Persephone

GM: Snake Eyes
When all else fails, they’ll have to fight dirty to get the job done!
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Persephone
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Persephone

Post by Persephone »

Hero's Journey 1: 1d20: [1] = 1 Enchanted Items and Mystical Gadgets
Hero's Journey 2: 1d20: [6] = 6 Your character has extensively trained in a professional area of expertise, and has
a trick or two up her sleeve. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval.
Gems: 3d6: [4, 3, 1] = 8 x500 = 4000 CR
Funds: 4d6: [1, 2, 6, 5] = 14 x100 =1400 CR
Gear & Valuables 2d4: [1, 4] = 5 x500=2500 CR

Hero's Journey Rich #1: 1d20: [17] = 17 Body Armor: Good for all situations, this armor suit has +1 Embedded Toughness to handle the
sharpest blades and most piercing lasers. This result may only be applied once.
Hero's Journey Rich #2: 1d20: [8] = 8 Enchanted Items & Mystic Gadgets: This cunning pair of goggles speaks of a fashion that never goes out of style. But this eyewear is no mere adornment: your character’s Magic Optic System is a magical blend of form and function and a favorite accessory, see page 86.
Hero's Journey Filthy Rich #1: 1d20: [14] = 14 Close Combat Weapon (Staff): Though violence is rampant throughout the world, there are times when a nonlethal solution is called for. When using this weapon, ignore the penalty to Fighting checks for making Non-Lethal attacks, and add +4 to Non-Lethal Damage rolls
Hero's Journey Filthy Rich #2: 1d20: [10] = 10 Body Armor (Light Ley Line Walker Armor): Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.
Last edited by Persephone on Sat Jan 08, 2022 1:24 pm, edited 2 times in total.
Cheatsheet
Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6/d6; Parry: 5; Toughness: 10 (3)

Academics (Smrt): d6
Athletics (Agil): d4 (NG-S2 +1 Climbing)
Common Knowledge (Smrt): d4
Fighting (Agil): d4
Language: American (Smrt): d4
Language: Spanish (Smrt): d4
Language: Atlantean (Smrt): d8
Language: Draconic/Elven: d4 (CK)
Notice (Smrt): d4
Occult (Smrt): d10 (Scholar +2, Armband +2)
 Persuasion (Spir): d4
Research (Smrt): d10
Spellcasting (Smrt): d10 (Staff +1)
 Stealth (Agil): d4 (Armor +2)
Survival (Smrt): d4 (NG-S2 +1 Hunting & Navigation)
Shooting (Agil): d4 (-2 Unskilled, +1 Wilk's Classic)

+2 Occult, Notice and Survival vs. Vampires, +2 on Networking and Research rolls to expose or locate Vampires, their allies and their nests

PPE: 32/32 (Personal), 10/10 (Staff of Power) - Recovery: 10/hour

Bennies 3/3

Staff: Str+d6, Reach 1, Parry +1, two-handed --Channel 2 PPE to make it MegaDamage, No Non-Lethal Penalty, +4 Non-Lethal Damage
Cerbie
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d10+2, Stealth d8, Intimidation d4
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness, Danger Sense
Special Abilities:
Bite: Str+d4.
Size −1: The heads of these canines come to an average human’s waist, and they weigh about 60 pounds.
Speed: d10 running die.
Wild Card: 2/2 Bennies
Advances:
N2: Spirit d8
N3: Reliable (Re-Roll Support rolls)
S1: Elan (+ 2 on Benny Rerolls)
S2: Strength d8
S3: Fighting d8, Intimidation d4
S4: Gladiator (On raise can spend a bennie to get "The Drop" on opponent)
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Re: Persephone

Post by Persephone »

Persephone
Rank: Veteran 1
Race: True Atlantean
Iconic Framework: Stone Master
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 6/d6; Parry: 6; Toughness: 13 (5)


Skills (Core+15, Spellcasting d6):
Academics (Smrt): d6
Athletics (Agil): d4 (NG-S2 +1 Climbing)
Common Knowledge (Smrt): d4
Fighting (Agil): d6
Language: American (Smrt): d4
Language: Spanish (Smrt): d4
Language: Atlantean (Smrt): d8
Language: Draconic/Elven: d4 (CK)
Notice (Smrt): d6
Occult (Smrt): d10 (Scholar +2, Armband +2)
 Persuasion (Spir): d4
Research (Smrt): d10
Spellcasting (Smrt): d10 (Staff +1)
 Stealth (Agil): d4 (Armor +2)
Survival (Smrt): d4 (NG-S2 +1 Hunting & Navigation)
Shooting (Agil): d4 (-2 Unskilled, +1 Wilk's Classic)


Hindrances
Curious (Major): Constantly lured into sticking her nose where it shouldn't be.
Heroic (Major): Always try to act righteously and in defense of the innocent.
Major Wanted—the Splugorth (Race): Hunted Across the Stars: True Atlanteans fight the Splugorth across multiple dimensions and have liberated many worlds from their oppression. In return they're hunted by the Minions of Splugorth. This includes being stalked by Sunaj Assassins, pursued by Slavers, and attacked on sight by their henchmen and allies, including many bounty hunters.
Major Vow—Serve the Clan (Race): Sworn to the Clan: True Atlanteans are raised to put the clan before self and are regularly called upon to serve the clan in their journeys through the Megaverse®. This often takes the form of performing treacherous tasks, secretly providing information, or regularly donating money and valuables to the clan’s cause.
Major Overconfident (Race): Atlas Shrugged: Myths say the founder of Atlantis, the titan Atlas, was burdened with the weight of all creation on his shoulders. His offspring continue his legendary tradition and bear the fate of the Megaverse® on their collective back. True Atlanteans are either Heroic or Overconfident for no extra bonus.
Cybernetic Resistant (Race): s: True Atlanteans halve their max Strain threshold for cyberware. They can't become Juicers or Crazies, take any Framework with 4 or more Strain in cybernetic systems, or roll on the Cybernetics Hero’s Journey table.
Minor Enemy--Undead & Demonkind (Race): The Endless Crusade: Just as True Atlanteans ruthlessly hunt supernatural evil, they're targeted first by the undead, demons, and servants of evil who war against them. Such beings are violent unless a social skill check is successful. Persuasion checks with evil beings or their servants are at a -2 penalty.


