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Priest of the Ancients
Priest of the Ancients


Value Roll Notes
0 STR 10 11- Lift: 100.0kg; Dice: HTH Damage 2d6 END [1]

Priest of the Ancients

12 DEX 14 12- OCV 5 DCV 5
2 CON 11 11-
-2 BODY 9 11-
3 INT 13 12- PER Roll 12-
2 EGO 11 11- ECV: 4
5 PRE 15 12- PRE Attack: 3d6
0 COM 10 11-
0 PD 2/17   2/17 PD (0/15 rPD)
0 ED 2/17   2/17 ED (0/15 rED)
6 SPD 3   Mental Defense: 0
0 REC 4   Phases: 4, 8, 12
0 END 22   Running: 4" (8" NC)
0 STUN 20   Swimming: 6" (12" NC)




20 Crown of Channeling: Multipower, 60-point reserve, (60 Active Points); all slots Activation Roll (If Satellite is in Position) 13- (-3/4), OIF (-1/2), Limited Power (Always from the Sky, Only Works Outdoors) Power loses about a third of its effectiveness (-1/2), Incantations (-1/4)
2u 1) Deadly Ray of Tholig Kalit: Killing Attack - Ranged 3d6-1, Indirect ( Any origin, always fired away from attacker; +1/2) (60 Active Points); Activation Roll (If Satellite is in Position) 13- (-3/4), OIF (-1/2), Limited Power (Always from the Sky, Only Works Outdoors) Power loses about a third of its effectiveness (-1/2), Incantations (-1/4) 6
1u 2) Finding Demon of Bros Jujeks: Mind Scan 4d6 ( Alien class of minds), +5 ECV (30 Active Points); Limited Class Of Minds (Atlantean and Lemurian) [Single species/type of mind] (-1), Activation Roll (If Satellite is in Position) 13- (-3/4), OIF (-1/2), Limited Power (Always from the Sky, Only Works Outdoors) Power loses about a third of its effectiveness (-1/2), Incantations (-1/4) 3
1u 3) Visions of Dedron Ghist: Clairsentience (Sight Group And Normal Hearing), Increased Arc Of Perception (360 Degrees) (30 Active Points); Activation Roll (If Satellite is in Position) 13- (-3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), OIF (-1/2), Limited Power (Always from the Sky, Only Works Outdoors) Power loses about a third of its effectiveness (-1/2), Incantations (-1/4) 3
1u 4) Voice of Yrrx Weifla: Telepathy 4d6 ( Alien, Human, and Machine, Additional Class of Minds and Additional Class of Minds classes of minds) (40 Active Points); Activation Roll (If Satellite is in Position) 13- (-3/4), OIF (-1/2), Limited Power (Always from the Sky, Only Works Outdoors) Power loses about a third of its effectiveness (-1/2), Communication Only (-1/4), Does Not Provide Mental Awareness (-1/4), Incantations (-1/4) 4
11 Amulet of Klisst Niqket: Multipower, 20-point reserve, (20 Active Points); all slots IAF (-1/2), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4)
1u 1) Disguise: Sight Group Images 1" radius, +/-3 to PER Rolls (19 Active Points); No Range (-1/2), IAF (-1/2), Limited Effect (Only to Change Appearance of Amulet's Bearer) (-1/4)
1u 2) Displace: +4 with DCV (20 Active Points); IAF (-1/2)
1u 3) Veil: Invisibility to Sight Group (20 Active Points); IAF (-1/2)
10 Belt of Oruz Venil: Elemental Control, 30-point powers, (15 Active Points); all slots OIF (-1/2)
11 1) Godsflight: Flight 8", x4 Noncombat, Usable Underwater (+1/4), 1 Continuing Fuel Charge lasting 6 Hours (+1/4) (31 Active Points); OIF (-1/2)
7 2) Godshield: Force Field (15 PD/15 ED) (30 Active Points); 1 Continuing Fuel Charge lasting 5 Minutes (-1/2), OIF (-1/2)
28 3) Godshock: Killing Attack - Hand-To-Hand 1d6, Sticky (+1/2), Damage Shield (Offensive; +3/4), No Normal Defense (Grounded or Electrical SFX) (+1), Does BODY (+1), Continuous (+1) (79 Active Points); 1 Continuing Fuel Charge lasting 1 Minute (-3/4), OIF (-1/2)
11 Water is My Element: (Total: 11 Active Cost, 11 Real Cost) Life Support (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold) (Real Cost: 8) plus Environmental Movement (no penalties in Water) (Real Cost: 3)




Fringe Benefit: Low Justice: Character has the right to mete out justice., Membership, Right to Marry: Can perform the marriage ceremony


Martial Arts
Maneuver Phase OCV DCV Notes
Counterstrike 1/2 +2 +2 6d6 Strike, Must Follow Block
Defensive Block 1/2 +1 +3 Block, Abort
Fast Strike 1/2 +2 +0 6d6 Strike
Martial Grab 1/2 -1 -1 Grab Two Limbs, 30 STR for holding on
Martial Strike 1/2 +0 +2 6d6 Strike




+1 Overall


Animal Handler (Aquatic Animals) 12-


Bureaucratics 12-

Everyman Skills

Acting 8-

Area Knowledge: (hometown), Lemuria 11-

Climbing 8-

Concealment 8-

Deduction 8-

Language: Atlantean (idiomatic)

