Leben (True Atlantean Priest of Light)

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Leben (True Atlantean Priest of Light)

Post by Leben »

Code: Select all

[OOC=Notice X]
Leben Notice Roll: [Dice]1d8+2[/Dice]
Notice Wild Die: [Dice]1d6+2[/Dice]
[/OOC]

Leben
RANK: Novice EXPERIENCE: 5 ADVANCES REMAINING: 0
ICONIC FRAMEWORK: Mystic
RACE: True Atlantean
AGE: 25 HEIGHT: 5’ 4” WEIGHT: 130 lbs
ATTRIBUTES: Agility d6, Smarts d6, Spirit d10, Strength d4, Vigor d6
CHARISMA: +0; PACE: 6; PARRY: 5; TOUGHNESS: 11 (5)
P.P.E.: 19 I.S.P.: 10

SKILLS
  • Fighting d6 (2)
  • Mysticism d12 (3)
  • Notice d8+2 (4)
  • Psionics d8 (2)
  • Stealth d6 (2)
  • Survival d6 (2)
RACIAL HINDRANCES
  • Burdened by Destiny: True Atlanteans have many advantages. As such reduce their hero’s journey rolls by one - player’s choice as to which one.
  • Cannot Be Transformed: The same alchemical treatments that give the True Atlantean race it’s longevity and many abilities also lock them into their single form. They may not use any power that physically changes the shape of the wielder. The Skellian Clan in Manoa has developed a class of shaping tattoos (which encompass the body in a fake body), but those are largely unavailable to anyone outside that city/clan.
  • Cyber Resistant: Cyberware doesn’t work for this race. The race cannot take any Iconic Framework which includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer) nor may they roll on the Cybernetics Benefits Table (see page 135).
  • Duty to their Clan: Duty to their clan, and to the MegaVerse at large, is stressed to all True Atlanteans at an early age. As a result all True Atlanteans are beholden to their clans and elders. They cannot receive more magical tattoos without access to their clan’s alchemists. This counts as a major vow hindrance.
  • Duty to the Megaverse: Heroic - Leben will not leave a person in need, no matter the personal cost.
  • History Writ In Blood: The long war between Atlanteans and Vampires, and the current occupation of their homeland, means they are actively hunted by both the minions of the Splugorth (particularly the vile Sunaj) and by the Vampiric hordes. In conflicts with either group, a known True Atlantean will be targeted above all others, and if either group learns of a True Atlantean in an area where they operate, they will alter plans immediately to ensure the True Atlantean's destruction.
ICONIC HINDRANCES
  • Arcane Duality: The two arcane backgrounds are completely separate with respect to edges.
  • Cybernetics: Any cybernetics interfere with arcane abilities.
  • Enemies: Mystics are equally illegal and reviled in the Coalition and the True Federation of Magic.
  • Higher Standard: Code of Honor (as taught by the cyber-knights)
SELECTED HINDRANCES
  • Small (Major): -1 Toughness
  • Cautious (Minor): Character is overly careful
  • Quirk (Minor): Vegetarian, not only does Leben abstain from meat, he is noticeably off put by seeing others eat meat and can’t help but make awkward expressions or look away when he sees people eat meat.
RACIAL EDGES
  • Languages: Begins with Atlantean,, Trade 4, and Spanish (Mexican dialect).
  • Ageless: Due to ancient and ongoing alchemical changes, True Atlanteans do not age at the normal rate after they become 25 years old. They can live 500 years or more.
  • Alchemically Tough: Toughness +1
  • Marks of Heritage: Magic tattoos denote heritage. All True Atlanteans bear the "Marks of Heritage," a pair of magic tattoos on each wrist. The marks are always the same, a tattoo of a heart impaled by a wooden stake (no blood) on the right wrist for protection from vampires and a flaming sword tattoo to create a magic M.D.C. weapon on the left wrist. The tattoos are placed on an Atlantean child at age five or six. The clan's crest may be part of the sword's hilt. These "Marks of Heritage" are magic tattoos.
  • Operate Dimensional Pyramids: As one of the original builders of pyramids, almost all True Atlanteans can activate these wonders of magical construction. Use Common Knowledge rolls to accomplish this.
  • Sense Ley Lines: This is identical to the ability of the ley line walker to innately sense and get information about ley lines. If the hero chooses the Ley Line Walker Iconic Framework this racial ability instead grants an additional 10 P.P.E.
  • Sense Vampires: Millennia of conflict with vampires have left the race well equipped to notice them. True Atlanteans can roll Notice to detect any vampires within line of sight.
  • Spirited: All members of the race start with d6 Spirit Attribute.
ICONIC EDGES
  • Arcane Background (Miracles): Mystics begin with four starting powers, and 15 PPE. They also have the Mysticism skill at d8.
  • Arcane Background (Psionics): As a minor psionic, a Mystic begins with three powers (from restricted list) and 10 ISP. He also has a beginning Psionics skill of d6.
  • Cosmic Confluence: Not only do Mystics enjoy the unique capacity to possess two Arcane Backgrounds, they are able to interchange their I SP and PPE as needed. A Mystic can sacrifice two ISP to use as one PPE, and vice versa. Power Points shifted like this must be used at the moment they are exchanged, they cannot be shifted and then simply stored. For example, if a Mystic shifts 4 PPE in order to gain 2 ISP, he must immediately use those points of ISP to enact a psionic power.
  • Master of Magic: Mystics have the Master of Magic Edge, gaining Mega Powers for all their known powers. They also have the Rapid Recharge Edge, though it only applies to their PPE recovery (not ISP).
  • Mystic Awareness: Mystics have powerful extrasensory perception and attunement, granting them the Alertness and Danger Sense Edges, as well as the use of detect arcana at will, costing no PPE or ISP, as a free action. They can also sense powerful supernatural beings with a Notice check, anywhere within line of sight.
  • Spiritual Channel: Constantly in contact with spirits, and possibly divine messengers of his faith, a Mystic can use the divination power without using ISP or PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue. Each subsequent use of the power imposes a cumulative −1 penalty on the Vigor check until he gets a full night’s rest (eight hours). It is possible for a Mystic to Incapacitate himself with this ability. Fatigue levels gained from Spiritual Channel can only be recovered with eight hours of rest (succor cannot restore). Mystics have access to communion but activate it normally with 10 PPE.
Last edited by Leben on Thu Jul 06, 2017 11:42 am, edited 15 times in total.
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
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Leben
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Joined: Sun May 14, 2017 8:56 am

