About Auriel AchereanAuriel Acherean
Combat Info:
Agility 1d8 Smarts 1d6 Spirit 1d10 Strength 1d6 Vigor 1d8 Charisma +2/-4 vs. Vampires and Splugorth/+4 in Garnettown
Tattoo Sword: 1d6+3d10 damage (regular or mega)
Race: Atlantean:
*Atlantean Transformation Immunity: True Atlanteans cannot be forcibly transformed by magic or other means. *Attractive: True Atlanteans are the epitome of human perfection. Atlanteans have the Attractive Edge. *Cyber Resistant: Atlanteans cannot take any Iconic Framework that includes cybernetics as an inherent ability (including the biocomp system needed to be a Juicer), nor may they roll on the Cybernetics benefits table. *Hunted: Atlanteans are hunted by the Sunaj who try to capture or kill all Atlanteans on sight. Atlanteans suffer a −4 Charisma when dealing with all Sunaj and their Minions. *Inherent Nature: All Atlanteans feel it is their place to stand against evil and thus have the Heroic Hindrance. *Ley Line Sense: True Atlanteans are very in tune with ley line energy and can sense a ley line within 10 miles, and can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). They can also sense any nearby Rifts within 10 miles, and can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles. *Ley Line Phasing: Due to the True Atlanteans deep connection to the ley lines, they are capable of phasing into the energies for an instant, transporting to any other point along the line in the blink of an eye. They may take a full round to concentrate (taking no other actions, not even free actions), and on the next round they can teleport flawlessly to any other point along the same line. Though it costs no PPE, the Atlantean must make a Vigor check or suffer a Fatigue level (requiring four hours to recover). Each subsequent use of this ability imposes a cumulative −2 penalty to the Vigor check until the Atlantean has a full night’s rest. Ley Line Phasing cannot be used to transport others. *Marks of Heritage: All Atlanteans receive two magical tattoos at an early age. They begin with the simple weapon and the vampire protection Tattoos. *Multilingual: All Atlanteans are educated and literate in three or more languages and may speak several additional languages. Atlanteans begin with the Linguist edge. *Racial Enemies: True Atlanteans and both Splugorth and Vampires have been at war for years. Meetings between the species start argumentative and get worse. Atlanteans suffer −4 Charisma with Splugorth and Vampires. *Sense Vampires: True Atlanteans can roll Notice to detect any vampires within line of sight.
Skills:
Climbing d6, Fighting d12, Intimidation d4, Investigation d4, Notice d6, Persuasion d4, Piloting d4, Shooting d8, Stealth d10, Survival d4, Swimming d4, Tattoo Magic d4, Throwing d4, Tracking d4 Hinderances:
Code of Honor, Heroic, Loyal, Outsider, Wanted (Minor) Edges:
Arcane Background (Tattoo Magic) Alertness (+2 to notice rolls) Assassin (+2 to damage on unaware targets) Attractive (+2 to Charisma) Brawler (+2 to unarmed damage rolls) First Strike, Improved First Strike (gain a free strike on any enemy that moves adj. to me) Improved Simple Weapon Tattoo (Weapon tattoo does more damage) Linguist Martial Artist Master of Magic Rapid Recharge Strong Willed Thief Tattoos:
Keen Senses Right Collarbone Shield Left Shoulderblade Simple Weapon (Sword) Inside Right Forearm Armor Right Shoulder Vampire Protection Inside Left Forearm Equipment:
Ley-Line Walker Medium Armor, NG-S2 Survival Pack, 14,000 credits. Climbing gear for a party of four. Languages:
Atlantean (Literate), American (Literate), Dragonese (Literate), Faerie Speak Hero's Journey Rolls:
Narrative Hook: Nearly Done For. Your character was nearly dead, or staring down the barrel of an impossibly large gun, or otherwise facing the end of his journey when the tide suddenly turned and his fat was pulled out of the fire. Someone from the Tomorrow Legion rescued him, which not only leaves him with a debt, but an interesting story to tell. M.A.R.S Fortune and Glory Roll: 12 - Choose one of the above or roll on two tables of the character's choice (Spirtual and Determined). Training: 3 - After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +5 Skill Points, which may be spent on Fighting, Shooting, or Throwing in any combination. Training: 5 - Whether via formal training in a dedicated school, learning at the hands of a master, or just surviving a dangerous world, your hero’s picked up some serious fighting skills. He’s got the Martial Artist Edge (or Improved Martial Artist, if he already had the former), as well as the Brawler Edge. Training: 13 - There are a lot of broken elevators and overgrown mountain trails across the world, making trained climbers a valuable addition to any group. Your character is one of those folks who knows his way around ropes and clamps, granting him a d6 Climbing, or +2 to the skill if he already has it. He also has a good set of climbing gear for a party of four. Underworld and Black Ops: 11 - Your character is inherently gifted at larceny, possessing the Thief Edge without concern for requirements. He also gains +3 Skill Points to spend on Climbing, Lockpicking, and Stealth as he chooses. Underworld and Black Ops: 18 - There are many killers in the world, but your character is a wetwork expert with a particular set of skills. He gains the Assassin Edge. He also gains +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties.
