and her army are tasked with obtain- ing something for Lemuria, or accomplishing some military goal. The PCs want the same thing, or have been ordered to stop her. Haliris decides its time to marry again, and in her greatest act of noncomfor- mity to date decides that one of the PCs would make the perfect husband. All she has to get him to do is betray his homeland... which may require the help of Lemurian sorcery.
Eager to foment trouble between Lemurian and Atlantis to further her own military career, Haliris goes “off the reservation” and launches a plot designed to start a war. She arranges for a series of grisly murders to take place in Ras Shamra that seem to have been done by Lemurians, while framing the Atlanteans for similar attacks in Dushaan. The PCs have to figure out what’s really going on to prevent the deaths of thousands.
Personality/Motivation: Gerilah chose sorcery over the sword largely because he’s a snivelling coward. He does his best to hide this fact in public (and in fact has largely succeeded), but in private he’s quick to cower or flee if confronted with force he can’t strike back against. He works hard to arrange his encoun- ters with his enemies so that he has the upper hand and can prevent them from hurting them. When he thinks he has an opponent at a disadvantage, or when dealing with someone obviously his inferior (like a Mole-Man), he’s a vicious bully given to mocking comments and playing cat and mouse.
quote: “A clever trap, no? Now I shall teach you new definitions of pain in my work-room.”
Powers/Tactics: Gerilah Nask is an accomplished Lemurian sorcerer who knows a wide variety of elemental and Chaos magics. In addition to his spells, Gerilah has several powerful enchanted items acquired (by one means or another) over the course of his career. He’s crafted for himself an Unvincitory Pillar and uses it frequently, particularly for its defensive powers. He wears the Ring of Rijn, a potent magical weapon so ancient it predates the Lemurian people. It can summon lions, sharks, or eagles to fight for Gerilah, fire a deadly beam of energy, trap his enemies in bands of arcane force, or even teleport Gerilah to safety. His Shieldrobe thwarts many attacks against him, though it’s of no use against some types of magic (i.e., it doesn’t provide Mental Defense or Power Defense).
If confronted by an opponent he hasn’t had time to prepare for or doesn’t feel capable of defeating easily, Gerilah has no qualms about fleeing (though he’ll try to avoid looking like a total coward if there are other Lemurians watching). He can use the Teleportation power of his Ring to do this, though he’ll save that for a true emergency if he has another, more reliable, escape route handy. He keeps one of the Floating Fixed Locations on his rings set to his main sanctum in Lemuria, and another to a smaller, secret sanctum not in Lemuria.
Fortunately for his peace of mind and image, Gerilah usually is prepared to deal with his enemies. His sanctum has a number of traps both mundane and mys- tical to alert him to danger and keep his foes off-balance, and he often has a sum- moned Earth or Fire being with him to serve as his “bodyguard.” Given enough time he can prepare all sorts of surprises for his adversaries using his mechano-
GERILAH NASK
Lemurian Sorcerer
Val Char Cost Roll notes
10 STR 0 11- Lift 100 kg; 2d6 HTH damage [1] 16 DEX 18 12- OCV: 5/DCV: 5
15 CON 10 12- 12 BODY 4 12-
20 INT 10 13- PER Roll 13- 15 EGO 10 12- ECV: 5
20 PRE 10 13- PRE Attack: 4d6
12 COM 1 11- 6 PD 4 Total: 26 PD (20 rPD) 8 ED 5 Total: 28 ED (20 rED) 4 SPD 14 Phases: 3, 6, 9, 12 5 REC 0 50 END 10
30 STUN 5 Total Characteristics Cost: 101 Movement: Running: 6”/12”
Cost Powers enD
— The Minor Magics: Variable Power Pool (Lemurian Minor Magics Pool),
30 base + 15 control cost, No Skill Roll Required (+1) var
20 Air Spells Multipower: Multipower, 200-point reserve
1 Becalming
1 Blizzard
1 Call The Winds 1 Irresistible Winds 1 Leash The Storm 1 Levitation 1 Lightning Spear 1 Reaping The Whirlwind 1 Shield Of The Winds
25 Earth Spells Multipower: Multipower, 250-point reserve 1 Breaking Of Earth
1 Clasp Of Stone 1 Earth Spirit Matrix 1 Eordica’s Wrath 1 Giant’s Sling 1 Parting The Earth
1 Stonewall
1 Strength Of Earth
25 Fire Spells Multipower: Multipower, 250-point reserve 1 Extinguishing
1 Fireball 1 Fire Darts 1 Fire Spirit Matrix 1 Fist Of Fire
1 Immolation
1 Shield Against Flame
20 Water Spells Multipower: Multipower, 200-point reserve 1 Fist Of Poseidon
1 Flood
1 Stilling The Waters 1 Unleash The Waters
90 Order Spells Multipower: Multipower, 180-point reserve
1 Chaos Doom
1 Chaos Mantle
1 Imposition Of Chaos 1 Shield Against Chaos
60 Unvincitory Pillar: Multipower, 120-point reserve; all OAF (-1) 8m 1) Ignaetory Sphere: RKA 3d6, Explosion (-1 DC/3”; +1); OAF (-1),
12 Charges (-¼) [12]
7m 2) Lightning Bolt: RKA 4d6, Armor Piercing (+½); OAF (-1),
magical skills.
