Post by Manah on Mar 6, 2023 1:18:53 GMT -5
LADY AURORA
The Saint of the Divines
The Saint of the Divines
QUOTE: "Aedra, Daedra... does it really matter? At the end of the day, they are all gods to mere mortals."
Real Name: Aurora Soulblaze
Age: 24
Other Aliases: Saint Aurora, The Second Coming of Alessia, The Sybil of Prophecy, The Whore of Oblivion (Needless to say, not her favorite 'title'.)
Occupation: Priestess, Prophetess, Adventuress
Marital Status: Single
Height: 5'8"
Weight: 136 lbs
Eye color: Grey
Hair color: Dark Brown
Species: Mystically-enhanced Lich/Vampire Lord/Werewolf Hybrid (True Hybrid)
Notes: None
ABILITIES
Int: 10
Str: 5
Agl: 6
Spd: 5
Dur: 6
HEALTH/P.L: 6 / 5
ENERGY/P.L: 32 (i) / 15
REGEN/P.L: 12 / 9
SKILLS: 5 (Regen 3/panel)
ACTIONS
War Monk: 8
(Str.bonus and 2 Wpn.modifiers)
-Efficient
-As Mastery of Kung Fu
-Skill Point System (w/Wpn.option)
-Martial Arts
-Swords/Axes/Spears/Daggers
-Bows/Crossbows/Thrown Weapons
-Shehai
-Morphed Combat
-Acrobatic Fighting
-Fighting multiple/larger opponents
-Using powers in combat
-Options: Balance, Blindfighting, Catch Projectiles, Multiple Opponents, Substitute Mastery AN for Strength to Break Things
Parkour: 5
(Agl.bonus)
-As Acrobatics, Swimming and Wall-climbing
Horsemanship: 5
Aetherial Soul: 10
(Int.bonus)
-Through Anui-El, Aurora's very soul is linked metaphysically with the Immortal Plane itself, Aetherius. As such, it grants her formidable abilities, described below:
- Lifebringer (Stones VS Intelligence + Durability + Duration since the target died, to resurrect a creature from the dead back into the world of the living. This extremely potent ability might fail if the creature's return would upset the balance... a.k.a, whether this works or not is left to GM's call.)
- Sever the Aether (Either usable as Stones VS Dur + Magical Defense to act as Mental Block to seal a target's powers)
- Shape the Aether (Either usable as a Mastery of Matter and Energy with the Unlimited Create/Manipulate and Force Blast options - with up to Half AN advantages, rounded up, may pay stones for additional ones - to permanently manifest physical objects and effects into the world, or as 10 Character Creation stones/stone played to permanently create a new, permanent and independent creature.)
- Supreme Magicka (Stones VS Effect up to AN + Duration in panels; Effect is as Power Boost, Only on Magical Actions but also usable on Self; User may decide whether to allow Burn Out of not. If a Burn Out occurs, the target cannot use the power again for 1 panel/excess stone to 1 week/excess stone, at the user's discretion.)
- Walk the Aether (As Inter-Dimensional Travel; between Mundus and the planes of Aetherius, at will. May also bring others if she so wishes; doing so requires physical contact.)
Apocrypha's Sygil: 9
(Int.bonus, and Wpn.modifier for Black Tendrils)
-Efficient
-Black Tendrils (Allows user to sprout dozens of black/green tantacles seemingly from within their body - they come out of the shadows within the wearer's clothes or around their bodies, so the mistake is easy to make - writhing in an eerily manner as she moves, and obeying her every thought. She may actually use up to 1/2 this action's AN, Rounded up, different tentacles at once, each acting like a separate Tentacle Whip with Str of 1/2 AN rounded up as well. Aurora only needs to pay for the highest Action once. Needless to say, this effect is very unsettling to behold for most normal people.)
-Abomination (If Aurora so wishes, she can allow the alien nature of Hermaeus Mora to manifest through her being, causing enemies around her to experience terrifying if not maddening visions of horrors beyond reality. Acts as Fear at up to AN; Must pay for effect, Duration in panels and Area of Effect. At GM's discretion, should said effect also beat Int+Mental Defense, it might possibly inflict mild to serious, temporary to permanent madness in the form of various possible psychological challenges, from such a weaker mind witnessing such unknowable, primal fears.)
-Lorestealer (By grabbing a victim with her tentacles, Aurora can hold one against a victim's head to drain their knowledge directly from their brain, a process which acts as Energy Drain at up to AN, and hurts a lot, causing 1w of actual damage for every 5 stones drained. In addition, at GM's discretion, she may permanently acquire knowledge of an Action which she doesn't have at up to 1/3 this action's AN rounded up, or the victim's Action's AN, whichever is lower, along with all options, advantages and disadvantages the original user has. This effect is quite traumatic, leaving the victim with a -2 sitmod to all actions for at least 24 hours.)
-Gift of Hermaeus Mora
Apotheosis: 10
(Int.bonus)
-Through the power of the Tools of Kagrenac and the infinite potential contained within the Heart of Lorkhan, Dagoth-Ur reached the closest state of divinity aside from achieving CHIM and short of being one of the universe's primordial beings. And his blessing to Aurora is to tap into that near infinite power, as described below:
- Aedric Power (Stones of Effect up to AN, needs not maintain; where Effect stones are split however the user pleases among their Abilities - including Intelligence - Ref.Dodge, Toughness and/or Magical Defense. Stones must be re-spent to reallocate them differently.)
- Divine Physiology (1 stone/panel to alter her body to attain the physiology of a goddess. This grants her the benefits of Self-Contained Lifeform, Immunity to Poisons, Diseases, Fatigue and Reality Distortion.)
- Divine Surge (As Iron Will; may combine this action with any other.)
- Undying (As Superior Healing Factor, Instant Reconstitute Self and Instant Regrow Limbs. The residual energies of the Heart of Lorkhan within Aurora will allow her to regenerate if damaged and come back to life if she is killed. The only way to finish her off for good is to kill her while that connection is severed or blocked temporarily at the time.)
Bardic Arts: 7
(Int.bonus)
-Efficient
-The fine art of bardic music, performance, storytelling and entertainment. Furthermore, in the mystical world of Nirn, music often holds some measure of power, which is especially true in Aurora. Said power allows for the following:
- Artistic Mood (Stones VS Intelligence + Mental Defense to affect an audience with Empathic Projection of the Emotion the user desires via their performance.)
- Cacophony (As Force Blast, 3x damage, Area Effect of Half AN, rounded up, centered around but ignoring user, Stun damage only; through intentionally loud and discordant sounds via singing or playing an instrument.)
- Dance (As the Action up to AN; but for any performance, be it dancing, singing, storytelling, poetry, playing an instrument, and so on and so forth. If only using for the sake of the performance as opposed to combining with Social Skills, may add the Int.bonus as normal.)
- Irresistible Dance (Stones VS Intelligence + Mental Defense of up to Half AN targets, rounded up when singing or playing an instrument; success forces victims to dance uncontrollably whether they want to or not for up to AN panels in a row as long as the user keeps singing/playing. This supernatural effect may affect people, animals and even supernatural beings.)
- Performance (May perform for a random available audience and gain up to $5 USD x Stones played up to AN x the number of people enjoying it per performance. May perform this way up to AN times a day.)
Breath of Life: 9
(Int.bonus)
-Meridia's Light (3x damage, Area effect around user of up to 1/2 AN, rounded up, Only works VS Undead)
-Wings of the Stars (By paying for effect (Max Flight speed) and Duration in 5 minutes/stone, the user can manifest a pair of wings of light, granting Flight at up to 1/2 this action's AN rounded up, and acting like two +3, 2x damage, AP weapons when not in flight, dealing 3x damage VS undead.)
-Life Sovereignty (This powerful effect is essentially Meridia's slap-in-the-face towards Molag Bal for creating vampires. While difficult, this power allows its user to transform any kind of undead back to their human selves. It functions as an Atk VS Int+Magical Defense+Power Level, Exhausting, Requiring physical contact, which also causes the user a -2 sitmod to all actions for 24 hours, along with a sacrifice of 1w of Power Level/Regular Health which can't be healed for one day. But if successful, the target undead will be transformed back to their normal human form, well alive and no longer bound to a Daedric Prince if they were.)
-Gift of Meridia
Cloak of Mystery: 9
(Int.bonus)
-As Invisibility at AN OR as Atk VS Int+Mental Defense functioning as Edit Memories to erase any memories of interacting with the user
-Shadow Illusions (As Create Illusions, But entirely made of dark shadows or black mist, no color whatsoever.)
-Darkness Magic (As Mastery of Darkness, Create/Manipulate, Force Blast (2x damage, AP, Ignores Hardness of objects))
-Lost from History (As Atk VS Int, or Dur+Magical Defense, whichever is higher. If successful, the target is essentially erased from known history up to that point, and from the memories of all those who knew them, though they are free to build new memories from that point onwards.)
-Gift of Nocturnal
Cosmic Magic: 10
(Int.bonus)
-A unique form of extremely powerful magic existing outside the reach of normal mages of Mundus, Cosmic Magic is actually a side-effect of Magnus and the Magna-Ge's departure from the world of mortals, a power which no mortal was meant to wield. And yet it is the blessing Magnus provided Aurora with. Its powers include:
- Beyond the Stars (As Teleportation, Interstellar Distances, Open Portals for Others to Return, See Through Portals, Teleport Others)
- Cosmic Awareness (5 stones/panel to activate/maintain. Otherwise as the Modifier of the same name.)
- Meteors (As Force Blast, 3x damage, AP, Area Attack, Indirect, Accumulate Energy for Greater Effect; Fire/Kinetic Element. This represents the user calling down meteorites to crash down onto their targets, causing significant damage.)
- Psychokinesis (As Telekinesis, w/Wpn.modifier, Area Effect, Fine Control, Weight affected is equal to stones played as opposed to limited to AN.)
- Transcend Magic (10 stones/panel to use and maintain; makes user Immune to Magic and Supernatural Powers and Effects. At GM's discretion, this might not protect against gods, cosmic entities and eldritch abominations of similar or superior power.)
- Wish Upon a Star (20 stones to use, Causes 1w of damage to the user which must be healed at the natural Healing Rate; as Destiny Force. The user essentially makes a wish, and the Powers that Be - a.k.a the GM - decides whether or not to grant it.)
