Player Name: Salmon Max
Google Handle: samminmax@gmail.com Character Name: Mei Ying Rank: Seasoned Experience: 25 Advances Left: - Race: True Atlantean Iconic Framework: Ley Line Walker Attributes: Agility d6, Smarts d12, Spirit d8, Strength d4, Vigor d6 Charisma: 0; Pace: 6; Parry: 6; Toughness: 13 (7); Strain: 0; PPE: 29
True Atlantean Race (from house rules)
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. Because of the special nature and methods used for these tattoos, these cost the True Atlantean no strain. The True Atlantean also gains 4 P.P.E. with which to use these Marks of Heritage. This adds to the character’s total P.P.E. if they also have an iconic framework or arcane background that grants P.P.E. as well.
Marks of Heritage - Unique Magical Tattoos
Clan Blade: Any sword from the Deluxe Core Book can be made as a tattoo. 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.
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.
Racial Complications:
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: In addition to their duty to the clan, all True Atlanteans are bound by ancient duty to protect the weak and fight evil in all its forms. This manifests as either the Fanatic, Hard Case, Heroic, In the Thick of it, or Overconfident major hindrances.
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.
Hindrances
Race: Major Vow - Duty to Clan Amateratsu
Race: Heroic
Major - Code of Honor
Minor - Cautious
Minor - Fear of Failure (subtract 2 from Trait tests if the character has failed a significant task within the past day)
Powers:
- Bolt/Onslaught
- Armor
- Boost/Lower Trait
- Clairvoyance
- Summon Ally (born a hero)
- Slumber
Tattoos - Strain: 0 Clan Blade: The clan crest of Amateratsu is worked into the hilt of his elaborately inked tattoo of a dao blade. 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: 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.
"Peace of Zolo" - Signature Item, TW Mask Base item - a mask, no special qualities
The designer of this mask, though their identity is shrouded by accident or design, was a cunning one, for this mask has two faces. It is an instrument of diplomacy, that brings the disparate together and lets them find common ground...and it is also an instrument of espionage. The wearer can change their appearance, which also hides the presence of the mask itself, as it assumes the shape of the desired face, fitting tightly over the wearer's own. Clever use of illusion magic then can change the appearance of their body and clothing...assuming fantastical and beautiful forms, or forms suited to appeal to the subject of diplomacy, or forms intended to deceive and conceal. The power to magically speak and understand languages is invaluable to reach out to others, and can be used to eavesdrop on conversations conducted even in esoteric tongues. Beyond that, the device fills its wearer with confidence and serenity...qualities that make them easier to trust, for better or for worse...while subtly amplifying their voice and damping down any 'unwanted' noises they might otherwise make.
Has 10 PPE for powers
Minor +1 Persuasion
Minor +1 Stealth
Major: Add a Power (Disguise with the Splendor trapping.)
Major: Add a Power (Speak Language with the Telepathic Insight trapping.)
Last edited by Mask on Sat Jul 13, 2019 9:01 am, edited 24 times in total.
3 HJ: Enchanted items, Experience, Magic, Education
1d20 = 3: 3 3 EP bump table, Enchanted Item - Staff
1d20 = 18: 18 Education: +5 skill points for Healing, Investigation and Knowledges
1d20 = 19: 19 Magic: Pick any one - Any damage spells are MD, and spells normally MD are +5 AP
2 HJ: Anything but Psychic
1d20 = 5: 5 Negated due to racial limitation
1d20 = 11: 11 Magic: Improved Rapid Recharge
Rich
1d20 = 4: 4 - Any personal ranged weapon
1d20 = 2: 2 - Any Body armor replaces IF armor
AB: Magic (15 PPE, d8 spellcasting and 5 powers)
Rapid Recharge + Master of Magic
Detect Arcana at will, no PPE, free action
Draw on ley lines from Spiritx3, and x3 PPE when doing so
1 heal roll/day while near ley line
Ley Line Sense: Detect lots of things about ley lines
Ley Line Transmission: Send messages along ley lines
Fly at 2x Pace up to 1000' high, on ley lines
-2 Charisma in most situations
Mei Ying was born to a haughty clan in a haughty people. She was raised to uncompromising standards, and to value achievements based on the honor they brought to her clan and herself. To strive without flinching, to to accept death over failure. Her people were the stuff of legends...and they're very hard shoes to fill.
