Though pleas'd to see the dolphins play, I mind my compass and my way.
Malie was just a girl from the Hawaiian islands or what passes for the Hawaiian islands today. Growing up on the island on Oahu, in what would be the Manao valley, Malie learned how to operate the fishing vessels and tend the farms that fed their community. Life wasn't easy on the island - resources were scarce and most of the islanders lived hand to mouth, but it wasn't a bad life.
Malie not only became a talented technician, she was also gifted artist, playing the Ukuele (which strangely had survived the Rifts coming and the Dark Ages) and a singer.
Tragedy struck their settlement in the form of a disease that affected the young and the very old, including Malie's two young children. The settlement healers determined that a particular sea plant could be used to treat the disease.
The plant was known to only grow in place, in the deepest part of the ocean. It was dangerous to collect it as it was in the depths of the ocean that the Lord Of The Deep was the strongest. Here where his most vicious of creations were strongest. But without it their settlement would perish. Eventually, the disease would spread to the more able bodied of the citizens.
Malie was among the group that set out to retrieve the plant. Her skills were needed to operate the vessel that would take them. They never made it. Despite their precautions, their vessel was attacked and those that weren't killed were taken prisoner by the Lord Of The Deep.
What Malie experienced at the hands of the Lord was indescribably painful and torturous. That's all she can remember, being dragged off and pain, so much pain until there was only darkness. When she was revived she was something else... More somehow. She had another soul attached to her. She was a Dolphin and she could transform.
Meant to be a warrior for the Lord of the Deeps army, corrupted forever by the Lords psychic power and magic, Malie and her Dolphin counterpart resisted and finally overcame the programming to escape. It wasn't easy. It was painful. But it was worth it.
Making her way back to Oahu, Malie soon found that her community had been wiped out by the disease. Her children were gone. She blamed the Lord of the Deep for stopping her from finding the seaplant and returning with it. In her mind, she would have saved her children and her community.
Whether that was true or not, didn't matter.
Travelling aimlessly for many months after that, fighting the Lord's minions wherever she could find them, Malie started to hear rumours about a powerful weapon that could be used under the waters. A weapon that might be used to vanquish the Lord and his minions. She's been following the trail ever since.
Guilt Ridden Whale Singer
Melded with the soul of a Dolphin, having won her free from the Lord of the Deep, Malie seeks forgiveness for failing to save her village and her children from the plague that struck.
Invoke: When using her Whale Singer abilities
Compel: When the needs of the 'folk' or her own notoriety (as a Whale Singer) precedes her and she's impeded from achieving her own goals.
All Is Lost Again
Malie will forever be haunted by her failure to save her children and her village. It seems that nothing will atone for that failure but there is generally, always a way out of a situation as she's proven herself.
Invoke: When inspiration strikes as a way out of the situation; When friends and allies 'come to the rescue'
Compel: When all seems lost and there is no way out of the situation and she simply has to accept that there is 'no other way' and take her lumps with it; When she is reminded that she simply can not save everyone.
Unda Da Sea
Malie might have been human once, and for some parts, is still human, but she is now part Human; Part Dolphin. Water is where she belongs and if she's not near to it, she's uncomfortable - at best.
Invoke: Whenever Malie finds herself 'in her element', so to speak, or when dealing with creatures, beings, denizens of the sea - or water in general.
Compel: Whenever circumstances take Malie away from the sea away from water, and she starts to 'feel the heat' - literally - dehydration is real! She might be part human, but she's also part Dolphin - sometimes those personalities are going to conflict.
Skills - Form 2
Major Gateway: Ley Line Wizard (1)
You gain access to the Arcana skill and an Exotic Stress track appropriate for your Arcana skill level. You must also pick one of the schools of magic detailed below and gain the appropriate Arcane Purviews, benefits and special rules.
Purview: Lore of the Leyline (0)
The flows of magic and in particular the phenomena of Ley Lines were a complete mystery to humankind when they erupted to live three hundred years ago. Since then, Ley Line Wizards have studied them extensively and while there are plenty of mysteries yet to be uncovered, they’ve learned much. Spells from the Lore of the Ley Lines utilize those lines in any number of ways from communication to teleportation to to protection. In general, though, these spells only work when on or near a line. Since lines can be anywhere from a quarter mile to two miles across and dozens to hundreds to thousands of miles long that’s often less difficult than it seems.
Purview: Arcane Fundamentals (0)
For those schools of magic that deal in study and learning – which is most of them – this Purview is often the first a new mage is taught. It’s a pretty mixed lot in general. Basic energy manipulation, basic armor spells, basic telekinesis, basic countermagic. The key word in there is ‘basic’. These are all things that are either relatively easy to teach neophyetes or essential to their future success and survival. As a rule, they tend to scale fairly well as a mage grows in knowledge. Very few people ever regret learning the fundamentals.