Paramedics 8-

Persuasion 8-

Professional Skill: Priest 11-

Shadowing 8-

Stealth 8-


Interrogation 14-


Language: Taklit Computer Programming Language (basic conversation)


Navigation (Marine) 12-


Oratory 12-


Paramedics 12-


Persuasion 12-


Riding 12-


KS: Ancients Lore (3 Active Points) 12-

KS: Atlantis (2 Active Points) 11-

KS: Lemuria (3 Active Points) 12-

KS: Lemurian Priesthood (3 Active Points) 12-


Survival (Marine Underwater) 12-


Tracking 12-


TF: Swimming Beasts
135+ Disadvantages


Distinctive Features: Atlantean (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)


Enraged: Disobedience of Any Order Issued by A Priest or Breaking the Law (Uncommon), go 8-, recover 11-


Hunted: Atlantean Military Forces 8- (Mo Pow, NCI, Limited Geographical Area, Watching)


Physical Limitation: Uncomfortable in Open Air (Infrequently, Greatly Impairing)


Psychological Limitation: Arrogant (Common, Strong)


Psychological Limitation: Believes in the Priesthood of Lemuria, Right or Wrong (Common, Total)


Psychological Limitation: Believes that Surface Worlders are Inferior (Uncommon, Strong)
7 Experience Points
Characteristics Cost 28 Base Points 135
Powers Cost 106 Disadvantages 80
Talents Cost 0 Experience Points 7
Perks Cost 8 Total Points 222
Martial Arts Cost 28
Skills Cost 52
Total Cost 222
Concept Gadgeteer Hair Colour various
Nationality Lemurian Eye Colour various
Place of Birth various, Lemuria Height various
Date of Birth various Weight various

At last, the water became clear - or at least reasonably so. The particle cloud thrown up by the removal of layers of mud had drifted to the south, taken by the slow deep current. The underlying stone still lay there on the bottom of the undersea crater. True, it was unlike any other stone that they had seen, brown - nearly orange - rock seeming to have a layered look like slate. While the corners were smooth, the other forms seemed to have lines that were perfectly straight and at crisp angles to one another. Still it was lifeless.

From his reading of the scrolls, Beroon Sulik knew that this was it. This was an artifact of the Ancients. A powerful implement granted to the Atlantean ancestors by the gods themselves - the same gods that had brought the ancestors from the Deadening Sea to this world. That it seemed dead did not phaze him. He knew how to bring it to life.

He retrieved two scrolls from his pack, his two most precious possessions. He unfolded the seal-hide scroll that dated back to the first Atlanteans and he smiled. Beroon was once a simple scribe who had a talent for languages. He was the only one among the Seekers of the Ancient Gods, the Hadlon Lemal, who could read the arcane script. And, he was somewhat confident that he could speak Taklit as well. In that ancient language his voice wavered slightly as he said, "Activation... start... sequence."

Of course to the others it sounded like words of power, for while they resembled Atlantean speech, the words seemed to mean nothing. The leader of the groups allowed himself to smile - for the first time since they had left Atlantis - as the vibration of the artifact produced low humming sound and a flat rectangular area the size of a man's chest filled with words in a language that only Beroon could understand.

The others began to murmur and 'Oooh' and 'Aaah'. A few cheered or snapped their hind fins in appreciation. Most had already believed. The others now did too. And the journey of thousands of leagues - a journey of hardship and dedication - seemed at this moment to be but a small chore.

"Show us the Ten," Beroon said in Taklit. And instantaneously the visages of ten gods appeared in the water above the group. They seemed wise and peaceful, yet ghostly, too. In the modern tongue of his people, he said loudly, "Our destiny is achieved. We will settle here and build a strong nation. We will once again achieve the wonders of the Ancients under the guidance of the Ten."

The leader of the cult selected two of the most loyal men and two of the most loyal women and designated them as Priests of the Ancients. Soon he would begin teaching them rudimentary Taklit, but initially, they would be his mouthpieces. The first task would be to create a levee to keep the mud and silt from overcoming the Stone. The second task would be to create a city for Hadlon Lemal.

They are the favored of the gods and the Priests of the Ancients aren't shy about that. Even the Imperial House must listen to the Priests. They live primarily to perpetuate the priesthood and also to gain more artifacts of the Ancients.
"Witness the Power of the Ancients and quake in your boots!"

The Priests of the Ancients use 'gifts' granted by the Ten of the Ancients. The Crown of Channelling allows them to call upon the gods to send them visions, to find their enemies, to allow them to speak with people at great distances, or to rain death upon disbelievers (in reality, these are communication devices that call a satellite and control it). Ostensibly, much of their power comes about from their knowledge of Taklit (the ancient linguistic ancestor of Atlantean) and knowing command phrases for the computer that is the Stone of the Ancients. The priesthood treats the language and the knowledge as a great secret. The Amulet of Klisst Niqket allows the priest to magically manipulate his image (a high tech holograph projector. The Belt of Oruz Venil is a magical device that provides protection from harm and allows the priest to fly through water or air (an electromagnetic force projector). Should any deign to touch the priest uninvited, the belt will also deliver a shocking blast; the priest an also use this offensively by touching a victim.

The Priests of the Ancients will take the role of commanders and rarely get involved in direct combat themselves. Typically one Priest commands one cohort.


The Priests wear tight fitting clothing that cover all except for their heads and with 'shoulder pads'. The predominant color is dark gold with deep purple trim. The crown and belt are prominent and easy for all to see as symbols of office.