the Child of Light is, how the Child of Light will unite humanity, and what the ultimate outcome of the battle between the Forces of Light and the Forces of Darkness will be abound. Some believe that Vidicus the Wanderer was the most recent Child of the Light, and others believe that the Child of the Light will emerge as an Apok. Of course, there is nothing that says that the Child of the Light must be a descendent of “The Bastard”, but most adherents believe that the unification of humanity will be affected by the bloodline of Horunge. The Three have never articulated their beliefs and Zomnos has only revealed that The Light will reveal its Child in due time.

Re: Rifts Wormwood - Regnum Lux and the Viceroyalty of Skelo

Posted: Mon May 28, 2018 12:54 am
by shadrak
Foreign Relations

The Viceroyalty has no official contact with any other power on Wormwood. However, agents of the Viceroyalty are active throughout the former lands of the Unified Empire including Ezud, the Cathedral, Worldgate, and the Far Sovereignties.

Most of these agents act under the guise of the “Order of the Sisters of Mercy” in Cathedral lands, or the “Angels of Light” in Ezud. Both organizations offer services to the community in the form of health clinics, schools, and other charitable outreach, but they primarily operate homes for orphans. The Sisters of Mercy and the Angels of Light are also unusual because they provide a high level of care, support, and education for the orphans and they take in orphans of all races.

While most of the nuns that participate as members of the Sisters of Mercy or the Angels of Light are adherents to Regnum Lux, only the most senior nuns are connected to and have any knowledge of the Viceroyalty.

These monastic sisters represent almost all of the logistical support system that is available to the Viceroyalty’s spies as they operate across the face of Wormwood, and they also represent a prime opportunity for recruiting new residents for the Viceroyalty.

Outside of Wormwood, the Viceroyalty has begun interacting with other power blocs on Rifts Earth and in the Three Galaxies. The Viceroyalty has a group of “monks” (actually, they are all members of The Chosen) that run a monastery in the Federation of Magic, the Pecos Empire, Lazlo, England, and the Kingdom of Tarnow.

In the Three Galaxies, the Viceroyalty has three monasteries in the Thundercloud Galaxy.

Re: Rifts Wormwood - Regnum Lux and the Viceroyalty of Skelo

Posted: Mon May 28, 2018 12:57 am
by shadrak
Viceroyalty Military Power

The Viceroyalty has a military force available to it consisting of more than 2,500 members of The Chosen, nearly 1,000 assorted other men-at-arms (from mystic warriors from the Three Galaxies, to Ronin from Rifts Japan, to Longbowmen from Ezud, to Freelancers from the Cathedral lands) and 30,000 citizen-soldiers.

The Chosen are said to be descended from the Sentinel Knights of old, and they are expert warriors that are easily the equal of two or three of the Unholy’s demonic servants.
Beyond the men and women that make up the defense force for the Viceroyalty, the Viceroyalty maintains forty-three strongholds spread throughout the territory. The majority of these are M.D.C. stone towers, but nine of them are fortresses that rival the castles of medieval Europe.

The average tower is sixty to eighty-feet tall, with a 5,000 square-foot footprint and is built of MDC stone. The first story is normally twenty-feet tall and has a single, large entrance and no windows. The towers often have two or three additional stories that have arrowslits and loopholes, and the crown of the tower is normally surrounded by crenellations and has one or two pieces of heavy artillery (Generally Ballista or Catapults) mounted on the roof. The walls of these fortifications average 300 MDC per 10 square feet of lighter walls (often at heights above 40 feet or for curtain walls) and 600 M.D.C. per 10 square feet of heavier fortifications. Wooden fortifications and palisades average 120 M.D.C. per 10 square feet.

The Citizen Soldier

Almost every adult member of the Viceroyalty is trained in basic military skills and is responsible for spending a tenth of their year in military service as part of their obligation to the Empire.

These militiamen and women are trained in Hand to Hand: Advanced and receive W.P.: Sword and W.P.: Bow. They also receive a bonus of +20 to their MDC. When they are operating under the command of a Viceroyalty military officer, they receive a +3 bonus vs. Horror and are +2 on initiative rolls.

The Viceroyalty also provides the Citizen Soldier an enchanted Broadsword capable of doing 4D6 Mega-damage, a Brigandine vest with 45 MDC, and a recurve bow as well as a variety two dozen arrows capable of inflicting 2D6 MD (see Arms and Armor of the Viceroyalty for more detail on these and other weapons). Additional arms and equipment are distributed to the Citizen Soldiers in the event that they are expected to see combat, but these particular items are the exclusive possessions of the individual soldier once they are gifted by the Viceroyalty.

Re: Rifts Wormwood - Regnum Lux and the Viceroyalty of Skelo

Posted: Mon May 28, 2018 2:27 am
by shadrak
The Chosen

Re: Rifts Wormwood - Regnum Lux and the Viceroyalty of Skelo

Posted: Mon May 28, 2018 2:28 am
by shadrak
The Chosen O.C.C.

The Chosen are said to have descended from the Sentinel Knights of the Unified Realm, but this origin myth does not seem to fit with the other origin myths of the Viceroyalty. Presumably, The Three could confirm the origin of The Chosen, but they seem unlikely to be willing to do so.

The Chosen are led by the Grandmaster Sandra Hobed, a member of the Gibborim. While she is responsible for the development and maintenance of The Chosen, she is not responsible for the defense of the realm or the strategic defensive efforts of the realm. Those duties fall to the Grand Marshall Bedios and the member of The Three known as Ishobeth respectively.

The life of a member of The Chosen begins very early. Young novices are “recruited” between the ages of eight and twelve, but less than 10% of The Chosen begin their training any older than age ten. Most of these boys and girls are selected out of the children that are left to the orphanages run by Regium Lux’s monastic sisters.

The Chosen are always members of a mortal race; it is impossible for a creature of magic or a supernatural being to become a member of The Chosen. This is because the path to becoming a member of The Chosen requires the “Henosis”, unification of the being, and, at least according to the Grandmasters, it is impossible for Supernatural Beings and Creatures of Magic to attain true oneness with the light.

