CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
Ophidian is an ancient Serpent Man, perhaps even the last of his
kind. The Serpent Men once ruled the
world before the rise of Humanity.
Ophidian has hibernated on and off for centuries, amassing wealth and
power by hoarding, investments, and blind proxies. Fully awake here in the future, Ophidian is
currently the mysterious chairman of several powerful corporations. As the Serpent Men will never rise again and
no one will accept him in his true form, his goals will be left undefined here. Suffice it to say, they are not benevolent.
The Serpent Men’s magical abilities may have rivaled that of
the ancient Elves. They specialized in
what is now considered “Forbidden Magic.”
Ophidian’s archives contain a full listing of such spells. Though he doesn’t have every forbidden spell
committed to memory, Ophidian is still perhaps one of the most powerful
spellcasters in the world. He maintains
several lesser clones of himself, some as proxies and fakes, others are
hibernating as possible “escape hatches” for his consciousness, should his body
be destroyed.
Ophidian is able to psychically communicate with his clones
and servants of other races via a drug-induced séance. The drug is a special opiate made from lotus
flowers. It is highly addictive, and
makes the users of the “lesser races” (Humanity) vulnerable to suggestion and
control. The opiate is used to condition
Ophidian’s servants to serve him in his repulsive presence. (DC 18 Will Sv if a full dose is
ingested. Three applications and save
failures are necessary for someone to fall completely under Ophidian’s
control.)
He is magically powerful, but physically degenerated, even
his clones. Ophidian maintains several,
luxurious underground lairs. Travel
between them is done in a highly secretive manner. He is always attended by several
well-conditioned servants and bodyguards, as well as several Trolls (a race
originally created by the Serpent Men to guard their lairs while they were
hibernating). Ophidian is likely to have
a summoned demon with him, if he is expecting trouble. If in public, which is rare, he is likely
Shapechanged into his human guise (or someone else and a decoy is taking the
place of human form Ophidian). If he
suffers any damage in that form, it won’t change his appearance.
HD 10 (d8), Hp 20 (physically weak), AC 18 (Natural, +4
Shield spell)
Fort Sv +3, Ref Sv +7, Will +7
Melee: Will not engage in melee
Ranged:
None, only uses spells
Permanent
Spells: Contingency (upon death, transfers consciousness into clone
body), Advanced Shield (Special spell, +4 to AC immune to Magic Missiles
and deflects all non-magical projectiles and melee attacks), Mind Blank
(cannot be mind read). (Note that these
spells can be canceled out by an Anti-Magic Field or a Dispel Magic spell, DC
16 Caster Check)
Magic
Item: Gem of Illusions. Can
change his appearance into his Human Chairman persona, Cameron O’Meara. Takes one rd of concentration to
activate. Illusion drops if any physical
damage is taken. DC 19 Will Sv to see
through it. Psychics will immediately
see through it.
Spells:
Spellcheck +10 (+4 Int, +6 Level), Save Against DC 18, allowed 4
Failures in turn/encounter. Will likely
Teleport if low in hp or down to 1 failure.
Listed spells are just his typical spells.
1st Level (DC 13 to Cast)
Magic Missile: 14 impact damage + Knocked
down, Ref Sv all damage
Sleep: Up to 4 individuals, Fort Sv
3rd
Level (DC 15 to
cast)
Hold
Person: Paralyzes
one humanoid for 10 rds. Will Sv
6th
Level (DC 18 to
cast)
Chain
Lightning: 20
electrical damage + Stun 1 rd + Knocked Down + Two secondary bolts 14 damage +
Stun 1 rd. Ref Sv ½ damage.
7th
Level (DC 19 to
cast)
Finger
of Death:
Magically kills one subject. Must be of lower level or HD than caster. Will Sv
Teleport,
Greater: As
teleport, but no range limit.
8th
Level (DC 20 to
cast)
Incendiary
Cloud: 30' sq
cloud deals 20 fire damage/round. Lasts
1 turn. Ref Sv ½ damage on initial
casting
Sunburst: Blinds all within 10 ft, 1
turn, Fort Sv, and deals 20 fire damage + 1d8 continuing damage until
extinguished. Ref Sv ½ damage
Temporal
Stasis: Puts
subject into suspended animation. Permanent until dispelled or discharged. Will
Sv
Trap
the Soul:
Imprisons subject within gem. Permanent
until dispelled or discharged. Will Sv to avoid, Caster Check (DC 16 Spell
check) to release.
9th
Level (DC 21 to
cast)
Meteor
Swarm: Four
targeted exploding spheres each deal 22 impact damage + Stun 1 rd. Ref Sv 1/2
damage
(Activated Clone duplicates have the same stats, but only up to 3rd level spells, Advanced Shield, and Mind Blank. They will not be Shapechanged, but will have a Gem of Illusions to mask their appearance.)
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