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Krysesia of Clan Skellian, True Atlantean Shifter

The quest to destroy the Demon Prince of Death
GM: Ndreare
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Krysesia
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Krysesia of Clan Skellian, True Atlantean Shifter

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Krysesia Artemis Lengdosia
Rank: Legendary 2 Advances Left:
Race: True Atlantean
Iconic Framework: Shifter
Attributes: Agility d8, Smarts d12, Spirit d10, Strength d6 (d12+1), Vigor d6
Pace: 6 (8 in armor); Parry: 5; Toughness: 22 (10) MDC; Strain: 0
Skills:
  • • Academics d6
    • Athletics d6
    • Battle d8
    • Common Knowledge d6
    • Fighting d6
    • Language (Atlantean; Native) d8
    • Language (American/Trade 4; Native) d8
    • Language (Spanish; Native) d8
    • Notice d8
    • Occult d12
    • Persuasion d6
    • -1 Disconnected (While in social situations involving those not immersed in the occult)
    • Riding d6
    • Spellcasting d12 (+2 from Enchanted Ankh)
    • Stealth d6
Racial Abilities, Edges, and Iconic Abilities
  • • Better living through Alchemy: True Atlanteans gain one die to Spirit and Vigor. This increases those Traits' maximum by one as well. True Atlanteans also do not age at the normal rate after they become 25 years old. They can live 500 years or more.
    • Bind the Summoned: A Shifter can bind summoned beings to his service for an extended period of time. She does this by reducing her maximum PPE by the amount needed to originally cast summon ally . The creature remains bound to his service until released or Incapacitated (in either case, the creature returns to its home dimension). Shifters may only have one bound entity per Rank (5). For example, a Seasoned Shifter could have two summoned allies, each costing 4 PPE to summon, bound to him; his maximum PPE is reduced by 8 until he releases them or they are Incapacitated. Once the creatures are released, the Shifter recovers PPE normally. Bound allies are treated as if summoned with a raise, granting them the Resilient ability . When used in combination with Magic Rituals, Shifters ignore up to four points of arcane skill roll penalties for Improved Duration.
    • Command: +1 to Extras’ Shaken recovery rolls in Command Range.
    • Communication Rift: Shifters can open micro-Rifts across space and dimensions, just large enough to send and receive spoken messages. Near a nexus point or on a ley line the cost is 15 PPE, away from a site of power it is 50 PPE. By concentrating for a full round and succeeding on a Spellcasting roll the Shifter reaches a known location in his dimension (no penalty) or a known target dimension (−2 penalty). The micro-Rift lasts one minute per Rank of the Shifter, who now counts as having visited the target destination for use of Dimensional Portal and similar abilities . Random dimensions may be contacted this way, which is how power hungry Shifters get in communication with (and sometimes dominated by) monstrous evils .
    • Dimension Sense: With a successful Spellcasting roll, a Shifter can determine a wealth of information about a dimension he is in or views through a Rift (even a micro-Rift). Such information might include: 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 (plus general distance away), if there is a strong supernatural presence on the other side, and similar relevant information .
    • Dimensional Teleport Home: Once per day and for 25 PPE, a Shifter can teleport himself home regardless of distance . Only the Shifter, his carried gear, and a possible familiar are moved this way—power modifiers cannot be used in conjunction with this ability . Being able to Dimensional Teleport means Shifters are sorely tempted to explore new worlds and dimensions, often heedless of danger .
    • Elementalist: When using summon ally the hero may choose to use the following ally chart instead. With a Critical Failure the creature roams our plane of existence until destroyed or banished; roll on the Reaction Table to determine its initial attitude.
    • 2 PPE: Minor Faerie Folk (A&M)
      4 PPE: Minor Elemental (TLFM)
      8 PPE: Major Elemental (TLFM)
    • Expanded Awareness: Shifters detect arcana as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations and a +2 on all rolls related to this ability. With a Notice roll, they also sense supernatural beings or the manipulation of time or dimensional energies per the Presence Sense power modifier (activations of sloth/speed, summon ally, teleport, and so on).
    • Familiar Link (Princessa, Griffon): Familiars start each session with one Benny, share Bennies with their master per the Common Bond Edge, and may Advance. The player controls the familiar just like any other ally, though it may occasionally cause trouble by getting captured, stumbling into danger, etc. The player should be aware that this Edge will sometimes act as a Hindrance! Both the familiar and master get a free reroll to resist puppet. The familiar can’t speak. It and the mage communicate via mind link with unlimited range—even across dimensions — and by concentrating (no other actions possible) the master may experience the creature’s senses as his own. Any magic spells the master casts on himself effect the familiar as well. If the familiar dies see TLFM p. 12).
    • Ley Line Phasing: The Shifter 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 Shifter 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 Shifter has a full night’s rest. Ley Line Phasing cannot be used to transport others.
    • Ley Line Gate: The Shifter can carry up to her Smarts die in passengers when she phases to another location on the line. Carrying passengers, even just one, imposes an additional −2 penalty to her Vigor check to resist Fatigue.
    • Ley Line Magic Mastery: Shifters add two dice to their pool when rolling for available PPE, see Ley Line Energy (TLPG p. 124).
    • Magical Mastery: As a Shifter, Krysesia has Master of Magic, Power Points, Rapid Recharge, Improved Rapid Recharge, New Powers (twice), and the Wizard Edges. The shifter can spend 1 extra PPE to change a spell’s Trapping. Further, when she casts summon ally successfully, she automatically gains the raise effect.
    • One with Magic: Due to her long exposure and acceptance of magical energies, Krysesia has begun transforming. Most recently her mastery of magic has completed a transformation enabled by her use of ancient secrets of the True Atlanteans. She is considered a creature of magic, has slow regeneration normally, and fast regeneration on a ley line. She also begins aging only one year for every five. Her body transforms, infused with arcane energies granting +4 MDC natural Armor (stacks with both worn MDC body armor and the protection power). She has also learned to use her temporal speed ability as instinctively as breathing.
    • Psychotically Brave: Shifters become — for better or for worse — progressively jaded to the supernatural. As a Legendary Shifter, Krysesia gains +5 to Fear checks and −5 from Fear Table results.
    • Sense Ley Lines and Rifts: Krysesia can sense a ley line within 10 miles, and she 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). She can also sense Rifts or dimensional anomalies within 50 miles as well as direction, type, and general location. If on a ley line, Shifters can sense Rifts anywhere along the line's length.
    • Shift Reality: Shifters get a free reroll (can't reroll Critical Failures) on Spellcasting rolls related to: banish, boost/lower Trait, drain Power Points, illusion, intangibility, invisibility, light/darkness, sloth/speed, sound/silence, summon ally, teleport, and +4 to open, close, or manipulate Rifts (see Characters, Ley Lines, and Rifts in the Game Master’s Handbook) and Dimensional Portals (effectively ignoring the base penalty, see B&B page 29).
Hindrances
  • • Heroic (Major): She sees herself as one of the last great hopes to save the Megaverse.
    • Loyal (Minor): She is true to her companions and would never leave one behind.
    • Vow (Minor): She has vowed to hunt and kill any vampires she sees.
    • In the Thick of It (Duty to the Megaverse): Due to your penchant to take insane risks and generally be in the thick of it, you simply make a habit of being in just the wrong place at the wrong time. This hero is hit by adjacent fire (using the Innocent Bystander rules) on a 1-2 for single-shot weapons, and a 1-3 for shotguns or full-auto fire.
    • Duty to Clan Skellian: Saving the megaverse comes second only to saving the Clan and their secret home. This counts as a Major Vow.
    • Cannot Be Transformed: They may not use any power that physically changes the shape of the wielder. Similarly, they cannot be turned into vampires.
    • History Writ In Blood: In conflicts with Vampires and Splugorth, 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.
    • Corruption: Many of the entities a Shifter might bring forth (with summon ally) or contact seek to corrupt him . Each time the Game Master decides the Shifter has summoned or consorted with a corrupt or evil being, she may call for an opposed Spirit check between the being and the Shifter. If the being wins, the Shifter gains a point of Corruption. Future Spirit contests with similar beings suffer a penalty equal to the Shifter’s current Corruption . When a Shifter gains a number of Corruption points equal to half his Spirit die type (rounded up), he becomes a slave to darker external powers (and is no longer a playable character) .
    • Cybernetics: Such tech creates havoc for the flow of energy a Shifter relies upon, imposing −1 to the Shifter's Spellcasting rolls for each point of Strain .
    • Disconnected: Consorting with things alien, dark and strange affects Shifters, making their speech patterns and mannerisms seem "off" to most people. They have a −1 Persuasion penalty in social situations involving those not immersed in the occult.
    • Enemies: Shifters frequently provoke a hostile reaction, even among those who are typically tolerant of most casters . Shifters who swear fealty to a power opposing Lord Dunscon will likely find the True Federation hostile as well.
    • Power Activators: Shifters must be able to gesture and have the power of speech to cast spells. If Entangled, Bound, silenced or otherwise muted they can't activate new magic powers.
Last edited by Krysesia on Tue May 26, 2020 1:58 pm, edited 1 time in total.
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Krysesia
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Gear