Edges
Alchemical Evolution (Race): True Atlanteans increase Trait maximums to d12+1, except Strength and Spirit which become d12+2
Dimensional Travelers (Race): Regardless of where in the Megaverse® they hail from, True Atlanteans roll Common Knowledge to operate stone pyramids (Pyramid Communication, Teleport, and Dimensional Gate), recall vampire lore, and for fluency in Dragonese/Elven and Atlantean (an ancient Greek dialect).
Ley Line Affinity (Race): True Atlanteans begin with Ley Line Sense and Phasing. They may take Ley Line Rejuvenation as a Novice Background Edge, see The Tomorrow Legion Player’s Guide. Those who take a Framework providing these abilities (like Ley Line Walker) gain a free reroll on related checks.
Marks of Heritage (Race): All True Atlanteans are marked with a pair of magical tattoos. On their left wrist is an Aura Weapon tattoo; a flaming silver longsword with their clan’s crest on the hilt and motto on the blade. If activated with a raise the hero is +1 to hit and +1 to Parry with their clan sword. On their right wrist is a tattoo of a Heart pierced by a wooden stake. Together these tattoos grant +2 Toughness.
More Human Than Human (Race): Because of their physical alchemical transformation True Atlanteans are remarkably long-lived (500+ years), but they can't reproduce with normal humans. The Coalition isn't fully aware of their existence, but will reject them as D-Bees if their heritage becomes known (tattoos and bio-alchemy mark them as supernatural). True Atlanteans do still count as human for purposes of selecting Iconic Frameworks (like Elemental Fusionists).
Natural Arcane Affinity (Race): True Atlanteans have +5 PPE base and can use TW devices whether they pursue a magic path or not. After factoring in their Marks of Heritage, True Atlanteans begin with +7 PPE (+1 PPE for each Tattoo). This PPE isn't multiplied by other Edges or Abilities (e.g. a True Atlantean Ley Line Walker begins with 27 PPE).
Transformation Immunity (Race): True Atlanteans can't be turned into undead, were-animals, or anything else. In addition, the powers of growth/shrink, intangibility, and shape change have no effect on them. They're unaffected by BioWizard Augmentation (except torture). Note that Bio-Wizard microbes, parasites, and symbiotes still have full effect.
Vampire Awareness (Race): True Atlanteans may Notice any vampires within line of sight. Those who already have the ability to Notice the supernatural gain a free reroll on such checks versus vampires.
Versatile--Vampire Killer (Race): +2 Occult, Notice and Survival vs. Vampires
Gem Magic (IF): Roll Spellcasting and spend listed PPE to pull Powers out of gems, with listed Modifiers and Trappings. Failure casts Power but destroys gem. Result <1, or CritFail = Power Failure and Dynamic Backlash.
AB: Magic (IF): barrier, burrow, and entangle, 10 PPE base
Earth & Water Sense (IF): Stone Masters may detect secret passages or compartments inside a stone or underground structure as an action up to Range Spirit; likewise, they sense water (lakes, streams, springs, sewers, etc) and the presence of underground supernatural beings at a Range of Spirit in miles.
Expanded Awareness (IF): Stone Masters have the detect arcana power which they may activate as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They may sense supernatural beings within line of sight with a Notice check.
Ley Line Sense (IF): A Stone Master 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.
Levitate Stone (IF): At a cost of 1 PPE per minute Stone Masters may check Occult as an Innate Ability to activate telekinesis, only usable on stone, with a Strength of d12 plus half Spirit. This ability doesn't require Gestures or Speech, and the sorcerer may even pluck rocks out of the ground as if scooping stones from water.
Mold Stone (IF): Stone Masters can shape gems and stones using their mind and the Occult skill as if the materials were clay in the hands of a master sculptor. The sorcerer can create openings and tunnels through solid rock, pluck gems and crystals out of solid rock, or pull material out from a stone surface to create solid rock formations using the barrier, burrow, or entangle powers. At no additional PPE cost and as an Innate Ability the Stone Master may check the lower of Spellcasting or Occult to make the resulting stone formation permanent!
Move Stone (IF): Stone physically carried by a Stone Master has only one hundredth of its normal Encumbrance weight.
Stone Mastery (IF): Stone Masters have the elemental manipulation power which they may activate as an Innate Ability for no PPE to pull rocks, stones, or pebbles out of the ground and move, control, and levitate them. As an action, they may activate the Elemental Fury and Exalted Manipulation modifiers at no PPE cost. Non-arcane environmental protection has no effect against this ability.
Power Points Edge (IF): +5 PPE.
Rapid Recharge (IF): Regain 10 PPE/hour.
Elite Vampire Killer (IF): Gain +2 on Networking and Research rolls to expose or locate Vampires, their allies and their nests.
Smarts Bump (Hind): To d10
Gem Mastery (Hind): Roll Spellcasting at -2 when activating a gem to gain the Bonus Effect

ADVANCEMENT
Novice 1: Reid's Ranger: Member of Reid's Rangers Faction; Connections w/ RR and allies; +1 Social Rolls/+1 Reaction level with those familiar with the Rangers; favored target of Vampires and their allies; Beast Master Edge: Wolf (see Cerberus)
Novice 2: Rich: 15,000 Cr to Start, +2 HJ rolls
Novice 3: Filthy Rich: Total 25,000 Cr, Total +4 HJ rolls (Gear Tables Only)
Seasoned 1: Spirit d8
Seasoned 2: Notice, Fighting d6
Seasoned 3: Elan
Seasoned 4: Power Points
Veteran 1: New Ink (Summon Line Ray)
Last edited by Persephone on Fri Jul 14, 2023 7:46 pm, edited 13 times in total.
Cheatsheet
Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6/d6; Parry: 5; Toughness: 10 (3)

Academics (Smrt): d6
Athletics (Agil): d4 (NG-S2 +1 Climbing)
Common Knowledge (Smrt): d4
Fighting (Agil): d4
Language: American (Smrt): d4
Language: Spanish (Smrt): d4
Language: Atlantean (Smrt): d8
Language: Draconic/Elven: d4 (CK)
Notice (Smrt): d4
Occult (Smrt): d10 (Scholar +2, Armband +2)
 Persuasion (Spir): d4
Research (Smrt): d10
Spellcasting (Smrt): d10 (Staff +1)
 Stealth (Agil): d4 (Armor +2)
Survival (Smrt): d4 (NG-S2 +1 Hunting & Navigation)
Shooting (Agil): d4 (-2 Unskilled, +1 Wilk's Classic)

+2 Occult, Notice and Survival vs. Vampires, +2 on Networking and Research rolls to expose or locate Vampires, their allies and their nests

PPE: 32/32 (Personal), 10/10 (Staff of Power) - Recovery: 10/hour

Bennies 3/3

Staff: Str+d6, Reach 1, Parry +1, two-handed --Channel 2 PPE to make it MegaDamage, No Non-Lethal Penalty, +4 Non-Lethal Damage
Cerbie
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d10+2, Stealth d8, Intimidation d4
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness, Danger Sense
Special Abilities:
Bite: Str+d4.
Size −1: The heads of these canines come to an average human’s waist, and they weigh about 60 pounds.
Speed: d10 running die.
Wild Card: 2/2 Bennies
Advances:
N2: Spirit d8
N3: Reliable (Re-Roll Support rolls)
S1: Elan (+ 2 on Benny Rerolls)
S2: Strength d8
S3: Fighting d8, Intimidation d4
S4: Gladiator (On raise can spend a bennie to get "The Drop" on opponent)
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Re: Persephone

Post by Persephone »

Gems -- In order that they appear on the staff
A Stone Master with the Gem Mastery Edge gains the Bonus Effects of Gem Magic Powers by activating a magic gem at a penalty of -2.

