Keiko (Felinoid Temporal Warrior) LEVEL UP

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Keiko
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Keiko (Felinoid Temporal Warrior) LEVEL UP

Post by Keiko »

Player Name: Kyle Lee
G-Mail: nsdq160soar@gmail.com
Link to Ledger: Ledger

Character Name: Keiko Tamika
Alias: Ghost, Forest Shadow,
Race: Felinoid- North American Mountain Lion
O.C.C.: Temporal Warrior
Alignment: Aberrant
XP Level: 6
XP Points: 38,438 (Zoe 05FEB23)
Next Level @ XP: 37,901
O.C.C.: Awaiting Dual OCC Approval
Apprenticeship XP Points: 0/???
XP Level:
XP Points:
Next Level @ XP:

Sentiments/Non-Humans: Loaded question much? To many different types. She is generally willing to give people the benefit of the doubt. But mess with her and you will regret it.
Sentiments/Humans: An interesting lot. Many don't like her. Some do. Some like her for other things...Weirdos. But she is ok with that. If they get too uppity she will just introduce them to the pavement.
Sentiments/Coalition: Well what's to say about them. They want her dead for just existing, so screw 'em.
Sentiments/Splurgoth: Weary of them. Inter-dimensional beginnings, who have a long history of enslaving people like her. Not that she is actively against slavery, just as long as it doesn't effect her. She knows how much her magic is worth and how the Spurgoth love their control of everything. She will have to keep her temporal abilities hidden while near them.
Disposition: Keeps a generally carefree attitude towards life. Life is meant to be enjoyed. So enjoy it...Even if you are having to put your axe through some idiot's head, have fun with it. Enjoy your work.
Insanity:

ATTRIBUTES
I.Q.: 15
M.E.: 20
M.A.: 10
P.S.: 18
P.P.: 25
P.E.: 20
P.B.: 20
Speed: 23

EP Changes

PHYSICAL DATA
P.P.E.: 124
I.S.P.: 50
H.P.: 43
S.D.C.: 93
Age: 24
Sex: Female
Height: 6’ 1”
Weight: 190 lbs
Description: Her fur is a base light brown, with splotches of dark grey and brown. Her hair is long, usually kept in a loose pony tail with a single small braid coming down behind her left ear. Her hair is dark brownish red with Auburn highlights.

Racial Abilities
Horror Factor: 9
Nightvision 200 feet
Excellent hearing and smell
Retractable claws (+1d6 SDC to Punch)


Natural Abilities
Perception: 45%
Charm/Impress: 50%
Invoke Trust/Intimidate: 10%
Max. Encumbrance: 152 lbs
Max. Carrying Weight: 57 lbs
Max. Lifting Weight: 114 lbs
Max. Jumping Ability: 19' Length; 10' Height


Special Abilities
Dimensional Attenuation: 170 miles
Similar to the Ley Line Walker's ability, a Temporal Warrior can feel the surge of energy whenever a Rift is within 50 miles (80 km) +20 miles (32 km) per additional level of experience. She can also tell when a new Rift appears along a ley line she is standing on regardless of the distance. When this happens, she instantly knows the general direction the Rift is located and whether it is big or small. The Temporal Warrior is also able to sense other types of dimensional disturbances such as teleportation and dimensional or temporal anomalies that occur within her sensing range. Note that this sensing ability specifically relates to dimensional and temporal portals/Rifts and not nexus points or ley lines.
Foresight:
Temporal Warriors with this ability have developed a preternatural awareness that occasionally allows them to see moments into the future during combat. While engaged in combat, the Temporal Warrior can activate this ability to catch glimpses of her opponent's actions just before they occur. For the duration, the Temporal Warrior enjoys a +6 bonus to their initiative roll, a +3 to parry and dodge, cannot be surprised by a sneak attack or from behind (even at range), and can attempt to dodge projectiles and energy blasts with no penalty (straight roll with P.P. bonus added only). This ability can be used for a number of rounds equal to half the character's Temporal Warrior levels (round down) in a given 24 hour period. The rounds need not be consecutive, and the ability must be announced before the beginning of the round in which it is used (before initiative is rolled).

Instant Replay
This ability got its nickname from Temporal Warriors using it to bypass security measures and sneak around or escape surveillance. By projecting a brief temporal "echo" of a period of time over this ability's area of effect, the Temporal Warrior with this ability is able to trick outside observers into seeing a repeat of the same period of time in the area of effect all over again. This ability lasts for a number of consecutive actions equal to the character's Temporal Warrior level, and it automatically affects all observers. Temporal Warriors, Temporal Wizards, Temporal Raiders, and other races who have mastered Temporal magic (example: Prometheans from Phase World) are able to make a standard save vs. magic to see through the ruse. Anyone else observing the Temporal Warrior's area of effect from outside of it will see, hear, and sense the same things that happened in the area before the power took effect for the same number of actions the power is active. For example: When Bob, a fifth level Temporal Warrior, uses this ability, it lasts for five consecutive actions. Anyone outside Bob's area of effect who observes that area of effect will see the same things that happened for the five previous actions before Bob activated the ability - and since it is a temporal effect, it works even if they are observing remotely via video or other sensors or equipment (such as thermal imaging). During this ability's use, the Temporal Warrior's area of effect is effectively invisible and immune to detection or observation by anyone observing the area from the outside. This ability lasts for the duration and cannot be cancelled by the Temporal Warrior once it has begun. The Temporal Warrior and other persons within the Temporal Warrior's area of effect are unaffected and perceive things normally.
Range: 20' plus 10' per Temporal Warrior level. The Temporal Warrior can reduce the area of effect at the time the ability is used, but cannot change it once it is active.
Duration: One melee action per Temporal Warrior level. (6)
P.P.E. Cost: 30 points

Spell Knowledge
Spell Strength: 14

Invocations

Level 1
Globe of Daylight (2)
Range: Near self or up to 30 feet (9.1 m) away.
Duration: 12 melees (3 minutes) per level of experience.
Saving Throw: None.
P.P.E.: Two
Notes:A small globe or sphere of true daylight is magically created. The light is bright enough to light up a 12 foot (3.6 m) area per each level of its creator's experience. Because it is daylight, it can ward off vampires and most other types of undead and demons who fear or are hurt by sunlight, keeping them at bay just beyond the edge of light. The creator of the globe can mentally move it along with himself, or send it up to thirty feet (9.1 m) ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12.
(p. 91 BOM)
See the Invisible (4)
Range: 200 feet (61 m).
Duration: One minute (4 melee rounds) per each level of experience.
Saving Throw: None.
P.P.E.: Four
Notes: The character can see Astral beings, entities, Elementals, ghosts, objects, forces and creatures that can turn invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the vaporous image or energy sphere that is the being. (p. 92 BOM)