Campaign Use: Gerilah Nask is intended as an adversary for a team of PCs based not so much on raw personal power as cleverness, resources, and prepara- tion. When fighting him the PCs should always be reacting to his plans and preparations, and thus unable to take the fight directly to him. Otherwise they can probably overwhelm him pretty quickly.
To make Gerilah more powerful, increase the size of his spell Multipower reserves and beef up his arsenal of spells. Another enchanted item or two, perhaps one that enhances his Primary Char- acteristics and SPD, could also help. To weaken him, remove the Ring of Rijn and/or reduce the Armor provided by his Shieldrobes.
7m 3) Paralysis: Entangle 6d6, 6 DEF, Takes No Damage From Attacks (+½);
OAF (-1), Cannot Form Barriers (-¼), 12 Charges (-¼) [12]
8m 4) Enervation: Drain STUN 6d6, Ranged (+½); OAF (-1), 12 Charges (-¼) [12] 6m 5) Spell Of Protection: Force Field (8 PD/8 ED/6 Mental Defense/6 Power
Defense/6 Sight Group Flash Defense/6 Hearing Group Flash Defense),
Reduced Endurance (0 END; +½); OAF (-1) 0
3m 6) Arcane Wall: Force Wall (8 PD/8 ED, 3” long); OAF (-1), Extra Time (Full Phase to create, and a Half Phase to maintain each Phase
thereafter; -¾), 12 Charges (-¼) [12]
27 Arcane Augmentation: Aid 4d6, all Magic spells/powers simultaneously (+2) (120 Active Points); OAF (Unvincitory Pillar; -1), Self Only (-½),
1 Charge (-2) [1]
105 The Ring Of Rijn: Multipower, 157-point reserve; all OIF (-½) 5u 1) Summoned Beasts: Summon up to 16 animals built on up to 250
Character Points each, Expanded Class (lions on land, sharks in the water, eagles in the air; +¼), Slavishly Loyal (+1); OIF (-½), 1 Charge (-2) [1] 6u 2) Negative Energy Beam: RKA 5d6, Line Of Sight (+½), Penetrating (+½);
OIF (-½), 4 Charges (-1) [4]
7u 3) Arcane Shackles: Entangle 6d6, 6 DEF, Area Of Effect (8” Radius; +1),
Selective (+¼); OIF (-½), 8 Charges (-½) [8]
1u 4) Teleport To Safety: Teleportation 10”, MegaScale (1” = 10,000 km, can scale down to 1” = 1 km; +1½); OIF (-½), Can Only Teleport To Fixed
Locations (-½), 1 Charge (-2) [1]
7 The Ring Of Rijn: Two Floating Fixed Locations for Teleportation; OIF (-½) 0
40 Shieldrobes: Armor (20 PD/20 ED); OIF (-½) 0
2 Lemurian Longevity: Life Support (Longevity: 300-year lifespan) 0 Perks
10 Perk: Lemurian Sorcerer
10 Perk: Corusqua Supply (1,000 END worth per month) 15 Perk: Crystallos Supply (2,000 END worth per month) 10 Perk: Fulminor Supply (1,000 END worth per month) 20 Perk: Ignaetium Supply (4,000 END worth per month)
Skills
3 +1 with Lemurian Sorcery
10 Arcane Power: +4 with Magic Spells; OAF (Unvincitory Pillar; -1) 3 Inventor 13-
3 KS: Lemurian History And Culture 13- 3 KS: Lemurian Arcane And Occult Lore 13-
1 Literacy
3 Mechanics 13-
7 Power: Lemurian Magic 15-
Total Powers & Skills Cost: 611 Total Cost: 712
300+ Disadvantages
15 Psychological Limitation: Sadistic (Common, Strong)
10 Psychological Limitation: A Coward And A Bully (Common, Moderate) 5 Rivalry: Professional, with one or more other Lemurian sorcerers 382 Experience Points
Total Disadvantage Points: 712
