Tasura Lotulelei, Lemurian Stone Master

GM: The One and Only Pender Lumkiss!
Post Reply
User avatar
Tasura
Posts: 17
Joined: Sun Aug 22, 2021 9:46 am

Tasura Lotulelei, Lemurian Stone Master

Post by Tasura »

Hero's Journey
  • Education 1d20: [11] = 11
  • Education 1d20: [16] = 16
  • Education 17
Magic & Mysticism 1d20: [9] = 9 (Sorry - I messed up. Stone Masters cannot roll on M&M)
Experience & Wisdom 1d20: [4] = 4
Experience & Wisdom 1d20: [12] = 12


Precious Gems
3d6: [2, 1, 3] = 6 x 500 = 3000

Credits: 4000
4d6: [1, 5, 5, 4] = 15 x 100 = 1500
2d4: [4, 1] = 5 x 500 = 2500
4/3 Bennies. Ill gussy this up later.
User avatar
Tasura
Posts: 17
Joined: Sun Aug 22, 2021 9:46 am

Re: Tasura Lotulelei, Lemurian Stone Master

Post by Tasura »

Character Sheet
Tasura Lotulelei
Rank: Novice Advance: 2
Race: Lemurian
Iconic Framework: Stone Master
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Pace: 6(d6); Parry: 4; Toughness: 12(5); Strain: 0/6
Skills
  • Academics d6
  • Athletics d6
  • Common Knowledge d6
  • Fighting d4
  • Notice d6
  • Occult d10
  • Performance d4+1
  • Persuasion d6+1
  • Psionics d6
  • Research d8
  • Shooting d6
  • Spellcasting d10
  • Stealth d4
Hindrances
  • Curious (Major): It killed the cat, and it might kill your warrior as well. Curious characters have to check out everything and always want to know what’s behind a potential mystery or secret.
  • Driven (Major): Lemurians live in harmony with and protect nature.
  • Enemies As with all magic users, Stone Masters are usually designated “shoot-on-sight” targets for the Coalition and those who violently reject all forms of the supernatural. Those who swear fealty to a power opposing Lord Dunscon may find the True Federation to be hostile territory as well.
  • Impulsive (Major): The daredevil almost always leaps before he looks. He rarely thinks things through before taking action.
  • Retrotech (Major): A Lemurian wishing to interact with advanced technology must spend a Benny and check Spirit. Even with a success she makes her rolls to do so at a penalty of –2.
Racial Abilities
  • Aquatic: A Lemurian can't drown in oxygenated liquid, moves her full Pace when swimming, and can communicate using ultrasonic sounds like a dolphin.
  • Environmental Resistance: Lemurians can tolerate depths of up to a mile, gain a +4 bonus versus Cold, and take –4 damage from Cold attacks.
  • Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • More Human than Human: Lemurians are spurned by some humans but the reaction is more often discomfort than hostility, making it difficult to fully assimilate into their society. Unfamiliar human communities often confuse them for D-Bees—in these cases their Reaction starts at Uncooperative.
  • Near-Human Physiology: Those unfamiliar with Lemurian physiology suffer only a −1 penalty to Healing.
  • The Endless Crusade: Like their True Atlantean cousins, Lemurians are targeted first for destruction by the undead, demons, and supernatural evil. Such beings hunt them, plot against them, and when encountered are immediately violent unless a social skill check is successful; all social checks with supernaturally evil beings or their servants are made at –2.
Edges and Iconic Abilities
  • Arcane Background (Magic): 10 PPE, d6 Spellcasting, barrier, burrow, and entangle
    Arcane Background (Psionics): 10 ISP, beast friend, empathy, and mind link.
    Arcane Marksman: If the caster doesn’t move in a turn and activates no more than a single bolt or similar damage dealing power as her first action, she may add a +1 bonus to her Arcane Skill roll, or ignore up to 2 points of penalties from Called Shots, Cover, Scale, or Speed.
  • Beast Master: Animals take to your hero quickly and easily. They won’t attack him unless he attacks them first or they’re enraged for some reason.
    The Beast Master’s “animal magnetism” is so great he’s attracted a loyal animal of some sort as well. This is typically an animal of Size 0 or smaller, subject to the GM’s approval.
    The beast is an Extra and doesn’t Advance in Rank or abilities. If a pet is dismissed or killed, the hero gains a replacement in 1d4 days.
  • Crystal Mastery: The Stone Master adds the banish, blast, blind, burst, damage field, smite and teleport powers to those available through his power list—if taken, those powers, and optionally bolt, have a light trapping with a +2 bonus to damage or to affect supernatural evil and beings with a Weakness to any kind of light Trapping.
    In addition, the Stone Master learns the summon ally power, which may only be used as a Ritual (see The Tomorrow Legion Player's Guide) or in conjunction with the Create Golem Edge.
  • Earth & Water Sense: Stone Masters may detect secret passages or compartments inside a stone or underground structure as an action up to Range Spirit; likewise, they sense water (lakes, streams, springs, sewers, etc) and the presence of underground supernatural beings at a Range of Spirit in miles.
  • Expanded Awareness: Stone Masters have the detect arcana power which they may activate as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They may sense supernatural beings within line of sight with a Notice check.
  • Gem Mastery: The Stone Master has learned to unlock the ultimate power hidden within gems. By activating a magic gem at a penalty of –2 the relevant power activates with Bonus Effects listed on the Gem Magic Powers table, on page 15. The Stone Master can also use Rituals (see The Tomorrow Legion Player's Guide) to increase the effects of powers activated through Gem Magic while at a stone pyramid.
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and he can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose).
  • Mold Stone: Stone Masters can shape gems and stones using their mind and the Occult skill as if the materials were clay in the hands of a master sculptor. The sorcerer can create openings and tunnels through solid rock, pluck gems and crystals out of solid rock, or pull material out from a stone surface to create solid rock formations using the barrier, burrow, or entangle powers. As an Innate Ability the Stone Master may check the lower of Spellcasting or Occult to make the resulting stone formation's duration permanent!
  • Move Stone: Stone Masters check Occult as an Innate Ability to activate telekinesis only usable on rocks and stone, with a Strength of d12 plus half Spirit and lasting as long as they're conscious. This ability doesn't require Gestures or Speech, and the sorcerer may even pluck rocks out of the ground as if scooping stones from water. Additionally, stone carried by them has only one one-hundredth of its normal Encumbrance weight.
  • New Powers: protection, smite
  • Power Points: +5 PPE
  • Rapid Recharge, Improved: PPE recharges at a rate of 20 points every hour spent resting.
  • Stone Mastery: Stone Masters have the elemental manipulation power which they may activate as an Innate Ability for no PPE to pull rocks, stones, or pebbles out of the ground and move, control, and levitate them. As an action, they may activate the Elemental Fury and Exalted Manipulation modifiers at no PPE cost. Non-arcane environmental protection has no effect against this ability.
4/3 Bennies. Ill gussy this up later.
User avatar
Tasura
Posts: 17
Joined: Sun Aug 22, 2021 9:46 am

