FG custom table
[dice:467svnqk]58547:0[/dice:467svnqk]Custom HJ table
[dice:467svnqk]58547:1[/dice:467svnqk]Clanless Atlantean.
Benefits:
- Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and he can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). He can also sense any nearby Rifts within 10 miles, as well as the arcane tremors created by the eruption of new or recurring Rifts within 50 miles. (2 BP)
- LEY LINE PHASING Requirements: Veteran, Ley Line Walker Some Walkers become so intricately tied to the lines that they are capable of phasing into the energies for an instant, transporting to any other point along the line in the blink of an eye. Ley Line Walkers with this Edge may take a full round to concentrate (taking no other actions, not even free actions), and on the next round can teleport flawlessly to any other point along the same line. Though it costs no PPE, the Walker must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Walker has a full night’s rest. Ley Line Phasing cannot be used to transport others. (2 BP)
- Mental resilience +1DT Spirit
- VAMPIRE KILLER Vampire Killers dedicate their lives to understanding their quarry. They know the difference between the facts about vampire weaknesses and the myths and legends about the undead. They know vampire tactics and how to undermine them. Vampire Killers learn how to see through the webs of deceit vampires weave to protect themselves. Vampire Killers gain +2 on Occult and Notice rolls dealing with vampires.
- May not be transformed. (-1 BP)
- Cyber resistant. (-1 BP)
- History writ in blood: Not being in a clan does not protect the clan less from the enmity bred from millennia of warfare. 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 either group, a known True Atlantean will be targeted above all others, and if either group learns of a True Atlantean in an area where they operate, they will alter plans immediately to ensure the True Atlantean's destruction. (-2 BP)
- 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 either the Heroic, Code of Honor, Driven (fight evil or serve some similar cause) or Overconfident major hindrances.