Kyra

"Shakti" शक्ति's page

244 posts. Alias of LastNameOnEarth.


Gender

D-Bee Mystic: Size: 0, Parry 8, Pace 6, Toughness 14 (7), Charisma -2, Bennies: 5, PPE: 10/20, Staff PPE: 0/10, ISP: 10/10

About "Shakti" शक्ति

Origin Story:
The one known as Shakti bore responsible for all reality. From one end of the island to the other, every creature was born, lived, and died under her control. She spent her days under the tree of knowledge, casting her mind about to the furthest reaches of reality, communing with the tree, and with the creatures and spirits of her realm.

Some event beyond the boundaries of her world caused the borders of another dimension to slam into the borders of her own. The limits of her small pocket of reality flexed and then shattered at the impact.

Shakti awoke in a strange world, filled with strange creatures, and unfamiliar dangers. In the absence of her realm and the comforting presence of the Bodhi tree, she lost much of her power. However, she discovered that she had retained some vestage of the divine, and was far from powerless.

She resolved to learn this world, find her tree, if it still survived somewhere, and then gain the power she needed to restore her realm.

Appearance:
Shakti is a tall woman who appears mostly human, with a few distinctions; besides being unusually tall, she has six arms, three extending from each shoulder. Her features generally suggest south asian ancestry, but her skin bears a bluish cast to the otherwise dark complexion.

Height: 6'
Weight: 155 lbs
Hair: Waist length dark blue-grey
Eyes: Red-Violet

Attributes

Agility: d6
Smarts: d8
Spirit: d10
Strength: d4 (d6 in Armour)
Vigor: d6

Derived Stats:
Charisma: -2 to most locals, -4 to coalition
Parry: 8
Pace: 6 (d6)
Toughness: 7
Armoured Toughness: 14 (7)

Shivan Race:

Adaptive
Ambidextrous
Extra Action x2
Parry +1
Spell Points +5 PPE
Spirit d8 starting (d12+2 Max)
Toughness 2

Cyber Resistant
Dependency (Heavy Metals such as lead and gold)
Distinctive Deebee (-4 Charisma with Coalition)
Environmental Weakness (Cold)
Non-standard Physiology
Bad Reputation (-2 to Charisma with most common folk)
Habit: Cannibal (minor)
Hindrance: Bloodthirsty
Hindrance: Clueless (Not native to this dimension)
Hindrance: Overconfident
Racial enemy (Raksasha)

Hindrances:
(Minor) Greedy
(Minor) Stubborn
(Major) Arrogant

Edges:
Professional (Magic) (Adaptable)
Expert (Magic) (Hindrance)
Master (Magic) (Hindrance)
Wizard (Hero's Journey)
Extra Power: Boost/Reduce Trait (1st Advance)
Extra Power: Healing (2nd Advance)

Mystic Edges:
Arcane Background: Miracles
PPE: 20
Master of Magic
Rapid Recharge (PPE)
Arcane Background: Psionics
ISP: 10
Alertness
Danger Sense

Abilities:
Cosmic Confluence: Convert PPE to ISP or vice versa at a ratio of 2:1.
Detect Arcana (At Will)
Divination (Vigor roll to avoid fatigue; cumulative +1 until rest)
Communion (10 PPE)

Mystic Trappings:
„„Celestial Silver: For any offensive
effect, a celestial silver Trapping counts as both holy and silver for purposes of Weaknesses. For example, smite can be cast on a weapon and it is a blessed silver weapon for the duration. This is extremely effective against vampires, among other things.
Courage: Ongoing beneficial powers grant the recipient +2 on Spirit checks against Fear and Intimidation for an increase of +1 PPE, lasting the duration of the power.
Gift of Life: +2 to Faith roll for healing or greater healing but gain a Fatigue level which can only be restored with an hour of rest (succor cannot restore).
Holy Presence: A beneficial power with a duration, cast by the Mystic on herself, grants her +2 Charisma and +2 on Intimidation checks, as she is surrounded by a holy aura. The glow makes her easier to see and target, giving foes +2 to attack and Notice rolls against her.
Holy Ward: For a beneficial powerwith a duration cast on someone, the caster foregoes the usual raise effect in place of granting Arcane Resistance for the duration.
Soul Blast: For direct damage powers, increase the base cost by 2 PPE to ignore all physical armor (including power and robot armor), but targets add half their Spirit to Toughness when determining the damage effect.

