Gargoyle Mage PB

The Gargoyle Mage is endowed with natural magic abilities through a supernatural link with Elemental forces. These powers are similar to the human Warlock, except their magic is limited to one specific area of magic, Earth.

The Earth based magic of the Gargoyle Mage and the Gargoyle Lord's ability to turn into living stone suggest Gargoyles, as a race, may be somehow related to Elementals. Gargoyles just accept these abilities without question, consider themselves to be demons, and do not worship or identify with Elementals. Only about one in 20,000 Gargoyles is a "Mage."

They look exactly like any other winged Gargoyle and can be male or female. The Gargoyle Mage is often the most charismatic member of the clan and uses it to his advantage. A Gargoyle Mage may become the Supreme Lord of an entire flock, but is typically counsel to a Gargoyle Lord, High Lord, Duke or Prince of Hell (and is often the real power behind the throne). While the typical Gargoyle and Gurgoyle exhibit a "flock" mentality and loyalty to the tribe, the Gargoyle Mage is an independent and free spirit who often sets out to establish his or her own kingdom or power bloc. In fact, the Gargoyle Mage may even encourage lesser beings like humans, Orcs, Goblins and D-Bees to worship him as a god or demigod, and enjoys the adoration of others.

When not in a position of ab solute power, th e Gargoyle Mage is likely to be a second-in-command or a bold, independent adventurer or defiant rogue.


Alignment: Any, but usually Anarchist (30%), Aberrant (30%), Miscreant (25%) or Diabolic (10%).

Attributes:
I.Q. 2D6+6 (13), M.E. 3D6+3 (14), M.A. 2D6+6 (13), P.S. 2D6+18 (Supernatural) (25), P.P. 2D6+18 (25), P.E. 2D6+18 (Supernatural) (25), P.B. 2D6 (7), Spd running 5D6 (20), but speed flying is 2D4x10+10 (60) (20-60 mph/32 to 96 km).

Size: 3D4+7 feet (10-19 feet) tall (3 to 5.8 m), wingspan is 18-24 feet (5.5 to 7.3 m), and weighs 1200 to 2000 pounds (540 to 900 kg).

M.D.C.: 1D6x100+150 (550). (Has 1D4x10+40+ P.E. attribute number for Hit Points, 2D4x10 S.D.C. and an A.R. 14 in S.D.C. settings.)

Horror Factor: 16

P.P.E.: 3D6x10 +P.E. attribute number and 2D6 P.P.E. per level of experience.

Disposition: Cold, calculating, resourceful and selfish. Craves power and enjoys manipulating and/or ruling others.

Average Life Span: 300-500 years , but some have been known to live as long as one thousand.

Natural Abilities:

  • Winged Flight: maximum altitude is 15,000 feet (4572 m),
  • glide (silent; +10% to Prowl),
  • Power dive (counts as three melee attacks, is +3 to strike and inflicts damage equal to Power Punch +10 M.D.),
  • hover and glide assisted leap (100 feet/30.5 m).
  • Nightvision (3 000 feet/914 m)
  • Superior hawk-like day vision enabling them to see a football-sized target (0.3 m) up to two m iles (3.2 m) away .
  • The tail is not prehensile, but is agile and strong enough to strike or trip an opponent.
  • Climb rocks and mountainous terrain (no more than a 75 degree angle) at half running Spd,
  • run across narrow ledges and beams no more than a few inches wide at two-thirds their normal Spd,
  • scale sheer, vertical cliffs/walls at half speed.
  • Impervious to fire and heat, though magic fire does full damage,
  • bio-regenerates 4D6 M.D. every hour and can completely regrow a lost ear, horn, tail, finger, hand or foot in 48 hours; regrows an arm, leg, eye, tongue or jaw in 96 hours.
  • magically understands all languages, but only at 65%,
  • Fire Breath (special): 4D6 M.D., range : 90 fe et (27 .4 m), but only once per melee round (counts as one melee action/attack).

R.C.C. Skills (Warlock and Scholar):
Astronomy (+10%), Climb 95%/90%, First Aid (+10%), Intelligence (+12%), Land Navigation (+18%), Language: Magically Understands and Speaks All at 65%, Literacy, Native Tongue: Demongogian (+20%), Literacy Other: DragoneselElven (+10%), Lore: Demons & Monsters (+20%), Lore : Magic (+15%), and two Lore Skills of choice (+10%), Math: Basic (+30%), Math: Advanced (+15%), Prowl (+10%), Research (+15%), Streetwise (+10%), Swim (-10% penalty), Track (people +5%), Wilderness Survival (+10%), Climb (+10%), W.P. Pole Arm or Staff, W.P. one of choice (any), plus can select twelve additional Secondary Skills.

Level of Experience: 2D4+2 or as set by the Game Master for NPCs. Player characters start at first level and use the same experience table as the Dragon .

Attacks per Melee: Five physical +1 at levels 4, 8, 12 and 16.

Damage: As per Supernatural P.S., or via magic or weapon. Mages love to acquire magic weapons and magic items.

  • Bonuses (in addition to attributes and skills) :
    +2 on Perception Rolls,
  • +3 on initiative,
  • +2 to strike, parry and dodge,
  • +4 to dodge while in flight,
  • +4 to save vs magic,
  • +3 on all other saving throws,
  • +12 to save vs Horror Factor,
  • impervious to heat and fire and even magic fire does only half damage,
  • impervious to disease and toxic gases too.

Magic: P.P.E. 3D6x10+ P.E. attribute number and 2D6 P.P.E. per level of experience.

  • Possesses all level 1-3 Earth Elemental Magic spells (see Rifts® Book of Magic or the Palladium Fantasy RPG® for descriptions),
  • can speak to all Elemental beings,
  • and has an 80% chance of seeing even an invisible Elemental and sensing their presence within 1000 feet (305 m).

Psionics : I.S.P. is 1D6x10+ M.E. attribute number and +6 I.S.P. per level of experience.
Meditation, Mind B lock (4), Presence Sense (4), Sense Magic (3), Telepathy (4), Resist Hunger (2), Resist Fatigue (4) and Resist Thirst (6).

Cybernetics & Bionics: Not possible.

Habitat: Hades, Rifts Earth, other Earth dimensions, Three Galaxies, Palladium World, and other places scattered across the Megaverse. Prefer mountains, canyons, and forest environments to inhabit, but will fight anywhere .

Allies and Alliances: Gargoyle Mages answer to Gargoyle Lords as well as serve Demon Lords; dark gods, and powerful Shifters, Summoners and other beings who wield considerable power, including humans. However, they are ultimately out for themselves and the acquisition of power. Gargoyle Mages don't mind being the unseen power behind the throne, as long as they possess real power and influence. As a result, Gargoyle Mages may make a deal w ith anyone if it suits their own, hidden agenda. Of all the Gargoyle species, the Mage is most likely to leave the flock to explore and establish his own power base, crime network, secret lair, cult or kingdom, in other parts of the Megaverse.

Rivals and Enemies: Generally speaking, Gargoyle Mages do not get along well with most true supernatural beings. They hate vampires and detest most minions of Dyval, especially Deevils, Devilkins, Beasts and Serpents.