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41st Century Character: Atlas III the Earth Molder
By: Raven Tepes Date: April 19, 2020, 5:08 pm
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“Just a stupid rock?! No rock is stupid, but there are humanoids
that are stupid.. like yourself.”
~ Atlas
“What you see as an old, archaic pyramid, I see it as a great
device of beauty and power that can be restored to the glory it
was meant for. Just point me in the direction of the nearest
granite quarry. Then sit back and watch something amazing.”
~ Atlas when restoring the Great Pyramid of Giza and its two
other smaller pyramids
“It’ll be a cold day in what other humans call Hell before I
work with Splugorth minions!” Atlas listens to the True
Atlantean leader of the city of the Valley and begins to
understand the reasons for a cooperative mission between the two
warring people of the continent of Atlantis. “No matter how
noble the cause is, I will not take a single Splugorth minion
with my group back to the past. I will not make the mistake of
unleashing an alien infestation upon our home world’s past, and
there is not a single one among you who can argue against my
moral judgement. We all know who truly caused the first great
cataclysm that flooded nations, sunk cities, froze lands of
warmth, and unleashed the horrors of monsters upon the world. I
will not make a mistake like our ancestors had. Now if you’ll
excuse me, then I’ll take my leave and go about my
preparations.”
~ Atlas to the True Atlantean Council when hired to take up a
mission to figure out the source of increased rift activity and
odd glitches with dimensional pyramid teleportation.
“Being a transdimensional archaeologist isn’t about dusty
scrolls and quiet libraries—it's about dodging plasma fire while
brushing sand off a relic that predates half the galaxies. And
being an Atlantean Stone Master? That’s the fun part. Stone
listens. Worlds remember. You just have to know how to ask. I’ve
carved doors into realities, molded mountains into shields, and
turned demon warlords into modern art installations. But at the
end of the day, I’m just Atlas—laid-back explorer of the
infinite, collector of cosmic knick-knacks, and firm believer
that if evil starts something, I’ll finish it… preferably by
dropping a boulder the size of a Coalition ego on its head.”
~ Atlas
“Being a member of the New Star Rifters means waking up every
morning knowing the universe is throwing darts at a map—and
we’re the ones who have to go clean up wherever they land. Some
days it’s demons, some days it’s warlords, some days it’s a
dimension where gravity acts like it’s drunk. But we don’t
flinch. We laugh, we adapt, we improvise, and sometimes we run
unless we can mold a wall fast enough. Out there, everyone’s
trying to claim they’re the strongest, the smartest, the
deadliest. Fine. Let ’em. We’re the ones who stand between the
loud, the crazy, and the unfair—and the people who just want to
live. New Star Rifters don’t bow, don’t break, and don’t back
down. We build our own path—sometimes literally, if you’re me.”
~ Atlas
“Atlantis didn’t fall because the cosmos hated us. It fell
because our own brilliance outshined our wisdom. I watched
geniuses chase perfection like it was a prize, elites stacking
ego on ego until the weight cr@cked the very stones they stood
on. We were a civilization that could sculpt mountains, rewrite
ley lines, and speak to the bones of the Earth… and somehow we
forgot how to listen to each other. That’s what disappoints me
most. Not the ruins, not the loss, not the silence where a
continent used to sing. It’s knowing that Atlantis collapsed not
from an enemy’s attack, but from the arrogance of people who
thought they were untouchable. Stone remembers. And so do I.”
~ Atlas
“There’s nothing—nothing—like stepping through a rift and
feeling a whole new world breathe in your face. One moment
you’re on cr@cked Michigan asphalt, the next you’re ankle-deep
in glowing moss on a moon that shouldn’t exist. Every dimension
has its own heartbeat, its own secrets tucked under stone and
soil. And I live for that moment when the air changes, when
gravity hums a different tune, when the horizon looks like it
was painted by a mad god with too much free time. Some people
chase treasure. Me? I chase the thrill of discovery—the joy of
knowing the multiverse is endless, wild, and waiting. And if I
have to wrestle a few monsters, dodge a few explosions, and
outsmart a few ancient curses along the way… well, that’s just
the price of admission.”
~ Atlas
Hiroshi: “You sure this old thing will work?”
Atlas: “Ha! I’m sure that this pyramid will work better than
your ArmaTech battle hoverbike.”
Hiroshi: “Hey! Just because it has problems with slowing down
and stopping doesn’t mean that it works that bad for used. What
you expect for 90,000 credits?”
Atlas: “A brand new H Brand battle hoverbike with a brake
system?”
Hiroshi glares at Atlas as he and the others laugh before
Hiroshi smiles a bit and shakes his head.
~ Atlas and Hiroshi just before Hiroshi’s first dimensional trip
via pyramid
Atlas’s Laboratory — a sprawling chamber of stone tables,
hovering holo-screens, and crystalline conduits. At the center,
an ancient alien artifact hums with a faint, shifting glow. Turk
wanders in, hands shoved in pockets, wearing his usual “I’m
definitely not touching anything valuable… probably” expression.
Turk: Uh… hey Atlas? You busy? Because the glowing spiky thing
on your table is either purring… or trying to summon my spleen.
Atlas: Relax, Turk. If it wanted your spleen, it would’ve
started chanting by now. This artifact predates three known
galaxies and one that technically hasn’t even happened yet.
Fascinating stuff.
Turk: Great. Ancient, dangerous, and possibly time-confused.
Just another Tuesday with you.
Atlas: Tuesday? Please. This is at least a Thursday-level relic.
See this etching here? It’s an interdimensional resonance
pattern—means the creators used harmonic tunneling to stabilize
their portals.
Turk: …Atlas, buddy, you know I’m a psi-nullifier. That sounded
like you were trying to explain jazz to a brick.
Atlas: And the brick learned something, didn’t it?
Turk: Nope. Brick confused. Brick scared. Brick wants snacks.
Atlas: You’re impossible. Look, this artifact might be a
key—literally. A door-opener to a world that branched off the
main dimensional flow about two billion years ago.
Turk: Which means what? Ancient treasure? Long-lost tech? Weird
bugs the size of my apartment?
Atlas: Potentially yes to all three. But what I’m hoping for is
knowledge. The kind that explains why an extinct civilization
was dabbling in reality-weaving long before the Atlanteans wrote
our first rune.
Turk: See, this is why you’re the smart one and I’m the “throw
Turk at the problem until it stops moving” one.
Atlas: To be fair, that strategy works more often than you'd
think.
Turk: Yeah, but if you’re opening portals to long-lost
dimensions, I’m gonna need hazard pay. Or pizza. Hazard pizza.
Atlas: He grins. Tell you what—if this thing doesn’t explode,
melt us, invert gravity, or summon a cosmic lawyer from the
Seventh Continuum, I’ll buy you two pizzas.
Turk: Two pizzas? He leans in toward the artifact. Hey glowy
dude, behave. Daddy wants dinner.
Atlas: Turk, stop talking to the ancient alien key.
Turk: Hey, you said it could chant. Least I can do is greet it.
Atlas: Sometimes I wonder if the universe made you as a
balancing force. Pure chaos to offset all this… He gestures to
the lab, the screens, the artifact. …structure and complexity.
Turk: Buddy, if I’m the anchor that keeps you sane, you’re in
more trouble than that thing is capable of causing.
Artifact: It briefly flares with a deep cosmic hum.
Turk: …Okay no, nope, I’m out. Let me know when it’s pizza time
or when you need help punching something ancient.
Atlas: He laughs. Deal. And Turk?
Turk: Yeah?
Atlas: Try not to touch anything on your way out.
Turk: No promises!
Deep inside an Atlantean Dimensional Pyramid — ancient stone
walls glow with shifting runes. The air vibrates with rising
energy as Atlas works frantically at a central crystalline
console. Tommy stands guard near the entrance, cybernetic
implants humming as distant Splugorth minions screech and close
in.
Tommy: Atlas, buddy, you wanna tell me why the big stone
triangle is taking its sweet time firing up? ’Cause the
squid-brains are about twenty seconds from turning me into a
decorative wall smear.
Atlas: Focused, tapping runes. It’s not “taking its time,”
Tommy. It’s calibrating. You try aligning a three-dimensional
ley matrix across fourteen dimensions while under pressure!