Post by Krysesia »

Krysesia's Amazonian Officer Battle Cloak (TW) - Signature Item
Image
Upon returning home and assisting Manoa in its time of crisis, Krysesia was presented with this cape along with an honorary commission in the city's Amazon Defense Forces. It was designed originally for officers of the Amazonian Defense Forces of Manoa. It is the sign of a tactician and leader. She accepted it with pride, wearing it proudly with the new Battle Armor that had been made for her.
The cloak is also based on the one issued to all Amazons in Manoa, which dissipates or retains heat as appropriate to the environment. Important when dealing with both the jungles and mountains of South America. It adds a +4 bonus to rolls versus Cold or Heat, +2 to Toughness, increases Spirit by one die type, as well as the Command Presence (extending Command range to 10") and Hold the Line Edges (Adding +1 to Toughness of troops in Command Range). It also has a small PPE battery with 5 PPE in it (which may be recharged on a ley line at 5 PPE per hour or by any character with the ability to use TW gear). (2 lb.,191,250 credits, -5 Rarity, TW Gear)

2500 - Temperature Cloak +4 bonus to rolls versus Cold or Heat (2 lbs) (Including TW Conversion of base item) -1 rarity
5000 - +1 Toughness
5000 - +1 Toughness
5000 - 5 PPE
10000 - +1 DT Spirit
50000 - Command Presence -2
50000 - Hold the Line -2
127,500 credits, -8 Rarity
191,250 after labor

M-100 Hoplight Magical Armor
Image
  • • Armor: +6 Toughness: +4
    • Weight: 80 lbs (Min Str: d12)
    • Notes: EBA MDC Armor; while powered (96 hour battery that recharges on a ley line) grants Strength d12+1, +2 Pace, no Min Str.
    • Rarity: 0; Cost: 30,000
Magic Optic System (TW)
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They provides +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).

Manoan "Flamer" Pistol
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  • • Range: 12/24/48
    • Dmg: 3d6, AP: 3
    • ROF: 1
    • Shots: 20
    • Weight: 4 lbs. (Min Str: d4)
    • Retrapped from NG-33 Laser Pistol; Fire trapping instead of laser trapping; PPE-Clips instead of E-Clips (recharge at ley lines or TW shops for the same cost)
    • Rarity: +1 Cost: 6,500
2 PPE-Clips for Pistol (recharge at ley lines or TW shops for the same cost as short e-clips)

Neptune’s Draining Blade
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Seemingly made of ice or perhaps water, this dagger never the less drains any foe foolish enough to face its bearer. It magically grows (as a free action) when held for battle to the size of a cutlass or rapier, but starts the size of a dagger.
  • • Dmg: Str+d8, AP 8
    • Weight: 4 lbs. (Min Str: d4)
    • Notes: An enchanted item; +2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds.
Vampire Hunter's Silver Ankh Athame (Enchanted)
A gift from her father's collection, this silver ankh has a blade hidden beneath the sheath that makes up its lower length (Str+d4, Silver). It also provides a +2 bonus to spellcasting. (2 lb., 30,300 credits)

200 Silver Anhk with stabbing spike
5000 - Spellcasting +1
5000 - Spellcasting +1
10000 - enchanted materials
20,200 - Subtotal
30,300 - Total with Labor

TW PPE Battery in the form of a cross: Provides 10 PPE, may be recharged on a ley line at 5 PPE per hour or by any character with the ability to use TW gear. (4 inches by 2 inches by 1 inch)
TW PPE Battery in the form of a cross: Provides 10 PPE, may be recharged on a ley line at 5 PPE per hour or by any character with the ability to use TW gear. (4 inches by 2 inches by 1 inch)
TW PPE Battery in the form of a cross: Provides 10 PPE, may be recharged on a ley line at 5 PPE per hour or by any character with the ability to use TW gear. (4 inches by 2 inches by 1 inch)
Sebazio's Annotated Guide to Megaversal Mechanics and Creatures, Complete Edition
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Obtained from her mother while in Manoa dealing with an aborted invasion of her homeland, this book was her father's constant companion for decades. It has extensive notes in the margins and Krysesia has begun adding her own.
A rugged book capable of withstanding the shock of running around and trying not to die in a Mega-Damage world. This book's guidance and extensive notes provides a +2 bonus on Academics, Battle, or Occult Rolls. The bonus also applies to any Research rolls for recalling history or similar research. (2 lb, 37,500 credits).

