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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)
4Change Environment: Torch light in 2“ radius (0 END) (15)
3Change Environment: 1 hex, Variable environment, Fire/Heat only (10)
1Life Support vs. heat (5)
9Drain at Range: 1d6 END + 1d6 STR (20/30)
6Suppress Flame magic: 4d6 (20)
4Force Field: 7 ED, 3 PD (Invisible to sight) (10/15)
91d6 Ranged Killing Attack: Area of Effect, Radius (15/30)
36Sub-Total
Set B: Independent (-2), IIF (-¼)
9Damage Reduction: 50% Resistant vs Energy (30)
71d6 Killing Blast Damage Shield (15/22)
16Sub-Total
Set C: Independent (-2), IIF (-¼), Only when engulfed in Flame (-1)
5Extra-dimensional Movement: to Plane of Fire (20)
19Teleport: 10” (2xMass) (15 doublings –> 650km) (100)
(only to another flame, -1)
24Sub-Total
All Powers use END from this Reserve:
10END 100
1REC 1 every 5 minutes
11Sub-Total
87Grand 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)
1Life Support vs. Water (5)
3Change Environment: 1 hex, Variable environment, Watery environs only (10)
9Drain at Range: 1d6 END + 1d6 STR (20/30)
9Shapeshift to any form (30)
4Aid at Range: 1d6 END + 1d6 Healing (10/15)
6Suppress Water magic: 4d6 (20)
4Force Field: 7 PD, 3 ED (Invisible to sight) (10/15)
36Sub-Total
Set B: Independent (-2), IIF (-¼), Only in Water Form (-½)
4Damage Reduction: 25% Resistant vs Physical (15)
5Swimming +10“ (x4 Non-Combat) (20)
5Form Alteration Multipower (20)
1Growth 5 meters, +20 STR, +4 BODY, +4 STUN
1Shrinking ¼ height, +4 DCV, -4 Perception, +6” Knockback
1Stretching4“
1Extra Limbs, +4d6 HTH (costs END)
18Sub-Total
Set C: Independent (-2), IIF (-¼), Only when submerged in Water form (-1)
6Regeneration: 2 pts (20)
6Extra-Dimensional Movement: to Plane of Water (20)
12Sub-Total
All Powers use END from this Reserve:
10END 100
1REC 1 every 5 minutes
11Sub-Total
77Grand 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)
4Change Environment: Torch light in 2” radius (0 END) (15)
3Change Environment: 1 hex, Variable environment, Fire/Heat only (10)
Life Support: Does not need to breathe at all
Drain DEX and Running at range
6Suppress Stone magic: 4d6 (20)
7Armor: 6 ED, 9 PD (25)
Sub-Total
Set B: Independent (-2), IIF (-¼)
9Damage Reduction: 50% Resistant vs Physical (30)
Sub-Total
Set C: Independent (-2), IIF (-¼), Only when in Rock form (-1)
5+20 STR (20)
5Extra-dimensional Movement: to Plane of Earth (20)
Tunnelling: a bunch
Sub-Total
All Powers use END from this Reserve:
10END 100
1REC 1 every 5 minutes
11Sub-Total
Grand Total


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living_crystals.txt · Last modified: 2017/05/27 18:56 by 127.0.0.1