Background/History: Gerilah Nask is one of the foremost Lemurian sorcerers of his day, and the extent of his various plots, schemes, and machinations to obtain greater power and wealth almost equal the extent of his knowledge of Lemurian arcana. In his younger days, as a grandee of House Nask, he chose wizardry rather than warfare as his chief pur- suit, but that made him no less popular with the ladies. Unfortunately he has not aged well. Decades of stooping over his desk reading by the light of Lemurian glow-globes, of trafficking with beings and spirits best left unmentioned, and dealing with secrets man was not meant to know have seemingly aged him... though he’s not really “elderly” thanks to his Lemurian vitality. In truth he remains as clever, scheming, and cruel as ever, as more than one of his enemies and rivals has learned to his regret.
CORMAR THE MIGHTY
Val Char Cost Roll notes
40 STR 40 17- Lift 6,400 kg; 8d6 HTH damage [4] 25 DEX 45 14- OCV: 8/DCV: 8
25 CON 30 14- 20 BODY 20 13-
25 INT 15 14- PER Roll 14- 20 EGO 20 13- ECV: 7
30 PRE 20 15- PRE Attack: 6d6
20 COM 5 13- 18 PD 10 Total: 38 PD (20 rPD) 18 ED 13 Total: 38 ED (20 rED) 5 SPD 15 Phases: 3, 5, 8, 10, 12 15 REC 4 100 END 35
60 STUN 7 Total Characteristics Cost: 279 Movement: Running: 9”/18”
Cost Powers enD
— The Lesser Powers: Variable Power Pool (Atlantean Lesser Powers Pool),
30 base + 15 control cost, No Skill Roll Required (+1) var
25 Air Spells Multipower: Multipower, 250-point reserve 1 Air Spirit Matrix
1 Becalming
1 Call The Winds 1 Fleetness Of Cloud
1 Fury Of The Winds (lesser version: Energy Blast 10d6) 1 Irresistible Winds
1 Leash The Storm 1 Levitation 1 Lightning Spear 1 Reaping The Whirlwind 1 Shield Of The Winds
25 Earth Spells Multipower: Multipower, 250-point reserve 1 Breaking Of Earth
1 Clasp Of Stone 1 Dardarian Prison 1 Earth Spirit Matrix 1 Eordica’s Wrath 1 Giant’s Sling 1 Parting The Earth
1 Stonewall
1 Strength Of Earth
28 Fire Spells Multipower: Multipower, 280-point reserve 1 Extinguishing
1 Fireball 1 Fire Darts 1 Fire Spirit Matrix 1 Fist Of Fire
1 Immolation
1 Shield Against Flame
22 Water Spells Multipower: Multipower, 220-point reserve
1 Blizzard
1 Fist Of Poseidon
1 Flood
1 Stilling The Waters 1 Unleash The Water
40 Light Spells Multipower: Multipower, 200-point reserve 1 Armor Of Light 1 Dimming 1 Eyes Of Helios 1 Illuminating 1 Irresistible Flare 1 Leeching Spirit Gerilah rarely Hunts anyone; if
enemies get away from him he chalks it up to experience and moves on. How- ever, some opponents make him angry enough that he looks for ways to strike back. Since he’s not an aggressive or bold man by nature, he approaches the chase cautiously, with lots of study and planning... then he strikes when the best opportunity presents itself.
Appearance: Gerilah Nask is an old- looking, wizened man with no hair on his head (or face) and a sort of reptilian, malicious look to him. He wears dark robes with wide sleeves, several large necklaces of crystallos (magical crystals) crystals that loop down as far as his chest and stomach, golden bracers on his wrists, and rings on several of his fingers. One hand clutches his Unvincitory Pillar.