Discipline: Water Elementalism (0)
Water is the most slippery and muteable of the elemental purviews. More so than any other element water represents life in all its complexity, contradictions and cycles and its magic can be used to manipulate, aid or harm those things that depend upon it.
Example lower end spells: Manipulation of the element of water can cleanse poisons and toxins and purify spoilt and rancid food just as much as it can alter the nature of food and drink to make it soporific or even deadly. Water can be called and created, heated, frozen or turned to steam. Ambitious neophytes might even try walking on water with some success.
Example higher end spells: Calling the fury of a flood or a tsunami – if probably on a much smaller scale – is easily within the reach of the more complex and powerful spells in this Purview, as is manipulating larger amounts and bodies of water as is the preservation of life through healing and the curing of wounds and illness.
Minor Gateway: Dimensional Being (2)
Not everything that comes through the rifts is a powerhouse ready to punch the first combat robot it sees. In fact not everything strange and different is even from the rifts. Science twists the forms of animals and gifts them with sapience, trans-dimensional slavers make ‘modifications’ to their stock to increase their value and yes the rifts do dump quite a wide variety of oddities onto the land. Some of these creatures are more powerful than human beings. Some of them are simply different. You are one such being.
Lesser Paranormal Ability - Psychic (1)
Gain an exotic stress track appropriate to your Will and a single psychic discipline from any theme. You may purchase additional psychic disciplines at the usual cost. You may not choose psychic ability if you have it from another source.
Discipline: Telepathy (0)
The ability of one mind to touch another is a powerful one and nowhere is that more directly expressed than in the telepathic gifts. At its base level this is the ability to touch and influence the conscious minds of others. The most basic expression of this talent is mindspeak, allowing one or more minds to communicate to one another with mere thoughts. From there telepaths learn to influence others thoughts in ways both subtle and direct: planting ‘suggestions’, broadcasting a simple thought that says ‘you don’t see me’ or even outright attempting to take over someone’s body. Reading others thoughts as they become hostile, or even as they form the intent to attack can also give a telepath some major advantages. Perhaps the deepest and most complete form of telepathic link is the ‘mind bond’, a form of communication that lays both sides completely bare to the other. Perhaps understandably, it’s not often attempted.
Greater Physicality (2)
You gain armor 5, an extra mild physical consequence slot, an extra moderate physical consequence slot, the normal physical stress track is replaced with the following: 2x 1, 2x 2, 2x 3, 2x 4, 1x 5, 1x 6. Your fight attacks are weapon 2 due to natural weapons or great strength. Your physique cap is increased to 6 and you gain +2 on overcome actions using raw strength.
Alternate Form (1)
You may define an alternate form with an alternate skill list and switch freely between the two – though in conflict you may do this only once per exchange. The alterations in skills will effect your stress tracks and may effect your consequences depending on the level of the skill shift involved, so bear that in mind when constructing your alternate form.
Strength From Determination
Use Will instead of Physique on any overcome rolls representing feats of strength
You may use Lore for topics relating to magic and the occult
You have an almost preternatural capacity for detecting danger. Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you
Investigating a lead regarding controlled animals, Frizz, Auren and Malie get almost more than they can deal with.
An unusual aerial display and a sudden summons to meet with Kailastia make for an interesting afternoon.
Venturing into the depths to find clues of what the Kayrah are up to, Auren, Malie, Miss Suss, Megana and Yaren discover that something dark yet lurks.
In such a vast ocean, how does one track an unknown number of dangerous magical entities? Auren, Malie and Yaren discuss the fallen of Yaren's kind in attempt to narrow down the start of their investigation.
Drawn into a bar by Malie's music, Yaren and the whale singer take some time in conversation to talk about where Yaren comes from and those of his kind.
One of the most renowned leaders of the Thirty drops by Gran's to seek out specific individuals regarding an equally specific concern.
Auren dreams start to seep through.
There's been new caverns opened up by a SeaQuake. Malie and friends go to investigate
What happens when unloading a ship of salvage? Things go wrong
Malie and Auren come ashore for a chat. Acquaintances are made, both old and new.
A scrap spider, a portal, two hatchlings and dolphin shifter result in unspeakable words being learned.
Malie follows another lead into her Quest but finds trouble for Auren instead.
Similar interests of one sort or another draw the paths of a Dolphin Singer, a Chaos Mage, an Elven Technomage and a Living Crystal to cross.
Malie gets an interesting to Nix when negotiating to use her ship for her salvage mission
Malie reaches out to Auren to see if he can help with the reports found in the underground facility.
Whilst farming some crystals, Zyx finds a hidden facility
It's unusual to see Malie coming off a ship, but she does and meets up with Auren. They discuss a haul that she's found.
One never knows what sort of interesting beings one may meet by the sea. New acquaintances are made, and old memories stirred.
A Dolphin plays in the waters along the coastline. A Dragon keeps watch