Cariellis:


Name: Cariellis
True Name: Miesethor Nicarn'Tre
Alignment: Miscreant (Evil)
M.D.C.: 900
Attributes: I.Q.: 20 (+6% / +3), M.E.: 19 (+2), M.A.: 13, P.S.: 18 (+4), P.P. 22 (+4), P.E.: 20 (+10% / +3), P.B.: 11, SPD: 17
Weight: 360 lbs (163.3 kg) Height: 7 ft 8 in (2.34 meters)
Age: 7,600 years (has been "awake" 950 years total using the spell "Preserver") Race: Lizard Mage Sex: Male
Horror Factor: 17
Disposition:
As virtually all lizard mage, considers him superior to other beings both mortals and immortals. His main drive is greater power and greater knowledge. Others are just pawns to him and he has even attempted to use the children of gods as his pawns in his great games. Cariellis always has games inside of games being played. Very few of his actions have just one meaning. Of course he does not really trust anyone, even those who are his allies. After all, if he may betray them, why should he consider that they will not betray him. While he normally keeps his word of honor, it is not absolute and will betray one which he has given his word of honor too with enough motivation.
In the past, he has pretended to work with those of the side of good to further his own ends although he sees the whole idea of good and evil beneath him. Even though he is definitely evil, he does not enjoy torture although as a tool it can be extremely useful. It is also a great way of increasing magical energies and will use it as well as death to power magic when useful to him. He usually keeps a number of slaves around him and uses zombies extensively as well.
He does have several well exploitable weaknesses. He has a tendency to underestimate others, considering them lesser than him. This is especially true about mortals. When he finds that he has been out-foxed by a mortal, he often gets extremely angry and may fly into a rage. In a rage, he often lashes out against those around him especially his servants. As well, he does not like to risk himself, preferring to work through minions even in some cases where direct intervention would be the most advantageous response. He also has been known to have relationships with his female allies including a relationship with a half demon / demi-god and with a Night Stalker Dragon.
OCC: Ley Line Walker / Wizard and Diabolist Experience Level: Twelfth (12th) Level Ley Line Walker / Sixth (6th) Level Diabolist.
Combat Skill: Special (Racial)
Attacks per Melee: Five (5)
Bonuses, Combat: +8 to Strike, +8 to Parry, +8 to Dodge, +4 to damage, +4 to Pull Punch, +2 to Roll with Punch / Impact, and +2 to Initiative,
Damage: Bite 2D6 S.D.C. damage, restrained claw attack 4D6 S.D.C. damage, full strength punch 2D6 M.D., power punch 4D6, but counts as two attacks.
Bonus; Save: Lethal Poison [14]: +4, Non-Lethal Poison [16]: +4, Harmful Drugs [15]: +4, Insanity [12]: +1, Psionics [12]: +4, Magic [12]: +15, Horror Factor [Varies] +20. Impervious to Possession.
Psionics (Major): I.S.P.: 123 (Gains 1D6 Per level) Powers:Healing: Exorcism (10), Deaden Pain (4), Detect Psionics (6), Psychic Diagnosis (4), Psychic Surgery (14) Physical: All Physical Sensitive: All Sensitive Super: Bio-Manipulation (10), Bio-Regenerate - Super (20), Hypnotic Suggestion (6), Mentally Possess Others (30)
Natural Abilities: Keen vision and sharp hearing.
Magic Abilities:
Ley Line Walker: Increased P.P.E. Recovery (5 P.P.E. Rest/ 10 P.P.E. Meditation), Sense Ley Lines and Magical Energy, Ley Line Phasing and Transmission, Read Ley Lines and Line Drifting, Ley Line Rejuvenation, Ley Line Observation Ball, +4 (+17) vs Horror Factor, +4 (+13) vs Magic, +3 to Spell Strength
Diabolist: Recognize & Understand Magic Circles: 98%, Use Magic Circles: 61%, Identify Wards: 98%, Recognize Enchantment 98%, Recognize Magic: 51%, +3 (+17) vs Horror Factor, +2 (+13) vs Magic, +1 (+4) to Ward Strength, Immune to own wards. Can activate up to 40 Wards per day.