Decay: 9
(Int.bonus)
-Efficient
-Namira's gift grants the user a unique mastery in the domain of putrefaction, vermin and decay, in addition to granting her the ability to feed on corpses safely and actually grant her power through it. Its powers include:
- Consume the Dead (If Aurora was to feast on the flesh of the dead, she would find it not only very nourishing, but also delicious. Eating a pound of man or mer meat will feed her for a day, and eating the victim's heart will grant her 3 LoEs from absorbing some of the experience of the victim.)
- Corrosive Touch (Atk VS Durability against living beings, or Atk VS Hardness to destroy materials)
- Putrescence (Must pay stones for Area and Duration on D&R chart; Causes the decay of plants, trees, crops, soil to become infertile, animals to either starve or leave the area, any food growing in the area being inedible, any water in the area being non-drinkable, favoring disease, infection, still-births and starvation in the area.)
- Swarm (As Summon/Control Animals, but with Vermin instead - Spiders, slugs, worms, scorpions, centipedes, etc; including giant ones like Frost Spiders. May summon as few as one and as many as massive swarms of them, paying for them as single, larger entities as normal; Control one Vermin/Swarm per AN regardless of Health up to AN Durability; May summon at Range up to AN. Also usable as an Atk VS Dur+Toughness, causing normal damage from the swarm engulfing a victim and biting and stinging the victim hundreds of times in an instant.)
Deception: 8
(Int.bonus)
-Efficient
-Edit Memories (Broadcast)/Illusions (Broadcast)/Subtle Commands (As the Telepathy options)
-Betrayal (May combine with any Attack, making it 3x damage, AP, OR Atk VS Dur if the original attack has both effects active already; May only be used on actual allies/people befriended by user.)
-Doppelganger (As Transform Self/Possession; for a Duration of 1 day per AN, the victim of this effect is left in limbo, while the user assumes their form, physical and energy A/A/M, while retaining her own mental and magical A/A/M including all the Gifts of the Divines/Daedra. She is then free to wreak whatever havoc as the person she switched places with for the Duration, leaving them to deal with the consequences when it ends.)
-Gift of Boethiah
Deductive Reasoning: 9
(Int.bonus)
-Efficient
-As Clairvoyance, via pure logic and understanding the concept of pure order
-Can see through time regardless of physical proximity
-Can perceive the present, the future and distant events
-Gift of Jyggalag
Delirium: 10
(Int.bonus)
-Efficient
-Atk VS Int+Mental Defense; Deals no damagel; Success inflicts a mental disorder of -1 for every W of 'damage' inflicted. Possible effects include bipolar disorder, psychosis, schizophrenia, anxiety disorder, phobias, obsessive-compulsive disorder, depression, delusions, paranoia, antisocial disorder, borderline disorder, narcissism, eating disorders, sexual disorders, addiction, cleptomania, pyromania, amnesia, dementia, and likely many others. The possibilities are as vast as the imagination of Sheoggorath. Duration is red stones of damage on the D&R chart. Can be healed with psychiatric treatment, Repair Mind option of Telepathy/Mesmerism, Aurora herself undoing it or a God-like intervention.
-Mass-Scale Madness (By sacrificing 1w of Power Level/Regular Health for 24 hours, the power can affect everyone in an Area of up to AN.)
-Gift of Sheoggorath
Dominance: 9
(Int.bonus)
-Efficient
-Cruelty (Stones VS Int+Mental Defense to cause pain; inflicts normal damage)
-Authority (As Project Thoughts/Control others, but up to AN victims at once can fall under her control for up to AN hours, after which they are immune for 24 hours.)
-Impose Vulnerability (Atk VS Dur, Causes paralysis for 1 panel/red stone of damage)
-Binding (Atk VS Agl+Ref.Dodge; Manifests manacles and chains onto a victim (D: AN, R: 2x AN) causing a -3 to all physical actions)
-Enslavement (Using Authority, see above, on the same victim at least as many times as said victim's Intelligence AN, will break their will completely and leave them as permanent slaves to the user. Only cure would be years of psychiatric treatment, God-like intervention, or release by the user.)
-Gift of Molag Bal
Dreamscape: 9
(Int.bonus)
-Efficient
-Sands of Morpheus (Pay for effect and Area, effect being Atk VS Dur to put victims to sleep; victims will be asleep for at least 5 minutes/red stone of damage)
-Dream Maker (Pay for effect and Area, effect being Atk VS Int to manipulate the dreams of the victims into whatever the user wants; victims must, obviously, be asleep for this effect to work. The user has the option to either make it be a 'regular' dream, which has no effect other than making the person experience what they want them to, an invigorating dream leaving them happy and feeling good, which leaves them fully rested and healed of an additional W of health in the morning, or horrible nightmares, causing -1 to all actions for as many hours as half this action's AN rounded up due to the unpleasant and near traumatizing experience.)
-Dreamwalker (If she so wishes, the user can enter a trance and enter a given victim's dreams, within which they can control everything around as per the Dream Maker option, and also cause damage via an Atk VS Dur+Magical Defense. The damage actually appears on the real physical body of the victim's, but they awaken from their sleep the moment they take damage, freeing them from the user's power if they survive the initial attack.)
-Gift of Vaermina
Duality: 9
(Int.bonus)
-While Vivec is known for many things, some wonderful, other horrible, some honorable and others despicable, the one most unquestionable fact of his existence was his duality, which is the gift he blessed Aurora with. Its powers include:
- Dual Gender (3 stones to use, no need to maintain; allows Aurora to switch physical gender between Male and Female at will. For 5 stones instead, she could choose to change some aspects while retaining others, up to a fully androgynous hermaphrodistic form)
- Duality Shift (As Power Cosmic; Costs 2 more stones for every use; Limited to manipulation of the duality of the intended effect. For example, may unlock a door via manipulation of 'Locked' VS 'Unlocked'. NOTE: Useless against beings or objects who/which transcend Duality, or exist outside the normal rules of the universe, such as gods, cosmic entities and eldritch abominations. Also, the user cannot rearrange their Abilities with this version of Power Cosmic.)
- Equal and Opposite (Stones VS Any Effect, Action, Power or Event; if stones are matched or exceeded, the target Effect/Action/Power/Event is negated/cancelled.)
- Silver Tongue (May combine stones up to AN to all Social Skills uses to make someone love or hate the user, or to make someone understand the other side of an argument.)
Faith: 9
-Represents Aurora's unshakable faith and beliefs in the Divines' godly nature and their place in the Balance, empowering her with favors, guidance and even power as rewards for her devotion. The abilities it grants are described below:
- Divine Shield (As Force Field, Defensive stones doubled, Effective VS Magic)
- Empowerment (Int.bonus; Stones VS Effect up to AN + Duration in panels to enhance Abilities, Actions, Modifiers, Weapon Modifiers, Armor Defense, or other values of items by up to Effect split between enhancements.)
- Guidance (5 stones; may address a prayer to one of the Divines, and receive a Psychic Vision from them in response, if the deity so pleases.)
- Iron Will (Up to AN; As the Action, with 'Heal White stones', 'Heal Others', and 'Leadership' options)
- Lay on Hands (As Magical Healing; May heal up to AN white stones of Health per day; Requires physical contact)
- Miracles (As Hex Spheres; May perform a 'miracle', namely pray for a divine intervention to occur to achieve a specific purpose, at which point one of the Divines will step in to perform the 'miracle'. NOTE: She has no control over which 'Divine' - Aedra, Daedra or another - performs the miracle, nor how.)
- Prayer (Int.bonus; As Concentration. Helps focus and clear her mind to help achieve her goals.)
- Smite (Int.bonus; 2x damage, Area Effect of up to Half AN, rounded up; May only be used against foes who oppose, insult or otherwise displeases one of the Divines, OR alternately against foes a Divine specifically asked her to deal with. Element may be Holy or Unholy, at GM's discretion, typically based on which Divine allows for or demands the Smiting.)
Hexes: 8
(Int.bonus)
-Atk VS Int+Magical Defense; Deals no actual Damage; If 'damage' occurs, the victim is put under a curse, or hex, with many possible effects. It could be a Bad Luck modifier applying to all their actions at -1 per white stone of 'damage', a weakness against diseases, infertility, shift their appearance to make them appear ugly, bring various problems or disasters against the victim, transforming the victim into an animal or monster, cause bloodlust in them causing them to attack randomly until they are put down, insanity, wounds that won't heal, misshapen/inhuman offsprings, etcetera. The user is encouraged to be creative, but ultimately the effect is left to the GM... although it isn't as random as an Action Like Hex Spheres, since there is an actual defense against it. If it succeeds, normally it should be effective, and troublesome for the victim. Curses can be removed by a higher AN Magical Healing, by God-like beings or similarly powerful entities, by the cursed person touching a holy relic or by either the original user of the action, or the victim making amends for the reason they were cursed in the first place. If there was no reason, a curse usually will end its effect a week after it takes place, otherwise it is permanent until removed.
-Karma (Curses are most effective against those who deserve it from the viewpoint of the one who curses them, they are neutrally powerful against basic antagonists of the user, and they are weaker against people who did not offend the user in any way. Cursing an innocent who hasn't done anything wrong would suffer a -2 sitmod to the attack, and have a lessened, non-permanent effect. Cursing a random enemy would have the normal effect, and cursing a personal foe who has wronged the user in a despicable way would get a +2 bonus, and yield especially powerful results.)
-Sword of Damocles (Curses can be casted in advance, in case a victim does something the caster doesn't like. For example, Aurora could say 'should you betray me or my kin, your firstborn will inevitably grow up to murder you'. In that case, if the victim never betrays her, the curse nevers happens. At the same time, since it isn't active until the sin is committed, it can't be removed until then, either.)
-Gift of Malacath
Killer Instinct: 9
-The blessing of Sithis grants Aurora exceptional skill at assassination, exploiting the weaknesses of others, and ending the lives of those who stand in her way. Its options include the following:
- Breaking Point (Int.bonus; Stones VS Dur + Magical Defense to sense the target's weaknesses/special vulnerabilities, if any.)
- Brutality (Stones up to AN to negate any negative sitmods from attempting specific attacks for the purpose of making them especially violent/destructive. This includes called shots, such as breaking/ripping/slicing limbs off, decapitation, etc.)
- Combat Instinct (1 stone/panel to either gain +1 per 3 AN in this action, rounded up, to all Combat actions, or to negate up to AN negative sitmods the user may be suffering from to their combat actions.)
- Master Assassin (Combine Stones up to AN to any action used in the process to kill a target.)