Re: Tasura Lotulelei, Lemurian Stone Master

Post by Tasura »

Powers
Arcane Background: Magic
PPE/ISP: 20 - Recovery: 20/hour
Trappings: Rock, Gem or Crystal only.
barrier, bolt, burrow, detect/conceal arcana, confusion, elemental manipulation, entangle, environmental protection, havoc, light/darkness, protection, wall walker, and warrior’s gift.

Trapping: Light only. (+2 bonus damage or to affect supernatural evil and beings with a Weakness to any kind of light trapping)
banish, blast, blind, bolt, burst, damage field, smite, and teleport.


Non-instant powers expire after their base duration, but if the gem is dropped or lost the power immediately ends. With a success or raise the power activates as usual and with the listed modifiers and trappings only. Even with a failure the power activates, but the gem crumbles to dust and is destroyed at the end of the power’s duration. However, with a result of less than 1 or a Critical Failure, the power immediately fails and causes Dynamic Backlash.
A Stone Master with the Gem Mastery Edge gains the Bonus Effects of Gem Magic Powers by activating a magic gem at a penalty of -2.
Unlike most magic requiring a large expenditure of personal PPE plus Gestures and Speech, a Stone Master expends limited energy and requires only physical contact with a gem to activate its power - thus they often include powerful gems in worn jewelry such as rings, amulets, and gauntlets.
and spend the Gem’s PPE requirement.