LEBEN'S NOTES & BACKGROUND

Post by Leben »

Background
Leben’s people have preferred isolation over conflict for as long as anyone can remember. With the advantage of living in an isolated area of the desert, they are not exposed to many of the worst horrors of the rifts. As time went on they began to isolate themselves more and more occasionally sending out forces for aid, but never fully vesting in protecting the earth. This was done not out of hate, but out of fear and in an attempt to protect the community.
Being raised in a community filled with love and comfort Leben often did not understand the reality of the dangers in the outside world his father would try and teach him the skills he learned as a soldier and scout for his people, but Leben saw it more as a game than a necessity. However, at the age of 12 in his early adolescence he began getting insights about people and the world. He would know things needed done or people needed help, sharing these feelings with his father, he was encouraged to continue learning from these experiences.
As his powers developed he soon began to feel a call to do more. He knew it was wrong to sit by and watch as other communities and people were being so negatively affected by the evils of the world. This force of life growing in him was changing his world view from the normally isolationist view of his people to an extroverted view, one that called him to action.
Now Leben follows the guiding of his inner spirit and subtle urges it gives him. Always it leads to people who need help or tasks that need completed.



Record of Rolls
Credits Roll [dice]0[/dice] times 1,000
HERO’S JOURNEY ROLLS
Magic & Mysticism ([dice]1[/dice]):
Magic & Mysticism ([dice]2[/dice]):
Magic & Mysticism ([dice]3[/dice]):
Magic & Mysticism ([dice]4[/dice]):
Magic & Mysticism ([dice]5[/dice]): Vetoed by race selection - No result
Last edited by Leben on Wed Jun 28, 2017 10:10 am, edited 3 times in total.
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
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Leben
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Posts: 38
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LEBEN'S GEAR

Post by Leben »

GEAR: 5,000 Credits
  • Ley Line Walker Light Armor +3 Armor, +4 on Select Vigor Rolls, allows use of tattoos
  • NG-33 Laser Pistol (Range 15/30/60, Damage 2d4+1, RoF 1, AP 2, Shots 20, Wt. 4, Notes: Semi-Auto)
  • NG-S2 Survival Pack
    • One 2-person tent, insulated against -40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
    • One sleeping bag, also insulated.
    • One Flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
    • One Biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he's traveled over time (+2 to Survival rolls related to navigation). A mirrored back allows for reflective signaling to others if the sun is out.
    • One short-range, five mile radio.
    • One 1st Aid Kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits)
    • One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
    • Three saw wires, composed of serrated, high tinsile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
    • One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
    • One survival knife
    • One hatchet
    • One wooden cross
    • Four signal flares
    • One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
    • One bar of soap and a sterillized cloth.
    • One canteen
    • Two weeks worth of minimal sustenance survival rations in sealed pouches.
    • Metal Cross w/Eternal Light: a small metal cross with eternal holy light on it kept in a leather pouch.
    • Marbles w/Eternal Light: 0x 1" marbles with eternal light cast on them kept in in leather pouches.
    • Bag of marbles: Just a stander bag of mixed marbles used for providing others with protection as needed.
GEAR ISSUED TO LEBEN