The Chosen O.C.C. abilities:

1. Unity of body – Touching the Light: The Chosen has touched the light and the light has reinforced The Chosen’s mortal body and made The Chosen into a creature of the light.
-Physical Bonuses: +1D6 to P.S. (becomes S.N.), +1D4 to P.E., +1D6 to Speed, and +1D4x10+30 to MDC (for non-MDC creatures, starting hit points (not SDC) become MDC, but add any SDC gained from physical skills to MDC). The Chosen continues to receive 2D6 MDC per level attained. The Chosen also receives a +20% bonus to save vs. Coma and Death, +3 to save vs. disease and poison. The Chosen is highly trained and gains +1 attack per melee round at levels 1, 4, 9, and 15 as well as +2 to initiative, +2 to disarm, +1 to roll with impact or fall, and +2 to pull punch at level 2, 4, 6, 10, and 14.

2. Unity of mind – Knowing the Light: The Chosen gain +6 to M.E. (minimum is 16). The Chosen also receive bonuses of +6 to save vs. Horror Factor and +2 to save vs. magic and psionics in addition to any attribute bonuses. Spells, psionic attacks, drugs, and disease that cause confusion, dizziness or dull the senses are half as effective (reduce penalties and duration by half). +1 to save vs. mind control, +4 to save vs. possession.

3. Unity of Soul – Being the Light: The Chosen is not a true mystic, but the Chosen does inherently learn new spells that will help him or her pursue the objectives of the light. These spells are gifts of the light; The Chosen does NOT have the option to learn additional spells through ordinary study.
The Chosen starts with 8 spells level 1-4 and gains an additional M.E./10 (round up) spells per level (maximum spell level of new spells is equal to The Chosen’s new experience level). The Chosen can only cast spells that are equal to or less than The Chosen’s current experience level (so a particular Chosen may start with 6 level 4 spells, but he will not be able to use them until he reaches level 4).

The Chosen Spell List:
All Combat Magic (see Rifts Mercenary Adventures) plus:
Level 1:
Blinding Flash
Cloud of Smoke
Globe of Daylight
See Aura
See the Invisible
Sense Evil
Sense Magic
Thunderclap Level 2:
Befuddle
Chameleon
Cloak of Darkness
Fear
Shatter
Throwing Stones
Turn Dead
Level 3:
Armor of Ithan
Breathe without Air
Energy Bold
Impervious to Fire
Impervious to Poison
Invisibility: Simple
Light Healing
Light Target
Magic Shield
Orb of Cold
Paralysis: Lesser
Wave of Frost Level 4:
Blind
Carpet of Adhesion
Chromatic Protection
Deflect
Electric Arc
Energy Field
Fireblast
Firebolt
Fist of Fury
Magic Net
Reflection
Ricochet Strike
Watchguard
Level 5:
Armor Bizarre
Aura of Death
Energy Disruption
Eyes of Thoth
Featherlight
Fly
Heal Wounds
House of Glass
Implosion Neutralizer
Lifeblast
Mend the Broken
Mental Blast
Superhuman endurance
Superhuman strength
Superhuman speed Level 6:
Barrage
Call Lightning
Crushing Fist
Energize Spell
Fireball
Frostblade
Impervious to Energy
Powerbolt
Targeted Deflection
Tongues
Words of Truth
Level 7:
Agony
Ballistic Fire
Constrain being
Dispel Magic Barriers
Fire Gout
Heal Self
Invisibility: Superior
Invulnerabilty
Life Drain
Light Blade
Mental Shock
Sonic Blast
Spinning Blades
Sub-particle acceleration
Wind Rush Level 8:
Expel Demons
Forcebonds
Greater Healing
Invincible Armor
Lifeward
Lightening Arc
Magical-Adrenal Rush
Negate magic
Power Weapon
Shockwave
Sorcerous Fury
Wall of Wind
Wisps of Confusion
Level 9:
Aura of Doom
Beat Insurmountable Odds
Desiccate the Supernatural
Dragon Fire
Protection Circle: Simple
Swords to Snakes
Wall of Defense Level 10:
Armorbane
Banishment
Control/Enslave Entity
Deathword
Enemy Mind
Giant
Havoc
Magic Warrior
Meteor
Restore Limb
Speed Weapon
Super-healing
Level 11:
Firequake Level 14:
Annihilate

4. Quickdraw Initiative: Swords and Bow
5. W.P. Paired Weapons
6. W.P. Sharpshooting (Bow)
7. P.P.E.: The Chosen do not have a large well of PPE to draw from. Base P.P.E. is 1D4x10+20 plus P.E. attribute number. The Chosen gains an additional 2D6 PPE per level of experience. The Chosen cannot generally draw PPE from Ley Lines, but has no problem pulling PPE from PPE batteries, talisman, or PPE gems and other PPE reservoirs.
The Chosen O.C.C.

Alignment Restrictions: Any (75% are Scrupulous, Unprincipled, and Principled, the remainder are generally Anarchist, Aberrant, and Miscreant). The primary alignment required is an allegiance to the Viceroyalty.
Attribute Requirements: I.Q., M.E., P.E., P.S., and P.P. must be 12+.

Race Restrictions: Any mortal race.

O.C.C. Skills of The Chosen:
Demon Lore (+20%)
Speaks and is literate in American (+15%)
Speaks Demongogian (+10%)
Boxing
Forced March
Outdoorsmanship
Prowl
Climbing (+5%)
Swimming (+10%)
Wilderness Survival (+5%)
Intelligence (+10%)
Land Navigation (+10%)
Horsemanship: General (+10%)
Camouflage (+10%)
Demolitions (+5%)
Military Fortification (+5%)
Detect Ambush (+5%)
Basic Mechanics (+5%)
Field Armorer and Munitions Expert (+5%)
W.P.: Sword
W.P.: Bow
Select 2 additional ancient W.P.’s
Hand to Hand: Commando

O.C.C. Related Skills:
None

Secondary Skills:
Two secondary skills at first level, +2 secondary skills at levels 3, 6, 9, 12, and 15.