Tommy: I mean… no? ’Cause I’m a “shoot things and crack jokes”
kinda guy, not a “rewrite the fabric of reality” kinda guy.
Atlas: Exactly. So let me do the impossible in peace!
Tommy: Yeah, well, the impossible better hurry! These guys don’t
take no for an answer. Or bullets. Or plasma. Or— He fires
again. Great. They brought the ugly ones.
Atlas: The ugly ones? Tommy, they're ALL ugly.
Tommy: Right, but these ones are the kind of ugly that makes
your cyber-eye try to uninstall itself.
Atlas (swiping a glowing sigil that spins into the air): Okay,
that should stabilize the dimensional anchor. Now I just need to
override the temporal lock— The console sputters. —oh COME ON,
who set this thing to parental controls?!
Tommy: Atlas, please tell me you can hack an ancient Atlantean
time lock!
Atlas: Hack it? Tommy, I invented the modern interpretation of
this lock. Hold on— He slams his palm onto the stone surface.
—override Atlas-III, Earth Molder, Level Alpha.
Pyramid: Deep resonant pulse. ACCESS GRANTED.
Tommy: Okay, that was cool. Terrifying, but cool.
Atlas: He grins despite the tension. I do my best work when the
universe is trying to kill us!
Splugorth Beast: It roars from the entrance. “YOU WILL NOT
ESCAPE, RIFTERS!”
Tommy: Oh, shut up! He charges and punches the beast with a
cybernetic cr@ck. Atlas! Portal! Anytime before this thing
figures out how to chew through metal!
Atlas: He finalizes sequences. Almost there—just need to align
the exit vector! The pyramid’s interior fills with blinding blue
light. YES! Dimensional gate is open! GO!
Tommy: You first! You’re the VIP brain—I'm the guy who hits
stuff until it dies!
Atlas: Tommy, if you don’t jump through that portal right now, I
swear I'll drag you through by your tailbone implants!
Tommy: Fine, fine! But if this thing spits us out in a swamp
again, you owe me a beer!
Atlas: He laughs as he runs. Deal! Now MOVE!
They dive through the portal as Splugorth minions shriek in
frustration, the pyramid sealing itself behind the escape.
Open ocean, waves crashing and glowing with faint rift energy. A
rickety 18th-century pirate ship, shimmering oddly from its
temporal displacement, is exchanging cannon fire with the New
Star Rifters’ vessel. Atlas, Atlantica, and Feling are on deck,
coordinating their attack.
Atlantica: She steers the ship, water whipping around her hands.
Atlas, those cannonballs aren’t just regular iron—they’re
rift-corrupted. One more hit near the hull and we’ll be swimming
with the fishes… literally.
Atlas: He grins, juggling a glowing stone in one hand. Relax,
Atlantica. I’ve seen worse. Remember that Splugorth warp-core?
That thing practically hummed death in perfect harmony. This is
just… mildly terrifying.
Feling: She leaps along the rigging, claws slicing the ropes.
“Mildly terrifying”? Atlas, they’re pirates from the past,
riding a temporal ship like it’s a cosmic joke. And that’s your
reaction?
Atlas: Hey, temporal pirates are my kind of people. Chaotic,
ambitious, dangerously underestimating the local marine life.
Also, I happen to love a good ship-to-ship puzzle.
Atlantica: She rolls her eyes, directing water currents to knock
the pirate ship off balance. Puzzle or not, we need to
neutralize them before they tear a hole in our reality. Feling,
cover our flank! Atlas, can your stone mastery… I don’t know,
turn cannonballs into… nothing?
Atlas: He snaps his fingers, the artifact stone humming.
“Nothing” is a strong word, but I can make them… more polite.
Watch. He gestures and the rift-corrupted cannonballs gently
deflect off invisible stone barriers, harmlessly splashing into
the sea.
Feling: Impressed, leaping onto the pirate deck. Okay, I admit
it… that was cool. But we still have to make sure they don’t
reload.
Atlantica: She spins water like a whirling blade, slicing the
rigging. Already on it. Feling, take the mast! Atlas, any ideas
for finishing this without sinking them?
Atlas: He grins mischievously. I was thinking… a little spatial
nudging. Nothing fatal. Just enough to give them a “time-out” in
the Bermuda rift pocket. Keeps the pirates intact, teaches them
a lesson, and spares us a full-scale cannon exchange.
Feling: She laughs as she flips back onto their deck. Leave it
to you to solve a fight with minimal blood and maximum flair.
You’re lucky we love you.
Atlantica: She smirks, raising a water-laden hand. Fine, Atlas.
Just… make it quick. I’m not babysitting 18th-century ruffians
all day.
Atlas: He gestures toward the shimmering rift beneath the pirate
ship. Consider it… done.
The pirate ship shimmers and lurches, vanishing into a temporary
rift pocket, leaving the ocean calm once more, with the New Star
Rifters standing victorious on deck.
Feling: Well… that was easier than expected.
Atlantica: Speak for yourself—I’m still sticky from all that
water.
Atlas: He grins, brushing off his hands. Ah, the sweet smell of
victory… and mildly terrified temporal pirates.
Name: Atlas III the Earth Molder
Age: 227 years old appears to be 29
Birth Date: Unknown due to clan’s interdimensional nomadic life
Species: True Atlantean Human
Gender: Male
Height: 6’6”
Weight: 180 lbs
Basic Background Information:
Occupation: Stone Master/Mage
Skill Level: Master
World of Birth: Caladoria name of Earth in a different dimension
Family:
Clan: Olympia Clan
Father: Atlas II the Stone Whisperer
Mother: Hera the Seamstress
Organizations:
Former: Lady Hecate Academy of Magic & Science
~ Status: Graduate with highest master’s degree Earth equivalent
of a professor’s degree
Former: Caladorian Emissary Consulate to Zaforo planet
~ Status: Parted on good terms with Caladorian Liberal Republic
world government
Former: Orion’s Hunters of Darkness Atlantean dimensional
monster hunter group
~ Status: Reserve member
Current: New Star Rifters
~ Status: Active; Dimensional Pyramid Expert
True Atlantean Abilities:
Peak Human Condition: The ability to have bodily functions at
the maximum limit of human condition; meaning that the natural
capabilities are near-enhanced.
Applications:
100% Muscle Usage
Adrenaline Rush
Efficient Body
Maximum Brain Capacity
Maximum Concentration Capacity
Optimal Finesse
Peak Human Accuracy
Peak Human Agility
Peak Human Athleticism
Peak Human Balance
Peak Human Beauty
Peak Human Body
Peak Human Combat
Peak Human Dexterity
Peak Human Durability
Peak Human Endurance
Peak Human Flexibility
Peak Human Health
Peak Human Intelligence
Peak Human Leap
Peak Human Lung Capacity
Peak Human Mind
Peak Human Potential
Peak Human Parkour
Peak Human Reflexes
Peak Human Regeneration
Peak Human Senses
Peak Human Speed
Peak Human Stamina
Peak Human Stealth
Peak Human Strength
Peak Human Survivability
Peak Human Tracking
Peak Human Wisdom
Strong Heart
Marks of Heritage: All True Atlanteans bear the "Marks of
Heritage," a pair of magic tattoos. 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 weapon on the left wrist.
The tattoo is placed on an Atlantean child at age five or six. A
particular clan's crest may be part of the sword's hilt. These
"Marks of Heritage" are magic tattoos and can be activated at
will; the standard tattoo rules apply.
Applications:
Heart Impaled by a Wooden Stake (No Blood) Tattoo: This simple
looking tattoo of a heart pierced by a wooden stake with no
blood dripping is a traditional magic power tattoo of the True
Atlanteans as it is one of their Marks of Heritage. The
character is impervious to the bite (cannot be turned into a
vampire or enslaved), and mind control powers of vampires and
related species of undead. Note: Although greatly protected, the
vampire can hurt and even kill the Atlantean by using a killing
bite attack, the brute force of punches,
claws, etc . , and/or weapons .
Duration: One hour per level of experience. Atlas is experienced
enough for the duration of one year.
Flaming Sword with the Crest of Atlas Tattoo: This Atlantean
magic tattoo is of a flaming short sword with the Crest of Atlas
(Atlas III family crest) on the hilt. When activated, it creates
a magic sword able to harm the most durable of supernatural
beings and creatures.
Duration: 15 minutes per level of experience. Atlas is
experienced enough for the duration of one day as he tries to
not get involved in combat.