Level 2
Concealment (6)
Range: Small objects up to 40 feet (12.2 m) away.
Duration: Five minutes (20 melees) per level of experience.
Saving Throw: Standard.
P.P.E.: Six
Notes: This magic makes any small object sort of invisible. Actually, it affects the perception of anybody who looks at it. Unless a character makes a successful saving throw, the item can not be seen. This can be applied to an item on one's person or out in the open. Each character who looks at the place where the enchanted object is resting must roll a saving throw versus magic. A failed roll means that particular individual will not see it until the magic lapses.
Only one object is affected each time the magic is invoked. The recipient of this magic can not be living and the object must be smaller than 14 inches in length and height, six inches or less in width, and weigh 14 pounds (6.4 kg) or less. Note: If the object is used as a weapon or picked up by the mage or anyone who does see it, the enchantment is broken and it becomes clearly visible to all. (p. 93 BOM)
Detect Concealment (6)
Range: Area affect: 30 feet (9.1 m).
Duration: Instant.
Saving Throw: None.
P.P.E.: Six
Notes:A magic invocation that will instantly negate any Concealment spell(s) and reveal any object(s) which may have been mystically concealed. Can be directed at a specific area or individual, or made to affect an entire area 30 feet (9.1 m) in diameter. (p. 94 BOM)


Level 3
Armor of Ithan (10)
Range: Self or other by touch.
Duration: One minute (4 melee rounds) per level of the spell caster.
Saving Throw: None.
P.P.E.: Ten
Notes: This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor upon the spell caster. Or the magic armor can be instantly created upon anyone, as long as the spell caster invokes the spell while touching the intended recipient. Named after the magic armor of the Dwarven King Ithan, this mystic armor has an M.D.C. of 10 per level of the spell caster's experience. Magic fire, lightning, and cold do half damage to it. (p. 96 BOM)
Invisibility: Simple (6)
Range: Self only (includes clothes and articles on one's person).
Duration: Three minutes (12 melees) per level of experience.
Saving Throw: None.
P.P.E.: Six
Notes: The spell caster and anything he is wearing or carrying at the time of the invocation are turned completely invisible. Any object picked up after the character has become invisible remains visible. Likewise, any item on his person that is dropped becomes visible. Neither normal nor nightvision can detect invisibility; only beings who can naturally, psionic ally or magically "see the invisible" are able to see an invisible person. Infrared and heat detectors can also pinpoint an invisible character. Although the invisible character is imperceptible to the eye, he still retains physical mass. This means he can not go through walls nor can weapons pass harmlessly through him. The character still makes noise, leaves footprints, and physical and magical contact/attacks still affect him as usual. While invisible, the mage can talk, weave spells, walk, climb, run, open doors, carry objects, and perform other acts of physical exertion, including combat, and remain invisible. The invisibility is terminated when the magic's duration time elapses or the mage cancels the spell. Note: If cut, only the blood is visible, and so is anything sprayed on the character. (p. 97 BOM)

Level 4

Level 5
Superhuman Strength
Range: Self or others by touch.
Duration: 2 melee rounds (30 seconds) per level of experience.
Saving Throw: None.
P.P.E.: Ten
The incantation magically gives the character a Supernatural P.S. of 30 and a P.E. of 24, as well as adds 30 S.D.C. for the duration of the magic. Supernatural strength, endurance and bonuses last for the duration of the magic.

Level 6
Tongues (12)
Range: Self or others by touch.
Duration: 3 minutes (12 melees) per level of experience.
Saving Throw: None.
P.P.E.: Twelve The magic enables the character to perfectly understand and speak all spoken languages; 98% proficiency. An understanding of written languages is not provided by this magic. See the Eyes of Thoth. (p. 114 BOM)
Fleet Feet (20)
6th level Wizard spell/invocation
Range: Self by spell or ritual
Duration: 12 Melee rounds. (Two melee rounds per level of experience)
Saving Throw: None
P.P.E.: 20

Fleet feet is an extremely popular and powerful magic spell; it is its popularity and therefore commonness that makes it a 6th level spell.
The incantation doubles the physical prowess, speed and mobility of the enchanted person for 30 seconds (2 melee rounds) per level of the spell caster. This means the character's speed, and P.P. are doubled (providing increased P.P. bonuses to strike, parry and dodge) and perhaps most notably, the character's physical attacks per melee round are all doubled for the duration of the spell. While the character is a veritable whirlwind of action, the enchantment does have some drawbacks. He is moving so fast and doing so much that the character is -2 on initiative and not likely to see a surprise attack coming (in most cases a surprise attack or strike from behind is automatic). Furthermore, the performance of delicate skills like picking locks or pockets, carving, writing, etc., are all at -20% and the character cannot control his precise movement.This spell will not effect the mage's spellcasting or psionics, but only his physical actions. Consequently, all future spellcasting or psionics cost twice as many actions. Cannot be cast into a Talisman, nor used in alchemical enchantments.