Standard Equipment:

Begins with a four uniforms, one dress uniform, a rucksack and load bearing equipment, 50 feet of rope, sleeping bag, map of Skellosian Retreats, and has a furnished room in The Academy.

The Chosen also receives a set of Wormwood Armor of choice and an enchanted sword. Most members of The Chosen will also start with a bow and 48 MD arrows. Each member of the chosen will start with one or two advanced pieces of equipment or weapons (TW weapons or armor, a single mystic kuzna piece, etc.).

Re: Rifts Wormwood - Regnum Lux and the Viceroyalty of Skelo

Posted: Mon May 28, 2018 11:54 am
by dreicunan
"Every 3rd die" is a bit rough to keep track of for non-humans as well as for different methods of roll ing, and it doesn't reflect a continual search for excellence and self-improvement. I'd suggest you instead look at bonuses that accrue over time (perhaps at level-ups) which are lost if they stop being devout. This would allow converts to benefit.

Re: Rifts Wormwood - Regnum Lux and the Viceroyalty of Skelo

Posted: Mon May 28, 2018 3:48 pm
by Braden Campbell
I should really go back and review my old notes detailing the Sentinel Fortress es and the Bastard of Battlestar...

Re: Rifts Wormwood - Regnum Lux and the Viceroyalty of Skelo

Posted: Mon May 28, 2018 8:52 pm
by shadrak
Braden Campbell wrote:I should really go back and review my old notes detailing the Sentinel Fortress es and the Bastard of Battlestar...


You have more?

You need to get it at least into the Rifter or, better yet, Wormwood 2 (where some of the Wormwood Rules can be clarified)

Re: Rifts Wormwood - Regnum Lux and the Viceroyalty of Skelo

Posted: Mon May 28, 2018 8:55 pm
by shadrak
dreicunan wrote:"Every 3rd die" is a bit rough to keep track of for non-humans as well as for different methods of roll ing, and it doesn't reflect a continual search for excellence and self-improvement. I'd suggest you instead look at bonuses that accrue over time (perhaps at level-ups) which are lost if they stop being devout. This would allow converts to benefit.


That every third die was really an after thought to go with the narrative...it doesn't really contribute anything to character creation or development. If it is too complicated, it shouldn't be used. That said, the RUE rules for unusually high or unusually low attributes are complicated and don't comport with races that do not have 3D6-average attributes.

Re: Rifts Wormwood - Regnum Lux and the Viceroyalty of Skelo

Posted: Mon May 28, 2018 9:25 pm
by shadrak
The Truth About Regium Lux

Regium Lux is a hoax. It’s not simply some false cult, but it is part of the efforts of a member of an ancient race to build a force that he can use to extract vengeance upon the demons that devastated his race.

Malki Tzedek (Also known as Zomnos or the Servant of the Spirit of the Light), is one of the last surviving (perhaps THE last surviving) member of the ancient elder race Zohar (see Rifts Dimension Book Thundercloud Galaxy). Unlike many elder races in the Three Galaxies, the Zohar were subjected to a genocide not by the Dominators, but by a host of Demons.

At one point in time, the Zohar were master mages and many participated in the great events that shaped the universe (including the overthrow of the Old Ones on Palladium world). Members of the race walked worlds alongside gods and many were considered gods in their own right.

Nearly 40,000 years ago, however, the Zohar found themselves under attack by the demons of Hades. Their civilization had been targeted because they had been so effective in thwarting the plans of the Demon Lords to gain a foothold among the primitive peoples of the Three Galaxies.

The battles would rage for millennia and the Zohar always gave far better than they got, but in the end their numbers (which never exceeded 50,000) were too few and they did not have the immortality of the supernatural demons.

One by one the Zoharian cities fell and their artifacts and knowledge were lost to the ages. By -22,000 Galactic Era, Malki Tzedek knew himself to be the last remaining member of the Zohar race, and Malki Tzedek went into hiding. After 9,000 years (around -13,000 Galactic Era), the Demons Lords of Hades determined that they had been victorious over the Zohar and no longer sought them out.

Shortly thereafter, Malki Tzedek emerged from hiding and began to engage with the various races throughout the Thundercloud Galaxy. Within a couple thousand years Malki Tzedek had built a network of contacts throughout the Three Galaxies and across the Megaverse that included Supernatural Beings, Gods and Godlings, and Dragons. Malki Tzedek collected to himself several mortal apprentices and built a small kingdom on a backwater world in the Thundercloud Galaxy. Eventually, he invaded Hades with the intent of killing as many demons in their home dimension as possible and ultimately kill Abrasax the Insatiable, the Demon Lord most responsible for the downfall of his people. It was always intended to be a suicide mission…except Malki Tzedek survived. Nearly a dozen of his closest companions survived as well when Abrasax opened a rift and forced them out of Hades. It is likely the success of Malki Tzedek against Abrasax’s minions those many years ago led to Abrasax’s decision to arm his lesser demons and to build his own twisted siege machines.

Malki Tzedek began to recuperate and his surviving companions were among his most powerful. He sent them out across the Megaverse to look for new opportunities to build a new army that might be more effective against the Demons as well as new magics and technologies. During their travels, one band happened to discover Wormwood. The unusual characteristics of Wormwood made it very appealing to Malki Tzedek, specifically, the fact that it turned ordinary, mundane races into MDC creatures with robotic strength and that time dilation between Wormwood and most of the rest of the Megaverse meant that time passed three or four times slower on Wormwood than in other dimensions (three times per Megaverse Builder and four times per Rifter). Combined with operations in dimensions where time flowed more slowly, Wormwood represented an opportunity to coordinate the activities of multi-dimensional followers to ensure that they could all enter the fight against Abrasax at the appointed time. Hundreds, if not thousands, of warriors from across the Three Galaxies and from Rifts Earth have spent time on Wormwood learning new mystical secrets or new tactics and techniques for demon slaying. Among Malki Tzedek's foreign forces on Wormwood, there is a fifty-five year old great-great-grandfather and a thirty-nine year old grandson, one a Combat Mage that fought with the original Federation of Magic and the other a Ley Line Walker that was born in Lazlo.

