Krysesia of Clan Skellian, True Atlantean Shifter

Heroes of the Vampire Kingdoms
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Krysesia
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Krysesia of Clan Skellian, True Atlantean Shifter

Post by Krysesia »

Krysesia of Clan Skellian, True Atlantean Shifter

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.
Skills:
  • 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
Hindrances
  • 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.
  • 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
    Counterspell (Legendary Journey Result): The legend gets a free Spellcasting attack against foes who miss; may not be combined with certain maneuvers and Edges. Once per round (if not Shaken), the character receives one free spellcasting attack to redirect the spell right back at the foe who failed an arcane attack against him. This attack is made at –2, and the Counterspell must be a normal attack. It may be used with the Defend maneuver, but not Full Defense.
  • 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
Tattoos
  • 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.
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Gear

Post by Krysesia »

Krysesia of Clan Skellian, True Atlantean Shifter
Charisma: 1 (3 w/ comm band); Pace: 6; Parry: 5; Toughness: 6/13(7) in armor; Strain: 0
Weapon in hand: Staff of the Thunderbird and/or Neptune’s Blade
PPE: 29/(29)35 (and recharges 1 ppe every 30 Minutes)
Staff PPE: 10/10 (and recharges 1 ppe every 30 Minutes)
Dagger PPE: 20/20 (and recharges 1 ppe every 30 Minutes)
Wounds: 0/3
4 Bennies with Elan and Big Damn Hero (+4 on most Benny rolls)
4 (starting)
+1 Benny for posting in Witchwell Inn
-1 Benny in [dice=https://savagerifts.com/sr/viewtopic.php?f=176&t=3000#p44432:1xea6wux]Witchwell Inn[/dice:1xea6wux]
Adventure Cards:
  • (Group) 11: Lucky Break: Play this card to completely negate the damage from one attack.
    48: Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Serenia Bonded Companion
Guardian Angel of the Second Host
Image
Attributes: Agility d12, Smarts d8, Spirit d10, Strength d8, Vigor d10
Pace 6 (15 Flight, d10 "running"), Parry: 8 (using spear), Toughness: 12 (4)/13(4) when within 10" of Krys
Skills: Fighting d10, Healing d10, Invocation d10, Knowledge (Cosmology) d6, Notice d8 (+2), Persuasion d8
Edges: Alertness, Arcane Resistance, Block, Champion, Improved Dodge, Healer, Holy Warrior.
Gear: White Wilver Spear (Str+1d6; +1 Parry, +1 Reach, 2-handed)
Powers: Barrier, Boost Trait, Dazzle, Greater Healing, Healing, Succor
PPE: 20
Special Abilities
  • Celestial (+1 toughness, 1/2 damage from non-magical attacks, +2 to recover from shaken, Immune to Disease and Poison)
  • Fearless
  • Heavenly Presence (+4 Cha)
  • Light (as Power, at will)
  • Regeneration (Slow)
  • Sense Evil (Use Spirit)
  • Weakness (+3 from evil sources)
  • Wings (Flight 15, "d10 Running"
Gear
The Commandant's Coat; Allies add +1 to their Spirit rolls to recover from being Shaken; Allies add +1 to their Toughness while in your vicinity.
This coat once belonged to a commander, named Krilling, on some forgotten world in the Three galaxies. He was not a great field commander. In fact his skills lended themselves to the strategic, not the tactical. But he often needed to command troops directly. He had this coat created for his use. As a world with extreme seasonal variance, he incorporated an easy cleaning and high comfort request as well. As an added bonus, the coat can make the most mild mannered man look dashing. Simply rinsing the coat off can clear a battle's worth of gore and grime. And better, it dries in minutes and still looks amazing. He also wanted it to grant its wearer the ability to improve the abilities of himself or his troops. His enchanters succeeded wonderfully.