Temporal Spells
D-Phase (20)
Range: Self only.
Duration: 15 seconds (one melee round) per level of experience.
Saving Throw: Not applicable.
Limitations: One's speed of movement is reduced by 75% while in phase.
P.P.E.: Twenty
Notes: This spell warps and bends the dimensional aspects of reality to allow the spell caster to walk through solid matter, like doors, M.D.C. walls, etc., and requires great concentration. Loss of concentration means a failure to complete phasing through an object, which causes a flash of light and the person goes flying 3D6 feet back from where he started, suffers 2D6 Hit Point damage, feels icy cold to the touch, and is dazed for ID4 melees (has only one melee attack and has no combat bonuses while dazed). This "pop back" also occurs when the duration time of the spell elapses when the character is still phasing inside a solid object. The character may be affected by a lack of air when phasing through a large amount of solid matter, such as thick castle walls, hill or mountain. The character must hold his breath for the period of time it takes to phase through the solid object. If his air supply is used up while in phase, he loses concentration and is "popped back" to where he started with the usual results.
(p. 244 BOM)
T-Dep (20)
Range: 90 feet (27.4 m).
Duration: One minute (4 melees) per level of the spell caster.
Saving Throw: Standard.
P.P.E.: Twenty
Notes: The T-Dep spell plays havoc with the victim's perception of time. The victim of T-Dep will not know what time it is other than day or night. He will feel tired and confused, believing that he has been busy (fighting, working, etc.) for a much longer time than he really has. The character will forget about any appointments within the hour and misread clocks (including internal clocks), believing it to be much later than it really is. Confused characters may think it's time to go home from a job, or that it's bedtime, or that it is time to leave for an appointment that is really scheduled for much later. Food will be under-cooked or overcooked, experiments stopped prematurely, doors locked and alarms set sooner or later than they should, and so on. While under the influence of this spell the character is -10% on all skills (rushing to get it done in a timely manner) and -60% if the skill requires the measurement of time or the setting of instruments to time (such as Demolitions). The following penalties also apply during combat: -1 to strike, parry, and dodge, - 3 on initiative, and lose one melee action/attack. Coordinated attacks are impossible. (p. 245 BOM)
See Dimensional Anomaly (30)
Range: Self.
Duration: Two minutes per level of experience.
Saving Throw: Not applicable.
Limitations: None.
P.P.E.: Thirty
Notes:Once the general location of a dimensional anomaly is known, the spell caster can see it by casting this spell. Anomalies such as dimensional envelopes and pockets are suddenly visible, as well as characters transformed into fourth dimensional beings, two dimensional beings, and the invisible energy essence of alien intelligences and entities. It does not reveal time holes. (p. 246 BOM)
Wink-Out (20 per minute)
Range: Self
Duration: Varies
Saving Throw: Unwilling travelers can try to save; standard.
Limitations: The spell only affects the spell caster unless he is fifth level or greater. Experienced wizards can take two people with them but must be touching both at the moment the spell is cast. The exact spot that the character warped from is the exact location that he reappears. P.P.E.: 20 for one minute. The spell caster can increase the number of minutes he is "winked-out" at an additional cost of 10 P.P.E. per each minute; five minute maximum (costing 60 P.P.E.).
Notes: The character appears to have disappeared or teleported to a different location - it is impossible for an observer to tell which might be the case. In reality, the spell caster has really created and stepped into a very temporary time hole in another dimension. Time inside the wink-out time hole passes at the rate of 15 seconds per minute; i.e. one minute in the normal world will seem like one melee round (15 seconds) to the character in the time hole, while five minutes will seem like 75 seconds to the time traveler who winked-out. During the wink-out phase, the character cannot be located by normal, psionic or mystical means, it is as if the spell caster has vanished off the face of the planet (and he has). While winked-out, the character can use his time (15 seconds per minute that he is winked out) to reload weapons, draw new weapons, prepare to cast a spell, hide any small object on his person, destroy an item, drink a potion, and similar tasks. Note, nothing can be left behind in this unstable dimensional pocket of temporal space. (p. 246 BOM)
S-Dep (50)
Range: 90 feet (27.4 m).
Duration: One melee (15 seconds) per level of the spell caster.
Saving Throw: Standard.
P.P.E.: Fifty
Notes: A devastating spell that cuts off the sensory perception of the victim to his own body! Sounds are muffled, unclear and distorted and there is no sense of time. The victim also loses the sense of touch (does not feel pain, heat, cold, wind, rain, etc.). While the character can continue to function to some degree without feeling, it dramatically affects his movement, as well as judgment of speed, distance, direction, depth, and own physical strength and movement. He can be seriously wounded or dying and not know it, or trip over his own feet. Victims of S-Dep are -10 to strike, parry, and dodge, are always the last to attack (no initiative), -5 to save vs illusionary magic, -50% to perform a skill, have only one melee action per round and speed is reduced to one-third. Events that occurred while under the S-Dep spell are only foggy, dream-like remembrances with a distorted sense of what really happened. In addition, psionic characters cannot use any psi-powers except Mind Block. While under the influence of this spell, the psionic is impervious to all mind attacks. (p. 246 BOM)

Incantation: "Cloud the vision of my enemies. Numb their limbs. Mute their hearing. Sensory Deprivation!"
Dimensional Pockets (20 Temporary; 140 Long-term)
Range: Self only.
Duration: Varies. Temporary pockets last up to one hour per level of the spell caster. Long-term pockets can exist for years; six months per level of experience.
Saving Throw: Not applicable.
Limitations: Items must all be small, ideally something that can be picked up and held with one hand. About 30 lbs (13.6 kg) can be stored in a Dimensional Pocket, depending on size.
P.P.E.: Temporary: 20, long-term: 140.
Notes:This spell is similar to Dimensional Envelope except that the dimensional pocket/area is much smaller and portable, hence the reference to "pockets." The character can reach into a dimensional "pocket," another limbo dimension, to retrieve items that he has placed there earlier. Items can be just about anything that could fit in a backpack, clothing, handguns, energy clips, diary, bottle of aspirin, etc. The Dimensional Pocket spell requires a physical orientation, which means the person really does seemingly pull impossibly large or numerous items from his pocket(s), back-pack, bag, box, purse, or sack. Without a physical sack, bag, or pocket the power cannot work! The character will typically select one favorite pocket or bag as his focus of orientation. To anybody else the pocket is just an ordinary pocket or container that holds the usual amount of stuff. The ordinary looking pocket/bag will appear to be empty unless the character investigating can see dimensional anomalies. This means that the Temporal Wizard, warrior and raider can see into the pocket and remove items, as well as Shifters, many alien intelligences like the Splugorth, and characters with the spell of See Dimensional Anomalies. Practitioners of magic and the occasional psionic with the ability to focus and concentrate (M.E. 17 or higher) can plunge their hand into the pocket, feel around and remove items, but only if they know that the pocket/bag is magical. Wizards seldom have more than one or two long-term dimensional pockets themselves and rarely sell "magic" bags with more than three years of life in them. The retail cost for such a bag can range from 90,000 to a million credits, however the maker of the magic bag seldom gets more than 20%. (p. 247 BOM)
Time Warp: Slow Motion (45)
Range: Area effect; 30 ft (9.1 m) per level of experience.
Duration: One minute (4 melee rounds) plus.
Saving Throw: None, unless a fellow temporal being (standard).
P.P.E.: 45 for one minute, add 10 P.P.E. for each additional minute (no limit).
Notes:The spell caster affects the space-time continuum of a particular area and slows the time and corresponding speed and movement of all creatures in that area, except himself. This gives him a dramatic edge in combat and sleight of hand skills. The concept behind the spell is that everybody around the spell caster moves slower (although they see their movement as normal), while he moves faster. Bonuses: During the slow motion time warp the spell caster is effectively + 1 to strike, + 3 to parry and to dodge, + 4 on initiative, + 10% on pick pocket, pick locks, palming and computer operation, + 10 on speed and has one additional melee action/attack.(p. 247 BOM)
Time Warp: Stop Time
Range: Up to 10 feet (3 m) away per level of the spell caster.
Area of Effect: 5 foot (1.5 m) diameter +2 feet (0.6 m) per additional level of the mage.
Duration: One melee round (15 seconds) per level of the spell caster.
Saving Throw: Not applicable.
P.P.E.: Seventy
Level: Considered a 9th level spell.
This powerful Temporal Magic spell freezes time in the area affected. Everyone and everything caught in the area, stops as if time is standing still (and it is, in that area). At the end of the duration, all characters who were stopped in time have no idea what happened. For them, it is as if nothing happened and it is the very next second. The only way one might suspect is when they see that their watch is off by so many seconds or minutes. Anyone or anything that enters the area of effect, including the spell caster, is also stopped in time. As a temporal distortion, no hostile action can be taken against anyone stopped in time, but while they are stopped, the spell caster (and company) may be able to take some quick action, snoop around,
steal something outside the area of effect, make good their escape, and so on. Everything that happens around the characters while they are temporarily frozen in time is unseen and unknown to them, because it didn't happen in their time frame. Teams of Temporal Warriors have been known to cast this spell at several strategic areas, stopping time around them, to provide a clear, quick path to a particular place, item or objective.

