Kalimar Kephulhu" - Ulitharid 
(Rifts
RCC)

Attributes

 

Saves:

 

Align:

Miscreant

IQ

20

Psi:

+4

PPE:

4

ME

22

Poss:

+7

ISP:

446 (3rd)

MA

17

Insan:

+8

Horror:

11

PS

24 (30)

Magic:

+7

SDC:

271

PP

17 (19)

Poison:

+6

h.p.:

98 (3rd)

PE

24 (27)

Horror:

+10

A.R.:

17

PB

7

Coma/Death:

+24%

Armor:

300

Spd

16 (28)

Credits:

698,000

Exp.pts:

11,000

 

Combat:

(6 attacks)

Hands:

+3 init; +3 strike; +6 parry; +4 pull punch; +6 dodge; +7 roll; +1 break fall; +15 dam

Swords:

+4 strike; +9 parry; +1 disarm; +15 damage

Shield:

+1 parry

 

Psi Powers:

 

Healing

(choose 3 including the ones given)

 

1. Bio-regeneration (3d6 SDS; 2d6 hp; 6 isp)

 

2. Detect Psionics (6)

 

3. Resist Fatigue (4)

 

4. Suppress Fear (Psyscape, pg 36) (2nd lvl)

Physical

(choose 3 including the ones given)

 

1. *Levitation (varies)

 

2. Impervious to Cold (2)

 

3. Telekinesis (varies)

 

4. Impervious to Fire(2nd lvl) (4)

Sensitive

(choose 3 including the ones given)

 

1. *Astral Projection (8)

 

2. *Telepathy 2 ISP / 20minutes/per level (4)

 

3. Mask ISP and Psionics (Psyscape, pg 40)

 

4. Sixth Sense(2nd lvl) (2)

 

5. Speed Read - Sensitive(4th lvl)

 

6. Total Recall - Sensitive (4th lvl)

Super Psionics

(choose 3 including the ones given)

 

1. Mind Block AutoDefense

 

2. Mind Bolt (6ISP=1d6; 12ISP=3d6; 20ISP=6d6; 40ISP=2d4 (*10) MD)(+4 strike; +10 ISP=+8 strike)

3. Advanced Telepathy
(3300 ft range; last 20min/level; 5 ISP)
 

4. Telemechanics(2nd lvl) (10)

5. Block Breaker (3rd lvl): 30 ISP
["Between the Shadows: Nightbane]
 

6. Psi-Sword (3rd lvl) (30) [6d6+15]

 

7. Mind-Bond (3rd lvl) (__) No chance of insanity

Next Psi wanted

 
 

1. Impervious to Poison/Toxin - Physical(5th?)

 

Natural Abilities:

 

1. Dominate:

(as spell, but costs 5 ISP)

2. Astral Transference:

(Between the Shadows-Astral Lord Power) 1 minute concentration to activate. Astral in Physical 1isp/5 min, to project Astral 2 isp + 2/passenger. Physical entering Astral 15 isp + 15/passenger (50 pounds per/person extra max.). (Probability Travel)

3. Teleport Self:

500 ft. range. Instant effect. 40 ISP. Self plus10 lbs/level of carried objects. Must be able to see or visualize destination.

4. Mind Wave:

(Range 300 feet; 30 ISP; prone for 2d4 +1 /lvl rounds if fail; sv at -2; -2 to init -10% to skills for 2d4 min)

5. Interference:

(See Psi-Nullification & Interference, pg. 66 Psyscape book.) Self only. Reflex action that interferes with to all (even multiple) magic attacks directed at him (including area affect spells) by expending a 1d6 of psi which nullifies the magic. No further points can be invested into it, and the interferance only protects the user. ("95% magic resistance")

6. Other Psionic Powers:

Psi Disciplines chosen as per standard neo-human, but several disciplines must be chosen at first level. (those shown with a *)

 

Skills:

     

R.C.C. Skills:

     

98%

Language: Mind Flayer Sign

 

(98%)

----

Language: Elvish/Draconan

 