The coat grants the following abilities:
I make this look good: The wearer gains +1 Charisma
Command Abilities: All allies within 10" of you are inspired by your presence and add the following to their own abilities.
  • Allies add +1 to their Spirit rolls to recover from being Shaken.
  • Allies add +1 to their Toughness while in your vicinity.
Battlecry [Boost/Lower Trait]
All Boosted abilities gain one of the following trappings, based on the linked attribute and the aspect of the power use.
  • Agility:
    • [Boost Trait] The battle cry encourages the target. They cost +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility one die type for the duration of the power.
    • [Lower Trait] The battle cry demoralizes the enemy so much, they must make a Vigor roll (at –2 on a raise) to avoid morale-based Fatigue, but the power’s range is reduced to half its normal range.
  • Smarts:
    • [Boost Trait] Trivia Master: The target gains +2 to common Knowledge checks for the duration of the power.
    • [Lower Trait] Dazed and Confused: A raise with Lower Trait results in the target’s movement counting as Difficult Ground while the power is active due to a thick mental fog.
  • Spirit:
    • [Boost Trait] The target gains +1 to Fear checks for the duration of the power.
    • [Lower Trait] The target takes a -1 to Fear checks for the duration of the power.
  • Strength:
    • [Boost Trait] The battle cry encourages the target. They cost +1 PPE to cast, but on a success add +1 to toughness and on a raise increase Strength one die type for the duration of the power.
      [Lower Trait] Fatigue momentarily drains the target's strength. Targets of negative powers suffer a –1 penalty to all strength trait (including damage) rolls while the power is active.
  • Vigor:
    • [Boost Trait] The target gains +1 to soak checks for the duration of the power.
    • [Lower Trait] The target takes a -1 to soak checks for the duration of the power.
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:
    • Neptune’s Blade: Str+1d6 MD AP 6 20 PPE
      A small magical dagger, carved with runes of True Atlanteans. Some say it itself is a dagger that can draw tattoos eschewing any other materials. It was once held by the famed Sabazio and now it finds itself in the hands of his daughter.
      Image
      Str+1d6 Ap6, 10 PPE for the items powers, they regenerate 1 ppe per hour( or 20 PPE and recharges 1 ppe every 1/2 hour in the hands of a True Atlantean).
      Special abilities:
      • The blade itself shimmers like the ocean it was forged on, it deals water damage not steel or metal damage.
      • It is sharper than your avage vibro knife: +2 AP factored in
      • It allows one to be propelled by a jet of water soaring free and high: Flight Power
      • Calling upon the main element in the ocean the character can move and lift heavy things: Telekinesis Power
      • While the knife’s telekinesis power is active the hero can maintain a mastery over the water element: Elemental Control Water Edge
      • Power of the True Atlantean: In the hands of any True Atlantean the PPE this item has is doubled and recharges at a rate of 1 per 30 min.
    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
    Image
    Staff of the Thunderbird
    This elegant staff, made of a rare wood, is a powerful weapon and tool for magic work.
    The staff has 10 PPE (which regenerate at the same rate as the caster) and grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles. It also contains six spells. Does Mega Damage if 2 PPE is channeled through it that round.
    PowerMegaPower
    Lightning Arc: (Bolt; 1 PPE/Bolt)Chain Lightning (Onslaught; 2 PPE/Bolt)
    Range: 12/24/48Duration: InstantRange: 18/36/72Duration: Instant
    Trapping: Lightning arcs through the target causing spasms that cause temporary muscle contraction if cast with a raise; the target has to make a Vigor roll or be at –2 Parry until his next action.Trapping: Chain lightning dances through the target(s), pounding at them causing through the target causing spasms that cause temporary muscle degredation if cast with a raise; the target has to make a Vigor roll or be at –1 Toughness until his next action.
    The damage of the bolt is 2d6. The character may cast up to three (3) bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the full-auto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. As a Wild Card, she also rolls a Wild Die, which may replace any of the casting dice.The damage of the bolt is 3d6. The character may cast up to four (4) bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the full-auto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. As a Wild Card, she also rolls a Wild Die, which may replace any of the casting dice.
    Thunder Clap: (Bolt; 2 PPE)Thunderstrike (Onslaught; 4 PPE)
    Range: 12/24/48Duration: InstantRange: 18/36/72Duration: Instant
    Trapping: A raise with this power results in the target’s movement counting as Difficult Ground until his next movement due to inner ear damage.Trapping: The thunderstrike reverberates through the target and forces the victim to make a Vigor roll or suffer Fatigue.
    The caster cast a single 3d6 bolt. He may not cast multiple bolts when using this ability.The caster cast a single 6d6 bolt. He may not cast multiple bolts when using this ability.
    Lightning Rider: (Teleport; 4+ PPE)Phased Lightning Rider (Exalted Teleport; 5+ PPE)
    Range: SpecialDuration: InstantRange: SpecialDuration: Instant
    Trapping: The targets come out with a reinforcing jolt of lightning. On a success the power adds +1 to Toughness and on a raise increase Vigor one die type until the end of their next turn as they are temporarily reinforced by the charge.Trapping: As the subjects rematerialize, they are surrounded by a Electrical Aura, and on a raise, the target gains the effect of the damage field power that causes 2d4 damage.
    Teleport allows a character to disappear and instantly reappear up to 10" distant for each 3 Power Points spent, or 15" with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at −2. If it is an unknown area he has never seen, the roll is at a–4 penalty.
    Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage.
    The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.
    ► Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.
    Greater teleport extends the Ranges to 20" (40 yards) per 5 PPE or ISP spent. The caster can carry up to five others without having to risk Fatigue. Each additional person he carries beyond those five imposes an automatic Fatigue level, as per the core teleport power.