20000 - Retrapped Grade 2 Computer
5000 - Battle +1
5000 - Battle +1
10000 - Materials for Enchanted
40,000 - Subtotal
50,000 - Total with Labor

NG-S2 Survival Pack (20 lb)
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  • • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
    • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
    • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
    • Fire starter kit with pocket lighter and flint sparker.
    • First aid kit with three uses (each refill costs 100 credits).
    • Flashlight and radio (five-mile range), crank and solar powered.
    • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
    • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
    • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
    • Survival Knife
    • Wooden Cross
    • Mallet and wooden stakes
    • 2 sets extra clothes
1,800 Credits in Silver and gold rings, and various small gems.
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Krysesia
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Posts: 111
Joined: Wed Jun 28, 2017 11:36 pm

Magic

Post by Krysesia »


Beginning 3 Bennies, 0 Golden Bennies

0 Conviction
  • Expenditures/Gains

Wounds: 0/3 (-0 to all rolls)
Fatigue: 0/3 (-0 to all rolls)



Arcane Background: Magic
PPE/ISP:
Beginning 25
- Recovery: 20/hour
Beginning 5

Beginning 10

Beginning 10

Beginning 10


arcane protection, banish, barrier, beast friend, blast, bolt, boost/lower Trait, burst, conceal arcana, darksight, deflection, disguise, dispel, drain Power Points, entangle, environmental protection, farsight, fear, fly, illusion, intangibility, invisibility, light/darkness, mind link, protection, puppet, sloth/speed, slumber, smite, sound/silence, speak language, stun, summon ally, telekinesis, teleport, and warrior’s gift.

Chosen Powers: banish, drain Power Points, summon ally, teleport, smite*, arcane protection*, boost/lower Trait, Sloth/Speed(One with Magic), Entangle, Havoc, Light/Darkness

Each limitation placed upon the power reduces its total Power Point cost by one. If this would reduce the cost to 0, you gain a +1 bonus (maximum) to the arcane skill total instead.


• Call Ally [Summon Ally] (2+ PPE) [Novice]
  • • Range: Smarts
    • Duration: 5
    • Trapping: Rifts open and elementals, faerie folk, and spirits of light allies sally forth.
    • Effect: This power allows the character to summon a magical servant from nothing. The ally typically takes the form of a basic humanoid of the appropriate Size but can appear differently based on the caster's trappings. It materializes anywhere in Range, and with a raise on the arcane skill roll, it's Resilient as well. The ally acts on its creator's Action Card and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the ally is Incapacitated, it fades into nothingness, leaving no trace behind. The type of servant that can be summoned depends on the caster's Rank. With the GM's approval, the player may swap abilities. If a hero wants an attendant in the form of a wolf, for example, the caster might exchange the Shooting skill for Survival so that the “animal” can track its foes.
    • Modifiers:
    • • Bite/Claw (+1): The ally can bite or claw at Str+d6.
      • Flight (+2): The ally can fly at Pace 12.
      • Force Multiplication (Mega-Power; Varies): Additional allies of the same type may be summoned at the same time for half the Power Points cost of the original summons (total cost including modifiers, rounded up).
      • Hurry (+1): The target Hurried in some way. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of the modifier aren’t cumulative.
      • Mind Rider (+1): The caster can communicate and sense through the ally.
      • Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
      • Shroud (+1): Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
• Clan Crest: Heart with a Stake through it [Arcane Protection*] (1 PPE/) [Novice]
  • • Range: Self Only
    (Add +2 to Arcane Skill roll due to Touch and then Self Only Limitation)

    • Duration: 5
    • Trapping: Magical Tattoo
    • Effect: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount. Arcane protection stacks with Arcane Resistance should the recipient have both!
    • Modifiers:
    • • Exalted Arcane Protection (Mega-Power; +2): Hostile powers suffer a –4 penalty (– 6 with a raise).
      • Shroud (+1): Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
      • Hurry (+1): The target can be Hurried. Her Pace is increased by 2. Effects of the modifier aren’t cumulative.
• Clan Crest: Sword with Two-Chiang-Ku for Handguards [Smite*] (1 PPE) [Novice]
  • • Range: Touch
    (own weapons; Add +1 to Arcane Skill roll due to Touch and Own Weapons Limitations)