Enhanced Durability: An Atlantean may have as many as four
additional tattoos (that's six total), never more. The only
exception is the Undead Slayer who is a full tattooed man
dedicated to the destruction of vampires and evil. Each tattoo
increases the Atlantean physical durability by 25%. This pushes
their durability beyond Peak Physical Condition of normal humans
of whom Atlanteans are descendants of with just the Marks of
Heritage.
Atlantean (Human) Physiology: The original Atlanteans were the
first great civilization to dominate the Earth. Incredible
developments in science, technology and knowledge resulted from
their mastery of ley lines and magic . Travel by means of the
ley lines and dimensional rifts , made it possible to travel
anywhere in the universe. Their exploration of other
worlds/dimensions enabled them to make alliances and exchange
knowledge with other civilizations . Transdimensional trade
included the exchange of people, information, technology, raw
materials and finished products .
This aided in the vast advancement in technology and science
that built the Atlantean civilization and thus making Ancient
Atlanteans the first techno-wizards of Earth. They built great
cities and pyramids with stone magic and mastered the art of
dimensional travel. This has had an affect on the physiology of
those ancient humans who built Atlantis. First affect is being
able to possess a much higher level of magic energy within
themselves and natural talent for learning all types of magic
with little to no effort. Second the Atlanteans abolished
disease of the time and developed near miraculous healing and
regenerative powers. The average life span was extended to
centuries! Third, the Atlanteans also became taller and bigger
than other humans outside of the continent of Atlantis.
Atlanteans will grow one inch every century after the age of 25.
Applications:
Natural Born Magic Users: Atlanteans are born with a natural
talent for magic. They have more magic in their body than other
humans and will always be sensed as a magic user even if the
Atlantean is not any type of magic user. It’s naturally high
level magic that allows every Atlantean to master the use of
their Marks of Heritage at very early ages. This also makes them
more of a target for magic/mana siphoning creatures than other
humans as well.
Increased Magic Energy Recovery: True Atlanteans replenish magic
energy twice as fast as normal humans when at rest or asleep and
three times faster than normal humans if using meditation.
Transformation/Transmutation Immunity: Cannot be physically
transformed by any means, including but not limited to the
following: metamorphosis potions and spells, the
transformation ritual, vampire transformation, petrification,
turn to mist, growth/reduction spells/potions/super powers,
curses, wishes, or any other form of magic or supernatural
transformation spell or enchantment.
Continue to Grow as Adults: After reaching full maturity at
about age 25, True Atlanteans continue to grow about an inch
every century or so, which gives older characters an average
height of six feet and six inches to about seven feet (1.95 to
2.1 meters).
Sense vampires: Can sense the presence of vampires and vampire
intelligences within a 1000 foot radius (305 m), but cannot
pinpoint exact source/person responsible for the sensation.
Recognize vampires by appearance: 10% per level of experience.
Deceased Aging: True Atlanteans can live for 500+ years unlike
normal humans thanks to their use of magic and transdimensional
traveling. Most appear to be 19 to 35 years old, but can be
anywhere from 19 to 250 years old. An Atlantean that looks to be
40 or 50 years of age is physically 251 to 500 years old. The
average life span is 500 years, but time warps caused by
dimensional travel can enable the character to span a thousand
years, sometimes more.
Sense Ley Lines and Ley Line Nexuses: True Atlanteans can sense
ley lines and ley line nexuses just like Ley Line Walkers except
without the training.
Applications:
Sense Ley Line: The Ley Line Walker is able to feel whether
there is a ley line within the area of his sensing abilities, 10
miles (16 km) per level of experience. He can tell whether it is
near or far and follow the feeling to the location of the ley
line. Base Skill: 30% +5% per each additional level of
experience.
Sense Ley Line Nexus: Once the ley line has been found, the
walker can follow the ley line to as many nexus points as it may
may have. A nexus point is where two or more ley lines
cross/intersect. Base Skill: 40% +5% per each additional level
of experience.
Sense a Rift: The mage will automatically feel the sensation of
a Rift opening or closing anywhere within 50 miles (80 km) of
him. Increase the sensing range 10 miles (16 km) per each
additional level of experience starting with level two. Although
he cannot tell exactly where this Rift is, the mage knows if it
is near or far and whether it is big or small. Note: When
actually on a ley line, the Line Walker will know exactly where
the Rift is located and he can sense one wherever it is, as long
as it is on the ley line or a connecting line.
Ley Line Phasing (Teleportaton): An Atlantean also has the power
to instantly teleport from one place to another, flawlessly,
anywhere on the same ley line. By the way, that can be anywhere
in any direction (ley lines can be a quarter/0.4 km to
one full mile/1.6 km wide!). including up into the air (ley
lines are typically a half mile/0.8 km to two miles/3.2 km tall)
and hang there because Line Walkers can walk a ley line, as in
walk floating above the ground. If he teleports up into the air
he can stay
there suspended (+20% to Prowl/hide because us ground dwelling
humans don’t usually look up). To do a ley line teleport the
mage must concentrate, opening himself to the ley line energy
and focusing all of his thoughts to the task of teleporting to
the new
location. Engaging in conversation or combat, even self-defense,
will break the concentration, forcing the mage to start over.
The process requires two rounds of concentration every time
before the teleportation happens, so he can’t just pop out in a
heartbeat, but it’s still very, very handy. The teleport is
always on target because the Ley Line Walker is one with the ley
line. Of course, unless he can see his destination, he can’t
know who or what might also be present in that area and he could
appear in the middle of an armed camp (but not inside one of
them or a tree, etc., as is the danger with the Teleportation
spell).
Note: Ley Line Phasing is an automatic ability common to all Ley
Line Walkers at NO magic cost, but it does take its toll on the
body. The maximum number of phasings/teleports possible is four
per hour. The “per 24 hour period” is 4 trips +2 per each level
of experience (6 at level one, 8 at level two, 10 at level
three, etc). More than this is just impossible. The only other
limitations are: 1) He can only teleport himself and his
possessions, nobody else. 2) The location must be along the same
ley line as if traveling on a mystic railway. To switch to a
different ley line. the character must travel or teleport to the
nexus point intersection where two or more different ley lines
cross paths to follow one of the other lines.
Enhanced/Superhuman Mental Endurance: The ability to possess
mental endurance beyond that of Peak human mental endurance to a
superhuman level, just below supernatural mental endurance. Most
Atlanteans have a high mental endurance and are used to strange
and horrifying experiences from dimensional travel. This makes
them very resistant to mind control abilities especially those
meant to induce feelings of fear, terror, horror, and anger.
Atlanteans are also very resistant to developing insanities
whether from natural or supernatural causes.
Operate dimensional pyramids: All Atlanteans are seasoned
dimensional travelers who know how to operate the pyramids
created by the stone masters for the purposes of healing,
communication, teleportation, and dimensional teleportation.
Base skill is 30% + 5% per level of experience. Note that the
average Atlantean does not know exactly how stone magic works or
how to build pyramids.
Stone Master Magic Abilities:
Stone Master: Stone Masters are practitioners of magic with a
special gift: the talent
to mend, shape, sculpt, transport, and commune with stone, rock,
and gems. It is as if the rock were a living substance
psionically linked to the stone master. They are said to be so
attuned to the earth that they can mentally manipulate stone,
causing the rocks to move as if by levitation or telekinesis. In
addition, they can draw magic from gem stones, and detect
underground water and supernatural beings (including earth
elementals).
It was the stone masters who created the Atlantean pyramids with
incredible precision and without the benefit of machines. Stone
masters have been known to build structurally solid tunnels
straight through mountains and erect a 300 foot (91 m) tall
pyramid in a matter of months. It makes no difference to the
stone master whether he works above ground or underground, his
work is always strong and dependable. Unlike warlocks, stone
masters are linked to the Earth itself and not an elemental
entity in another dimension. They cannot communicate with
elementals nor manipulate elemental forces. However, their link
to the Earth also links them to the ley lines. This enables them
to control ley lines through the creation of stone pyramids.
