Mara Archerean (True Atlantean Undead Slayer)

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Mara Archerean (True Atlantean Undead Slayer)

Postby Mara » Sun Feb 20, 2011 9:12 pm

Player Name: Mike
Google Hangouts:

Character Name: Mara Archerean
Alias: M; Lilith Reanne
Race: True Atlantean
O.C.C.: Undead Slayer
Occupation: Dimensional Traveler, Adventurer and Occasional Mercenary
Alignment: Unprincipled
XP Level: 6th
XP Points: 46,937 (2020-10-01 DSM)
Next Level @ XP: 47,001
Sentiments/Non-Humans: Treats all intelligent life as equals. What’s important is their actions.
Sentiments/CCW & CAF: A little full of themselves, but the most advanced alliance of planets outside of the UWW
Sentiments/TGE: The universe will be a better place when this civilization crumbles
Sentiments/Splugorth: The only beings lower than the Splugorth are Vampires, but only barely...
Disposition: Calm, quiet, and collected. Very cool under pressure and doesn’t hesitate to take dangerous risks to save an innocent or compatriot. Very jovial and relaxed with friends and cool with all others.
Insanity: None - though her parents' death still gnaws at her
When wearing Ring of Strength

I.Q.: 26
M.E.: 28
M.A.: 19
P.S.: 36 (41) (Supernatural)
P.P.: 23
P.E.: 27
P.B.: 18
Speed: 31

PPE: 288
ISP: 85
MDC: 381
Age: 31
Sex: Female
Height: 6'4"
Weight: 170 lbs.
Description: Mara stands straight and tall. An aura of calmness almost radiates from her body. When she decides it’s time to act her movements are fluid, precise and controlled. She has a swimmer's build with long dark brown hair (usually in a braid down the middle of her back) and light green eyes. She has not allowed any magical tattoos to be put on her face.

Racial Abilities
Cannot be physically transformed by any means
Sense vampires: Vampires and vampire intelligences within 1000 foot radius, but cannot pinpoint exact source/person
Operate dimensional pyramid 66% (+5%) (for communication and dimensional teleportation)
Sense Ley Lines within 5 miles away
Sense Ley Line Nexus within 10 miles away
Sense opening or closing of a Rift within 20 miles away
Ley Line Phasing: Can teleport along a ley line flawlessly (15 seconds of concentration no more than 4 times per hour(14 times per 24 hours (+2/lvl)))

Natural Abilities
Perception Bonus 65% (95% when dealing with vampires or undead)
Horror Factor: 14
55% trust/intimidate
40% charm/impress
Replenish P.P.E. at 20 points per hour of rest/meditation/sleep and 25 per hour of meditation on a ley line
Max. Encumbrance: 170 lbs.
Max. Carrying Weight: 1800 (2050) lbs.
Max. Lifting Weight: 3600 (4100) lbs.
Max. Jumping Ability: 66' (73.5') length & 30' (33') height
Can move 22 yards each action