- Remorseless Killer (Stones VS user's or target's Intelligence to rid them of any emotional trauma they may have gotten from a murder they committed.)
Lady Luck: 6
-Can provide up to AN people a Good Luck modifier of up to Half AN, rounded up
-Can curse up to AN people with a Bad Luck modifier of up to Half AN, rounded up
-Gift of Nocturnal
Lamae's Blood: 10
(Int.bonus)
-Efficient
-Blood Drain (As Improved Energy Drain, Range 2, Via drawing blood from a victim's every pore of their body. Also causes 1w of damage per 5 stones drained.)
-Blood Magic (As Mastery of Blood, Create/Manipulate, Force Blast (2x damage, Ignores Toughness and Armor), Combine with Close/Ranged Combat, Accumulate Energy for Greater Effect)
-Sanguinare Vampiris (As an Atk VS Dur; Can infect humanoids with the disease, Causing -1 to all Abilities and a -1 sitmod to all actions during the day. If not cured for three nights, the victim will be turned into a vampire.)
-Gift of Molag Bal
Love's Touch: 8
(Int.bonus)
-Sense Love (Stones VS Int+Mental Defense to sense a target's love interest, how deeply their feelings go, how likely they are to act on it, and how likely they are to be returned.)
-Induce Love (Stones VS Int+Mental Defense of both targets; to supernaturally cause said targets to fall passionately in love with each other. This may even work on a person not normally interested in the gender of the other target, making them 'straight/gay for that person'. Duration is red stones of 'damage' on the D&R chart, but it is very possible that strong, actual feelings either remain, or are built during the enchantment as to remain even after it passes, unless the two are truly not interested in a person like the other. Of course, this power can also be used to make a person fall in love with the user, who doesn't need to beat their own mental resistance, only the target's.)
-Mara's Blessing (Stones VS Duration to bless the union of two beings united either by true love, or by marriage. Such a blessing will tend to influence events to ensure a long, passionate and enjoyable life together, although such an influence is not reality bending, and mostly provides a Good Luck +1 for all matters meant to make their love endure. It will not protect the lovebirds from, say, a bandit attack or a magical mishap, but it might ensure they avoid many of a loving couple's minor little troubles of everyday life. Said blessing is also usable as an actual wedding ceremony fully recognized by Mara herself, allowing the user to officiate at weddings in the name of the Goddess of Love.)
-Mara's Gift
Magic: 11
(Int.bonus)
-Efficient
-The blessing of Julianos grants Aurora extensive knowledge and skill at using magic. She knows literally thousands of different spells, and can make up her own as she goes. Functions as the following actions:
- Asgardian Sorcery/Witchcraft
- Deep Storage (As Hammerspace at AN, but may only contain objects and materials the user can carry normally on their person)
- Elemental Magic (As Mastery of Cold/Ice, Darkness/Shadows, Earth/Stone, Electricity, Fire, Water, Wind; with Create/Manipulate and Force Blast options. For the Force Blasts, see 'Magical Blasts', below.)
- Enchanting (As Inventing, but of a mystical nature to either create enchanted objects, or enchant existing ones.)
- Magical Blasts (May have one, some, or none of the following depending on the effect: 2x damage, 3x damage, Limited AP, AP (May ignore up to 3 Toughness even when No AP, Area attack/effect, Normal and Stun damage, Set flammable objects on fire, Draining, After effect, Automatically causes collateral/massive collateral damage, Atk VS Ability to disable, Atk VS Durability, Rune (Actually leaves a rune behind which triggers the effect against anyone who touches/steps on/gets too close to it (up to AN such runes can exist at once), etc.)
- Magical Healing
- Magical Travel
- Mastery of Magic (Accumulate Energy, Increase AN, May exceed 6 stones of effect, Does not require a panel of prep time)
- Mesmerism (Illusions, Telepathic communications, Empathy, Empathic Projection)
- Ocato's Recital (Can prepare 3 spells in advance which are cast automatically when combat begins)
- Summoning (Animals, Atronachs, Daedra/Demons)
- Sympathetic Magic (As the Voodoo Doll option of Voodoo; usable with an object belonging to the victim, a part from their body like hair, their real name, or Aurora having physically touched the target within 24 hours.)
-Dual-Handed casting (Casting spells with both hands add +2 to their effect stones)
-Accumulate Energy for greater effect
-Increased via Gift of Julianos
Mystic Eyes: 8
-A Gift Aurora received from many Daedric Princes together, 'Mystic Eyes' are literally her eyes, blessed with several mystical abilities which she can activate or turn off at will. Those abilities often are typically directly linked to her line of sight, and unless specifically stated otherwise, she has to gaze into a target's own eyes to use her abilities. Said abilities are described below:
- Binding (Atk VS Durability + Magical Defense to paralyze for 1 panel/red stone of 'damage'. Gift of Jyggalag.)
- Charm (As Pheromones; Stones VS Durability to Seduce/Charm target into loving and/or lusting after her. Gift of Sanguine.)
- Domination (As Project Thoughts/Control Others, or Subtle Commands options of Telepathy. Gift of Molag Bal.)
- Illusion (Atk VS Intelligence + Mental Defense to cause whatever illusions the user pleases in the target. Gift of Mephala.)
- Jinx (Atk VS Durability + Magical Defense to inflict 1 MN Bad Luck per white stone of 'damage', for 5 minutes/red stone of 'damage'. Gift of Vaermina.)
- Pactmaking (Stones VS Durability of all involved parties to 'seal' a pact, contract or agreement. All parties must be willingly agreeing to it. If any of the involved parties attempt to willingly dishonor the pact, they will suffer a curse which can be as lethal as taking Stones VS Durability in damage every panel until they change their mind or they die, or anything less than that. The Pactmaker is encouraged to come up with creative curses; the effect can be anything that could be done with Hex Spheres, at GM's discretion. NOTE: The user doesn't need to exchange gazes with all those involved; they simply need to look at all of them prior to sealing the Pact. Gift of Clavicus Vile.)
- Torture (Atk VS Durability + Magical Defense, Normal and Stun damage. Does not need to gaze into the eyes of the victim; glaring at them is sufficient. Gift of Mehrunes Dagon.)
- Madness (Atk VS Intelligence + Mental Defense; if successful, victim takes a -1 Psychological Challenge of the user's choice - or at their discretion, completely random, a.k.a GM's call - per white stone of 'damage' for 1 hour/red stone of 'damage'. If the white stones of 'damage' exceed the victim's Intelligence AN, the duration may become permanent at the user's discretion. Gift of Sheogorath.)
- All-Sight (1 stone/type per panel to activate Enhanced Vision at AN. Gift of Hermaeus Mora.)
-NOTE: Only one set of Mystic Eyes may be active at once.
Necromancy: 10
(Int.bonus)
-Efficient
-Forbidden occult knowledge, eldritch arcane power and dark rituals galore are the favored tools of Mannimarco, the King of Worms. His ascension to godhood has inspired many ambitious mortals to follow in his footsteps and seek out his teachings, but his gift to Aurora exceeds all that which his most devoted followers discovered on their own. Its powers include:
- Animate the Dead (1 stone/corpse to animate the dead into a normal zombie or skeleton, depending on the state of the corpse. Without external assistance, Aurora may have up to 10x her AN of active zombies and/or skeletons at once under her control. She may raise more, but they will be mindless undead and free to wander as they please.)
- Animancy (As Summoning; to summon, control, bind and invoke spirits, be they natural spirits or spirits of the dead. Alternately, usable as Force Blast, 3x damage VS Spirits/Ghosts.)
- Bone/Ectoplasm Mastery (As Mastery of Bones/Ectoplasm, Create/Manipulate, Force Blast - Bone Spears: 2x damage, Limited AP; Ectoplasmic Blast: Normal damage or 2x damage, Normal and Stun damage VS Ghosts; Accumulate Energy for Greater Effect.)
- Communicate with the Dead (1 stone/panel to activate/maintain; allows user to speak with spirits and the dead.)
- Conjure Undead (As Summoning, May only summon undead; unlike Animate the Dead and False Life, these undead are temporary conjurations which must be maintained for 1 stone/panel.)
- Dark Sacrifice (As Force Blast, 2x damage, Area Effect of Half AN, rounded up centered on target corpse; Indirect; the user targets a single corpse or minor undead such as a skeleton or zombie, and blows it up, causing the attack around that point. Necromantic Energy element.)
- Blood/Lifeforce Drain AN 8/10 (Number after Slash applies when in Vampire Lord form; As Improved Energy Drain; also drains 1w of Health per 5 stones drained, which heals the user.)
- Enthrall (Atk VS Intelligence + Magical or Mental Defense, whichever is higher; deals Mental damage. If total Mental damage equals or exceeds the victim's Intelligence AN, they become enthralled to Aurora and serve her from then on as per Loyalty (-4).)
- False Life (Stones VS Intelligence + Durability of target corpse to 'resurrect' them into a sentient undead retaining all of their A/A/Ms, memories, knowledge, skills and powers, but lacking free will and fully obedient to their creator as per a Loyal (-5) challenge towards the user. The user may only have up to AN such servants at once; attempting to take more beyond that limit will cause the destruction of an existing one of their choice.)
- Induce Pain (As Force Blast; Atk VS Dur + Magical Defense; deals Normal and Stun damage. Necromantic Energy element.)
- Manipulate Dead Matter (As Telekinesis; only to move and manipulate dead cells and matter, such as corpses and dead plants.)
- Necromantic Healing (As Magical Healing, Only usable on Undead; may heal up to 2x AN white stones of Health per day.)
- Preservation (Stones VS Durability + Duration on the D&R chart; allows a user to preserve a corpse and prevent rotting or other forms of decay, including via vermin and scavengers.)
- Read Corpses (Stones VS Resistance to communicate with cells, bacteria and the disintegrating tissues of a corpse to tell what happened to the deceased up to and including the point of death.)
- Rigor Mortis (Atk VS Dur + Magical Defense; if successful, target is paralyzed as per rigor mortis for 1 panel/red stone of 'damage'.)