    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
      Canteen
      2 weeks rations

Credits: 640

Contacts: Clan and family in Manoa

Princesa - Griffin
Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d8, Guts d8, Intimidation d8, Notice d12, Stealth d6
Pace: 6; Parry: 6; Toughness: 15 (5)
Special Abilities:
  • • Bite/Claws: Str+d6.
    • Flight: Griffins have a Flying Pace of 12” and a Climb of 6”.
    • Grapple: If a griffin gets a raise while performing a grapple, it has knocked its foe to the ground and pinned it with its paws. Bite attacks against a pinned foe are made at +2.
    • Horse Terror: Griffins’ favorite prey is horse flesh. Horses seeing a griffin must make a Spirit roll or become Panicked.
    • Improved Frenzy: Griffins may make two Fighting attacks each action at no penalty.
    • Size +2: Griffins weigh over 500 pounds.
    • Swoop: Griffins often swoop on their prey to pin it to the ground. It gains +4 to its attack and damage for this action. Its Parry is reduced by –2 until its next action.
    • Radio Receiver: The barding has a radio receiver near the creature's ear.
    • TW Rider's Saddle: This basic TW saddle makes it easier to ride for hours at a time. It is more comfortable and easier to control the mount while using it. It's purchase price is deemed well worth it. This saddle is a commonly available item in communities with techno-wizards where horses and other mounts are used. It provides +1 to the Ride skill and gemstone in the saddle horn that holds 5 P.P.E. to power the saddle at a rate of 1 P.P.E. per hour. (Has 2 minor mods for the purposes of adding more features; takes 36 hours to fully custom build, including dying the leather).
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Krysesia
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Background

Post by Krysesia »

Background
The mysterious city of gold. El Dorado. It is actually called Manoa, and it is the home of Clan Skellian, the Amazons, Shaydor Spherians, and the "headless" Ewaipanomas. For 500 years the city laid in limbo, though its denizens could leave via pyramid or by rift. So it was that the shifters and ley line walkers of the city held a place of esteem, though not quite that of the Stone Masters. It reappeared shortly after the Great Cataclysm, appearing during the middle of a ley line storm and filling the valley it had once occupied.

Sebazio Lengdosia, an Undead Slayer and scholar of some repute, fell in love with Selenia Ariana while the two served together fighting a vampire intelligence hidden in a mountain valley. They had several children, but Artemis was the most unexpected. 85% of all children of Amazons are female and therefore Amazons. 14.99999% of the rest are males, and the race of the father (human, ogre, true atlantean). An incredibly small percentage are born female and not Amazon. So it is with Krysesia Artemis Lengdosia, who was named for her radiant golden hair and her maternal grandmother. Her stature was more like her mother's, but Krysesia [kris-EEZ-ee-ah] has the abilities of a True Atlantean.

Born in 12 PA by Chi-Town's calendar, Krysesia stopped really growing around her 23rd birthday. At 99 she is still a young adult, barely wise in the ways of the world. Several years ago she travelled with her father to Wormwood, via Phase World, then to Lazlo, and there was able to study for a time. Geography, history, and the creatures of North America interested her more than magical theory. She left a student of the continent, better equipped to face the rigors of the world. Now that she knows the way, she has recently used the Lazlo Pyramid to travel from her home to Wormwood, once again. This time she had as her companion a fellow Atlantean, Isandro. He prefers to be called Ink, it seems. From Lazlo, through Gateland, and to the Cathedral where she came to collect Leben, who had joined the Cathdral's forces. Collecting him, and an Apok named Penitent, she brought the group back to Lazlo, then out to find the Cyber-Knights. The three of them, and by extension Penitent, had been sent as assistance to the Cyber-Knights. This was to pay back Lord Coake for his help to Manoa in times past. And soon after arriving, they had a task. They were to travel to Castle Refuge and help them out on a mission they need done. Along the way, a wolfen named Spartacus joined them in heading to the Tomorrow Legion's home base.
Image
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Pace: 6; Parry: 5; Toughness: 21(10) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Neptune’s Draining Blade
Bennies, Wounds, and Power Points: Tracked Here
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Krysesia
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Advancement Log

