Player Name: Patrick
Google Handle: mikelamroni or payoung95
Character Name: Krysesia Artemis Lengdosia
Rank: Seasoned 2 Experience: 28 (10/1/18) Advances Left: 0
Race: True Atlantean (Clan Skellian)
Iconic Framework: Shifter
Attributes: Agility d10, Smarts d10, Spirit d8, Strength d4/d6 (Armor), Vigor d8
Charisma: 1* (3 w/ comm band); Pace: 6; Parry: 5; Toughness: 6/13(7) in armor; Strain: 0
- +1 to Charisma assuming they've heard of her saving the world.
- Fighting (Ag) d8
- K/Arcana (Sm) d4
- K/History (Sm) d8
- Notice (Sm) d8
- Persuasion (Sp) d6
- Riding (Ag) d4
- Shooting (Ag) d4
- Spellcasting (Sm) d10 (+1 from staff)
- 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.
- 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.
- Elan: When this spirited hero puts her heart into something it tends to pay off in big ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
- Big Damn Hero: When you spend a Benny on a Trait or damage roll, add +2 to the result. You can also spend an additional benny (before the roll) to add an additional +2 to the total. This stacks with Elan. You also gain +1 benny each session.
- Expanded Awareness: Shifters can use detect arcana at will, with no PPE cost, as a free action.
- Counterspell
- 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.
- Quick: Redraw for Initiative if it is 5 or lower.
- 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 PPE 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 her Smarts die in passengers when she phases to another location on the line. Carrying passengers, even just one, imposes an additional −2 penalty to her Vigor check to resist Fatigue.
- Nerves of Steel: Your hero has learned to fight on through the most intense pain. She may ignore 1 point of wound penalties.
- Strong Willed: Strong Willed adds +2 to a character’s Intimidation and Taunt rolls, as well as his Spirit and Smarts rolls when resisting Test of Wills attacks.
- Soul of the Archon: Gain +5 PPE
- 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.