TW Staff of Binding Light
This staff was loaned to Leben from the armory. He uses it, but it is not his.
Base Item: Man Catcher (Slipstream pg 28). Damage: STR+d4 ( the middle staff or back end- Cold Iron), 6lbs, +1 reach
  • Make a fighting roll, success means target is caught across the waist. Raise target is caught around the arms as well. From the amethyst crystal beams of ensnaring sunlight try to wrap around the target catching them. As long as the staff is held against the target it is effectively immobile. Victims may attempt to break the hold by making opposed strength or agility rolls, -4 if the arms are pinned.
  • The staff has a strength of d12+4 for resisting escapes.
  • 1 ppt per 3 rounds of use
Trappings:
  • Sunlight
Hindrances:
  • Darkness " Obscure" will act as a dispel against the binding light
  • The Binding rays of light work at optimal strength with the sun shinning. The opposed strength roll suffers a negative based on the current darkness penalty, usually -2 or -4.
Heart Beat of the Universe
A small marble shaped object that glows faintly with the heart beat of the divine. Bound into a necklace worn by Leben.
  • Unshakable: Holding it makes one feel like they can accomplish anything
    • +1 to unshake
    • +1 vs fear checks
  • Illuminating Flare: The heart can have light cast on it maintaining the casters trappings and extending the unshakable bonuses to all allies in the radius of lights glow. This ability is even available in a realm that has no magic.
  • Hindrance: It beats to its own drum and cannot ever be made a permanent light source
Lady Seriul's Azure lock
Upon her death, near the gates of St. Peter, she met a mystic of similar faith who had done her an immense favor. As a parting gift, and sensing the mystics end was just a beginning she not only bequeathed to him resurrection, but she also, seeing what foe the kind mystic would face, plucked a single strand from her blue hair and laid it in his hands just before she sent him back to the mortal realm. As the mystic mortal coil was returned Lady Seriul revealed herself as a mighty ancient flamewind dragon bound now in the ever after!
  • Type of Item: A single strand of blue hair, tough as dragon scale and flexible like rope. If worn as a necklace or a chain in a pendant it bestows the healing powers of a dragon! As an additional benefit, dragonkind will respond positively to the person wearing this item.
  • Enchantments (One Major, One Minor):
    • (Major) Dragon's Health, Slow Regeneration: The wearer can even regenerate lost limbs over time, making a natural healing roll once per day.
    • (Minor) Dragon Friend, +2 CHA when interacting with dragonkind
  • P.P.E.: not applicable
  • Trait: not applicable
Last edited by Leben on Sun Aug 06, 2017 5:07 pm, edited 8 times in total.
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
GM Quick Reference
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Leben
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Posts: 38
Joined: Sun May 14, 2017 8:56 am

LEBEN'S ADVANCEMENT LOG

Post by Leben »

HERO’S JOURNEY
  • Magic & Mysticism (17): Born to fight the toughest threats, your hero’s combat spells are inherently potent. All of her damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP.
  • Magic & Mysticism (15): Conservation of magical energy is an incredibly powerful talent. On a raise or better when activating a power, your hero reduces the PPE cost by 1 (minimum 0).
  • Magic & Mysticism (20 chose 10): Arcane casters benefit from a variety of spells. Your hero knows one power of any Rank from her own list or one Novice power normally unavailable.
  • Magic & Mysticism (10): Arcane casters benefit from a variety of spells. Your hero knows one power of any Rank from her own list or one Novice power normally unavailable.

EDGES & ADVANCES SUMMARY
  • Iconic – Arcane Background Miracles: 15 PPE, select four powers
  • Iconic – Mysticism d8: Replaces Faith for all edge requirements
  • Iconic – Arcane Background Psionics: 10 ISP, select three powers
  • Iconic – Psionics d6
  • Iconic – Cosmic Confluence: Trade PPE & ISP on a 2:1 ration, must be used when traded
  • Iconic – Master of Magic: Mega Version of all known spells
  • Iconic – Rapid Recharge (PPE): Recovers PPE at a rate of 1 per 30 minutes
  • Iconic – Alertness: +2 to all notice rolls
  • Iconic – Danger Sense: Notice Roll at -2, success means begins the first round of combat on Hold.
  • Iconic – Mystic Awareness: Use of detect arcana at will, costing no PPE or ISP, as a free action. Must still use PPE for the Mega version.
  • Iconic – Spiritual Channel: Mystic can use the divination power without using ISP or PPE, complicated, read each time used.
  • Hero’s – Variety of Powers: Gained a New Power; (Five powers total)
  • Hero’s – Conservation of Magical Energy: On a raise the cost to activate PPE powers is reduced by 1
  • Hero’s – Inherently Potent Caster: All Attack spells do Mega Damage, Attack spells gain AP 5
  • Hero’s – Variety of Powers: Gained a New Power; (Six powers total)
  • Racial – Ageless: can live for 500 years
  • Racial – Alchemically Tough: +1 Toughness
  • Racial – Marks of Heritage: Begins with Clan Blade, Heart Pierced by a Wooden Stake, & +4 PPE
  • Racial – Operate Dimensional Pyramids
  • Racial – Sense Ley Lines: Identical to the Ley Line Walker
  • Racial – Sense Vampires
  • Racial – Spirited: Spirit increased 1 die type
  • Hindrance Points – New Power: Gained a New Power; (Seven Powers Total)
  • Hindrance Points – New Power: Gained a New Power; (Eight Powers Total)
  • Novice 1 – New Power: Bolt (Nine Powers total)
  • Novice 2
  • Novice 3
  • Seasoned 1
  • Seasoned 2
  • Seasoned 3
  • Seasoned 4
  • Veteran 1
  • Veteran 2
  • Veteran 3
  • Veteran 4
Last edited by Leben on Wed Jun 28, 2017 10:12 am, edited 3 times in total.
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
GM Quick Reference
User avatar
Leben
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Posts: 38
Joined: Sun May 14, 2017 8:56 am