    • Duration: 5
    • Trapping: Magical Tattoo
    • Effect: This power is cast on a weapon of some sort. If it's a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon's damage is increased by +2, or +4 with a raise.
    • Modifiers:
    • • Armor Piercing (+1 to +3): The attack is focused to defeat armor or seeks out a foe’s exposed areas. Each PP spent grants the power AP 2, to a maximum of AP 6.
      • Greater Smite (Mega-Power; +2): The weapon’s damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn’t already. Additional Recipients costs +2 Power Points (instead of +1) in combination with Greater Smite.
      • Hurry (+1): The target can be Hurried. Her Pace is increased by 2. Effects of the modifier aren’t cumulative.
      • Shroud (+1): Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
      • Mega-Damage (+2): The caster pours his energy into the attack, creating a focused blast. The attack counts as a Heavy/Mega-Damage Weapon.
• Dimensional Debris [Havoc] (2 PPE) [Novice]
  • • Range: Smarts
    • Duration: Instant
    • Trapping: A small one way only rift opens and begins dumping something out in the area. The default is the elemental plane of water, but Krys has memorized links to a dozen or more places she can pull from.
    • Effect: This ability creates chaos and mischief for all those within its area of effect, hurling debris and rivals in all directions. With success, the caster places a Medium Blast Template anywhere within Range, or a Cone Template emanating from the caster (see Area Effect Attacks, page 97). Anyone touched by the template is Distracted and must then make a Strength roll (at −2 if the caster got a raise). Those who fail are hurled 2d6″—directly away from the caster if using the Cone Template or directly away from the center if using a Blast Template (the caster chooses for those in the dead center). Victims who strike a hard object (such as a wall) take 2d4 damage (nonlethal unless it's a spiked wall or other more dangerous hazard). Airborne Targets: Flying or airborne targets suffer an additional −2 to their Strength rolls as they have no ground to brace themselves on.
    • Modifiers:
    • • Area Effect (+1): Havoc affects a Large Blast Template.
      • Fatigue (+2): Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.
      • Glow/Shroud (+1): Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
      • Greater Havoc (Mega-Power; +2): Targets are knocked back a total of 3d6" and take 2d6 damage if they strike a hard object.
      • Hinder/Hurry (+1): The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2 until the power expires. A caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of either modifier aren’t cumulative.
      • Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used when using the Cone Template.
      • Selective (+1): With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).
      • Strong (+1): Strength rolls are made at −2.
• Energy Black Hole [Drain Power Points] (2 PPE) [Veteran]
  • • Range: Smarts
    • Duration: Instant
    • Trapping: A grapefruit sized rift forms near the target with tendrils of purple
    dimensional power that wrap around the target, draining magical energy from them.
    • Effect: Powerful mages, priests, psychics, and the like can use this ability to drain arcane energy from their foes. They can sometimes even leech the stolen energy for themselves. The power is opposed by the target's Spirit, and the caster suffers a −2 penalty to her roll if the target has a different Arcane Background than her own. Success drains 1d6 of the rival's PPs (if any, and the die doesn't Ace). With a raise, the caster adds the points to her own. This may take her above her usual maximum! They last until used, and must be the first spent when casting. Drain PPs can also be used on an arcane device (the creator still resists with her arcane skill whether she wields it or not). The device can't lose more PPs than it has.
    • Modifiers:
    • • Fatigue (+2): Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.
      • Hinder (+1): The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2 until the power expires. Effects aren’t cumulative.
      • PPE Thief (Mega-Power; +2): The caster drains 2d6 Power Points on a success.
      • Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
• Fade Zone [Entangle] (2 PPE) [Novice]
  • • Range: Range
    • Duration: Duration
    • Trapping: By utilizing temporal and dimensional energies, you have the area fluctuate through a variety of terrains, impeding the enemy. This can be everything from a swamp, a desert, a beach, all the way to a tentacle covered hellscape.
    • 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. With a raise, he's Bound. Victims may break free on their turn as detailed under Bound & Entangled on page 98 of SWADE.
    • Modifiers:
    • • Area Of 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.
      • Fatigue (+2): Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.
      • Glow/Shroud (+1): Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
      • Greater Entangle (Mega-Power; +4): Rolls to break free are made at −4 and the entangling material’s Hardness increases to 10.
      • Hinder (+1): The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2 until the power expires. Effects of the modifier aren’t cumulative.
      • Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
      • Selective (+1): With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).
      • Strong (+2): The entangling material is particularly resilient. Rolls to break free are made at −2 and its Hardness increases to 7.
• Pinhole Rift to a Living Star [Light/Darkness] (3 PPE) [Novice]
  • • Range: Smarts
    • Duration: 10 mins
    • Trapping: Sunlight from a tiny rift to a living star that is a champion of life and light. “Darkness is actually Blinding Light.
    • Effect: Light creates bright illumination in a Large Blast Template. With a raise, the light can be focused into a 5″ (10 yard) beam as well. Darkness blocks illumination in an area the size of a Large Blast Template, making the area Dark, or Pitch Darkness with a raise (see Illumination on page 102). If light and darkness overlap, they create a patch of Dim light (−2).
    • Modifiers:
    • • Exalted Light (Mega-Power; +2): The light expands to the caster’s Smarts in radius, with a Range of Smarts ×2. The light is sunlight and considered holy in nature, having the same effect on certain creatures (such as vampires) as natural sunlight.
      • Greater Darkness (Mega-Power; +2): The darkness expands to the caster’s Smarts in radius, with a range of Smarts ×2.
      • Mobile (+1): The caster can move the area of effect up to his arcane skill die type each round after casting, or attach it to an inanimate object when first cast.
      • Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
      • Selective (+1): With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).
• Seraph's Banishing Strike [Banish] (3 PPE) [Veteran]
  • • Range: Smarts
    • Duration: Instant
    • Trapping: One or several Seraphs (Fire Spirit of Light) appears to strike down the unwelcome creatures. After striking them, they teleport away.
    • Effect: Banish sends entities from immaterial planes back to their native dimensions. This includes ghosts, demons, elementals, and similar beings (at the GM's discretion). Banishing a being is an opposed roll of the caster's arcane skill versus the target's Spirit. Success means the target is Shaken, and each raise causes a Wound. If this Incapacitates the target it returns to its native plane of existence. Banished entities may return when the Game Master feels it's appropriate, such as the next full moon, when summoned again, or even a few rounds later if it's a particularly powerful creature under the right conditions or in a location of power.
    • Modifiers:
    • • Banish The Horde (Mega-Power; +2/+4/+6): For +2 Power Points, the caster targets all summoned entities within a Small Blast Template; each target rolls its own opposed Spirit check to resist. For +4 points the Blast Template becomes Medium, for +6 it becomes Large.
      • Fatigue (+2): Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.
      • Glow/Shroud (+1): Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
      • Hinder/Hurry (+1): The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2 until the power expires. A caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of either modifier aren’t cumulative.
      • Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2.
      • Selective (+1): With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).
• Temporal Power Word: Battlecry [Boost/Lower Trait] (2 PPE) [Novice]
  • • Range:Smarts
    • Duration: 5 (Boost)/Instant (Lower)
    • Trapping: By bending time and summoning potential futures or pasts, the caster causes the target(s) to have more or less competency or development in a specific area.
    • Effect: This power allows a character to increase or decrease a target's Trait (attribute or skill). Boosting an ally's Trait increases the selected Trait one die type, or two with a raise, for five rounds. Lowering an enemy's Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely. Additional castings don't stack on a single Trait (take the highest), but may affect different Traits.
    • Modifiers:
    • • Additional Recipients (+1): The power may affect more than one target for 1 additional PP each.
      • Fatigue (Lower Trait only; +2): Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.
      • Glow/Shroud (+1): Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
      • Greater Boost/Lower Trait (Mega-Power; +2): The power’s effects are enhanced. With success, the selected Trait gains a free reroll once per round, or once per action with a raise. For lower Trait the target applies a –2 penalty to the rolls.
      • Hinder/Hurry (+1): The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2 until the power expires. A caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of either modifier aren’t cumulative.
      • Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
      • Selective (+1): With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).
      • Strong (+1): Lower Trait only. The Spirit roll to shake off the effect is made at −2.
• Temporal Power Word: Movement Alteration [Sloth/Speed](0 PPE) [Seasoned] [Innate; One with Magic]
  • • Range: Smarts
    • Duration: Instant (sloth); 5 (speed)
    • Trapping: Temporal Adjustment of movement speed and reaction time.
    • Effect: Sloth lessens celerity and coordination while speed increases it. It halves the target's total movement each round (round up). With a raise, movement is also an action. The target automatically attempts to shake off the effects of sloth at the end of each of his next turns by making a Spirit roll. Success with speed doubles the target's movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.
    • Modifiers:
    • Additional Recipients (+1): The power may affect more than one target for 1 additional PP each.
      Area Of Effect (+2/+3): Sloth only. 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.
      Exalted Quickness (Mega-Power; +4): Speed only. The recipient suffers no Multi-Action penalties.
      Fatigue (+2): Powers that drain or tax an opponent can cause Fatigue. This modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.
      Glow/Shroud (+1): Glow gives off soft light of an appropriate color for its Trapping (or caster’s choice). This creates soft light in a Small Blast Template centered on the target, and lasts until the power expires. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
      Greater Sloth (Mega-Power; +2): Sloth only. The target cannot run, and with a raise is Vulnerable.
      Greater Speed (Mega-Power; +2): Speed only. The recipient’s Run dice are not rolled, instead gaining the maximum dice result possible.With a raise the recipient is also Nimble (see page 70).
      Quickness (+2): Speed only. The character's total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each).
      Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
      Selective (+1): With intense focus, the caster can choose not to affect any or all individual targets within a power’s area of effect (picking all enemies instead of allies in a blast, for example).
      Strong (+1): Sloth only. The Spirit roll to shake off sloth's effects is made at −2.
• Teleport: Superior [Teleport] (2 PPE) [Seasoned]
  • • Range: Smarts
    • Duration: Instant
    • Trapping: Dimensional Teleportation that is locally focused. Miniature Rifts swallow the intended target.
    • Effect: Teleport allows a character to disappear and instantly reappear up to 12″ (24 yards) distant, or double that with a raise. Teleporting to an unseen location incurs a −2 penalty on the arcane skill roll. Opponents adjacent to a character who teleports away don't get a free attack (see Withdrawing from Melee, page 109). If casting teleport on a willing subject, the caster decides where they move to, not the target.
    • Modifiers:
    • • Additional Recipients (+1): The power may affect more than one target for 1 additional PP each.
      • Greater Teleport (+2): The distance teleported extends to 25" (50 yards) or double that with a raise.
      • Hurry (+1): The target is hurried in some way. He might get increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of this modifier aren’t cumulative.
      • Range (+1/+2): Double the power’s listed Range for 1 PP, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone Template.
      • Teleport Foe (Mega-Power; +2): Foes may be targeted by a Touch attack (page 108). This is an action, so the casting must be the second part of a Multi-Action if the attack is successful. The foe resists the casting with an opposed Spirit roll against the arcane skill total and is sent up to 12″ away with success and 24″ with a raise. Foes may not be teleported into solid objects.
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Summons