Magic Tattoos
Heart impaled by a wooden stake (15)--6 hour duration
Eyes Three (20)-- 60 min duration, Nightvision 1200', See the Invisible, See Aura, +1 to strike, +1 to Initiative
Cross (15)--6 min duration, Turn Undead as per the spell
Heart in chains (40)-- 60 min duration, 450 MD
Cloud in chains (50)-- 6 min duration, See the invisible, float in the air, wind rush, call lightning, calm storms, see air elementals, communicate with air elementals
Rose (30)-- 6 min, 3 healing touches per min 3D6 SDC and 1D6 HP
Phoenix (124)-- Instant duration, touch or within 12 ft, 50 HP and SDC, or 100 MDC, can also resurrect (see penalties)
Eye of Knowledge (15)-- 90 min duration, understand and speak all languages at 96%, literate at 82%
Skull Engulfed in Flames (45)— 30 min duration, Impervious to flame/heat; all other energy ½ damage; protective field 60 MDC; 6d4 MD fireballs range 600’ (+100’/lvl) +2 to strike
Heart with large wings (20)-- 3 hours duration, fly at 70mph, up to 4,000 ft; +1 to strike and dodge
Black Sun (40)--30 min duration, nightvision 600’; see in magical darkness; can recognize shadow beasts and other shadow-linked creatures even in shadows; shadow meld as spell; cloak of darkness as spell
Blazing Comet (40)-- 3 hour duration, Fly in Space totally protected from the elements, Fight Speed Mach 1 per level, has zero G movement and a protective aura of 20 MDC per level.
Beautiful Dancer (15)-- Duration: Varies with command; as per Hypnotic Suggestion Super Psionic power.
Eye of Mystic Knowledge in a Red Circle with a Slash Through it (Negate Magic) (40) As per Negate Magic.
Eye of Mystic Knowledge on a Broken Shield (Dispel Magic Barriers) (45) As per Dispel Magic Barrier.
Claymore covered in flames (10)-- 90 min duration, 3D6 MD
Bow and arrow with four arrows in flames and with wings (20)--90 min duration, 2D6 MD, 1,920 ft range
Knife (2)-- 3 hour duration, 1D6 SDC
Katana (2)-- 3 hour duration, 3D6 SDC
Claymore & Katana Crossed (5)—90 min duration, +1 to strike & +2 to parry
Katana covered in flames and a coiled snake (20)-- 90 min duration, 3D6 MD, 9D6 MD to supernatural reptilians
Katana covered in flames and dripping blood (25)-- 90 min duration, 6D6 MD
Elephant (30)-- 6 hour duration
Eagle (15)-- 6 hour duration
Killer Ape (100)-- 3 hour duration (PW, pages 112-113)
-400 mdc; +1 Init; +8 to strike; +9 to parry/dodge; +2 to rwp; +7 save vs magic; +5 save vs psionics; APM 4; 7d6 MD per claw attack

Minor Psionic
Sixth Sense (2)--bonuses for first round +6 to initiative, +2 to parry and +3 to dodge
Telepathy (4)-–12 min duration
Enhanced Reflexes (10)--12 min duration

Special Skills
Lore: Vampires--102% (+3%)
Vampire Combat
Gut Feelings, Hunches and Realizations Involving Vampires:
-Bad Feelings about walking into a Vamp Trap--72% (+5%) (+5% to perception and +1 initiative when having a bad feeling)
-Feeling that vampires are around or are exerting control or influence over a community--87% (+3%)
-Finding and recognizing evidence of the undead's pesence or involvement--87% (+3%)
-Hunch that someone is a vampire servant, henchman or assassin--77% (5%)
-Recognize a vampire mind slave by sight--87% (3%)
-Recognize a wild vampire by sight--111% (3%)
-Recognize a secondary vampire by sight--87% (3%)
-Recognize a master vampire by sight--77% (3%)
-Guess where the vampire's lair is--47% (+3%) (+25% to find lair or coffin when at the location)
Command Trust and Leadership--77% (2%)

O.C.C. Skills
Radio: Basic--97% (+5%)
Language: Dragonese/Elf--104%
Language: Trade Four--104%
Language: Greek/Atlantean--104%
Language: Trade One--117% (+5%)
Language: Trade Two—117% (+5%)
Language: Gobblely--117% (+5%)
Literacy: Dragonese/Elf--104%
Literacy: Trade Four--104%
Literacy: Greek/Atlantean--104%
Basic Math--107% (+5%)
Intelligence--77% (+4%)
Tracking--82% (+5%)
Wilderness Survival--87% (+5%)
Lore: Demons and Monsters--102% (+5%)
Lore: Faerie & Creatures of Magic--82% (+5%)
Lore: Dimension--72% (+5%)
*Work Parallel Bars and Rings--90% (+3%)
*Climb Rope--84% (+2%)
*Back Flip--106% (+5%)

Swimming--92% (+5%)
W.P. Archery
W.P. Targeting
W.P. Knife
W.P. Sword
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Shinjinken-Ryu
Hand to Hand: Martial Arts Frozen at 6th and not counted in bonuses

O.C.C. Related Skills
*Automatic kick attack
*Sense of Balance--102% (+5%)
*Walk Tightrope/High Wire--90% (+3%)

Prowl--76% (+5%) (96% due to Cloak of Shadows)
W.P. Heavy Energy Weapons
Weapon Systems--77% (+5%, 3rd level)
Interrogation--67% (+5%, 3rd level)
Detect Ambush--67% (+5%, 3rd level)
Physical Labor