P.P.E.: 2600 Spell Knowledge: First Level: Blinding Flash (1), Cloud of Smoke (2), Death Trance (1), Globe of Daylight (2), [1] Lantern Light (1), [2] Law of Identification (2), [2] Locate Object (4) See Aura (6), See the Invisible (4), Sense Evil (2), Sense Magic (4), Thunderclap (4), Second Level: Aura of Power (4), Befuddle (3), Chameleon (6), [1] Cleanse (6), [1] Cloak of Darkness (6), Concealment (6), Detect Concealment (6), [1] Manipulate Object (2+), Mystic Alarm (5), [1] Shatter (5), Turn Dead (6), Third Level: Armor of Ithan (10), Breathe Without Air (5), Fuel Flame (5), Ignite Fire (6), Invisibility: Simple (6), [1] Mystic Fulcrum (5), Negate Poisons/Toxins (5), Paralysis: Lesser (5), Telekinesis (6), [2] Wizard's Guide (10), Fourth Level: Astral Projection (10), Carpet of Adhesion (10), Blind (6), Charismatic Aura (10), Cure Minor Disorders (10), [1] Fireblast (8), Fire Bolt (7), Ley Line Transmission (30), Magic Net (7), Multiple Image (7), Repel Animals (7), Seal (7), [2] Script (12), Shadow Meld (10), [1] Watchguard (10), Fifth Level: Calling (8), [3] Charm (5), Circle of Flame (10), [1] Death Curse (Special), [2] Disinherit - Lesser (10), Domination (10), Energy Disruption (12), Escape (8), Eyes of Thoth (8), Horrific Illusion (10), [1] House of Glass (12), [1] Implosion Neutralizer (12), [1] Mend the Broken (10+), [1] Mental Blast (15), Superhuman Strength (10), [1] Sustain (12), Sixth Level: Apparition (20), [1] Barrage (16), Call Lightning (15), Compulsion (20), Cure Illness (15), [1] Energize Spell (12+) Fire Ball (10), Impervious to Energy (20), Magic Pigeon (20), Mask of Deceit (15), [1] Power Bolt (20), [1] Targeted Deflection (15), [2] Telekinetic Storm (20 / 45) Teleport: Lesser (15), Time Slip (20), Tongues (12), Words of Truth (15), Seventh Level: Agony (20), Animate/Control Dead (20), [1] Ballistic Fire (25), Constrain Being (20), Dispel Magic Barrier (20), Fly as the Eagle (25), Globe of Silence (20), Invisibility: Superior (20), Invulnerability (25), Life Drain (25), [1] Lightblade (20), [1] Mental Shock (30), [1] Negate Mechanics (20), [1] Spinning Blades (20), [1] Sub-Particle Acceleration (20) Wind Rush (20), [2] Wraith Blade (25), Eighth Level: Commune with Spirits (25), [2] Disinherit - Greater (30), Eyes of the Wolf (25), Exorcism (30), [2] Firestorm (45), [2] Focused Shockwave (35), Hallucination (30), [1] Invincible Armor (30), Locate (30), Luck Curse (40), Metamorphosis: Human (40), Minor Curse (35), Negate Magic (30), Oracle (30), [1] Shockwave (35), Sickness (50), Stone to Flesh (30), [4] Wink-Out (30), Wisps of Confusion (40), [1] World Bizarre (40) , Ninth Level: [1] Aura of Doom (40), [1] Beat Insurmountable Odds (70), [1] D-Step (50), [1] Desiccate the Supernatural (50), [1] Illusion Manipulation (25-60), [1] Wall of Defense (55), Tenth Level: Banishment (65), Control/Enslave Entity (80), [4] Dimensional Pockets (20 /140), [3] Havoc (70), Mystic Portal (60), Summon Shadow Beast (140), Eleventh Level: Anti Magic Cloud (140), Create Mummy (160), Create Magic Scroll (100), [1] Mindshatter (130), Remove Curse (140), [1] Reopen Gateway (180), Twelfth Level: Amulet (290), Calm Storms (200), Create Zombie (250), [4] Dimensional Envelope (60/380) Metamorphosis: Mist (250), Summon Entity (250), Time Hole (210), Thirteenth Level: [2] Preserver (400 / 800), Summon Storm (300), Summon Lesser Being (425), Sanctum (390), Talisman (500), Fourteenth Level: [1] Annihilate (600), [2] Burning Glass (200+), Close Rift (200+), Impenetrable Wall of Force (600), Restoration (750), [3] Resurrection (650), Fifteenth Level: Dimensional Portal (1000), Enchant Weapon (400 to 1000+), Teleport: Superior (600), Transformation (2000), Spells of Legend: [3] Barrier of Thoth (3000), [2] Headless Knight (800)
[1] Spells from Federation of Magic Source Book, [2] Web / Created Spells, [3] Spells from Conversion Book, [4] Temporal Spells from Rifts England,
Ward Knowledge: All Wards. Wards cost 1 P.P.E. to create except for permanency and power wards which cost 5 P.P.E. each. Can deliberately activate a ward with 2 P.P.E. Can deactivate his own wards at 5 P.P.E. each and 10 P.P.E. for power wards.
Racial Skills: Technical: Language: Chinese 98%, Language: Demogorgion 98%, Language: Dragonese/Elven 98%, Language: English / American 98%, Language: Greek 98%, Language: Latin 98%, Language: Sumerian 98%, Literacy: Chinese 98%, Literacy: Demogorgion 98%, Literacy: Dragonese/Elven 98%, Literacy: English / American 98%, Literacy: Greek 98%, Literacy: Latin 98%, Literacy: Sumerian 98%, Recognize Magic Items 86%, Recognize Precious Metals/Stones 86%.