Post by Krysesia »

Summons

Mirror Self (10 PPE)
The ally is a clone of the caster except: it’s an Extra; it has the same number of current Power Points as the caster after subtracting for this casting; it cannot use the summon ally power; its skills (but not attributes) are one die type less (minimum d4) than the original; it has identical mundane equipment (no magical qualities, disappears when the power expires); has the Construct and Fearless abilities.

Minor Faerie Folk (A&M; 2 PPE)

Minor Elementals (TLFM)
Minor Earth Elemental (4 PPE)

Minor earth elementals are independent elemental beings that manifest by possessing a body formed of plants, mud, or rock.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+4, Vigor d12+2
Skills: Athletics d10, Fighting d10, Focus d8, Notice d6, Persuasion d4, Stealth d6
Pace: 8; Parry: 8; Toughness: 25 (10)
Hindrances: Clueless, Ruthless (Minor)
Edges: Arcane Background (Gifted), Block, Frenzy, Fleet-Footed
Powers: Bolt, blast, elemental manipulation (earth), entangle (plant form only), protection. Power Points: 40
Special Abilities:
• Bite/Claw: Str+d8 Mega Damage, AP 8.
• Burrow (8”): Earth elementals can meld into and out of the ground.
• Durable Form: Grants +10 MDC Armor and +3 Toughness.
• Elemental: No bonus damage from Called Shots, ignore 1 point of Wound penalties, immune to most Hazards.
• Fast Regeneration: Wounded creatures make a Vigor roll every round—even after they’ve been Incapacitated. A success heals one Wound (or removes Incapacitated status), and a raise heals an additional Wound.
• Fear: Elementals cause Fear checks.
• Fearless: Immune to Fear effects and Intimidation.
• Hardy: If Shaken, another Shaken result doesn’t cause a Wound.
• Immunity (Earth): Immune to earth-based attacks (including rocks or powers with earth, mud, stone, or sand Trappings).
• Mystic Awareness: May use detect arcana as an Innate Ability and sense supernatural beings with a Notice roll.
• Perfect Night Vision: Ignore all Illumination penalties.
• Shapeless Ooze (Mud form only): Can ooze through cracks and openings. Immune to mundane kinetic attacks like ballistic weapons, rail guns, vibro-blades, etc. Can only be Shaken by kinetic explosions. Arcane water attacks inflict +4 damage and resulting Wounds cannot be regenerated.
• Size 3 (Normal): 12’ tall and weigh up to 2000lbs.


Minor Air Eelemental (4 PPE)

Minor air elementals are independent elemental beings that manifest a colored, vaguely humanoid vaporous cloud with large eyes and a gaping maw.
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+2, Vigor d12
Skills: Athletics d10, Fighting d10, Focus d8, Notice d6, Persuasion d4, Stealth d10
Pace: —; Parry: 7; Toughness: 17 (4)
Hindrances: Clueless, Ruthless (Minor)
Edges: Arcane Background (Gifted), Frenzy
Powers: Bolt, deflection, elemental manipulation (air), havoc, sloth/speed. Power Points: 40
Special Abilities:
• Bite/Claw: Str+d8 Mega Damage, AP 8.
• Durable Form: Grants +4 Armor and +2 Toughness.
• Elemental: No bonus damage from Called Shots, ignore 1 point of Wound penalties, immune to most Hazards.
• Ethereal: Air Elementals can maneuver through any non-solid surface.
• Fast Regeneration: While wounded make a Vigor roll every round — even after being Incapacitated. A success heals one Wound (or removes Incapacitated status), and a raise heals an additional Wound.
• Fear: Elementals cause Fear checks.
• Fearless: Immune to Fear effects and Intimidation.
• Flight: Fly at Pace 12 with a d10 run die.
• Immunity (Physical): Impervious to mundane kinetic attacks like ballistic weapons, rail gun blasts, punches, kicks, vibro-blades, etc. Can only be Shaken by kinetic explosions. Energy, magic, and psionic attacks do full damage.
• Invisibility: Innate Ability of invisibility used without a roll (at the base −4 level).
• Mystic Awareness: May use detect arcana as an Innate Ability and sense supernatural beings with a Notice roll.
• Perfect Night Vision: Ignore all Illumination penalties.
• Size 3 (Normal): 12’ tall and weighs 50lbs.
• Weakness (Electricity): Suffer +4 damage from electricity based attacks. Such Wounds cannot be regenerated.