Incantation- Time, Master of all and Master of none, flowing and constant. By my will head my command...Time Stop!
Sense Time (20)
Range: Self or 2 by touch.
Duration: 5 minutes per level of experience.
Saving Throw: Standard.
P.P.E.: Twenty
Notes: A very useful spell created by Temporal mages, it first was developed to negate the effects of a Time Deprivation spell (T-Dep), providing the afflicted person with another saving throw at +3. The second effect of the spell allows the the recipient of the enchantment to know the exact time, down to the second, without the need for an actual timepiece.

Combat Spells
Superhuman Agility (15)
Range: Self or other by touch or within 20 feet (6.1 m); line of sight.
Duration: Two melee rounds per level of experience.
Saving Throw: None.
P.P.E.: Fifteen
Notes: This enchantment empowers the recipient with the balance, reflexes and agility of a jungle cat. Without the need of any training the character can walk a tightrope or narrow ledge at a base skill of 88%, as well as fIght, leap and dodge on narrow beams, tightropes and ledges without fear of losing his balance and falling. The character is also totally unafraid of heights when this spell is in effect. Bonuses: + 1 on initiative, + 1 to parry, +5 to dodge and +5 to roll with impact. Automatic Dodge (+5; the act of dodging - moving out of the way of an attack - without spending one of his own melee attacks).
Automatically rolls with impact from falls, when struck by a moving vehicle or when struck by explosions/ concussive blasts (including sonic blasts). +20% to Climb/Rappel skill. (p. 14 Merc Adventures)

Incantation- Grace of a cat, speed of a cheetah, grant us this boon. Agility!
Fighting Spirit (20)
Range: Self or other by touch.
Duration: 2 melees per level of experience.
Saving Throw: None.
P.P.E.: Twenty
Notes: For the duration of the spell's effect the caster is imbued with the hand to hand fighting ability of a high level warrior. The spell provides the following bonuses: +2 attacks/actions per melee round, + 1 on initiative, + 1 to strike with guns, +3 to strike in melee combat, +2 to disarm, parry and dodge, +4 to pull punch, +2 to roll with impact, +4 to save vs Horror Factor/fear, +2 to save vs possession, Critical Strike on a Natural 18-20, karate kick (ID8 S.D.C.), jump kick, Paired Weapons, leap attack and judo flip/throw. While the spell is in effect, the caster moves with an agility, confidence and skill (normally) beyond his own natural abilities.
(p. 16 Merc Adventures)

Incantation- Let your will carry the battle, let none keep you down. Fighting Spirit!


Psionics - Major
Read Dimensional Portal (6)
Range: Touch or one foot (0.3 m) per level of experience.
Duration: One melee round per level of experience.
I.S.P.: 6
Saving Throw: Not applicable.
Limitations: Applicable only to active (open) dimensional portals and devices that can create a dimensional portal. This power allows the psychic to get impressions from the portal or dimension spanning device, which instills the character with the following information:
  • Destination is relatively dangerous/hostile or safe to the psychic. This includes whether or not the environment can support human life.
  • Whether there is a strong (or numerous) presence of the supernatural (i.e. Alien Intelligence, gods, demons, etc.) and whether that presence is evil.
  • A psychic flash - a brief vision of who was the last person or persons to use the portal, if any (may be none if it is a random Rift that hasn't been used by any living force).
  • Intuitively sense whether the portal or machine leads to any of the following dimensions: The Astral Plane, Xiticix home world, the Dreamstream, or to another location on Rifts Earth. 175
  • If a mechanical gateway or device capable of dimensional travel/ opening a dimensional portal, whether it is a creation of magic or science, the psychic will get a basic idea of how to operate it in order to open or close a dimensional portal (similar to Object Read).
(p. 175 RUE)

Sixth Sense (2)
Range: 90 feet
Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
I.S.P.: 2
Saving Throw: None.
The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feetl27.4 m). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All she knows is that something life threatening will happen within the next 60 seconds (4 melees)! The Sixth Sense is triggered automatically, without the consent of the psychic, whenever her life is in great peril or the life of somebody she greatly cares about (friend, partner, loved one, etc.). The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feetl27.4 m or a flash flood is rushing his way) which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
Bonuses: The sudden flash of insight provides the following bonuses. All bonuses apply only to the first, initial melee (15 seconds) when the attack/danger occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed. +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind. (p. 176 RUE)

Telepathy (4)
Range: Read surface thoughts up to 60 feet (18.3 m) away or two-way telepathic communication up to 140 feet (42.7 m) +40 feet (12.2 m) per level of experience.
Duration: 2 minutes per level of experience.
I.S.P.: 4
Saving Throw: Conditional. When a character suspects he is being telepathically probed he can resist, getting the standard saving throw. Mind Blocks will completely prevent telepathic probes or communications as long as the block is up. The power of Telepathy allows the psychic to eavesdrop on what another person is thinking at a particular moment. This is done by focusing on that one individual and picking up on his or her surface thoughts. Surface thoughts are those thoughts and musings uppermost in a target's mind. A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, he can only do so by focusing on one person at a time. Simultaneous, multiple mind reading is impossible for the character. Limited telepathic communication is also possible. The telepath can send a directed thought message to one person at a time. The message must be as brief and clear as possible. Like, "John, I need you immediately. Hurry!" or "Stop! Don't do that." "Come here," "Look out" or "Press the green button." However, two-way telepathic communication is not possible except between two characters both with telepathic abilities. (p. 177 RUE)

Deaden Senses (4)
Range: 160 feet (48.8 m); line of sight.
Duration: 2D6 minutes; roll for random determination of duration.
I.S.P.: 4
Saving Throw: -1 to save. A form of bio-manipulation that is so subtle that its victims seldom realize they have fallen under the influence of this psionic attack. The psychic is able to induce a physical influence on a single character to make him or her momentarily less alert and attentive to the things around him. Small sounds, odors, movements, and details go unnoticed (+ 1 0% to the psychic on the following skills when used against this befu ddled character: Camouflage, Prowl, Concealment, Palming, Pick Pockets, Cardsharp, Forgery, Seduction, Disguise and Impersonation). And the deadened character is also slow to react; reduce Spd by 10%, -I on initiative, and -5% on skill performance. This power is typically used on guards, sentries, and investigators to make them miss something in a search, not notice the psychic, etc. (p. 167 RUE)

Suppress Fear (8)
Range: Self or others by touch.
Duration: One minute per level of experience.
I.S.P.: 8
Notes: This power temporarily suppresses the chemical and psychological components of fear in the recipient. As a result, the character is unable to feel fear or is barely frightened even if intellectually he realizes he is in grave danger, or is facing a terrifying monster or situation. This enables the character to think rationally and take calm, calculated action, rather than respond with the typical "fight or flight" reactions of those who are scared. While this power is activated, the character automatically succeeds on any roll to resist Horror Factor, even if magically induced. This power can be used on the psychic himself or on one or two others. (p. 166 RUE)
See the Invisible (4)
Range: 120 feet (36.6 m); double on a ley line.
Duration: 1 minute per each level of experience.
I.S.P.: 4
Saving Throw: None.
Notes: The character can see entities, beings, forces, objects and creatures which can turn invisible or are naturally invisible. Even if the creature has no form per se, the psychic will be able to discern the vaporous image or energy sphere which is the being. This includes ghosts, Entities, Elementals and Astral Beings.