Secondary Skills
Pilot Hovercycle, Skycycles and Rocket Bikes 100% (+3%)
Horsemanship: Exotic Animals--72%/62% (+5%)
Research--82% (+5%)
Lore: Galactic Alien--72% (+5%)
Sensory Equipment--72% (+5%)
W.P. Shield
Athletics General
Computer Operation--72% (+5%, 4th level)
Zero Gravity Movement & Combat 104% (Taught by Nadal)
Mythology--42% (+5%, 1st level)
Wardrobe & Grooming--62% (+4%, 1st level)
Appraise Goods 47% (+5%, 1st level)
Anthropology 47% (+5%, 1st level)

Combat Data
HTH Type: Shinjinken-Ryu (at 8th level)
Number of Attacks: 8 (+1 when fighting vampires/undead/demons/supernatural evil)
Critical Strike: From Behind
Critical Strike: Unmodified 18-20
Death Blow on a Natural 20
Knockout on a Natural 20
Initiative Bonus: +3 (+2 when fighting vampires)
Strike Bonus: +6 (+1 when fighting vampires) (+2 when going to impale or stake the heart of a vampire)
Parry Bonus: +9 (+1 when fighting vampires)
Parry Bonus with Sword/Staff: 11 (+1 when fighting vampires)
Dodge Bonus: +12 (+1 when fighting vampires)
HTH Damage Bonus from Str: +21 (+26) SD/+5d6 (+6d6) MD
HTH Damage Bonus from HtH: +4
Bonus to Roll w/Punch: +12
Bonus to Pull a Punch: +5
Bonus to Disarm: +4
Bonus to Entangle: +3
Bonus to Maintain Balance: +3
Restrained Punch: 6d6+21 (1d6*10+26) sdc
Full Strength Punch: 5d6 (6d6) mdc
Power Punch: 1d6*10 (2d4*10) mdc (can do it with a sword)

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Archery-- +4 to strike, +1 to parry, +2 to disarm
W.P. Targeting-- +2 to strike with thrown items
W.P. Knife-- +3 to strike, +4 to parry, +5 to strike when thrown (includes targeting and fencing bonuses)
W.P. Sword-- +4 to strike, +3 to parry, +1 to strike when thrown, +1d6 damage (includes fencing bonus)
W.P. Shield-- +1 to strike, +2 to parry
W.P. Energy Pistol-- +3 to strike
W.P. Energy Rifle-- +3 to strike
W.P. Heavy Energy Weapons-- +2 to strike

Saving Throw Bonuses
Magic: +10
Poison: +6
Disease: +6
Horror Factor: +8 (+3 vs vampires/their protectors/their summoned animals)
Coma/death: +24%
Psionics: +8
Insanity: +11 (+2 when fighting vampires)
Resistance vs vampire seduction: +3
Resistance vs vampire mind control: +1
Hypnotic Suggestion: +2
Possession: +1
Last edited by Mara on Sun Jul 19, 2020 5:55 pm, edited 47 times in total.
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Re: Mara Archerean

Postby Mara » Sun Feb 20, 2011 11:26 pm


Vehicles/Mounts are listed first.

Carried/In Hand

Worn on Person
Stoney Dragon Sheath on back
Charm Gem On Forehead
Ring of Strength worn on right ring finger
Ring of Teleport worn on left ring finger
Telepathic Communicator - Armband worn over right bicep
Charm Amulet worn on necklace
Talisman of Fighting Spirit worn on necklace
Trench Coat M.D.C.: 10 each.
Pair of black Combat Boots M.D.C.: 5 each.
Kimarxi Hunting Knife in right boot
Polarized high impact sunglasses
Secured Earbud radios (2 mile range; Scrambled)
Silver Cross
Locket w/ pictures of her parents
Platinum Bracelet Platinum charm bracelet with BFF charm. Valued at 5,000 credits. Left Wrist
Cloak of Shadows

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: NE-4 Plasma Cartridge Pistol right holster
• Attachment: (1) Extra Clip for the NE-4
• Attachment: (1) Extra Clip for the NE-4
• Attachment: Crystal Paralyzer left holster
• Attachment:
• Attachment: Lighter
• Attachment: (2) sets of MDC Handcuffs (20 MDC)
• Attachment: (1) P-Field Batteries
• Attachment: Might of the Palladium Potions
• Attachment: Storm Flares 100 foot circle, lasts 1D6 minutes; 4D6x10 Hit Points every 1/2 melee round to creatures vulnerable to water.
• Attachment: Darkness Grenades
• Attachment: Darkness Grenades