Malki Tzedek sent three of his most trusted lieutenants to Wormwood and, in order to ensure that they could continue to serve him for as long as necessary, he convinced them to transfer their essence into Iron Golems in order to ensure their continued survival over what Malki Tzedek expected to be millennia as the lieutenants built him an army and formed themselves into some of the greatest mages ever to have walked Wormwood or the Three Galaxies. In the meantime, Malki Tzedek and his other lieutenants would seek out new technologies and magics and would present them to “The Three” for additional research and analysis.

The Three have existed on Wormwood for more than 1200 years (more than 3000 years in “real-time”), ever expanding their knowledge of the mystic arts. When the Unholy and his minions invaded more than 1000 years ago it represented a great opportunity to The Three and to Malki Tzedek! The demonic horde of the Unholy are primitive in comparison to the Demons of Hades, but their raw power is significant. For more than 10,000 years, Malki Tzedek, The Three, and Malki Tzedek’s other lieutenants had been researching a great variety of mystical technologies and the minions of the Unholy represented an opportunity to take advantage of an interesting situation.

Since the Unholy invaded Wormwood, Malki Tzedek and his allies have captured and killed, consumed, and sacrificed nearly 500,000 demonic beings as they carried out research and created new weapons of magical mass destruction. So many of the Unholy’s forces have been sacrificed by Malki Tzedek’s allies in the creation of weapons and armor that Malki Tzedek himself views the minions of the Unholy more as a commodity to be spent towards the creation of powerful artifacts and spell components than as a threat to his followers.

What even The Three are unaware of is that Malki Tzedek has created a community in the Great Barrens of Dragonmen and his trusted lieutenant Gra’Hashah, a level 13 Lizard Mage, manages the community of nearly 80,000 Dragonmen. Malki Tzedek is unsure what exactly to do with these Dragonmen (as a fighting force, they represent the ability to do great damage to the Unholy’s forces on Wormwood, but they probably can’t do too much to assist Malki Tzedek in his crusade against the Demons of Hades.)

Re: Rifts Wormwood - Regnum Lux and the Viceroyalty of Skelo

Posted: Mon May 28, 2018 9:30 pm
by shadrak
Malki Tzedek/Zomnos, Spirit of the Servant of the Light

Alignment: Aberrant (once was Scrupulous, but now he is most concerned with the destruction of the demons of Hades. Malki Tzedek is totally fine with torturing evil supernatural beings.)
Attributes: Malki Tzedek is a member of the ancient (Elder) race of Zoharians. As such, his attributes are as follows:
I.Q.: 26 M.E.: 25 M.A.: 28 P.S.: 28 (Robotic) P.P.: 16 P.E.: 22 P.B.: 22 Spd: 22
Size: 14 feet tall Weight: 1400 lbs
M.D.C: 2300 Awe/Horror Factor: 9 (looks like a large humanoid giant, nothing more)
PPE: 4,000
Disposition: Arrogant and aloof from most of humanity, but very close to his lieutenants and anyone that he deems worthy. He is alone, and he recognizes that, while he is very powerful, it is his helpers that will enable him to accomplish his objectives.
Average Life Span: 1 million years; Malki Tzedek is only 230,000 years old and was one of the youngest Zohar during the great genocide.
Experience Level: 15
Natural Abilities: Can survive the vacuum of space, underwater, or in toxic environments for 22 hours. Impervious to disease and resistant to poison, cold, and heat (1/4 damage, penalties, and duration). Bio-Regenerates 3D6 M.D. per melee round.
Hand to Hand: Assassin
Attacks per Melee: 8
Bonuses: +4 save vs. Psionics,+4 on Perception Rolls, +5 on Initiative, +9 on Pull Punch, +2 to Disarm, +15 save vs. Horror Factor, +6 vs. Possession. +8 save vs. Magic, +4 spell strength (+6 vs supernatural beings), +8 save vs insanity, 94% trust/intimidate, +4 Parry, +4 Dodge, +5 Strike, +14% save vs coma/death, +4 save vs poison, 60% charm/impress, run 15 miles per hour, +2 roll/fall, +1 to strike with thrown weapon, +2 entangle, knockdown/stun on unmodified roll of 17-20, +2 to strike with guns, Critical Strike on unmodified roll of 19-20, death blow on a roll of natural 19-20
Mega-Damage: 1D4 MD Restrained Punch, 1D6 MD Full Strength Punch, 2D6 MD Power Punch (2 attacks), 2D4 MD Kick, 2D8 MD Leap Kicks (2 attacks)
Vulnerabilities: None
O.C.C.: Seneschal
O.C.C. Abilities:
-Dimensional Rift Home (200 PPE)
-Sense Rifts (Sense when a rift opens within 30 miles)
-Familiar Link (Does not have a familiar)
-Link to Supernatural (Malki Tzedek does not currently have a link - If he linked with a supernatural being, it would likely be a being like Ahura Mazda or Mithras, but Malki Tzedek's own bloodthirsty feelings towards demons might prevent him from being seen as an appropriate follower)
-Authority of the Master (Radiates Horror Factor towards lesser supernatural beings – HF 16)
Skills:
Language/Literacy: Zohar (98%)
Language/Literacy: Demongogian (98%)
Language/Literacy: English/Trade 4 (98%)
Astronomy (95%)
Mathematics: Basic (98%)
Lore: Demon & Monster (95%)
Lore: Magic (96%)
Intelligence [Supernatural Beings] (94%)
Land Navigation (94%)
Wilderness Survival (93%)
Horsemanship: Exotic (92%)
Play Musical Instrument: Guitar (95%)
Interrogation (95%)
Anthropology (97%)
Law (98%)
Gemology (92%)
Botany (95%)
Zoology (95%)
W.P.: Sword
W.P.: Energy Rifle
W.P.: Paired Weapons