They see the Earth as a giant, natural rock garden filled with
sculptures and crowned with rolling hills and magnificent
mountains. They also see themselves as the privileged sculptors
who are allowed to work in the garden, reshaping its contour and
adding to the sculptures. A stone master sees beauty in a
boulder and the curves of a hill. They have no greater loyalty
other than to protect and promote the beauty of the land. To a
stone master, a sculpture of a Splugorth is as beautiful as the
sculpture of a woman. It is the craftsmanship and love put into
creating the work that they see, not just the image itself. The
same applies to buildings. As long as the building blends into
and/or complements the natural surroundings of an area, the
stone master is satisfied. In old
Atlantis, the cities all grew up around a giant pyramid five
times larger than those of Egypt. The pyramid usually sat on a
ley line nexus to harness its power. That power was used to
build the rest of the city. Often the nexus pyramid was the
heart of the city and a place of healing and power. In ancient
Atlantis, this pyramid towered a thousand feet high and
frequently served as a hospital and/or place of science.
Stone Magic Abilities:
Mold stone: A stone master can mold solid granite or any type of
stone/rock with his bare hands as if it were clay. This power
does not transform the rock to clay! Anybody touching a work in
progress will find the substance to be rock hard, even though
the sorcerer molds it like soft clay! This enables stone masters
to sculpt weapons like stone clubs, and make fabulous statues
without any apparent seams or tool marks . Base Sculpting Skill:
25% + 5% per level of experience. Add 15% to characters with a
skill in art.
The power to mold stone enables the character to create bricks
and blocks of stone from squashing together pebbles or cutting
them out of boulders (using his hands), as well as smooth out
chips and cracks , add rock to a stone structure, remold
statues, and so on.
It takes one round (magic concentration) to gather the magic
needed to mold plus one round to concentrate every one hour.
Molding concrete or plaster (artificial stone) takes two rounds
to gather the magic energy plus one round of concentration every
hour. Asphalt and processed metals are not considered to be a
stone.
Note: A stone master can NOT create stone out of thin air, nor
can he turn clay or any other object into stone. Likewise, he
cannot cause stone to crumble or rupture.
Commune with Earth (Limited): The ability to
magically/psychically “hear” to elements of earth items, such as
rocks or metal, in order to gain information about the area make
up. All elements of physical existence have their own particular
energy and vibrations. This ability allows the user to
magically/psychically hear these vibrations and to focus on one
vibration type at a time. Those users with a basic knowledge of
geology or mineralogy can then identify the basic type of
minerals, rocks, and stones make up the area within the user’s
range. Those with geology or mineralogy skill can identify
specific types of minerals, rocks, and stones by their
individual vibration frequency. Note: Users with a bare basic
knowledge of geology and mineralogy can slowly increase this
ability by learning and remembering the vibration frequency.
Preparation: One round to initiate
Duration: Five minutes per level of experience
Range: 100 yard radius around the user + 100 yards underground
Push Stone: The character can dig through any form of rock
similar to molding stone. In an inexplicable way, he can push,
scoop, and remove areas of stone to create an indentation or
hole in or through a stone structure. By pushing rock out of the
way there is no debris or evidence of construction. The
character can simply push the rock away like a wall of soft
clay. This process can be used to create a peephole, portal,
doorway, or other opening through a stone wall, make a tunnel
through a mountain, and so forth. Much like molding stone, the
process requires physical exertion and activity by the stone
master, an opening does not magically appear nor does the stone
magically disappear. Working quickly, the sorcerer can push or
dig through 500 pounds (225 kg) of rock per minute.
The stone master can use this power to pull or push stone up
from a stone wall or floor to create a solid rock mound or
appendage to block or shut a door behind him. Appendages that
jut out from the floor or wall are easy to break by using force.
Pushing a mound or ridge of rock from a stone floor is a strong
impediment, requiring that the door be removed from its hinges
or destroyed to get through. Making a mound from the floor takes
one full melee (15 seconds); an appendage, two melee
actions/attacks in a melee round .
Pick Up and Carry Incredible Weights of Stone Without
Exhaustion: The character can pick up and carry massive amounts
of weight in stone, including all varieties of rock, shale, and
gems. Weight equal to 1000 times his race’s natural strength. So
a character’s race can pick up 9 pounds maximum could pick up
and carry 9000 pounds (4050 kg) or four and a half tons of rock.
A character’s race can pick up 24 lbs could carry 24,000 pounds
(10,800 kg) or 12 tons, but only of rock. Other substances ,
like wood, cloth, steel, plastic, people, or anything other than
rock/stone have the normal weight, encumbrance and fatigue
elements .
Move Stone Mentally: This power is typically used for
transporting rocks and building. The stone master can pull rocks
out of the ground and/or cause stones to roll along the ground
toward him or to a particular area within 1000 feet (305 m). He
can move the stones to create a design/picture on the ground, a
pile, or a wall of piled rock. Limitations: Earth-bound - rolls
along the ground at a speed of seven and a half mph (12 km). The
character can move up to 500 pounds (225 kg) per level of
experience per minute.
Note: Rolling rocks as an attack is not very efficient. The slow
speed means that a living target can easily move or dodge out of
harm's way. Furthermore, the target of a rolling rock attack
will see and hear the boulder or pile of rocks rolling toward
him well in advance of the rocks reaching him. Rolling rock
attacks are always -75% to strike.
However, this method of moving rocks can cause a landslide,
under the right conditions. Better yet, a floor or area can be
covered with pebbles or small rocks and then they could be
magically made to roll/move around. This makes the surface of
that area difficult to walk on, like a floor of rolling marbles.
Victims of this trick lose two melee actions/attacks, bonuses to
strike, parry and dodge are - 25%, and their speed is reduced by
half.
Range and Area of effect: 1000 feet (305 m)
Levitation and Telekinesis of Stone: The mage can also mentally
levitate rock straight up or down and slowly move them through
the air side to side as if by telekinesis. Levitation and
telekinesis of rock is usually used for building and stacking
and moving bricks, blocks, and materials. The stone mage can
levitate or move a rock platform through the air with somebody
riding on top of it, but the passenger's weight counts as part
of the rock's total weight and the rock must be big enough and
strong enough to support that weight. Limitations: Up to 500
pounds (225 kg) per level of experience per minute can be moved
in this manner. The range of movement up, down or sideways is
limited to 30 feet (9 m) per level of experience.
Note: The rocks move at a ponderous speed of five, about three
and a half miles per hour (5 .6 km). So they do not make very
good vehicles or weapons. However, dropping rocks on people can
be an effective attack if they don't notice a boulder or pile of
rocks floating in the air above their heads. Such attacks also
require excellent timing.
Rock Drop Attacks: Always -10% to strike no matter what.
Sense Water: The stone master can sense the location of water
above and below ground, including surface lakes and ponds,
underground streams and rivers, and underground pockets of
water, sewers, and pipelines. The level of accuracy is 35% + 5%
per level of experience. Limitations: Sensing range is one mile
(1.6 km) per level of experience. The mage can sense water
underground as deep as 200 feet (61 m) per level of experience.
Sense Supernatural Beings Under the Earth: Similar to sensing
water, except the mage can sense the presence of supernatural
beings such as ghouls, nymphs, and elementals within the earth,
but not above ground. The level of accuracy is 30% + 5% per
level of experience. Limitations: Sensing range is half a mile
(0.8 km) per level of experience. The mage can sense underground
beings as deep as 200 feet (61 m) per level of experience.
Locate Secret Passages: The stone master can sense the location
of secret compartments built into stone structures or under the
earth, including pyramids. Base skill is 20% + 5% per level of
experience. Not applicable to wood or other types of material.
Range: 5ft ( l .5m) per level of experience.
Gem Stone Magic Abilities:
Gem Stone Shaping: The character can mentally shape a gem stone
as if it had been cut and polished by a professional, adding
facets and accents as desired. The stone master must be holding
the gem and requires 4 rounds of concentration to "shape" a gem.
Elegant and intricate designs can be accomplished and are
especially desirable for earrings, rings and necklaces. This
power enables the character to cut rough stones into jewelry
quality gems, or to disguise stolen gems, changing their
original appearance. These gems are usually of a superior
quality and will often sell at a higher percentage of the
current market value (typically 50% to 75%).
Note: All cuts and changes are permanent.
Base Skill at Stone Cutting/Shaping: 10% for every level of
experience. Drawing on mystic energy can boost the skill
percentage. Add a skill bonus of one percent per each additional
round of concentration point up to a maximum of 10%. A failed
roll means the stone is ruined - worthless.
