Name:Mizrel 'Misery' Zuval<br/>Age:140<br/>Gender:Female<br/>Weight:102 lbs.<br/>Height:5'0"<br/><br/>OCC/RCC:Dark elf Ley Line Walker<br/>Alignment:Miscreant<br/>Experience/Level:1<br/>HP 18 Sdc 19 Mdc 24<br/>IQ 18 ME 12 MA 10 PS 12 PP 20 PE 18 PB 20 Spd 18<br/><br/>HtH combat:<br/># Attacks:4<br/>Damage+0 Strike+3 Parry+3  Dodge+3  Roll+2<br/>Leap:   Knock-out:   Stun:   Critical:   Death:+6%<br/>Saving throws:<br/>Lethal poison(14):+2 Non-lethal poison(16):+2 Harmful drugs(15):<br/>Insanity(1?):   Psionics:   Magic spell(1?):+2 Ritual(16):+2<br/><br/>Armour:Magic robes, MDC 24, regenerates 1 point per hour, even from zero.<br/>MDC:   Weight:   Prowl:   Speed:<br/><br/>Skills:<br/>Language: Elven 98%<br/>Language: choose +20%<br/>Language: choose +20%<br/>Literacy: Elven 98%<br/>Literacy: choose +20%<br/>Literacy: choose +20%<br/><br/>Climbing 64% +5%<br/>Rappeling 39% +5%<br/>Land Navigation 44% + 4%/Level<br/>Wilderness Survival 39% + 5%/Level<br/>Pilot: Hovercraft 59% + 5%/Level<br/>Lore: Demon and Monster 39% + 5%/Level<br/>Math: Basic 79% -<br/>Language: Trade One 69% + 5%/Level<br/>Language: (Select One) 69% + 5%/Level<br/><br/>Literacy (Select One) 39% + 5%/Level<br/>Botany 39% + 5%/Level<br/>Biology 39% + 5%/Level<br/>Acrobatics: (See Below)<br/>-Sense of Balance 60% + 5%/Level<br/>- Walk Tightrope/High Wire 70% + 2%/Level<br/>-Prowl: 19% + 5%/Level<br/>-Climbing Bonus: +15%<br/>W. P.: Sword 46% + 6%/Level<br/>W. P.: Knife 46% + 6%/Level<br/>Dance: Professional 54% + 5%/Level<br/><br/>Secondary skills:<br/>W. P.: Whip 46% + 6%/Level<br/>W. P.: Energy Pistol 46% + 6%/Level<br/>W. P.: Archery 46% + 6%/Level<br/>Pick Locks 38% + 5%/Level<br/>Concealment 24% + 4%/Level<br/>First Aid 49% + 5%/Level<br/>Identify Plants and Fruits 31% + %5/Level<br/><br/>OCC abilities and powers:<br/>1. Sense ley line and magic energy.<br/>This power is somewhat similar to the psi-stalker and mutant dogs. The line walker can see and feel the presence of magic. All the following sensing abilities are automatic powers and do not require the expenditure of P.P.E.<br/>-Sense ley line: The walker is able to feel whether there is a ley line within the area of his sensing abilities, 10 miles (16 km) per level of experience, and can tell whether it is near or far. He can also follow the feeling to locate the ley line at a skill level of 30% + 5% per each additional level of experience.<br/>-Sense ley line nexus: Once the ley line has been found, the walker can follow the ley line to as many nexus points as it intersects. Skill level is 40% +5% per each additional level of experience.<br/>-Sense a rift: The mage will automatically feel the sensation of a rift opening anywhere within a 50 mile area (80 km) +10 miles (16 km) per each additional level of experience. Although he can not tell exactly where this rift is, the walker will know whether it is near or far and whether it is big or small.<br/>-Sense magic in use: The expenditure of magic in the form of a spell, rifting, or techno-wizardry can be felt, if not seen, up to 100 feet (30.5 m) away per every level of experience. The line walker will not know the location nor be able to trace it, but he will feel its energy and know that magic is being used in the area of his sensing range. Note: This does not include the use of psionic powers.<br/>-See magic energy: The line walker can see magic energy/P.P.E. radiating from people, creatures, objects, and areas, as long as more than 20 P.P.E. points are present. The sensing ability is so acute that the character can see things made invisible by magic and invisible things that are magic, including many supernatural creatures. Range: Line of sight, about 1000 feet (305 m) without obstructions.<br/><br/>2. Read Ley Lines.<br/>This power instills the mage with instant information about the line in a matter of moments. The walker will know<br/>the following: what directions the ley line runs (and therefore, his location; north, south, east, west, etc), how long the line runs, whether there are any nexus points and in what direction they are located, and whether or not there are any rifts presently open along the line. The character will also know of any major natural disasters currently happening along the line, such as forest fire, flooding, hurricane, or earthquake. War and magic are not natural disasters. The power is automatic and does not require the expenditure of personal P.P.E.<br/><br/>3. Ley Line Transmission.<br/>A line walker can send a verbal and/or visual message directly along a ley line to another person so long as that person is located somewhere on the line. The best messages are brief ones of under a hundred words to avoid over-whelmingthe recipient. Unfortunately, the message is a one way transmission unless the other person is also a Line Walker or other mage with the Transmission spell. Range is limited only by the length of the ley line and the people's position on the line. The time lapse between sending and receiving a ley line transmission is only a matter of seconds. The message can be sent to several people (one person per level of experience) at different locations, as long as they are all on the ley line.