Garnet: 1 PPE
Empathy
Range: Smarts
Duration: 5
Success/Raise: The caster forms an emotional bond between himself and the target with a successful arcane skill vs Spirit roll. He knows the target’s emotional state and most basic surface thoughts, and gains +1 (+2 with a raise) to Intimidation, Persuasion, Performance, or Taunt rolls against him. The bonus does not apply to skill rolls made to activate powers. Empathy also works on animals, adding +2 to Riding or other rolls used to interact with the creature
BONUS: Empathic Transmission: The empath gains a +2 (+4 on a raise) bonus on rolls against the target.
Truth: The caster knows if the target believes he's telling the truth or not.

Red Zircon: 1 PPE
Bolt
Range: Smartsx2
Success/Raise: 2d6/3d6 Fire Damage
BONUS: Success/Raise: 4d6/5d6 Fire Mega-Damage, +10 AP
OR
Burst
Range: Cone Template
Success/Raise: 2d6/3d6 Fire Damage to all in Cone
BONUS: Success/Raise: 4d6/5d6 Fire Mega-Damage, +10AP

Red Ruby(x2): 1 PPE
Blast
Range: Smartsx2
Success/Raise: 2d6/3d6 Medium Blast Template, Fire Damage
Bonus: Success/Raise: 4d6/5d6 Fire Mega-Damage, +10 AP

Ruby Quartz(x2): 1 PPE
Environmental Protection: Heat
Range: Self;
Duration: 1 hr
Success/Raise: Ignore heat-based environmental hazards; -4/-6 damage from fire-based attacks
BONUS: Success/Raise: Also grants +2/+4 Armor

Rose Quartz: 1 PPE
Neutralize Disease
Range: Touch
Roll is modified by Strength of disease
Success: Eliminates disease in target
BONUS: Success: Cures all allies in MBT

Gold Zircon: 1 PPE
Teleport
Range: Self
Success/Raise: Teleport 12"/24" away; -2 to roll if unseen destination
BONUS: Success/Raise: Teleport up to 25"/50"

Sulfur Crystal (x2): 1 PPE
Blind
Range: Smarts
Success/Raise: Victim suffers -2/-4 to all vision-related tasks
Target rolls Vigor at the end of following turns as a free action; success/raise reduces penalty by -2/-4
BONUS: Vigor roll to shake off effect is at -4

Agate (x2): 1 PPE
Neutralize Poison
Range: Touch
Roll is modified by Strength of poison
Success: Remove poison from system
BONUS: Success: Cures all allies in MBT

Jadeite
Additional PPE
Special: 5 PPE available when activated at –2, usable once per day

Green Zircon: 1 PPE
Protection
Range: Self
Success/Raise: +2/+4 Toughness
BONUS: +6/+8 MDC Toughness

Aquamarine: 1 PPE
Environmental Protection: Water
Range: Self; Duration: 1 hr
Success/Raise: Ignore water-based environmental hazards; -4/-6 damage from water-based attacks
BONUS: Also grants Speed: Success/Raise: Doubles Pace and Running/also ignores -2 Running penalty.

Topaz(blue): 2 PPE
Greater Healing
Range: Touch
Success/Raise: Heal 1/2 Wounds, ignoring Golden Hour; Extras are restored from Incap if still alive
BONUS: Success heals a permanent Injury; requires 1 hour and failure cannot be re-attempted.

Sapphire: 2 PPE
Mind Reading
Range: Smarts; Duration: Instant
Opposed by Target's Smarts; target's Hindrances/state of mind may impose modifiers
Success: Get one truthful answer from target
Raise: Target is unaware of the intrusion.
BONUS: Duration increases to 5 minutes. While the power is in effect,
the caster can ask any number of questions, explore memories, or simply
have a brief conversation with the inner consciousness of the target. Particularly
vital or dangerous questions or thoughts—or exploring deep hidden
fears or something of great emotional value to the target—may call for an
additional contested roll.

Amethyst (x2): 2 PPE
Puppet
Range: Smarts; Duration: 5
Resisted with Spirit, give general commands, but not specific approach
Success: Target obeys command that don't directly harm self/those he cares about.
Raise: Target gets a free Spirit roll to resist orders to harm self/cared about; success ignores order, raise breaks control.
BONUS: Success/Raise: As above, but Spirit rolls to resist commands are at -2/-4

Tourmaline (X2): 1 PPE
Arcane Protection
Range: Self; Duration: 5
Success/Raise: Hostile Powers at -2/-4 to affect caster
BONUS: Success/Raise: Hostile Powers at -4/-6 to affect caster

Clear Zircon: 2 PPE
Fly
Range: Self; Duration: 5
Success/Raise: Fly Pace 12"/24", no Run
BONUS: Success/Raise: Pace 24"/48", no Run

Clear Quartz (x2): 1 PPE
Light
Range: Gem; Duration: 10 min
Success/Raise: Light covers LBT/may be focused into a 5" beam, centered on/originating from gem
BONUS: Success/Raise: Light covers Smarts Radius sphere, counts as sunlight

Smoky Quartz: 1 PPE
Disguise
Range: Self; Duration: 10 Minutes
Assume appearance of another person of same Size, including clothing
Success/Raise: -2/-4 to attempts to pierce the illusion with Notice (free action)
BONUS: Success: Total emulation, including voice.