Draw Power from Stones: Stone masters can draw magic and psionic
powers from certain precious and semiprecious stones,
particularly crystals. The powers listed are identical to the
psionic or magic spell of the same name.
Requirements: All stones must be free of any serious flaw and
must be cut and polished to have a faceted/crystal appearance.
Chips and slivers cannot be used, only whole stones with a
crystal cut. Only one type of power can be focused and released
from a particular gem at a time. The stones may be made into
rings and other types of jewelry.
Power can be drawn from small gems three times and large gems
six times. After the third or sixth usage, the gem crumbles and
turns to dust. Even after the first use, the gem will become
flawed or discolored (worth half normal value).
Range: Touch; the user must hold or have the gem on his/her
person and mentally concentrate on using the gem(s). If the
power gem is dropped or lost, that particular power instantly
stops and that usage is used up.
Damage and Abilities: Varies with the gem; can activate one gem
power per melee and can combine up to three different
powers/gems.
Duration: One minute/four melees per level of experience. All
bonuses and power are temporary. Attribute bonuses from super
abilities are NOT applicable.
Round Requirements to Activate: 2 rounds to activate worthless
stones like salt and sulfur, 3 rounds to activate a semiprecious
gem or crystal like quartz, agate, or amethyst, and 5 rounds to
activate a precious gem stone like a zircon, aquamarine, ruby,
or emerald.
Penalty: Remaining focused on the use of the power gem(s) means
the user is -25% on initiative and dodging.
Note: Only the stone master can use the magic from the stones,
it cannot be transferred or given to others.
Powers of the Stones:
Agate (red-orange): Heal Wounds.
Amber: Detect Concealment
Alexandrite: Eyes of the Wolf (same as the spell; see Rifts
Ultimate Edition, page 214).
Amethyst Crystal: Any of the following psionic powers can be
drawn
from this crystal : Detect Psionics, Hypnotic Suggestion, and
Meditation.
Aquamarine: Swim as the Fish: Superior (same as the spell; see
Rifts Book of Magic, page 109)
Diamond: Invulnerability or Fly as the Eagle (same as the
spells; see Rifts Book of Magic, page 116 and Rifts Ultimate
Edition, page 212) The diamond must be at least one carat to use
the power of Invulnerability (counts as a large gem). Diamonds
and emeralds can also be used to store magic energy. The gem
must be at least one carat. To charge the gem with energy, the
mage must meditate at a ley line nexus or stone pyramid and
channel some of its energy into the gem. The entire process
takes about 10 minutes. Gems used as magic storage batteries can
be used only as a battery (cannot be drawn upon for magic
powers). The energy can be drawn on at any time by the Stone
Master as long as it is in his possession. The gem can be
charged up to six times before crumbling.
Emerald (green): Invisibility: Superior (same as the spell; see
Rifts Ultimate Ed., page 212).
Garnet: Empathy (same as the psionic power).
Quartz (clear): Globe of Daylight (same as the spell; see Rifts
Ultimate Edition, page 18).
Quartz (rose): Cure Illness (same as the spell; see Rifts
Ultimate Edition, page 210).
Quartz (ruby): Energy Disruption (same as the spell; see Rifts
Ultimate Edition, page 207).
Quartz (smoky): Impervious to Fire (same as the spell; see Rifts
Ultimate Edition, page 202).
Ruby (deep red): Fire Ball (same as the spell; see Rifts
Ultimate Edition, page 210).
Ruby (blue): Wisps of Confusion (same as the spell; see Rifts
Ultimate Edition, page 217).
Sapphire (black): Shadow Meld (same as the spell; see Rifts
Ultim ate Edition, p'age 206).
Star Sapphire: Bio-Manipulation (same as the Super Psionic
power).
Sapphire (most other colors): Empathic Transmission (same as the
Super Psionic power).
Salt Crystals (off-white color): Protection from Faeries, +30%
to resistance against Faerie Magic and Faeries will not come
closer than six feet (1.8 m) from the protected character.
Sulfur Crystals (yellow in color): Cloud of Smoke (same as the
spell; see Rifts Ultimate Edition, page 198).
Topaz (yellow or brown): Negate Poison (same as the spell; see
Rifts Ultimate Edition, page 203 ).
Tourmaline (black): Mind Block (same as the psionic power).
Zircon (clear): Float in Air or Escape (same as the spells; see
Rifts Ultimate Ed., pages 202 and 208).
Zircon (red): Impervious to Energy or shoot Fire Bolt (same as
spells; Rifts Ultimate, pages 210 & 205).
Zircon (yellow, brown or gold): Fool 's Gold or Mask of Deceit
(same as the spells; see Rifts Ult. Ed., p. 205 and 210).
Stone Master Magic Battery: Like all men of magic, the stone
master is a living battery of mystic energy that he can draw on
to create magic . Unlike the other magic users, the stone master
can store and draw on vast amounts of magic through stone
pyramids (explained in the section entitled, Pyramid
Technology). Atlantean Stone Masters have double the amount of
magic energy than normal Atlanteans. Of course the mage can draw
on energy from ley lines, nexus points, gem stones and pyramids,
but not from other living beings.
Non-AtIantean Stone Masters have double the amount of magic
energy than normal magic users of their race equal to a normal,
non stone master Atlantean. Also the mage can draw on energy
from ley lines, nexus points, gem stones and pyramids, but not
from other living beings.
Knowledge: Dimensional Pyramid Design and Construction: Though
all True Atlanteans know how to use the basic powers and
operations of dimensional pyramids, they do not possess the
knowledge how to construct them. Stone Masters are the only ones
with the secret knowledge of dimensional pyramid design and
construction. Dimensional pyramids are all built on what Stone
Masters call “sacred” mathematics and geometry which aids in
their connection to the ley lines and ley line nexuses. They
also know exactly which type of stone that can be used to create
the pyramids of power along with how to invoke every possible
magic use for them. Base Skill: 50% +5% per level of experience
Pyramid Technology: One of the central elements of stone magic
is the power of the stone pyramid. For reasons unknown to even
the stone masters , the pyramids provide human beings and the
stone masters in particular, with increased magic power and
control over magic energy, ley lines, and rifts . Using a stone
pyramid, the sorcerer can increase his powers, eliminate ley
line storm , control the weather, teleport, and
open rifts.
The True Atlanteans and the Splugorth use stone pyramids as a
means to erect entire cities using magic . After a large portion
of the city has been built, the pyramid typically becomes a
critical place within the city and is used for healing, science,
magic, and dimensional travel. One minor pyramid can be placed
on the same ley line every five miles. Placing more pyramids on
the same line does nothing to increase or control the ley line
energy and these late additions have NO mystic powers.
Only one pyramid can be placed on a ley line nexus . These are
the most powerful and coveted locations for a stone pyramid. ALL
the major Splugorthian cities are built around a gigantic
pyramid on top of a nexus.
Applications:
Slow Aging Process: Sleeping overnight inside a stone pyramid
removes stress and fatigue, renewing the body of any creature
within its confines . True Atlanteans are physically rejuvenated
to such a degree that they remain youthful in appearance, and
they actually increase their life span; add one year for every
365 days of sleep in a pyramid located at a nexus, or every 730
days in a pyramid located on a ley line.
Healing: Laying or resting inside a stone pyramid for 24 hours
will completely remove stress and fatigue and increases healing.
Stone masters heal three times faster than normal and magic is
restored at twice the normal rate. True Atlanteans, humans,
ogres,
and dragons will heal twice as fast and magic recovery is 50%
faster. Other races will heal at one and a half times faster
than usual. Increased healing occurs at stone pyramids located
on ley lines and nexuses.
Stasis Sleep: The stone master can place himself into a state of
suspended animation that can last days, years or decades. All
the mage must do is go inside the pyramid, relax and meditate,
focusing on the amount of time he wishes to remain in stasis.
During stasis, the character ages one week for every ten years,
requires no food or water, is unaffected by changes in
temperature, and is completely healed of any wounds or minor
illness.
The character will be woken from stasis if he or the pyramid is
attacked. There is no means of protection like a force field.
Special arrangements must be made to have some sort of guardian.
Note: If the stone master was one of the pyramid's builders, he
will have his own, personal, secret chamber. These chambers are
typically the size of a large bedroom or den and are always -
20% to be located.