Backpack Not on at the moment
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Darkness Grenades
• Space: Darkness Grenades
• Space: Storm Flares 100 foot circle, lasts 1D6 minutes; 4D6x10 Hit Points every 1/2 melee round to creatures vulnerable to water.
• Space: Might of the Palladium Potions
• Space: (1) Box of Cigars
• Space: Pocket notepad and pen
• Space: Slinky Red Sequined Dress
• Space: Might of the Palladium Potions
• Space: Altess Amoria Officer Jump Suit
• Space: Campsite Crystal

Duffle Bag
ATEA-50 Supai Stealth Armor (Patron Item)
N-F10A Light Force Field
• (3) sets of casual clothes, shoes included.
• (2) Formal Dresses w/ shoe (one white and one black)
• (3) sets of Black Sports Bras and Bike Shorts M.D.C.: 5 each.
• (1) Pairs of Combat Boots M.D.C.: 5 each.
• (1) Trench Coat M.D.C.: 10 each.
• (5) OP-Field Batteries
• (4) P-Field Batteries
• (4) E-clips
• (5) Silver throwing knives Damage:1D6, double to creatures vulnerable to silver.
• (1) OP-Field
• Hatchet (1D6 SDC)
• Canteen
• Gas Mask and Filter
• Brown Robes
• PDD-V Pocket Digital Disc Audio and Video Player
• 2 Small Sacks
• 2 Large Sacks
• Pocket notepad and pen
• (2) Might of the Palladium Potions
Cloak of Shadows
MR-15 Magefire Particle Beam Rifle On Shoulder
Phase Sword

Stored in Vehicle

Gear Stats

ATEA-50 Supai Stealth Armor (Patron Item)
ArmaTech's answer to the difficulties of training ninja. A medium armor that practically makes its wearer invisible, but as is typical in a competitive market, this armor proved cost inefficient and was shelved with only a small batch of prototypes being produced and subsequently sold off.
M.D.C. by Location:
• Helmet: 50
• Arms: 35 each
• Legs: 50 each
• Main Body: 100
Modifiers: +10% to prowl, palming, and concealment skills. No modifiers to physical skills.
    • Experimental Cloaking Technology
    • • Functional equivalent of the Cloaking major super power.
    • • See page 256 of Heroes Unlimited 2E for details.
    • • Cloak is the functional equivalent of 1st level; does not increase with experience.
    • Weight: 12 lbs.

Cloak of Shadows
• +20% to prowl
Description: The wearer is difficult to see in shadows, but even in lighted areas the character moves silently and unobtrusively like a shadow.
Source: PFRPG, p.258

  • Dispersal Effect: Divide ranged/explosion damage by 10
  • M.D.C.: 2 Projectors (front and back) 10 M.D.C. each
  • Duration: Each battery provides 12 hours of continuous use.
  • Weight: 5 lb harness
  • Limitations: Can be strapped to body armor with 50 M.D.C. or less. Destroying projector disables field for that side (front or back). Phase Tech, Magic and Psionics have full effect.

Kimarxi Hunting Knife
Code: Select all

• Damage: 2D4 M.D.

Stoney Dragon Dwarven made Katana
Code: Select all

    • Damage: 3D6+8 M.D.C.
    • Modifiers: +2 to Strike and Parry, Criticals on 18-20.
    • Enchantments:
    -Double Damage to Evil.
    -Blinding Flash (3/day as per 4th level spell)

Phase Sword
  • Range: close combat
  • Damage: 4D6 M.D. or S.D.C./Hit Point damage, plus the wielders' P.S. bonus, if any.
  • Weight: 5 lbs.
  • Features: Phase Technology (p.122, DB2)
  • Modifiers: None
  • Book Reference: p.124, DB2

Charm Gem
Magical Gem
Magic Features
    • Charm
    • • Range: 20'
    • • Duration: 1D4+1 Hours
    • • Save: -3 to Save vs Magic.
    • • P.P.E. Cost: 10 per use.
    • Additional Spells cast at half normal P.P.E. Cost:
    • • Calling (4)
    • • Charm (6)
    • • Charismatic Aura (5)

Charm Amulet
Uncommon Amulet
Magic Effect:
  • +1 to save versus magic and psychic attacks
Curse: (if any)
History: (if any)

Talisman of Fighting Spirit
Magic Features
  • Fighting Spirit @5th level
  • Charges: 3
Book Reference: p.16, MA

Ring of Strength
• Effect: +5 to P.S.