Spells: Knows all Temporal Magic Spells, Ley Line Spells and Space Magic Spells. Also knows the following shifter spells: Compass (Lvl 6), Dimensional Beacon (Lvl 7), Dimensional Observation Ball (Lvl 7), Portal Divination (Lvl 7), Achilles Heel (Lvl 8), Arcane Weakness (Lvl 8), Distort Aura (Lvl 8), Perceive True Nature (Lvl 8), Communication Rift (Lvl 9), Dimension Anchor (Lvl 9), Hide Portal (Lvl 9), Challenge Authority (Lvl 10), Follow Dimensional Wake (Lvl 10), Lockdown (Lvl 10), Reveal True Nature (Lvl 10), Complete Symbiosis (Lvl 11), Bar Portal (Lvl 12), Divert Portal (Lvl 12), Blood Oath (Lvl 13), Breach Portal (Lvl 13), Greater Banishment (Lvl 13), Turbulence (Lvl 13), Artificial Environment (Lvl 14), Binding (Lvl 14), Confinement (Lvl 15), Dimensional Barrier (Lvl 15), Only Human (Lvl 15), Reroute Teleport (Lvl 15), Reality Merge (Legend), Soul Leach (Legend)
Knows the following unique spells (outlined below):
Apotheosis (Lesser) (Lvl 15)-Permanently grants MDC, PPE, SN strength and SN endurance to the recipient. Can only be cast once upon a single recipient. Recipient becomes vulnerable to items that do additional damage to the supernatural.
Apotheosis (Greater) (Legend)-Turns recipient into a “god”. MDC is VERY high, PPE, ISP, grants 2 divine powers.
Living Golem (Lvl 15)-Similar to the Earth Warlock transference spell. This spell affixes a mortal creature’s spiritual being to a Golem. The Golem now has an aura and ISP and PPE (1/4 of the living creature).
Beast Man (Lvl 14)-Permanently merges a mortal with a beast and turns the subject into a minor supernatural being while granting the subject limited vulnerability.
Soul Sever (Lvl 14)-Cuts the bond between the victim’s body and soul. Once severed, the soul effectively becomes a possessing spirit. The body remains in a vegetative state. It can continue to live in this state until it suffers the effects of dehydration or starvation. Medical assistance devices can be used to extend the life of the physical body.
Homunculus (Lvl 15)- Essentially, this is a living golem, fully formed adult of the caster’s species. It has limited intelligence, but it can be used for transference, and appearance can be manipulated. Can easily be possessed and highly susceptible to magical attacks.
Favorite Spells: Metamorphosis: Creature of Light (Space Magic Lvl 15) Uses this to appear as the Spirit of the Servant of Light.
Weapons:
Comet Bow – 6D6 MD, 500’
Nova Saber – 2D6x10 MD, double damage to creatures vulnerable to heat (2D6x10 HP damage to vampires), Spell Sunbeam @ 6th level 6x/day. Spell Nova @3rd level 1x/day.

Re: Rifts Wormwood - Regnum Lux and the Viceroyalty of Skelo

Posted: Mon May 28, 2018 10:57 pm
by shadrak
Lord High Steward and Viceroy Ishba (Government)

Viceroy Ishba is unusual compared to his brothers because he is not a mage. Instead, he is a genetically engineered human with psychic abilities.

Viceroy Ishba was “born” out of a Gene Thresher vat. He was one of thousands of embryos selected for modification based on their pre-disposition for psychic ability. Had Ishba been “born” normally, he would have probably grown into a powerful Mind Melter. Instead, he was born deformed and twisted and was made to take his place as a leader of a slave army in the Three Galaxies.

Sold to a band of multi-dimensional mercenaries, Ishba and his band of warriors fought on countless planes of existence until they were eventually hired by a Demon Lord seeking to establish a kingdom in the Thundercloud Galaxy. The slave army was not like a normal army; the army was a self-contained society including fighting members that were mothers and fathers to the next generation.

This army had always been spent cheaply by their employers in the past, but the Demon Lord was a new experience. Essentially, the Demon Lord treated the mercenaries as slave stock, possessing them, eating them, and using them as fodder on the battlefield. The last straw was when the demon’s sacrificed more than 2000 of the mercenaries’ children to power a defensive spell. The mercenary company leaders didn’t care, and eventually the mercenaries attempted a revolt.

Most died, but a select few of the leaders were retained in order to punish and torture them for the insolence. Ishba was one of those leaders, but lucky for them, Malki Tzedek’s forces (whom the mercenaries had been hired to defend against) were able to overcome the Demon’s defenses when the revolt occurred. Thankful but mistrustful of the mercenaries, Malki Tzedek offered all of them the opportunity to leave or they could remain as POWs until the end of hostilities. Most left, but Ishba and a few others remained (many because they were physically unable to depart).

In his time as a POW, Ishba was brought into Malki Tzedek’s council to give guidance on how the demons intended to operate, and it was here that Malki Tzedek discovered that Ishba was a strategic genius.

When Malki Tzedek determined to initiate his Wormwood plan, he knew he would need Ishba to lead it. Ishba was uncertain that he would want to participate, and he was in the process of embracing his mortality (he was in incredible pain as a result of torture at the hands of the demons), but the opportunity to live as a golem and, possibly, strike out against demons finally enticed him to agree to the transformation and the participate in the Wormwood plan.

Attributes: Like his brothers, Ishba’s spiritual being inhabits a Life Essence Crystal mounted in an Iron Golem. Additionally, like his brothers, the golem body contains several energy cell crystals.

