Note - anything highlighted in ORANGE was modified or purchased via EP
Character Name: Érebos (birth name Sávanos Anathasios)
Alias: Goes by the code name "Shroud" as well, when secrecy is paramount for missions.
Race: True Atlantean, Aerihman
O.C.C.: Sunaj Shadow Mage (presents himself as a spellcaster of an extremely rare and lost tradition)
XP Level: 5
XP Points: 29,475 (The Apothecary 1 October 2020)
Next Level @ XP: 32,301
Sentiments/Non-Humans: Has no quarrel with non-humans per se, provided they are not vampires - which he tends to destroy on sight (unless the odds are hopelessly against him). Despises the Splugorth and their minions as well, but necessarily keeps his anti-Splugorth sentiments in check when acting as Sunaj or dealing with the Splugorth. Suspicious of Prometheans.
Sentiments/Atlantis: Reclaiming Atlantis for the Aerihman and other True Atlantean clans is an overriding motivation that guides almost everything he does, as it is for all Sunaj. Wants True Atlanteans to rise to their full potential.
Sentiments: Splugorth: The old proverb, "Keep your friends close, and your enemies closer" applies. He is keenly aware that there are times one can do more damage to one's enemies from the inside.
Disposition: Quietly confident in his own abilities. Secretive, cautious, and distrusting of others. Often plays his cards close to his chest - a notable exception being his feelings on Atlantis and vampires. Absolutely ruthless to his enemies. Never suffers vampires to exist, and subverts the Splugorth and their minions when opportunities present themselves. Is a "True Atlantean supremacist" of sorts (like all Aerihman), but mostly keeps it to himself. After True Atlanteans, likes humans nearly as much. 100% loyal to the Sunaj cause, though his "double life" as a member is kept hidden. To the vast majority of beings he meets, Érebos presents himself as a sorcerer dedicated to a lost tradition and leaves it at that, only performing his Sunaj activities away from prying eyes.
Dimensions (and Worlds) Visited: Dimension of Solaria (New Atlantis), Dimension of Phase World/Three Galaxies (Center, Alexandria, Argos, various UWW planets, Yinzashi Four - Thundercloud Galaxy, and Malcor One of the UWW - Anvil Galaxy), Dimension of Rifts Earth (Rifts Earth, presently in Atlantis), the Shadow Dimension (brief incursions, but has not spent more than a few hours at a time in there)
P.S.: 28 (Augmented)
Speed: 31 ( runs at 620 yards per minute, 155 yards per melee round, 23mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing)
P.P.E.: 232 (can hold up to 3x this amount for up to 25 minutes before it begins to dissipate)
Height: 6'2" (rather short by True Atlantean standards)
Weight: 220 pounds (all muscle)
Description:A muscular and well-proportioned man who appears to be in his mid 20s. Érebos' dark green eyes gleam with intelligence. He looks to be in the physical prime of his life, and always wears dark clothing that tends to cover his extremities. He never wears the signature Sunaj combat armor that the Sunaj Assassins are famous for, but often wears black body armor with a hooded cloak, and sometimes a helmet or mask when he wants to conceal his identity (which is always, when performing under the auspices of a Sunaj mission).
- Horror Factor of 12: Monsters fear all Atlanteans, and humans tend to be awestruck when they realize they stand with or against a True Atlantean.
- Marks of Heritage (magic tattoos): All True Atlanteans, from ditch diggers to the elite Undead Slayers, bear the Marks of Heritage - a pair of magic tattoos (protection from vampires and a flaming sword) given to them at a young age.
- Increased Life Span & Healing: Life span 10-15 times longer than humans, heals 2d6+10 HP/S.D.C/M.D.C. per 24 hour period of normal rest and recovery, and 1d6 per hour of meditation at a ley line or nexus point (but see Special Abilities below).
- Ley Line Phasing: All Atlanteans are taught how to Ley Line Phase. This is exactly like the Ley Line Walker's ability. It takes a full melee round to Ley Line Phase and cannot be used during battle.
- Operate Dimensional Pyramids: All True Atlanteans of teenage years and above know how to operate the Stone Pyramids created by Atlantean Stone Masters and the Minions of the Splugorth for the purpose of healing, communication, and teleportation (dimensional or otherwise). 25% + 5% per level of experience.
- Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
- P.P.E. Recovery: 10 points per hour of rest or sleep, 15 per hour of meditation (but see Special Abilities, below)
Perception Bonus: 62%
Invoke Trust/Intimidate: 65%
Max. Encumbrance: 132 pounds
Max. Carrying Weight: 540 pounds
Max. Lifting Weight: 1080 pounds (up to 75 seconds)
Max. Jumping Ability: 33 feet length, 14.5 feet height
- Magic Tattoos Denote Heritage: On his right wrist, a heart impaled by a wooden stake (protection from vampires) magic tattoo. On his left wrist, a longsword enveloped in black flames with a silver cross for the hilt (weapon covered in flames) magic tattoo. The cross is an elaborate tattoo in silver and black with the words "Iuguolo Mortuuson" (roughly "kill all the dead") inscribed on the horizontal section. This tattoo design originated during the Vampire Crusades of antiquity, in which the Aerihman clan played a crucial role (even creating the first of the famous Undead Slayer tattooed warriors). On the palm of his left hand is a magic tattoo consisting of two superimposed stars (explosion), which he rarely reveals to anyone (only other Sunaj will know what this tattoo means).
- Drawing Environmental P.P.E.The Sunaj Shadow Mage can draw P.P.E. from ley lines and nexus points, up to 20 P.P.E. per round for a magic tattoo or to cast a spell or power/use a magic device.
- Increased P.P.E. Recovery: The Shadow Mage replenishes P.P.E. at the rate of 20 per hour of meditation, rest, or sleep, when done within a shadow larger than the mage or in a completely dark area. In bright artificial light, overcast sunlight, or bright sunlight, the Shadow Mage only recovers 5 P.P.E. per hour. Darkness is always a welcomed friend.
- Mastery of Shadow Magic: Nobody knows Shadow Magic better than the Shadow Mage (other than the Shadow Lords). Their affinity for shadows and darkness means they can cast ALL Shadow Magic spells at half the listed P.P.E. cost (rounded up), and the normal duration is doubled! The reduced cost of these Shadow Magic spells is already shown in the spell list below.
- Learning New Spells: For each new level of experience, the Shadow Mage learns two additional Shadow Magic spells from levels 1-6, or one standard Invocation equal to his level or lower. At level 7 and above, he can select two new Shadow Magic spells from any level (1-15), or one standard Invocation from a level equal to or lower than his own. From time to time, the Shadow Mage may be taught one additional Shadow Magic or standard Invocation spell as a reward for outstanding service to the Sunaj, the Aerihman clan, or one of its leaders.
- Spell Strength: + 1 to Spell Strength at levels 3, 7, 11 and 15. -2 Spell Strength when casting in bright artificial light or sunlight (but not while in a shadow). When under the influence of a ley line, spell range and duration increase by 50%, and at a nexus, 100% (doubled).
- Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
- O.C.C Bonuses:+1 to save vs. all types of magic at levels 5, 10, and 15
- Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells. Heals injuries at 1d6 per hour of rest or meditation.
- Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light (>300 watts) or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 2 - roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
- Spycraft Advanced Training:Resist Interrogation and Seduction (special) : The agent skilled in Spycraft is a tough customer and difficult to break. He or she recognizes and resists Interrogation and Seduction, thus the success ratio of both skills are reduced by half when used against him, and it takes twice as long to get information or clues out of this master spy, if they can get anything useful at all. Moreover, because the master of Spycraft recognizes and understands Seduction and Interrogation, he can try to feed his seducer or interrogator convincing lies and false or misleading information. For those he is trying to deceive, they must roll under whichever skill they are using at the reduced level (half) to successfully see through the spy's deception. A failed roll means they believe the misinformation and lies and will act accordingly.
- Stealth Advanced Training: (special): Advanced Training in Stealth provides the following additional bonuses:
- +10% to Prowl under the cover of darkness, fog or smoke. Not applicable against enemies who can see the invisible or possess infrared/thermal optics or sensors.
- +10% to Prowl when invisible; the character still has mass and makes noise if not careful. Not applicable against enemies who can see the invisible or possess infrared/thermal optics or sensors.
- +5% to Prowl when using appropriate camouflage.
- +5% to Prowl when moving slowly and carefully at a Spd of 5 or less.
- +5% to Prowl when moving along an elevated position such as the top of a wall , the ledge of a building, rooftops, scaffolding, a cable or rope suspended high above the ground, in part because most people do not look up.
- Bonuses are cumulative. For example, if the character is prowling at night (+10% ) and moving slowly (+5% ), the additional Prowl bonus is + 15%
- Stealth AT Special Abilities: Special AT abilities, such as Prowl to Hide, only apply to characters who have taken that particular Advanced Training. Characters who have the Prowl skill do NOT have these expanding, expert abilities.