- Soul Trap (Stones VS Durability + Magical Defense; requires a Soul Gem of sufficient power to be used. If successful, and the victim dies within a Duration of 1 minute/red stone of 'damage', their soul is trapped within the prepared soul gem, which can then provide a bonus to all Enchanting uses of +1 to +5 - in addition to allowing a user to spend their Enchanting stones one additional time per day per bonus - on a single item, based on the type of Soul Gem and the soul trapped within. After the Enchantment is complete, the Soul Gem is destroyed; and if the soul was that of a sentient being in a Black Soul Gem, their soul is forever cursed to roam the Soul Cairn plane. NOTE: Souls - and Soul Gems - are separated into five types: Petty, Lesser, Common, Greater and Grand/Black. Sentient souls are always Grand level, meaning +5, but must be stored in a Black Soul Gem. The level of non-sentient souls is up to the GM's call.)
Pandemia: 9
(Int.bonus)
-Efficient
-The power of Peryite over diseases and sicknesses, up to the point of supernatural plagues. Includes the following effects:
- Corpse Rot (A terrible, supernatural disease which is entirely harmless to the living... but will raise the dead as draugr after death. Pay for Stones VS Dur to affect victims, and Area to infect as many victims as possible. It can only be cured by magic, and the bite of said Draugr will infect other living beings.)
- Inflict Disease (Atk VS Durability to directly infect a victim with a disease; Multiple effects being possible. Some illnesses may be lethal over time, others may be cured by rest, healing and/or certain potions/spells.)
- Infection Pathway (May pay for Effect and Area to infect a specific element or general area with a given disease. For example, the crops from an harvest, a lake's water, the food in a village, etc.)
Pure Chaos: 9
-As Hex Spheres, Although the user has absolutely no say as to what the results of the effect will be. All they can pick is what is to be affected, either a target, an object, a location, or whatnot. Duration is usually up to half AN rounded up on D&R chart, but it could be shorter, longer or permanent, GM's call, depending on the effect/the GM's call.
-About literally anything can happen to the target, just like a use of the Wabbajack... making the user essentially a living Wabbajack.
-Gift of Sheoggorath
Radiance: 8
(Int.bonus)
-Azura's Dawn/Dusk (Stones for Effect and Area, 1 per panel to maintain; to create or diminish the lighting in a given area. This is not normal light; vampires affected by the light are treated as being under the light of the sun, causing appropriate maluses.)
-Twilight Soul (By spending stones VS one's own Durability, allows user to Summon their own light/shadow clone, which are identical to the original except that they seemed to be made of solid light shadows altered to appear human; a light clone would have pale, milk-white skin and sivlery eyes and hair, pure white clothes and glowing light weapons and armors, whereas a shadow clone would have dark-grey skin, eyes and hair black as night, clothes dark as ebony, and weapons and armors seemingly absorbing light around them inside their own inner darkness. Otherwise, this functions as Duplicate Self.)
-Gift of Azura
Righteous Might: 9
-As Reinforcement, Usable only on oneself, and only to enhance Physical Abilities/Actions/Modifiers
-Must pay stones to maintain
-Gift of Stendarr
Ruin: 10
(Int.bonus)
-Efficient
-Mehrunes Dagon blessed Aurora with destructive power, allowing her to perform various mass-scale destruction effects if she so pleases. All options of this action save the last one function as various Force Blasts with specific advantages and disadvantages, but one thing is certain... all are heavily destructive. As the creator of the effect, Aurora is immune to the destruction it causes; she could stand right in ground zero of a massive earthquake, and the only part not shaking would be the small bit she stands on. Likewise, a tsunami would flow around her, barely splashing her with some water, etc. Can be used anywhere on the planet.)
-Earthquake (2x damage VS beings/objects in contact with the ground, 3x damage VS beings underground, inside buildings, or in any shelter susceptible to collapsing, Ignores Hardness of objects, Area effect of up to AN, Harmless to beings in flight who aren't under any collapsing structure, Causes massive collateral damage)
-Volcano (3x damage, AP, Area effect, Ignores Hardness of objects, Sets flammable objects on fire, Causes massive collateral damage. For larger areas, more than one volcano is created to generate the actual effect.) Can be used anywhere on a planet.)
-Tsunami (2x damage, Limited AP, Area Attack Wave 10 yards wide per AN, 1 yard high per AN, and up to AN in range, Causes massive collateral damage. Causes a Flood afterwards in the area leading to even more problems. Only usable close to a large body of water, such as a river, a lake or an ocean.)
-Hurricane (Normal and Stun damage, Area effect, Lasts for AN hours, Dealing damage to anyone unprotected by shelters, and to the shelters themselves, for every 5 minutes spent inside the storm, Causes massive collateral damage. Causes a flood afterwards in the area leading to even more problems. Can be used anywhere on the planet.)
-Gate of Oblivion (Unlike the other disasters this action allows, this one is initially fairly mild in terms of visible damage... yet it can be one of the most devastating. The user manifests into reality an actual, functional, Oblivion Gate to one of the Planes of Oblivion, allowing its denizens to pour out. While not under Aurora's control immediately, they still see her as an ally and can be convinced to obey through various means, meaning this can be used as a powerful army summoning power... or she can just leave the Gate open and leave, allowing the Daedra to wreak havoc as they please, depending on their nature and to which Plane the Gate is connected. The Gate will remain active for up to AN hours, which, while it won't threaten the whole world, can certainly cause massive chaos, and likely lead to the destruction of a large city, not mentioning the fiends have to be dealt with afterwards. Some rituals, powers and supernatural effects may be able to close the Gate, at GM's call, but otherwise, only time, or the original user of the power, can close it.)
-Accumulate Energy for Greater Effect
-Gift of Mehrunes Dagon
Sands of Time: 11
(Int.bonus)
-As Mastery of Time
-Manipulate Only
-Time Stop (May stop time entirely for up to 5 minutes/stone played. Harming someone stuck in time will resume normal time flow, but interracting with inanimate objects will not - but then again, it does allow a free hit on someone who can't dodge or parry. At user's discretion, she can bring someone with her in the time stop by touching them; same limitations apply to them as to the user.)
-Temporal Flash-Forward (Stones VS Matter Hardness or Size, whichever is higher, to destroy inanimate objects; or Atk VS Durability, 3x Stun damage only AND Age the victim up to AN on the Duration row of the D&R chart; Only works on living, non-immortal creatures or Constructs)
-Temporal Rewind (Usable as Manipulate Matter and Mutant Healing to undo damage by returning an object or wounded body to its pre-damaged state; or Atk VS Durability, 3x Stun damage only AND make the victim younger up to AN on the Duration row of the D&R chart; Only works on living, non-immortal creatures or Constructs)
-Time Stasis (Atk VS Agility or Speed, Victim's choice; Target is paralyzed for 1 panel/stone of damage)
-Time Bubble (As Force Field, also works VS Magic and Mental Attacks)
-Time Travel at AN
-Psychometry (By reading the Past of objects and matter)
-Gift of Akatosh
Shehai: 6
-As Psi-Weapon, but manifested out of the user's very Soul as opposed to psychic energy
-2x damage, Limited AP
-May be used to perform Sword-Singing; see Sword-Singing/The Voice, above.
-Can't be disarmed; May manifest and wield it even were she to lose her arms. Only way to disarm a Sword-Singer is to kill them or somehow controlling their mind.
-Aurora's Shehai appears as a rapier made of bluish-white energy.
Sinner's Indulgence: 9
-As Atk VS Int, Deals no damage, Success means the victim will be forced to indulge on their greatest sin, among Lust, Gluttony, Greed, Sloth, Wrath, Envy or Pride, with absolute disregard for social conventions, laws or even their own safety. Duration is red stones of damage on D&R chart.
-As Atk VS Int+Mental Defense, user can select the sin they want the victim to act upon. Otherwise, as above.
-Immoral World (By sacrificing 1w of Power Level/Regular Health for 24 hours, the power can affect everyone in an Half AN, rounded up, area, using either of the above options.
-Gift of Sanguine
Soul Reaper: 9
(Int.bonus)
-Atk VS Dur+Magical Defense, Usable only against defeated foes who either have surrendered or are unable to fight any longer. Deals no damage; if successful, the user can rip out the soul of the victim and absorb it within themselves, more or less devouring it to acquire more power as stated below. Such devoured souls end up in Molag Bal's plane of Oblivion in the afterlife, and, robbed of its soul, their body simply die.
-Soul Empowerment (Devouring the soul of a victim as stated above will either add an Action or Modifier the user doesn't have at AN/MN 1, or increase one A/A/M by 1 the victim had at a higher level than the user, permanently. If the victim had no new action/modifier, or had lower ANs/MNs in everything compared to the user, the user gains nothing, but the soul still ends up in Molag Bal's realm.)
-Gift of Molag Bal
Spinner of Secrecy: 9
-Efficient
-Webspinner (Usable as Wall-crawling and Web-slinging, as a 2/3 this AN, rounded up, Wpn.modifier to web an enemy (D: AN and R: 2x AN to break free), and Create/Manipulate Webbing)
-Silence of Lies (Atk VS Int; Must web victim first, Success means the victim is affected by a supernatural effect keeping them from willingly revealing a given information, be it in spoken or written form or any other type of communication, or even suggest they know something about it in an attempt to inform anyone they might be kept from revealing it. They are effectively unable to do anything with the information unless the effect is broken somehow by a powerful counterspell, Aurora herself, or a God-like being or something similar. Effect is permanent until removed.)
-Curse of the Spider Queen (Atk VS Dur+Magical Defense; if successful, the victim supernaturally draws spiders, both natural and others - giant, Daedra or whatever - to tehir location wherever they go, in large numbers. All spiders with an Int or Dur lower than this Action's AN within an Area of up to 2/3 this action's AN, rounded up, in Range, will essentially stalk the victim, making their web around their home, watching them from afar, getting too close, sometimes becoming hostile, sometimes just being there. Like Silence of Lies, this curse can be removed by a powerful counterspell, by Aurora herself, or by a God-like being or anything of similar power. Additionally, this power will not work against one with Mephala's favor or who worships her loyally.)
-Gift of Mephala
Sword-Singing/The Voice: 10
(Agl.bonus/Dur.bonus)
-Efficient, but most uses of this action makes said specific ability unusable for a panel afterwards, unless otherwise specified in its description.
-While Aurora is not a Dragonborn per se, as a Chosen of Kynareth, she shares the ability to speak the language of Dragons just the same. As for Spell-Singing, the extremely rare, secretive and valuable ability was taught to her by Hermaeus Mora. As such, she has the ability to use the powers described below either as Shouts, or via use of her Shehai to perform Sword-Singing to achieve the same effects via Tonal Magic.
