Player Name: Justin
Google Handle: jwlyon1
Artemisia Harpe Discipula
Rank: Seasoned Experience: 25 Advances Left:
Race: True Atlantean
Iconic Framework: MARS Merc
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Charisma: 0 (-1 w/o eyepatch); Pace: 6; Parry: 8; Toughness: 7
- Fighting d12
- Knowledge (Battle) d6
- Linguist:
- Knowledge: Dragonese
- Knowledge: French
- Knowledge: Greek
- Knowledge: Japanese
- Knowledge: Latin
- Knowledge: Spanish
- Notice d6
- Intimidation d6
- Persuasion d4
- Piloting d6
- Shooting d10
- Taunting d8
- Hindrance (Major): One Eye: –1 Charisma, –2 to rolls requiring depth perception
- Hindrance (Minor): Quirk (EVERYTHING has a swordsmanship metaphor)
- Hindrance (Minor): Wanted (Coalition & Federation of Magic) The character is a criminal of some sort
- Hindrance (Racial): Burdened by Destiny: True Atlanteans have many advantages. As such reduce their hero’s journey rolls by one - player’s choice as to which one.
- Hindrance (Racial): Cyber Resistant: Cyberware doesn’t work for this race. The race cannot take any Iconic Framework which includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer) nor may they roll on the Cybernetics Benefits Table (see page 135).
- Hindrance (Racial): History Writ In Blood: The long war between Atlanteans and Vampires, and the current occupation of their homeland, means they are actively hunted by both the minions of the Splugorth (particularly the vile Sunaj) and by the Vampiric hordes. In conflicts with eithis group, a known True Atlantean will be targeted above all othiss, and if eithis group learns of a True Atlantean in an area where they operate, they will alter plans immediately to ensure the True Atlantean's destruction.
- Hindrance (Racial): Duty to their Clan: Duty to their clan, and to the MegaVerse at large, is stressed to all True Atlanteans at an early age. As a result all True Atlanteans are beholden to their clans and elders. They cannot receive more magical tattoos without access to their clan’s alchemists. this counts as a major vow hindrance.
- Hindrance (Racial): Duty to the Megaverse: In addition to their duty to the clan, all True Atlanteans are bound by ancient duty to protect the weak and fight evil in all its forms. this manifests as eithis the Overconfident or Heroic major hindrances. [Overconfidence]
- Wanted (Minor): Little Pocahontas
- Enemy (Minor): Henry "Hellfire" Harrison
Edges
- Racial Edge: Ageless: True Atlanteans do not age at the normal rate after they become 25 years old. They can live 500 years or more.
- Racial Edge: Tough:+1 to Toughness
- Racial Edge: Marks of Heritage: Magic tattoos denote heritage. All True Atlanteans bear the "Marks of Heritage," a pair of magic tattoos on each wrist. The marks are always the same, a tattoo of a heart impaled by a wooden stake (no blood) on the right wrist for protection from vampires and a flaming sword tattoo to create a magic M.D.C. weapon on the left wrist. The tattoos are placed on an Atlantean child at age five or six. The clan's crest may be part of the sword's hilt. These "Marks of Heritage" are magic tattoos.
- Marks of Heritage - Unique Magical Tattoos
- Clan Blade: Nothing is more iconic of the True Atlantean than her tattoos. Activating the weapon tattoo, as an action, gives the bearer the Smite power (self only). Use Spirit as the arcane skill to activate this power. The mystical tattoo imbues the hero with 5 P.P.E. usable solely for activating the Clan Blade. this pool of P.P.E. recharges at the rate of 1 per hour and is unaffected by Rapid Recharge. Additional P.P.E. from othis sources cannot be used with this power. The clan blade manifests as a semi-transparent blade construct of magical force. If the character has Smite from anothis source (an Arcane Background, for example), they gain Improved Mark of Heritage - Clan Blade as a bonus edge.
- Improved Mark of Heritage - Clan Blade
- Experience has increased the power to her Clan Blade tattoo. The ability now does Strength + Spirit melee damage, is AP 6, and does Mega Damage. The True Atlantean simply activates her normal Mark of Heritage (Smite, or Exalted Smite) as normal. Furthis, activating Smite and Clan Blade is now a free action.
- Heart impaled by Stake (no blood): this special ward makes the hero immune to the Mind Control and Puppet powers of Vampires only.
- Racial Edge: Sense Ley Lines: this is identical to the ability of the ley line walker to innately sense and get information about ley lines.
- Racial Edge: Spirited: All members of the race start with d6 Spirit Attribute.
- Racial Edge: Operate Dimensional Pyramids: As one of the original builders of pyramids, almost all True Atlanteans can activate these wonders of magical construction. Use Common Knowledge rolls to accomplish this.
- Edge: Ambidextrous: Your hero is as deft with her left hand as she is with her right. Characters normally suffer a –2 penalty when performing physical tasks with the off-hand (characters are assumed to be right-handed). With this Edge, your warrior ignores the –2 penalty for using her off-hand (see page 75).
- Edge: Danger Sense: Your hero can sense when something bad is about to happen. Anytime she’s about to be the victim of a surprise attack, ambush, or othis nasty surprise, she gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail her roll, she still follows the normal Surprise rules, if applicable (see page 65).
- Edge: Dirty Fighter: Some fight with honor. Some fight to win. this Edge is most likely known by thugs, mercenaries, and assassins. A Dirty Fighter is particularly good at Trick maneuvers, gaining a +2 bonus with them.
- Edge: Frenzy: Frenzied fighters make fast and furious melee attacks, sacrificing finesse for raw speed. this allows them to make an extra Fighting attack per round at a –2 penalty to all Fighting rolls. this attack must be taken at the same time as anothis Fighting attack though it may target any two foes adjacent to the hero (Wild Cards roll two Fighting dice and one Wild Die). The –2 penalty is subtracted from all attacks. A character armed with two weapons still only makes one extra attack.
- Improved Frenzy As above but no penalty
- Edge: Quick Draw: This Edge allows a hero to draw a weapon as a free action (and thus ignore the usual –2 multi-action penalty if she chooses to fire as well). If the character must make an Agility roll to draw a weapon (see page 66), she adds +2 to the roll.
- Edge: Strong Willed: Characters with strong willpower use their voice, steely stares, or quick wits to unnerve their opponents. Strong Willed adds +2 to a character’s Intimidation and Taunt rolls, as well as her Spirit and Smarts rolls when resisting Test of Wills attacks.
- Edge: Tricky Fighter: The hero suffers no multi-action penalty when using a Trick in the same round as a Fighting attack. The player must choose which type of Trick this Edge applies to (Agility or Smarts) and must have a d8+ in that attribute. The character may take this Edge twice to apply it to both kinds of Tricks. [Agility based]
- Edge: Two Fisted: A Two-Fisted hero isn’t ambidextrous—she’s simply learned to fight with two weapons (or both fists) at once. When attacking with a weapon in each hand, she rolls each attack separately but ignores the multi-action penalty (see page 66).