Brown Zircon: 1 PPE
Fear
Range: Smarts
Success/Raise: Targets roll Fear checks (-2 on Raise); Fail = roll on Fear Table (+2 on Raise)
BONUS: Success/Raise: As above, but Fear Checks at -2/-4, and affects all targets in an MBT
Last edited by Persephone on Mon Jul 15, 2024 12:28 am, edited 12 times in total.
Cheatsheet
Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6/d6; Parry: 5; Toughness: 10 (3)

Academics (Smrt): d6
Athletics (Agil): d4 (NG-S2 +1 Climbing)
Common Knowledge (Smrt): d4
Fighting (Agil): d4
Language: American (Smrt): d4
Language: Spanish (Smrt): d4
Language: Atlantean (Smrt): d8
Language: Draconic/Elven: d4 (CK)
Notice (Smrt): d4
Occult (Smrt): d10 (Scholar +2, Armband +2)
 Persuasion (Spir): d4
Research (Smrt): d10
Spellcasting (Smrt): d10 (Staff +1)
 Stealth (Agil): d4 (Armor +2)
Survival (Smrt): d4 (NG-S2 +1 Hunting & Navigation)
Shooting (Agil): d4 (-2 Unskilled, +1 Wilk's Classic)

+2 Occult, Notice and Survival vs. Vampires, +2 on Networking and Research rolls to expose or locate Vampires, their allies and their nests

PPE: 32/32 (Personal), 10/10 (Staff of Power) - Recovery: 10/hour

Bennies 3/3

Staff: Str+d6, Reach 1, Parry +1, two-handed --Channel 2 PPE to make it MegaDamage, No Non-Lethal Penalty, +4 Non-Lethal Damage
Cerbie
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d10+2, Stealth d8, Intimidation d4
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness, Danger Sense
Special Abilities:
Bite: Str+d4.
Size −1: The heads of these canines come to an average human’s waist, and they weigh about 60 pounds.
Speed: d10 running die.
Wild Card: 2/2 Bennies
Advances:
N2: Spirit d8
N3: Reliable (Re-Roll Support rolls)
S1: Elan (+ 2 on Benny Rerolls)
S2: Strength d8
S3: Fighting d8, Intimidation d4
S4: Gladiator (On raise can spend a bennie to get "The Drop" on opponent)
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Re: Persephone

Post by Persephone »

Powers
OOC Comments
Stone Masters have access to the following traditional powers (Rank permitting): barrier, bolt, burrow, detect/conceal arcana, confusion, elemental manipulation, environmental protection,havoc, light/darkness, protection, wall walker, and warrior’s gift.
Stone Masters may only choose rock, gem, and crystal Trappings for their powers.
Arcane Background: Magic
PPE: 22 (Personal), 10 (Staff of Power) - Recovery: 10/hour

Expanded Awareness (detect arcana, self/aspect Limitations)
PPE: 1; Range: Smarts; Duration: 5
Trappings: Eyes shine like gemstones
Cast at +2 due to Limitations
Detect arcana allows the caster to see and detect all supernatural persons,
objects, or effects in sight for five rounds.
This includes invisible foes, enchantments on people or items, weird science devices, and so
on. With a raise, the caster knows the general type of enchantment as well — harmful,
obscurement, magic, miracles, etc.
Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes
hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is
an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per
turn). If the concealment wins, the character cannot see through the ruse with this casting,
but may terminate this instance and try again.

Levitate Stone (telekinesis, special)
PPE: 1; Range: Smartsx2; Duration: 1 min
Trappings: Affects rock/stone only; Roll Occult instead of Spellcasting; no Gestures or Speech needed
Effect: Move stones with Strength d12+3 (up to 500 lbs load limit, or 1000 lbs max load), even scooping
them out of the earth as if it were water.
Creatures made of stone may attempt to resist, both at casting and at the end of each round, rolling
Spirit vs. Persephone's Occult. Creatures who fail to resist can be moved up, down, etc, and even
bashed into walls for Strength+d6 Damage.
Telekinetic Tools: When attacking with levitated stones, roll either Athletics (TN 4) or Fighting
(vs. target's Parry). Damage for a 500-lb stone is Strength + d12 + 2 = 2d12+5 Damage.

Stone Mastery (elemental manipulation, special)
PPE: 0; Range: Smarts; Duration: 5
Trappings: Pull rocks, stones and pebbles out of the ground and move them around at will.
Innate Action to cast.
Effect: Effect is Strength d6 on a success, or d8 on a raise.
MODIFIERS (activating either or both of these Modifiers requires an action, but no PPE):
ELEMENTAL FURY (+2): Everyone within Range (except the caster) is harassed by the elemental effect
for the power’s Duration, suffering a −1 penalty on all Trait rolls, or –2 with a raise.
EXALTED MANIPULATION (+2): The elemental effect lashes out at the caster’s opponents. Once per
round the caster may use a free action to Test a target within Range using his arcane skill.

Earth Meld (burrow)
PPE: 2; Range: Smarts; Duration: 5
Trapping: Become one with earth and pass through as if through water.
Burrow allows the recipient to meld into raw earth. He can remain underground if he
wants in a sort of “limbo” or burrow through the ground at half his normal Pace (or full
Pace with a raise). He may not run.
A burrowing character may attempt to surprise a foe by making an opposed Stealth
versus Notice roll. If the burrower wins, the target is Vulnerable to him only. With a raise,
the burrower gets the Drop. Targets on Hold may attempt to interrupt the attack before
it occurs.
Burrowers can’t usually surprise a foe once their presence is known, but can still burrow
for protection and mobility.
MODIFIERS:
ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1
additional Power Point each.
POWER (+1): The caster can burrow through stone, concrete, or similar substances.
(Some substances, like plastic, glass, solid lead, etc., might be resistant at the GM’s
discretion.)
HURRY (+1): Recipient also gains +2 Pace (still halved by a mere success on the casting)
RANGE (+1/+2): Double/Triple the Range

Instant Earthworks (barrier)
2 PPE; Range: Smarts; Duration: 5
Trapping: Stone wall about four inches thick
Effect: Barrier creates a straight wall 5″ (10 yards) long and 1″ (two yards) tall, of immobile
material that conforms to the surface it’s cast upon. Thickness varies depending on what
the wall is made of, but is usually a few inches.
The wall has a Hardness of 10, and may be destroyed as any other object (see Breaking
Things on page 98).
When the spell expires or the wall is broken it crumbles to dust or dissipates, leaving
nothing behind.
MODIFIERS:
DAMAGE (+1): Razor-sharp diamond studs cause 2d4 damage to anyone who contacts it.
HARDENED (+1): The wall is veined with ore, and is Hardness 12.
SHAPED (+2): The barrier forms a circle, square or other basic shape.
SIZE (+1): The length and height of the barrier doubles.
RANGE (+1/+2): Double/Triple the Range.
AP (+1 to +3): Each point grants 2AP to the DAMAGE Modifier.
HEAVY WEAPON (+2): The DAMAGE Modifier does Mega-Damage.