Tourmaline [Arcane Protection (Self)] (1 PPE)
  • Duration: 5; Range: Self
  • Effect: -2/-4 to be affected by and +2/+4 armor against arcane powers.
  • Gem Mastery (-2 Spellcasting): -4/-6 to be affected by and +4/+6 armor against arcane powers.
  • Cost: 200 (-2)
Salt Crystal (10) [Banish] (2 PPE)
  • Duration: Instant; Range: 8"
  • Effect: Opposed Spellcasting vs target's Spirit. Success means shaken, and each raise causes a Wound. If incapacitated, the entity is returned to its native plane of existence, only to return at GM's discretion.
  • Gem Mastery (-2 Spellcasting): Each summoned entity within a LBT? rolls its opposed Spirit check to resist.
  • Cost: 10x10=100 (-2)
Sulfur Crystal [Blind] (1 PPE)
  • Duration: Instant; Range: 8"
  • Effect: Success means the victim suffers a -2 penalty to all actions requiring sight, or -4 with a raise. Victim attempts to shake it off with a Vigor roll as a free action at the end of his following turns. Success removes 2 points of penalties, and a raise removes the effect entirely.
  • Gem Mastery (-2 Spellcasting): The Vigor roll to shake off the effect is made at -4.
  • Cost: 150 (-2)
Red Zircon [Bolt/Burst (Fire)] (1 PPE)
  • Duration: Instant; Range: 16" (Bolt), Cone (Burst)
  • Effect: 2d6 fire damage, or 3d6 with a raise against a single enemy (bolt) or the same in a cone template (Burst).
  • Gem Mastery (-2 Spellcasting): 4d6 fire Mega Damage, AP 10 (5d6 with a raise [bolt]), or the same in a cone template (Burst).
  • Cost: 5000 (-2)
Brown Zircon [Fear] (1 PPE)
  • Duration: Instant; Range: 8"
  • Effect: Success causes teh affected to make a Fear roll, at -2 to the roll and +2 on the table with a raise. Extras who fail are Panicked and Wild Cards roll on the Fear Table.
  • Gem Mastery (-2 Spellcasting): Fear rolls are made at -2, or -4 if cast with a Raise. Activates as an MBT.
  • Cost: 500 (-2)
Agate [Healing (neutralize poison)] (1 PPE)
  • Duration: Instant; Range: Touch
  • Effect: A success removes one Wound less than an hour old, or two Wounds with a raise. If successful, it also negates any poison (if the poison has a modifier, it affects the Spellcasting roll as well).
  • Gem Mastery (-2 Spellcasting): Healing affects all allies within a MBT centered on the caster. Apply a flat -2 to spellcasting.
  • Cost: 200 (-2)
Clear Quartz [Light (mobile, cast on gem)] (1 PPE)
  • Duration: 5; Range: Self
  • Effect: Bright illumination within a LBT or it can be focused into a 5" beam on a raise. The light is attached to the gem. If light and darkness overlap, they create a patch of Dim light (-2).
  • Gem Mastery (-2 Spellcasting): The light expands to to an 8" radius. The light is sunlight and considered holy in nature, having the same effect on certain creatures (such as vampires) as natural sunlight.
  • Cost: 200 (-2)
Gold Zircon [Teleport (Self)] (1 PPE)
  • Duration: Instant; Range: Self
  • Effect: Disappear and instantly reappear up to 12" distant, or 24" with a raise (at -2 Spellcasting to an unseen location). Adjacent enemies get no free attacks against the teleporter.
  • Gem Mastery (-2 Spellcasting): The distance teleported extends to 25", or 50 with a raise.
  • Cost: 500 (-2)


