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Morrigan aka Lady Morgan LaFey
By: Raven Tepes Date: November 10, 2021, 3:56 pm
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Name: Morgan LaFey
Birth Name: Morrigan
Aliases: Morgana, Queen Maeve of Connacht, and Gráinne Ní
Mháille aka Grace "Pirate Queen" O'Malley
Race: True Atlantean Human
Age: 19,000 years old
Gender: Female
Height: 6'9"
Weight: 162 lbs
Family and Clan:
Clan: Minoan
Rank: Ambassador and Teacher to the Land of the Celts and
Ancient Britannia, Guardian of Avalon, Protector of Hybrazil,
Watcher of King Arthur
Professions: Cronomancer, stone master, green witchcraft, and
Druidry
Family:
~ Father: Zeus the Wise
~ Mother: Astrid the Sage
~ Brother: Atlas I the Grand Stone Master; Founder of the
Olympian family
~ Brother: Bansabira the Explorer
~ Sister: Tatiana the Healer
Organization: The Coven of Hybrazil
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.
[I]Chronomancer Abilities:[/I]
Chronomancy: The ability to use magic related to time. The user
is able to perform/cast a rare variety of magic spells and feats
that manipulates time itself to a degree.
[i]Applications:[/I]
Esoteric Time Manipulation
Spell Casting
Time Manipulation/Meta Time Manipulation
(
HTML https://powerlisting.fandom.com/wiki/Time_Magic)
Space-Time Magic: The ability to use magic related to the
space-time continuum. The user is able to perform/cast a variety
of magic that manipulates both space and time.
[i]Applications:[/I]
Esoteric Space Manipulation
Esoteric Time Manipulation
Concealment Magic
Intangibility Magic
Space-Time Manipulation/Meta Space-Time Manipulation
Space Magic
Spell Casting
Teleportation Magic
Time Magic
(
HTML https://powerlisting.fandom.com/wiki/Space-Time_Magic)
[I]Green Witch Abilities:[/I]
Nature Magic: The power to use nature-related magic. The user
can use magic to cast spells that draw upon the physical forces
of the natural world. They can create/control elemental
creatures, cast spells and harness natures magical energies.
[i]Applications:[/I]
Animal Magic
Disaster Magic
Disease Magic
Elemental Magic
Esoteric Nature Manipulation
Gravity Magic
Organic Magic
Nature Manipulation
Plant Magic
Spell Casting
Weather Magic
Divination via Plants/Animals
(
HTML https://powerlisting.fandom.com/wiki/Nature_Magic)
Witch’s Familiar: Green witches bond with a particular animal
that is called a familiar. The animal can range in type and size
and can be domestic or wild. Green witches typically find their
first familiar by the age of 10. The bond between witch and
familiar runs soul deep. The witch can communicate
telepathically with her familiar and can even see and hear
through their familiar because of their bond. If the animal
familiar is injured or killed, the green witch will feel the
pain whether of injury or loss.
#Post#: 11037--------------------------------------------------
Re: Morrigan aka Lady Morgan LaFey
By: Raven Tepes Date: November 10, 2021, 4:01 pm
---------------------------------------------------------
[I]Skills and Training:[/I]
[I]Combat Specialist:[/I] The ability to be a hand-to-hand
combat genius. The user has an encyclopedic knowledge in
hand-to-hand fighting styles; therefore understanding and
analyzing opponents style of combat and flaws in the opponent's
attack and defense. He can also use attacks that can
automatically knock down the opponent or use the strength of the
opponent to his favor.
The user has a vast knowledge of the opponent's body and their
limitations, have an incredible perception of opponents and the
users surrounding areas using it to his or her advantage, and
can copy or mix several types of martial arts and movements and
understand how a special attack works in matter of minutes. This
power can be enhanced by the users experience and improvement of
skill. Masters of this abilities can counter or detect flaws on
opponents Special Attacks.