Engulfing Earth (entangle
2 PPE; Range: Smarts; Duration: Instant
Trapping: The earth beneath the target flows like liquid, then re-solidifies after the target's
Effect: Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like
Trappings (Hardness 5). If successful, the target is Entangled (cannot move, is Distracted). With a
raise, he’s Bound (as Entangled, also Vulnerable, and can take no other physical action other than
trying to break free. Victims may break free on their turn: Roll Strength-2 or Athletics (including
Distracted penalty), success removes one level of entanglement, raise removes two.
MODIFIERS
AREA EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast
Template. For +3 points the area of effect is increased to a Large Blast Template.
STRONG (+2): The entangling material is particularly resilient. Rolls to break free are
made at −2 and its Hardness increases to 7.
RANGE (+1/+2): Double/Triple the Range.
SELECTIVE (+1): When using the AREA EFFECT Modifier, you may choose not to affect allies within
the Blast Template.

*******************

Powers From Gear

Darksight (self) (Magic Optic System)
PPE: 1; Range: Smarts; Duration: 1 hr
Trappings: The goggle lenses turn black as onyx, seemingly opaque
Cast at +1 due to Self Limitation
Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of
illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.

Farsight (self) (Magic Optic System)
PPE: 1
PPE: 2; Range: Smarts; Duration: 5
Trappings: Crystals seem to spin slowly, creating a rainbow effect.
Farsight allows the recipient to see in detail over great distances. She can read lips or read
fine print up to a mile distant.
With a raise, she also halves Range penalties for Shooting, Athletics (throwing), or other
abilities affected by Range.

Trapping Note: When both Powers are in effect, the combined effect makes the lenses appear like
irridescent black opals.
Last edited by Persephone on Fri Jul 12, 2024 12:23 am, edited 1 time in total.
Cheatsheet
Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6/d6; Parry: 5; Toughness: 10 (3)

Academics (Smrt): d6
Athletics (Agil): d4 (NG-S2 +1 Climbing)
Common Knowledge (Smrt): d4
Fighting (Agil): d4
Language: American (Smrt): d4
Language: Spanish (Smrt): d4
Language: Atlantean (Smrt): d8
Language: Draconic/Elven: d4 (CK)
Notice (Smrt): d4
Occult (Smrt): d10 (Scholar +2, Armband +2)
 Persuasion (Spir): d4
Research (Smrt): d10
Spellcasting (Smrt): d10 (Staff +1)
 Stealth (Agil): d4 (Armor +2)
Survival (Smrt): d4 (NG-S2 +1 Hunting & Navigation)
Shooting (Agil): d4 (-2 Unskilled, +1 Wilk's Classic)

+2 Occult, Notice and Survival vs. Vampires, +2 on Networking and Research rolls to expose or locate Vampires, their allies and their nests

PPE: 32/32 (Personal), 10/10 (Staff of Power) - Recovery: 10/hour

Bennies 3/3

Staff: Str+d6, Reach 1, Parry +1, two-handed --Channel 2 PPE to make it MegaDamage, No Non-Lethal Penalty, +4 Non-Lethal Damage
Cerbie
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d10+2, Stealth d8, Intimidation d4
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness, Danger Sense
Special Abilities:
Bite: Str+d4.
Size −1: The heads of these canines come to an average human’s waist, and they weigh about 60 pounds.
Speed: d10 running die.
Wild Card: 2/2 Bennies
Advances:
N2: Spirit d8
N3: Reliable (Re-Roll Support rolls)
S1: Elan (+ 2 on Benny Rerolls)
S2: Strength d8
S3: Fighting d8, Intimidation d4
S4: Gladiator (On raise can spend a bennie to get "The Drop" on opponent)
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Re: Persephone

Post by Persephone »

Pyramids

COMMON PYRAMID ABILITIES
These abilities of magical stone pyramids are always in effect.
Slow Aging: Sleeping in a stone pyramid removes all Fatigue from any creature. True Atlanteans are physically rejuvenated and increase their lifespan by one day for each night's sleep in a pyramid.
Heal Wounds: Wounded True Atlanteans, humans, ogres, lemurians and dragons roll Natural Healing every two days while recovering inside a stone pyramid. Once all Wounds are healed, they may roll once a week to heal an Injury!
Calm Ley Lines: Stone pyramids are mystic dams with a harmonious effect on rivers of primal arcane energy. Ley line storms and random dimensional rifts rarely occur at these sites, and even then are less intense and can be controlled or ended by an attending Stone Master. Opening a Dimensional Portal from a stone pyramid negates 2 points of arcane skill roll penalties.
Store Potential Psychic Energy: The core function of stone pyramids is to harness and regulate the flow of natural PPE. Without a Ritual or Meditation at the pyramid, the normal bonuses (see Arcane Effects under Ley Lines in The Tomorrow Legion Player's Guide) are not available at a ley line or nexus with a stone pyramid, nor is ambient wild PPE available (see Ley Line Energy in The Tomorrow Legion Player's Guide). Instead, 2d4 × 25 PPE is available at a ley line stone pyramid or 2d6 × 50 PPE at a nexus pyramid; the energy replenishes every six hours. Magic users at the site recover PPE at quadruple the normal rate.
SPECIAL PYRAMID ABILITIES
These magical pyramid abilities can be activated by a Stone Master.
Control Weather: Stone Masters can control the local weather, calming or summoning storms and other weather effects per elemental manipulation with Elemental Fury (costs 50 PPE) or even summoning ley line storms (100 PPE), within a Range of Spirit in miles for a Duration of Spirit in hours as a Difficult Dramatic Task using Occult.
Empower Stone Magic: Quadruple the Range and Duration of all Stone Master powers and abilities; attacks deal +8 damage, defenses gain +4 Toughness.
Stasis Sleep: Stone Masters may enter suspended animation at a pyramid as long as desired, and will awake if it is attacked.
Pyramid Communication: Stone Masters and skilled operators may magically converse via live hologram or leave a holographic message with any pyramid on the planet for 1 PPE per minute of the communication, or 10 PPE for other dimensions.
Pyramid Teleport: As an action, a Stone Master or skilled operator may check Occult to teleport flawlessly to any pyramid on the planet whose location he knows. For 20 PPE he may bring with him up to Smarts × 4 passengers or Size points of cargo (1 ton of loose cargo equals roughly one passenger).
Pyramid Dimensional Gate: For 100 PPE, a Stone Master or skilled operator may check Occult to use a stone pyramid built on a nexus point to dimensionally Pyramid Teleport to a nexus pyramid in any dimension or other planet known of or visited by him. Traveling by this method is exceptionally safe as other beings may not manipulate, sense, or travel through the gate as they could a normal dimensional rift.
Pyramid Scan: Stone Masters may spend one minute concentrating to scan all locations ever connected by dimensional gate or portal to a nexus pyramid, and may choose to travel to those destinations via Pyramid Dimensional Gate or Dimensional Portal. As an action he may check Occult to survey a possible destination. Success reveals a wealth of knowledge including environmental conditions, whether magic poor or rich, if there's a temporal shift, whether it is a parallel dimension or the same one as Rifts® Earth (and if so the general distance away), if there is a strong supernatural presence on the other side, and similar relevant information.
Cheatsheet
Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6/d6; Parry: 5; Toughness: 10 (3)

