Malok Terredor:
Name: Black Malok Terredor
True Name: Mal'Trestra Norcene
Alignment: Miscreant (Evil)
Hit Points: 40 S.D.C. (Physical): 40
Attributes: I.Q.: 19 (+5% / +2), M.E.: 26 (+6 / +10), M.A.: 18 (50%), P.S.: 18 (+3), P.P.: 22 (+4), P.E.: 16 (+4% / +1), P.B.: 10, Spd.: 21
Weight: 260 lbs (230 lbs for favorite form) Height: 6 ft 8 in (6 ft 4 in for favorite form)
Age: 56 Race: Changeling (Elven is favorite form) Sex: Asexual (Male is favorite form) P.P.E.: 16
Disposition: Sometimes stories are true. Many legends state that changelings are extremely evil beings who's goal is to take advantage of everybody else and to take over the world. While many changelings are really only interested in surviving, some do subscribe to this goal. Malok is motivated by two things, greed and a lust for power. There is absolutely no consideration for honor, loyalty, or honesty in the changeling's heart. This changeling will do virtually anything towards these goals including murder. Malok does not get pleasure from murder or torture but simply does not care and considers them important in gaining his goals. The changeling has no particular loyalty to other changelings and will take advantage of them as well. Even so, Malok should not be underestimated and is quite capable of incredible trickery to attain a goal and is cable of pretending to be an ally. It should be remembered that the changeling will turn on an ally in a moment for better advantage or to save its skin. While the changeling prefers male forms, female forms are perfectly acceptable in order to achieve goals. One trick which might involve taking a female form is to take the form of a woman to lead the person which the Changeling away from protection so that he can be murdered.
O.C.C.: Mind Mage Experience Level: Fifth (5)
Combat Skill: Hand to Hand; Basic and Boxing
Attacks per Melee: Six (6) [Seven (7) with Magical Gauntlets]
Bonuses, Combat: Critical Strike: Natural 20 Knock Out: Natural 20, Bonuses: Damage: +3, Strike: +1 (+5), Parry: +2 (+8), Dodge +2 (+8), Roll +2 (+6), Pull Punch +2, Initiative +0, Kick Attacks: Karate Style Kick (2D4)
Bonus; Save: Lethal Poison [14] +1, Non-Lethal Poison [16] +1, Harmful Drugs [15] +1 (+7 vs Mind Controlling Drugs), Insanity [12] +10, Psionics [10] +6 (+16 against Mind Control), Magic [12] +1 [+7 vs Mind Control Magic], Horror Factor +15
Psionics: Master, I.S.P.: 222 Level: +12 I.S.P. Psionic Abilities Known: Healing: Bio-Regeneration (6), Deaden Pain (4), Detect Psionics (6), Induce Sleep (4), Psychic Purification (8), Resist Fatigue (4), Suppress Fear (8), Physical: Alter Aura (self) (2), Death Trance (1), Float (8), Impervious to Fire (4), Impervious to Poisons/Toxins (4), Night vision (4), Resist Fatigue (4), Summon Inner Strength (4), Teleport Object (10), TK Leap (8), Sensitive: Clairvoyance (4), Commune with Spirits (8), Empathy (4), Meditation, Mind Block (4), Object Read (6), Presence Sense (4), Psi-Sword (30), See Aura (6), See the Invisible (4), Sixth Sense (2), Telepathy (4), Total Recall (2), Super: Bio-Manipulation (10), Empathic Transmission (6), Induce Nightmares (15), Invisible Haze (30), Hydro-kinesis (varies), Hypnotic Suggestion (6), Mental Illusion (20), Mentally Possess Others (30), Mind Block Auto-Defense (Special), Mind Bolt (varies), Pyrokinsis (varies), Telekinesis-super (10+), Telekinetic Force Field (30),
Special Abilities / Vulneabilities:
Racial - Changeling: Shape Change (See Conversion Book) - 3-10 feet, 230 to 290 lbs weight, +2 To Save VS Telepathic Probes, Mind Control, and Horror Factors, Cannot Consume Salt, and Very Low Alcohol Tolerance
R.C.C. - Mind Mage: Recovers 2 I.S.P. while active and Recovers 12 I.S.P. while meditating / sleeping. +6 vs Mind Control Drugs / Potion / Charms, +5 vs Possession, and +3 vs Horror Factor.