Mysticism Powers:
Greater Healing
Quickness
Shape Change
Summon Ally
Boost/Reduce Trait
Healing

Psionic Powers:
Clairvoyance
Telekinesis
Telepathy

Powers Accessed through Gear:
Puppet
Teleport
Darksight
Farsight

Skills:
Mysticism (Faith) d12+2 (Master)
Psionics d8
Fighting d8
Shooting d6
Healing d6
Knowledge Arcana d8
Notice d6
Persuasion d6

Heroes Journey:

Enchanted Items & Mystic Gadgets 1d20 ⇒ 20
You may choose any one of the previous results: Combat Mage Armour

Enchanted Items & Mystic Gadgets 1d20 ⇒ 1
Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work. The staff has 10 PPE (which regenerate at the same rate as the caster), grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles, and contains two spells (powers) of the player’s choice, which can come from any list. Finally, it’s a combat-worthy staff (Str+d6, Reach 1, Parry +1, twohanded) that even does Mega Damage if 2 PPE is channeled through it that round.

Experience & Wisdom 1d20 ⇒ 15
Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense: Wizard.

Education 1d20 ⇒ 18
Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has five additional skill points to spend at character creation, but they may only be spent on Healing, Investigation, and Knowledge skills.

Magic and Mysticism 1d20 ⇒ 16
Conservation of magical energy is an incredibly powerful talent. On a raise or better when activating a power, your hero reduces the PPE cost by 1 (minimum 0).

Gear:

Mystic Staff 10 PPE, +1 to all spellcasting rolls, gives access to Puppet and Teleport powers. Str+d6, Reach 1, Parry +1, twohanded, 2 PPE for MDC

Combat Mage Armour +7 Armour, +1d to Strength, Access to Darksight and Farsight (Charges on Ley Line)

Paired Chain Longswords Str+2d8, AP 2, MDC
Vibro-Knife Str+d6, AP 4, MDC

TK Revolver 2d6+2, AP 4, 12/24/48, 6 Shots

C-12 Heavy Laser Rifle 3d6+1, AP 2, RoF 3, 30/60/120, 60*
C-18 Laser Pistol 2d6+1, AP 2, RoF 1, 15/30/60, 10*

L-20 Pulse Laser 3d6+1, AP 2, RoF 4, 25/50/100, 40*
L-20 Pulse Laser 3d6+1, AP 2, RoF 4, 25/50/100, 40*
L-20 Pulse Laser 3d6+1, AP 2, RoF 4, 25/50/100, 40*

Wilks 320 2d6, AP 2, RoF 1, 18/36/72, 20*
Wilks 320 2d6, AP 2, RoF 1, 18/36/72, 20*
Wilks 320 2d6, AP 2, RoF 1, 18/36/72, 20*
Wilks 320 2d6, AP 2, RoF 1, 18/36/72, 20*

NG-52 Survival Pack

8000 cr


NG-52 Survival Pack:
∙One two-person tent, insulated against up to −40 degrees Fahrenheit. It has water collection capabilities, capturing ambient humidity and evaporating water from occupants, thus extending water supplies by 20%.
∙One sleeping bag, also insulated.
∙One flashlight, with a concealed pocket knife. Miniaturized solar panels give it near-infinite operation under typical conditions.
∙One biometric compass/inertial mapper. Body motion provides the necessary power, and the system lets the user know how far and in what direction he’s traveled over time (+2 to Survival rolls related to land navigation). A mirrored back allows for reflective signaling to other if the sun is out.
∙One short-range radio, five mile range. One first aid kit, provides +1 to Healing checks. It has three uses before it needs to be replenished (300 credits).
∙One hunter/fisher kit, containing wires, line, hooks, and other elements necessary for fishing and small game trapping. This provides +1 to Survival checks where food gathering is concerned.
∙Three saw wires, composed of serrated, high tensile strength wire and two ring handles. Capable of slicing through wood, stone, and even non-Mega metals.
∙One fire starter, a combination solar powered ignition cell and flint sparker (with six extra flints).
∙One survival knife, one small hatchet, and one wooden cross.
∙Four signal flares.
∙One climbing kit with 30 feet of lightweight cord, a pair of climbing gloves, four ceramic spikes, and a small mallet.
∙One bar of soap and a sterilized cloth.
∙One canteen.
∙Two weeks worth of minimal sustenance survival rations in sealed pouches.

Planned Advances:

Increase Strength
Power Points
Extra Power: Healing
Extra Power: Smite
Extra Power: Armour
Extra Power: Deflection
Two Fisted
Adept/Champion