Real Name: Nymphadora Aria of the true Atlantean Clan Aria
Race: True Atlantean (Human) Demi-god
|M.E.:||17||+1 save vs. PSI/INS|
|P.S.:||26||+11 M.D. (Supernatural)|
|P.P.:||20||+ 3 to Strike/Parry/Dodge (Supernatural)|
|P.E.:||14||+0% vs. Coma/Death +0 vs. Poi/Mg (Supernatural)|
|P.B.:||16||30% Charm/Impress (Supernatural)|
|SPD:||23||460/yds minute (Supernatural)|
|S.D.C.:||See M.D.C.||Hit Points:||See M.D.C.|
|M.D.C.:||92||Horror Factor:||12 if known as a True Atlantean /14 if known as a demi-god|
|Height:||6ft 2in||Weight:||178 lbs.|
|Does half damage.|
|1d6 x 5 M.D.C. per minute (4 melee rounds).|
|Magic Powers – The character has all the abilities of a Ley Line Walker. The spells available: All magic spells of the same level as the character’s experience; i.e. a first level character knows all first level spells, a second level character knows all first and second level spells. (See Magic)|
| “Marks of Heritage,” plus two others (Nymphadora – let’s pick these)
Recovers P.P.E. at the rate of 10 per hour of rest or sleep and 15 if using meditation.
Additional SDC from magic tattoos has already been factored in. (See Tattoos)
|Including but not limited to the following: metamorphosis potions and spells, the transformation ritual, vamipre 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.|
|Can sense the presence of vampires and vampire intelligences within a 1000ft radius (305m), but cannot pinpoint exact source/person responsible for the sensation. Recognize vampires by appearance: 10% per level of experience.|
| All Atlanteans are seasoned dimensional travelers who know how to operate the pyramids created by stone masters for purposes of healing, communication, teleportation, and dimensional teleportation. Base skill: 30% + 5% per level [ 45% ]
The average Atlantean does not know how stone magic works or how to build a pyramid.
| Sense Ley Line – Same as Ley Line Walker.
Sense Ley Line Nexuses – Same as Ley Line Walker.
Sense Rifts – Same as Ley Line Walker.
Ley Line Phasing – Same as Ley Line Walker.
| Speak/Read/Write: Atlantean 98%
Speak/Read/Write: Greek 98%
Speak/Read/Write: ____________ (one of choice) 98%
|+ 2 to save vs magic of ALL kinds (in addition to P.E. bonuses), + 4 to save vs horror factor.|
|HtH – Martial Arts:||??? APM||+ 1 to Initiative|
|SUPERNATURAL PS 26||5D6 + 11 S.D.C. on a pulled punch (restrained)||3D6 M.D.C. on a full punch/kick||6D6 M.D.C. on a power punch/leap kick (counts as two attacks/actions.|
|+ __ to strike||+ __ to parry; +2 to parry w/ Psi-shield||+ 1 to dodge||+ 1 to disarm|
|+ __ to Dam.||+ 3 to pull punch||+ 2 to roll w/ punch/fall/impact||+ __ save vs Disease|
|+ __ save vs Magic||+ __ vs Poison||+ 2 save vs Horror Factor||+10% vs Coma/Death|
|+ __ save vs PSI||+ 4 vs Possession|
|EQUIPMENT:||ITEM PROPERTIES / DESCRIPTION|
|Nymphadora carries a leaf blade gladius (short sword) with a M.D.C. crystal blade (a gift from her father).
Weight: 4 (2.2kg)
Color: clear (see thru) with ivory hilt chased in M.D.C. gold, copper, and silver. When activated if a wielder’s Psi-Sword can change color then the crystal will tint the color of the projected blade
Damage: 2D4 M.D.C.; When activated the TW Psi-Blade projects the psi-sword thru the crystal blade to whatever length it would normally be; it also adds 2D6 M.D. to the wielder’s Psi-Sword.