Background:
Auriel is one of many in his generation of Atlanteans who were raised on the glory of the Undead Slayers. He believed whole-heartedly in the eradication of the vampire species and everything they represent, so much so that during his coming of age, he swore the oath, underwent the training, and eventually received his tattoos that mark him as a defender of his people. It was during his first mission that he ran into the pair of Sunaj assassins. They attacked when he was attempting to broker a peace between two warring factions to get them to focus on the vampiric forces who had pointed them at each other. The delagates from both sides were wiped out during the ensuing battle, and Auriel was nearly killed by one of the assassins, but not before killing one of the pair. Wounded to the point of death, he waited for the killing stroke....that never came. Coming to several days later, he was being nursed back to health by one of the warring factions. Once he had recovered, he returned to his people, only to discover that the spaceship that had served as his training grounds had been attacked and no one was left alive. No one, that is, except for his dying master, Urtos. Though he tried to save him, Urtos' wounds were mortal. He warned his student that the reason everyone was dead was that the ship which had brought the assassins, the rumored Sunaj, had used authorization codes that belonged to the clans. Clearly there was a traitor among the clans. Sensing his pupil's thoughts, he bade him return to the lands of his people's origin, Earth. This was a planet that needed the protection of the Undead Slayers even more than the Three Galaxies. Swear to me that you shall take up my dream of freedom for our homeland Urtos commanded. Given no real choice, Auriel did. Satisfied that he had saved even one of his students from foolish vengeance, Urtos died happily. With a heavy heart, Auriel buried his master and made his way to Phase World. During the trip, he taught himself several of the most popular languages from the most populated continent. Once on Phase World, he sold his master's ship for supplies and a guide through the rifts to the city of Tolkeen. And into the middle of a war. He had no knowledge of which side was right (if any), but refugees look the same whereever you go. So, to protect life, he began escorting Tolkien refugees out of the warzone. While protecting refugees, he learned of current events. It was also the second time in as many years that he came face to face with death, this time a Death's Head troop transport with only ground troops in a heavily wooded area. So he waged a 4 day guerilla war with the Coalition forces, damaging their vehicle from below on several occasions and forcing them to make repairs, then ambushing the repair teams. This worked to great effect for a while, until his luck finally ran out. Forced out of the woods and into a box canyon (it was the only defensible position for miles), Auriel again prepared himself for death, only this time at the end of a lazer rifle. And again, death never came. Instead, a group of Legionaires from the newly established Tomorrow Legion were sent to investigate a Death's Head transport that had moved too close to their base of operations. When they arrived, they discovered 20 Coalition Soldiers pointing their rifles at a box canyon that the Death's Head transport was also facing, and a single man shouting defiantly at them from inside the canyon. Taking the opportunity to attack, it quickly became a rout. For his part, when he discovered that the new forces began attacking the flying transport, he was relieved. As soon as the soldiers turned their back on him, he charged out of the canyon, doing his part to insure the safety of the refugees. As the smoke from the battle cleared, the group from the Tomorrow Legion found themselves with a group of Tolkienese refugees and a unarmored man wearing a suit of ley-line walker armor that he was clearly not used to wearing (it was a gift from one of the refugees he had saved, and Auriel didn't have the heart to tell him that he didn't need it). The unarmored man introduced himself as Auriel, and he accompanied both groups to Castle Refuge, where Auriel swore an oath to the very confused leader of the legion, who gladly welcome Auriel after hearing the after-action report of the battle. So After some basic training, Auriel was made a Legionaire, and here his story truly begins...
Advancements:
1: Raised Spirit to 1d10 |