I.Q.: 27 M.E.: 35 (28 w/o PsiBooster) M.A.: 32 (26 w/o PsiBooster) P.S.: 25 (Supernatural) P.P.: 18 P.E.: NA P.B.: NA Spd: 8

Size: 7 feet tall Weight: 2400 lbs

MDC: 240 (and regenerates fully in 24 hours); stones implanted- 1 x Psi-Booster Stone, MDC Life Essence Stone: 1000 MDC; over the years, The Three have developed a special weakness over the long years inhabiting a life essence crystal on Wormwood and because of the many mystical experiments they have subjected themselves to as they have sought to ensure they could transition back to a mortal vessel. Their life essence includes hit points that can be attacked separately from their bodies. See special abilities and vulnerabilities for more on this. Hit Points: 111

PPE: 6 (9 w/PsiBooster Stone; had 420 prior to becoming a golem) + PPE from Implanted Crystals (370)

ISP: 457 (+50% with PsiBooster, 305 w/o PsiBooster)

Psionic Powers: ALL! Favorites include: Clairvoyance, Object Read, Speed Reading, Telepathy, Total Recall, Bio-Manipulation, Empathic Transmission, Hypnotic Suggestion, Mentally Possess Others, Psi-Sword, Psi-Sheild, Psychic Body Field, Bleed Truth, Bleed Memory,

Alignment: Aberrant

Disposition: Gregarious and outgoing, Ishba is effective at bringing parties to his side and bringing conflicting groups into agreement. Unlike his brothers, Ishba seems to love his role as a living golem. In all likelihood, when his duties on Wormwood are completed, he will seek a way to remain as a living golem.

Insanities: None

Lifespan: As a golem, effectively immortal. Must roll vs. insanity every 100 years.

Experience Level: Level 14 Mind Melter; Level 5 Government Manager

Natural Abilities: As Master Psychic, must roll 10+ to save vs. Psychic attack; Impervious to cold, heat, disease, and gas. Magic & M.D. energy/fire/plasma weapons do ½ damage. Magic weapons do ½ damage.

Hand to Hand: Martial Arts

Attacks per Melee: 8

Bonuses: +5 Initiative, +5 Strike, +8 Parry, +8 Dodge, +5 Pull Punch, +5 save vs Possession, +1 save vs Mind control, +1 save vs
Magic illusions, +9 save vs Horror Factor, +13 save vs. Insanity (+11 save vs Insanity w/o PsiBooster), +8 save vs Psionic Attach (+7 save vs Psionic attack w/o PsiBooster), trust/intimidate 97% (88% w/o PsiBooster), +4 to roll with punch/fall, Critical Strike on unmodified roll of 18-20, +3 disarm, Knockout/Stun on unmodified roll of 18-20

Mega-Damage: 4D6 M.D. on restrained punch, 2D6 MD on punch, 4D6 MD on power punch (2 attacks)
Vulnerabilities: None.

Special Abilities:

Skills:
Language/Literacy English/Trade 4 (98%)
Language: Dragonese (98%)
Language: Demongogian (98%)
Basic Math (98%)
Land Navigation (98%)
Pilot: Military-Tanks and APC’s (98%)
Pilot: Robots and Power Armor (98%)
W.P.: Sword (Lvl 14)
W.P.: Shield (Lvl 14)
W.P.: Energy Pistol (Lvl 14)
W.P.: Energy Rifle (Lvl 14)
W.P.: Knife
W.P.: Paired Weapons
Boxing
Intelligence (98%)
Interrogation (98%)
Public Speaking (98%)
Performance (98%)
Project Management (98%)
Research (98%)
Planning (98%)
Technical/Instructive Writing (98%)
Logic/Critical Thinking (98%)
Creative Thinking (98%)
Budgeting/Finance: Basic (98%)
Economics (98%)
Psychology: General (98%)
Psychology: Negotiation/Interpersonal Relations (98%)
Law (98%)
Philosophy (98%)
Mathematics: Advanced (98%)
Combined Arms Warfare Tactics: Ancient (98%)
Combined Arms Warfare Tactics: Modern (66%)

Weapons and Equipment:
Clothing consists of robes that are large enough to enfold the Golem; does not wear shoes, gloves, or hats/helmets.

Re: Rifts Wormwood - Regnum Lux and the Viceroyalty of Skelo

Posted: Mon May 28, 2018 11:01 pm
by shadrak
Lord High Chancellor Elzador (Church, Courts, and Magic)

Elzador was born several millennia ago as a member of a family of Star Elves that had dedicated themselves to the pursuit of magic. As a young elf, he was prodigy and was quickly making a name for himself as a researcher and expert in magical affairs, but he ran afoul of another member of the magical institute where he was working.

Being young and fairly naïve, Elzador was tricked into sacrificing himself on the great tree Yggdrasil. Somehow, he survived, but he was broken in mind, body, and spirit. His rival, surprised that he had survived and now fearful of the power Elzador possessed, arranged to have him captured by a Greater Demon who, eventually, spirited Elzador away to Hades to eventually become enslaved and to be force to assist the demonic horde in suppressing a Gargoyle revolt. He would eventually be freed by Malki Tzedek’s forces during their invasion, and he survived the final massacre because the demons mistook him for a slave.

Despite several mental issues resulting from his imprisonment (fear of Gargoyles, undeniable hatred for the Demons of Hades, etc.), Malki Tzedek selected him for the Wormwood project because he did not have the ego of a normal Star Elf, he was intelligent, and he had a natural inclination for magic. Elzador was chosen to be the leading expert in magic and magical studies. (Elzador is EXTREMELY difficult for anyone but Malki Tzedek and the other Three to deal with. He has four assistance that help him administer the Church, the Courts, Magical study, and Magical instruction).

Attributes: Like his brothers, Elzador spiritual being inhabits a Life Essence Crystal mounted in an Iron Golem. Additionally, like his brothers, the golem body contains several energy cell crystals.

I.Q.: 19 M.E.: 19 M.A.: 7 P.S.: 25 (Supernatural) P.P.: 18 P.E.: NA P.B.: NA Spd: 8

Size: 7 feet tall Weight: 2400 lbs

MDC: 240 (and regenerates fully in 24 hours); MDC Life Essence Stone: 1000 MDC; over the years, The Three have developed a special weakness over the long years inhabiting a life essence crystal on Wormwood and because of the many mystical experiments they have subjected themselves to as they have sought to ensure they could transition back to a mortal vessel. Their life essence includes hit points that can be attacked separately from their bodies. See special abilities and vulnerabilities for more on this. Hit Points: 92

PPE: 17 (had 420 prior to becoming a golem) + PPE from Implanted Crystals (370)

ISP: None

Alignment: Anarchist

Disposition: Not easy to get along with and distant, Elzador has difficulty reading people. This hasn’t prevented him from developing one of the best training programs for mages in the Megaverse, though. It is only his tight bond with his brothers, developed over centuries, that has kept his fragile mind intact.