Stone Wall [Barrier] (2 PPE) [Seasoned]
  • Range: 8"; Duration: 5 rounds
  • Trapping: Tasura rips a wall of stone out of the bedrock and pulls it to the surface.
  • Barrier creates a straight wall 5″ (10 yards) long and 1″ (two yards) tall, of immobile material that conforms to the surface it’s cast upon. Thickness varies depending on what the wall is made of, but is usually a few inches.
    The wall has a Hardness of 10, and may be destroyed as any other object (see Breaking Things on page 98).
    When the spell expires or the wall is broken it crumbles to dust or dissipates. Trappings are never left behind.
    : Summon a 5"x1" Hardness 10 wall of stone.
    • Damage (+1): The barrier causes 2d4 damage to anyone who contacts it.
    • Hardened (+1): The wall is Hardness 12.
    • Shaped (+2): The barrier forms a circle, square or other basic shape.
    • Size (+1): The length and height of the barrier doubles.
Tunneling [Burrow] (2 PPE) [Novice]
  • Range: 8"; Duration: 5 rounds
  • Trapping: Melds with the ground and tunnels through it as easily as a fish through the sea.
  • Burrow allows the recipient to meld into raw earth. He can remain underground if he wants in a sort of “limbo” or burrow through the ground at half his normal Pace (or full Pace with a raise). He may not run.
    A burrowing character may attempt to surprise a foe by making an opposed Stealth versus Notice roll. If the burrower wins, the target is Vulnerable to him only. With a raise, the burrower gets the Drop. Targets on Hold may attempt to interrupt the attack before it occurs.
    Burrowers can’t usually surprise a foe once their presence is known, but can still burrow for protection and mobility.
    : Move through the ground at half (full with a raise) Pace. May attempt to surprise an enemy in combat.
    • Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.
    • Power (+1): The caster can burrow through stone, concrete, or similar substances. (Some substances, like plastic, glass, solid lead, etc., might be resistant at the GM’s discretion.)
Crystal Visor [Detect Arcana; Innate Ability] (2 PPE) [Novice]
  • Range: Self; Duration: 5 rounds
  • Trapping: A crystal visor forms over Tasura's eyes which allows him to examine arcane details and effects.
  • Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc.
    Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
    Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
    : See and detect all supernatural persons, objects or effects in sight.
  • Limitations: Self (-1 PPE); Aspect (+1 Spellcasting)
Stone Mastery [Elemental Manipulation; Innate Ability] (0 PPE) [Novice]
  • Range: 8"; Duration: 5 rounds
  • Trapping: Pull rocks, stones or pebbles out of the ground and move, control and levitate them.
  • As an Innate Action, this power grants basic control over the earth. The power acts as if it has a d6 Strength, or d8 with a raise. As an action, and no PPE cost, the power can be activated with the Elemental Fury and Exalted Manipulation modifiers. Non-arcane environmental protection has no effect against this ability.
    : This power grants basic control over the earth. The power acts as if it has a d6 Strength, or d8 with a raise.
    • Elemental Fury (+0): Everyone within Range (except the caster) is harassed by the elemental effect for the power’s Duration, suffering a −1 penalty on all Trait rolls, or –2 with a raise.
    • Exalted Manipulation (+0): The elemental effect lashes out at the caster’s opponents. Once per round the caster may use a free action to Test a target within Range using his arcane skill.
Crystal Latice [Entangle] (2 PPE) [Novice]
  • Range: 8"; Duration: Instant
  • Trapping: Crystal "vines" grow out of the earth and grasp Tasura's enemies.
  • 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
    The victim can’t move and is Distracted as long as he remains so.
    . With a raise, he’s
    The victim may not move, is Distracted and Vulnerable as long as he remains Bound, and cannot make physical actions other than trying to break free.
    .
    Victims may break free on their turn as detailed under
    Breaking free is an action. With success, an Entangled hero is free of one particular entanglement or grappler. A Bound character improves to Entangled with a success; with a raise, he’s free. See below for more details:
    Breaking Free from a Device: Escaping a web, net, or the entangle power is a Strength −2 roll or Athletics roll (victim’s choice) minus any penalties noted for the entanglement. The sticky web of a special species of giant spider, for example, might note that escape attempts are made at −2 or more. This is an action, and success works just like breaking free from a foe (explained above).
    • If the victim’s successful, she improves her status one level, or two with a raise.
      A Shaken grappler maintains her hold. Stunned grapplers let go immediately.
    Characters and allies may also destroy the entanglement (see Breaking Things, page 98). Webs, ropes, nets, and the like are generally Hardness 4 and must be cut with an edged weapon.
    on page 98.
    : Vines cause the enemy to become Entangled on a succes or Bound with a raise.
    • Area Effect (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
    • Strong (+2): The entangling material is particularly resilient. Rolls to break free are made at -2 and its Hardness increases to 7.
Diamond Skin [Protection] (1 PPE) [Novice]
  • Range: 8"; Duration: 5 rounds
  • Trapping: Diamonds form across the recipient's skin.
  • Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise.
    Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster.
    Protection stacks with all other armor, natural or worn, and is negated by AP as usual.
    : Grants +2 Armor, or +4 with a raise.
    • Additional Recipients (+1): The power may affect additional targets at a cost of 1 PPE each.
    • More Armor (+1): Success grants 4 points of Armor (+6 with a raise).
    • Toughness (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).
Crystal Beam [Smite] (2 PPE) [Novice]
  • Range: 8"; Duration: 5 rounds
  • Trapping: Crystals form along the weapon which enhance its damage with crystalline light
  • 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.
    : Weapon's damage increased by +2, or +4 with a raise. Deals +2 bonus damage against supernatural evil and enemies with a weakness to light.
    • Additional Recipients (+1): The power may affect more than one target for 1 additional PPE each.
Create Golem [Summon Ally] (PPE 2+) [Novice]
  • Range: 8"; Duration: 5 rounds
  • Trapping: Create constructs out of stone, crystal and gem.
  • This power allows the character to summon a magical servant from nothing, but can only be used as a Ritual or in conjunction with the Create Golem Edge. 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.
    : May only be used as a Ritual or in conjunction with the Create Golem Edge. Create a Rank-dependent ally from stone, crystal and gem.
    • Bite/Claw (+1): The ally can bite or claw at Str+d6.
    • Flight (+2): The ally can fly at Pace 12.
    • Mind Rider (+1) The caster can communicate and sense through the ally.
Move Stone [Telekinesis; Innate Ability] (5 PPE?) [Seasoned]
  • Range: 16"; Duration: While conscious or until turned off.
  • Trapping: Only affects rock and stone.
  • Telekinesis is the ability to move rocks and stone with arcane will. Check Occult to activate as an Innate Ability. It has a Strength of d12+3, and doesn't require Gestures or Speech. It may even pluck rocks out of the ground as if scooping stones from water. Stones carried this way only have one one-hundredth of its normal Encumbrance weight.
    Telekinetic Tools: A caster can wield tools (including weapons) with telekinesis as an action. Use the caster’s relevant skill when attacking in this way (not his arcane skill).
    : Move rocks and stone with d12+3 Strength.