Post by Krysesia »

Advances
Please list all Edges and Advances taken for your character here

Strength: d4
Agility: d4 -> d6 (1) -> d8 (Major Hindrance)
Vigor: d4 -> d6 (1) -> d8 (Adventure Reward)
Smarts: d4 -> d8 (2) -> d10 (Novice 2)
Spirit: d4 -> d6 (1) -> d8 (Seasoned 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.
Advances
  • 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: Smarts d8->d10
  • Novice 3 Advance: Spellcasting d8->d10 and Notice d6->d8
  • Seasoned 1 Advance: Spirit d6->d8
  • Seasoned 2 Advance: Elan
  • 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:
Added from GM rewards: Touch of the Archon (+5 PPE), Strong WIlled,
Also added (via F&G): Agile and Quick
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Krysesia
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Common Summons

Post by Krysesia »

Common Summons Angelic Foot Soldier (Novice; 3 P.P.E.)
These minor winged spirits of light serve the Angels and Spirits of Light as their foot soldiers.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Shooting d8, Stealth d6, Survival d4
Pace: 6 and Fly 6, Climb 0; Parry: 5; Toughness: 12 (5)
Gear: Holy Breastplate ( 5 armor, 1 toughness), Holy Longbow (Range 15/30/60, Damage 2d6, RoF 1, AP 2, Holy Damage Trapping), Holy Longsword (Str+d8, AP 2, Mega Damage, Holy Damage Trapping)
Special Abilities/Edges:
  • Champion: Angelic Foot Soldiers add +2 damage when attacking supernaturally evil creatures, and have +2 Toughness when suffering damage from supernaturally evil sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures
    Winged Flight: Fly pace of 6, with a climb of 0.
Celestial Wolf - Seasoned Summon - 5 PPE
Celestial Wolf
Image
Celestial wolves are very large wolves often used by the angelic hordes as vanguards. They may also be found roaming in packs in the deepest woods of places known as heaven - they are protectors and guardians.
Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d8, Vigor d8
Pace 10 (run d10) Parry: 6, Toughness: 7 (9 vs creatures of evil)
Skills: Fighting d8, Intimidation d8, Notice d6
Edges: Champion: Champions fight the forces of darkness. They add +2 damage when attacking supernaturally evil creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.
Special Abilities
  • Bite: Str+d6
  • Celestial (+1 toughness, 1/2 damage from non-magical attacks, +2 to recover from shaken, Immune to Disease and Poison)
  • Fearless
  • 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.
  • Weakness (+3 from evil sources)
Crusading Angel of the First Host - Veteran Summon -- 7 PPE
Crusading Angel of the First Host
Image
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Pace 6, Parry: 7 (9 with shield), Toughness: 11 (4)
Skills: Fighting d10, Healing d6, Intimidation d8, Invocation d8, Knowledge (Cosmology) d6, Notice d8 (+2)
Edges:
  • Alertness]
  • Arcane Resistance: This individual is particularly resistant to magic (including psionics, weird science, etc.), whether by nature or by heritage. He acts as if he had 2 points of Armor when hit by damage-causing arcane powers, and adds +2 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero.
  • Champion: Champions fight the forces of darkness. They add +2 damage when attacking supernaturally evil creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, teeth, etc., of such creatures.
  • Combat Sense: Opponents fighting this hero gain no Gang Up bonuses against him
  • First Strike: Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round.
  • Holy Warrior: As an action, a priest or other holy person may call upon his chosen deity to repulse supernaturally evil creatures, such as the undead, demons, and the like. It also works on evil characters with the Arcane Background (Miracles) Edge. Repulsing evil costs 1 Power Point and has a range of the character’s Spirit. Targeted creatures within that range must make a Spirit roll. Failure means the creature is Shaken; a 1 means it is destroyed. Wild Cards suffer an automatic Wound instead.
Gear: White Silver Longsword (Str+1d8=2d8), White Silver Chain Armor, Large Shield (+2 Parry, +2 armor vs Ranged Damage)
Powers:
  • Dazzle: PP: 2; Range Smarts; Instant; Create a Medium Burst area of intense light energy, capable of blinding opponents within who fail an Agility check at -2 (-4 with a raise); Victims are blinded for 3 rounds; +2 PP = LBT; Blinded characters are -6 to perform any action that requires vision. In addition, attackers gain +2 to target them.
  • Smite
    PPE: 10
    Special Abilities
    • Celestial (+1 toughness, 1/2 damage from non-magical attacks, +2 to recover from shaken, Immune to Disease and Poison)
    • Fearless
    • Light (as Power, at will)
    • Regeneration (Slow)
    • Sense Evil (Use Spirit)
    • Weakness (+3 from evil sources)
    • Wings (Flight 15, "d10 Running"

