d20: A’ikana Kalil

   Today it’s a preliminary writeup for a possible character for the Federation-Apocalypse game. This version doesn’t yet include Skills (or the Martial Art or two which she should probably have) or have much in the way of equipment save for the usual Smartclothes, On the other hand, a priestly monk type probably won’t be carrying that much equipment anyway.

   Like almost all of our characters, A’ikana is designed using the classless d20 point-buy rules from Eclipse: The Codex Persona – available in print HERE and in a shareware version HERE.

“A’ikana” Kalil (Anna Berikana Kalil)

   L6 (L5, +1 ECL Race) Eastern Spirit Master and Priest of the Unified Church.

   A’ikana is an early product of the Opening, born to Guendolen Iwwan and “Ulakomoros Kalil”, a mystical wanderer of the manifold. She’s now thirty-six – a young adult by Core standards, and roughly equivalent physically to an old-style human of 16. Physically she’s relatively small, lightly built – but, whatever her fathers heritage (her mother has no idea: the affair was something of a whim in the romance and excitement of the early days of the Opening such things were common enough), it’s left her possessed of considerably genetic advantages, including great strength and durability, on top of her mother’s usual Core genetics. There was a developmental price to pay of course, but A’ikana has long since overcome that hinderance… Her hair is a very dark red that’s almost black kept in a waist-length braid, and her eyes are brown – unless you’re looking right, in which case they’re a dark violet. She usually prefers to keep her smartclothes in a loose-fitting mode in shades of cream and brown.

   She doesn’t know much about her father, other than that he left shortly after she was born. She’d kind of like to know why, and to meet him – but there will be time for that.

   A’ikana has trained extensively under the tutelage of the Unified Church, where she leans more towards the Buddhist side of their teaching and dabbled in the martial arts. Given that her psychic abilities are formidable, she has undertaken a number of field missions for them – and with the War of Souls heating up, her involvement in such things can only be expected to grow.

   Racial Template: Childe’ of the Starborn Fire (63 CP, +1 ECL Race).

  • Fast Learner/Specialized in Skills: +2 SP/Level (6 CP).
  • +4 Intelligence (Normally 24 CP, reduced to 12 CP by world laws).
  • Immunity/Aging (uncommon/minor/minor, 2 CP). Can expect to live for several centuries without much of any signs of aging.
  • Grant of Aid/Specialized (requires several hours): May heal 1d8+5 damage OR 1d3 points of attribute damage OR one negative level once per three levels per day or part thereof, 6 CP), with +4 Bonus Uses (6 CP) and the Regenerative option/Corrupted (requires lots of food and rest, 4 CP).
  • Gift of the Dragon (Shapeshift, Attribute Modifiers (Str +6, Dex +4, Con +6, +3 Natural Armor, +8 to Swim and +4 to Stealth skills, 1d8 Natural Weapons, and Low-Light Vision), Hybrid Form, Clear Speech, Variants (Nearly Human Appearance). Specialized: “Monitor Lizard” Form Only, Corrupted: Cannot actually Change Forms (27 CP base, net cost 9 CP).
    • This is – again – a very cheesy way to get some large attribute bonuses very cheaply. It’s being allowed in the Federation-Apocalypse campaign because – in a world with mecha, starships, and nuclear weaponry in play – a few bonuses to strength and dexterity don’t mean nearly as much as they do elsewhere.
  • Inherent Spell; Gatekeying with +2 Bonus Uses daily. Corrupted: also costs 5 Power to activate (6 CP).
  • +8 levels of Wilder Power Progression with no Base Caster Level. Specialized: provides no powers. (12 CP). Provides +58 Power.

   Unified Church Package Deal (12 CP): One level of Clerical Spellcasting (10 CP), Theology +1 (1 CP), and Privilege/Social Advantage (Priest of the Unified Church, Specialized; also carries assorted responsibilities, 1 CP).

   Available Character Points: Duties (to the Universal Church, +2 CP/Level, currently +10), Hunted (the Children of The Ebon Night), Compulsive (Honorable and Religious), and History (three Disadvantages, for +10 CP) +2/Level for Witchcraft (Fast Learner, currently +10) + 12 (L1 and L3 Feats) + 144 (L5 Base) = 186

   Basic Attributes (6 CP).