Rate of Fire: N/A
Range: Hand to Hand Combat
Payload: I.S.P. cost is the same for super psionic power; cyber-knights and duelists must spend 2 I.S.P. per minute to activate the weapon.
|Nymphadora wears green and gold accented plate and chain armor. (a gift from her mother).
Weight: 12 lbs.
Color: Green with gold accents
Protection: 150 M.D.C.; +100 when Flames are activated.
- Chameleon (3x daily): Same as the Earth Warlock spell; duration 30 minutes.
- Burst into Flame (3x daily): Fundamentally the same as the Fire Warlock spell, only it is the enchanted armor that bursts into flame. Thus, the magical flame provides the armor (temporarily) with an extra 100 S.D.C. (all attacks come off this first), increases the armor’s A.R. by two points, and punches, kicks, and any built-in weapon (like the retractable magic blade) inflicts an extra 3D6 damage. Likewise, any punch, touch or grabbing of the blazing armor does 3D6 damage to the fool touching it. There is also the danger of setting combustibles on fire (01-50% chance). Meanwhile, the character inside the armor can see clearly and is unaffected by his own magic flames.
- Regenerating Armor: A very expensive and rare magical attribute, since few Alchemists can add this feature to armor. Damage done to the armor is magically restored/regenerated at a rate of 10 points per hour. If the armor is destroyed, reduced to zero, the enchantment is broken and the armor is worthless scrap metal. Note: Applicable only to metal armor from chain to plate.
|Physic Powers- Mind Block, Summon Inner Strength, Resist fatige, Resist Hungar, Resist Thirst, Telekintic Lift, Telekinetic Push, Physic body field, Empathy, Deaden Pain, Replenise PPE, Increase healing, Supress Fear, Psi Sheild, Psi Sword, Combat Initiative, Telekinetic Punch, Telekinetic Leap, Telekinesis Super, See Invisible, Night Vision, Presence sence, Sence Evil, Sence Magic, Read dimensional portal.|
|Left Wrist||P.P.E. to activate: 20
Duration: 15 minutes per level of experience, or until canceled.
Power: This MoH (Mark of Heritage) creates a sword (In Nymphadora’s case a large leaf blade sword) that does its M.D. equivalent.
|Right Wrist||P.P.E. to activate: 30
Duration: 1 hour per level of experience. (())
Power: 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 character by using a killing bite attack, the brute force of punches, claws. etc., and/or weapons.
|right arm from the elbow up, the wings wrap across her upper chest and back.||P.P.E. to activate: 124
|____________||P.P.E. to activate:20
Duration: 30 minutes per level of expirence or until canceled.
Power: Flight: The tattoo user can fly at a speed of 50 mph, plus 10 mph per level of expirence.
Bonuses: +1 to strike and dodge(when flying) at levels four, eight, and twelve. +2 to S.D.C. damage from hand to hand attacks due to height and speed advantages.
|_____________||P.P.E. to activate: 40
Duration: 10 per level of expirence, or until the total number of M.D.C. is depleted. The user of the tattoo can cancel the magic at will. The effects of the magic continues even when the user is rendered unconscious or mind controlled.
Power: Limited Invulnerability: The body can withstand 75 M.D.C. per level of expirence. A magic aura that glows a faint blue color, that encircles the character, protecting her and everything on her body. The aura provides protection from most forms of physical attack, including mega-damage weapons, damage from explosions and falls, poision, and drugs.
Note: The character is still vulnerable to psionic and magic attacks and can be immobilize an entangled in a variety of ways.
|“ALL” Spells / Invocations Level 1-4!|
RCC Skills- Language: Two of Choice +20%, Basic Math +10%, Land Navigation +15%, Wilderness Survival +10%, Intelligence +6%, Tracking +10%, Horsemanship: General +16%, Horsemanship: Exotic +15%, First Aid +10%, Lore: Demons and Monsters +10%, Swimming +10%, Physical: Two of Choice, WP sword, WP One ancient of choice, WP Two modern of choice. RCC related Skills-(I still need to do that)
Get to this later