Seeking inspiration, and enlightenment, and hoping to find a path to forging her own accomplishments and thus prove her worth, she has taken to exploration. Her first stop was the place of her forebears, the home of her ancestors...a little planet called Earth. Mei Ying is not a Shifter though, able to open rifts whenever she pleases to wherever she desires. The dimensional gateway to Earth led her not to Asia, but to North America. In the grand scheme of things, against the backdrop of the universe's immensity, surely that would be fine.
But of course, nothing is as simple as it seems like it should be, hauteur can only hold for so long before it must either be destroyed...or replaced by some kind of true strength of will.
And I assume extraordinary rapid recharge is the edge:
EXCEPTIONAL RAPID RECHARGE Requirements: Veteran, Arcane Background, Improved Rapid Recharge, Spirit d8+ The caster with this Edge recovers Power Points (PPE/ISP) at a rate of one point every five minutes.
"Peace of Zolo" - TW Mask
The designer of this mask, though their identity is shrouded by accident or design, was a cunning one, for this mask has two faces. It is an instrument of diplomacy, that brings the disparate together and lets them find common ground...and it is also an instrument of espionage. The wearer can change their appearance, which also hides the presence of the mask itself, as it assumes the shape of the desired face, fitting tightly over the wearer's own. Clever use of illusion magic then can change the appearance of their body and clothing...assuming fantastical and beautiful forms, or forms suited to appeal to the subject of diplomacy, or forms intended to deceive and conceal. The power to magically speak and understand languages is invaluable to reach out to others, and can be used to eavesdrop on conversations conducted even in esoteric tongues. Beyond that, the device fills its wearer with confidence and serenity...qualities that make them easier to trust, for better or for worse...while subtly amplifying their voice and damping down any 'unwanted' noises they might otherwise make.
Minor +1 Persuasion Minor +1 Stealth Major Disguise Major Speak Language Major Charisma Major 10 PPE
IF Abilities
Arcane Academic - 2x PPE from Power Points edge, gain 3 powers of Rank+1 from New Powers (or 1 from any list and any rank)
AB: Magic (20 PPE, d6 spellcasting and 5 powers)
Rapid Recharge + Power Points + Master of Magic
Detect Arcana at will, free action, has Self Only and Aspect limits, sense supernatural beings in line of sight with Notice
Add 2 dice to pool when rolling for available PPE from ley lines
1 heal roll/day while near ley line
Ley Line Sense: Detect lots of things about ley lines
Ley Line Transmission: Send messages along ley lines
Fly at 2x Pace up to 1000' high, on ley lines
Need to use hands and speak to use powers
Hindrances
Major - Heroic
Minor - ?
Minor - Fear of Failure (subtract 2 from Trait tests if the character has failed a significant task within the past day)
Special Gear
Wayfarer's Staff
- Str+1d6 dmg (MD with 2 PPE), Parry 1, Reach 1
- +1 Spellcasting
- 10 PPE (uses owner's recharge rate)
Combat Mage Armor
- +6 armor +3 toughness, full environment, +2d Str, 36lbs, no min Str while powered (Str d10 when not)
- Darksight
- Farsight
- Needs 1 PPE/hr when not on ley line
"Peace of Zolo" - Signature Item, TW Mask
Base item - a mask, no special qualities
The designer of this mask, though their identity is shrouded by accident or design, was a cunning one, for this mask has two faces. It is an instrument of diplomacy, that brings the disparate together and lets them find common ground...and it is also an instrument of espionage. The wearer can change their appearance, which also hides the presence of the mask itself, as it assumes the shape of the desired face, fitting tightly over the wearer's own. Clever use of illusion magic then can change the appearance of their body and clothing...assuming fantastical and beautiful forms, or forms suited to appeal to the subject of diplomacy, or forms intended to deceive and conceal. The power to magically speak and understand languages is invaluable to reach out to others, and can be used to eavesdrop on conversations conducted even in esoteric tongues. Beyond that, the device fills its wearer with confidence and serenity...qualities that make them easier to trust, for better or for worse...while subtly amplifying their voice and damping down any 'unwanted' noises they might otherwise make.
Minor: +1 Persuasion
Minor: +1 Stealth
Minor: +2 Armor
Major: Add a Power (Disguise)
Major: Add a Power (Speak Language)
Major: 10 PPE reservoir
Hero's Journey
[dice:37vkvo0w]53023:0[/dice:37vkvo0w] Improved Rapid Recharge
[dice:37vkvo0w]53023:1[/dice:37vkvo0w] Automatic raise on a power
Rich
1d20 = 4: 4 - Any Body armor replaces IF armor
1d20 = 2: 2 - Enchanted Items; bump table (EP cost paid pre-SWADE) - Magic Staff