Summon AllyForce Multiplication (+2 PPE/ally)
Range: SmartsDuration: 5 minutes (1/5 minutes)Range: SmartsDuration: 5 minutes (1/5 minutes)
Trapping: An ally is teleported onto the field.Trapping: Multiple allies is teleported onto the field.
This power allows the character to summon a loyal and obedient servant. On a success,
the ally is placed at any point within the range of the power. On a raise, the ally is more
durable and gains the Hardy ability. A summoned ally acts on the initiative card of the
caster and gets an immediate action as soon as it is summoned. All Allies are Extras.
A caster of sufficient Rank to summon more powerful allies may instead choose to summon
additional lower Rank allies instead at the same cost.
With force multiplication, each +2 PPE summons an additional ally of the same
type or category, brought in at the same time.
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Krysesia
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Powers

Post by Krysesia »

PowerMegaPower
Seraph's Banishing Strike: (Banish; 3 PPE)Heaven's Host Fiery Strike (Banish the Horde; 6 PPE)
Range: SmartsDuration: InstantRange: Smarts x 2Duration: Instant
Trapping: A Seraph (Fire Spirit of Light) appears to strike down the
unwelcome creatures. Creatures affected with a raise (and not banished)
glow for a round, creating light in a Small Burst Template centered on
them. This can give them light, but also make them targets.
This effect allows a character on Hold or with the Joker to make an
attack for the split second the subject is illuminated (avoiding any
darkness penalties to hit them). The character must take his action
immediately after the caster’s turn to gain the benefit.
Trapping: A number of Seraphs appear to strike down all the affected
creatures. Those creatures struck roll for any potentially flammable
objects to catch fire (SWD 101).
This spell is an opposed roll of the caster’s arcane skill versus the
target’s Spirit. On a success, the target is Shaken. On a raise, it is
sent to its proper plane of existence.
If the target is a Wild Card, each casting of banish causes a wound
instead. If the target already has three wounds, it is then banished
to its native plane—but it is not slain.
The caster targets all summoned entities within a Large Burst Template.
For example, a mob of demons could be sent back to their hellish realm,
or a group of elementals brought from another plane could be dismissed.
Each target rolls its own opposed Spirit check to resist.
Third Eye Tattoo (Eye Closed): (Detect Arcana; At Will)Third Eye Tattoo (Eye Open) (Exalted Detect Arcana; 2 PPE)
Range: SightDuration: 3 (1/round)Range: SightDuration: 3 (1/round)
Trapping: Tattoo on forehead glows with blue energy.Trapping: The tattoo's eye opens like a physical third eye.
Detect arcana allows a character to sense supernatural persons, objects,
or effects within sight. This includes invisible foes, enchantments on
people or items, mad science devices, and so on.
The power can also be used to see through powers that conceal a single
supernatural item, being, or effect. Those who wish to see through the
ruse with detect arcana use their arcane skill roll as an opposed roll
against the concealer’s skill (rolled anew each time detect arcana is
cast). The detecting character may only attempt to see through concealed
powers once per fresh casting.
This Mega Power effect greatly enhances detect arcana, giving it expanded analytical
effects. With a successful arcane skill check on a particular magical effect or supernatural
entity or phenomena, the caster can learn the following:
  • What kind of magic is at work.
  • Currently active powers.
  • General type of supernatural creature (vampire, werewolf, dragon, etc).
  • Any enchantments present on an item.
  • How much PPE or ISP a target possesses.
  • Other information the GM thinks appropriate.
When used on a supernatural creature, a raise on the arcane skill check reveals
any general susceptibilities, including Weaknesses and ways to bypass Invulnerability.
The power might reveal a ghost must be laid to rest by finding an object important to
it in life, but not exactly what that object is or where it’s located.
Energy Black Hole: (Drain Power Points; 3 PPE)Energy Wormhole (PPE Thief; 9 PPE)
Range: SmartsDuration: InstantRange: Smarts x 2Duration: Instant
Trapping: A grapefruit sized rift forms near the target with tendrils of purple