-The Available powers are described below, with the Shouts in Dragon Tongue in parentheses:
- Alessia's Love (Sil Gron Aav; Links the user with another person/being; whoever has the least Health and/or Energy will regenerate up to 3 additional stones of Energy per panel and/or 1w of Health.)
- Animal Allegiance (RAAN MIR TAH; 1 stone/Durability AN of each target Animal to command them to fight in the user's defense.)
- Annihilate (RUUVAK JOT OBLAAN; As an Area effect Improved Energy Drain, also deals 1w of damage per 5 drained stones. Worse still, if used outdoors, will open a supernatural black hole acting as an Area effect, gravity Force Blast dealing 3x damage, Ignoring Toughness, Causes massive collateral damage. Enemies killed by this are physically destroyed, leaving nothing behind except perhaps Magical and/or Indestructible objects, at GM's discretion.)
- Arcane Helix (ENSONIN SAHLO SIL; Atk VS Int+Magical Defense, deals no damage; if successful, lowers target's Energy Defense/Magical Defense by 1 per white stone of 'damage' for up to 1 panel/red stone of damage. Additionally, user may summon weak Magical spirits of up to Dur 3 for each 5 stones used in this Shout, who will last 1 panel/3 ANs rounded up, or until the Shout is used again.)
- Armageddon (LOK GOLZ MAH; As Force Blast, 2x damage, AP, Area effect, Causes massive collateral damage; rains down one, several, or a single, massive meteorite depending on how many Words are used.)
- Armor Break (KREN SIIK QAH; Stones VS Resistance to destroy or remove clothes/armor by force.)
- Arrow Storm (LOK MAH RONAAZ; As Normal Damage Force Blast, Area effect; rains down hundreds of arrows onto the target area.)
- Aura Whisper (Laas Yah Nir; As Sense Power to detect lifeforms around the user. Does not require a panel to recover, and requires but a whisper as opposed to a Shout.)
- Battle Fury (MID VUR SHAAN; Stones VS Effect up to AN + Area + Duration in panels; where Effect is split equally between Close/Ranged Combat and Initiative for all allies within the Area; Combat skills take precedence if Effect stones are uneven.)
- Become Ethereal (FEIM ZII GRON; As Phase Shift for up to 1 panel/3 stones played.)
- Bend Will (GOL HA DOV; As Project thoughts/Control others option of Telepathy.)
- Call Atronach (AL GRON NOK; As Summoning; summons Fire, Frost and/or Storm Atronachs to serve the user.)
- Call of Valor (HUN KAAL ZOOR; Stones VS Effect + Duration in panels; Effect comes in 3 stones increments, up to 9; 3 stones will summon Gormlaith Golden-Hilt, 6 will call Felldir the Old, and 9 will summon Hakon One-Eye.)
- Cause Explosion (BOS YOL RAHGOT; as Force Blast; 2x damage, Area Effect of Half AN, rounded up, around point of impact, Indirect. May spend stones to increase Area. Causes an explosion at the targeted location.)
- Clear Skies (LOK VAH KOOR; As Manipulate Weather; only to end bad weather and bring back a sunny and/or clear, calm sky.)
- Curse (FAAZ NAHKRIIN DUR; Stones VS Durability + Duration in panels; causes victim to lose as many stones of Health and Energy as the user loses, regardless of how.)
- Cyclone (VEN GAR NOS; As Force Blast, Normal and Stun damage; Area Effect of up to AN, Air/Wind Element. Generates a full-on cyclone on the target location for a short moment.)
- Dance of the Dead (DUN KRII BO; Combines with Close Combat up to AN; if user's attacks beat targets' Agility + Ref.Dodge, they are Stunned for 1 panel. This effect stacks if used on the same target again, but Resistance increases by 1 every panel it is used on the same target.)
- Devour Moonlight (DU KUN SHAAN; As Force Blast, Area Attack; 2x damage at Night, 3x damage under the Full Moon; Light Element; adds +3 to the user's Energy Regen for 1 panel/stone played up to AN.)
- Disarm (ZUN HAAL VIIK; Stones VS Defense, ignoring Toughness and Armor; if successul, disarms target.)
- Dismay (FAAS RU MAAR; As Fear; Area Effect of Half AN, rounded up centered on self.)
- Dragon Aspect (MUL QAH DIIV; 1/day; 10 stones to use; Adds +3 Str, +2 Agl, +3 Dur, +3 Toughness (No AP), and +2 to all Energy/Magical/Mental powers, for a Duration of 10 panels.)
- Dragon Form (DROG DOVAH SIL; As Metamorphosis/Growth up to AN; Dragon Form only. Each stone spent for Growth adds +1 to Toughness as well. As for the Wings, user may simply use the Flight action described below.)
- Dragonrend (JOOR ZAH FRUL; Atk VS Durability, deals 1w of damage; if successful, also forces the dragon to land and prevents it to take flight again for 1 panel/red stone of 'damage'. Finally, it renders an otherwise immortal/unkillable dragon mortal, and possible to kill, until it next takes flight.)
- Drain Vitality (GAAN LAH HAAS; As Improved Drain Energy; also drains 1w of Health per 5 stones drained, healing the user equally.)
- Earthquake (GOL MOTAAD AL; As Force Blast, Area Effect, Normal and Stun Damage, Indirect, Automatically causes collateral damage; also acts as Atk VS Agility + Ref.Dodge to cause victims to fall prone for 1 panel, giving them -2 to all physical actions until they stand back up.)
- Elemental Fury (SUH GRAH DUN; Stones VS Effect + Duration in panels; Effect stones are split between increasing Agility, Speed, Close Combat and/or Reflexive Dodge. NOTE: Only effective with non-magical weapons.)
- Essence Swap (RII OFAN GAHROT; Atk VS Intelligence + Durability; if successful, swaps her own current Health and Energy 'percentages', rounded up, with a target. For example, if used at 40% Health and 20% Energy against a full Health and Energy foe, she would go up to full Health and Energy, while the target would drop to 40% of their Health, and 20% of their max Energy.)
- Fire Breath (YOR TOOR SHUL; As Force Blast; 2x damage, Area Attack, Sets flammable objects on fire.)
- Frost Breath (FO KRAH DIIN; As Force Blast; Area Attack, Normal and Stun damage.)
- Geomagnetism (IN VONUN SULEYK; Atk VS Durability + Magical defense, deals no damage; if successful, paralyzes a target for 1 panel/red stone of 'damage', pulls a target towards the user at Spd 3, OR the same Paralysis effect, but Area Attack; at user's discretion.)
- Ice Field (FO IIZ GRON; Stones VS Effect + Area + Duration in panels; creates a wall of cold and ice which will cause an Effect stones Atk VS Durability + Magical Defense, deals Normal and Stun damage, against all who try to pass through. As opposed to a regular Area, the user may shape it as they please to form a wall instead, or other forms.)
- Ice Form (IISS SLEN NUS; As Force Blast; Area Atk VS Durability to freeze solid. Difficulty to break free is Half AN rounded up, and Resistance is stones played.)
- Jone's Shadow (VONUZ VO SLEN; Has two possible effects. 1) As Invisibility and Astral Projection at AN for up to AN panels, teleporting back to initial location at the end of the effect. 2) Stones VS Effect's AN/MN to Dispel ongoing magical effects.)
- Kyne's Peace (KAAN DREM OV; Stones VS target beast's Mental Defense to soothe/calm them, preventing hostility and fleeing in fear.)
- Lifestream (HAAS BO LOK; Heals all allies by 1w/5 stones played as an Area effect of Half AN, rounded up; or if used outside, alternately, pay for Area + Duration in panels to create a healing rain that heals allies of 1w of Health per panel.)
- Lightning Shield (QO SPAAN AAL; Stones VS Effect up to AN + Area + Duration in panels; Effect as Electrification (2x damage, Normal and stun) against anyone within melee range. Alternately, usable as Force Field, Effective VS Magic.))
- Marked for Death (KRII LUN AUS; Atk VS Intelligence + Magical Defense, deals no damage; lowers the victim's Toughness, Reflexive Dodge, Magical Defense or Energy Regeneration per panel by 1/red stone of 'damage', for a Duration of 1 panel/red stone of 'damage'. Victim decides what gets lowered.)
- Open (Bex Miir Kein; Stones VS Resistance to open a locked door, chest or other locked container or object. AN must equal or beat the lock's Difficulty to succeed. May use in quick succession to beat higher Resistances and does not require an actual Shout as much as a whisper, but does require a panel of recovery before a different Shout is used.)
- Resurrect Dragon (SLEN TIID VO; Stones VS Durability + Duration on D&R chart; if successful, resurrects a dead dragon back to life, as though through Reconstitute Self.)
- Return to Nirn (NAHL DAAL VUS; 1/day, 10 stones to active; allows user and any allies touched to forcibly leave another plane of existence to return to Nirn, or Earth at GM's discretion.)
- Reverse Gravity (VOK MAH LOK; Stones VS Effect up to AN + Area; Effect is Stones VS Durability + Magical Defense of all targets in the area; deals damage and knocks target down, causing -1 to all Physical Actions until they get back up.)
- Skeletal Army (QETH ALOK-DILON LAHVU; as Summoning, to summon Undead under the user's control. 1 stone per panel to maintain regardless of the number of skeletons.)
- Sky Shift (SUL VUL VU; Stones VS Effect up to AN; make the sun go down or up as if 1 hour/stone played had either passed, or shifted back, altering the effective time of the day as far as the world is concerned. This powerful effect causes the user a -2 sitmod to all Actions for 10 panels, and prevents the use of ANY other Shout for 5 panels.)
- Sky Sickness (STRUN POOK LIIV; Stones VS Effect + Area + Duration in panels; Effect is Atk VS Durability + Magical Defense; victims take Normal and Stun Damage, and suffer a -1 negative sitmod to all Actions for the Duration. Makes bile rain from the sky and a nauseating scent fill the air. NOTE: The user is unaffected.)
- Slow Time (TIID KLO UL; Stops time for 1 panel/5 stones played; can't use additional Shouts while time is stopped. Enemies attacked while time is stopped lose their Reflexive Dodge modifier and most defense at GM's discretion. After using this Shout, the user must wait for 3 panels before using ANY other Shout. This very taxing power impose a (cumulative if used in succession) -1 negative sitmod to all Actions for 10 panels afterwards.)
- Soul Fog (Ven Mul Riik; Stones VS Effect up to 5 + Area + Duration of 5 minutes/stone; brings out an increasingly thick fog based on effect in the area, impeding the sight and activities of those caught in it, and likely favoring stealth and illicit activities. Does not require an actual Shout as much as a whisper.)