(15+6)

56%

Lore: Demon & Monster

 

(25+5/lvl +6+10)

61%

Detect Ambush

Espionage

(30+5/lvl+6+10)

56%

Prowl

Rogue; Physical

(25+5/lvl +6+5+5)

----

Energy Rifle

Weapon Proficiency

(*) [+3 aim; +1 burst]

----

Energy Pistol

Weapon Proficiency

(*) [+3 aim; +1 burst]

----

Swords

Weapon Proficiency

(*) [+1 str/parry]

5 Related:

     

61%

Wilderness Survival

Espionage

(30+5/lvl +6+10)

----

Kendo (pg. 194, Japan)

Physical

(*)

56%

Tracking

Espionage

(25+5/lvl +6+10)

----

Boxing

Physical

(*)

----

Land Navigation

   

2+1 Secondary:

     

----

Athletics

Physical

(*) +1parry/dodge, +1roll, +1PS, +1d6Spd, +1d8 SDC

----

Running

Physical

(*) +1PE, 4d4spd, 1d6 SDC

----

WP Shield (taken at 3rd)

Physical

(*) +1parry (Palladium Fantasy, pg. 60)

3 Freebies:

     

51%

Preserve Food

Wilderness

(25+5/lvl +6+5)

56%

Skin and Animal Hides

Wilderness

(30+5/lvl +6+5)

71%

Swimming

Physical

(50+5/lvl +6)

----

Gymnastics

Physical

(balance: 50+5/lvl; bars 60+3/lvl; climb rope: 20+2/lvl; back flip 70+5/lvl; +5% prowl bonus; climb 47+5/lvl; repelling: 37+5/lvl)

Brain Mate:  
3 Sage Skills:

     

----

Illithid History

 

(??)

41%

Archaelogy

 

(20+5/lvl +6)

41%

Lore: Astral

 

(20+5/lvl +6)

Later skills wanted:

     

Detect Concealed;

Hunting; Streetwise;

Sniper;

Body Building

 

Items Owned:

Brain Mate: portion of elder brain in a sphere on chain hung around neck. Has total recall, telepathy, and 3 sage areas: Illithid History; Archaelogy; Lore-Astral (pg. 77, The Illithiad)
Naut'Yll Korallyte Armor: AR: 17; SDC: 300 (pg. 155, Rifts Underseas) $80,000lightweight, molded to wearer, full mobility: no prowl penalties, [with regeneration; escape; invisibility]
Polarized Eye lenses
Particle Wave Rifle: Dam (2d4*10 SDC/shot) Range:2000 ft. 30 shots $40,000
Particle Wave Pistol: Dam (1d4*10+5 SDC/shot) Range:2000 ft. 30 shots $20,000
Magic Sword: Dam (6D6+3) Flaming Sword; Indestructible; Eternally Sharp $115,000
TW Lightblade Sword: Dam (1D4*10+6) (2D4 if vampire) (Rifter #2, pg.82) $250,000
TW Jammer (range 600 ft) p.113 Federation of Magic
Communication Band: will instantly translate any spoken language, human & alien. (Rifts, pg. 96) $50,000
Magic Optics (goggles): see aura, see invisible, detect concealment (10 ISP/15min/level) $40,000
Invisibility Cloak (AR 8; SDC: 30)
Anti-grav Harness
Glitter horse [space flight; winged flight; invisibility] (ready in one month—paid extra)
Octoman Technowizard Slave (mellow with tracker control implant installed) 200,000 credits paid
Idrantine Circlet: holds 100 ISP. Rechargable.
Holographic Computer Wrist Watch (Phase World, pg.143)
2 Robots guarding the Viking Ship; DV40 Hunter Killer Bots (pg.88 Triax)
 

Disadvantages:

Twilight World Homeland:
Thus, will be blinded by 100 watts of light. But can see 600 at night. (hence wear polarized eye lens).
Damp Homeland: Thus, needs damp skin. In normal environment, need moisten body 1 hr./week. Desert type 1 hr/day.