“Sometimes standing against evil is more important than defeating it. For the only thing necessary for evil to prevail, is for the good to stand by and do nothing."
Elysia Faylinn Archerean
True Atlantean Undead Slayer
Intense Icy Blue
Raised on Alexandria - Anvil Galaxy
Of Clan Archerean
True Atlantean Undead Slayer
Great Early Childhood from birth. Started walking and talking at age 3.
Great Middle Childhood. Educated from age 3. Received her marks of heritage, as all Atlantean children do at age 10.
Is very well educated in math, sciences, etc. Can read and write Dragoneese/Elven, Greek, Latin.
Found out at a very early age, age 11, that she had talents. Spent her time with a mentor as an apprentice, from age 11 till age 16 as is custom, she spent her life with this first mentor before choosing finally to go to the Academy of Undead Slayers on Alexandria.
From 16 to 18, she finished her training, receiving her tattoos. Upon her 18th birthday and graduation, she leaves for Sojourn. She spent six months with her chaperone as is custom, before being left on her own and leaving the other group of youths she was with. Six months later, she would stumble upon another group of random adventurers looking for help. She would join this group.
From age 19 till present, now aged 24, she would have become friends, and family, with this group as they adventured around the galaxy. She would also meet her first true love among this group of friends.
In this group, another True Atlantean woman, Cassiopeia, would becomes Elysia's first true friend, and first lover.
Five years later, their ship beset by Sunaj assassins looking for Elysia and Cassiopeia both, the captain of the Starship choose to enter a nebula to dodge the Sunaj. With in the nebula the starship would be caught in a rift storm and slingshot to Rifts Earth. Crash landing and killing all but Elysia on impact.
Lost and Alone Atlantean Slayer
Defined by her tattoos, traditions, and training, Elysia feels herself to be a True Atlantean to the very core of her being. Indeed, she's received the tuition and empowering magics of an Undead Slayer of Atlantis - but now she finds herself lost and alone on a strange world, forced to confront dangers of identity as well as of body.
Invoke: To call upon her powers, training, or the proud traditions of her people.
Compel: Whenever her lack of experience of virtually everything outside her training, or her lack of ties to Rifts Earth, might hinder her. Whenever an enemy of her people might find her.
Elysia feels compelled, by both training and her personal morals, to help those in need. In this, she's bolstered by the absolute certainty that she is a magically-empowered force for good. Unfortunately for her, she has little more than an academic knowledge of *some* of the threats she might encounter, and might very well pitch into battles far beyond her actual capabilities. Still, to stand by would be to let evil win.
Invoke: Whenever Elysia pitches in to help others, at risk to herself.
Compel: To force Elysia to assist, regardless of danger to herself. To put her in a quandary over which of two (or more) tasks to undertake, when her skills and powers could help in more than one place. Whenever she is confronted by the suffering of innocents, and thanks she can help end that suffering.
The necklace that Elysia wears about her neck is her most prized and treasured thing. Some may wonder why she would behold herself to an item, but the item itself was made by a lover and gifted to her. That lover, A True Atlantean Crystal Mage named Cassiopeia, created this necklace and medallion to show her love, and to protect Elysia.
Invoke: To hold the necklace in her hands and remember their love and good times. To honor Cassiopeia's memory. To bear up under hardships.
Compel: Should this item ever be taken, or lost. Should the memory of loss become to much.
(0) Marks of Heritage (True Atlantean)
All True Atlanteans all have a pair of magical tattoos and consequently so do you. The first one protects you from enthrallment or turning by a Vampire. The second allows you to summon a melee weapon from the ether that allows you to make Weapon 2 attacks, ensuring you’re never unarmed.
(0) Arcane Birthright (True Atlantean)
Arcane Birthright (True Atlantean) True Atlaneans have an intensely magical heritage and history. As one, you have a natural lifespan of about five hundred years, can sense the presence of natural places of magic such as ley lines and nexus points, and gain one extra exotic stress box than normal which you may use to power techno-wizard items and similar even if you are not otherwise a mage.
(0) Tough As Nails
Once per session, at the cost of a fate point, you can reduce the severity of a moderate consequence that’s physical in nature to a mild consequence (if your mild consequence slot is free), or erase a mild consequence altogether
(1) Major Gateway: Mage (Tattoo Barer)
There are those who wield the powers of magic channeled through mystical tattoo’s marked indelibly into their skin. Where the magic comes from is a mystery – the Splugorth of Atlantis make extensive use of it on their slaves and escaped slaves form a great portion of Tattoo Bearers – but whatever it’s source it has been used by warriors and travellers across the Multiverse. It’s not common, but it’s as potent as many other kinds of art. Tattoo Bearers start with three purviews from the following list: Alterations, Blessings, Conjure: Animals, Conjure: Monsters, Conjure: Weapons, Elementalism (Any Type), Summon and Control (Dead), and Restorations. Tattoo Mages may only ‘learn’ new purviews from this list unless they know someone capable of creating entirely new types of Tattoo (generally a Chaing-Ku dragon – thought to be extinct – or a Splugorth). Tattoo Bearers may cast without speaking or gesturing. Less powerful magi must touch their tattoos to use them, though, and in all cases the tattoo being used will glow when activated. Alterations and Blessings effects may only be cast upon the Tattoo Bearer himself and may not be targeted at others.
(2) Minor Gateway: Dimensional Being
You may take up to three (3) racial quirks as part of this gateway. If you don’t need or want three (3) racial quirks, you may select a stunt for each unused quirk. Generally speaking these quirks are either ubiquitous or very widespread in a given race or culture. Racial quirks need not refer to genetic or biological abilities but can also be used to simulate rare technology never seen on Rifts Earth outside a given race’s hands. A list of example quirks has been provided at the bottom of this article and more can be created as needed.