- Soul Tear (RII VAAZ ZOL; Attack VS Durability; only usable VS an organic creature with a soul. If target is killed, it is immediately raised as a zombie under the user's control for 10 minutes or until it dies, whichever comes first.)
- Splinter Twins (ZOROX FIIK PAAL; Stones VS Effect + Duration in panels; Effect is Area Atk VS Durability of enemies hit, deals no damage; is successful, creates a duplicate of the victims, whom will turn against the originals.)
- Stormblast (QO NOS ZAAN; As Force Blast, 2x damage, Area Attack, Normal and Stun damage; Electricity element.)
- Storm Call (STRUN BAH QO; As Force Blast, 3x damage, AP, Area Effect of up to AN centered on - but excluding - self; Electrical element/Water/Wind Element; bypasses defenses if any of those is unresisted. Causes a violent downpour, hurricane-level winds and constant lightning bolts at the area. NOTE: Must wait for 5 panels before using ANY other Shout.)
- Throw Voice (Zul Mey Gut; As Ventriloquism at up to AN. Does not require a panel to recover; nor necessarily must be a Shout, as much as simply the voice level one wishes to project their voice as.)
- Trueshot (Drog Bo Ronaaz; Stones VS Effect up to AN + Number of Arrows affected; Effect is added to a bow's Weapon Modifier and will launch targets 1 yard/stone of Effect towards the user when hit. When so enchanted, arrows must be used within AN panels before the enchantment is lost.)
- Unrelenting Force (FUS RO DAH; As Force Blast; 2x damage, Area Attack, and projects its victims several yards away upon impact (1 yard/red stone of damage). Otherwise deals normal damage, plus whatever damage may be caused by being thrown forcefully in said direction. If a victim dies from this, there is a chance she might be disintegrated.)
- Void Call (VUL VAAZ DAAN; Atk VS Durability + Magical Defense; deals no damage; if sufficient to 'kill' were it to deal damage, it will project the victim into a plane of Oblivion of the user's choice. If not, the Shout fails.)
- Whirlwind Sprint (WULD NAH KEST; Allows user to dash forward at Speed of AN in a straight line for 1 panel; even in midair.)
-Requires her Shehai to use Sword-Singing, and her voice to use Shouts
Stendarr's Mercy: 10
-As Magical Healing
-May heal up to 2x AN White stones per day
-Requires physical contact
-Gift of Stendarr
Thanatos: 8
-See the Dead (Grants user Enhanced Vision at a MN half this Action's AN rounded up, with the options 'See into other dimensions, Sense the Dead)
-Death Sense (Stones VS Dur to know the remaining lifespan of living beings/whether or not they are dying from an illness, poison or wounds OR to know what killed a given corpse; Stones VS Area to locate the remains of the dead in said Area; Stones VS Duration on D&R chart to know the time of Death of a given corpse or group of bodies.)
-Speak with the Dead (Through use of an object of importance to the deceased, a body part, or being at the location of death.)
-Exorcism (Stones VS Resistance to force a possessing spirit, Daedra or fiend out of a possessed victim.)
-Arkay's Blessing (A blessing performed usually at burials, upon discovery of an improperly buried corpse, or on a battlefield before or after a battle. By paying for Area and Duration, all souls who pass/passed away either on the location or belonging to people whose bodies are now on said location will benefit from a half this Action's AN defense VS being raised as an undead, or being otherwise disturbed until they reach their appropriate afterlife.)
-Valkyrie (Stones VS Dur or Int, Target's choice if it is even resisting; Usable only on ghosts, wandering souls or other similar spirits; If one stone gets through, the spirit is then sent to the afterlife his soul is destined to, be it a plane of Oblivion, Sovngarde for worthy Nords, or whatnot.)
-Gift of Arkay
The Huntress: 10
-As Hunting/Tracking
-Wild Hunt (Atk VS Dur; Deals no damage, Requires Vocal component (Must openly declare the Wild Hunt to begin); If successful, carnivorous beasts, lycanthropes and worshippers of Hircine will feel compelled to gather and hunt down the designated 'prey' to the best of their capabilities for the Duration of the Hunt, which will be one day per red stone of 'damage', during which the moon will be red as blood. If a prey survives the ordeal, Hircine's respect for the survivor will make them immune to this ability from then on. Likewise, a Wild Hunt cannot be declared against an ally of Hircine, or a being loyal to him. If Aurora herself feels like participating to a Wild Hunt as a worshipper of Hircine, she is obviously free to do so.)
-Gift of Hircine
Tonal Architecture: 10
-Efficient
-Represents very basic knowledge of ancient Dwemer knowledge of Tonal Architecture, allowing one to alter the sound, song, rhythm and beat of the waves of reality via their voice, thus altering the world to fit the alteration. It is very difficult, however.
-Usable as Singing (As the Dance action)
-As Power Cosmic/Phoenix Force/God-Like Powers/Mastery of Time, Matter and Energy
-Generates 2x AN free Energy stones per panel
-Unlimited Create/Manipulate (Including altering any Matter to any Energy or vice versa, at will)
-Force Blast (Any Energy or Matter; may apply all, some or none of the following: 2x damage, 3x damage, AP (Ignores up to 5 Toughness even when No AP)/Limited AP, Area attack/Effect, Overstrain, Attack VS Durability, Normal and/or Stun damage, May affect target with Poison (See below), Ignore Hardness, Automatically causes collateral damage. Other advantages will require stones to use.)
-Force Fields (Works against Magical and Mental attacks as well)
-Transform Self (As per Metamorphosis and/or Shapeshifting; Does not need to maintain)
-Transform others (As Atk VS Durability; Success allows user to transform a victim nearly however they please with stones played Metamorphosis/Shapeshifting. Permanent until undone by user, another person's similarly powerful effect or a God's will)
-Animate Objects (As Per Summoning)
-Breath of Life (As Magical Healing, May heal up to 2x AN white stones per day)
-Requires Vocal component (Must be able to sing)
-Gift of Julianos
Vile Bargain: 9
-This ability represents Clavicus Vile's Gift, which allows Aurora to make deals/pacts with mortals in a similar manner as the Prince of Power's, namely granting wishes twisted in some manner, by praying to him after hearing the request.
-As Hex Spheres, Usable only to grant wishes to other mortals, Will inevitably be twisted in some manner according to the Prince of Power's habits
-Advisor (Aurora is able to recommend a twisted result of her own creation as she prays to Vile; if he accepts - GM's call, it will count as two wishes granted in the eyes of the Daedric Prince, see below. Vile is, of course, under no obligation to accept and can apply his own twist instead, whatever it may be.)
-Devil's Advocate (For each ten wishes she grants to others, Clavicus Vile will grant her a single wish of her own, which he must follow mostly faithfully, unlike most of his wish-granting deals. He is allowed to mess with her a little bit but not too much, since she is a loyal follower and assistant. He is, however, allowed to refuse if the wish is unreasonable or if it goes against the Prince's own agenda.)
-Gift of Clavicus Vile
Weapon Magic: 10
-As Sword Magic, but usable on any weapon, including her unarmed attacks. Aurora in particular is especially good at using this in conjunction with her martial arts, Shehai or her bows, the latter which she calls 'Arcane Archery'.
-Grants +1 to the user's Weapon Modifier per 2 stones played, and adds one of the following effects depending on the activated Element:
- Darkness (Attack VS Intelligence; target is affected by Blind if damage occurs.)
- Drain (Energy Drain; refills caster's Health as per Healing)
- Earth (AP)
- Fire (2x damage)
- Gravity (Attack Halves the target's remaining Health stones if successful.)
- Ice (Atk VS Agility to paralyze, Damage = Panels of Paralysation)
- Light (Attack VS Intelligence; target is affected by Charm if damage occurs.)
- Non-Elemental (Limited Armor Penetration; Doubles Weapon Modifier VS Toughness)
- Water (Reduces automatic defenses by 1 stone per 2 stones of damage for damage in panels)
- Wind (Attack VS Durability to Stun, Damage = Stones of Stun)
Whispers of Oblivion: 10
(Int.bonus)
-Efficient
-Represents the user's connection to Apocrypha, its Lord and all the secrets it holds. The Oblivion Plane of Knowledge constantly whispers its secrets to its Chosen One, and if she chooses to listen, she can learn a lot, sometimes at a cost.
-As Concentration (Via listening to the whispers pointing out information she might have missed on any given topic. Only drawback is hearing muffled whispers for a panel afterwards, causing a -1 sitmod for any attempt at listening for something particular, and people having to speak louder for her to hear them clearly.)
-Well of Knowledge (As General Knowledge; Almost any specialty, unless outside of Mora's own knowledge, GM's call. If Aurora does not know something herself, she can listen to the whispers of Apocrypha to see if they know more about it. However, when doing so, her eyes turn jet black as she is shown visions to better understand the knowledge spoken to her, which means she can't see properly for the duration, and for 2 more panels afterwards, causing a -3 to all actions involving sight in addition to the -1 for listening explained in the Concentration option above.)
-Deepest Secrets (Atk VS Int+Mental Defense to learn the darkest, deepest secrets of a target via the whispers, allowing one to possibly use them against the victim. Only cost being the -1 sitmod to listening as Concentration above.)
-Daedra Summoner (While all Daedric Princes have their favorite Daedra servants, part of Mora's knowledge is how to summon them all. This allows this action to function as Summoning to bring forth any Lesser Daedra into the world.)
-Gift of Hermaeus Mora
Wrath of Nature: 10
(Int.bonus)
-Efficient
-As a Chosen of Kynareth's, Aurora's power over nature is second to none. It grants her the following powers:
- Elemental Aspects (If she so wishes, Aurora is able to imbue her forms - including her normal self - with one (or more) of Nature's elements, granting elemental powers accordingly to said form as a Mastery of Elements. Stones played may be used again to pay for said Mastery's AN, and for additional options. Available elements are Fire, Water, Lightning, Air, Earth, Ice, Plants, Darkness, Light, Mist, Metal, Crystal, Magma, Dust, Poison, Mud and Steam)
- Mastery of Weather (Create/Manipulate, Area Effect at up to AN)
- Summon/Control Animals (May Summon any type of animal, May Summon up to 10 small animals (bats, rats, snakes, etc), 3 medium-sized animals (Wolves, foxes, horses, crocodiles, etc) or 1 large animal (Sabrecats, mammoths, bears, bulls, etc) per stone played; May summon at Range up to AN.)