  • Strength 22 (26)/+8. Provides DR 8/-.
  • Intelligence 22/+6. Provides +6 to all trained skills.
  • Wisdom 14/+2. Provides +2 Defense when unarmored or lightly armored, aware of attacks, and free to move.
  • Constitution 19/+4. Provides 4 Magic Points
  • Dexterity 18 (20)/+5. Provides 8 CP worth of Weapon Proficiencies)
  • Charisma 14/+2. Provides four free Contacts)
    • Original Rolls: 13, 17, 13, 14, 15. +1 Int Purchased (6 CP due to World Rules), +1 Con due to Level.

   Languages (5):

   Combat Information (82 CP):

  • Saves:
    • Fortitude +3 (9 CP) + 5 (Con) = +8
    • Reflex +3 (9 CP) + 5 (Dex) = +8
    • Will +3 (9 CP) + 2 (Wis) = +5
  • Hit Dice: L1 d12 (8 CP, 12 HP), L2-5 d8 (16 CP, 7, 6, 3, 5, 6).
  • Hit Points: 39 (Base) + 20 (5x Con Mod) +30 (Reinforced Smartclothes) = 89 HP
  • Proficiencies: All Simple, Martial, and Exotic Weapons (15 CP -8 from Dexterity = 7 CP).
  • Move: 30 (Base) +10 (Smartclothes) = 40
  • Initiative: +4
  • BAB: +6 (24 CP, Corrupted: only with Martial Arts and Primitive Weapons)
  • Armor Class: 10 (Base) + 5 (Dex) + 2 (Wis, per world rules) + 4 (Military Smartclothes) +3 (Natural) = 24
  • Universal DR 8/- base, 12/- base due to Smartclothes.
  • Usual Weapons:
    • Unarmed: +12/+7 (+6 BAB, +6 Strength), 1d12+6 (Base + Strength). Witchcraft may be used to enhance this in a variety of ways.

   Other Abilities:

  • Fast Learner/Specialized in Witchcraft (6 CP): +2 CP/Level for Witchcraft only.
  • Martial Arts: Increase d8 “Unarmed” Base to d12 (6 CP).
  • Blind-Fight, Darksense, and Sense of Perception (18 CP): May detect the structure of matter within a 30 foot radius.

   C’hi Master and Spirit Channeler / Witchcraft Abilities (48 CP). Two Pacts (Duties: Buddhist-style monk and Rituals: Meditative Observances, for a 12 CP bonus), Corrupted: Attracts rival C’hi masters, martial artists, and mystical enemies, reducing the total cost to 48 CP.

  • Basic Witchcraft (Power 20 [78 Total], Will Save DC 15, 18 CP +6 CP for Advanced Glamour).
  • Basic Abilities:
    • The Adamant Will: Spend 2 Power to resist mental control as a reflex action. May falsify aura.
    • The Hand of Shadows: Minor telekinesis 1 Power/Minute (often used for impossible maneuvers).
    • Glamour: Projective Telepathy. +6 to relevant checks for 1 Power/10 Minutes. May produce the equivalent of L0/1/2/3 spell effects for 1/2/3/4 Power (+6 CP).
    • Healing: One days worth of healing in one hour for 1 Power, heal up to 3d4/round at 1 Power/d4.
    • Hyloka: May manipulate her own metabolism in various ways.
    • The Inner Eye: Receptive Telepathy, +6 to relevant checks for 1 Power/10 Minutes.
    • Witchsight: Enhance Senses, 1 Power for one hour of a +6 bonus or a minor enhancement, such as Scent. May also gain a +18 bonus for a single round for 1 Power.
  • Advanced Witchcraft Abilities (66 CP base):
    • Summoning: Can reach into the spirit planes with her Witchcraft Abilities (3 Power), allow Spirits to Manifest (7 Power), and negotiate for being granted minor spells occasionally. This is usually used to contact haunts, local nature spirits, and similar entities.
    • Ridden by the Loa with Equal Partnership: Can take on a +4 level template for 1 Power/Hour, but the character is actually channeling a spirit while doing so, and it has a roughly equal say in how tasks are undertaken.
    • Dismissal: Do 3d8 to a class of extradimensional beings in a 15′ radius or Dispel Magic (1 Power, boost to 5d8 3 Power, Dismissal or Dispel Gates for 7 Power.
    • Wrath of the Sea: +6 Strength for 1 Power/10 Minutes.
    • Bones of Iron: +4 Natural Armor for 1 Power, +2 Str and Con for 2 Power, Stop Metabolism for 4 Power, and 6d6 Temporary Hit Dice for 4 Power, all effects last for ten minutes, others are possible.
    • Longevity: Live even longer.
    • Breath of Puruza: May spend Power to ignore injuries, poisons, suffocation, etc.
    • Dance of Flames: +6 Dexterity for 1 Power/10 Minutes.
    • Leaping Fire: Haste for 3d4 rounds for 3 Power, Rapid Healing at (1d4+Con Mod)/Round for five rounds for 1 Power, Eliminate Fatigue for 1 Power, Eliminate Exhaustion for 3 Power.
    • Whisper Step: Makes telekinetic movement assistance a subconscious effect.