O.C.C. Skills
Language: American 103% (+1%)
Literacy: American 103% (+1%)
Prowl 70% (+5%)
Pick Locks 65% (+5%)
Land Navigation 71% (+4%)
Wilderness Survival 70% (+5%)
Swimming 85% (+5%)
Climbing/Rappelling 100/90% (+5%)
Mathematics: Basic 90% (+5%)
Sniper
W.P. Archery
W.P. Axe
W.P. Targeting
W.P. Knife
W.P. Energy Rifle
W.P. Whip
HTH Commando

O.C.C. Related Skills
Tracking: People 65% (+5%)
Intelligence 62% (+4%)
Streetwise 60% (+5%)
Surveillance 65% (+5%)
Pilot: Jet Packs 67% (+4%)
Acrobatics
--Sense of Balance 80% (+3%)
--Walk Tightrope or High Wire 90% (+3%)
--Back Flip 85% (+2%)
Forgery 50% (+5%, 5th)
Boxing (4th)
Fencing (1st)

Secondary Skills
Pilot: Hovercycles, Skycycles & Rocket Bikes 85% (+3%)
Barter 50% (+4%)
Recognize Weapon Quality 50% (+5%)
Lore: Demons & Monsters 55% (+5%)
Lore: Magic (3rd)
--General Knowledge: 35% (+5%)
--Recog. Magic Circles, Runes, etc: 25% (+5%)
--Recognize Enchantment 18% (+4%)

W.P. Sword (3rd)

Combat Data
HTH Type: Commando 6th
Number of Attacks: 6
Initiative Bonus: +9
Strike Bonus: +8
Parry Bonus: +9
Dodge Bonus: +9
Auto-Dodge Bonus: +7
HTH Damage Bonus: +3
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +4
Bonus to Disarm: +1
Bonus to Flip/Throw: +1
Other: +1d6 to Sword Strikes

Combat Data
HTH Type: Aikido 5th (Frozen)
Number of Attacks: 6
Initiative Bonus: +6
Strike Bonus: +6
Parry Bonus: +8
Dodge Bonus: +8
Auto-Dodge Bonus: +5
HTH Damage Bonus: +3
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +4
Bonus to Disarm: +1
Bonus to Flip/Throw: +1
Other: +1d6 to Sword Strikes


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 Paired Weapons (HtH)
W.P. Archery: +4 Strike; +1 Parry; +2 disarm
  • Rate of Fire: As per the character's hand-to-hand attacks per melee.
  • Range: Range is listed on page 326 of RUE, but a trained archer can try a shot at 50% greater distance but does so without the benefit of any bonuses to strike or disarm.
W.P. Axe: +2 Strike; +1 Parry
W.P. Targeting: +2 Strike
W.P. Knife: +2 Strike; +3 Parry; +3 Thrown Strike
W.P. Energy Rifle: +3 Strike
W.P. Whip: +2 Strike/Disarm/Entangle; +2 Damage
W.P. Sword:(3rd) +2 Strike, +1 Parry
Fencing: +1 Strike, Parry (Sword/Dagger)


Saving Throw Bonuses
Coma/Death: 10%
Magic (varies): +5
Illusions: +1
Mind Control: +1
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Insanity (12+): +3
Psionics (varies): +3
Horror Factor (varies): +7
Last edited by Keiko on Sat Feb 20, 2021 11:37 pm, edited 19 times in total.
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Keiko
Posts: 131
Joined: Fri Feb 07, 2020 3:44 pm

Re: Keiko (Felinoid Temporal Warrior)

Post by Keiko »

Equipment

Secure Universal Card: 250,000 credits (Zoe 12NOV2021)

Vehicles/Mounts

Carried/In Hand

Worn on Person
MA-2 TW Combat Mage Armor
N-F40A Heavy Force Field
Leg wraps
Spandex leggings
Loose cotton shirt
Neck- Tinted Goggles
Boot Left - silver knife (1d6 S.D.C.)
Boot Right - Credit Chit
Slung - Tesla Bow
Slung - Wilk's 457 Laser Pulse Rifle

Utility Belt
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:
• Attachment: Binoculars
• Attachment: Enchanted Battle Axe
• Attachment: Kittani Plasma Whip
• Attachment: NE-RV07 Ripper Vibro-Axe
• Attachment:

Ammo Belt
• Pouch: 4 E-Clips
• Pouch: Lockpick kit
• Pouch:
• Pouch:
• Pouch:
• Pouch:

Backpack
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: Air filter and gas mask
• Space: Mini-oxygen tank (15 minutes of air)
• Space: Laser distancer
• Space: Flashlight
• Space: Extra Clothes
• Space: A nice Red and Orange summer dress
• Space: Engraved Silver Hair Brush
• Space: Jade Fur Comb
• Space: Venenifer's Stone
• Space:

Universal Card: 50,000 Credits

Stored in Vehicle


Gear Stats

Enchanted Battle Axe (Dom)
Image
  • Weight: 5 pounds
  • Mega-Damage: 4d6 M.D.
  • Range: Close Combat
  • Features:
    • Additional Damage (1 die)

Kittani Plasma Whip (Karen)
Image
  • Weight: 3 lbs
  • Damage: Three settings: 2D4 S.D.C. when not energized, and 1D6 M.D. or 2D6 M.D. per lash when energized.
  • Maximum Effective Range: Close combat with a reach of 8 feet
  • Payload: 60 minutes per E-clip, but each activation counts as one minute.
NE-RV07 Ripper Vibro-Axe
Image
  • Damage: 4D6 M.D.
  • Payload: 1 hour constant use
  • Weight: 4 lbs.
  • Features: silver coated
  • Modifiers: None
  • Book Reference: p.24, DB8


Wilk's 457 Laser Pulse Rifle
Image
  • Range: 2000'
  • Damage: 3D6+2 M.D. per shot or 1D6x10 M.D. burst
  • Rate of Fire: Single shots or 3-shot bursts only
  • Payload: 30 shots per LE-Clip
  • Weight: 6 lbs.
  • Features: W.P. Energy Rifle, Wilk's Integrated Optics Sight
  • Modifiers: +1 to strike on aimed shots
  • Book Reference: p.206, WB14


Tesla Bow (Patron Item) (Tami)
Image
  • Range: 1,500'
  • Damage: 4D6 per bolt of lightning + Tesla Effect
  • Rate of Fire: per the skill of the archer
  • Payload: Unlimited
  • Weight: 8 lbs.
  • Features: Does M.D. in a mega-damage environment
    • Tesla Effect: Stunned (lose initiative & 1 APM) for 1 melee round per each hit and failed save vs. non-lethal toxins; effective even against environmental M.D.C. armor
  • Modifiers: +2 to strike; two-handed weapon; no minimum strength to use


MA-2 TW Combat Mage Armor
Image
  • M.D.C. by Location:
    • Helmet - 40
    • Arms - 20 each
    • Legs - 30 each
    • Main Body - 60
    • Armor OF Ithan (when activated) adds 50 M.D.C. per the spell
    Magic Features:
    • All of the following engage for the full duration of activation (or until used up in the case of armor).
      ※ Armor of Ithan
      • • Note: All spell effects at 5th level equivalent.
      • Duration: 10 minutes per activation.
      • P.P.E. Cost to Use: 30 P.P.E. or 60 I.S.P.