- Wild Shape (As Metamorphosis/Shape Shifting; May only transform into Living, Non-Daedra, Non-Undead, Non-Draconic, Non-Constructs creatures which exist naturally in the world, including, but not limited to: Any Men or Mer, Male or female; Any animal, Giants, Birds, Fish, Spriggans, Chauri, etc.)
-Gift of Kynareth
Flight: 5
(Agl.bonus)
-Via retractable Dragon-like wings
-Gift of Akatosh
Dwemer Craftsmanship: 9
(Int.bonus)
-As Technology/Inventing
-While being incredibly advanced, this technological knowledge is mostly based on unique metal alloys, crystals, steam, gears, and use of Tonal Architecture to achieve similar results to otherwise comparatively more advanced technological levels.
-Gift of Julianos
Alchemy: 10
(Int.bonus)
-Can create poisons, potions, salves, balms, etc. Many effects are possible.
-Used to identify the effects of unknown alchemical components and their properties by tasting them
-Would be AN 4, increased via Wrath of Nature action
Thieving: 7
(Agl.bonus)
-Stealth
-Search room/area
-Lockpicking
-Pickpocket
-Set/Spot/Disarm Traps
-Disguise
-Escape artist
Survival: 7
(Int.bonus)
-Efficient
-Hunting
-Fishing
-Foraging
-Trapping
-Scavenging
-Tracking
-Navigation
Crafting: 7
(Int.bonus)
-Smithing
-Leatherworking
-Bowmaking
-Fletchery
-Bookbinding
-Gemcutting
-Carpentry
General Knowledge: 6
(Int.bonus)
-Efficient
-Skyrim lore and culture
-Plants & Herbs
-Churches & Cults
-Occult lore
-Prayers/Worship Rituals
-The Aedra/Daedra
Housekeeping: 5
(Agl.bonus)
-Cleaning
-Cooking
-Sewing
-Maintenance/Repairs
-Farming
Artifact Petition: 10
(Int.bonus)
-Thanks to her unique connection to the Divines, Aetherius, Oblivion and Mundus, Aurora has a unique means of getting her hands on the most powerful artifacts of her home universe; she can simply ask for them, and the Divines, deities and Powers that Be tend to agree to those requests.
-Solicit Artifact (Stones VS Highest AN/MN of the desired artifact to request it. If successful, the Aedra/Daedra/Deity or whatever Power-that-Be with authority over the artifact will either arrange for it to come her way somehow, or directly provide her with it. NOTE: She may not have access to more than AN artifacts at once through this method.)
-Exchange Agreement (While some Aedra/Daedra/Deities may hand over their artifact freely with no strings attached, some may ask for something in return, be it a task, something Aurora can do, or a future favor. As a rule, no Divine will ask her something to cause trouble to other deities she is associated with, because otherwise it would be chaos constantly.)
-True Potential (As the Champion Priestess of the Divines, Aurora has access to the full potential of all the Artifacts, not merely what most mortals are able to access.)
Alluring Bliss: 7
-Efficient
-Divine Beauty (As Pheromones, Atk VS Durability; Deals no damage, but induces love, lust, a desire for approval, a will to serve, devotion or submission, depending on the 'victim'. A supernatural manifestation of the divine beauty bestowed upon Aurora by Dibella.)
-Beautification (Atk VS Durability; Deals no damage, rather permanently transforming the victim into a strikingly handsome/beautiful version of their original self if even a single stone gets through.)
-Gift of Dibella
Hero's Bearing: 7
(Int.bonus)
-As Leadership
-Born Leader (May give bonuses of 1, + up to 1/3 this Action's AN, rounded up, in Leadership, as opposed to the basic maximum of 2.)
-Stones used in Leadership don't need to be used immediately by the recipient. They can be retained for up to AN hours for orders that require time to be carried out, and still grant their bonus. -Warcry (Spend stones for Area and for Duration in panel; all allies in the area who can somehow hear the user receive the max leadership bonus to be spread as they wish on their actions for each panel of the Duration. The Warcry can be just that, a warcry, or it can be a rousing speech, the brandishment of a banner for all to see, or something equally significant to their followers, as the user wishes.)
-Gift of Talos
Silver Tongue: 6
(Int.bonus)
-As Business
-May combine with Social Skills up to AN
-Gift of Zenithar
Social Skills: 7
-Beautiful
-Kind and caring
-Faithful
-Compassionate
-Charm/Seduction
-Intimidate
-Priestess
MODIFIERS
Immortality
-Gift of Akatosh
Self-Contained Lifeform
-If either her Vampire or Lich gifts are embraced; see Tainted Blood
Power Level +5
-Power Level Recovery
-Tireless +2
Tainted Blood
-As she is blessed with both divine grace and daedric power in a single body, Aurora has become a unique type of being, whose blood can hold any number of curses, forms and supernatural states at once. So far, she has become a Vampire Lord, Werewolf/Werebear and Lich at the same time, though she assume the form of only one at a time. Her Tainted Blood gives her two options for each form:
- Embrace Gift (When choosing to embrace a Gift, or Form, Aurora assumes any changes a mortal would experience in their base form from that gift. For example, if Embracing vampirism, she would become paler, cool to the touch, her eyes would glow slightly in the dark, and magic and supernatural senses would detect her as an undead. She would also crave blood even in human form, would see in the dark, and would neither need to eat, drink or breathe, nor would she get nourishment from normal food. NOTE: Embracing several gifts at once combines the effects on her 'normal self' together.)
- Pacify Gift (When instead choosing to 'pacify' a Gift, or Form, Aurora in her normal form appears and seems completely human for all intents and purposes, her body at regular temperature, her physiology normal, magic and supernatural senses not detecting any anomalies related to said gifts - though they might still detect her mystical abilities as normal. She has no 'passive' supernatural abilities or weaknesses from those Gifts, but she can still use any of her powers or activate her Forms at will nonetheless; Pacifying the Gift simply means she is better at passing for a normal human.)
-Pacified Gifts: Lich, Vampire Lord, Werewolf/Werebear
Dragon Tongue
-When exposed to new Dragon words, she can learn them instantly by simply spending an action. While not a Dragonborn, she can simply spend some of her lifeforce to learn new Shouts, via sacrificing a White stone of Health which must heal at the Normal Healing Rate.
Berserker Rage +4
-Increases Str by 1/panel up to MN when fighting or when angered if she so pleases
-For every 2 MNs active, her stones shifted in Defense will take a -1 penalty from losing her focus in favor of her inner rage
-Rampage (Once per day, Aurora can activate a Berserker Rage effect, at full MN, in all of her allies (and herself if she wants) in an Area of MN, and for a Duration of up to one minute/2 panels per MN, making all of her allies in the effect's radius turn into raging berserkers against their foes.)
-Gift of Malacath
Healing Factor
Energy Battery: 4
Deep Reserves +2
Fangs: +2
-2x damage
-Retractable
-Only usable as Vampire Lord, or with Vampirism Embraced (see Tainted Blood)
Reflexive Dodge +2
Toughness +1
Mental Defense +6
Magical Defense +5
Targeting +1
Immune to Fear
-Either mundane or supernaturally-induced
-Gift of Talos
Vigilance +6
-As Enhanced Vision; Recognizes Daedra, Vampires, Werewolves and other such supernatural/daedra-created/altered beings by sight alone
-Gift of Stendarr
Translation, Any
-Gift of Julianos
Precognitive Flashes/Dreams
-Usually sent by one of the Divines/Daedra
Reminiscence
-As Photographic Memory
-Gift of Hermaeus Mora
Indomitable
-As Reconstitute Self, Special
-Once per day, if Aurora is 'killed', she will be able to stand back up, bloodied and bruised, but otherwise fully healed, her wounds somehow superficial and minor after all, despite how seemingly bad it first seemed.
-Gift of Akatosh
Wealth: 3
-+ Few hundred Septims
Vampire Lord
-Whereas mortals fear vampires, vampires cower before Vampire Lords. Those ancient, superior predators of the Night were blessed with power from Molag Bal himself, and dwarf the might of any normal vampire in more ways than one. Their semi-demonic transformation is the stuff of nightmare even among their kin, and their potential knows few limits. Thanks to Bal's gift, Aurora has this power at her disposal, and her Tainted Blood allows her to share it with her other gifts, read above. The transformation adds the following:
- Abilities Boost (+2 to all Physical Abilities)
- Telekinesis AN 9 (Int.bonus and Wpn.modifier, Efficient)
- Summon and Control Bats AN 6 (May summon/control 1 bat or colony of bats per AN, regardless of Durability, Can summon at Range of AN)
- Summon Gargoyles AN 7 (Int.bonus; As summoning, with a base Duration of 2 panels, may increase with stones.)
- Raise the Dead AN 8 (As Summoning; requires dead bodies to use. May not grant higher Durability than the corpse had while alive, but add new powers.)
- Mist Form AN 6 (As Phase Shift, but turns into mist; can't fully phase through objects, but may pass through any opening.)
- Terrify AN 10 (As Fear, Area Effect of Half AN, rounded up; Action as Modifier; may turn on or off at will.)
- Eclipse AN 10 (Int.bonus, Stones VS Area and Duration, both up to AN, in hours; causes daylight to turn to night within the area for hours, allowing vampires to move and act unhindered.)
- Flight 5 (Gliding only; May use as full Flight by transforming into a cloud of bats if the user so wishes, May hover at 5 mph for free without using an action.)
- Fangs & Claws +3 (As the Modifier)
- Night Cloak AN 5 (At will. When active, drains the lifeforce of any mortal beings as an Atk VS Durability within 5' range of the user, and causes -1 to all Attacks made against the user as a supernatural darkness engulfs the victims.)
- Sanguine Shield AN 5 (As Force Field; Effective VS Magic.)
- Reflexive Dodge/Toughness/Magical Defense (All +2 to base form's.)
- Immunities (Diseases, Poisons)
- Animal Senses +2 (Wolf)
- Enhanced Vision 5 ('Detect all creatures', 'See in Darkness'; Combines with existing Enhanced Vision if user has it already)
- Looking Non-Human (-4 challenge; appears as a demonic half-bat, half-human monster with leathery wings, jet black eyes, bluish-grey skin and sharp-looking claws.)