   +2 Levels of Clerical Spellcasting, Net Level 3 (20 CP). Fire and Fate (Luck) Domains.

  • 4x L0 Spells: Mending, Light, Create Water, Detect Magic
  • 3x L1 Spells: Comprehend Languages, Magic Weapon, Obscuring Mist. Domain: Burning Hands
  • 2x L2 Spells: Enthrall, Zone of Truth. Domain: Produce Flame
  • Granted Powers:
    • Spell Conversion/Healing
    • May reroll any single just-made die roll three times per day. (Luck with +2 Bonus Uses, corrupted to allow rerolls only).
    • May Turn water creatures or Command fire creatures (3 + Cha Mod) times per day.

   Skill Points: 48 (Intelligence) + 6 (CP) + 16 (Fast Learner) = 70 Skill Points.

   Special Bonuses: +6 to all skills in which the character invests at least one skill point, +8 to Swim, +4 to Stealth, +1 SP in Theology, and a +5 Training bonus to all narrow skills. This being the Federation-Apocalypse setting, she gets custom skills and training bonuses – to make up for the fact that the settings skill list is potentially endless.

   Broad Skills (All +6 Int):

  • Physical Skills: Acrobatics +15 (4 SP +5 Dex), Stealth +24 (5 SP +5 Dex +4 Gear +4 Race), Martial Art/Adamantine Fist +21 (7 SP +8 Str), Martial Art/Crane Style +21 (7 SP +8 Str), Martial Art/Wind Dance +21 (8 SP +5 Dex)
  • Knowledge Skills (+6 Int): Theology +19 (6 SP +1 Package Deal), +13 Quantum Realities (1 SP), Psychology +13 (1 SP)
  • Perception Skills (+2 Wis): Spot +13 (1 SP +4 Gear), Listen +13 (1 SP +4 Gear)
  • Other Skills: Computer Operations +13 (1 SP, +6 Int), Diplomacy +10 (2 SP +2 Cha), Faith +10 (2 SP +2 Wis), Gadgetry +15, (1 SP, +8 Dex), Gather Information +10 (2 SP +2 Cha), Heal +10 (2 SP +2 Wis), Search +17 (1 SP +6 Int +4 Gear), Wealth/Core +9 (1 SP +2 Cha)

   Narrow Skills (All +6 Int +5 Training):

  • Physical Skills: Balance +19 (1 SP +5 Dex +2 Synergy), Climb +24 (1 SP +8 Str +4 Gear), Escape Artist +17 (1 SP +5 Dex), Jump +20 (4 SP +5 Dex), Drive / Core Earth Vehicles +16 (1 SP, +5 Dex), Shadowing +17 (1 SP +5 Dex), Swim +27 (0 SP +8 Str + 8 Race)
  • Knowledge Skills (+6 Int): Anthropology +18 (1 SP), Demonology +18 (1 SP), Church History +18 (1 SP), Witchcraft +18 (1 SP).
  • Other Skills: Oratory +16 (3 SP +2 Cha).