Ring of Teleport
Rare Enchanted Ring
Magic Features
  • Teleport: Self, up to 25 miles. Three times daily.
Curse: (if any)
Notes: Chances of success same as spell Teleport: Superior
History: (if any)
Book Reference: p.47, DB 7

Telepathic Communicator - Armband
Code: Select all

  • Range: 10 ml (20 ml if both telepaths have a Telepathic Communicator)
  • Duration: Same as psionic power/level of user
  • I.S.P.: 10

MR-15 Magefire Particle Beam Rifle
• Range: 1200'
• Damage & RoF: 1D6x10+10 M.D.; single shots only
• Payload: 7 blasts total
• Recharge Cost: 18 P.P.E. or 36 I.S.P. to completely recharge.
• Weight: 7 lbs.

NE-4 Plasma Cartridge Pistol
  • Range: 500'
  • Damage: 1D4x10 M.D.
  • Rate of Fire: Single shots only
  • Payload: 10 NE-003PC "Standard" Plasma Cartridges per magazine
  • Weight: 6 lbs.
  • Features: None
  • Modifiers: Characters with a P.S. of 17 or less are -2 to strike even on an aimed shot; W.P. Energy Pistol
  • Book Reference: p.117, DB2

Crystal Paralyzer
  • Range: 500'
  • Damage: None, Successful hit means the viction has to save vs psionic attack (add P.E. bonuses) by rolling 14 or higher. On a failed save, the character collapses for 1d4 melees. He is only vaguely aware of things going on around him, like a person fading in and out of a deep sleep or anesthesia. If the save roll was a 5 or less (counting P.E. bonuses), the character's heart has stopped! The victim has to roll against coma/death; the likelihood of recovery is based on the medical aid he may receive over the next 10 minutes.
  • Rate of Fire: Equal to the total number of hand to hand attacks per melee.
  • Payload: Crystal Magazine holds enough I.S.P. for 20 shots or a psychic wielder can power the gun himself, spending 8 I.S.P. per shot. 160 I.S.P. will reload the weapon
  • Weight: 3.0 lbs.
  • Note: Fires a flash of purple light that is visible to the naked eye

Campsite Crystal
This spherical composite gem can replace a variety of campsite equipment. The User can activate the following:
• Ignite Fire (6 P.P.E./12 I.S.P.)
• Watchguard (10 P.P.E./20 I.S.P., lasts 10 hours)
• Sheltering Force (20 P.P.E./40 I.S.P., lasts 10 hours)

Slinky Red Sequined Dress
+3 to PB when dressed for success.

N-F10A Light Force Field
M.D.C. by Location:
  • Force Field: 45
Weight: Weight: 8 lbs.
Modifiers: none
  • 12 hour duration per E-clip
• Straps converted to bandoleers
Book Reference: p.122, DB2

Darkness Grenades
• Effect: Cannot see through the darkness, -10 to strike, parry, dodge, and all other combat moves.
• Radius: 50 foot diameter.
• Duration: 1d4+2 melee rounds.

Might of the Palladium Potions
•Duration: 10 Minutes.
• Effect: +1 attack, +2 Strike, Parry, Dodge, Damage.

  • Effects: Turns user insubstantial. Unharmed by non-magical/psionic attacks. Unharmed by supernatural melee damage.
  • Duration: Battery last 1 hour or 20 activations whichever comes first.
  • M.D.C.: 1 projector with 10 M.D.C.
  • Takes 1 melee action to activate or deactivate. +1 Dodge to activate to avoid an attack.
  • Limitations: Can walk through walls but not force fields or magical barriers. Phase Tech, Magic and Psionics have full effect. Must turn tangible to attack.