<br/>The only danger is that a telepath (psionic or magic) may be able to listen in on the message. There is a 1-20% chance that any psionic or magic character with telepathy power will sense a ley line transmission coming through, and there is a 1-31% chance that they too can receive the message. There is no way for the sender to know if others have eavesdropped on his message. Nor is there any way to scramble the message. This power is an automatic ability for the line walker and does not require the expenditure of personal P.P.E.<br/><br/>4. Ley Line Phasing.<br/>The ley line walker also has the power to instantly teleport from one place on a specific ley line to another place on the same ley line. To initiate a ley line phase/teleport, the mage must concentrate, opening himself to the ley line energy and focusing all of his thoughts to the task of teleporting to a new location. Engaging in conversation or combat, even self defense, will break the concentration, forcing the mage to start over. The process will require 1D4 melees (15 to 60 seconds) every time a phase is done. The teleport is always on target, because the line walker is one with the ley line and will appear exactly at the point along the ley line he desires (whether he has ever been there before or not). However, there is no way that the walker can know what else is also presently in that area and he could phase right into the middle of an armed camp.<br/>Although the phasing is an automatic ability common to all line walkers (costs no P.P.E.), it does take its toll on the body. The maximum number of phasings possible in an hour is four. The maximum number of phasings in a 24 hour period is four plus one per each level of experience (5 at level one, 6 at level two, etc). More than this is impossible.<br/><br/>6. Ley Line Rejuvenation.<br/>The walker can absorb ley line energy to double the rate of natural healing. To do this, the character must concentrate and relax on a ley line, letting the mystic energy fill him and heal him over a period of days. The wizard can also perform an instant rejuvenation as often as once every 24 hours at the site of a ley line. After about ten minutes of concentration, the character is completely rested, alert, and 2D6 hit points and 2D6 S.D.C. are restored. No personal P.P.E. is expended.<br/>The only other limitations are: 1) That the line walker can only teleport himself and his possessions, nobody else (due to the intermingling with the ley line energy). 2) The locations one can teleport to must be along the same ley line (directly on the path of the ley line), like a mystic railway. To switch to a different line, the character must travel to another ley line or change direction at a ley line nexus, the point where several different ley lines cross paths.<br/><br/>5. Line Drifting.<br/>The line walker can open himself to the ley line energies and walk or float through the air along the length of the ley line. The speed factor is a mere Spd 10, but is relaxing and requires no exertion. As usual, the mage does not need to expend any personal P.P.E., but draws on the existing energy of the line.<br/><br/>7. Ley Line Observation Ball.<br/>A globe of light, about the size of a soccer ball, can be conjured out of thin air and linked to the line walker like a third eye. The sphere of blue or white light can be directed by its creator to zoom ahead or behind like a remote control spy device or familiar. Everything that the ball sees and hears is instantly transmitted to its maker. The sphere will remain in existence as long as the ley line walker stays within the ley line, or until he dispels it, or until it is destroyed.<br/>A Typical Observation Ball:<br/>-S.D.C.: One per level of its creator. (No hit points as it is not alive).<br/>-Range: Up to 500 feet (152 m) away from its creator.<br/>-Speed: Up to Spd 33 (22 mph).<br/>-Combat Bonuses: + 3 to dodge.<br/>-Note: Has no offensive capabilities other than to buzz onlookers and possibly startle them (not likely). Actions are directed by the Ley Line Walker and count as his melee actions/attacks.<br/>Equipment:<br/>cape<br/>several sets of clothes<br/>stakes/mallet<br/>backpack/duffle<br/>canteen<br/>tinted goggles<br/>gasmask/airfilter<br/>flashlight<br/>100' of cord w/ grappling hook<br/>compact laptop computer<br/>lockpicks<br/>amulet of her goddess.<br/>Weapons:<br/>weapon    aim/bur    rate     rng     clip     damage<br/>TX laser pistol             4      800feet 20    2d6md<br/><br/>weapon    str/thr     rad      prry      --      damage<br/>Vibro-blade                                             2d6md<br/>Cybernetics/Bionics:<br/><br/>PPE:68<br/>Spells:<br/>spell              cost<br/>Thunderclap<br/>Blinding Flash<br/>See Aura<br/><br/>Cloak  Darkness<br/>Turn Undead<br/>Levitation<br/><br/>Light Healing<br/>Paralysis:lesser<br/>Invisibility:simple<br/><br/>Fire Bolt<br/>Charismatic Aura<br/>Magic Net