- Prowl to Hide (special AT ability): +10% to remain unseen when not moving and deliberately hiding behind or under cover. The bonus for the cover of darkness, fog and smoke, or camouflage may apply as an additional bonus depending on field conditions and circumstance.
- Prowl to Vanish (special AT ability): The person is able to quietly slip away from a group, provided nobody is directly looking at him when he does so. Nobody will realize he's gone until they turn or look in his direction or turn to address him at the spot where they last saw him and realize he is gone; or a noise or disturbance attracts their attention and they look around. Prowl to vanish is usually done to sneak away to a different location or to a nearby hiding place, or to make good an escape. Roll under the Prowl skill to succeed at quietly sneaking away. Note: The player may want to slip the G.M. a note that his character is attempting a Prowl to Vanish and then roll in front of the G.M., only.
- Stealth Attack (special AT ability): A character with Stealth Advanced Training can sneak up behind an opponent. The intended victim gets a chance to notice there is someone behind him about to strike; roll 1D20. No modifiers. High roll wins; defender wins ties. The outcome is to determine whether the intended victim is able to turn and parry/block or dodge (move out of the way of) the incoming attack. If he does nothing, the Stealth Attacks hits and does damage. If the intended victim wins this roll to escape a Stealth Attack he gets to attempt to parry or dodge the attack coming from behind. Roll to parry or dodge using the appropriate bonuses. A successful parry or dodge means no damage. HOWEVER, the Stealth attacker has initiative, and keeps initiative for that entire melee round.
If the victim fails to avoid the incoming attack from behind, he takes double damage from the backstab/sneak attack and the Stealth attacker keeps initiative for the rest of the melee round.
Spell Strength: 13
Spellcraft & Magic Rules
Notes: -2 Spell Strength when cast in areas of bright artificial light (>300 watts) or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half.
Spells marked in this color are Shadow Magic, and subject to the Mastery of Shadow Magic special ability. Other spells are standard Invocations, unless otherwise specified. Also see following posts for spell descriptions and notes on Shadow Magic, Shadow beings, and how light affects them.
- Level 1
- Animate Shadow (3)
- Cloud of Smoke (2)
- Lengthen Shadows (2)
- See Aura (6)
- See the Invisible (4)
- Shadowcast (3)
- Shadow Mask (2)
- Aura of Darkness (3)
- Aura of Power (4)
- Befuddle (6)
- Extinguish Fire (4)
- Magic Homing Beacon (5) - Space Magic
- Ominous Shadow (3)
- Sense Magic Homing Beacon (8) - Space Magic
- Shadow Vision (4)
- Shadow Walk (3)
- Vacuum Speak (6) - Space Magic
- Whispered Voice (Communication) (3)
- Impervious to Fire (5)
- Impervious to Poison (5)
- Invisibility: Simple (6)
- Give Shadows Sound (4)
- Negate Poison/Toxin (5)
- Orb of Cold (6)
- Paralysis: Lesser (5)
- Shadow Bolt (3)
- Shadow Defense (5)
- Shadow Displacement (4)
- Shadow Globe (5)
- Shadow Skin (4)
- Shadow Writing (4)
- Wave of Frost (6)
- Space Swim (7) - Space Magic
- Astral Projection (10)
- Energy Field (10)
- Impervious to Vacuum (10) - Space Magic
- Magic Net (7)
- Multiple Image (7)
- Repel Animals (7)
- Seal (7)
- Shade Armor (5)
- Shadeshield (6)
- Shadow Meld (5)
- Shadowsight (7)
- Wall of Darkness (7)
- Aura of Death (12)
- Conceal Objects in Shadow (7)
- Domination (10)
- Energy Disruption (12)
- Escape (8)
- Eyes in the Dark (7)
- Horror (10)
- Lifeblast (15)
- Mental Blast (15)
- Shadow Senses (8)
- Shadow Shift (8)
- Superhuman Strength (10)
- Superhuman Speed (10)
- Sustain (12)
- Wall of Shades (10)
- Frequency Jamming (15)
- Circle of Shadows (10)
- Impervious to Energy (20)
- Manipulate Shadows (10)
- Shadow Boxer (10)
- Shadowfire (10)
- Targeted Deflection (15)
- Words of Truth (15)
- Agony (20)
- Ethereal in Shadow (13)
- Fly as the Eagle (25)
- Globe of Silence (20)