R.C.C. Skills: Communication: Language: Eastern (+15%) 75%, Language: Southern (+15%) 75%, Language: Western (Native) 98%, Physical: Hand to Hand Basic, Science: Mathematics - Basic (+20%) 90%, Weapon Proficiencies: W.P. Knife / Dagger (+2 [+7] to strike / +2 [+10] to strike when thrown / +2 [+10] to parry), W.P. Sword (+2 [+7] to strike / +1 [+9] to strike when thrown / +2 [+10] to parry)
R.C.C. Related Skills: Espionage: Intelligence (+10%) 61%, Physical: Boxing, Technical: Gemology 50%, Literacy: Eastern (+10%) 65% Literacy: Western (+10%) 65%, Lore: Magic [Gained at Third Level] (+10%) 50%,
Secondary Skills: Physical: Athletics - General, Body Building [Gained at Fourth Level] Running, Weapon Proficiencies: W.P. Paired Weapons (Sword and Dagger), W.P. Targeting/Missile (+3 throw)
Family, Racial, & Background Skills: Communication: Language: Elven / Dragonese 98%, Literacy: Elven / Dragonese 98%, Espionage: Disguise (+20%) 70%, Escape Artist (+4%) 54%, Imitate Voices (55%), Physical: Gymnastics (+4%), Rogue: Streetwise (+4%) 45%, Prowl (+5%) 55%,
Skills From Gymnastics: Sense of Balance (+4%) 59%, Work parallel bars & rings (+4%) 51%, Climbing 69%, Rappelling (+4%) 64%, Back Flip (+4%) 69%
Appearance: As a changeling, Malok can take virtually any form which is desired but the changeling usually prefers male forms with the races of Elven and Human being preferred. Usually, the changeling chooses a fairly handsome appearance but not of extra-ordinary appearance so to not draw too much attention. Common professions which the changeling will pose as are as a prosperous merchant or scholar and as such prefers a very dignified appearance. Clothing will be need and of good quality normally, preferring somber colors such as greys and browns. The Mind Mage also normally uses the psychic ability of alter aura to show either being a non psychic or a minor psychic. In the changelings native form, the appearance is that a tall hairless humanoid with pale yellow skin and is hairless. Changelings cannot grow additional limbs when shape changing.
Magical Weapons:
2 Magical Throwing Knifes: Weight: 0.6 lbs (0.3 kg) each Daggers are highest quality Dwarven construction; +4 to Damage, +2 to strike when thrown, +2 to Strike, +2 to Parry, and +2 to Initiative from construction. Enchantments: Indestructible, Additional Damage (1D6), Returns when thrown. Damage: 2D6+4 (2D6+7 with Strength)
"Black Lightning" Magical Rapier: Weight: 1.7 lbs (.8 kg). Sword is of the highest quality Dwarven construction, +4 to Damage, +1 to strike when thrown, +2 to Strike, +3 to Parry, and +2 to Initiative from construction. Enchantments: Indestructible, Super Sharpness (+4 to Damage and reduce critical strikes by two points [18 to 20 with Malok]), , and spits lightning three times per day. Damage: 1D8+10 (1D8+13 with Strength.)
Non-Magical Weapons of Note:
10 Throwing Knives: Weight: 0.6 lbs (0.3 kg.) Daggers are highest quality human construction; +2 to strike when thrown, +1 to Strike, and +2 to initiative from construction. Normal Durability is 90 Damage: 1D6 (1D6+3 with Strength)
Armor, Magical:
Cloak of Protection: Grey Silk Cloak, Gives character the protection of A.R. 14 and an S.D.C. of 200
Magical Items:
2 Vials of Anti-magic Cloud Gas: Special potion that when broken creates a anti-magic cloud equal to a fifth level spell caster. Effects wielder as well. Used in combat with opponents who rely on large amounts of magic.
Crystal of Light: Many Faceted gem that is about the size of a Golf Ball, It emits light equal to about 2 candles.
Bracer of Many Blades: Simple decorative bracer which he has twelve bracers concealed in it. Bracer is died grey and has silver inlaid into the leather. Enchanted daggers are the first daggers to be drawn.
Mystic Bag: Enchanted Pouch which has the ability to carry up to 30 lbs (13.6 kg) of gear. Appears similar to Bracer and is of dyed grey leather with silver inlay. Has the additional enchantments of damage resistance (fire and normal weapons) and trap of agony.