[I]Weapon Proficiency:[/I] The ability to understand and use any
and all weapons with the proficiency of a master. User with this
ability need only to pick up a weapon before they instantly
become proficient in it. The first time they pick up a sword,
they can spar with masters, the first time they use a bow, they
can hit bulls-eyes. Even alien, magical, or other weaponry that
they should not understand comes naturally to them.
[I]Enhanced Athleticism:[/I] The power to perform acrobatic and
gymnastic feats beyond training. The user possesses athletic
abilities beyond even most dedicated training.
[I]Tactical Analysis:[/I] 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.
[I]Stealth Tactics:[/I] The ability to possess extraordinarily
expertise in stealth. The user possesses incredibly extensive
knowledge and skill in many types and ways of stealth tactics,
enabling them to easily slip in and out of areas undetected.
Their abilities in all manners of stealth are so refined they
appear as mere illusions to those who have been lucky to spot
the user. The users of this ability can move throughout even the
most guarded of areas and act in true discretion.
[I]Stealth Combat:[/I] The ability to use advanced stealth in
direct combat. User can use extraordinary fighting skills in
combination with superior stealth abilities for particularly
lethal effects. It allows them to land flurries of critical
blows while easily escaping their targets' clueless
counterattacks, devastating opposing forces they couldn't hope
to face in normal combat.
[I]Enhanced Marksmanship:[/I] The ability to achieve complete
and utter accuracy on distant targets. User can achieve complete
and utter accuracy on distant targets, with the activity in
their brain center for aim, accuracy and precision is
drastically improved. They need only to aim for an instant
before they can precisely hit a target with a projectile.
User can judge extremely long distances amazingly accurately,
gauging the strength needed to launch a projectile, in order to
hit a target accurately. If a target is moving the user can
calculate the best method to hit the target. Visual obstructions
like smoke and vegetation do not hinder their ability to get an
accurate bead on their target, and their intense focus on
whatever they're shooting at allows them to shut out outside
distractions. They can compensate for environmental factors that
would normally throw off their aim like wind, air resistance,
gravity, and radiant heat (which distorts the image of the
target).
[I]Dual wield:[/I] The ability to use two weapons
simultaneously. The user is capable of wielding two different
weapons with ease in combat. The weapons in question are
normally bladed weaponry and/or firearms, but it can be
virtually any melee and/or ranged weapon. Because of this, the
user is able to deal twice the damage to their opponent quickly,
swiftly, and effectively. They're also able to hold their own
against multiple enemies at multiple angles, allowing them to
fight and take advantage of wide openings.
However, due to possessing two weapons at the same time, the
user often bears poor defense skills, so this ability requires
speed, power, accuracy, and fast reaction time in order to
maneuver through and counter their enemies' attacks in order to
make up for the lack of defense.
[I]Training Regimen:[/I] The circumstance in which one develops
incredible abilities through extensive training. The user has
developed abilities near to or actually superhuman simply
by/through an extensive/excessive training regimen.
[i]Social Intuition aka Common Touch:[/I] 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.
[i]Lore: Demons & Monsters:[/I] 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.
[i]Mathematics: Basic:[/I] Knowledge of basic math, including
the ability to count, addition, subtraction, multiplication,
division, and fractions.
[I]Detect Ambush:[/I] Training that develops an eye for spotting
locations and terrain suitable for ambushes and being ambushed.
It also provides a rudimentary knowledge of guerrilla tactics
used by the enemy. The Detect Ambush skill gives its user the
ability to spot potential ambush sites based on terrain and
possible mode of attack. It is not specific enough to detect
individuals prowling.
[I]Detect Concealment:[/I] This skill enables the individual to
spot and recognize camouflage, hunting blinds, trip wires,
concealed structures/buildings and vehicles, secret doors and
compartments, as well as confers the ability to construct
unobtrusive shelters, use camouflage, and blend into the
environment. The Detect Concealment skill is specifically
designed to help a character to spot things that are hidden.