Arcane Background: Psionics
PPE/ISP: 10 - Recovery: 5/hour
Trapping: Combat Powers use Telekinetic Force only. Appears like molten glass, possibly arcing with energy and tinted with color.
arcane protection*, bolt, boost Trait†, detect/conceal arcana*, confusion, darksight*, disguise*, divination, empathy, entangle, environmental protection*, farsight*, fear, fly*, havoc, healing, mind link, object reading, relief, telekinesis, warrior’s gift*.
*: Reduced Power Point cost from the Range (Self) limitation.
†: Reduced Power Point cost from both the Range (Self) and Aspect limitations.


Animal Magnetism [Beast Friend] (ISP: Special) [Novice]
  • Range: 8"; Duration: 10 minutes
  • Trapping: Can sense the presence of nearby animals and communicate with them in a way they understand.
  • This spell allows an individual to speak with and guide the actions of nature’s beasts. The cost to cast is equal to the sum of their Size (minimum 1 per creature; see the creatures in Chapter Six for examples). Controlling five wolves (Size −1) costs 5 points (remember the minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points.
    Success means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A raise on the arcane skill roll means the beasts are more obedient. They won’t kill themselves but overcome their natural fears to follow their orders.
    Swarms can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.
    Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.
    : Control animals.
    • Mind Rider (+1): The caster can communicate and sense through any of the beasts he's befriended.
Sense Emotion [Empathy] (1 ISP) [Novice]
  • Range: 8"; Duration: 5 rounds
  • Trapping: Mentally sense the emotional state of another.
  • The caster forms an emotional bond between himself and the target with a successful arcane skill vs Spirit roll. He knows the target’s emotional state and most basic surface thoughts, and gains +1 (+2 with a raise) to Intimidation, Persuasion, Performance, or Taunt rolls against him.
    Empathy also works on animals, adding +2 to Riding or other rolls used to interact with the creature.
    : Opposed arcane vs Spirit to gain +1 (+2 wit ha raise) to Intimidation, Persuasion, Performance, or Taunt rolls against target.
Telepathy [Mind Link] (1 ISP) [Novice]
  • Range: 8"; Duration: 30 minutes
  • Trapping: Establish a mental line of commnunication.
  • Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication—thoughts that aren’t consciously transmitted aren’t relayed.
    Once activated, the Range between all linked minds is one mile, or five with a raise.
    If any of the linked characters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound).
    The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat turn.
    : Telepathically communicate within a Range of one mile, or five with a raise.
    • Additional Recipients (+1): The power may affect additional individuals for 1 additional ISP each.
4/3 Bennies. Ill gussy this up later.
User avatar
Tasura
Posts: 17
Joined: Sun Aug 22, 2021 9:46 am

Re: Tasura Lotulelei, Lemurian Stone Master

Post by Tasura »

Background

Tasura learned to channel the inner energy every Lemurian is born with at an early age. He couldn't do much with it, but one of his favorite tricks was picking up pebbles and making them dance for his friends. As he grew older, he began his magical studies.

He had potential for many of the arts, but the principles of stone magic seemed most natural to him. So he trained and unlocked the secrets of the earth, stone and crystal. He even learned to draw forth the deeper power gemstones contain.

For a time, Tasura was content to remain amongst his people. With the threat of Atlantis looming on the horizon and ever increasing, he decided that he needed to do something to help his people. Through their allies in the New Navy and the Lemurians' natural kinship with the True Atlanteans, Tasura learned of the location of a place named Castle Refuge. It was supposed to be a place dedicated to creating a better tomorrow, and their forces were aptly named the Tomorrow Legion.