Minor Fire Elemental (4 PPE)

Minor fire elementals are independent elemental beings that manifest as vaguely humanoid walking flame with large eyes and a gaping maw.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Athletics d10, Fighting d12, Focus d8, Notice d8, Persuasion d4, Stealth d8
Pace: 10; Parry: 8; Toughness: 17 (4)
Hindrances: Clueless, Ruthless (Major)
Edges: Arcane Background (Gifted), Fleet-Footed, Frenzy
Powers: Bolt, blast, burst, elemental manipulation (fire). Power Points: 40
Special Abilities:
• Bite/Claw: Str+2d6 Mega Damage, AP 18, It Burns.
• Damage Field: As the power, but 2d6 damage to all adjacent beings at the end of the creature’s turns. Nearby objects may ignite, see Fire in Savage Worlds.
• Durable Form: Grants +4 Armor and +2 Toughness.
• Elemental: No bonus damage from Called Shots, ignore 1 point of Wound penalties, immune to most Hazards.
• Fast Regeneration: While wounded make a Vigor roll every round — even after being Incapacitated. A success heals one Wound (or removes Incapacitated status), and a raise heals an additional Wound.
• Fear: Elementals cause Fear checks.
• Fearless: Immune to Fear effects and Intimidation.
• Immunity (Physical and Heat): Impervious to mundane kinetic attacks like ballistic weapons, rail gun blasts, punches, kicks, vibro-blades, etc. and to all forms of fire, heat, and plasma damage (including arcane sources). Can only be Shaken by explosions. Non-heat based energy, magic, and psionic attacks do full damage.
• Mystic Awareness: May use detect arcana as an Innate Ability and sense supernatural beings with a Notice roll.
• Perfect Night Vision: Ignore all Illumination penalties.
• Size 3 (Normal): 12’ tall and weighs 50lbs.
• Weakness (Water): Suffer +4 damage from water based attacks. Such Wounds cannot be regenerated.


Minor Water Elemental (4 PPE)

Minor water elementals are independent elemental beings that manifest by possessing a body formed of either liquid water or ice.
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Athletics d10, Fighting d10, Focus d8, Notice d6, Persuasion d4, Stealth d8
Pace: 10; Parry: 7; Toughness: 19 (4)
Hindrances: Clueless, Ruthless (Minor)
Edges: Arcane Background (Gifted), Counterattack, Fleet-Footed, Frenzy
Powers: Bolt, blast, elemental manipulation (water), havoc. Power Points: 40
Special Abilities:
• Aquatic: Pace 12 with a d10 run die.
• Bite/Claw: Str+d8 Mega Damage, AP 8.
• Durable Form: Grants +4 Armor and +4 Toughness.
• Elemental: No bonus damage from Called Shots, ignore 1 point of Wound penalties, immune to most Hazards.
• Fast Regeneration: While wounded make a Vigor roll every round — even after being Incapacitated. A success heals one Wound (or removes
Incapacitated status), and a raise heals an additional Wound.
• Fear: Elementals cause Fear checks.
• Fearless: Immune to Fear effects and Intimidation.
• Hardy (Ice form only): Does not suffer a Wound from being Shaken twice.
• Immunity (Water): Immune to water-based attacks.
• Mystic Awareness: May use detect arcana as an Innate Ability and sense
supernatural beings with a Notice roll.
• Perfect Night Vision: Ignore all Illumination penalties.
• Shapeless Body (Water form only): Can flow through cracks and openings. Impervious to mundane kinetic attacks like ballistic weapons, rail gun blasts, vibro-blades, etc. Can only be Shaken by kinetic explosions. Energy, magic, and psionic attacks do full damage.
• Size 3 (Normal): 10’ tall and up to 1200lbs.
• Weakness (Heat): Suffer +4 damage from heat and plasma based attacks; such Wounds cannot be regenerated.



Major Elemental (TLFM)

Major Earth Elemental (8 PPE)

Major earth elementals are fragments of an even greater other-dimensional intelligence, and manifest as vaguely humanoid masses of stone and rock. They wield immense power over the earth and plants.
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12+10, Vigor d12+4
Skills: Athletics d12, Fighting d12, Focus d12, Notice d10, Persuasion d6, Stealth d8
Pace: 6; Parry: 10; Toughness: 44 (20)
Hindrances: Ruthless (Minor), Stubborn
Edges: Arcane Background (Gifted), Block (Imp), Frenzy (Imp)
Powers: Barrier, bolt, blast, elemental manipulation (earth), entangle, protection, stun, summon ally. Power Points: 100
Special Abilities:
• Bite/Claw: Str+d12 Mega Damage, AP 24.
• Burrow (12”): Earth elementals can meld into and out of the ground.
• Durable Form: Grants +20 MDC Armor and +7 Toughness.
• Elemental: No bonus damage from Called Shots, ignore 1 point of Wound penalties, immune to most Hazards.
• Fast Regeneration: While wounded make a Vigor roll every round — even after being Incapacitated. A success heals one Wound (or removes Incapacitated status), and a raise heals an additional Wound.
• Fear (−2): Major elementals are primal creatures and cause Fear checks at −2.
• Fearless: Immune to Fear effects and Intimidation.
• Hardy: If Shaken, another Shaken result doesn’t cause a Wound.
• Immunity (Earth): Immune to earth-based attacks (including thrown stones or powers with earth, mud, stone, sand Trappings).
• Mystic Awareness: May use detect arcana as an Innate Ability and sense supernatural beings with a Notice roll.
• Perfect Night Vision: Ignore all Illumination penalties.
• Size 7 (Large): 30’ tall and weighs several tons. Can take an additional Wound.
Last edited by Krysesia on Mon May 11, 2020 12:56 pm, edited 3 times in total.
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Background

Post by Krysesia »

The mysterious city of gold. El Dorado. It is actually called Manoa, and it is the home of Clan Skellian, the Amazons, Shaydor Spherians, and the "headless" Ewaipanomas. For 500 years the city laid in limbo, though its denizens could leave via pyramid or by rift. So it was that the shifters and ley line walkers of the city held a place of esteem, though not quite that of the Stone Masters. It reappeared shortly after the Great Cataclysm, appearing during the middle of a ley line storm and filling the valley it had once occupied.

Sebazio Lengdosia, an Undead Slayer and scholar of some repute, fell in love with Selenia Ariana while the two served together fighting a vampire intelligence hidden in a mountain valley. They had several children, but Artemis was the most unexpected. 85% of all children of Amazons are female and therefore Amazons. 14.99999% of the rest are males, and the race of the father (human, ogre, true atlantean). An incredibly small percentage are born female and not Amazon. So it is with Krysesia Artemis Lengdosia, who was named for her radiant golden hair and her maternal grandmother. Her stature was more like her mother's, but Krysesia [kris-EEZ-ee-ah] has the abilities of a True Atlantean.

Born in 12 PA by Chi-Town's calendar, Krysesia stopped really growing around her 23rd birthday. At 99 she is still a young adult, barely wise in the ways of the world. Several years ago she travelled with her father to Wormwood, via Phase World, then to Lazlo, and there was able to study for a time. Geography, history, and the creatures of North America interested her more than magical theory. She left a student of the continent, better equipped to face the rigors of the world. Now that she knows the way, she has recently used the Lazlo Pyramid to travel from her home to Wormwood, once again.