Stasis sleep is possible at all stone pyramids whether it is
located on a ley line or a nexus .
Focus and Control of Available Magic: The stone pyramids stand
on or inside the pyramid. To free a ley line or nexus of the
pyramid's control, it must be destroyed! Unfortunately, all
stone pyramids are mega-damage structures. Even a small pyramid
is typically the equivalent to a five to ten story building
(never any smaller).
Harmonious Affect on Ley Line Storms & Random rifts: The
construction of a stone pyramid directly on a ley line nexus
enables the builder to control that nexus and has a calming
affect on the connecting ley lines. This calming affect reduces
the number of
ley line storms by 70% and virtually eliminates the
possibilities of a rift randomly appearing (1% chance of an
annual occurrence along a ley line or 4% at a ley line nexus).
When a ley line storm does occur, the stone master can change
its direction and has a 5% chance per level of experience of
stopping it within 4 minutes.
The stone master can also close a dimensional rift that has
randomly opened within 6 melee rounds, but must expend a large
amount of magic to do so and thus must rest for no less than one
hour afterwards.
Increases the Power of Stone Magic: Stone masters inside or on a
stone pyramid at a nexus enjoy a dramatic increase in power.
Traditionally the increased power was used by True Atlanteans
for constructing other buildings and entire cities around the
pyramid, and controlling the weather and random rifting.
At nexus: Quadruples the duration, range, area of influence,
amount of stone/weight one can affect, damage, and power of
stone magic and triples the powers and effects drawn from
gems/crystals.
A stone pyramid built on a ley line but not at a nexus will
triple the power of stone magic and double powers drawn from
gems and crystals.
Note: Other practitioners of magic do not enjoy the usual
increase of power and the additional availability of magic
energy as they normally are thought of as mystic dams used to
harness, control, and direct ley line energy. This means that
the energy and bonuses of increased power normally available
from untapped ley lines is not available from ley lines or
nexuses with a pyramid on them. These normal bonuses are
available only when actually on or inside the controlling
pyramid. Only the stone masters enjoy super increased abilities
and even they cannot tap that energy unless they actually would
at a ley line or nexus, unless they are actually on or inside
the pyramid.
Storage of Magic Energy: All stone pyramids are constantly using
magic energy to maintain a constant flow of energy used for
other magic affects as previously listed. Even so, the pyramid
becomes charged with a reservoir of energy. The amount of magic
has a natural ebb and flow so that there is never a consistent
amount of energy.
When the energy reserve is depleted, six hours is required for
the stone pyramid to renew itself with magic energy. However,
none of that new energy is available until the full six hours
have passed.
Depletion of the reserve will not negate or lessen the basic
effects (numbers 1-6) of stone pyramids . Insufficient magic may
make teleportation or rifting impossible.
Create and Control a Ley Line Storm: The stone master can
discharge ALL the pyramid's energy reserve to instantly create a
ley line storm. The mage can then control and direct the storm's
movement (limited to traveling along connecting ley lines) and
all of the storm's effects/powers/damage (can turn them on and
off, select specific effects, and direct energy blasts at
specific targets/individuals or area).
The storm will last one minute for every 2 rounds of
concentration spent to create it. The storm's creator can stop
it at any one place or make it disappear at any time. If the
creator is killed or knocked unconscious , the storm runs wild
for the maximum possible duration plus 4 minutes.
Control the Weather Around the Pyramid: The stone master can use
the power of the ley lines to influence the local weather.
Traditionally this was done to protect and help the cities and
communities around the pyramid by creating rain for crops and
water during droughts , preventing damaging storms , and for
general protection. Weather controlling abilities are identical
to the following spells, except the range, area of affect and
duration are increased by four times.
Spells include: Calm storm, summon fog, summon rain, and
extinguish fire.
Pyramid communication: A True Atlantean or stone master can
magically communicate with people at other pyramids . A
holographic-like image will appear to a specific individual or
to everybody present if a general call/message is sent. The
person making the transmission can see and hear the person at
the other pyramid if the message sent to a specific person. The
lines of communication can remain open for five minutes per
level of experience. There is no range limit other than being on
the same planet. A two-way transmission between dimensions is
also possible, but takes three rounds of concentration.
The character making a transmission to another pyramid can also
leave a recorded message. The message plays the moment the
intended recipient arrives at the pyramid (messages will be
stored for 100 years or until received by the intended person,
whichever comes first).
Teleportation via Pyramids: Stone pyramids built on ley lines or
on nexus junctions reconnected by an invisible grid of magic
energy. This means an individual can teleport from one pyramid
to another on the same grid. The only requirements are that the
pyramid be in the same dimension, on the same planet, and the
person teleporting must know the location of the other pyramid.
The process, takes about three seconds regardless of distance.
To travel to a different dimension, a rift must be opened, which
is
also possible with a stone pyramid.
All True Atlanteans know how to teleport using stone pyramids.
The teleportation process is so exact that the individual can
teleport himself, even if standing in a crowd, or take as many
as two dozen people, or 50 tons, along with him.
Teleportation can be conducted inside or outside of a pyramid.
There is no particular chamber or location required to perform a
teleport, as long as the teleporter is standing completely on or
inside the pyramid. Standing at the base of a stone pyramid is
not sufficient.
Dimensional Teleportation via Pyramids: The concept is identical
to the conventional teleport described in number eleven, except
on a dimensional scale. The same type of mystic grid connects
all the nexus pyramids in other-dimensions. If the character
knows
the location of one of these other dimensional pyramids he can
momentarily open a dimensional rift and teleport from one
dimensional plane to another. Typically, a character can find
any dimension he has visited or knows about and which has a
stone pyramid located at a ley line nexus .
An experienced stone master can open the rift, instantly link up
to all the available pyramids, and mentally sense, scan, and
search the dimensions for pyramids connected to a desired
dimension without having ever been to the dimension or having
any prior knowledge about it. The searching process takes two
rounds.
The opening of a dimensional rift to another pyramid takes 30
seconds (one melee rounds). Once opened, the character simply
steps through and the dimensional doorway instantly closes. This
is a very safe way to travel the dimensions, because there is no
risk of opening the rift to the wrong dimension or letting some
undesirable monster into or out of the world you are leaving.
Why? Because the pyramids are linked on a cosmic grid of ley
line energy. The activation of the dimensional rift instantly
activates that link to stone pyramids in other dimensions and
makes them available to D-travelers.
All True Atlanteans understand dimensional teleportation using
stone pyramids. The big difference is that to dimensional
teleport, the person must enter into the rift. Vehicles and
multiple individuals can enter if the rift is held open longer
than a few seconds.
The average True Atlantean can hold the portal open for a
maximum of 30 seconds (one melee round), but a stone master of
any race can hold the portal open for 30 seconds per level of
experience!
Dimensional teleportation can be conducted inside or outside of
a pyramid, but only at the very top of the structure (usually an
open platform outside).
Dimensional Portal/Rift: This is your classic dimensional rift,
a two-way door to another dimension that is NOT linked to any
pyramids . The portal can be opened to a specific world or
random dimension. All the usual dangers and difficulties of
creating a rift apply.
The rift will remain open for 60 seconds per level of the portal
opener. However, there is a 40% chance that the doorway will get
stuck, staying open for 4 minutes longer than the character
desires. There is also a 53% chance that a being from another
dimension may usurp control of the dimensional portal if the
portal connects to the beings home dimension or plane of
existence. This is especially true of powerful alien
intelligence(s) like the Splugorth, vampires , and so-called
demons and gods . Having a rift usurped means that the character
who originally opened the portal has completely lost all control
over it. The alien intelligence who dominates that world
controls the portal and can instantly close it, or keep it open
and/or send its minions into the rift and come into the world
connected by the portal.
Note: All conventional rifts can only connect two worlds at a
time. Multi-dimensional rifts connecting three or more worlds
simultaneously are not possible. The few attempts to link
several worlds by using one rift have been unique experiments
and have always resulted in disaster.
Combat/Passive Skills:
Knowledge: Language and Literacy: The ability to speak and read
one or more languages. All Atlanteans are educated and literate
in three or more languages and may speak several additional
languages. The two main languages that Atlanteans learn are
Ancient Atlantean (ancient dialect of Greek) and
Dragonese/Elven.