Insanities: 4-6

Lifespan: As a golem, effectively immortal. Must roll vs. insanity every 100 years.

Experience Level: Level 14 Dweomer Mage

Natural Abilities: +1 attack with longbow, +2% on wilderness skills; Impervious to cold, heat, disease, and gas. Magic & M.D. energy/fire/plasma weapons do ½ damage. Magic weapons do ½ damage.

Hand to Hand: Expert

Attacks per Melee: 8

Bonuses: +5 strike, +10 dodge, +9 Parry, +4 pull punch, +2 save vs Horror, +3 roll with punch, +2 disarm, Critical Strike on unmodified roll of 18-20, +1 disarm, K/O or Stun on unmodified roll of 18-20, Critical strike or knockout from behind (triple damage)
Mega-Damage: 4D6 M.D. on restrained punch, 2D6 MD on punch, 4D6 MD on power punch (2 attacks)

Vulnerabilities:
Spells that attack HP do double damage.

Special Abilities:
Casting Incantations Costs Elzador 1D6 additional PPE per level of the spell
Can Leave Wormwood as a living golem, but suffers 1D6 HP per day he is off of Wormwood.

See and Use Ley Lines
Ley Line Drifting (Speed=20)
Ley Line Rejuvination
Recognize Enchantment: 98% 95%
Recognize Magic: 77%
Recognize Spell Casting: 98%
Skills:
Language/Literacy of all major languages (98%)
Lore: All major lore of Space Elves and Norse (98%)
Basic Math (98%)
Domestic Skill Lvl 14 +25%
WP: Blunt (Lvl 14)
WP: Knife (Lvl 14)
WP: Targeting (Lvl 14)
WP: Energy Pistol (Lvl 7)
WP: Energy Rifle (Lvl 3)
WP: Pair Weapons
Horsemanship: Exotic (98%/90%)
Xenology (98%)
Botany (98%)
Chemistry (98%)
Chemistry: Analytical (98%)
Chemistry: Pharmaceutical (90%)
Mathematics: Advanced (90%)
Astrophysics (60%)
Identify Plants and Fruit (98%)
Research (98%)
Gemology (98%)
Boxing
Gardening (69%)
Cook (55%)

Spells:
All Temporal Magic Spells
All Necromancy Spells
All Incantations level 1-14
Dweomer Spells: Decipher Magic, False Dweomer, Infuse with PPE, Inflict PPE Curse: Leak, Inflict PPE Curse: Tick, Transfer PPE, Invisibility to Magic, Reserve PPE, Fortify Spell, Drain PPE, PPE Permanency, Wall of PPE, Accumulate PPE, Inflict PPE Curse: PPE Drain (Minor), PPE Overload, PPE Flood, Sever the Flow

Re: Rifts Wormwood - Regnum Lux and the Viceroyalty of Skelo

Posted: Mon May 28, 2018 11:13 pm
by shadrak
Lord High Constable Ishobeth, The Warrior Mage (Military)

When Ishobeth met Malki Tzedek, he was a man bereft of purpose. In his previous life, Ishobeth was a great warrior mage that served a god in his battle against a great evil. The great evil successfully entrapped the god and, in the process, killed most of Ishobeth’s bretheren. With no purpose in his life, Ishobeth was lost and he determined to kill as many of his master’s enemies as he could. During one encounter, Ishobeth’s quarry was working with several Demons of Hades (agents of Abrasax). It was during this engagement that Ishobeth encountered Malki Tzedek and his mortal followers and assisted them in defeating a force of more than 500 greater demons. Finding renewed purpose, Ishobeth joined the armies of Malki Tzedek. His prowess on the battlefield (he was a level 9 Battle Magus at the time) quickly earned him recognition by Malki Tzedek who eventually identified him as one of The Three he would like to send to Wormwood. There, Ishobeth would guard over his brothers and would seek out new possibilities.

Since his arrival on Wormwood, Ishobeth has been responsible for the original founding of The Chosen, and he has diligently worked to discover new magical possibilities.

(Note: There is a good chance that the god that Ishobeth served was somehow related to the Brethen in the Federation of Magic).

Attributes: Like his brothers, Ishobeth’s spiritual being inhabits a Life Essence Crystal mounted in an Iron Golem. Additionally, like his brothers, the golem body contains several energy cell crystals.

I.Q.: 13 M.E.: 18 M.A.: 9 P.S.: 25 (Supernatural) P.P.: 18 P.E.: NA P.B.: NA Spd: 8

Size: 7 feet tall Weight: 2400 lbs

MDC: 240 (and regenerates fully in 24 hours); MDC Life Essence Stone: 1000 MDC; over the years, The Three have developed a special weakness over the long years inhabiting a life essence crystal on Wormwood and because of the many mystical experiments they have subjected themselves to as they have sought to ensure they could transition back to a mortal vessel. Their life essence includes hit points that can be attacked separately from their bodies. See special abilities and vulnerabilities for more on this. Hit points: 127

PPE: 19 (had 143 prior to becoming a golem) + PPE from Implanted Crystals (260)

ISP: 92

Alignment: Scrupulous

Disposition: Ishobeth is normally easy going and open with the soldiers he commands, but he can be hard as steel when necessary. He is guarded and has few real friends, but everyone thinks they know him. They might think they know and understand him, but they are wrong. Ishobeth is a mystery even to Malki Tzedek. Despite living in his iron body for more than 1000 years, he is the only one of the three that is likely to seek a mortal vessel once his task on Wormwood is done.

Lifespan: As a golem, effectively immortal. Must roll vs. insanity every 100 years.