   +3 Specialities: Gadgetry/Smartclothes (1 SP).

   Known Languages (7): English, Mandarin, Japanese, Latin, Italian, Greek, Draconic.

Martial Arts Techniques Known (11 tehniques each at skill 21)

  • Adamantine Fist: Toughness III (+3/1 DR when using this form), Strike, Breaking (easily smashes objects), Mighty Blow (knocks people down on a critical), Sunder (may attack opponents weapons without drawing attacks).
    • Limited-Use Mystic Techniques:  Inner Strenth (powres mystic techniques), Ki Focus (Strength, +4 sacred bonus when activated), Focused Blow (strike as a crushing touch attack), and Overburden (renders foe unconscious).
  • Crane Style Kung Fu: Attack 2 (+2 to Hit), Strike, Defenses 4 (+4 to AC), Synergy (+2 to Balance), and Toughness 1 (+1/- DR).
    • Limited-Use Mystic Techniques: Focused Blow (strike as a crushing touch attack), Light Foot (+20 move and half falling damage, +30 to Jump), Iron Skin (+4 natural armor, may strike intangible opponents).
  • Wind Dance: Defenses 2 (+2 AC), Strike 1, Mind Like Moon (DC 15 reflex save to avoid being surprised or flat-footed), Instant Stand, Whirlwind Strike, and Deflect Arrows.
    • Limited-Use Mystic Techniques: Inner Strength (powers mystic techniques), Healing Hand (cures damage, diseases, and toxins), Vanishing (an instant move action when you need it), and Serpent Stike (attack does 2d4 attribute damage).

   Thanks to her mastery of basic strikes – and resulting lack of need for the “power” basic technique – A’ikana has fully mastered the Adamantine Fist and Crane Style, and has gone on to develop some advanced abilities. The Wind Dance, however, still has some techniques left to learn.

   Equipment: Her Smartclothes will provide a +4 Equipment Bonus on Climb, Disguise, Listen, Spot, Stealth, Search, and Swim. They also provide +30 HP and have a limited exoskeleton function (+4 Strength, +2 Dexterity, +10′ Movement) (This makes them a five-point gadget, but that will only require the investment of 1 SP in the Gadgetry skill). A basic priestly kit, including a selection of holy books for worlds where electronics does not work and various minor religious items can pretty much be assumed.

 

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5 Responses

  1. […] ECL: Childe of the Starborn Fire*. The offspring of a dimension-walking draconic […]

  2. I’m curious about her racial inherent spell, “gatekeying.” What does it do? It sounds like what allows for “openings” in the setting, but if that’s anything like the classic gate spell, it’s of a shockingly low level.

    • In the setting, Openers were those able to create new gateways between different sections of the Manifold “multiverse”. However, while permanent in the medium term sense, such gateways could only be utilized by other Openers, Gatekeepers, and those travelling with them. Gatekeepers in turn could utilize those gateways and haul people along, but otherwise are restricted to pre-existing routes already created by Openers.

      A’ikana in this case is a Gatekeeper and as such cannot actually create new paths but rely on those created by Openers such as Kevin, Marty, and Ryan.

    • Gatekeying is basically the equivalent of a Knock spell; if there’s an existing, stable, gate that just happens to be shut at the moment, you can try to get it open.

      Thus, if the Faerie Ring marks a magical portal that naturally opens at midnight, Gatekeying can get it to open for you for a few moments at at 7 AM. If a small ritual can carry anyone standing in the shrine atop Mount Zarin to the Celestial Realms, then Gatekeying will probably get you there quicker. If the Dread Mirror of Ba’al will permit passage to the Abyss if you offer up a human sacrifice, Gatekeying may get you through without the nasty price.

      In the Federation-Apocalypse setting it substituted for the one mana point worth of reality editing that it took to open an existing gate that some Opener or other great power had established.

      Handy in some ways – but rarely all that important; if the game master didn’t want the characters to be able to use a portal, he generally won’t put it there in the first place. There will be some way to get it open.

  3. […] A’ikana is more focused on her martial arts and “Chi Powers” then on her clerical magic – but that’s simply because she’s more of an eastern style priest than a western one. […]

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