Lord Draffut, Lord of Beasts

By: Talis D. Merrill

Submitted to the Palladium Mailing List on 10 January 1998

Something I've had taking on space for a while....

Draffut, The Lord of Beasts

(based on Fred Saberhagen's The Empire of the East and the Book of Swords series)

(insert all appropriate Palladium internet policy statements, copyright info, and legal disclaimers here so I don't get into any trouble!!!)

Draffut is one of the "New Gods", god-beings and entities who have ascended to their exalted status from more humble origins, and who are becoming more common in the Megaverse as new cultures and races emerge. Draffut, the Lord of Beasts, by his own admission, was originally nothing more special than a dog, the pet of human scientists on an alternate Earth that were experimenting with groundbreaking, revolutionary technologies that blurred quantum physics and what most societies regard as "magic". When a catastrophic, reality-shattering war wiped out civilization on this alternate Earth, the pup Draffut was abandoned, accidently sealed within a massive automated medical/research facility that was devoted to bio-energy studies. One of the breakthroughs that the complex had made was in producing and refining a form of bio-energy/P.P.E.: the "Lake of Life" (see below), that showed incredible potential in medical applications.

Trapped inside the Lake of Life facility, the dog was subjected, long term, to the energies of the Lake of Life. Fed and watered by the complex's machinery, the dog survived, but was forever altered by continued exposure to the subtle but powerful life energies. His life magically extended as a side effect of his exposure, the dog gradually mutated over the long centuries of his confinement, gaining in size.....and intelligence.....until eventually he became Draffut: sentient, cognizant, and god-like.

However, Draffut never lost his loyalty to humanity. Though, with his greatly expanded intellect and powers of perception, Draffut knows that humans are not the omnipotent, god-like beings he once saw them as in his puppyhood, he still regards them with something approaching affection and respect.

Draffut has since become something of a minor protector-deity of humanity and the environment. Using the knowledge and powers he acquired in the medical complex, Draffut does what he can to alleviate the suffering of humans (and those like them) and animals, as well as thwart the plans of evil beings, particularly self-styled "gods". Draffut himself never claims to be anything but a servant of a greater cause, and only accepted the title "Lord Draffut" rather than offend the superstitious humans who foisted it on him. Oddly enough, the humans most fanatically loyal to Draffut do so, not because they think he is a god, but because he denies godhood.

Draffut will try not to engage in direct combat, unless the cause is truly desperate, or he is cornered. He knows he is a minor power compared to other god-entities (he once took on a demon-lord by the name of Zapranoth on his homeworld, and ultimately got his ass whipped). Instead, Draffut prefers to hang back and observe, trying to discover an enemy's weaknesses, providing aid and comfort to the needy, and aiding heroes and adventurers who champion Good.

Alignment: Principled. Height: 30 ft (9.1 m). Weight: 3 tons. Gender: Draffut has always refered to himself as a male.

Physical Appearance: Few would recognize any canine ancestry in Lord Draffut's appearance; he appears more ursinoid if anything. A giant, bipedal mass of dark-shimmering fur and muscle, hunched back, massive jaws, and shadowed eyes.
Disposition/Attitudes: Gruff, slightly cynical, yet surprisingly softspoken. When angered, Draffut is a terror to behold, possessed of a bestial temper, and a bark and bite that are equally fearsome. When at ease, Draffut comes across as a weary, slightly annoyed father-figure, exasperated with the petty antics of others, but tolerant and gentle. Sees both the great genius and the dangerous stupidity of humans, but ultimately, Draffut likes humans. He is also very tolerant of D-bees, other beings, and particularly animals and mutant animals. Draffut absolutely hates Undead, vampires, and arrogant, manipulative, beings who would style themselves as gods.
Attitude towards Technology: Technology, being the product of intelligence, is both good and bad. While it has allowed humans (and those like them) to perform miracles, it has also led to great horrors. Draffut realizes, though, that technology gives humans an important edge in their fight against the evils besetting them, and thus, while he doesn't use (much) technology himself, he will give any tech items or weapons that come into his possession to worthy people.
Physical Attributes: IQ 25, ME 25, MA 18, PS 55 (Supernatural), PP 15, PE 30, PB 5, SPD 88 (60 MPH/97 KPH).
Horror/Awe Factor: 14.
Hit Points/SDC (Non-MDC worlds): 1200 SDC and 800 Hit Points.
MDC: 20,000 MDC (5000 MDC on Rifts Earth; when immersed in the Lake of Life, Draffut has his full MDC of 20,000).
Natural Abilities (No PPE/ISP cost):