Experience Level: Level 12 Battle Magi, Level 7 Techno-Smithy, Level 3 Techno-Wizard, Level 3 Combat Mage

Natural Abilities: Impervious to cold, heat, disease, and gas. Magic & M.D. energy/fire/plasma weapons do ½ damage. Magic weapons do ½ damage.

Hand to Hand: Martial Arts (lvl 12)

Attacks per Melee: +10

Bonuses: +6 to disarm, +6 to roll/fall, +11 to pull punch, spells, psionic attacks that cause confusion/dizziness are ½ effective. +1 to all called shots. +1 to save vs mind control, +8 to save vs possession, +8 save vs horror, +9 parry, +9 dodge, +4 strike, +3 initiative, +2 entangle, Critical strike on an unmodified 18, 19, 20. +2 to save vs Psionics, +2 to save vs. insanity, +2 save vs Horror, +2 save vs magic, +1 spell strength, +1 to strike with magical attacks,

Mega-Damage: 4D6 M.S. on restrained punch, 2D6 MD on punch, 4D6 MD on power punch (2 attacks)

Vulnerabilities: Any spell that directly attacks HP does double damage.

Special Abilities:
Quickdraw Initiative (Swords and Magic Energy Blasts) +1
WP Sharpshooting: Bow and Arrow (+1 attack if used entire melee round)
WP Sharpshooting: Magic blasts (+1 attack if used entire melee round)
Can leave Wormwood as a living golem, but suffers 1D6 HP per day.

Skills:
Demon Lore (98%)
Language/Literacy: English (98%)
Language: Demongogian (98%)
Language: Dragonese (98%)
Basic Math (98%)
Basic Mechanics (90%)
Boxing
Wrestling
Intelligence (95%)
Tracking [people] (98%)
Land Navigation (98%)
Horsemanship: General (98/78%)
Wilderness Survival (98%)
Detect Ambush (98%)
Camouflage (90%)
Field Armorer and Munitions Expert (98%)
Swimming* (98%) – As a golem, incapable of swimming
Climbing (98%) – As a golem, all rolls are made at -40%
Blacksmith (90%)
Carpentry (90%)
Bladesmith (75%)
Bowyer (75%)
Military Fortification (98%)
Demolitions (87%)
Recognize Weapon Quality (76%)
Paramedic (65%)
Fencing (+1 to strike and parry with sword and/or dagger)
W.P.: Sword (Lvl 12)
W.P.: Paired Weapons
W.P.: Blunt (Lvl 12)
W.P.: Pole Arm (Lvl 12)
W.P.: Axe (Lvl 12)
W.P.: Archery (Lvl 12)
W.P.: Staff (Lvl 6)
W.P.: Spear (Lvl 6)
W.P.: Targeting (Lvl 12)
W.P.: Handguns (Lvl 12)
W.P.: Rifles (Lvl 12)
W.P.: Energy Rifle (Lvl 9)
W.P.: Heavy M.D. Weapons (Lvl 6)
W.P.: Energy Pistol (Lvl 12)

Spells: Manipulate objects, lantern lights, globe of daylight, armor of ithan, escape, breathe without air, death trance, magic shield, deflect, ricochet strike, light target, energy bolt, fire bolt, fireblast, circle of flame, electric arc, throwing stones, orb of cold, fist of fury, power weapon, blinding flash, call lightning, cloak of darkness, energy field, fire ball, fire bolt, fuel flame, fly, force bonds, ignite fire, impervious to energy, impervious to fire, magic net, magic shield, see the invisible, sense magic, shadow meld, superhuman strength, telekinesis, blinding flash, thunderclap, carpet of adhesion, blind, fist of fury, magic net, shadow meld, Watchguard, Weight of Duty, Lifeblast, Domination, Implosion Neutralizer, Barrage, frostblade, power bolt, agony, fire gout, Lightblade, Sonic blast, sub-particle acceleration, invincible armor, lifeward, magical-adrenal rush, power weapon, sorcerous fury, create steel, dragon fire, swords to snakes, desiccate the supernatural, wall of defense, Armorbane, Deathword, Giant, Havoc, meteor, speed weapon, anti-magic cloud, disharmonize, Firequake, Mindshatter, ironwood, Soultwist, null sphere, annihilate, enchant weapon, steel rain, metropolis
Combat Magic Spells: Farseeing, Nightvision, InfraRed Vision, Mystic Marksmanship, Superhuman agility, Sense traps and mines, stealth walk, full throttle, freefall, invisibility to sensors, magelock, syphon PPE from object, fighting spirit, mystic invisibility, electromagnetic attack, shockblade

Psionics: Machine Ghost, Mind Block, Object Read, Speed Reading, Telemechanics, Total Recall

Weapons and Equipment:
In the past two decades, Ishobeth has been less reliant on magical weapons and equipment and has become more and more reliant upon equipment that is normally used by combat borgs. His fascination with cyborgs-probably because many cyborgs successfully transition back to cybernetics that resemble flesh and blood.
H1-B3 Heavy Infantry Armor: 420 M.D.C. (Speed reduced to 6, -2 to strike, parry, and dodge, prowl is impossible, physical skills suffer a -25% penalty.)
NE-700 Vulcan Plasma Cartridge Mini-Gun:
Mega Damage: Single shot: 1D4x10 M.D.; a controlled six round burst does 4D6x10 M.D.
Rate of Fire: Single shot or controlled six round burst counts as one melee attack.
Range: 1200 feet
Payload: 150 round drum; Ishobeth has 2 drums and 5 30-round magazines as well as about 2000 NE-003PC Plasma Cartridges.
The Mace of Eylor:
Mega-Damage: 1D6x10
Spells: Thunderclap, Call Lightning, Wind Rush, Electric Arc, Lightning Arc
Bonuses: +1 strike
PPE: 100 (regenerates 20 per hour)
Range: 500 feet as a thrown weapon

Re: Rifts Wormwood - Regnum Lux and the Viceroyalty of Skelo

Posted: Tue May 29, 2018 10:30 am
by taalismn
I see I have some serious reading to catch up on.... 8)