    Weight: 11 lbs.
    Modifiers: -5% to movement and physical skills.
N-F40A Heavy Force Field
Image
M.D.C. by Location:
  • Force Field: 110

Weight: 15 lbs.
Modifiers: none
Features:
  • 8 hour duration per E-clip

Book Reference: p.122, DB2
Last edited by Keiko on Mon Feb 10, 2020 2:30 pm, edited 10 times in total.
User avatar
Keiko
Posts: 131
Joined: Fri Feb 07, 2020 3:44 pm

Re: Keiko (Felinoid Temporal Warrior)

Post by Keiko »

Background Story
Part I
Breath in...Slow exhale...Release! Thunk! Keiko knocked another arrow and drew her bow. Hyper focused, the rest of the world fell away. Just her and her target. The edges of her vision blurred and sound muted as her breathing slowed. She could make out the fine detail of the target. Where the red and white met was not even. The red paint had run in some spots creating small imperfections on the target area. The fabric torn from repeated arrow strikes. Her last arrow sitting just off center. She let her breath out, slow and controlled. The bow string was on the edge of her claw hanging on, tension building. Suddenly her claw retracted. With nothing left holding the bow string it drove the arrow forward. The arrow slammed into the target. Right below the first arrow. Still just off to the right. Keiko looked puzzled at the target then back to the bow. She checked the tension of the string and the smoothness of the grip. Everything looks good. Why is it still shooting to the right? This bow has become infuriating. I just want it to fly the way it is supposed to.
“Keiko! Time to come in.” Her mother’s voice tore her from her thoughts.
”Coming mother.”

Keiko and her family lived many miles from Omagua out in the woods and farms that supplied grain to the city. They were just part of the larger trade network in the area, and it worked for them. They led simple lives. Hunted for what was needed. Living off the land. It was peaceful. Keiko was on her way to her coming of age trials. She would have to survive in the wild alone for two years. Then, if she survived she would be allowed back into the village as an adult. She practiced day and night as she prepared for the day she would leave her people. The night before her departure was a long one. Her mother cried as she made Keiko her favorite meal. Her father was stern as he helped her pack her pack. Gently giving advice he believed to be the most important. She sat with her family and stories were told of her brothers coming of age trials. The merriment continued well into the night.
As the dawn broke the darkness Keiko was led to the edge of the village near the forest. Everyone was in attendance, maybe just north of a thousand people. Every face was smiling. They knew the goodbye was only temporary. It was as much fact as the sun would rise again the next morning. Keiko turned for one last wave goodbye. As she turned, her fur puffed out as a sense of danger became overwhelming. The crowd saw this and did not react as they were not sure what was happening. Several others began to feel the same. Keiko instinctively dropped her pack, raised her bow, and fired. The arrow shot past the crowd and toward the creature emerging from a portal behind them. Keiko felt the world shift for a moment as the creature caught her arrow and snapped it with one hand. She pulled out a second quiver containing a different set of arrows and slung it on her back. When she looked back up the creature was in the crowd. Moving quickly, disappearing from view for a moment to appear behind its victim. Keiko watched in horror as it drained the life from her brother and father at the same time. Keiko instantly locked those emotions away. They would distract her and she needed to do what she could to save the rest of her people.
Keiko fired again at the creature as it continued to move through the gathered villagers. The world shifted again and the arrow was deflected by a bracer that shouldn't have been there. Keiko shook off the unease and fired again. Again the world hiccuped and her arrow was deflected. This dance continued for nearly two minutes. All the while the creature was continuing its slaughter of her people. Suddenly as she fired again she saw the warp in time.
It controls time! But it's in a predictable manner. I got this. No more! Keiko fired again, it was a sloppy snap shot rushed so she could knock another arrow and fired at nothing. In the middle of flight the world shifted again as the first shot was deflected. The second struck true impaling the creature in the shoulder. It howled in pain and glared at her as it vanished from sight. Keiko dropped her bow and drew her axe. She spun and swung at nothing. Her axe stopped just before it hit the creature. Her wrist in its hand. It snarled at her and flung her into the nearest tree. Her axe flew from her grip as she felt several ribs give way and her breath left her. Stars exploded in her eyes as her head cracked against the tree. She knew she could not remain still as she struggled to her feet and pulled her last arrow from her quiver and held it like a dagger. She swayed as she fought to stay upright against the dizziness setting in. The creature stalked up to her with a low menacing chuckle.
”You have spirit. Good.” The creature took the arrow in the side as it kicked her back into the tree. Stars exploded again but faded into darkness this time as consciousness left her.
Keiko’s head was splitting as the world swam into focus. She slowly sat up in the bed to take in her surroundings. What the hell? Where in Hades am I? And why am I in… Her face flushed and her fur puffed along her spine as she realized she was not wearing the clothes she had been wearing when she was rendered unconscious. Why had it left her alive? What was it doing in her village? As she played the events back through her mind she could see it feeding on the life of her people. The terror in their faces. It started at the oldest. Like it was culling a herd. Feeding...it feeds off life energy...so I am but food to it...then why am I still alive? Keeping me for later? No...Then why am I here? Her thoughts were interrupted by the door to the room opening and the creature entered. While still monstrous, the tentative almost respectful way it entered the room intrigued Keiko.
”I trust you are feeling better?” Keiko spitted it with a glare that would make most men whither. ”Your spirit is still very much intact...Good. I have left you some food. On the table.” It turned to leave and inspired her desire to fight or escape, she still asked, ”Why am I here?”
It turned back with a very human-like smile full of warmth, not malice. ”I am in need of an assistant. I’m sure you will fit that role perfectly.” The voice had become like honey in her ears. There was something stirring a deep dark part of her. A part the sought out power and perfection. The part that was continually pushed down in favor of the village. The part the rebelled at being two inches off when she practiced. She shook her head. What the hell was that? Where did my head go? It murdered my family...But it was hungry...Just like I am… So many thoughts whipping through her head at light speed. She barely tasted the meal. And fell back asleep within moments of crawling back into the bed.
Part II
Keiko ducked below a sword swing from CS trooper as she cracked a second troopers chest plate with her axe. She kicked him back leaving her in a circle of four CS troopers. ”Now, boys this is not the least bit gentlemanly. Four big strong men against a cute little kitty cat.” Keiko tilted her head and batted her eyes at them.
”You are unnatural. And we are going to put you down.”
Keiko giggled. ”You’re one to talk little puppy.” The dog boy growled in response. The trooper behind her drew a pistol, but before he could aim it at her, a whip caught the pistol and sent it flying. ”Ah, ah, ah. That’s cheating.” She giggled more as she spun around and cleaved through the trooper to her left. Dropping him to the ground with a wet thump. The rest charged her. Keiko parried two of the blades aimed at her and crushed the armor of the dog boy sending him staggering back from the impact. She moved like a dance, flowing away from danger and always finding the opening. Keiko dropped another trooper with a backhand slash to the neck. The dog boy retrieved the pistol from the ground and fired. Keiko disappeared from the middle of the group and the dog boy’s shot dropped another trooper. The dog boy growled and swore. He and the last trooper began looking around for Keiko. ”She couldn’t have gone invisible. I would have seen her. Where did she go?” Keikos axe appeared first embedding itself in the back of the last trooper. Her whip found it’s way around the neck of the dog boy as she flung him to the ground. He began to crawl away on all fours, ”Don’t run puppy. We still have much to talk about.” The next hit from the whip sent agony coursing through his body. It stopped responding and he collapsed screaming in excruciating pain. When it finally passed he lay there whimpering. Keiko bent down and gently stroked his fur by his ears. Her touch, while soft, caused him to start and weakly nip at her.
”Oh. Poor little puppy. Now where did your masters take Quinn?”
”Quinn? I don’t know who that is.”
”Little puppy, don’t lie to me. I know it was you who helped in hiding him. You may have been good at hiding him, but you can do nothing against me. I will find him. Save yourself the suffering.” The dogboy nipped again at Keiko prompting her to give a resigned sigh. The agony returned and the dogboy screamed out again. This time when it ended he had no more resistance left.
”They are taking him to a research facility, 20 miles north of here. I’ll give you the coordinates. Just please don’t do that again.” After showing her the coordinates on the map, Keiko cracked him in the back of the head rendering him unconscious.
”Rest now little puppy.”