(0) Purview: Blessings (Tattoo Magic)
Boons meant to enhance, lift up and empower are the province of those spells collectively known as blessings. The range of effects these spells can produce is rather staggering but they’re all united by the common theme of empowering or aiding someone or something. Many mages like to use these spells on themselves – in fact there are a number of these spells that are only possible to use on themselves. Others use them to enable servants or companions to perform in situations where they don’t otherwise have the means. Example lower end spells: Lower end blessings can enable a person to breathe in the absence of air, lift more than he should, climb like a spider or swim with the faculty of a creature born to the water. Example higher end spells: The more powerful spells in this purview can do things such as grant a person superhuman agility, endurance or strength, enable him to fly, see in utter darkness, confer vitality upon his allies or even wrap his limbs in mystical power to pummel his enemies.
(0) Purview: Conjure Monsters (Tattoo Magic)
Similar to tattoos that depict animals are the ones that depict creatures that would have been dubbed ‘fanciful’ prior to the coming of the rifts. Conjuring these creatures is a little bit more difficult than conjuring simple animals but the effects are unarguable. Little gremlins can rip up machinery – and will do so with glee – whilst hellhounds can track anything on the planet and if you have to get somewhere in a hurry, well there’s nothing like a Nightmare. These tattoos always conjure creatures of animal intelligence. Conjuring sentient beings is impossible. Example lower end tattoos: As with animals, smaller, weaker and less capable monsters are generally the lower end tattoos in the purview. Example higher end tattoos: Again as with animals, as the tattoos get more powerful and complex, more powerful and more intelligent monsters are possible. The high ends of this art can conjure beings capable of immense destruction… if only one has the right tattoo.
(0) Purview: Conjure Weapons (Tattoo Magic)
There is nothing quite so comforting as knowing you have a weapon to hand. Or a defense, comes to that. Tattoo Beareres have this particular comfort covered by the simple expedient of drawing their favorite weapon somewhere on their person. The weapons available range from simple pieces of wood and metal to enchanted flaming swords and similarly impressive gear. Equally useful is the ability to conjure magical shields and otherwise armor oneself. With tattoos from this purview, one has to literally be dis-armed to be disarmed. Example lower end tattoos: At the lower end of the power scale are staves, knives, clubs and similar. Things that won’t do much good against a demon or a man in armor but work just fine when you’re dealing with desperate footpads. Example higher end tattoos: Flaming blades, invulnerable shields, magical armor. The capabilities that can be inscribed into a tattoo beggar the imagination. The one thing this magic seemingly can’t do is conjure anything modern. Swords, clubs, even bows can be tattood onto a person, but nothing so simple as a gun, much less a laser.
(1) Purview: Restoration (Tattoo Magic)
Practitioners of the healing magics are often in high demand and few more so than those who undertake to study the magic of Restoration. It is said that all life is magical and to a certain extent that seems to be true (even if it is also true that most life is not notably magical). Restoration spells nurture that magic, directing it to encourage the body and mind to knit back together, cure maladies and sooth souls. Example lower end spells: Simpler restoration spells often ease symptoms rather than cure causes. Still, minor wounds can be knit together, pain eased, sickness suppressed, curses counteracted and the body encouraged to speed up it’s natural healing processes. Example higher end spells: More powerful Restoration spells can reverse serious wounds, even mend severed limbs, banish illness and bring lucidity to damaged minds. It is rumored that some few very powerful practitioners can even raise the dead – though if that’s true it’s also almost certainly true that it only works relatively soon after the event. Special Note: Healing spells can reverse physical or mental stress by spending exotic stress on a one for one basis (plus one if the spell was cast at full power). Consequences from mild to severe can be cleared entirely if the healer is willing and able to spend as much exotic stress healing them as they absorbed. Extreme consequences cannot be cleared in this fashion. Healing spells can also serve as justification to begin consequence recovery, which does not require any exotic stress to be spent beyond whatever is required to cast the spell and make the Arcana roll. This is far more common, as it taxes the caster much less.
(1) Purview: Elementalism (Fire) (Tattoo Magic)
Elementalists specialize in manifestations of earthly phenomenon and draw energies from the elemental planes. Fire elementalists wield an element that is often changeable, capricious and destructive. While all elemental purviews are somewhat limited, fire is often viewed as being particularly so. That may be true as fire is an inherantly consumptive element, but there’s no arguing with the raw power it brings to the table when unleashed. Example lower end spells: Spells to ignite or snuff out fires are the foundation of this purview, as are spells to artificially fuel flames or render the body immune to burns from natural fires. Example higher end spells: From walls and circles of protective flames to literally hurling fireballs to raining it down from the sky, the higher end spells enable any mage to ‘pack heat’.
(2) Artifact: Cassiopeia's Stars (Medallion/Necklace)
A prized and treasured keepsake. Made by Elysia's first true love, a fellow True Atlantean Crystal Mage. Cassiopeia gifted this necklace to Elysia as a symbol of her love and adoration. Once per conflict, you may roll Arcana to recover the amount of stress rolled. Once per scene you may pay a fate point to reduce the severity of a consequence by one step.
(1) Lesser Physicality
You gain armor 6, an extra mild physical consequence slot and your normal physical stress track is replaced with the following: 2x 1, 2x 2, 1x 3, 1x 4, 1x 5. Your fight attacks are weapon 1 due to natural weapons or great strength. You gain +2 to overcome actions using raw strength.
A drunk Maddy finds Elysia, Slaine and Aiden in Sarens Rest. Elysia is looking to go into Vanished Point alone.
Megana Shadowcleft meets a glowing, aquatic D-Bee with a penchant for seeking out demons...