LEBEN'S MIRACLES

Post by Leben »

SPELLS
  • Bolt (1)
    • Bolt
      • Cold Fire (Bolt + Cold): PPE 1-3, Range 12/24/36, Duration instant, fires up to 3 bolts each doing 2d6 mega damage of cold. Targets must make a Vigor roll (-2 if a raise was rolled) or suffer 1 level of fatigue.
      • Soul Fire (Bolt + Soul Fire): PPE 4, Range 12/24/36, Duration instant, causes the target to erupt in flame doing 3d6 mega damage. Ignores all physical armor but adds targets Spirit/2 to toughness.
    • Onslaught
      • Celestial Fire (Onslaught + Celestial Silver): PPE 2-8, Range 18/36/72, Duration instant, fires up to 4 bolts each doing 3d6 AP 5, Celestial Silver mega damage
      • Fires of Heaven (Onslaught + Celestial Silver): PPE 4, Range 18/36/72, Duration instant, Damage 6d6 mega damage AP 5, Celestial Silver mega damage
  • Boost/Lower Trait (2)
    • Boost/Lower Trait
      • Light's Blessing (Boost Trait): PPE 2, Range Smarts, Duration 3 (1/turn), +1 die step to a single trait (+2 on a raise). Calling on the power and potential of life, while trusting in its ability to fill his needs.
      • Inner Turmoil (Lower Trait+Cold Slow): PPE 2, Range Smarts, Duration 3 (1/turn), -1 die steps to a single trait (+2 on a raise) in addition the targets treats all movement as difficult terrain for the duration. Leben’s discombobulates his target causing them to stumble and temporarily forget information critical to the situation.
    • Exalted Boost/Lower Trait
      • Empowered by The Light (Exalted Boost Trait): PPE 4, Range Smarts x2, Duration 3 (1/turn), +2 die steps to a single trait (+4 on a raise). When a more serious task is at hand the target glows with the power of light and life, pulling out its truest potential.
      • Doubt (Exalted Lower Trait + Cold Slow): PPE 4, Range Smarts x2, Duration 3 (1/turn), -2 die steps to a single trait (-4 on a raise) in addition the targets treats all movement as difficult terrain for the duration. Leben’s floods his target’s mind with doubt, and confusion causing them to stumble and be unsure of their ability to go on.
  • Deflection (3)
    • Deflection
      • Holy Guardian (Deflection + Courage): PPE 3, Range touch, Duration 3 (1/turn), All attacks against the target suffer -2 (-4 with a raise) in addition the target receives +2 on spirit checks versus fear and intimidation.
    • Greater Deflection
      • Divine Presence (Greater Deflection + Courage): PPE 5, Range touch, Duration 3 (1/turn), All attacks against the target suffer -4 (-6 with a raise) in addition the target receives +2 on spirit checks versus fear and intimidation.
  • Greater Healing (4)
    • Greater Healing
      • Channel Spirit of Life (Greater Healing + Gift of Life): PPE 10/20, Range touch, Duration instant, Effect complicated see pdf page 132. With the slow and deliberate effort of a river Leben fills his target with hope, linking them temporarily to the very life of the planet as their injuries are made whole again.
    • Resurrection
      • Ally of Light (Resurrection+Gift of Life): PPE 30, Range touch, Duration instant, Effect complicated see Savage Rifts page 114. When a task is too large for Leben to handle alone he calls on one of the greater spirits of light to come and fill the need. They will only bring back those who wish to return and are of good character.
  • Healing (5)
    • Healing
      • Life's Blessing (Healing + Sunlight): PPE 3, Range touch, Duration instant, target recovers a wound (2 wounds with a raise).
    • Mass Healing
      • Aura of Life (Mass Healing + Sunlight): PPE 6, Range Spirit x 2, Duration instant, roll with a flat modifier of -2 healing all targets of 1 wound or 2 with a raise. Drawing on the river of life and allowing it to flow out of him and into his allies.
  • Light/Obscure (6)
    • Light
      • Light
        • Sun Light (Light + Sunlight Holy): PPE 2, Range Smarts, Duration 30 minutes (1/10 minutes), Light negates any darkness/obscurement penalty up to –6 in an area equal to a Large Burst Template. This is holy light having the same effect on certain creatures (such as vampires) as sunlight.
      • Eternal Light
        • Living Daylight (Eternal Light + Sunlight Holy): PPE 10, Range Smarts x2, Duration permanent, Creates a permanent globe of holy light eliminating -6 in obscurement penalties in a large burst template. This is holy light having the same effect on certain creatures (such as vampires) as sunlight.
    • Light
      • Obscure
        • Blinding Light (Obscure + Sunlight Holy): PPE 2, Range Smarts, Duration 3 (1/turn), Creates an area filled with light so blinding it create a -6 obscurement penalty as it washes out all other light in the area.
      • Greater Obscure
        • Elemental Torrent (Greater Obscure + Sunlight Holy): PPE 4, Range Smarts x2, Duration 3 (1/turn), Greater obscure expands the effect of obscure to the caster’s Smarts in radius, and he is automatically immune to the power’s effects. Leben fills the area with a dense spinning storm of air and water elementals, making it impossible for others to see anything in the area they manifest.
  • Quickness (7)
    • Quickness
      • Holy Warrior (Quickness + Holy Ward): PPE 4, Range touch, Duration 3 (2/turn), the target gains the ability to take 2 full turns on their action card. Each turn is resolved independently of the other. On a raise the target gains Arcane Resistance. A quick blessing and the target is able to move as if outside the restrictions of time.
    • Exalted Quickness
      • Divine Warrior (Exalted Quickness + Holy Ward): PPE 8, Range touch, Duration 3 (2/turn), the target gains the ability to take 2 full turns on their action card, furthermore the character ignore 2 points of multi-action penalty. Each turn is resolved independently of the other. On a raise the target gains Arcane Resistance. A quick blessing and the target is able to move as if outside the restrictions of time.
  • Smite (8)
    • Smite
      • Holy Weapon (Smite + Celestial Silver): PPE 2, Range touch, Duration 3 (1/turn), weapons gains +2 (+4 with a raise) and MD. If the weapon was already MD it gains AP 5. Celestial Silver. May affect up to five targets for a like amount of PPE each.
    • Greater Smite
      • Weapon of Life (Greater Smite + Any trapping except Necromancy or Darkness): PPE 4/target, Range touch, Duration 3 (1/turn), weapons gains +4 AP 5 (+8 AP 5 with a raise) mega damage.
  • Summon Ally (9)
    • Summon Ally
      • Soul Constructs (Summon Ally): PPE varies, Range Smarts, Duration 3 (1/round), summons warriors & champions who have fought for justice back from the light for an opportunity to serve again.
        • 3 PPE: Guardian Souls: Bodyguard stats, damage counts as Holy. (Novice, +1 PPE per additional ally up to 5 maximum)
        • 4 PPE: Celestial Beasts: Dire Wolf stats, damage counts as Holy. (Seasoned, +1 PPE per additional ally up to 4 maximum)
        • 5 PPE: Angelic Protectors: Elemental, damage counts as Holy. (Veteran, +1 PPE per additional ally up to 3 maximum)
        • 6 PPE: Divine Champions: Sentinel stats with Improved Frenzy traded for Flight 12 and d8 running, damage counts as Holy. (Heroic, +1 PPE per additional ally up to 2 maximum)
        • 7 PPE: Higher Self: Mirror Self, but any attacks have Holy Trapping. (Legendary, additional allies can only be summoned with Legion of Light)
    • Force Multiplication
      • Legion of Light (Force Multiplication): PPE varies +2 per additional ally above and beyond Soul Constructs, Range Smarts, Duration 3 (1/round), summons warriors & champions who have fought for justice back from the light for an opportunity to serve again.
Last edited by Leben on Fri Jul 21, 2017 8:16 am, edited 5 times in total.
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
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LEBEN'S PSIONICS

