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Krysesia of Clan Skellian, True Atlantean Shifter

Player Name: Patrick
Google Handle: mikelamroni or payoung95
Character Name: Krysesia Artemis Lengdosia
Rank: Novice 2 Experience: 5 Advances Left: 0
Race: True Atlantean (Clan Skellian)
Iconic Framework: Shifter
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4/d6 (Armor), Vigor d6
Charisma: 0 (2 w/ comm band); Pace: 6; Parry: 5; Toughness: 6/13(7) in armor; Strain: 0
  • Fighting (Ag) d8
  • K/Arcana (Sm) d4
  • K/History (Sm) d8
  • Notice (Sm) d6
  • Persuasion (Sp) d6
  • Riding (Ag) d4
  • Shooting (Ag) d4
  • Spellcasting (Sm) d8
  • Stealth (Ag) d6
  • Streetwise (Sm) d4
  • Survival (Sm) d6
    (Note: Atlantean (a form of Greek), American (Trade Four), and Spanish are Native Language
  • Cannot Be Transformed: They may not use any power that physically changes the shape of the wielder.
  • Cyber Resistant
  • Duty to Clan Skellian (Major Vow of Loyalty and Service)
  • Duty to the Megaverse (In the Thick of It): 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.
  • 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.
  • Loyal (Minor): She is true to her companions and would never leave one behind.
  • Heroic (Major): She sees herself as one of the last great hopes to save the Megaverse.
  • Corruption: Many of the entities a Shifter might bring forth (with summon ally or force multiplication) have strong wills and a desire to corrupt the being who summons them. Each time the Shifter uses either power with a being the Game Master feels is evil or corrupt in nature, she might 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 other evil summoned 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, he’s become a slave to darker external powers (and no longer a playable character).
  • Cybernetics: Take penalty of −1 to the Spellcasting skill for each point of Strain.
  • Enemies: CS and Federation of Magic
  • Vow (Minor): She has vowed to hunt and kill any vampires she sees.

Edges and Abilities
  • Alchemically Tough (Racial Feature): +1 Toughness
  • Ageless (Racial Feature): 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.
  • Sense Ley Lines (Racial Feature): This is identical to the ability of the ley line walker to innately sense and get information about ley lines.
  • Sense Vampires (Racial Feature): 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.
  • 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
  • Arcane Background (Magic), Extra PPE, and Master of Magic - Powers
  • Bind the Summoned: A Shifter can bind one or more summoned beings to his service for an extended period of time. He does this by reducing his maximum PPE by the amount needed to originally summon the creature. The creature remains bound to his service until he releases it or the summoned entity is Incapacitated (in either case, returning the creature to its home dimension). Shifters may only have one bound entity per Rank (one at Novice, two at Seasoned). 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 the entities or they are Incapacitated. At that point, he recovers his PPE normally. Bound allies are treated as though they were summoned with a raise, which grants them the Hardy ability.
  • Dimension Sense: With a successful Notice roll, a Shifter can determine relevant information about a dimension he is in or one he views through a Rift. This includes hostile environmental conditions, how closely related the dimension is to Rifts Earth, and whether or not it’s a temporal shift.
  • Expanded Awareness: Shifters can use detect arcana at will, with no PPE cost, as a free action.
  • Master Summoner: All Shifters gain the summon ally power automatically, and the duration for them is 5 minutes (1/5 minutes). This duration extends to the Mega Power version, force multiplication.
  • PPE Manipulation: All Shifters have the drain Power Points power (and the PPE thief Mega Power) automatically.
  • Rift Mastery: Shifters gain a +4 on all efforts to open and manipulate Rifts. They also gain +2 when using the banish Power.
  • Well Traveled: +2 to all Common Knowledge Rolls relating to geography in North America, Survival, and Streetwise rolls in North America.
    Rapid Recharge: This edge allows an arcane character to regain 1 Power Point every 30 minutes.
  • Conservation of Magical Energy: On a raise or better when activating a power, your hero reduces the PPE cost by 1 (minimum 0).
  • 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 they 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, but see Ley Line Gate, below.
  • Ley Line Gate: A truly powerful Shifter ability, the hero can carry up to his Smarts die in passengers when he phases to another location on the line. Carrying passengers, even just one, imposes an additional −2 penalty to his Vigor check to resist Fatigue.

  • A long sword with two Chiang-Ku Dragons for crossguards, wreathed in flames (Skellian Clan Blade):
    • Activation Cost: 1 P.P.E. for 3 rounds
    • Damage: Str+d8, M.D.
    • Weight: 6
  • Heart Pierced by a Wooden Stake with no blood (Resistance to Vampires)[/b]:
    • 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.

13th GM bennies
GM Bennies: 4/8
-2 for Jazzel actions and damage

-1 for enforcer extra effort
-1 for enforcer soak
Vampire Kingdoms Bennies

Sat Aug 12, 2017 9:24 pm
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Joined: Sun Jun 12, 2016 6:10 am
Posts: 630
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Krysesia of Clan Skellian, True Atlantean Shifter
Charisma: 0 (2 w/ comm band); Pace: 6; Parry: 5; Toughness: 6/13(7) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Clan Blade Tattoo
3 (starting)
-1 from post for Extra Effort
+1 from Interlude
+1 from Joker's Wild
-1 from post for Extra Effort (unneeded, but spent is spent)
Total = 3
Adventure Cards:
    (EP) Inspiration: Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.,
    (Group) Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.