Tasura picked the closest pyramid to the reported location of Castle Refuge and began his journey to find new friends and allies.
Attachments
Tasura 2.png
4/3 Bennies. Ill gussy this up later.
User avatar
Tasura
Posts: 17
Joined: Sun Aug 22, 2021 9:46 am

Re: Tasura Lotulelei, Lemurian Stone Master

Post by Tasura »

Gear

Gemcaster
Gemcasters are rare. Few are those who learn the arts of Stone Mastery, and fewer of those appreciate the utility and power of gem magic to its fullest extent. Only on the wrist of one of these very few individuals will you ever find a gemcaster.

Despite their rarity, a gemcaster is an artifact of simple construction. It's typically made of chains and stone gem settings although some are made of more comfortable or common materials. Setting the gems in stone allows the Stone Master to swap gems in and out of the gemcaster as he or she desires.

Stabilization enchantments are common in gemcasters. These enchantments reduce the stress to the inset gem created from drawing forth the gem's power. Some stone masters request an emergency reserve of PPE to be installed, and those who intend to use a gemcaster for personal protection often enhance the apparatus to further accomdate those needs.
Gemcaster.jpg
Gemcaster.jpg (40.8 KiB) Viewed 2591 times
Gem Setting: Red Zircon (Bolt/Burst; Fire)
Gem Setting: Clear Quartz (Light; Mobile, cast on gem)
Gem Setting: Gold zircon (Teleport, Self)
  • PPE: 5 (Usable only to activate gems set into the Gemcaster. Manually recharged or at a rate of 5 PPE/hour on a ley line.)
  • Notes: +2 to Spellcasting when activating gems set into the Gemcaster; Arcane Marksman. It requires an action to replace a gem with another in a single setting.
  • Weight: 2 lb?, Cost: 182,000?
Wilk's 320 Laser Pistol
Image
  • • Range: 15/30/60
    • Dmg: 3d6, AP: 2
    • ROF: 1
    • Shots: 20/20
    • Weight: 2 lbs. (Min Str: d4)
    • Notes: The "Classic" is Shooting +1. Cauterize, No Recoil
    • Rarity: +1 Cost: 11,000
Two E-clips or magazines for each weapon

  • • Armor: +3 Toughness: +1
    • Weight: 4 lbs (Min Str: d4)
    • Notes: +4 vs disease and poison, -2 to Notice rolls made to detect the armor; TW Gear, TW Armor Activation.
    • Rarity: -2; Cost: 9,000

• +2 Armor and +1 Toughness
• This protection can stack with other non-MDC body armor (but not MDC armor, they have no effect)without an increase to the Strength Minimum required to wear the base armor, unlike other armored coats and cloaks. It is usually worn over such armor.
• No Minimum Strength Requirement (5 lbs.)
(Rifts Patron Item)
Image
Features:
The internal pockets can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Pocket: Wilk's 320
• Pocket: E-clip
• Pocket: E-clip
• Pocket: Tourmaline (Arcane Protection)
• Pocket: Salt Crystal (Banish)
• Pocket: Sulfur Crystal (Blind)
• Pocket: Brown Zircon (Fear)
• Pocket: Agate (Healing)


Red Zircon (Bolt/Burst)
Clear Quartz (Light)
Gold Zircon (Teleport)

• Weight: 1 lb.
Magic Features:
• Effect: Dimensional Pocket
• • Activation: A free action is needed to activate access to this function. Until the bag is activated, it is simply an empty, ratty looking (though sturdy) leather pouch. See Detection below.
• • Unless Activated, the pouch itself is usually empty or filled with a few random odds and ends. A canny user might keep a handful of few decoy items in the pouch while not activated to fool casual inspection.
• • Capacity: 50 lbs.
• • Restrictions: Though flexible, the orifice for deposit is only 4"x4", so nothing larger can fit inside the bag of holding. Retrieving an item takes an action. For every 4th item after the first in the bag, the time to grab an item increases by 1 action. 1-4 items: 1 Action 5-8 items: 2 actions, 9-12 items: 3 actions, etc. This can be spread over multiple rounds.
Detection and Identification: While the Bag of Holding is quite subtle, it is not truly hidden, merely disguised. Therefore the user is warned not to allow it to come under scrutiny by the magically or psychically active.
• A successful use of Detect Arcana will register it as magic, but will not usually reveal its purpose. A raise will reveal it uses Dimensional and Temporal magic, but not how.
• Using the Exalted Detect Arcana Power Modifier will reveal its function with a raise and that it uses Dimensional and Temporal Magic on a success.
• A Shifter using Detect Arcana will reveal it to be using Dimensional and Temporal magic on a Success and determine its function with a raise.
• Similarly a Shifter using Exalted Detect Arcana will automatically determine its function on a success. On a Raise they can figure out how to activate it.
(Patron Item)
Image
Made for hiding what valuables are contained inside. As a free action, the character can activate the bag's magic and remove items from it.
Contains
• 9x Salt Crystal (Banish)