  1. Nightvision----300 ft
  2. See Aura
  3. See the Invisible
  4. Sense Evil
  5. Sense PPE
  6. Turn Dead
  7. Regenerates 1d6x10 MD per minute
  8. Teleport 60%
  9. Does double damage to Undead, HP damage to vampires
  10. Telepathy: Can effectively speak/understand any spoken language
  11. Animal Empathy Link: Can effectively read the minds of any animals in a 2 mile (3.2 KM) radius of him, allowing Draffut to know what a particular animal is sensing, or has experienced. Note that this applies only to wild or domestic animals, not bonded familiars. Also, animals ensorceled against their will, get a saving throw (with a bonus of +2) to break the spell when in the presence of the Lord of Beasts.
  12. One with Nature: Lord Draffut has the uncanny ability of being able to mystically become one with the wilderness, be it tropical rain forest or tundra. This allows Draffut to not only be aware of the general health of the ecosystem (including fires, blight, toxic waste spills) with a 100 mile (161 KM) radius of himself, but also allows him to prowl/travel without leaving any discernable tracks or other signs of his passage.
Psionics: See natural abilities Magic: Draffut has no magic abilities aside from his inherent abilities and the possible use of magic items. Skills: All Medical, Technical, and Science skills at 80% Land Navigation 98% Wilderness Survival 98% Tracking 98% Identify Plants and Fruits 98% Literacy:(all at 98%) American-English Euro Techno-Can Dragonese Gobbley Hand to Hand Combat: Draffut isn't particularly good at combat; he tends to be rather big and clumsy, relying on his brute strength more than anything else, but he can still do considerable damage when he has to. 5 actions/attacks per melee Strike +1 Dodge +1 Parry +2 Roll +5 Pull Punch +5 Retrained Punch 1d6 MD Full Strength Punch 1d6x10 MD Power Punch 2d6x10 MD (2 attacks) Claw +20 MD to punch with claws extended Kick 5d6 MD Body Block/Tackle 5d6 MD Bite 1d6x10 MD Enemies: Vampires, Undead, demons and supernatural evil in general. Dislikes people who are cruel to animals and the environment. Generally distrusts beings who would call themselves "Gods", seeing them(for the most part) as dangerous exploiters and manipulators hiding behind the fascade of divinity(by the same token, doesn't see himself, nor claim to be, a god). Allies: Champions of Good, animals, his medical robots. Possessions: Doesn't use any equipment, but does have caches of accumulated equipment /possessions which he typically distributes to worthy characters The Lake of Life The Lake of Life was a breakthrough in advanced mystech/technowizardry. The Lake was a production/refining/storage facility for a form of pure liquid PPE/life energy. an incredible substance whose medical applications seemed limitless, and were just beginning to be realized when war sealed off the Complex and its secrets. Note: Draffut's original Lake of Life was destroyed during his duel with Zapranoth, but its possible that other facilities, working along similiar lines, perhaps in other universes, survived. Lord Draffut is likely to keep the location of such facilities, if he finds them, a closely guarded secret, and defend them accordingly, to prevent a repeat of the first disaster. The Lake of Life is a massive techno-wizardry complex, typically hidden in deep mountain caverns. The complex is an automated medical-research facility of incredible sophistication, supporting the Lake of Life. The Lake itself is a massive cavern, 20-50 ft deep, a half mile wide, with a hundred foot ceiling, lined with a dark , super-hard material. The water of the Lake is a shimmering liquid that seems to vary in viscousity from a fine light oil to a thick syrup. In concentrations like the Lake, the fluid seems to take on a life of its own, often forming brief fish- or bird-shapes that seperate briefly from the body of the Lake, leap/fly a few feet, then merge back into the Lake again. Anyone viewing the Lake will be struck by its sheer beauty/unearthly quality, similiar to a horror/awe factor of 12. The waters of the Lake are contained by the special black lining