Altess Amoria Officer Jump Suit
M.D.C. by Location:
  • Helmet:
  • Arms: 35 each
  • Legs: 45 each
  • Gloves: 12 each
  • Boots: 15 each
  • Gel Inserts: 10 each
  • Main Body: 75
Weight: 12 lbs (5.4 kg)
  • NBC Shielding: Through a combination of embedded materials and chemical coatings, the Officer Jump Suit provides excellent protection against nuclear, biological and chemical agents. When sealed to the boots, gloves and helmet, the suit grants a +6 to save vs lethal and non-lethal poisons to resist chemical and biological agents. It also reduces damage dealt by radiation, chemical and biological agents by 50%.
  • Passive Temperature Control: The Officer Jump Suit is insulated, waterproof and designed to wick away sweat and moisture. It is also woven with tiny channels that contain a stable liquid compound similar to anti-freeze. The passive temperature control system keeps the wearer up to 20 degrees Fahrenheit (1l.2 degrees Celsius), warmer than ambient temperature.
  • Heat and Fire Resistance: The Jump Suit takes no damage from normal fires, and reduces the damage from M.D. fires like plasma weapons and ship fires by 40%.
  • Oxygen Supply: An oxygen tank with a 10 hour capacity can be connected to the helmet, allowing the suit to be used as an EVA or emergency rescue suit.
Book Reference: DB 13 pg 103

Secure Universal Card: 108,409 © UTC (Updated 2020-07-05 DSM)
Account at The Intergalatic Bank of Dracul

Nikodemeos Orestes
-Atlantean Master Tattooist
-From Alexandria

Items to Allocate
Last edited by Mara on Sun Jul 05, 2020 3:43 pm, edited 39 times in total.
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Re: Mara Archerean

Postby Mara » Sun Feb 20, 2011 11:26 pm


Clan: Archerean
Marks of Heritage: Left Wrist a flaming claymore with the can name running down the blade/Right Wrist heart impaled by a stake
Clan Size: About 3.6 million
Clan Status: Well Known

Mara grew up in a pampered existence as a distant cousin to Clan Archerean's leader in the capital city on Alexandria. Her mother, an undead slayer, was part of Clan Archerean’s security service and her father, a stone master, was an advisor to the clan leader. The powerful surges of ley line energy, once common on Alexandria, had long been pacified through the creation of grids of pyramids. For the last several decades Alexandria has been no different than any other magic rich world in the UWW.

Mara’s existence consisted of parties, hanging with friends, shopping and boys. That all changed on her 18th birthday. That was the day her father was almost killed by assassins! The target was one of the clan elders, but her father stopped the assassin with his magic and his body. He was in the hospital for months fighting the poison that resisted the combined magic and psionic healing of the clan’s most accomplished healers. It was unfortunate that both assassins were mutilated beyond recognition.

It was that day that Mara finally grew up! The day after her father walked out of the hospital she entered the academy to become one of the fearsome undead slayers. She completed the training in record time and decided, after conferring with her parents, to gain real combat experience by joining the UWW’s navy. She spent eight years ferreting out evil covens, hunting witches and protecting the borders of UWW space.

She would have continued to serve, but she was asked by her mother to come home. After her honorable discharge she came home to work for her mother in Alexandria’s security service. Mara’s mother never explained why she asked her to come home, but Mara could tell she was worried about something.

Her second day back, while she was still going through training, an explosion rocked the city. The explosion, which destroyed a one block radius, was centered on a meeting of a small council of elders. Unfortunately, her father was one of the elders present at this meeting. Even worse, her mother was there as a representative from the security service. Mara was devastated. She withdrew from everyone and resigned her position with the security service. After the funerals and a month long drinking binge she started to look into their deaths.

No arrests had been made and the only theories were assassins from the TGE. Mara knew that when anything bad happened people blamed witches or the TGE. In her experience with the UWW the witches deserved the blame they received, but when government officials blamed the TGE, it meant no one knew what had really happened or why. Mara started to investigate, but the only common thread of that council was a potential petition for the clan to return to Earth. It was a red herring and a dead-end. Every clan discussed a potential return to Earth, but no clan had done it. The shame of what had happened there ten thousand years ago was too deeply ingrained in every Atlanteans’ psyche. While a few individuals may return to Earth, no clan would!

With nothing to go on and the trail cold, she decided to leave Alexandria and make her own way in the world. Her parents’ estate left her a very wealthy woman, but she decided to keep just a few family heirlooms and donated the rest to various worthy charities in the UWW. She decided she would live or die by her own wits and the strength of her sword arm. She left Alexandria through a pyramid to begin her life anew.
Prior to her entering the Slayer Academy
EarlyMara_zps9a8e4353.jpg (88.69 KiB) Viewed 2276 times
Present Day
Last edited by Mara on Mon Mar 25, 2019 11:44 pm, edited 5 times in total.
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