Table of Contents
The Living Crystals
These were the crystals that Rhae and Shardanna used to defeat the Shadowlord in the year I:2713.
(need some more history here)
Flame
This long, translucent crystal has at all times a small, dancing flame in its interior. If examined closely, the flame almost seems to be a dancing woman, thus the name. This internal flame creates enough light to illuminate the crystal's immediate hex (as a small torch), yet never diminishes.
The crystal's real power, though, is its ability to manipulate or create flames at a range. Fires of a non-magical nature may be created or extinguished with little effort. Magical fires, however, may only be created briefly, or suppressed temporarily. Creating fires, though, taxes the crystal's reserves and can not be done indefinitely. To restore this power, fires must be absorbed. Thus, at times, the crystal will diminish fires in its proximity just to maintain its reserves. Water is anathema to the crystal. Completely submerging the crystal could deplete it of its entire reserve.
The wielder may also merge with the crystal and become living flame. This is done by concentrating on the interior flame and causing it to come out slowly. The wielder then becomes a solid flame in the same dimensions as his/her original body. All possessions are left intact, though any person or object coming in contact with the flame will be burned as would be expected.
Powers: | |
---|---|
Set A: Independent (-2), IAF (-½) | |
4 | Change Environment: Torch light in 2“ radius (0 END) (15) |
3 | Change Environment: 1 hex, Variable environment, Fire/Heat only (10) |
1 | Life Support vs. heat (5) |
9 | Drain at Range: 1d6 END + 1d6 STR (20/30) |
6 | Suppress Flame magic: 4d6 (20) |
4 | Force Field: 7 ED, 3 PD (Invisible to sight) (10/15) |
9 | 1d6 Ranged Killing Attack: Area of Effect, Radius (15/30) |
36 | Sub-Total |
Set B: Independent (-2), IIF (-¼) | |
9 | Damage Reduction: 50% Resistant vs Energy (30) |
7 | 1d6 Killing Blast Damage Shield (15/22) |
16 | Sub-Total |
Set C: Independent (-2), IIF (-¼), Only when engulfed in Flame (-1) | |
5 | Extra-dimensional Movement: to Plane of Fire (20) |
19 | Teleport: 10” (2xMass) (15 doublings –> 650km) (100) (only to another flame, -1) |
24 | Sub-Total |
All Powers use END from this Reserve: | |
10 | END 100 |
1 | REC 1 every 5 minutes |
11 | Sub-Total |
87 | Grand Total |
Liquid
This long, translucent crystal has at all times a blue, swirling liquid in its interior.
The crystal's power is its ability to manipulate or create water at a range. Water of a non-magical nature may be created or absorbed with little effort. Magical water, however, may only be created briefly, or suppressed temporarily. Creating water, though, taxes the crystal's reserves and can not be done indefinitely. To restore this power, water must be absorbed. Thus, at times, the crystal will dry out people and objects in its proximity just to maintain its reserves. Fire is anathema to the crystal. Completely engulfing the crystal in flames could deplete it of its entire reserve.
The wielder may also merge with the crystal and become living water. This is done by concentrating on the interior liquid and causing it to come out slowly. The wielder then becomes solid water in the same dimensions as his/her original body. All possessions are left intact, though any person or object coming in contact with the water will become wet as would be expected.
Powers: | ||
---|---|---|
Set A: Independent (-2), IAF (-½) | ||
1 | Life Support vs. Water (5) | |
3 | Change Environment: 1 hex, Variable environment, Watery environs only (10) | |
9 | Drain at Range: 1d6 END + 1d6 STR (20/30) | |
9 | Shapeshift to any form (30) | |
4 | Aid at Range: 1d6 END + 1d6 Healing (10/15) | |
6 | Suppress Water magic: 4d6 (20) | |
4 | Force Field: 7 PD, 3 ED (Invisible to sight) (10/15) | |
36 | Sub-Total | |
Set B: Independent (-2), IIF (-¼), Only in Water Form (-½) | ||
4 | Damage Reduction: 25% Resistant vs Physical (15) | |
5 | Swimming +10“ (x4 Non-Combat) (20) | |
5 | Form Alteration Multipower (20) | |
1 | Growth | 5 meters, +20 STR, +4 BODY, +4 STUN |
1 | Shrinking | ¼ height, +4 DCV, -4 Perception, +6” Knockback |
1 | Stretching | 4“ |
1 | Extra Limbs, +4d6 HTH (costs END) | |
18 | Sub-Total | |
Set C: Independent (-2), IIF (-¼), Only when submerged in Water form (-1) | ||
6 | Regeneration: 2 pts (20) | |
6 | Extra-Dimensional Movement: to Plane of Water (20) | |
12 | Sub-Total | |
All Powers use END from this Reserve: | ||
10 | END 100 | |
1 | REC 1 every 5 minutes | |
11 | Sub-Total | |
77 | Grand Total |
Rock
This long, black crystal is deceptively heavy. Light does not shine through it at all, yet staring into it gives the illusion of depth.
The crystal's power is its ability to manipulate or create earth (dirt/rock) at a range. Rocks and dirt may be moved or altered with little effort. Magical stone, however, may only be created briefly. Creating earth, though, taxes the crystal's reserves and can not be done indefinitely. To restore this power, the crystal must be in contact with rock (or to a lesser degree loose dirt). Air is anathema to the crystal. Completely removing it from its native element could drain it of its entire reserve.
The wielder may also merge with the crystal and become living rock. This is done by concentrating on the interior darkness and causing the earth to come out slowly. The wielder then becomes moveable stone in the same dimensions as his/her original body. All possessions are converted in a similar fashion.
Powers: | |
---|---|
Set A: Independent (-2), IAF (-½) | |
4 | Change Environment: Torch light in 2” radius (0 END) (15) |
3 | Change Environment: 1 hex, Variable environment, Fire/Heat only (10) |
Life Support: Does not need to breathe at all | |
Drain DEX and Running at range | |
6 | Suppress Stone magic: 4d6 (20) |
7 | Armor: 6 ED, 9 PD (25) |
Sub-Total | |
Set B: Independent (-2), IIF (-¼) | |
9 | Damage Reduction: 50% Resistant vs Physical (30) |
Sub-Total | |
Set C: Independent (-2), IIF (-¼), Only when in Rock form (-1) | |
5 | +20 STR (20) |
5 | Extra-dimensional Movement: to Plane of Earth (20) |
Tunnelling: a bunch | |
Sub-Total | |
All Powers use END from this Reserve: | |
10 | END 100 |
1 | REC 1 every 5 minutes |
11 | Sub-Total |
Grand Total |