O.C.C. Skills:
Ley Line Walker: Espionage: Wilderness Survival (+5%) 96%, Physical: Climbing (+5%) 98% / 96%, Pilot: Pilot Hover Craft ( + 5%) 98%, Science: Math: Basic (+10%) 98%, Technical: Language: Euro (+15%) 98%, Language: Faerie Speak (+15%) 98%, Lore: Demon (+10%) 96%, Lore: Magic (+10%) 96%/86%/81%, Wilderness: Land Navigation (+4%) 94%,
Diabolist: Communication: Cryptography (+20%) 66%, Technical: Art (+10%) 76%, Language: Dwarven (+20%) 91%, Language: Gobbleley (+20%) 91%, Language: Western (+20%) 91%, Literacy: Dwarven (+20%) 81%, Literacy: Western 81%, Lore: Geomancy or Ley Lines (+15%) 71%, Sculpt & Whittling (+20%) 81%, W.P. Ancient: Sword (+3 [+11] to Strike, +2 [+10] to Parry, and +1 [+9] to Throw)
Appearance:
Cariellis is surprisingly handsome creature if someone can see past the fear of his. He stands almost eight feet tall and has a dragon like head. He also has a short tail and dinosaur like feet. His scales are an extremely handsome gold and silver which glisten in the list. His eyes are a glittering emerald green with what looks like flecks of blue in them. Knowledge seems to just reside in them although that could be more reputation than anything else.
The lizard mage likes to dress in the finest quality robes of gold and silver with gems, especially diamonds, and heavy embroidery to show his wealth and power. Under the robes, he usually wears a very simple set of tunic and legging of black silk material. The style of that part of the outfit appears to be something which might date from the early middle ages.
Magical Weapons:
Nightstar (Greater Rune Weapon):
Bastard Sword of the finest quality. He has had this sword for many millennium and the only thing he will never abandon. Mega-Damage: 6D6, Highest quality weapon, gives +2 (+4) to Initiative, +2 {+13] to Strike, and +3 {+13] to Parry. Has an IQ of 17, communicates via limited telepathy, Can parry Energy blasts at -6, links with wielder being able to sense each other up to 4 miles away, add +1 on all saving throws, Miscreant alignment and does 1D6 S.D.C. or 3D6 M.D.C. to incompatible alignments.
Has elemental powers of air and has psychic abilities:
Air Elemental Abilities: Can cast four spells per day at sixth level of experience. Call Lightning (3rd level), Ball Lightning (4th level), Whirlwind (5th level), Electrical Field (6th level)
Psychic Abilities: Has 150 I.S.P. and psychic abilities are cast equal to a sixth level spell psionic. Has all sensitive, physical psionics, and has super psionics of Psychic Body Field (20), Telekinesis - Super (10+), Telekinetic Force Field (30)
Magic Items (Non Weapons):
Altarain Talisman of Armor: A magic talisman that allows the character to create an Armor of Ithan around himself or herself three times per day. M.D.C.: 100 Duration: 10 Minutes (40 Melees) Charges: 3 Charges and recharges in 24 hours.
Amulet of Charm: Adds +1 to save vs magic and psychic attacks
Amulet of Protection vs the Supernatural: Add +2 to save vs Horror Factor
Amulet of See the Invisible: Allows wearer to see the invisible.
Belt Pouch with 4 Permanent Dimensional Pocket Cast on it: Has four separate compartments each with a permanent dimensional pocket that will carry 90 lbs of items/equipment in each pocket.
Crystal Ball: Allows user to view what someone else is doing. It has a 300 mile range, It can be used to view for 5 minutes per level of experience. The user must have met the target of the crystal ball
Staff of Spirits: Metal staff with a small brain tree lobe in it. The staff user can cast the following spells three times each in a twenty four hour period: Commune with Spirits, Control Entity, Banishment (Entity), Turn Dead, Exorcism (All spells are at 10th level Proficiency).
Other Equipment: Virtually anything needed. Usually keeps an extremely fortified tower as his base of operations with all but the main entrance protected by wards. Also has a private apartment on Atlantis and a Ley Line "Long Ship." Has around 500 million credits is precious jewelry, gems, and precious metals.