Academics (Smrt): d6
Athletics (Agil): d4 (NG-S2 +1 Climbing)
Common Knowledge (Smrt): d4
Fighting (Agil): d4
Language: American (Smrt): d4
Language: Spanish (Smrt): d4
Language: Atlantean (Smrt): d8
Language: Draconic/Elven: d4 (CK)
Notice (Smrt): d4
Occult (Smrt): d10 (Scholar +2, Armband +2)
 Persuasion (Spir): d4
Research (Smrt): d10
Spellcasting (Smrt): d10 (Staff +1)
 Stealth (Agil): d4 (Armor +2)
Survival (Smrt): d4 (NG-S2 +1 Hunting & Navigation)
Shooting (Agil): d4 (-2 Unskilled, +1 Wilk's Classic)

+2 Occult, Notice and Survival vs. Vampires, +2 on Networking and Research rolls to expose or locate Vampires, their allies and their nests

PPE: 32/32 (Personal), 10/10 (Staff of Power) - Recovery: 10/hour

Bennies 3/3

Staff: Str+d6, Reach 1, Parry +1, two-handed --Channel 2 PPE to make it MegaDamage, No Non-Lethal Penalty, +4 Non-Lethal Damage
Cerbie
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d10+2, Stealth d8, Intimidation d4
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness, Danger Sense
Special Abilities:
Bite: Str+d4.
Size −1: The heads of these canines come to an average human’s waist, and they weigh about 60 pounds.
Speed: d10 running die.
Wild Card: 2/2 Bennies
Advances:
N2: Spirit d8
N3: Reliable (Re-Roll Support rolls)
S1: Elan (+ 2 on Benny Rerolls)
S2: Strength d8
S3: Fighting d8, Intimidation d4
S4: Gladiator (On raise can spend a bennie to get "The Drop" on opponent)
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Re: Persephone

Post by Persephone »

Gear

Memnosyne Armband (Signature Item)
Magical Equivalent Type II Field Computer, only grants +2 bonus to Research: history rolls (not opposed Hacking/Thievery)
Embedded with an empowered lapis lazuli stone of unusual size, this armband provides the wearer with access to visions and memories of the world past, giving some unusual insights into the world.
Description: On her left arm a golden armband with the shape of an eye on it. For the iris, there is a lapis lazuli stone of unusual size.
Minor (x2): +2 Occult
Major: Legacy Scout Edge
Major: Scholar: Occult
Base Cost: 40,000 CR
2 Minor: +20K
Majors: +100K
Total Value 160,000 Cr

Bandito Arms Branaghan Special Armored Overcoat (Rifts Patron Item)
Image
• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:
• Pocket:


Ley Line Walker Light Armor (TW)
+3A/+2T
Notes: +4 vs disease and poison, –2 to Notice rolls made to detect the armor.
HJ Bonuses: +2 to Stealth, +1 Toughness (included)
MinStr d4
4 lbs
9,000 Cr

Staff of Power
Made of stone with gems forming a spiral rainbow plus going from red to purple then purple and green then clear darkening to brown with the brown in the center (in order as on the Gems list above)--would normally be too heavy to use as a weapon, but is quite light and nimble in a Stone Master's hands.
+10 PPE, +1 to Spellcasting
Str + 1d6 Damage
Reach 1, Parry +1, Two-handed
HJ Bonus: No Non-Lethal Penalty, +4 Non-Lethal Damage

Wilk’s 320 “Classic” Laser Pistol
Range 15/30/60; Damage 3d6, AP 2; 20 Shots
+1 to Shooting Rolls
2 lbs
11,000 Cr

Magic Optic System (TW):
PersephoneGoggles.jpg
PersephoneGoggles.jpg (35.21 KiB) Viewed 3561 times
These classic goggles provide +2 to sight-based Notice checks, and the wearer
gains access to darksight, farsight, and detect arcana. The system
requires 1 Power Point per hour of use (1 lb, 30,000 credits).

Bag of Holding (Patron Item) (Bronze, SWADE)
Image
Rare Enchanted Bag
Made for hiding what valuables are contained inside. As a free action, the character can activate the bag's magic and remove items from it.
• Weight: 1 lb.
Magic Features:
• Effect: Dimensional Pocket
• • Activation: A free action is needed to activate access to this function. Until the bag is activated, it is simply an empty, ratty looking (though sturdy) leather pouch. See Detection below.
• • Unless Activated, the pouch itself is usually empty or filled with a few random odds and ends. A canny user might keep a handful of few decoy items in the pouch while not activated to fool casual inspection.
• • Capacity: 50 lbs.
• • Restrictions: Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding. Retrieving an item takes an action. For every 4th item after the first in the bag, the time to grab an item increases by 1 action. 1-4 items: 1 Action 5-8 items: 2 actions, 9-12 items: 3 actions, etc. This can be spread over multiple rounds.
Contains




Detection and Identification: While the Bag of Holding is quite subtle, it is not truly hidden, merely disguised. Therefore the user is warned not to allow it to come under scrutiny by the magically or psychically active.
• A successful use of Detect Arcana will register it as magic, but will not usually reveal its purpose. A raise will reveal it uses Dimensional and Temporal magic, but not how.
• Using the Exalted Detect Arcana Power Modifier will reveal its function with a raise and that it uses Dimensional and Temporal Magic on a success.
• A Shifter using Detect Arcana will reveal it to be using Dimensional and Temporal magic on a Success and determine its function with a raise.
• Similarly a Shifter using Exalted Detect Arcana will automatically determine its function on a success. On a Raise they can figure out how to activate it.