Keiko stepped through the portal and back into her husband's dimension. ”Devon! I’m back. I have Quinn with me. Come here you ungrateful little shit!” Keiko has to drag Quinn back through the portal as it closes.
”Language, my dear. How was your trip?” Devon is sitting in a chair in front of a fireplace with a glass of brandy in his hand.
”It was good. Earth is still just as messed up as I remember it. Oh I did meet an interesting woman while I was there. She was heading in the same direction I was. She lended a hand helping me infiltrate the CS base. She was looking for some kind of artifact. It didn’t seem to be magic. Likely sentimental or history related. Called herself Kianra. Hell of a fighter. Looked a little off for a human, but it’s hard to tell. Anyway here is Quinn.”
”Quinn. My old friend. I told you your service was not finished. Yet you insisted it was.”
”Sir I had done everything you asked. Why, why was I not allowed to leave?” Devon chuckled.
”Because my good man I asked you not to. I am not without reason. I would have been more than happy to have Keiko escort you to your daughters wedding. I’m sure she would have loved the opportunity to dress for the occasion.” Keiko flashed a smile at the thought. ”But instead you ran to the Coalition States of all people. Did you think my reach did not extend there?”
”Honestly no I didn’t. I just want to leave. Please, I have not seen my family in years.”
”Oh don’t be so melodramatic. You ‘see’ your family almost daily. And your work here ensured I had adequate funds to ensure their pleasant lifestyle. I know it’s not the same as holding them everyday, but some things require sacrifices. I hope you are more willing to remain with us this time.” Quinn hung his head at the words.
”Yes, sir. I am here to serve you.”
”Wonderful. Keiko please untie the man.” Keiko removed his bindings with her knife and escorted him to his room. Before she turned to leave, Quinn grabbed her arm gently.
”Why do you stay with him?” Keiko gave him a sly smile.
”Oh, Quinn. I never fit in where I was before. Devon has helped me become more than I ever would have been in Omagua. I have seen places and done things...well that would be telling. But he is kind in his own way. He holds himself to his own code. He never violates it. It has made him few friends among his own kind. Have a good night Quinn.” Keiko pulled away from Quinn’s grip and let him close the door behind himself. As she turned away from the door she could smell food cooking. Oh, he’s cooking steak. He does know just how to treat a woman.
Keiko’s mouth was watering by the time she entered the dining hall. Food was plentiful on the table, and Devon stood behind her chair waiting for her. He motioned for her and she gave him a knowing smile as he assisted in pushing her chair in.
”Before we eat I have a surprise for you.” He whispered in her ear, ”Close your eyes.” She did as he asked. The anticipation swelling inside her. ”Open.” Keiko saw a beautifully ornate bow in Devon’s hands. Made more of clockwork and metal rather than wood.
”Awe. It’s beautiful.” Keiko gingerly took it and tested the string. Before she drew it back she could feel dimensional energy in the weapon itself. She aimed at a blank part of the wall, drew and fired. A bolt of lightning slammed into the wall and skittered across the surface. Powered by dimensional energy. I love it.” Keiko turned to Devon, ”I love it. Thank you.”
”Anything for you my love. I remember how good you were with a bow. I hope your skill has not atrophied.” Keiko was positively beaming with joy.
”It’s perfect.”
Part III
Zap, Zap. Target down. Keiko moved through the course with confidence. Passing through a ruined coliseum, more targets popped up and shot lightning at her. She broke left into a diving tumble and came up firing, dropping the closest target. A few words and she boosted her own agility. Dashing into the open courtyard she weaved between the bolts of lightning all the while firing back with her bow. The deadly ballet endured until one target appeared behind her. She spun but not fast enough to fully dodge the bolt. It took the bow near her hand, ripping it from her grip and sending it sliding across the floor. She cursed out another spell and drew her axe. She leapt over the target and cleaved it in two. She stood there heaving breaths coming from the exertion. ”That....bastard...changed it...again.”
”Well I had to. You had the other sequence memorized. You did it blindfolded with less effort than when you hunt for food.” Devon looked to the destroyed target, ”Although I was expecting you to be a little more gentle with the targets. I will have to set Quinn to make more.”
”It shot my bow.” Keiko growled. Keiko took a breath and her tone softened, ”Sorry, It’s just that it means a lot to me. You gave it to me, Love.”
”And I am pleased that it is precious to you. I have something I need to discuss with you after you get cleaned up.” Keiko nodded to Devon and retrieved her bow. She passed back through the portal to Devon’s mini-dimension. I wonder what is up? Must be something important. Wow I really need a shower.