[i]Lore: Faeries & Creatures of Magic:[/I] The study of faeries,
goblins, shape changers, giants, dragons, sphinxes, and
creatures of magic throughout the ages via lore, mythology,
legends, and firsthand accounts. This skill is effectively the
same as other Lore skills except that the emphasis of the lore
is on Faerie Folk, dragons, and other magical creatures and
beings (creatures/beings that are neither demonic nor
supernatural but long lived and associated with magical powers).
The faeries of ancient mythology include Faeries, Sprites,
Pixies, Brownies, Leprechauns, Bogies, Toad Stools, Pucks,
Kelpies, Gnomes, Goblins, Tengu, Fox Faeries, and a host of
other creatures of magic.
[I]Identify Plants and Fruit:[/I] Training in the recognition of
the many different types of wild plants and vegetation and where
they grow. The emphasis is on finding and identifying edible
berries, fruits, vegetables, mushrooms, roots, bark, and plants
as well as plants that have herbal and medicinal qualities and
staying away from poisonous plants and fruit.
[I]Land Navigation:[/I] This skill enables the character to stay
on course while traveling over land by means of observation and
memorization. It includes mentally marking/recognizing
geographic landmarks, estimating distance and movement,
recognizing sounds, night traveling, marking a trail, and other
navigation tricks.
[I]Wilderness Survival:[/I] Techniques for living off the land
including getting water, finding food, shelter, and help when
stranded in wild forests, deserts, or mountains. Characters
without this skill will not be able to stay healthy for more
than a few days in the wilderness once their supplies run out.
[I]Blunt Weapon Proficiency:[/I] Training with all types of
blunt weapons including maces, hammers, cudgels, steel or lead
pipes, staves, and clubs.
[I]Musical Intuition:[/I] The power to possess extensive, if not
innate, knowledge and skill in music. User possesses incredible
skill in music/musical instruments. Using this ability, they
gain immediate understanding and mastery at using any/all
instruments and producing musical notes with it, they can
replicate any song heard or described, and have both perfect
pitch and the ability to produce any note/tone with any
instrument regardless of its nature or difficulty.
[I]Artistic Intuition:[/I] 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.
[I]Culinary Intuition:[/I] The ability to master all culinary
skills and techniques, as well as manipulate and temper with all
kinds of edible (or sometimes not) food.Users of this ability
are able to become master chefs of the highest caliber, they are
able possess a natural instinct for culinary cuisine in both
taste and smell. Their intuition allows them to create
astonishing foods from the finest ingredients or the most
repugnant of ingredients. They can also make material that was
previously thought to be inedible into rations for a group.
[I]Preserve Food:[/I] Knowledge in the preparations of food for
storage and later consumption. Includes canning fresh fruit and
vegetables, making jams and honey, drying fruits, vegetables,
and herbs, drying fish and meats, plus various smoking, salting,
and pickling methods.
[I]Holistic Medicine:[/I] Training in the recognition,
preparation, and application of natural medicines usually made
from whole plants or their parts. The Holistic Doctor is
basically a pharmacist and naturalist who creates drugs from
herbs and vegetation as well as studies and treats common
ailments and injuries. He can find and use plants to create
salves, balms, ointments, and lotions to soothe burns, boils,
rashes, insect bites, and reduce swelling as well as create
local anesthetics and salves to heal wounds twice as fast.
Brews, potions, and tonics are created to settle upset stomachs,
calm nerves, or induce sleep or hallucinations. The individual
can also make alcohol and poisons (hemlock and mandrake for
example).
The student of herbology also has a good knowledge of plant lore
and when and where to find healing plants, edible fruit, roots,
and bark as well as how to use and/or avoid dangerous flora. The
character can also preserve foods and knows how to set bones,
bandage wounds, and suture cuts. [I]Note:[/I] Plants are
seasonal and the right fruit, root, or leaves may not be
available at certain times of the year/season or may be found
exclusively in remote areas.