NG-S2 Survival Pack
Survival Knife
Wooden Stakes
Wooden Cross
20 lbs

Credits: 850 Cr

Contacts: Reid's Rangers
Cheatsheet
Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6/d6; Parry: 5; Toughness: 10 (3)

Academics (Smrt): d6
Athletics (Agil): d4 (NG-S2 +1 Climbing)
Common Knowledge (Smrt): d4
Fighting (Agil): d4
Language: American (Smrt): d4
Language: Spanish (Smrt): d4
Language: Atlantean (Smrt): d8
Language: Draconic/Elven: d4 (CK)
Notice (Smrt): d4
Occult (Smrt): d10 (Scholar +2, Armband +2)
 Persuasion (Spir): d4
Research (Smrt): d10
Spellcasting (Smrt): d10 (Staff +1)
 Stealth (Agil): d4 (Armor +2)
Survival (Smrt): d4 (NG-S2 +1 Hunting & Navigation)
Shooting (Agil): d4 (-2 Unskilled, +1 Wilk's Classic)

+2 Occult, Notice and Survival vs. Vampires, +2 on Networking and Research rolls to expose or locate Vampires, their allies and their nests

PPE: 32/32 (Personal), 10/10 (Staff of Power) - Recovery: 10/hour

Bennies 3/3

Staff: Str+d6, Reach 1, Parry +1, two-handed --Channel 2 PPE to make it MegaDamage, No Non-Lethal Penalty, +4 Non-Lethal Damage
Cerbie
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d10+2, Stealth d8, Intimidation d4
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness, Danger Sense
Special Abilities:
Bite: Str+d4.
Size −1: The heads of these canines come to an average human’s waist, and they weigh about 60 pounds.
Speed: d10 running die.
Wild Card: 2/2 Bennies
Advances:
N2: Spirit d8
N3: Reliable (Re-Roll Support rolls)
S1: Elan (+ 2 on Benny Rerolls)
S2: Strength d8
S3: Fighting d8, Intimidation d4
S4: Gladiator (On raise can spend a bennie to get "The Drop" on opponent)
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Re: Persephone

Post by Persephone »

OOC Comments
Advances (post Advances as a reply to character sheet)
Please list all Edges and Advances taken for your character here

Attributes
Agility: d4
Smarts: d4
Spirit: d4
Strength: d4
Vigor: d4





STONE MASTER STARTING GEAR
Begin with standard Starting Gear substituting Ley Line Walker Light Armor, plus 3d6 × 500 credits worth of precious gems.

Hero’s Journey
Enchanted Items and Mystic Gadgets Table (1):
Made of a wood unknown to most of the world, your character’s elegant
staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster’s), and grants +1 to all Spellcasting or Faith rolls. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, two-handed) that even does Mega Damage if 2 PPE is channeled through it that round.

Training (6): Select one Professional Edge, without having to meet the requirements.


Advances
Initial Advances: (From Hindrances):
Free Edge (Human): Delete if not human
Novice 1 Advance: Reid's Ranger
Novice 2 Advance: Rich
Novice 3 Advance: Filthy Rich
Seasoned 1 Advance:
Seasoned 2 Advance:
Seasoned 3 Advance:
Seasoned 4 Advance:
Veteran 1 Advance:
Veteran 2 Advance:
Veteran 3 Advance:
Veteran 4 Advance:
Heroic 1 Advance:
Heroic 2 Advance:
Heroic 3 Advance:
Heroic 4 Advance:
Legendary 1 Advance:
Legendary 2 Advance:
Legendary 3 Advance:
Legendary 4 Advance:

OTHER:
110/31: Found 14K Sapphire, 200 Silver Cross, 200 Tourmaline, 200 Clear Quartz, 200 Agate, 150 Sulfur Crystal





Cheatsheet
Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6/d6; Parry: 5; Toughness: 10 (3)

Academics (Smrt): d6
Athletics (Agil): d4 (NG-S2 +1 Climbing)
Common Knowledge (Smrt): d4
Fighting (Agil): d4
Language: American (Smrt): d4
Language: Spanish (Smrt): d4
Language: Atlantean (Smrt): d8
Language: Draconic/Elven: d4 (CK)
Notice (Smrt): d4
Occult (Smrt): d10 (Scholar +2, Armband +2)
 Persuasion (Spir): d4
Research (Smrt): d10
Spellcasting (Smrt): d10 (Staff +1)
 Stealth (Agil): d4 (Armor +2)
Survival (Smrt): d4 (NG-S2 +1 Hunting & Navigation)
Shooting (Agil): d4 (-2 Unskilled, +1 Wilk's Classic)

+2 Occult, Notice and Survival vs. Vampires, +2 on Networking and Research rolls to expose or locate Vampires, their allies and their nests

PPE: 32/32 (Personal), 10/10 (Staff of Power) - Recovery: 10/hour

Bennies 3/3

Staff: Str+d6, Reach 1, Parry +1, two-handed --Channel 2 PPE to make it MegaDamage, No Non-Lethal Penalty, +4 Non-Lethal Damage
Cerbie
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d10+2, Stealth d8, Intimidation d4
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness, Danger Sense
Special Abilities:
Bite: Str+d4.
Size −1: The heads of these canines come to an average human’s waist, and they weigh about 60 pounds.
Speed: d10 running die.
Wild Card: 2/2 Bennies
Advances:
N2: Spirit d8
N3: Reliable (Re-Roll Support rolls)
S1: Elan (+ 2 on Benny Rerolls)
S2: Strength d8
S3: Fighting d8, Intimidation d4
S4: Gladiator (On raise can spend a bennie to get "The Drop" on opponent)
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Re: Persephone

Post by Persephone »

Background

Persephone is one of the original True Atlanteans. She is the inspiration for the Greek myths though she wasn’t kidnapped by Hades. She simply left with him of her own free will. It was only a rumor that she had been kidnapped. In reality, she had used Stone magic to get them away from the crowd they were with. She did return after her mother had an epic magical temper tantrum. She calmed her down and explained that she enjoyed travelling and Hades was a perfect gentleman. Though ever after she was called Persephone because of the chaos of her mother’s tantrum and decided to take the name as her own. She and Hades did not get married nor did he rape her. They dated and travelled together then parted amicably but rumor and myths have a way of changing drastically as they are told again and again. When the island of Atlantis sank, the portal she escaped through took her to North America after the Cataclysm. She had no time to check that it was staying in the current era and the travel through time was rather a shock to her. Thankfully, she was found by a member of the Reid’s Rangers and taken to a refugee camp. She spent a few years there, quietly learning the language and discovering what had happened in the millennia since she had vanished such as she could. The myths that persisted of her left her bemused, but she did nothing to correct them. She kept to herself where she was from and who she was. Since Atlantis had returned and with it her people, she couldn’t pretend not to be a True Atlantean, the tattoos were too obvious to one in the know. She simply pretended to have been born in that age and that she was a foreigner who had developed amnesia when they found her. Her heart truly broke when she heard of the state of Atlantis now. Her once beautiful country a shattered mess thanks to those…Things. Grateful for the help they had given her, she joined the group and went through the intense training to kill all things vampiric. As she trained she gained her companion, a wolf she fittingly named Cerberus/Cerbie. Since she finished her training and began wandering, she has reconnected with other True Atlanteans and there are a few…very few who know her true story. She has also connected with the Tomorrow Legion and has been a part of it long enough that they aren’t suspicious of her. She also has managed to acquire a fair stash of credits using her stone mastery to pull metals and gems that don’t support her powers.
Cheatsheet
Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6/d6; Parry: 5; Toughness: 10 (3)