To say her life has been a whirlwind since is to say the least. She has slain vampires by the hundreds (literally in some battles), consorted freely with Spirits of Light and legendary vampire Hunters like Reid's Rangers. She has faced the failures of her father and righted wrongs long since thought irreparable. But she has never felt done. So when the call for assistance came from Castle Refuge from those who cleansed its halls, she immediately came and signed on. Now is the time for heroes. For Legends. It's only natural she answer the call.

Image
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Princessa, Griffin Familiar and Mount

Post by Krysesia »

Princessa
Rank: L1 Advances Left: 16
Race: Griffin
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+2, Vigor d10
Pace: 6 (12 Flying; Run d6 for both); Parry: 8; Toughness: 23 (10); Strain: 0
Skills:
  • • Athletics d12
    • Fighting d12+1
    • Intimidation d8
    • Notice d8
    • Persuasion d4
    • Stealth d8
    • Survival d8
Hindrances
  • • Loyal (Minor): Krysesia has been there since she hatched. If her Huntress likes someone, Princessa will keep them around as long as they aren’t coming between Princessa and Krysesia. If they are, she’ll still save them, but she’ll save them last.
    • Overconfident (Major): With Krysesia on her back, there is no challenge the two of them cannot defeat or survive.
    • Jealous (Minor): Krysesia is Princessa’s. She does not share. She is very possessive of her two legged huntress.
Racial Abilities
  • • Large and in Charge, Powerful Flyers, Sharp Beak and Talons
    • Natural Hunters: Griffins hunt large animals such as horses and bison and have a preference for such meat. This counts as a Quirk. They are also quite impulsive and act on instinct unless given specific instructions not to by a handler. This counts as the Impulsive Hindrance.
    • Dangerous Predators: Griffins are generally seen as wild creatures and given no rights in nearly every society they are not actively hunted in. They are known for brutality, their preference for horse meat, and generally being predators. Most NPCs unfamiliar with griffins have their Reaction start at Unfriendly (see Reactions in Savage Worlds).
    • Inhuman Physiology: The species has unique physiology, causing problems for those unfamiliar with their biology, and medical supplies or cybernetics designed for human use. The griffin's bizzare physiology gives a −4 penalty to Healing skill rolls and cybernetics checks involving installation, repair, and modification. Compatible medical supplies/services and cybernetics cost quadruple the listed price.
    Animal Intelligence: Griffins do not start with the Common Knowledge Core Skill and suffer a –2 penalty to Smarts rolls (but not linked skills).
Edges and Iconic Abilities
  • • Brawler and Bruiser: +2 Toughness and Natural Weapon Damage increased two steps
    • Frenzy: A character with Frenzy rolls a second Fighting die with any one of her Fighting attacks in the same turn. The extra die may be allocated to the same or different targets as she sees fit. Resolve each separately.
    • Charge: She may ignore the penalty for Running when making a Fighting attack at the end of her movement.
    • Tough as Nails: She can take four Wounds before she’s Incapacitated (her maximum Wound penalty is still −3).
Last edited by Krysesia on Tue Apr 28, 2020 2:41 pm, edited 1 time in total.
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Princessa: Gear and Advancement Tracker

Post by Krysesia »

Feed Bag (40 lb)
  • • A large blanket, Brush and comb for grooming
    • A month of dried horse meat
    • A Month of dried bison meat
    • A pouch of horse meat treats
Enchanted Heavy Cavalry Barding
Enchanted Heavy Cavalry Barding
Made from ceramic plates, dinosaur leather, and silver details, this barding (and its attached saddle) is very protective, is articulated for ease of fighting and maneuvering. It provides +10 Armor, +3 Toughness, and +1 to Fighting from the articulation.
(40 pounds, Min Str d12+2, Rarity -2, 52,500 Credits).

15,000 - Heavy Cavalry Barding: Provide +8 Armor and +3 Toughness, Min Str of d12+2 (40 lb., Rarity −2)
5,000 - +2 armor
5,000 - +1 Fighting
10,000 - extra materials (per minor creation)
35,000
52,500 after labor

Silver Claw Sheaths
  • • Dmg: Strength + d8
    • Weight: 2 lbs. (Min Str: d4)
    • Notes: Damage Counts as Silver
    • Rarity: +1 Cost:
Build Data and Advances
Racial Abilities
Race: Griffin
• Large and in Charge: Griffins begin with d8 Strength and are Size 2. Their Strength Maximum is d12+2. They also have +1 Toughness due to their thick feathered hides
• Powerful Flyers: Griffins begin with a Flight Pace of 12" and may "run" an extra d6 inches in the air.
• Sharp Beak and Talons: Griffins had natural claw and bite weapons that do Strength + d4. See Natural Weapons
• Natural Hunters: Griffins hunt large animals such as horses and bison and have a preference for such meat. This counts as a Quirk. They are also quite impulsive and act on instinct unless given specific instructions not to by a handler. This counts as the Impulsive Hindrance.
• Dangerous Predators: Griffins are generally seen as wild creatures and given no rights in nearly every society they are not actively hunted in. They are known for brutality, their preference for horse meat, and generally being predators. Most NPCs unfamiliar with griffins have their Reaction start at Unfriendly (see Reactions in Savage Worlds). .
• Inhuman Physiology: The species has unique physiology, causing problems for those unfamiliar with their biology, and medical supplies or cybernetics designed for human use. The griffin's bizzare physiology gives a −4 penalty to Healing skill rolls and cybernetics checks involving installation, repair, and modification. Compatible medical supplies/services and cybernetics cost quadruple the listed price.
Animal Intelligence: Griffins do not start with the Common Knowledge Core Skill and suffer a –2 penalty to Smarts rolls (but not linked skills).
Build Notes
+2 - Size +2
+1 - +1 Toughness
+4 - Flight: The species can fly at Pace 12 and “run” for extra movement as usual. Maneuvering uses the Athletics skill. Racial flight presumes some kind of wings which can be targeted or fouled (a Bound or Entangled character cannot fly).
+1 - Bite (1): The race has fangs that cause Strength +d4 damage.
+1 - Claws (1): The race has claws that cause Strength +d4 damage.
+4 - Attribute Increase: Strength x2
-1 - Quirk: Prefers horses and other large herd creatures.
-2 - Impulsive (Major)
−1 - Reduced Core Skills (5): This race starts with one less core skill (Common Knowledge). The skill may be gained normally but does not start at a d4. This may be taken once per core skill affected.
-3 Attribute Penalty (Smarts): One attribute (but not its linked skills) suffers a –2 penalty.
-3 - Inhuman Physiology
-1 - Bad Reputation
Attributes (You have 5 points to distribute among them for 1 point each step. Attributes may not be raised beyond d12 unless your hero’s racial bonus or Iconic Framework states otherwise. Increasing attributes reduces the cost of buying linked skills and allows a character to obtain more powerful Edges.)
Agility: d4 - d6 (1 AP) -> d8 (H)
Smarts: d4 - d6 (1 AP) -> d8 (H)
Spirit: d4 - d8 (2 AP)
Strength: d8 (Race) - d10 (1 AP) -> d12 (N2) -> d12+1 (V1) -> d12+2 (H2)
Vigor: d4 -> d6 (N1) -> d6 (N1) -> d8 (S1) -> d10 (H4)