Language & Literacy known by Atlas:
Ancient Atlantean: 100% chance of successful understanding
Dragonese/Elven: 98% chance of successful understanding
American English: 98% chance of successful understanding
British English: 90% chance of successful understanding
Japanese: 85% chance of successful understanding
Russian: 80% chance of successful understanding
Egyptian (Ancient): 80% chance of successful understanding
Egyptian (Modern): 75% chance of successful understanding
Techno-Wizard Weapon Proficiency: The ability to understand,
use, and operate techno-wizard weapons. Techno-wizard weapons
are weapons that are a blend of technology and magic that can be
used only by those who can use and wield magic/mana, chi, or
psychic energy. These weapons require a bit of the user’s own
energy to activate the special spell effects built into the
weapon.
Techno-Wizard Device Proficiency: The ability to understand,
use, and operate techno-wizard devices and vehicles.
Techno-wizard devices and vehicles are items that are a blend of
technology and magic that can be used only by those who can use
and wield magic/mana. chi, or psychic energy. These items
requires a bit of the user’s own energy to activate the special
spell effects built into the items. This also includes TW ley
line devices and vehicles as well which do not require a bit of
the users energy because the item derives its magic energy from
the ley lines and dimensional pyramids.
Hand to Hand Combat: Basic: This skill provides elementary
fighting techniques and methods of attack and self-defense as
taught in military basic training or in self-defense classes.
Tactical Analysis: The ability to be an extremely skilled
strategic genius and apply this skill for several objectives.
The user can create strategies and plans several steps ahead of
the opponent, seeming like the user can see into the future. The
user is able to elaborate complex plans and strategies and apply
them in, not just battle, but any other activity that involves
cunning intellect, e.g. strategic games. Most of the users of
this ability are very analytical and can understand or
anticipate the enemies' moves.
Social Intuition aka Common Touch: User intuitively determines
how to interact with subjects. One with this ability could tell
exactly what to say to interact with certain people, or tell the
rank of a person within a group. The user also gains a great
voice, eloquence, and charisma.
Artistic Intuition: The ability to possess knowledge and skill
in one or more artistic ways. The user possess great knowledge
and skill in art, such as painting a picture without any
education.
Gemology: This is the skill in identifying and appraising of
precious metals and stones. This skill also enables the person
to be able to identify fakes but at a penalty of -10%.
Geology: This is the skill in identifying, studying, and
appraising different types of rock, stone, minerals, and clay;
sand is made of tiny, microscopic smooth stones. This skill
allows the character to be able to identify the type of rock/
stone or mineral or clay, where it can be found, the approximate
age, how it is created through natural processes, and how it was
naturally moved to the location if from earthquake and volcanic
zones. They can also read the different layers of the ground
when exposed by digging, landslides, or erosion and how long
surfaces have been exposed to the elements of wind and water by
erosion. The character can also tell value and durability of
material which is useful for those planning to sculpt or build.
Masonry: This skill gives an understanding of the principles of
bricklaying and stone construction. The character can recognize
deterioration, improper construction, the intended purpose of
construction, styles of masonry, approximate age or period of
construction, and general data about masonry guilds. The
character can also mend masonry and assist in construction and
demolition.
Research: Training in the use of methods, techniques, and means
of finding information, including public records, libraries,
interviews, surveys, demographics, trade journals, the computer
network, and legal searches. This skill is helpful in locating
information about people, places, and things. The G.M. should
ultimately the availability of accessible, known information
regarding a particular subject. Any character can do research
and ask questions, but the research skill will reduce the amount
of time by half and the character is trained to notice relevant
information that an untrained character is liable to overlook.
Thus, for truly secret or difficult information, you must have
the character with the research skill try to uncover it.
Astronomy & Navigation: The study of the stars and other
celestial bodies, their movements, positions, cycles,
alignments, and interrelations with the planets and each other.
This knowledge can also be used to determine direction,
approximate distances, identify the seasons, and tell the time
of day. Training includes reading maps and star charts, course
computation, following landmarks, and use of navigational
equipment. The skill includes land, air, and water navigation as
well as piloting by the stars and instruments alone. This skill
is ideal for sailors and those who can fly.
Lore: Demons & Monsters: This is the study of demonic creatures
and supernatural monsters common to Earth throughout the ages
and around the world. General knowledge includes legends of
ancient and primitive cultures, Dark Ages tales, and the myths
and legends of vampires and the most famous demons and monsters,
including the dark gods they serve. Specific knowledge is
limited to continent where the character lives/originates this
includes names of demons and monsters common to that part of the
world, appearances, reputed places of demonic habitation and
attraction, and the creatures’ known powers, appearances,
habits, weaknesses, strengths, powers, abilities, demonic
possessions, desires, and goals. A master of this lore may be
able to identify a particular type of monster by hearing its
description or a description of its actions, seeing a drawing or
a photograph, or even by footprints, how it behaved, killed, or
exhibited certain abilities.
Lore: Dimensional Being/Alien: Most dimensional beings (D-Bees
in the 41st century) are just humanoid beings from another
dimension or planet. To be classified as a D-Bee, the creature
must be remotely humanoid in appearance, usually bipedal, have
human-like intelligence, and is NOT a supernatural creature;
must be mortal. Creatures who don’t have a bipedal humanoid body
and are extremely monstrous, animal-like or demonic, or are
supernatural in origin are usually considered monsters or demons
rather than D-Bees.
D-Bee lore is the general study of common alien humanoids, their
most notable beliefs, customs, habits, inhuman abilities, and
the rumors, myths, and legends about how they came to Earth,
their home world, their secret agendas, etc. The skill is often
limited to D-Bees living in a specific region where the
character originates from. The region may be limited to a
smaller geographic locations such as D-Bees of Western America.
D-Bee lore is not a science and is not always accurate,
complete, or in depth.
Lore: Magic: This area of study does NOT give the character any
magic abilities, the ability to use techno-wizard devices, or
the ability to read magic symbols.
This area of study provides general knowledge, theories and
historical reference on how magic works, common magical powers
and spells, their effects, who possesses such magic, notable
creatures of magic, various types of magic users, places of
reputed magical significance and power, and myths and legends
about magic, the most famous magic items, and notorious
sorcerers. Although the character cannot read runes or mystic
symbols, he is likely to be able to recognize whether the symbol
is real magic ward, rune, warning, part of an inscription or
spell, or a fake.
Radio: Basic: The rudimentary knowledge of the operation and
maintenance of all sorts of radio equipment, including military
radio systems, field radios and walkie-talkies, audio recording
devices, wire laying, installation, radio procedure,
communication security, and Morse code. It does not include the
ability to make repairs nor operate video equipment.
Mathematics: Basic: Knowledge of basic math, including the
ability to count, addition, subtraction, multiplication,
division, and fractions.
Mathematics: Advance: Knowledge of all basic and advance
mathematics including algebra, geometry, trigonometry, calculus,
and techniques for using advance mathematical formulas.
Astrophysics: Knowledge of stellar astronomy and how it relates
to nuclear physics, quantum mechanics, relativity, and other
explanations for the creation of deep space phenomena, like
quasars and black holes.
Blunt Weapon Proficiency: Training with all types of blunt
weapons including maces, hammers, cudgels, steel or lead pipes,
staves, and clubs.
Handgun Weapon Proficiency: A familiarity with all types of
projectile firing handguns including revolvers and pistols.
Revolvers are the classic cylinder-based “six shooter”. Pistols
are “automatic” weapons which means gun the keeps firing while
the trigger is depressed and doesn’t stop until the trigger is
released or the ammunition is spent.
Energy Pistol Weapon Proficiency: A familiarity with all types
of energy firing handguns including lasers, ion blasters, and
all types of energy firing handguns.
General Repair & Maintenance: Not everyone can be a mechanic,
blacksmith, or carpenter, but many are good with their hands and
capable of doing satisfactory repairs on simple mechanisms,
gears, pulleys, wheels, and so on. The General
Repair/Maintenance skill includes: sharpening blades, minor
repairs on weapons, packing their own bullets, sewing tears in
cloth (may not look pretty but does the job), changing a tire,
shoeing a horse, repairing furniture, painting, varnishing,
nailing and assisting in basic woodworking, and even doing minor
patch work on armor.
Piloting: Automobile: The skill and knowledge to operate manual
and automatic transmission vehicles including dune buggies,
jeeps, and small trucks.