material, which was specially created for the purpose. The secrets of its manufacture are UNKNOWN to anyone/thing outside the Complex, and Lord Draffut himself. Containers of the black lining material are the only (known) way of perserving and transporting the energies of the Lake. These containers are able to hold the liquid at full potency indefinitely(provided they are kept sealed). Without such containment, the liquid will evaporate in 3d6 minutes. Note: The lining material is analogous to Glitter-Chrome, but posseses the property of holding and sustaining the Waters. A container made of Glitter-Chrome CAN hold the Waters, but they will still evaporate/disperse, though at a much slower rate( 1d6 hours as opposed to 3d6 minutes) Note 2: The lining material is a magic insulator-----magic has no effect on it(disperses harmlessly off it). In theory, at least, this means that an environmentally sealed suit of armor made of the stuff would be immune to direct magic attack....howver, there has never been any material made available to make such a suit(and not likely to be), so its mote speculation on my part). As a result, the Lake Complex CANNOT be teleported into. Properties of the "waters" of the Lake of Life An ounce of the Water will confer 10 PPE to the drinker(Psi-Stalkers can benefit from this). However, drinking more than one's normal level of PPE, the extra PPE will only last 5 minutes before disipating, and will not become permanent(no binge-drinking possible). Healing: Drinking or bathing in the Waters will heal and purify, including heal most diseases. An ounce of the Water will restore 4d6 SDC/MDC. Restoration: Though incapable of growing a missing limb back, the Waters do make it easier to re-attach amputated(or cloned) limbs, provided the limb in question is on hand. Simply immerse the stump and amputated limb in the Lake/liquid(3-5 gallons will do), hold them together, pour more liquid over the wound, apply pressure for 1 melee, and aside from some soreness and a nice scar, the limb is restored! Resurrection: A dead body (48 hours or less) immersed in the Waters of the Lake will be restored to life. Note that any dismembered parts(including decapitated heads) will become alive again, so long as they remain immersed in the liquid. Unless they are re-attached to the body, or hooked up to support equipment of some sort, they will cease living within 5 minutes of being removed from the Waters. Any living being immersed in the waters will find that they no longer have to breath, and will not need to take nourishment, sleep, defecate, or even age while immersed. On the other hand, the ONLY thing they CAN do is just float in the waters(no other actions possible until they decide to leave the Lake/Waters). Rejuvenation: Drinking an ounce of the Waters, or bathing in them, will imbue the character with an immense feeling of well-being, fatigue is eliminated, and the character feels younger, more energetic, and healthy. Anti-Death: Undead and the Waters of the Lake of Life do not mix; any undead struck with the Waters will take . Vampires take TRIPLE water HP damage from attacks with the Waters. Transmogrification: Possible only within the cavern of the Lake itself. This is the Lake's ability to slowly trans form /mutate/alter lifeforms and sophisticated machinery exposed to the Lake's ambient energies over long periods of time......i.e. CENTURIES. The exact effects I leave to the individual GM(think of David Brin's _Practice Effect_ if nothing else), but bear in mind that any munchkin who tries to put himself in suspended animation to become a god, is likely to be cleaned out by the custodial robots, awakened, psycho-analyzed, treated, and discharged by the medical 'bots as a out-patient nutcase, or tossed out by an angry Lord Draffut. The medical machinery and robots who were part of the complax have, as a result, become more than mere machines, they have taken on many attributes of living creatures. This means that any machine encountered in the Lake complex may have some living property, like sentience, bio-regeneration, PPE, or even mystic or psychic potential. Use