Skills:
  • • Academics (Sm)
    • Athletics (Ag) - d4 (Core) -> d8 (2 SP) -> d10 (N3) -> d12 (H3)
    • Battle (Sm)
    • Boating (Ag)
    • Common Knowledge (Sm)
    • Driving (Ag)
    • Electronics (Sm)
    • Faith (Sp)
    • Fighting (Ag) - d8 (3 SP) -> d10 (S3) -> d12 (V3)
    • Focus (Sp)
    • Gambling (Sm)
    • Hacking (Sm)
    • Healing (Sm)
    • Intimidation (Sp) - d8 (3 SP)
    • Language (Sm)
    • Notice (Sm) - d4 (Core) -> d8 (2 SP)
    • Occult (Sm)
    • Persuasion (Sp) - d4 (Core)
    • Piloting (Ag)
    • Psionics (Sm)
    • Repair (Sm)
    • Research (Sm)
    • Riding (Ag)
    • Science (Sm)
    • Shooting (Ag)
    • Spellcasting (Sm)
    • Stealth (Ag) - d4 (Core) -> d8 (2 SP)
    • Survival (Sm) - d8 (3 SP)
    • Taunt (Sp)
    • Thievery (Ag)
    • Weird Science (Sm)
Advances
Take 16 Advances per the rules in Savage Worlds. Record Advances below.
  • • Initial Advances: (Bonus from Hindrances):
    • Edge(s) granted by Racial Features:
    • Cybernetic Modifications:
    • Novice 1 Advance: Vigor d4->d6
    • Novice 2 Advance: Supernatural Strength (d10 -> d12)
    • Novice 3 Advance: Athletics d8 -> d10
    • Seasoned 1 Advance: Vigor d6 -> d8
    • Seasoned 2 Advance: Brawler
    • Seasoned 3 Advance: Fighting d8 -> d10
    • Seasoned 4 Advance: Bruiser
    • Veteran 1 Advance: Supernatural Strength (d12 -> d12+1)
    • Veteran 2 Advance: Frenzy
    • Veteran 3 Advance: Fighting d10 -> d12
    • Veteran 4 Advance: Notice d8 -> d10
    • Heroic 1 Advance: Charge
    • Heroic 2 Advance: Supernatural Strength (d12+1 -> d12+2)
    • Heroic 3 Advance: Athletics d10 -> d12
    • Heroic 4 Advance: Vigor d8 -> d10
    • Legendary 1 Advance: Tough as Nails
    • Legendary 2 Advance:
    • Legendary 3 Advance:
    • Legendary 4 Advance:
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Krysesia
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Re: Krysesia of Clan Skellian, True Atlantean Shifter

Post by Krysesia »

Build Sheet: https://docs.google.com/document/d/1yRg ... sp=sharing
Signature Item: viewtopic.php?f=19&t=5212
Savaged.us Build (most correct): https://savaged.us/s/49e02b60

200,000 in extra gear
15,000 from Rich
4d6*1000 universal credits: [6, 1, 4, 2]*10 = 130

2d4*500 credits worth of gear or valuable: [3, 4]*50 = 350

3000 - Sell Princessa's Huntsman Armor 25% of 12000
3000 - Sell Krysesia's Huntsman Armor25% of 12000
Total Available Funds: 225,800
Purchases:
Sebazio's Annotated Guide to Megaversal Mechanics and Creatures, Complete Edition (Enchanted)
Sebazio's Annotated Guide to Megaversal Mechanics and Creatures, Complete Edition (Enchanted)
Obtained from her mother while in Manoa dealing with an aborted invasion of her homeland, this book was her father's constant companion for decades. It has extensive notes in the margins and Krysesia has begun adding her own.
A rugged book capable of withstanding the shock of running around and trying not to die in a Mega-Damage world. This book's guidance and extensive notes provides a +2 bonus on Academics, Battle, or Occult Rolls. The bonus also applies to any Research rolls for recalling history or similar research.
(2 lb., 50,000 credits)

20000 - Retrapped Grade 2 Computer
5000 - Battle +1
5000 - Battle +1
10000 - Materials for Enchanted
40,000 - Subtotal
50,000 - Total with Labor
Vampire Hunter's Silver Ankh Athame (Enchanted)
Vampire Hunter's Silver Ankh Athame (Enchanted)
A gift from her father's collection, this silver ankh has a blade hidden beneath the sheath that makes up its lower length (Str+d4, Silver). It also provides a +2 bonus to spellcasting.
(2 lb., 30,300 credits)

200 Silver Anhk with stabbing spike
5000 - Spellcasting +1
5000 - Spellcasting +1
10000 - enchanted materials
20,200 - Subtotal
30,300 - Total with Labor

-20,000: TW PPE Battery in the form of a cross: Provides 10 PPE, may be recharged on a ley line at 5 PPE per hour or by any character with the ability to use TW gear. (4 inches by 2 inches by 1 inch)
-20,000: TW PPE Battery in the form of a cross: Provides 10 PPE, may be recharged on a ley line at 5 PPE per hour or by any character with the ability to use TW gear. (4 inches by 2 inches by 1 inch)
-20,000: TW PPE Battery in the form of a cross: Provides 10 PPE, may be recharged on a ley line at 5 PPE per hour or by any character with the ability to use TW gear. (4 inches by 2 inches by 1 inch)
Enchanted Heavy Cavalry Barding
Enchanted Heavy Cavalry Barding
Made from ceramic plates, dinosaur leather, and silver details, this barding is very protective, is articulated for ease of fighting and maneuvering. It provides +10 Armor, +3 Toughness, and +1 to Fighting from the articulation.
(40 pounds, Min Str d12+2, Rarity -2, 52,500 Credits).

15,000 - Heavy Cavalry Barding: Provide +8 Armor and +3 Toughness, Min Str of d12+2 (40 lb., Rarity −2)
5,000 - +2 armor
5,000 - +1 Fighting
10,000 - extra materials (per minor creation)
35,000
52,500 after labor

-30000 - Magic Optic System
1200 -
Infrared Distancing Binoculars
High-powered, with a two-mile range, these digitally enhanced binoculars provide infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations (2 lb)
Total (so far): 224,400
Remainder: 1800
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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