Lord Draffut, Lord of Beasts
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):
- Nightvision----300 ft
- See Aura
- See the Invisible
- Sense Evil
- Sense PPE
- Turn Dead
- Regenerates 1d6x10 MD per minute
- Teleport 60%
- Does double damage to Undead, HP damage to vampires
- Telepathy: Can effectively speak/understand any spoken language
- 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.
- 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.