dimensional power that wrap up the target. A raise (in addition to any
other effects) results in the target’s movement counting as Difficult
Ground for his next movement for Instant powers due to the energy wrapped
around him.
Trapping: Two grapefruit sized rifts form, one near the caster, one near the target
with tendrils of purple dimensional power that wrap up the target. A raise
(in addition to any other effects) results in the target’s movement counting
as Difficult Ground while the power is active due to the energy wrapped
around him.
The caster picks a single target within range and makes an opposed arcane skill roll.
The caster suffers a −2 modifier if the target power is of another type (magic vs. miracles,
superpowers vs. mad science, for example). With a success, he drains 1d6+1 Power
Points from the victim. On a raise, the victim loses 1d8+2 Power Points. These rolls
don’t Ace. Targets with Arcane Background: Weird Science lose the Power Points from all
“gizmos” on their person equally.
The victim cannot be reduced below zero Power Points. Drained Power Points are
not taken by the caster—they are simply lost to the victim. Drained Power Points
recharge as normal. The spell works only on creatures with an Arcane Background — it
has no effect on magic items except those created through Arcane Background: Weird
Science as noted above.
When using this Mega Power variant of drain Power Points, the dice are doubled for
the amount drained (2d6+1, or 2d8+2 with a raise).
Furthermore, drained PPE/ISP is gained by the caster (if of a type she uses). This
replenishes spent Power Points but cannot raise the caster above her normal maximum.
Pinhole Rift to a Living Star/Blinding Sunburst: (Light/Obscure; 2 PPE)Minor Rift to a Living Star/Too Close to the Sun (Exalted Light/Greater Obscure; 4 PPE)
Range: SmartsDuration: 30 minutes (1/10 minutes) | 3(1/round)Range: Smarts x2Duration: 30 minutes (1/10 minutes) | 3(1/round)
Trapping: Light: A tiny rift to a living star allows blessed sunlight to stream forth.
Obscure: The rift's brightness is turned up to blinding intensity as the rift on the other side gets closer.
Trapping: Rift to a Living Star: A tiny rift is opened wider, letting more of the blessed Sunlight stream forth.
WAY Too Close to the Sun: In addition to being closer to the living star, the rift also opens wider. This allows
more light to stream forth and blinds all but the caster.
The ability to affect visibility (create or remove obscurement) is a
pretty simple but very effective power. Light/obscure can be cast on an
inanimate object, but if the item is in an opponent’s possession, the
arcane skill roll is opposed by Agility. Light negates any darkness/
obscurement penalty up to −6 in an area equal to a Large Burst Template
for 30 minutes (1/10 minutes). The reverse of the power, obscure, creates
a –6 obscurement penalty of the same size lasting for 3 (1/round).
Exalted Light summons a light that is the caster’s Smarts in radius. This can be put on any
object, or even a person if the target is willing. Note the power has the
same effect on certain creatures (such as vampires) as sunlight.
Greater obscure expands the effect of obscure to the caster’s Smarts in radius,
and he is automatically immune to the power’s effects.
Blessing of the Tharsis: (Smite; 3 PPE)Touch of Angelic Vengeance (Greater Smite; 5 PPE)
Range: TouchDuration: 3 (1/round)Range: TouchDuration: 3 (1/round)
Trapping: A beautiful, humanoid, bronze sea horse with pearl eyes and great stature,
known as a tharsis, appears and grants her blessing of vengeance. On a
raise increase Strength one die type for the duration of the power.
Trapping: A beautiful, humanoid, bronze sea horse with pearl eyes and great stature,
known as a tharsis, appears and grants her enchantment of vengeance tailored
to the situation.
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 may have to determine the exact quantity for
unusual weapons). While the spell is in effect, the weapon’s damage is
increased by +2 or +4 with a raise.
► Additional Targets: The character may affect up to five targets by
spending a like amount of additional Power Points.
This Mega Power version of smite confers two effects:
  • The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
  • The caster may choose any Trapping to confer at the time of casting. This might be silver, holy light, etc.
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