[I]First Aid:[/I] Rudimentary medical treatment which includes
how to bandage wounds, stop bleeding, splint broken limbs,
administer artificial respiration (CPR), and use of antiseptics
and common anti-inflammatory drugs and painkillers.
[I]Fishing:[/I] The fundamental methods and enjoyment of the
relaxing sport of fishing. Areas of knowledge include the use of
lures, bait, poles, hooks, line, and cleaning and preparation of
fish for eating. Also includes a basic knowledge of freshwater
fish, their habits, behavior, and what they taste like prepared
for eating.
[I]Carpentry:[/I] A fundamental knowledge of working with wood.
The character knows how to prepare, treat, preserve and cut
wood, recognize quality of craftsmanship, repair damaged wood
and wood items, and build furniture and articles (chests, boxes,
drawers, chairs, tables, cabinets, houses, fences, frames,
staves, utensils, etc).
[I]Housekeeping Aptitude:[/I] The ability to possess intuitive
knowledge of housekeeping. User possesses intuitive
knowledge/mastery in all the skills and tasks which housekeeping
requires; cleaning, cooking, home repair/maintenance, outdoor
chores, shopping, laundry, accounting, etc. Through this ability
they are able to become masters at all the techniques and skills
involved.
[I]Philosophy:[/I] The principles of philosophy, ethics and
morals, methods for effective debating and examining a subject
from a wide perspective, touching upon the aspects of sociology
and social consciousness.
[i]Brew: Basic:[/I] This is the making of fermented alcoholic
beverages from grains and/or fruits and specifically wine, mead,
ale, beer, and moonshine as well as common teas, coffee,
lemonade, and other similar prepared beverages.
[i]Brew: Medicinal:[/I] This is the making of fermented
alcoholic beverages from grains and/or fruits and specifically
wine, mead, ale, beer, and moonshine as well as teas, tonics,
elixirs, vapors (inhaled instead of drank), and other “brews”
for medicinal purposes. Stronger types of alcohol such as
brandy, rum, and whiskey are not included along with champagne
and fine wine.
[i]Horsemanship: Exotic:[/I] Basically the same as general
Horsemanship skill, including care, grooming, and breeding
except the character is experienced in riding tame animals other
than horses. Exotic animals can include elephants, camels,
lamas, pegasus, gryphons, dinosaurs, giant insects, and other
monstrous beasts trained (or willing) to be ridden. Wild,
untamed creatures cannot be ridden except by Simvan and select
characters with special animal skills and powers.
Enoch is well trained in riding ostriches, elephants, camels,
and gryphons though he can easily pick up on how to ride other
exotic animals.
[I]Animal Handling:[/I] The power to influence animal behavior.
The user can control animals, they can set stampedes onto
attackers, get animals to fetch things. Users may be able to
call forth hoards of rats or insects to wipe out a crop, or to
encourage bees to replant it.
Knowledge: [I]Language and Literacy:[/I] 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 Morrigan:
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.
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: [I]Demons & Monsters:[/I] 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: [I]Dimensional Being/Alien:[/I] 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: [I]Magic:[/I] 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.
Boat: [I]Sail:[/I] Small sailing and medium-sized sailing
yachts, and fishing boats.
Boat: [I]Ship:[/I] This includes all large sailing and
motor-driven sea-faring vessels. [I]Note:[/I] Morrigan only
knows how to sail large ships with actual sails and doesn’t know
anything about non techno-wizard motor driven ships.
[I]Weaknesses:[/I] 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.
[I]Nature Magic:[/I] Opposed by and may be vulnerable against
Pollution Manipulation. Magic Negation/Magic Destruction.
[I]Chronomancer:[/I] Magic Negation/Magic Destruction. Cannot
affect users of Spatial-Temporal Lock and Spatial-Temporal
Transcendence. Cannot affect users of Magic Immunity.
[I]Background:[/I]
[i]*Coming Soon*[/I]
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