- Special Vulnerability (-5; takes 2x damage from Sunlight-based weapons and spells or adds +2 to the Wpn.modifier or attack if it is already 2x damage; all Physical Abilities are lowered by -1 under direct sunlight. Finally, if she hasn't drunk blood within 24 hours, she will take 1w of damage per 5 minutes under direct sunlight, which cannot heal until she gets cover. NOTE: Both the physical abilities penalty and the damage under sunlight are negated if she drank blood within a day.)
Werewolf/Werebear Form
-Few warriors know the true terror of facing a werebeast in battle, for rare are those who experienced it and lived to tell the tale. Werewolves are sheer violence and physical power given form... and werebears are that, but arguably even worse. Hircine's gift allows her to turn into either at will, and back, as per her Tainted Blood, see above. The transformation adds the following:
- Abilities Boost (As Werewolf: +3 Str and Dur; +2 Agl and Spd; as Werebear: +5 Str, +4 Dur, +1 Agl and Sped)
- Bestial Combat (+2 to Close Combat with Specialties 'Fangs & Claws' and 'Tear Apart'.)
- Overwhelming Power (Claw attacks automatically cause a Strength AN Atk VS Durability which tosses a victim yards away equal to red stones of 'damage'.)
- Howl/Roar AN 8/10 (Werewolf/Werebear; As Fear, Area Effect of Half AN, rounded up; Action as Modifier; may turn on or off at will. Alternately usable as Summoning to call weaker Werewolves/Werebears, whom while not under her control, are allied to her.)
- Feeding AN 6 (As Magical Healing, Usable only on self, Requires a corpse to use; May heal as many white stones per day as available corpses allow. May only use at AN 3 when feeding on Non-Sentient beings or undead. This represents a werebeast tearing into the chest of a victim and devouring their heart, or in the case of undead, the energy animating them.)
- Fangs & Claws (+3, 2x damage, Limited AP)
- Regeneration (Increases Healing Factor to Accelerated, or 1 step beyond if it was already at that level or higher.)
- Toughness/Reflexive Dodge/Deep Reserves (Werewolf: +3/+2/+3 Werebear: +4/+1/+3)
- Immunities (Diseases, Fall Damage, Poisons)
- Lycanthropy Infection (Durability AN effect VS target's Durability to infect them with Lycanthropy if they are bitten and survive the encounter.)
- Full Moon Rising (Gains +1 to all Physical Abilities, Ref.Dodge and Toughness during nights of the Full Moon.)
- Animal Senses (+2 in both cases; based on Wolf and Bear senses respectively. Also gains Enhanced Vision 5 (See in Darkness) if the user didn't already have it.)
- Sense Prey (As Sense Power at Intelligence AN)
- Looking Non-Human (-4 challenge; appears as either a large, bipedal, muscular half-wolf, half-human hybrid... or a half-bear half-human one.)
- Special Vulnerability (-4; takes 2x damage from Silver weapons, or +2 to the Weapon Modifier if it already was 2x damage.)
Lich Form
-Among the most forbidden of occult knowledge in Necromancy is the foul ritual which would make one a Lich, an immortal, undead monster of peerless arcane power who retains their original sentience, memories, knowledge and soul, allowing a powerful necromancer to exist beyond the boundaries and limitations of the living forms of men and mer. Through Mannimarco, Aurora has been gifted with said form, although she can revert to her human self at will thanks to her Tainted Blood, see above. At any rate, the transformation provides the following advantages:
- Abilities Boost (+2 to Intelligence, +3 to Durability)
- Eldritch Power (+3 to all uses of Magical Actions as a Lich.)
- Mass Reanimate (As a Lich, Aurora's ability to raise and control common zombies and skeletons increases tenfold, making each stone she plays when using the 'Animate the Dead' option of Necromancy animate 10 zombies or skeletons, and her limit raise to 100x her AN at once.)
- Terrify AN 10 (As Fear, Area Effect of Half AN, rounded up; Action as Modifier; may turn on or off at will.)
- Levitate (Flight 1; Action as Modifier.)
- Voice of the Grave (+3 to Intimidate and similar uses of Social Skills)
- Skeletal Resilience (+3 to Toughness)
- Magicka Vortex (Gains an additional Pool of 2x the user's Intelligence AN in additional Energy used for Magical actions only, which regenerates by their Intelligence AN per panel.)
- Cold/Ice Defense +5
- Immunities (Diseases, Poisons)
- Self-Contained Lifeform (As the Modifier.)
- Looking Non-Human (-4 challenge; appears as a skeletal undead with bluish-white light within the eyes sockets.)
Praestare Sanguinare
-At user's discretion, Durability AN may be opposed to a victim's Durability while biting them to infect them with Sanguinare Vampiris, which will lower all Physical Abilities by -1 and cause a -1 sitmod to all Physical actions on top of that for 3 days. If the disease isn't cured by then, the victim will die and return within an hour as a new Vampire, or even Vampire Lord if she so pleases.
-Only usable as Vampire Lord, or with Vampirism Embraced (see Tainted Blood)
Amaranth
-If Aurora drains blood/lifeforce from a fellow vampire, she will also gain +1 to an Ability, Action or Modifier the target vampire has; up to and including gaining a new Action or Modifier entirely. If the Action/Modifier has options/advantages/disadvantages, she gains none of the Options/Advantages and all of the Disadvantages; she either needs to drain more blood/lifeforce from the target to increase the Action (+1 CL per drain) or must improve the Action herself with experience.
-Only either in Vampire Lord form, or with Vampirism Embraced (see Tainted Blood)
CHALLENGES
-Looking non-human (-2; Aurora is clearly superhumanly beautiful, thanks, among other things, to some of her powers, and Dibella's influence. She very much stands out in a crowd, which is why she often wears a white cloak to hide most of her features when trying to avoid attracting too much attention.)
-Psychological (-3; Aurora's mindset is quite difficult to understand from a normal person's perspective, as she not only sees all Aedra and Daedra as equal and worthy of worship, but also seems to share various personality traits with them due to her unique connection with them. To the untrained eye, she may very well appear insane, or at the very least delusional. And probably still a little bit nuts to the trained eye.)
-C.T.S.U.F.U (-3; while her goals and objectives can be as mysterious and complex as those of the Gods she worships, Aurora is a genuinely good person who wishes to help people in need whenever possible.)
-Minority (-1; Aurora is pansexual. She doesn't judge potential lovers based on their gender whatsoever.)
-Infamous (-2; while many see her as a Saint, about as many others think of her as an abomination, an Anathema, due to her worship of Daedra, especially the most murderous of them. She is known as 'The Whore of Oblivion' to many of her detractors.)
-Conflicting interests (-2; avoid troubles with the authorities while staying true to her beliefs, as sometimes one simply won't work with the other.)
-Deadly enemies (-7; many. Be they the Vigilants of Stendarr due to her worshipping Daedra, the Thalmor due to her acknowledging Talos as a Divine, various organizations or Churches for worshipping rival ones, many would gladly see the Sybil dead, for one reason or another, but usually for worshipping Gods the person in question doesn't like, even though she also worships their own.)
EQUIPMENT
-Currently Worn: White turtleneck, long dark blue skirt, and brown pumps
-White Priestess Tunic, White Cloak (Taken away by Lucy to clean them; her sandals were eaten by a Gible.)
-Steel Dagger (+1 Weapon)
-2x Potions of Vigorous Healing (Heal 3w of Health)
-Some Food
-Map of the Skyrim province
-Captain Cold's Gun (From DCU)
______________________________________________________________
STORY: Aurora Soulblaze is known under many names. Some know her as Lady Aurora, some honor her as the Second Coming of Saint Alessia. Some call her a Saint, herself. Some refer to her as the Sybil of Prophecy, as she is said to hear the guidance of the Divines.
Others, however, think her to be an abomination, an anathema. A traitor to Tamriel, for she is said to support the evil Daedra. Some know her as the Whore of Oblivion, a sinner who sold her soul, mind and body to the Daedric Princes.
The truth, in fact, happens to be a lot more complex than either of those two extremes. Aurora perceives the world in a different manner than most other beings in Tamriel, as she is a servant of a universal Balance, and believes everything to exist in perfect duality. Good and evil, order and chaos, light and darkness, love and hatred, and so on, and so on. In her viewpoint, neither Aedra nor Daedra is fully good nor fully evil. Every single last one of them has some good and some evil in them. She sees them all as necessary for said perceived Balance, and she will never condemn a person for worshipping one or the other... whereas she worships them all.
Whether she is right or not about her view of the world is irrelevant. What matters, however, is her formidable, unshakable faith in her beliefs. So much so, in fact, that some Aedra and Daedra decided to bless her with a Gift of a fraction of their power, seeing much value in having such a strong-willed, outspoken and devoted follower in the world defending their values. This, in turn, bothered the Aedra and Daedra who had not participated in said blessings, causing them to empower her with their own Gifts to ensure one of their rivals would not end up with an advantage over them due to their own Gift. In the end, she ended up as an agent of not one, not some, but ALL the Aedra and Daedra. Incidentally, she is also a perfect agent to settle disputes or conflicts between the Gods themselves, or their followers, should they be smart enough to listen.
The Gifts she wields made the young, idealistic Breton woman into a fantastically powerful being in her own right, comparable to the likes of the Last Dragonborn and the Necromancer Mannimarco in terms of power. However, she does not see herself as a warrior, a heroine or an actual adventuress, even though she is well-suited for adventure. In general, she sees herself as a simple priestess, an agent of Balance, a servant of 'The Divines' (which to her include ALL the Divines AND the Daedra). She performs weddings like a priestess of Mara, she protects the soul of the dearly departed like a priestess of Arkay, she provides healing and protection like a priestess of Stendarr...
...and yet, she stands ready to rain destruction as a cultist of Mehrunes Dagon, will spread madness if necessary as a follower of Sheoggorath, and will manipulate and betray when she needs to as a servant of Boethiah. Sometimes, destruction, madness and betrayal are simply what is needed to ensure the Balance in the world.
Yet whether you seek adventure or not... sometimes adventure seeks you out.
SKILL POINT SYSTEM DETAILS
- Unarmed Combatants gain a third Energy Pool called Skill Points.
- Skill Point Pool is 2/3 of your Close Combat Action Number
- Skill Point Regeneration is 1/3 of your Close Combat Action Number
- Use Skill Points to add Advantages to your attacks for a Panel on a Point per Cost Level Basis.
- If Purchasing Area Effect, Area = 2, Spend extra SP for more area.