  • • 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
    • 1 set extra clothes
(20 lb, 3,000 Credits)
Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth.
Image


Credits: 4150

Contacts

Armadillo
Bubs.jpg
Armadillos are small mammals with short legs, and leathery shells formed from overlapping scales.
Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4-1, Vigor d6
Skills: Athletics d6, Fighting d4-2, Notice d8, Survival d6
Pace: 6; Parry: 2; Toughness: 4 (1)
Special Abilities
Armour +1: Overlapping scales.
Claw: Str.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
Burrow: Can burrow and reappear within 1".
Size -2: 2½ feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

I found this online for SWD which I used as a base for the SWADE conversion:
Armadillo
Armadillos are small mammals with short legs, and leathery shells formed from overlapping scales. They have poor eyesight.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d8, Tracking d8, Swimming d4
Charisma: -; Pace: 6; Parry: 2; Toughness: 4 (1)
Special Abilities
• Armour +1: Overlapping scales.
• Claw: Str.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
• Burrow: Can burrow through loose substrate and reappear within 1".
• Size -2: 2½ feet long; Toughness -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.
4/3 Bennies. Ill gussy this up later.
User avatar
Tasura
Posts: 17
Joined: Sun Aug 22, 2021 9:46 am

Re: Tasura Lotulelei, Lemurian Stone Master

Post by Tasura »

Advances
  • Aquatic: A Lemurian can't drown in oxygenated liquid, moves her full Pace when swimming, and can communicate using ultrasonic sounds like a dolphin.
  • Animal Empathy: A Lemurian's psionic connection to animals grants her the Beast Master Edge.
  • Biomancy Perfection: Instead of the normal rule for determining base Attributes at character creation, a Lemurian starts with a d8 in one attribute and a d6 in the others. Increase all Trait maximums to d12+1.
  • Cyber Resistant: Lemurians can’t take cybernetics of any kind.
  • Driven (Major): Lemurians live in harmony with and protect nature.
  • Environmental Resistance: Lemurians can tolerate depths of up to a mile, gain a +4 bonus versus Cold, and take –4 damage from Cold attacks.
  • Low Light Vision: Ignore penalties for Dim or Dark illumination.
  • More Human than Human: Lemurians are spurned by some humans but the reaction is more often discomfort than hostility, making it difficult to fully assimilate into their society. Unfamiliar human communities often confuse them for D-Bees—in these cases their Reaction starts at Uncooperative.
  • Natural Arcane Affinity: Lemurians have a bonus of +5 PPE and can use TW devices whether they pursue a magic path or not. This PPE isn't multiplied by other Edges or Abilities (e.g. a Lemurian Ley Line Walker begins with 25 PPE).
  • Natural Psionics: Lemurians begin with Arcane Background (Psionics) and the following three powers: beast friend, empathy, and mind link. If a Lemurian chooses a framework providing Arcane Background (Psionics) she follows all the normal rules except three of her starting powers are the ones listed above (even if not normally allowed), and gains two additional power to her starting total (e.g. a Lemurian Burster starts with 5 powers).
  • Near-Human Physiology: Those unfamiliar with Lemurian physiology suffer only a −1 penalty to Healing.
  • Retrotech (Major): A Lemurian wishing to interact with advanced technology must spend a Benny and check Spirit. Even with a success she makes her rolls to do so at a penalty of –2.
  • The Endless Crusade: Like their True Atlantean cousins, Lemurians are targeted first for destruction by the undead, demons, and supernatural evil. Such beings hunt them, plot against them, and when encountered are immediately violent unless a social skill check is successful; all social checks with supernaturally evil beings or their servants are made at –2.
  • Arcane Background (Magic): Stone Masters begin with Arcane Background (Magic), the barrier, burrow, and entangle powers, the Power Points and Rapid Recharge Edges, as well as a d6 Spellcasting skill. Stone Masters begin with 15 PPE (10 PPE base, plus 5 PPE from the Power Points Edge).
  • Earth & Water Sense: Stone Masters may detect secret passages or compartments inside a stone or underground structure as an action up to Range Spirit; likewise, they sense water (lakes, streams, springs, sewers, etc) and the presence of underground supernatural beings at a Range of Spirit in miles.
  • Expanded Awareness: Stone Masters have the detect arcana power which they may activate as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They may sense supernatural beings within line of sight with a Notice check.
  • Ley Line Sense: Stone Masters have this Ley Line Walker ability, see The Tomorrow Legion Player's Guide.
  • Mold Stone: Stone Masters can shape gems and stones using their mind and the Occult skill as if the materials were clay in the hands of a master sculptor. The sorcerer can create openings and tunnels through solid rock, pluck gems and crystals out of solid rock, or pull material out from a stone surface to create solid rock formations using the barrier, burrow, or entangle powers. As an Innate Ability the Stone Master may check the lower of Spellcasting or Occult to make the resulting stone formation's duration permanent!
  • Move Stone: Stone Masters check Occult as an Innate Ability to activate telekinesis only usable on rocks and stone, with a Strength of d12 plus half Spirit and lasting as long as they're conscious. This ability doesn't require Gestures or Speech, and the sorcerer may even pluck rocks out of the ground as if scooping stones from water. Additionally, stone carried by them has only one one-hundredth of its normal Encumbrance weight.
  • Stone Mastery: Stone Masters have the elemental manipulation power which they may activate as an Innate Ability for no PPE to pull rocks, stones, or pebbles out of the ground and move, control, and levitate them. As an action, they may activate the Elemental Fury and Exalted Manipulation modifiers at no PPE cost. Non-arcane environmental protection has no effect against this ability.
  • Cybernetics: Cyberware wreaks havoc on the flow of arcane energies Stone Masters rely on, imposing −1 to Spellcasting for each point of Strain.
  • Enemies As with all magic users, Stone Masters are usually designated “shoot-on-sight” targets for the Coalition and those who violently reject all forms of the supernatural. Those who swear fealty to a power opposing Lord Dunscon may find the True Federation to be hostile territory as well.
  • Power Activators: Stone Masters must have their hands free to Gesture and have the ability of Speech to work their powers (see Power Activators in The Tomorrow Legion Player's Guide). Entangled, Bound, silenced or otherwise muted Stone Masters can't activate new magic powers until they are free.
  • Education (11): Understanding the ebb and flow of power in the habitable lands of North America may very well mean the difference between life and death, making your hero’s grasp of such matters extremely valuable. She gains Academics at d6. She also gains +1 to Persuasion and Performance rolls.
  • Education (16): Born with a natural inquisitiveness, your hero has a gift for research and finding things out. He has the Research skill at d8.
  • Education (17): Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills.