Twenty minutes and a nice hot shower later, Keiko was still toweling parts of her still damp fur, when Devon came in. He stood there smiling. Keiko threw her towel at him, ”Oh knock that dumb grin off your face.”
”You know I can’t do that, love.”
” I know. But you can help me get dressed at least.”
”Why would I do that. I’m enjoying the view.”
”Oh you’re insufferable.” Keiko opened her closet and began to dress herself.
”You know I was thinking back to when we met. How much you despised me at first. I did not know how close we would grow to be.”
Keiko’s voice came from inside the walk in closet. ”You know it took me time to see you for who you really are. Not what I saw in the field that day. Despite what happened, they died opening my eyes to the greater multiverse. I had returned to see what became of my village. It was like nothing had happened. They all continued in their old ways not changing to fit a new reality. They simply passed it by in favor of the old way. The way of weakness and stagnation. I’m glad they are dead and not a part of an endless circle of...well nothing really. What effect did we have on anything there? Nothing. You were able to give me more than I could ever repay. And when it came down to it. We found we were great in each other's company.”
”Indeed we were.”
”Something wrong? Wait...Did you feel that? Someone just portaled in.” Keiko emerged in a beautiful summer dress and her bow in her hand, ”Were we expecting people?” Devon shook his head, but it was slow and resigned. Like there was something he didn’t want to do. He gently handed Keiko a holodisk. Kissed her and whispered in her ear. ”You can not be here for this part, my love. I am sorry. I love you.” No sooner had the confusion at his words hit her face then Devon opened a portal and pushed Keiko through, closing it behind her.

Keiko landed hard in a meadow. ”No. Devon. Damn it. What the hell!!” She immediately pulled out a small stone from her belt she kept for emergencies. It would take her back to Devon. She pulled in some ambient power to activate the stone. I have to hurry. I don’t know what he is playing at but I’m getting some answers. The world swirled around her, but she was not prepared for when it stopped. The scene before her was one of death and carnage. Parts of beings mortal and other wise were strewn about the living room. Blood of all colors formed pools and ran unchecked down the walls. The stench of decay mixed with the ionizing scent of magic. Keiko readied her bow and proceeded to move though the house looking for Devon. She noticed that items were intentionally smashed or missing. As if someone had taken trophies or were looking for something specific. Nothing was making sense. Why did someone attack us? We have enemies, sure but none how would do this. Not on this level. She checked Quinn’s room. It was remarkably pristeen. Keiko cocked her head at the sight. What? Why is nothing out of place here...Quinn I better find your body. I’m going to dig you a grave one way or the other. Keiko continued to the study where there were more signs of heavy magic use. She could see where temporal spells had warped and broken time. It was all over. More than one person knew temporal magic. With this amount of magic, it has to be another Temporal Raider...or more then one of them...maybe three?
Keiko finally came across Devon in the bedroom near where he had pushed her through the portal earlier. His body was mangled and warped out of shape. His head had been removed from it’s shoulders and was resting next to his legs. Keiko lowered her bow and knelt beside her once husband.
”Devon...Why did you send me away? I could have helped you stand against them. I could…” Keiko’s head came up, spilling tears down her face. The holodisk. A message? Why did he say I couldn’t be here for this part...Because I would not have survived. The pain in Keiko’s chest lessened slightly. It no longer felt as if a building was on her chest. She moved to the holo player and inserted the disk. A blurry image of Devon appeared.
”Keiko. I am terribly sorry. I thought we would have more time together. I know how strange that must seem coming from me. This has been on the horizon for years but it seems that being with you has accelerated their timeline. There are others who do not agree with the way you have affected me. In all my time in all the multiverse, you are the only one who was able to balance me. In this balance I found a happiness I had long though passed me by. Something I had believed was for others. You brought me a time of love and I hope, I have been able to provide the same for you. Thank you. Unfortunately this has led to others of my kind believing that I have been weakening in my position. While this is partially true I have passed on to you what I could before the end. The others will be raiding my storehouses by now. I had to keep some secret from even you. Those are the ones that have the best treasure. There are two located in the verse. I can not go into detail. The others have ways of extracting information. You will know when you find it. I love you Keiko.” Keiko’s shoulders shook as the emotions took over and tears ran free. After a few moments Keiko took several shuddering breaths and looked at the frozen image of her husband. Her Eyes blazed with a fury that would have melted through the strongest metal.
”I will. I will kill them all. Every last one who was here or a part of it. They will suffer before the end...I promise. Good-bye. Devon.” Keiko then killed her emotions. Things to do. I can cry more later. Keiko moved back through the house collecting some of the random things left be hind. Her old backup armor and backup axe. ”They took my damn axe. Well just one more reason to find these assholes. Devon gave me that axe. I will find it. DO YOU HEAR ME!!!!” Keiko yelled at nothing. She took a deep breath. ”It was a group. I’m going to need help with this. I wonder what Vort and Venenifer are doing. I know they are always good for some revenge. Going to have to track them down. Always good to have a dragon who owes you. Well likely not after I call in this favor.” Keiko packed up what she could and made her way to a portal that would take her to a dimensional nexus area. There she could go about locating where her hopeful allies were. Keiko took one last look back. And walked through the portal. Quinn was not here...That means I have someone to find. We are going to have a nice long chat.

Level Up Rolls
Level 5
HP= 1d6: [4] = 4
ISP= 1d6+1: [5]+1 = 6
PPE= 2d4: [1, 1] = 2
Level 6
HP= 1d6: [5] = 5
ISP= 1d6+1: [6]+1 = 7
PPE 2d4: [3, 3] = 6
Last edited by Keiko on Fri Jun 10, 2022 10:12 am, edited 7 times in total.
User avatar
Keiko
Posts: 131
Joined: Fri Feb 07, 2020 3:44 pm

Re: Keiko (Felinoid Temporal Warrior- Atlantis)

Post by Keiko »

XP Table - Temporal Warrior

1: 0,000-2,200
2: 2,201-4,400
3: 4,401-8,800
4: 8,801-17,600
5: 17,601-27,800
6: 27,801-37,900
7: 37,901-55,100
8: 55,101-75,200
9: 75,201-100,300
10: 100,301-145,500
11: 145,501-190,600
12: 190,601-245,700
13: 245,701-295,800
14: 295,801-345,900
15: 345,901-415,100
EP Rolls
[dice]0[/dice] (PB)
[dice]1[/dice] (MA)
[dice]2[/dice] (PPE)
[dice]6[/dice] (16+ PB)
HTH Aikido:
  • [dice]7[/dice] S.D.C.
  • [dice]8[/dice] to M.E.
  • +1 to P.P.
  • +1 to P.E.
[dice]9[/dice] (IQ)

Level 4
HP= [dice]3[/dice]
ISP= [dice]4[/dice]
PPE=[dice]5[/dice]

Current Character Goals:
  • Track down Quinn for answers on what happened to her husband.
  • Locate Her husband’s hidden caches. (Two Located in different Dimensions)
  • Kill the group responsible for her husband’s death.
  • Retrieve the Battle Fury Blade (Which was actually an Axe) stolen from her by the group that killed her husband.
  • Eventually recreate the pocket dimension she shard with her husband.
Keiko

P.P.E.: 110/110
I.S.P.: 35/35
H.P.: 29/29
S.D.C.: 86/86
MA-2 TW Combat Mage Armor
Helmet - 40/40
Left Arm 20/20
Right Arm 20/20
Right Leg 30/30
Left Leg 30/30
Main Body - 60/60
Armor of Ithan 50/50 M.D.C.
Do not PM this Account. Please direct all PMs to Sum of All Fears
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