Cariellis's History:


As with many lizard mages, his history is shrouded in mystery. He is extremely ancient and appears to have traveled between different worlds and universes. What worlds he has explored is a great mystery. Early on, it appears that he learned the magic on how to preserve himself so he does not age. It is unknown where he came from originally although he does not appear to have been originally from either the Earth or from the Palladium World.


He has likely surfaced many times in the history of the Earth and may have been on Earth during the height of the Atlanteans. His spoken Greek is absolutely perfect. Other candidates include in Sumeria, during the height of Greek Empire during the Trojan War, during the height of the Roman Empire. There is even a possibly that he lived for a huge period of time in England and may have been one of the powers behind the throne. With his magic abilities, he has the ability to pose as almost anyone and often pretends to be the benefactor of a group in trouble to gain their trust.


He appears to have traveled to the Palladium World several times and that is where he learned the fine arts of Ward Mastery, already a master wizard. He probably did not visit the world until the Elves ruled the world and it is possible that he was one of the instigators which caused their collapse. He also appeared to have stayed for over a century in the Western Empire, posing as an Elven wizard. There, he instigated more trouble. The lizard mage is most likely the cause for several minor wars during his time there and almost once took power behind the throne. He was only thwarted by a powerful dragon.


Eventually, after exploring the Mega-Verse for untold years, he appears to have returned to Earth. Now, the Earth blossomed with magical energy like it had not since the time which Atlantis was in its zenith. In fact, Atlantis had returned. It was a wonderful time where he could bask in the power which had taken over the world.


After doing a bit of exploring of the world on his own, the Lizard Mage decided to settle near the city of Tolkeen and began to spread out his webs of control. While he often posed as a Human or Elven wizard, he decided to discard such a disguise. Pretending to serve on the side of light, he worked to make a variety of allies. Included in this was a young but extremely skilled knight. Another ally, a bit more dubious, was a shifter who was the have breed child of a demon lord. Still, he was able to make himself look like a positive force although all his goal were for himself. He built a major fortress for himself deep underground and protected it with wards. Some activities were a bit questionable such as the use of zombies and animated dead this were mostly ignored.


Darkness fell on the City of Tolkeen in the presence of the Coalition. This empire hated anything to do with magic and even distrusted psychics. The city was something which had to be crushed. As might be expected, the leaders of the city asked the powerful Lizard Mage for his help. Instead, he decided to flee and form a new empire with him as ultimate ruler. It is interesting that his long lime ally, the demon born shifter decided to fight for her lands near Tolkeen.


For a long time, the Lizard Mage had been dealing with the minions of the Splugorth. They would pay high fees for slaves. He settled in the eastern part of what had once been the American Empire and had himself built a tower as a fortress. It was where was once called Pennsylvania. Once in his stronghold, he began to gather allies including a Mystic Knight and a Baby Nightstalker Dragon. Along with this, he began gathering a small army to fight for him. This time, his minions would be definitely serving the side of darkness. These forces began conquering the small villages around, selling some of those conquered into slavery into Atlantis. It turned into an extremely profitable enterprise.




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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2008, Kitsune. All rights reserved.



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