Attributes (0/0)
Agility: d6 (Race)
Smarts: d8 (Race)
Spirit: d6 (Race)
Strength: d6 (Race)
Vigor: d6 (Race)

Skills (15/15 + 3/3 Smarts)
  • Academics (Sm) - d6 (HJ)
  • Athletics (Ag) - d6 (Core + 1)
  • Common Knowledge (Sm) - d6 (Core + 1)
  • Fighting (Ag) - d4 (1)
  • Notice (Sm) - d6 (Core + 1)
  • Occult (Sm) - d10 (5)
  • Performance (Sp) - d4 (1)
  • Persuasion (Sp) - d6 (Core + 1)
  • Psionics (Sm) - d6 (2)
  • Research (Sm) - d8 (HJ)
  • Shooting (Ag) - d6 (2)
  • Spellcasting (Sm) - d10 (IF + 3 Smarts)
  • Stealth (Ag) - d4 (Core)
Advances
  • Initial Advances: (Bonus from Hindrances): Gem Mastery, Improved Rapid Recharge
  • Novice 1 Advance: Crystal Mastery
  • ***Novice 2 Advance: New Powers***
  • Novice 3 Advance: Spirit d8
  • 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:
4/3 Bennies. Ill gussy this up later.
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Tasura Lotulelei, Lemurian Stone Master

Post by Pender Lumkiss »

Please update your character with the newest version of atlantis. Lemurian’s get a defined familiar now.
Field Team Six Bennies
3/6
User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Tasura Lotulelei, Lemurian Stone Master

Post by Pender Lumkiss »

Pender Lumkiss wrote: Sun Oct 03, 2021 8:04 pm Please update your character with the newest version of atlantis. Lemurian’s get a defined familiar now.
Never mind I see it.
Field Team Six Bennies
3/6
User avatar
Tasura
Posts: 17
Joined: Sun Aug 22, 2021 9:46 am

Re: Tasura Lotulelei, Lemurian Stone Master

Post by Tasura »

Sorry, @Pender Lumkiss I have been a bit lax on the forum recently. I have added the loose substrate only for Bubs, added that he has poor eye sight. I also added +4000 credits (Starting funds Doubled) that I never added. I will refrain from spending them being we are far from character creation. I did *not* double the starting gem funds, as requested. I will move my gem caster over to my sheet which I never did. I will also check the latest version of atlantis and make any changes, if necessary.
4/3 Bennies. Ill gussy this up later.
Post Reply

Return to “Tomorrow Legion: Mercy Six (On Hold)”