Gauntlets of Quick Hands: Magical Gloves that the wearer one addition attack per melee, +1 to initiative, and skills require a high dexterity can be performed 10% faster without error. Both gloves must be worn for them to work. Gloves have an A.R. Rating of 10, Impervious to Fire, and has 25 S.D.C.
2 Sets Cloak of Guises: They are full length cloaks that will turn into any set of clothing limited only in the color. In color, they can only change through different shades within the same color. One is grey it can turn anywhere from dark grey to light grey and the other is brown and can also change color within the color of brown.
Anti-Venom Charm: Automatically negates poison but uses a charge each time. Charges: 16
Other Equipment:
Clothing: Two sets of trail clothing, 8 sets of dress clothing, leather belt, leather boots
Containers: Backpack, two large bags, four small bags, waterskin (Half Gallon)
Field Equipment: One person tent, bedroll, blanket.
Lighting: Tinder Box and 12 candles
Writing Equipment: 12 sheets of Parchment, 4 Quill Pens, 6 oz ink
Provisions: 2 weeks worth of trail rations
Miscellaneous: Soap, Comb & Brush, Small Mirror.
Jewelry, Gems, and Valuables: 5,000,000 Gold stored in accounts in the Western Empire, 200,000 in various gems and jewelry, and carries 50,000 gold in coins.
Malok's History:
Malok's earliest memories are that of being raised by a changeling assassin in the Western Empire. It is likely that the Changeling Mind Mage was originally from the Western Empire but it is impossible for anyone to know for sure. The Changeling assassin who raised Malok was considered to be one of the most skilled assassins within the Western Empire and rarely failed an assignment. As a result, the assassin could claim extremely high fees for assassinations and had managed to earn a fortune in gold and gems. While the Changeling assassin was a member of the Assassins Guild, only lip service and token payments were paid to the guild and the reality was that the guild was actually afraid of the extremely wealthy assassin. While not interested in pain and torture for enjoyment, the older Changeling considered in a necessary part of succeeding and was extremely brutal.
Malok life prior to being raised by the Changeling assassin is a complete mystery. It is not likely that the assassin is one Malok's real parents. The Mind Mage has considered the possibility that the assassin murdered one or both real parents. The assassin never did care what race which he was suppose to murder as long as the pay was good. Changeling children are usually well protected due to the hatred that many races have for changelings. The assassin never told Malok about anyone else so it is a complete mystery. It is likely that the older Changeling wanted a student to teach the ways of being an assassin or even a possible lover. Still, the Changeling assassin only understood brutality and used the same brutality on Malok which was used on others by the assassin. Even so, the brutality made Malok extremely tough and taught the young changeling skills which few Mind Mages know.
The assassin was only a fairly minor psychic and Malok's psychic abilities soon outstripped the older Changeling's abilities. Malok always hid it from the other Changeling but the budding Mind Mage absolutely hated the older Changeling. This led to the murder of the older Changeling when Malok was only around twenty. While extremely skilled in normal combat, the assassin simply did not have the ability to deal with powerful psychic attacks. Malok fled the city which had been the Changeling's home with all the wealth of the dead assassin which could be found and taken. The moneys were used to pay other Mind Mages to complete the young Changeling's education. Soem of them ended up dead as well to keep more that a few to know Malok's secrets. Many of the magic weapons and other magic items which the young Changeling Mind Mage came from the assassin or from the other Mind Mages which it was easiest to just murder to keep quiet.
No longer controlled or dominated by another, it could quickly be seen that Malok was just as evil and heartless as the changeling assassin. Unlike the assassin, Malok usually did not work even marginally with the assassins and took a much wider variety of work. Still, the changeling would work for others if the pay sounded right. The normal trick was to scan a potential "employer"to check out the job and decide on the job. Sometimes based on mind scans, the Changeling would decide who potential employers were. There are always whispers about Changelings but the activities of Malok created a who knew set of tales and terrors. When the danger seemed to be increasing, the Changeling Mind Mage decided it would be best to look for new business in other places than the Western Empire. The Mind Mage had several narrow escapes and has learned how to adapt in various lands. It is easy with mind abilities to discover the most corrupt officials and get them under control.
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2005, Kitsune. All rights reserved.