Post by Leben »

PSIONICS
  • Clairvoyance (Clairvoyance): ISP 3+1/additional sense, Range Spirit x10 miles (x100 on a raise), Duration 3 (1/round), Effect complicated see Savage Rifts page 109.
  • Life’s Meaning (speak language + Holy Presence): ISP 1, Range touch, Duration 10 minutes, the character can perfectly speak read and write a language he does not know. While this power is active Leben’s awareness of others increases such that he gains +2 Charisma and +2 on Intimidation rolls.
  • Empathic Encouragement (Succor): ISP 1/target, Range touch, Duration instant, removes 1 level of fatigue (2 with a raise) and the shaken effect. May also restore consciousness to those incapacitated by wounds.
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
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LEBEN'S TATTOOS

Post by Leben »

MARKS OF HERITAGE
  • Clan Blade: Summons a Longsword (Str+d8 or 2d6 for Leben). The crest of the clan will be worked into the hilt. Once summoned, this is a physical weapon which may be disarmed or stolen. Of course the True Atlantean may simply end the power early if this happens. This weapon does M.D. Activation Cost: 1 P.P.E. for 3 rounds.
  • Heart Pierced by a Wooden Stake (no blood): The character gains +4 armor vs. attacks from vampires and +4 to resist any vampiric powers. Activation Cost: 2 P.P.E. for 1 hour.
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
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LEBEN'S SUMMONED ALLY STATS

Post by Leben »

All creatures are considered to do Holy damage for purposes of enemy Weaknesses.