your imagination. The Valkyries(Valkyrie Mark V) The Valkyries are robot medevac helicopters, designed to home in on the dog-tag bio-monitor collars of soldiers, and retrieve their wounded/dead bodies for transport to medical facilities and/or the Lake of Life. The Valkyrie Mk V resembles a bulbous pod, with stubby protruding jet thrusters, stub(NOTAR) tail, and rotor assembly. The bottom of the frame opens up to expose a retrieval assembly of robotic arms, gurney cradle, and search-sensors, used to retrieve/recover the patient/deceased, then bring them up into the main body of the Valkyrie, into a reinforced chamber, with emergency life support gear and refridgeration equipment(if the person is already dead) ** Those Valkyries assigned to the Lake of Life have, like Draffut, undergone changes due to exposure to the Lake's energies, becoming more life-like, intelligent, and profficient in their duties. Type: VMC-V Class: Robot Medevac Vehicle Crew: Automated Robot MDC/Armor by Location: Main Body 200 Rotor Assembly 80 Tail Boom 150 Thrusters(4) 15 each Extensor Arms(6) 5 each Height: 8 ft from bottom of hull to top of rotor assembly. Length: 10 ft main body, plus 8 ft tail boom. Width: 3ft(Rotors are 16 ft in diameter) Weight: 2 tons Physical Strength: Equiv. to robotic PS 30 Cargo: One patient/corpse up to 500 lbs. Powerplant: Nuclear powercell, 10 year life. Speed: Hover to 670 MPH(Mach 1) Market Cost: None. Not for sale. A similar system, developed independently, would cost 5-10 million credits per unit. Equipment of Note: Radio w/Scrambler, and Beacon Locater System (150 mile range) Basic Robot Sensors Plus Thermo-Imager Molecular Analyzer Spot Lights (500 ft range) Extensor Arms(6) 10 ft reach, PS 30 Laser Torch(used to cut away debris and open vehicles in order to extract and recover patients/bodies)(Range: 5 ft, 5d6 MD on max setting) Internal Gurney Cradle----used to transport patients. The cradle can slide out of the Valk's belly to become a wheeled stretcher. Internal Paramed Comp----an automated paramedic system that checks the patient's condition/state of damage, apply neccessary measures to contain damage/stabilize the patient(apply drugs, sedatives, field dressings, etc.), and report information to homebase on the victim. Flash Freeze----Refridgeration system to preserve corpses until they could be transferred to the Lake for revivication. Emergency Override----the Valk has an internal override system that allows a patient to stop treatment and order the Valk to land(at the nearest safe landing) and release them. The Override consists of a three-button combination that must be pushed in a certain order(to prevent delirious/deranged patients from triggering it) in order to activate. This last feature was added, during the Valk's testing period, after an officer on his way to a staff meeting was involved in a jeep turnover; aside from a few(easily-treated) scratches and bruises, the officer was all right, but for a team of earlyValk Medevacs that responded to the crash(vectoring in on the driver's dogtag beacon) and procceeded to haul the officer off to the nearest hospital for observation. The officer was late to his meeting, lost his clothes, and demanded an override feature in the event patients didn't want to be medevaced. Skills of Note: Navigation 98% Read Sensory Instruments 98% First Aid 80% (**Paramedic 80%) Weapons Systems: None ** The Lake of Life/Draffut's Valks have acquired a rudimentary sense of self-preservation; have the equivalent of Hand to Hand: Basic, and can use their laser torches as weapons in self-defense Bonuses:+2 Dodge (**+3 Dodge, +1 to Parry, Roll) Gaming with Lord Draffut Obviously any god, and especially the Lake of Life, is going to be munchkin, so GMs should try to limit access to such. A likely use of Lord Draffut is as a mysterious benefactor in the background, for whom the PCs may be (unknowingly) working. In return for their service, their unseen benefactor leaves them gifts of equipment or sends a container(of a black glass-metallic substance) of a mysterious healing liquid to the characters to cure a dying comrade.