Piloting: Hovercraft (Ground): The knowledge needed to pilot
types of hover vehicles used for ground transport including
basic hovercycles and hover trucks. These vehicles can be tricky
because they utilize several air jets and directional thrusters
that push the craft on a cushion of air around 1 to 3 feet off
the ground. The vehicles can usually attain great speeds (100 to
160 mph max speeds), are capable of driving over incredibly
rugged terrain, and making jumps over small craters, ravines,
boulders, and fallen trees.
Piloting: Hovercycles, Skycycles, and Rocket Bikes: Characters
who select the Pilot Hovercraft (Ground) skill can drive hover
cars, hover trucks, and hovercycles on a basic level. However,
those who select the Pilot Hovercycle skill can pilot any type
of hovercycle, rocket bike, skycycle, or jet propelled one- or
two-man hover ground or air vehicles with great skill and
finesse. They can perform spectacular jumps, stop on a dime,
perform dive-drops (soar off the edge of a cliff or skyscaper,
keep control of the hovercycle as it drops, land on the ground
without crashing or falling off and keep going), and perform
tricks, stunts, jumps, and dodging without penalty.
Jeweler: The skill and knowledge to design and make jewelry
including necklaces, brooches, and rings. The skill allows the
character to make jewelry using any material and precious or
semiprecious stones of professional quality and with next to no
or no flaws. This includes the skill of inlaying stones or other
material into metal.
Weaknesses: True Atlanteans are still human and can be killed as
easily as one even though they’ve evolved differently because of
their transdimensional traveling and from being around high
amounts of magic. Even though True Atlanteans are just magical
humans, the affects of high amounts of magic has caused some
physical differences such as height and size. Many Ancient
Atlanteans that spread throughout the Earth, while most left
Earth through transdimensional travel, were often confused for
giants, gods, and demigods because of their physical stature and
adept use of magic. This affect of their evolution has True
Atlanteans at a 25% chance of being quickly noticed by normal
(pre-37th century) people as being an oddity and reduces
Atlantean’s ability to blend in with a crowd of humans by 25%.
Those with sensitive abilities will sense all True Atlanteans as
magical humans (not supernaturals) regardless if the Atlantean
character’s occupation is a magic user or not. This makes it
impossible for True Atlanteans to pass themselves off as normal
humans around sensitives without an Alter Aura ability.
Weapons:
AT-N20 Neural Stick: ArmaTech has created a blunt, club or
mace-like weapon used by the police for close combat and riot
control. This stun weapon resembles the classic “nightstick" of
pre-Rifts days and is used to subdue criminals and troublemakers
without having to use deadly force. The Neural Stick delivers an
electric charge that temporarily short-circuits the nervous
system when it strikes. There is a chance of rendering an
unarmored person unconscious, but most victims remain conscious,
with impaired movement.
Stun Duration: 4 melee rounds. The duration and penalties are
increased by 2 melee rounds for every hit by the stick.
Limitations: The stick is ineffective against environmental
heavy. body armor, power armor, and full conversion borgs, but
is effective against Dog Pack armor and half suits, or body
armor without a helmet (not fully environmental without the
helmet attached). Partial borgs, juicers, and crazies have a 25%
resistance to this weapon. No effect against robots, androids,
and most supernatural beings and creatures of magic (only
supernaturals and creatures of magic weak to electricity are
affected).
TW Modified H-13 Ion Pulse Pistol: A heavy H-Brand pistol made
with mercenaries and Special Forces in mind. It was turned down
for military use by most kingdoms, but has since become a
popular weapon among adventurers. The H-13 resembles a pre-Rifts
sub-machinegun. Don’t let it’s looks or price fool you though as
it appears to be cheap and wouldn’t harm a tank’s armor. This
weapon does the same damage as an antitank round fired from an
antitank/antiaircraft gun with normal ammo. This particular
pistol has been modified by a techno-wizard with a three spell
chain blast. The pistol is adorn with three gemstones of high
quality (red ruby, red zircon, and a diamond) along the top of
the ammo chamber portion of the main body. The gemstones create
a three spell chain that produces a holy/divine fiery lightning
bolt when the trigger is pulled. No ammo can be loaded when
using the techno-wizard ability of this device. Side Effect: The
TW modifications on this pistol did cause the weapon to create a
field of static electricity around the user which causes small,
lightweight items, such as clothing, to stick to the user and
cause small, non-damaging shocks for two rounds.
Weight: 5 Ibs. (2.25 kg)
Rate of Fire: Standard.
Maximum Effective Range: 800 feet (244 m)
Payload: 20 shots
Special Items:
Magic Energy Battery Belt: This belt appears to be a normal
leather belt adorned with emeralds and diamonds of the highest
quality inlaid in silver buttons around the belt and belt buckle
with the Crest of Atlas. Atlas and his uncle made this belt for
him when he was younger to aid in his Stone Master studies.
Diamonds and emeralds can be used store magic and psychic energy
like batteries and are used as such by Atlas when needed. Each
gemstone on the belt can hold the same amount of magical energy
as a normal electric C cell battery. Atlas can tap into this
stored energy at any time as long as he is wearing the belt for
use to power spells or techno-wizard devices and weapons instead
of using his own personal magic energy supply. This belt’s
energy life is two hours with constant use and must be recharged
from the user’s personal supply of magic energy, inside or near
a dimensional pyramid, or on a ley line/nexus.
Red Agate Ring of Heal Wounds: This is a ring made from pure red
agate stone that Atlas made for the stone’s ability to perform
the Heal Wounds spell. The spell will heal all minor physical
wounds such as bruises, cuts, gashes, bullet wounds, burned
flesh, and pulled muscles. It will not help against illness,
internal damage to organs or nerves, broken bones, or poisons
and drugs. In the case of bullet wounds or shrapnel wounds, the
bullet or shrapnel should be removed first. If the bullet or
shrapnel is left inside the person, then it will be a constant
irritant causing chronic pain until surgically removed. Atlas
uses this ring’s ability by laying his hand on the wound person
and is to help stabilize a wounded person until full medical
attention can be gotten when the damage is life threatening and
no Full Heal/Restoration type magic or powers are not available.
Typically worn on Atlas’ left hand.
Alexandrite Earring: This earring has an alexandrite stone
encasing a stainless steel earring post. When Atlas activates
the power of this stone, it casts the spell Eyes of the Wolf
upon him. The spell grants the following benefits: Nightvision
(60ft), See the Invisible (75% success), Identify Plants &
Fruits (70% success), Identify Tracks (85% success), Track
(humanoids & animals at a 50% success), and Recognize Poison
(65% success).
Spell Range: Self or by touch
Duration: Five minutes per level of the character
Red Ruby Ring of Fire Ball: This ring is designed just like
Atlas’ red agate ring in that it’s ring made completely from a
red ruby. This precious stone ring has the ability to cast the
Fire Ball spell and worn on Atlas’ right hand. The spell caster
creates a large fire ball which hurls at its target at an
awesome speed and causes explosive magic fire damage in a 30
foot radius and concussion damage in a 60 foot radius.
Range: 90 feet line of sight
Duration: Instant
Personality: Atlas is a more down to earth type of guy than many
other True Atlanteans. He is strong willed and holds a great
determination when doing any task especially when it involves
working with stones and rocks, whether that work involves
building or sculpting. Atlas will get down right bullheaded
about completing stone master’s work and is very difficult to
get to stop no matter how tired he gets. He isn’t as skilled of
a fighter as other members of the New Star Rifters but has the
courage of Sir Lancealot in a fight. He is also very generous
and has a deep appreciation of art and beauty. He’s very loyal,
sincere, honorable, trustworthy, and has a deep dedication to
life, love, happiness, and freedom. Though many Atlanteans hate
vampires with a very deep passion to kill them and see them as
invaders from another dimension, Atlas has since learned that
not all vampires are evil nor are alien beings from other
dimensions while working with the New Star Rifters. This
revelation in his life has made him less hostile than other
Atlanteans towards vampires who prove that they not just evil,
mindless
#Post#: 3888--------------------------------------------------
Re: 41st Century Character: Atlas III the Earth Molder
By: Raven Tepes Date: April 19, 2020, 5:15 pm
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Bio: Coming Soon
Atlas III Picture:
HTML https://imgur.com/a/i4VBNAu
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