Guardian Souls (Novice)
Champions called back from the light to once again aid in the battle against the darkness.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6
Pace: 6; Parry: 5; Toughness: 10 (4)
Gear: Long sword (Str+d8)
Special Abilities:
  • Armor +4: Stone skin.
  • Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
  • Fearless: Bodyguards are immune to fear and Intimidation.
Celestial Beast (Seasoned)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d6
Pace: 10; Parry: 6; Toughness: 6
Special Abilities
  • Bite: Str+d6.
  • Go for the Throat: Wolves instinctively go for an opponent’s soft spots. With a raise on its attack roll, it hits the target’s most weakly armored location.
  • Fleet-Footed: Dire wolves roll d10s instead of d6s when running.
Call Nature’s Protectors (Veteran)
  • Spirit of The Earth
    Earth elementals manifest as five-foot tall, vaguely man shaped collections of earth
    and stone. Though amazingly strong, they are also quite slow and ponderous.
    Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+3, Vigor d10
    Skills: Fighting d8, Notice d4
    Pace: 4; Parry: 6; Toughness: 11 (4)
    Special Abilities
    • Armor +4: Rocky hide.
    • Bash: Str+d6.
    • Burrow (10”): Earth elementals can meld into and out of the ground.
    • Elemental: No additional damage from called shots; Fearless; Immune to disease and poison.
    Spirit of Fire
    Fire elementals appear as man-shaped flame.
    Attributes: Agility d12+1, Smarts d8, Spirit d8, Strength d4, Vigor d6
    Skills: Climbing d8, Fighting d10, Notice d6, Shooting d8
    Pace: 6; Parry: 7; Toughness: 5
    Special Abilities
    • Elemental: No additional damage from called shots; Fearless; Immune to disease and poison.
    • Invulnerability: Fire Elementals are immune to all non-magical attacks, but suffer 1d6 damage when doused in at least a gallon of water, +2 per additional gallon.
    • Fiery Touch: Str+d6; chance of catching fire.
    • Flame Strike: Fire elementals can project a searing blast of flame using the Cone Template. Characters within the cone must beat the spirit’s Shooting roll with Agility or suffer 2d10 damage, plus the chance of catching fire.
    Spirit of The Waters
    Water spirits are frothing, man shaped creatures of water and sea-foam.
    Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
    Skills: Fighting d8, Notice d6, Shooting d8, Swimming d12+2
    Pace: 6; Parry: 6; Toughness: 7
    Special Abilities
    • Aquatic: Pace 12
    • Elemental: No additional damage from called shots; Fearless; Immune to disease and poison.
    • Invulnerability: Water elementals are immune to all non-magical attacks except fire. A torch or lantern causes them 1d6 damage but is instantly put out if it hits.
    • Seep: Water elementals can squeeze through any porous gap as if it were Difficult Ground.
    • Slam: Str+d6, nonlethal damage.
    • Waterspout: Water spirits can project a torrent of water using the Cone Template. Those in the area may make an Agility roll opposed by the spirit’s Shooting to avoid it or suffer 2d8 nonlethal damage. This puts out any normal fires.
    Spirit of The Wind
    Air elementals manifest as sentient whirlwinds.
    Attributes: Agility d12, Smarts d6, Spirit d6, Strength d8, Vigor d6
    Skills: Fighting d8, Notice d8, Shooting d6
    Pace: —; Parry: 6; Toughness: 5
    Special Abilities
    • Elemental: No additional damage from called shots; Fearless; Immune to disease and poison.
    • Ethereal: Air Elementals can maneuver through any non-solid surface. They can seep through the cracks in doors, bubble through water, and rush through sails.
    • Flight: Air Elementals fly at a rate of 6” with a Climb of 3. They may not run.
    • Invulnerability: Immune to all non-magical attacks except fire.
    • Push: The air elemental can use an action to push a single adjacent target 1d6” directly away with a concentrated blast of air. The victim makes a Strength roll, with each success and raise reducing the amount moved by 1” (to a minimum of 0).
    • Wind Blast: Air Elementals can send directed blasts of air at foes using the Cone Template and a Shooting roll. Foes may make an opposed Agility roll to avoid the blast. The damage is 2d6 points of nonlethal damage.
    • Whirlwind: As long as the air elemental does not move that turn it may attempt to pick up a foe. Make an opposed Strength check and if the air elemental wins then its foe is pulled into the swirling maelstrom of its body. While trapped, the target is at –2 on all rolls including damage, to hit and Strength rolls to free himself. The air elemental cannot move as long as it wants to keep foes trapped inside its form.
Call Spirit of Light & Life (Heroic)
A Spirit of Light & Life is a Giant Angelic Warrior in flowing robes and wielding a Holy Weapon ready to spend its short time on this plain in the cause of the light without concern for its own safety.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+3, Vigor d10
Skills: Fighting d10, Intimidation d10, Notice d8
Pace: 8; Parry: 6; Toughness: 14 (4)
Special Abilities
  • Arcane Bond: Angels have arcane resistance against all effects other than those of their summoner.
  • Angelic Armor: +4.
  • Angelic Weapon: Str+d10, -1 to parry.
  • Holy Nature: Angels are holy beings in nature and receive +2 to recover from being shaken, take no effects from called shots and are immune to poisons or disease.
  • Flight: The angel’s wings give them flight at Pace 12 with a d8 run die and Climb 0.
  • Size +3: 9’ Tall and powerfully built, angels can weigh as much as 500 pounds when they land.
  • Fearless: Charge in the service of the Light of Life an angel cares nothing about this momentary existence and as such is immune to fear of any sort.
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
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Re: Leben (True Atlantean Priest of Light)

