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       #Post#: 11036--------------------------------------------------
       Morrigan aka Lady Morgan LaFey
       By: Raven Tepes Date: November 10, 2021, 3:56 pm
       ---------------------------------------------------------
       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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