Combat Mage Armor (TW):
    +7 Armor
    Full Environmental Protection
    Outside of a ley line, Combat Mage Armor requires 1 Power Point per hour to function.
    Without this, the weight quadruples, the Armor value drops to +3, and no other functions work.
    Increase Strength by one die.
    No Strength Minimum. (9 lb)
Improved Communications Band (TW)
    With radio transistors, embedded copper wiring, and various other metal and plastic elements, this gold headband grants the speak language power and +1 to Persuasion and Streetwise rolls. It costs 1 Power Point per hour of use. This upgraded item also enhances the user’s vocal output, granting her a +2 Charisma whenever she is speaking or otherwise using her voice. (.5 lb)
Utility Belt: (4 lb)
    Canteen (half gallon)
    Communicator (5 mile range; from NG-S2)
    Compass/inertial mapper (+2 to Survival to navigate; from NG-S2)
    Firestarter kit (solar-powered lighter and flint & steel)
    Flashlight/signal light (with bright halogen and infrared options)
    First aid kit (+1 to healing; 3/3 uses; from NG-S2)
    Power bars (three, each can sustain a normal human for a day)
    Ritual Book
    Knife Sheath Containing:
      Silver Fighting Knife
        Damage: Str+d6
    Holster containing:
      Manoan Firebolt Pistol (TW version of NG-33)
        Damage: 2d4+1, AP 2
        Range: 15/30/60
        Rate of Fire: 1
        Payload: 20
        Weight: 4
        Notes: Semi-Auto

    Vampire's Lullaby (TW Three Barreled Shotgun)
    • Range: 12/24/48 Damage: 2d10(Silvered Slugs), RoF: 1-3, 16lbs, Shots: 3
      • When Powered weight is 4lbs. 1 ppt per hour to power. 2 ppts to reload. 3 minor, 1 major TW slots used.
      • Silver Trapping on damage
      • 10 PPE to charge device, must recharge on a layline at the rate of 1PPE per 15min.
    • Note: Read pg 56-57 for shotgun rules
      • +2 to shooting roll for spread
      • unloading both barrels:
        • Roll an aditional shooting die, just like full auto.
        • Include recoil (full auto, which cancels out the +2)
        • Roll damage for each shot separately

    NG-S2 Survival Pack
      Extra Uniform x2, underclothes x4, and boots
      2 person tent, +20% water supplies
      Sleeping bag
      Flashlight w/knife; solar
      Hunting/Fishing kit (+1 to Survival to forage)
      Three ‘saw wires’
      Fire starter
      Survival Knife, hatchet, wooden cross
      4 signal flares
      Climbing kit w/30 rope
      Soap and washcloth
      2 weeks rations

Credits: 640

Contacts: Clan and family in Manoa

Sat Aug 12, 2017 9:55 pm
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Joined: Sun Jun 12, 2016 6:10 am
Posts: 630
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Please list all Edges and Advances taken for your character here

Strength: d4
Agility: d4 -> d6 (1) -> d8 (Major Hindrance)
Vigor: d4 -> d6 (1)
Smarts: d4 -> d8 (2)
Spirit: d4 -> d6 (1)

    Boating (Ag)
    Climbing (St)
    Empathy (Sp)
    Driving (Ag)
    Fighting (Ag) d8 (3 SP)
    Gambling (Sm)
    Healing (Sm)
    Intimidation (Sp)
    Investigation (Sm)
    K/Arcana (Sm) d4 (1 SP)
    K/Computers (Sm)
    K/Cybernetics (Sm)
    K/Demolitions (Sm)
    K/Electronics (Sm) (used for sensors and such)
    K/Engineering (Sm)
    K/History (Sm) d8 (HJ)
    K/Law (Sm)
    K/Medicine (Sm)
    K/Politics (Sm)
    K/Science (Sm)
    Lockpicking (Ag)
    Notice (Sm) d6 (2 SP)
    Persuasion (Sp) d6 (2 SP)
    Piloting (Ag)
    Repair (Sm)
    Riding (Ag) d4 (1 SP)
    Shooting (Ag) -> d4 (1 SP)
    Spellcasting (Sm) d8 (IF)
    Stealth (Ag) -> d6 (2 SP)
    Streetwise (Sm) d4 (1 SP)
    Survival (Sm) d6 (2 SP)
    Swimming (St)
    Taunt (Sp)
    Throwing (Ag)
    Tracking (Sm)
Iconic Framework: Shifter
  • Arcane Background (Magic)
  • Bind the Summoned
  • Dimension Sense
  • Expanded Awareness
  • Master of Magic
  • Master Summoner
  • PPE Manipulation
  • Corruption
  • Cybernetic Intolerance
  • Enemies (CS and FoM)

Hero’s Journey
  • Education (10): Knowledge (History) d8, and Well Traveled: +2 to all Common Knowledge Rolls relating to geography in North America, Survival, and Streetwise rolls in North America.
  • Magic & Mysticism (15): Conservation of Magical Energy: On a raise or better when activating a power, your hero reduces the PPE cost by 1 (minimum 0).
  • Magic & Mysticism (13): Often, one crisis is quickly followed by another, and your caster needs to get her energy back quickly. She has the Rapid Recharge Edge, or Improved Rapid Recharge if she already has the former.
  • Enchanted Items and Mystic Gadgets (7): When it’s time to negotiate with strange visitors just arrived through a new Rift, your character’s Communications Band is a vital asset. This upgraded item also enhances the user’s vocal output, granting her a +2 Charisma whenever she is speaking or otherwise using her voice.
  • Body Armor (2): You may trade the starting Armor from your Iconic Framework for any other body armor (not power armor or robot armor) listed in this book.
  • Free Edge (Human): Ley Line Phasing
  • Well Traveled, Rapid Recharge & Conservation of Magical Energy (HJ)
  • Initial Advances: (From Hindrances): Ley Line Gate, Agility d6 -> d8
  • Novice 1 Advance: Extra Power Points
  • Novice 2 Advance:
  • Novice 3 Advance:
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:

Sat Aug 12, 2017 9:55 pm
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