Post by Leben »

Planned Advance - New Power
Character Summary
Leben a Priest of Light
Active effects:
  • Potion of Divinity: +1 Toughness, +1 Charisma, +1 vigor die type, and ignores 1 level of wound penalties
Parry: 5
Toughness: 8 (3)
Notable Edges: Danger Sense, Alertness
Skills: Fighting d6, Mysticism d12, Notice d8+2, Psionics d8, Repair d4, Stealth d6, and Survival d4
Spells & Powers: To many to list casually
Wounds: 0 | Fatigue: -2 | ISP: 8/10 | PPE: 0/19
Action Cards: 1 (Love Interest)
Bennies: 3
  • +1 Post Count Previous Q.
  • +1 Voluntary Fear Check in opening.
  • +1 Posting image of brodkil adding to awesomeness of game.
  • -1 Trying for a raise on Dark Knight behind our benefactor.
  • -1 Trying for a success on notice roll after realizing -6 not -4 to notice dark knight.
  • -1 rerolled trying to Hit Giant Silver Cyborg Brodkil
Ndreare, currently playing.
  • Echo a Living Spell inspired by the Nightbane Shapers from Between The Shadows. Currently playing in: Joker's Jokers
    Kidemónas a young dragon, who desires to be the hero his friend told him he could be. Currently playing in: 3rd Set The Losers
    Leben Nicholas a True Atlantean Priest of Light and lover of life. Currently playing in: Chronicles of the Vampire Kingdoms
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Re: Leben (True Atlantean Priest of Light)

Post by Ndreare »

Experience transferred to Ndreare
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: Leben (True Atlantean Priest of Light)

Post by Ndreare »

Here are the Interludes I had started for Leben. Each is preceded by his age.

Listening to the stories of the others Leben’s mind began to skip back into his own memories of the past. To a time when he was younger, but he was not one to draw attention to himself, so instead he simply choose to meditate within on the life he lost.

12

Walking into the room Leben was confused to see the others there. Looking at them he was surprised to see Janis with them, he felt in his heart she should not be there, that this trip was not right for her. Knowing he should say something, but he could not bring himself to say something that would prevent the girl he had such strong feeling for from joining them. Instead he chose to ask a question. “Father why are the others here?”
“They will be joining you Leben. The Elders have decided that all four of you have been called to the priesthood and so you will all be sent for training in the Cathedrals.” Looking very seriously into his son’s eyes ensuring eye contact as he alway did in these moments his father said in is most reverent voice. “We have a duty son.” His voice returning to normal he added. “The Elders have discerned that that duty leads us now to Wormwood, the place in your visions.”

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

17

“Hey Leben, I need to talk to you.” Cornelius looked a little awkward, perhaps even nervous as he approached Leben. Strange when Leben considered he was training to be a Knight.
“Sure, what is going on Cornelius? You look nervous, what could possibly make the best 3rd year student nervous?” Leben’s tone became less humorsome as he spoke seeing the seriousness on his friends face.
“I need your advice or maybe just someone to talk to.” Cornelius’s tone was balancing out, but there was still something hidden under it Leben could feel.
Then seeing Janis coming from the direction of the temple he gave a slight nod. It sounded like Cornelius wanted to speak privately and Leben wanted to respect that. “Janis comes.”
Cornelius looked only slightly off balance by the appearance of the girl Leben was so clearly enamored with. “It can wait.”
“Hey I am relieved for the rest of the day.” The clear excitement in her voice rose a joy in Leben as it always did when he was around her. “Let's go find something fun to do. I was thinking...”
Her voice trailed off as she saw Leben’s face, he was staring into the distance lost within his own mind. Janis was getting concerned, sometimes his distractions where caused by very serious things. “What is it Leben, what did you see?”
“You need to run, you shouldn't be here Janis, you need to get to the priest quickly!” Jumping to his feet and looking around Leben’s face was filled with concern. “I am sorry Cornelius, I don’t think we have enough time.”
The giant creature flew out from behind the building the sky rider instantly hurling his spear at the fleeing children as if he was prepared for the murder he was going to commit. As the spear burst from Cornelius chest Leben felt like it was happening all over again, his vision from moments before repeated in life before his eyes. Two more Spears flew at Leben, missing him by only inches as he ran. The feeling in his heart screaming to him that Janis should not be here, she must not be on this planet. “We have to run, you can’t be here, you are in danger.” He was so worried for her, he could not think clearly where she was involved.
The priest normally alert for trouble quickly came to action as they heard the yelling of the children as they came running. But they were too late, as they arrived the sky rider simply flew away as if nothing of significance had happened. But it was too late for Cornelius.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

That day things became strained for a time between Leben and Janis. For him the loss of his friend was traumatic and something he needed to speak about to understand. But for Janis it was something she kept inside, she would not speak of it and did not want to hear the others speak of it.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

18

Things had been much better between Leben and Janis for some time. While there was still a part of her he could tell she kept from him their relationship was mostly healed. Sometimes when she was gone for long enough he would start to doubt. But as soon as she would return his insecurities would evaporate.
He felt a love for her even greater every year, unsure he would be able to wait the remaining years until he was to leave this planet.

Leben Interlude for Betrayal or Loss

Leben’ mind slips back to his service on Wormwood and the first time he was ambushed. It was a betrayal that still hurt him deeply.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

20

“He guys, I have to squat. Wait for me and I won’t be long.” Janis said to the group as she moved off beyond sight.
Leben smiled, he had grown very fond of his fellow acolyte as the two of them had more than worked together they had become partners and both planned to ask for betrothal upon return home. They had some struggles, but growing through those struggles made them stronger he believed.
Suddenly Leben felt something was wrong a flash in his mind of the coming ambush. Responding as quickly as he could he placed a protective ward on himself and the party members close to him. Hoping Janis could remain hidden and not be found by the ambushers. The priests had a full force with them and Janis was standing next to them pointing towards Leben as she spoke calmly. “That one is the newly promoted priest, the rest are only initiates and will die easily.”
The magical assault near instantly overwhelmed Leben’s defences as he found he was unable to react before being incapacitated. Leben was surprised when he woke, he knew he was alive and still in his mortal coil, for the pain in his body was tremendous. Standing over him where two masked horrors, the one looking straight at him, while the other was appraising the battlefield for other survivors.
“Rise priest, what is your name?” The voice speaking reverberated as his skull throbbed, the harsh gravel in the voice having a total absence of love or compassion. The reaching up the Apok removed his mask, his voice instantly becoming the voice of a man. “I think the danger is past and I can remove this. The two of us were heading this way, when we came across your party being ambushed. We destroyed most of the forces of darkness that were fighting your party when we arrived but there was a young girl dressed as an acolyte priestess, we thought she was with you, until I started to heal you and she disappeared.”
Offering a hand to help Leben from the ground the Apok continued his speech in at professional pace. “Your wounds were fresh enough I was able to heal some of them. Hopefully you can heal the rest. We will need your help identifying the girl who escaped before she does more harm.”
Accepting the offered hand Leben stood and looked around the battlefield. Only he and Gregor were saved. His heart was heavy with the loss of so many friends and the betrayal of the girl he felt so much for. “Her name is Janis, she came to this world with me, and has been a member of our party for years. I do not know how they got to her, it should not have been. I would like to think she is under some form of sorcery, but she did not look it.” Thinking of other things Janis knew that needed action Leben’s mind cleared as he looked as the man. “We need to get our cell. There are several others there he can betray, they must be warned.”
Putting his hand to the priest shoulder the man stopped his advance. “This evil must be pursued and destroyed like all other servants of the Unholy. But we will be better able to perform that task after you have healed your friend and us.”
Coming to his sense Leben agreed that they were correct and did what he could to heal their wounds. “Be slow Gregor, you were injured and may need a moment to clear your head.”
Seeing the Apok around him Gregor’s face filled with fear. “What are they doing here? They gain their powers by betraying people repeatedly they must be working with Janis in this!”
Leben tried calming Gregor, but he refused and was not willing to work with or help the betrayers. So it was that Leben and the Apok went together on their own to find Janis and either bring him to repentance or justice.

~~~~~~~~~~~~~~~~~~

Leben did not like to think about things turned out after that. The cell was attacked soon after they left and when he returned all inside were massacred or missing. He worked for three weeks with the Apok, helping in their mission, before they lost Janis trail that first time. It was not for another two years before he heard of him again he had continued his work as a priest of the Unholy undermining and destroying cells. Somehow able to hide himself from the awareness of the priest of light.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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