Academics (Smrt): d6
Athletics (Agil): d4 (NG-S2 +1 Climbing)
Common Knowledge (Smrt): d4
Fighting (Agil): d4
Language: American (Smrt): d4
Language: Spanish (Smrt): d4
Language: Atlantean (Smrt): d8
Language: Draconic/Elven: d4 (CK)
Notice (Smrt): d4
Occult (Smrt): d10 (Scholar +2, Armband +2)
 Persuasion (Spir): d4
Research (Smrt): d10
Spellcasting (Smrt): d10 (Staff +1)
 Stealth (Agil): d4 (Armor +2)
Survival (Smrt): d4 (NG-S2 +1 Hunting & Navigation)
Shooting (Agil): d4 (-2 Unskilled, +1 Wilk's Classic)

+2 Occult, Notice and Survival vs. Vampires, +2 on Networking and Research rolls to expose or locate Vampires, their allies and their nests

PPE: 32/32 (Personal), 10/10 (Staff of Power) - Recovery: 10/hour

Bennies 3/3

Staff: Str+d6, Reach 1, Parry +1, two-handed --Channel 2 PPE to make it MegaDamage, No Non-Lethal Penalty, +4 Non-Lethal Damage
Cerbie
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d10+2, Stealth d8, Intimidation d4
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness, Danger Sense
Special Abilities:
Bite: Str+d4.
Size −1: The heads of these canines come to an average human’s waist, and they weigh about 60 pounds.
Speed: d10 running die.
Wild Card: 2/2 Bennies
Advances:
N2: Spirit d8
N3: Reliable (Re-Roll Support rolls)
S1: Elan (+ 2 on Benny Rerolls)
S2: Strength d8
S3: Fighting d8, Intimidation d4
S4: Gladiator (On raise can spend a bennie to get "The Drop" on opponent)
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Re: Persephone

Post by Persephone »

Cerberus, "Cerbie"

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d10+2, Stealth d8, Intimidation d4
Pace: 8; Parry: 5; Toughness: 6
Edges: Alertness, Danger Sense
Special Abilities:
Bite DMG: Str+d4.
Size −1: The heads of these canines come to an average human’s waist, and they weigh about 60 pounds.
Speed: d10 running die.
Wild Card: 2 Bennies
Advances:
N2: Spirit d8
N3: Reliable (Re-Roll Support rolls)
S1: Elan (+ 2 on Benny Rerolls)
S2: Strength d8
S3: Fighting d8, Intimidation d4
S4: Gladiator (On raise can spend a bennie to get "The Drop" on opponent)

Line Ray - Summon

Giant versions of manta rays created as riding animals by Lemurian Biomancers, the creatures can even "swim through the air" along ley lines.
Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d10188
Skills: Athletics d8, Fighting d4, Notice d8, Psionics d6, Stealth d6, Survival d6
Pace: —; Parry: 4; Toughness: 21 (6)
Hindrances: Loyal
Edges: Alertness, Arcane Background (Psionics)
Powers: Bolt, healing, relief. ISP: 10
Special Abilities:
„ Aquatic: Pace 10.
„ Armor: +6 Armor, +2 Toughness.
„ Expanded Awareness: Detect arcana as an Innate Ability. With a Notice roll they sense supernatural beings.
„ Fear: Cause a Fear test.
„ Keen Vision: Ignore up to 4 points of Range or Illumination penalties.
„ Ley Line Abilities: Ley Line Phasing, Ley Line Rejuvenation, Ley Line Sense—see The Tomorrow Legion Player’s Guide.
„ Ley Line Flight: Flying Pace of 24" along ley lines.
„ Ram: Str+2d4 Mega Damage, AP 4.
„ Size 6 (Large): 1 extra Wound
Last edited by Persephone on Fri Jul 14, 2023 7:52 pm, edited 8 times in total.
Cheatsheet
Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6/d6; Parry: 5; Toughness: 10 (3)

Academics (Smrt): d6
Athletics (Agil): d4 (NG-S2 +1 Climbing)
Common Knowledge (Smrt): d4
Fighting (Agil): d4
Language: American (Smrt): d4
Language: Spanish (Smrt): d4
Language: Atlantean (Smrt): d8
Language: Draconic/Elven: d4 (CK)
Notice (Smrt): d4
Occult (Smrt): d10 (Scholar +2, Armband +2)
 Persuasion (Spir): d4
Research (Smrt): d10
Spellcasting (Smrt): d10 (Staff +1)
 Stealth (Agil): d4 (Armor +2)
Survival (Smrt): d4 (NG-S2 +1 Hunting & Navigation)
Shooting (Agil): d4 (-2 Unskilled, +1 Wilk's Classic)

+2 Occult, Notice and Survival vs. Vampires, +2 on Networking and Research rolls to expose or locate Vampires, their allies and their nests

PPE: 32/32 (Personal), 10/10 (Staff of Power) - Recovery: 10/hour

Bennies 3/3

Staff: Str+d6, Reach 1, Parry +1, two-handed --Channel 2 PPE to make it MegaDamage, No Non-Lethal Penalty, +4 Non-Lethal Damage
Cerbie
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d10+2, Stealth d8, Intimidation d4
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness, Danger Sense
Special Abilities:
Bite: Str+d4.
Size −1: The heads of these canines come to an average human’s waist, and they weigh about 60 pounds.
Speed: d10 running die.
Wild Card: 2/2 Bennies
Advances:
N2: Spirit d8
N3: Reliable (Re-Roll Support rolls)
S1: Elan (+ 2 on Benny Rerolls)
S2: Strength d8
S3: Fighting d8, Intimidation d4
S4: Gladiator (On raise can spend a bennie to get "The Drop" on opponent)
Gems
Powers
Cerberus
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Imperator
Posts: 229
Joined: Tue May 28, 2019 6:42 pm

Re: Persephone

Post by Imperator »

Looks good to me.
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
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