- Shadow Pool (Trap) (15)
- Shadow Puppet (Twin) (12)
- Shadow Tendril Bolts (15)
- Force Bonds (25)
- Shades of Death (12)
- Shadesword (11)
- Shadow Clone (15)
- Shadow Pocket (15)
- Shadow Tentacles (5 or 9)
- Create Steel (68)
- Protection Circle: Simple (45)
- Shadow Stalker (20)
- Cloud Shadow (50)
- Summon Denizens of the Shadow Dimension (240)
- Flaming Sword
- Heart Pierced by a Wooden Stake
- Explosion (Self-Destruction)
- Power Matrix
- Heart Encircled by Chains (Invulnerability)
Meditation -- 97% (+2%)
Lore: Dimensions -- 72% (+5%)
- Description -->
Concealment -- 52% (+4%)
Land Navigation -- 73% (+4%)
Language and Literacy: Trade Four (American equivalent) -- 111% (+1%)
Language: Whisper (the language of the Shadow Beasts and Shadow Lords) -- 95% (+2%)
Language: Trade One -- 97% (+3%)
Language: Demongogian -- 87% (+3%)
Literacy: Trade One -- 82% (+5%)
Lore: Demons & Monsters -- 72% (+5%)
- --General Knowledge: -- 72% (+5%)
--Recognize Magic Circles, Runes, etc: -- 62% (+5%)
--Recognize Enchantment 57% -- (+5%)
-- Identify Magic Artifacts (-15% if alien)
Mathematics: Basic -- 117% (+5%)
Horsemanship: Exotic Animals -- 72%/62% (+5%)
W.P. Sword -- +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
W.P. Energy Rifle +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
Hand to Hand: Ninjitsu/Tai-Jutsu
O.C.C. Related Skills Note: -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light
Prowl -- 87% (+5%)
Intelligence -- 69% (+4%)
Optic Systems -- 62% (+5%)
Computer Operation --82% (+5%)
W.P. Paired Weapons (see RUE p. 327) gained via Hand to Hand skill
Pilot: Spacecraft Advanced 67% (+4%)
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
Imitate Voices and Sounds -- 69%/63% +4%
Field Armorer & Munitions Expert 72% (+5%)
- -- Basic Mechanics -- 62% (+5%)
- -- Work parallel bars & rings -- 82% (+3%)
-- Back Flip -- 87% (+2%)
-- Climb Rope/Rappel -- 77% (+2%)
Lore: Faeries & Creatures of Magic -- 57% (+5%; 3rd)
Lore: Atlantis and the Splugorth -- 52% (5%; 2nd)
Secondary Skills Note: -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light (>300 watts)
W.P. Shield: +1 to parry at levels 1,3,7,10,13; +1 to strike at levels 4,8,12, 1d6 damage as blunt weapon
W.P. Energy Pistol: +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
Radio: Basic 67% (+5%; 3rd)
Additional Skills that come with Spycraft AT
note: all the following skills are at skill level 2, unless specifically noted otherwise
Disguise -- 62% (+5%)
Escape Artist -- 62% (+5%)
Impersonation -- 76%/52% (+4%)
Language: Gobblely -- 83% (+3%)
Seduction -- 65% (+3%)
Streetwise -- 56% (+5%)
Surveillance (includes Tailing) -- 67% (+5%)
-- Basic Electronics 67% (+5%)
Undercover Ops -- 77% (+5%)
Additional Skills that come with Stealth AT
note: all the following skills are at skill level 2, unless specifically noted otherwise
--Sense of Balance -- 87% (+5%)
--No Fear of Heights
--Walk Tightrope or High Wire -- 76% (+3%)
--Basic Climb -- 52% (does not increase)
Camouflage -- 67% (+5%)
HTH Type: Ninjitsu/Tai-Jutsu
Number of Attacks: 6
Initiative Bonus: +3, (reduced by 2 when directly under bright artificial light or sunlight)
Strike Bonus: +7, +8 in darkness/shadow
Parry Bonus: +9, +10 in darkness/shadow (+ W.P. Shield bonus if applicable)
Dodge Bonus: +10, +11 in darkness/shadow
HTH Damage Bonus: +13 (+2 more from H2H skill)
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +7
Bonus to Disarm: +2
Other: +2 to strike when performing any back flip or cartwheel
Power Punch or Power Kick deals 1d6 points of M.D.!
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. Sword: +2 to strike and parry, +1 when thrown
W.P. Blunt: +2 to strike and parry, +1 when thrown
W.P. Shield: +2 to parry, +1 to strike
W.P. Energy Pistol: +3 to strike
W.P. Energy Rifle: +2 to strike, +2 on Called or Aimed Shot (sniper)
Saving Throw Bonuses
Magic (varies): +9, or +12 to save vs. Shadow Magic spells
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
Mind Control: +1
Érebos is impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness).