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Marchosias Lostaroth

Level: 10
Life Points: 260
Class: Technician
Race: Human
STR: 10 DEX: 11 AGI: 10 CON: 8 POW: 12 INT: 6 WP: 7 PER: 8
PhR: 85 MR: 95 PsR: 80 VR: 85 DR: 85 Presence: 75

Initiative: 125 Natural/95 Platinum/115 Platina and Algol


Attack Ability: 260 Platinum (Platinum, Platina and Algol)
Block Ability: 260 Platinum (Platinum, Platina and Algol)
Damage: 140 Platinum/115 Platina and Algol
Wear Armour: 5
Armour: None

Advantages and Disadvantages: Combat Senses (Block), Ambidextrous, Hard to Kill, Innate Power,
Easily Possessed
Natural Abilities: Longsword Module, Barbarian Module, Ars Magnus Berserker
Limit: Agon: Limit of War

MK: 510
Ki Abilities: Use of Ki, Ki Control, Presence Extrusion, Aura Extension, Combat Aura, Inhumanity
Ki Accumulations: Str 4 (5) Dex 5 Agi 5 Con 1 Pow 5 Wp 1
Ki Points: 104
Techniques: Neokinesis, Lord of the Massacre. Neo Genocide, Aura of Death, Annihilation

Size: 18 Regeneration: 2
Movement: 10 Fatigue: 8

Secondary Abilities: Acrobatics 140, Athleticism 40, Swim 20, Jump 25, Climb 20, Style 80, Intimidate
200, Leadership 120, Notice 100, Search 80, Memorize 40, Occult 80, Composure 170, Feats of Strength
80, Withstand Pain 120

Special: Marchosias has already failed on one occasion the power check of the Avatar of Hell, so his soul
is stained with a supernatural taint similar to that of a Demon. Thus he suffers double damage from
sacred weapons.
The Lord of the Massacres

Real Name: Marchosias Lostaroth


Rank: High Inquisitor
Birthplace: Unknown
Age: 32
Combat Style: Inquisitorial Fencing
Ethnicity: Vildian
Height: 2.05m
Weight: 97kg
Hobbies: Unknown
What he most appreciates: …
What he most detests: Anyone that stands in his way.

The final executor, Marchosias is the most powerful warrior of the Inquisition, a dangerous weapon that
the Church only releases in situations of real danger. With unlimited potential for destruction and an
unpredictably wild temperament, Marchosias Lostaroth is a tool deployed with extreme care. Father of
Saint Hazael Likas, the High Inquisitor Lostaroth is perhaps one of the most sinister figures of the
Inquisition. Interned in the heart of Albidion, there are those who fear that he has been corrupted after
having used the Axe of Baal; his failure to destroy this device after fulfilling its mission does not help to
clear such doubts.

However, after the Rupture of the Skies the Church needs his talents; Armed with Platinum, one of the
Original Legislators, he does not need tactics, support or inspiration, just point him to where your
objective is. In this way, the man known as the Lord of the Masacres goes back to Gaia...

Inferno and Paradise

During the course of an extermination mission, Marchosias has disappeared. Although the High
Inquisitor knows how to take care of himself, the higher ups of the Church have been perplexed
when much later Santa Hazael has disappeared with her guardian angel to save her father,
according to the child's cryptic words. Unable to mobilize large amounts of official resources
without making public the existence of the controversial Saint, the Church has sent a small group
in search. The characters could be the part of this search party, or they could cross paths with the
strange girl and become entangled in her journey.
And Death Walks By His Side
Neokinesis: Level 1
Description: The reflexes of Marchosias accelerate, making him see the world move much slower and
multiplying his reaction speed in the process.
Effects: +100 Initiative, Maintained
Cost: AGI 5 (2), DEX (1)
MK: 30

Lord of the Massacre: Level 1


Description: Concentrating his anger and rage in a layer of Ki around his skin, Marchosias reduces the
effects of attacks directed against his person, thus he is able to ignore minor blows.
Effects: AT 4, Maintained
Disadvantages: Requires Berserker
Cost: CON 1, STR 5 (1), POW 5 (1)
MK: 20

Neo Genocide: Level 2


Description: Marchosias hits with great force the ground under his feet, provoking a burst of Ki that
devastates everything around him.
Effects: +90 Attack Ability, 15 Foot Area Attack, Reduction of Ki -2
Cost: AGI 7, DEX 7, POW 4
MK: 55

Aura of Death: Level 2


Description: Accumulating his Ki in his lungs, Marchosias sends forth a powerful cry that channels his Ki
in the form of waves through the air. All those who fail to escape or protect themselves of these waves
will be impregnated by the dark Ki of Marchosias, which will slow down their movements and capabilities.
Effects: Supernatural Effects: PhR 140 or All Action Penalty (Minor, Attack) and PhR Reduction, 80 Foot
Area Attack, Reduction of Ki -5
Disadvantages: WIthout Damage, Lord of the Massacre (Maintained)
Cost: DEX 8, POW 7, WP 2
MK: 95

Annihilation: Level 3
Description: Unloading all his bloody rage, Marchosias begins a series of attacks chained by enormous
power, which explode everything that they impact, causing enormous damage to an area around him.
Effects: +2 Additional Attacks, +90 Attack Ability, 30 Foot Area Attack, Reduction of Ki -5
Cost: Lord of the Massacre (Maintained)
MK: 120
Frederick Adler

Level: 6
Life Points: 185
Class: Dark Paladin
Race: Human
STR: 7 DEX: 10 AGI: 8 CON: 7 POW: 10 INT: 10 WP: 11 PER: 8
PhR: 60 MR: 70 PsR: 75 VR: 60 DR: 60 Presence: 55

Initiative: 95 Natural/ 95 Shortsword +5/40 Bastard Sword +5


Attack Ability: 150 Bastard Sword +5/150 Shortsword +5
Block Ability: 150 Bastard Sword/150 Shortsword +5
Damage: 100 Bastard Sword +5/ 65 Shortsword +5
Wear Armour: 60
Armour: Partial Plate +5
AT: CUT 5 IMP 4 THR 3 HEAT 4 ELEC 3 COLD 3 ENE 0

Advantages and Disadvantages: Disturbing, Natural Learner (Leadership), Danger Sense


Natural Abilities: Bastard Sword Module, Shortsword Module

MK: 135
Ki Abilities: Use of Ki, Ki Control, Presence Extrusion, Aura Extension
Ki Accumulations: Str 2 Dex 2 Agi 1 Con 1 Pow 2 Wp 2
Ki Points: 66
Techniques: Kortana

Size: 14 Regeneration: 1
Movement: 8 Fatigue: 7

Secondary Abilities: Athleticism 35, Ride 45, Swim 25, Notice 90, Search 60, Style 60, Intimidate 140,
Leadership 170, Persuasion 100, Composure 120, Withstand pain 110, History 80, Law 90, Occult 30,
Tactics 160
The Dark Hand of the Empire

Real Name: Frederick Adler


Rank: Leader of the Hand of the Emperor
Birthplace: Archangel
Age: 52
Combat Style: Imperial Fencing
Ethnicity: Asher
Height: 1.83m
Weight: 90kg
Hobbies: Reading
What he most appreciates: His country and the Empress.
What he most detests: Those who oppose the Sacred Holy Empire.

A brilliant strategist and leader of the Emperor's Hand since the reign of Elias, Frederick Adler has shown
for more than a decade that his ardent devotion to the Empire and the Throne is only tempered by his
cold and ruthless manner of acting; a monster in the eyes of those unable to understand the extent of his
loyalty. Nothing is out of reach, not even sacrificing his own men, if it is for the good of the Empire.

Thanks to the network of agents dispersed through Gaia by the Hand, Adler has an influence that he
does not hesitate to use in favor of the Empire. He does not feel any remorse at the time of staining his
hands for Empress, no matter how vile their actions must be: the end justifies the means, and there is no
nobler end than the glory and survival of the Sacred Empire of Abel.

These are hard times for the Empire. Given the current geopolitical situation of Gaia, Frederick
Adler has decided that certain operations are necessary to destabilize possible enemies, foreign
rivals and protect the interests of the Empire. Unfortunately, some of the performances are of
such turbid character that if the participation of Imperial Agents were discovered, it could result in
a very compromised situation for the Sacred Empire.

For all this, the Emperor's Hand plan is to use talented criminals convicted of serious crimes,
such as multiple murders, large scams, multiple thefts and the like. These criminals, in exchange
for a reduction of their sentences, will work for the hand in operations too risky or committed to
use their very precious agents. Of course, multiple systems have been proposed, from
supernatural explosives to poisons, to ensure that "recruits" do not escape. What these recruits
do not know, of course, is that Adler does not intend to set free dangerous critics of state secrets.

The characters could be part of one of these squads, or encounter the operations of one of them,
which would make them the target of the Emperor's Hand.

Kortana: Level 1
Description: Frederick launches forward in an attack aimed at the vital points, with the intention of
finishing off his opponent with a single blow to a weak point causing serious damage.
Effects: Critical Enhancement +40, Damage Augmentation +25, Combat Maneuvers and Aiming -50,
Reduction of Ki -1
Cost: DEX 4, STR 3, POW 3, WP 4
MK: 45
Luther Delacroix

Level: 7
Life Points: 130
Class: Novel
Race: Human
STR: 5 DEX: 8 AGI: 7 CON: 7 POW: 13 INT: 10 WP: 8 PER: 6
PhR: 65 MR: 85 PsR: 70 VR: 65 DR: 65 Presence: 60

Initiative: 90 Natural/75 Matchlock Pistol +5


Attack Ability: 65 Matchlock Pistol +5
Dodge Ability: 5
Damage: 75 Matchlock Pistol
Wear Armour: 5
Armour: Armoured Longcoat +5
AT: CUT 2 IMP 1 THR 3 HEAT 2 ELEC 3 COLD 3 ENE 0

Advantages and Disadvantages: Incomplete Gift, Natural Power, Magical Diction, Elemental
Compatibility (Necromancy), Slow Recovery of Magic
Natural Abilities: Matchlock Pistol Module

MA: 55 (75 Necromancy)


Zeon: 995
Magic Projection: 10
Magic Levels: None
Zeon Regeneration: 75
Metamagics: Defined Magic Projection (x5), Advanced Zeon Regeneration (x2), Persistent Effects,
Exploitation of Natural Energy, Combined Magic, Force Speed, Hide Magic
Magic Theorem: Common

MK: 140
Ki Abilities: None.
Ki Accumulations: Str 1 Dex 1 Agi 1 Con 1 Pow 3 Wp 1
Ki Points: 51
Techniques: None.

Size: 12 Regeneration: 1
Movement: 7 Fatigue: 7

Secondary Abilities: Ride 40, Notice 80, Search 40, Style 40, Intimidate 80, Leadership 40, Persuasion
80, Etiquette 80, Trading 140, Science 80, History 80, Law 120, Medicine 40, Occult 140 (180/240
Undead), Tactics 80, Magical Appraisal 140, Composure 80, Withstand Pain 40, Dance 40
Lord of Black Sun

Real Name: Luther Delacroix


Rank: One of the leaders of Black Sun
Birthplace: Chaville
Age: 35
Combat Style: Controlling a host of necromantic troops
Ethnicity: Aion
Height: 1.78m
Weight: 81kg
Hobbies: Attending events of high lineage
What he most appreciates: The Book of the Dead
What he most detests: Opposition from the Steiner house

Son of one of the founders of Sol Negro, he is currently the visible head of the Delacroix family and, for
many managers, the most powerful man in the corporation.

Genius in business and endowed with an unparalleled charisma, this man possesses inconceivable
supernatural powers because he possesses one of the original copies of the Book of the Dead, in volume
connected to the original manuscript and through which he obtains an indisputable control over the dead

Faux Et Versiculum Mortem

Luther Delacroix carries one of the most accurate copies of the Book of the Dead. Treat this copy as a
grimoire, since it has all the spells from 10 to 70 of the Path of Necromancy known to all the Degrees. In
addition, the copy gives its possessor certain minor necromantic powers. It is not known if there are more
similar copies. Currently, this copy is considered an artifact linked to Luther.

Undead Essence: The bearer of the copy is considered to be a Superior Undead. They can choose for
what effects they are considered to be an Undead and for which effects they are not.

Necromantic Power: When calculating the maximum Zeonic value of their innate spells, it is considered
that this is 20 points higher if they are spells of the Path of Necromancy.

Undead Potential: All Undead within a 1 kilometer radius of the copy have a bonus of +10 to All Actions
and +1 to their Intelligence.

Silver Condemnation

Although he considers the power of his copy of the Book of the Dead to be more than sufficient, Luther
sometimes carries with him a Silver Condemnation; When the Black Sun Retrievers first encountered an
Undead Ring, it was sold for a relatively high price. However, when they found a second, there were no
buyers, because such a specific object did not attract buyers. However, when the Delacroix family
obtained the Book of the Dead, a new usefulness to the Ring was found. Based on the design of the
same, the Silver Condemnations were constructed, which were distributed to some of the most important
research directors and executives of Sol Negro. These rings allow their user to control, if in a tenuous
way, the Undead.
False Undead: Any Undead with Intelligence 4 or less must pass an MR against 140 or treat the bearer
of the Silver Commendation as an Undead, whom they will not attack.

Necromantic Control (Notion of Use II): By spending 20 Zeon Points or 2 Ki Points, the bearer of a
Silver Condemnation can direct an undead to carry out his orders for 5 rounds. The Undead must pass an
MR check of 120 if he wishes to break the orders. This only works with Undead with Intelligence 4 or
lower. A number of Undead can be controlled equal to the Willpower Characteristic of the bearer in this
way.

Lord's Seal: If the bearer of a Silver Condemnation uses the Control the Dead spell, it increases by 20
points the difficulty of its MR.
Sylvia Ul Del Sylvanus

Level: 11
Life Points: 220
Class: Ranger/Warlock
Race: Sylvain
STR: 6 DEX: 13 AGI: 13 CON: 8 POW: 13 INT: 12 WP: 9 PER: 11
PhR: 90 MR: 145 PsR: 120 VR: 100 DR: 110 Presence: 80

Initiative: 145 Natural/105 Royal Kaithel/135 Sylvanus Ceremonial Sword


Attack Ability: 260 Royal Kaithel/ 260 Sylvanus Ceremonial Sword
Dodge Ability: 255
Damage: 85 Standard Arrow +5/85 Sylvanus Ceremonial Sword
Wear Armour: 5
Armour: Sylvanus Ceremonial Garb
AT: CUT 4 IMP 4 THR 4 HEAT 4 ELEC 4 COLD 4 ENE 5

Advantages and Disadvantages: The Gift, Gestureless Casting, Charm


Natural Abilities: Longsword Module, Longbow Module

MA: 100
Zeon: 800
Magic Projection: 200
Magic Levels: 50 Light, 10 Essence
Zeon Regeneration: 100
Metamagics: Increased Destruction (x2), Eliminate Protection, Mystic Accuracy, Offensive Erudition
Free Access: Create Fire, Create Music, Fog, Speed, Eliminate Spells, Quick Transport
Magic Theorem: Common

MK: 220
Ki Abilities: Use of Ki, Ki Control, Ki Detection, Ki Erudition, Presence Extrusion, Aura Extension, Use of
Necessary Energy, Ki Concealment, Improvised Techniques
Ki Accumulations: Str 1 Dex 3 Agi 3 Con 1 Pow 3 Wp 1
Ki Points: 70
Techniques: Impromptu Fantasy

Size: 13 Regeneration: 4
Movement: 13 Fatigue: 8

Secondary Abilities: Athleticism 55, Acrobatics 105, Ride 55, Swim 30, Jump 40, Composure 85,
Withstand Pain 45, Notice 200, Search 200, Track 150, Animals 90, Herbal Lore 100, Medicine 40,
History 100,Occult 130, Magical Appraisal 150, Style 60, Persuasion 55, Etiquette 35, Dance 85, Music
95, Hide 120, Stealth 120, Trap Lore 110, Ki Detection 270, Ki Concealment 170
The Bearer of Misfortune

Real Name: Sylvia Ul Del Sylvanus


Rank: Princess of all the Faerie Nations
Birthplace: Sylvania
Age: 254
Combat Style: Divine Arts of combat in combination with arcane magic.
Ethnicity: Sylvain
Height: 1.67m
Weight: 54kg
Measurements: ????
Hobbies: Helping others and living in nature.
What she most appreciates: Her brother Nerelas.
What she most detests: Her failures.

Sylvia Ul Del Sylvanus is called by her people the Bearer of Misfortunes or "Girl of Treason and Tears".
Almost all of the Sylvain consider her the main and only culprit of the destruction of Sylvania during the
Days of Awakening. Sometimes she behaves in a melancholic way, but just as when she was a child, she
shows a special capacity for good towards people and illuminates the lives of others.

Sylvia now travels from one place to another without a fixed goal, hiding her identity while visiting different
places of Gaia. She is genuinely a good person, although she is very noisy; where she sees a problem,
she can not avoid trying to do something to help, even when nobody asks her to. In her own way, it is her
way of being responsible for their actions in the past. Tired of seeing blood, she looks for her brother to
try to stop his revenge against humanity, even if doing so could mean confronting him.

Although during the first years of her life she was taught as a sorceress and showed abilities similar to
those of her brother, her lack of disposition and perseverance kept her from going too far into the
supernatural world, even though her knowledge and magical powers continue to be exceptional today. On
the other hand, she has incredible agility and combat capabilities, thanks in part to her natural gifts such
as the intense training Nerelas subjected her to.

Sylvia has a multitude of enemies, since most supernatural beings who know her history hate her, and
would not hesitate to end her if they found her. In the same way, she has remained patient, for the
Inquisition and Tol Rauko follow her and would try to capture or kill her. Luckily, to date she has always
managed to escape from her persecutors, mocking them all thanks to her skill, ingenuity and good luck.

Ironically, a few months ago she met Anna Never and both have become very good friends, although
neither of them knows who the other is really.

Royal Kaithel

Similar to the rest of their compatriots, the members of the Sylvain noble houses who train for war usually
do so using the Kaithel longbows, but those of greater blue-blooded ancestry, belonging to the royal
families of one of the kingdoms of the Faerie Nations, they usually receive after their training more refined
versions of these longbows, which have sometimes been passed down from generation to generation.
Taking this symbol symbolizes that the young nobel accepts his duties to protect and lead his people.

Quality: The Royal Kaithel are Longbows of Quality +10.


Superior Distance: The base range of a Royal Kaithel is 600 feet.

Resonant Cords (Notion of Use I): The Royal Kaithel are strung in a supernatural way to take
advantage of the archer's manual skill instead of his strength. Therefore, the character adds his Dexterity
bonus instead of his Strength bonus to the damage produced by the arrows fired with these bows.

Fae Arrows: The projectiles fired by a Royal Kaithel count as Quality +5 projectiles, capable of damaging
energy.

Sylvanus Ceremonial Sword

This sword was used by the Sylvanus family for ceremonial acts. Its appearance is similar to that of the
legendary Zelber, although it is only a pale copy made as a symbol. For all purposes it is a Longsword of
Quality +10 capable of damaging energy.

Impromptu Fantasy: Level 1


Description: After being attacked, Sylvia recovers quickly, as if she had not been hit. For those who see
the exchange, it seems as if the blow has only displaced her a little and now it floats through the air to
relocate, preparing to respond as if it were a vengeful love affair. Normally, this technique is usually
followed by two shots of Sylvia with her bow.
Effects: Quick Recovery, +2 Limited Additional Attacks, Reduction of Ki -1
Cost: AGI 5, DEX 5, POW 5, WP 3
MK: 30
Kerberos

Level: 8
Life Points: 240
Class: Dark Paladin/Warrior
Race: Vetala
STR: 11/12/13 DEX: 11 AGI: 8 CON: 9 POW: 9/10 INT: 9 WP: 11 PER: 8
PhR: 75 MR: 75/80 PsR: 85 VR: 75 DR: 75 Presence: 65

Initiative: 110 Natural


Attack Ability: 230 Blood Claws
Block Ability: 225 Blood Claws
Damage: 70/75 Blood Claws (Cut)
Wear Armour: 60/65
Armour: Trenchcoat of Command (Armoured Longcoat +10)
AT: CUT 3 IMP 2 THR 4 HEAT 3 ELEC 4 COLD 4 ENE 2

Advantages and Disadvantages: Combat Senses (Block), Blood of the Great Beasts
Natural Abilities: Blood Claws Module

MK: 250
Ki Abilities: Use of Ki, Ki Control, Presence Extrusion, Aura Extension, Inhumanity
Ki Accumulations: Str 2 (3) Dex 2 Agi 1 Con 1 Pow 1 (2) Wp 2
Ki Points: 77
Techniques: Blessing of Midnight, Law of Blood, Sanguinis Vitae

Size: 19 Regeneration: 2/6


Movement: 8 Fatigue: 9

Secondary Abilities: Athleticism 35, Ride 45, Swim 25, Notice 80, Search 40, Style 60, Intimidate 200,
Leadership 185/190, Persuasion 120, History 105, Occult 130, Composure 130, Feats of Strength
100/120, Withstand Pain 130, Alchemy 100 (Potions 180)

Special: His race and Legacy confers Kerberos a level modifier of +3.
The Lord of Blood

Real Name: Kerberos


Rank: Captain of Les Jaeger
Birthplace: Nyhakryenzarath
Age: Between 2,000 and 3,000 years
Combat Style: Blood claws and Azur assassin commando style
Ethnicity: Vetala
Height: 1.95m
Weight: 110kg
Hobbies: Sleep
What he most appreciates: Power
What he most detests: Serfdom

The captain of Les Jaeger Kerberos, known by his subordinates as the God of Blood, he is an inhuman
creature that feeds on death to satisfy his immortal appetite.

He competes regularly with the Colonel for his position of primacy among the agents of the Alliance,
using his monstrous powers and millennia of experience to exterminate everything that gets in his way.

The Blood Coffin

Wherever he goes, Kerberos carries his Blood Coffin, an ancient Vetala artifact that allows the Ancient to
recover from his wounds quickly and rest safely. This Coffin is one of those used in the Blood Sky Nation,
which Kerberos has been carrying since that time.

Capsule of Repose: A Vetala that sleeps inside the Coffin sees its Regeneration increased to 16, unless
it is already higher, and they become immune while they are in the Coffin for the purposes of all poisons
and diseases below 70.

Life Tank: To be able to rest correctly in the Coffin, it must be filled with blood. If it is blood of Natural
beings, they must be beings of Intelligence 4 or higher, while if it is blood of supernatural beings, it is
enough that they have Presence 20 or higher (That is, they are not masses of vermin) .

The Power of the Blood: If filled with supernatural blood, after having rested for at least 8 hours inside
the Coffin, a Vetala gets +1 to all its physical attributes for 8 hours. These bonuses may increase at the
discretion of the GM if they were to have Gnosis greater than 25.

The God of Blood

Although he does not yet reach the category of Vrykolakas, Kerberos is a tremendously ancient Vetala
that has taken blood from dozens of supernatural creatures. This has endowed him with the powers
reflected in his Legacy of Blood.

Blood Ecstasy: The characteristic of Kerberos that increases with Blood Ecstasy is his Strength.

Blood Claws: The hands of Kerberos end in sharp reddish nails, which can be used as weapons. They
also have the ability to ignore one point of the target’s AT.
The Hunter: Kerberos can see sources of heat, so he halves the penalties caused by natural Darkness.

When using his Transformation, Kerberos obtains the following powers:

Major Claws: The hands of Kerberos deform into overly large claws, which have the same profile as his
Blood Claws, except that their damage is increased by 20 points and they ignore up to 3 points of AT.

Wings of Blood: From the back of Kerberos sprout two membranous bat-like wings, which constantly
drip blood. These wings allow him to move through the air with a Movement of 8.

Son of the Dragon: Under Kerberos's chest his heart beats, pumping supernatural blood. Kerberos can
accumulate a bonus to his Attack Ability of up to +50 (even while acting), at a rate of +10 per turn. As he
accumulates, his heart beams with a brightness through his skin, which is transmitted to his extremities
when he finally decides to unleash his attack. This special attack can not be combined with Ki techniques.

Essence of Blood

Throughout the centuries, Kerberos has become an expert in manipulating others to carry out his ends.
His greatest achievement in this field is the Essence of Blood, a supernatural potion made with his blood,
which allows him to control who take it and increase his effectiveness in combat.

Addictive: Those who drink Essence of Blood must make an VR against 120 or remain under its effects
for a month. If they fail by more than 40 points, once the month is over they will have a penalty of All
Action of -30 during the next two months unless they take another dose. Its effects can be counteracted
during the ten minutes after ingestion in a normal way, once past ten minutes only more powerful
supernatural panaceas will be able to avoid or reduce its effects.

Sire: Those affected by Blood Essence will be easily influenced by Kerberos: if the Vetala is able to use
his ultrasounds while giving orders to the affected party, they must pass a Psychic Resistance check
against 140 or they will do everything in his power to comply the orders. In the event that the orders are
contrary to the nature of the affected or have as their sole obvious purpose the risk of endangering the life
of the affected party (such as an order to jump over a cliff) the affected party will have a +40 to their
Resistance roll.

Ecstasy: At the will of Kerberos, those who have visited affected by Essence of Blood within a radius of
160 feet around him can be affected by Blood Ecstasy as if they were Vetalas, with all its advantages and
disadvantages.

Blood Link: The supernatural link between Kerberos and his Blood Puppets also has its side effects,
which are experienced by all those who are under the effects of Blood Essence within a radius of 160 feet
around Kerberos. These effects can be resisted by passing an PhR against 140. If Kerberos suffers a
Critical that causes effects, failure of this resistance will further cause the Pain state. If ihe were to
become unconscious, failure of the resistance will also cause Unconsciousness. And if Kerberos dies, the
PhR will finally be against Death.
God of Blood
Blessing of the Night: Level 1
Description: The claws of Kerberos become covered with a red Ki-like blood, which seems to drip from
them. Upon attacking, this Ki explodes in contact with its target, making blood and viscera explode
outwards.
Effects: +50 Attack Ability, Reduction of Ki -2
Disadvantages: Elemental Binding (Dark)
Cost: DEX 3, STR 2, POW 2
MK: 20

Law of Blood: Level 1


Description: Kerberos leaves a mark on his target when he hits him, which bleeds and exudes an
fragrance easily caught by the Vetala's sense of smell. This brand stimulates the senses of Kerberos,
causing all his attacks against that target to obtain a bonus of +20 during the next hour, until the wound
closes.
Effects: Minor Brand, +25 Attack Ability, Reduction of Ki -2
Disadvantages: Elemental Binding (Dark)
Cost: DEX 3, POW 2, WP 2
MK: 20

Sanguinis Vitae: Level 2


Description: The claws of Kerberos sink into the flesh of his adversary, after which he begins to absorb
the vitality of his opponent through the pores of his skin, healing while damaging his target from within. In
the event that the target of Kerberos is able to bleed, this technique allows him to enter Blood Ecstasy.
Effects: Supernatural Effects: PhR 140 or Life Drain, ?????
Disadvantages: Elemental Binding (Dark), Predetermined
Cost: DEX 5, STR 6, POW 4, WP 5
MK: 50
Lilith

Level: 12
Life Points: 220
Class: Wizard/Warlock
Race: Human
STR: 6 DEX: 9 AGI: 8 CON: 7 POW: 12 INT: 13 WP: 10 PER: 8
PhR: 90 MR: 115 PsR: 110 VR: 90 DR: 90 Presence: 85

Initiative: 130 Natural/120 Alraune (Sword)/110 Alraune (Whip)


Attack Ability: 240 Alraune (Scorpio +10)
Block Ability: 20 Alraune (Scorpio +10)
Damage: 85 Alraune (Sword)/75 Alraune (Whip)
Wear Armour: 5
Armour: Arcane Wardrobe
AT: CUT 4 IMP 4 THR 4 HEAT 4 ELEC 4 COLD 4 ENE 4

Advantages and Disadvantages: The Gift, Magic Nature, Gestureless Casting


Natural Abilities: Whip Module, Longsword Module, Ars Magnus Scorpio

MA: 105 (120 Alraune)


Zeon: 1.860
Magic Projection: 200 Offensive/240 Defensive(210/250 Alraune)
Magic Levels: 80 Light, 50 Air (Nobility)
Zeon Regeneration: 105 (120 Alraune, 110 Final)
Metamagics: Feel Magic, Force Speed, Defensive Erudition, Empowered Shields, Eliminate Protection
Free Access: Opening, Create Fire, Infinite Bag, Pass without Leaving Trace, Understand Languages,
Contraceptive Protection, Eliminate Spells, Sense Feelings, Cancel Magic, Show the Invisible, Eliminate
Fatigue, Magic Saddle, Stall Spell
Magic Theorem: Common

MK: 170
Ki Abilities: Use of Ki, Ki Control, Ki Detection, Ki Erudition, Presence Extrusion, Aura Extension,
Elemental Attack (Light), Increased Speed, Inhumanity
Ki Accumulations: Str 1 Dex 1 Agi 1 Con 1 Pow 2 Wp 2
Ki Points: 54
Techniques: Dream of Lust

Size: 12 Regeneration: 1
Movement: 8 Fatigue: 7

Secondary Abilities: Athleticism 60, Ride 75, Swim 70, Notice 120, Search 100, Persuasion 150, Style
130, History 115, Medicine 105, Occult 230, Magical Appraisal 280, Composure 110, Withstand Pain 100,
Dance 45
The Witch of Deloran

Real Name: Lilith


Rank: Knight of the Order of the Seventh Heaven
Birthplace: Somewhere in Deloran
Age: Don’t go there sweetie
Combat Style: Archmage with imperial style
Ethnicity: Aion
Height: 1.63m
Weight: Second warning…
Measurements: Come and find out
Hobbies: Reading romantic novels
What she most appreciates: Humanity
What she most detests: The forces of Darkness

Witch, seductress, archmage. Many are the names given to the woman who has been baptized with the
name of the Demonic Mother of the Succubi. However, the Praetorian of the Seventh Heaven that
responds to the name of Lilith remains a mystery to all, using her Gifts in the shadows and coming to light
only to show that she is much more than she appears at first glance.

Born in a hellish world in which nightmares roam freely and the Dark devours those who oppose it, Lilith
has a powerful Light within her, a Gift that she channels with a mastery that surpasses that of many past
archmages, all the while brandishing her Mandrake Sword Alraune with a control that is rarely seen the
world over. Rescued by the Empress of an end in the pyre after her arrival to Gaia and invited to join the
Order of the Heavens, Lilith sees in the young Barbados a hope of future, a Light that can illuminate the
humanity in front of the Darkness that menaces from beyond.

Lilith is an important counterpoint to her companions of the Seventh Heaven, her eyes are fixed on the
good that the Empress can do in the long term while she herself acts from the shadows to ensure the her
will is fulfilled, which she does instead of worrying only about the girl’s safety or passively following
orders. However, although she has preferred to stay away from the spotlight, circumstances have
changed. The Old Continent is about to plunge into a War in the Shadows between its main powers, and
Lilith knows that her Gift will be necessary in the battles that lie ahead.

Alraune

The Mandrake Sword, Alraune is the mystic weapon brandished by Lilith. Once a dark presence, Alraune
has been almost completely purified by the Praetorian, who uses the weapon with a supernatural
dexterity that causes chills in her rivals. However, it is much more than a simple exotic weapon. It is also
a mystical enhancer of great power, and its mandrake essence is still beating within the metal, making
each of its cuts a seductive caress for its rivals.

Quality: Alraune is a Scorpio Weapon of Quality +10 capable of damaging energy. Contrary to the
general rules, it also adds its Quality bonus to the user's Magic Projection if it is used to channel spells.

Supernatural Enhancer: When using Alraune to cast spells, the user's MA is increased by 15 points.

Mandrake Essence: Any target that suffers damage by Alraune must make a VR against 100, or they will
be automatically affected by a supernatural poison that causes Fascination towards whoever wields the
weapon. If the damage causes a Critical, even if it has no effect, the VR will be instead 140.

Mystic Defender (Notion of Use II): When using the Enveloping Whirlwind maneuver, any Mystic Shield
channeled through Alraune benefits from a +20 bonus to its Projection against ranged attacks.

Magic Channel (Notion of Use III): Alraune is able to channel magic through its edge. Doing this is a
complete active action in which a spell with a maximum zeon value of 100 is introduced into Alraune.
When contacting an object with Alraune, usually as part of an attack, the spell is triggered. This allows the
user to combine an attack with a spell without suffering penalties for additional action. However, in case
of not being able to carry out the attack in the turn in which Magic Channel is declared, the spell is lost. If
combined with an area attack, only the first target of the attack will be affected by the spell, unless the
spell has an area in turn. Activating this power consumes 5 Ki points or 50 Zeon points, which must be
accumulated.

Dream of Lust: Level 1


Description: Lilith's weapon is loaded with Ki for a few moments, obtaining an electrical blue color. After
this, she throws a lunging attack. If it manages to hit, Lilith retires quickly, causing even more damage
with a second attack caused by the explosion of the Ki that imbued it. Both attacks benefit from an
increase in damage, but the second can only be executed if the first was successful.
Effects: +1 Additional Attack (Disadvantage: Combo), Damage Augmentation +40
Cost: CON 2, DEX 2, STR 2, POW 3, WP 3
MK: 20
Morrigan

Level: 12
Life Points: 6,085
Class: Warlock
Race: Demon
Gnosis: 40
STR: 13 DEX: 12 AGI: 14 CON: 14 POW: 16 INT: 14 WP: 14 PER: 12
PhR: 110 MR: 150 PsR: 110 VR: 110 DR: 110 Presence: 85

Initiative: 155 Natural


Attack Ability: 260 Demonic Appendages
Defense Ability: Damage Resistance
Damage: 125 Demonic Appendages (Impact, Thrust)
Armour: Natural and Mystic Armour
AT: CUT 6 IMP 6 THR 6 HEAT 6 ELEC 6 COLD 6 ENE 6

Essential Abilities: Superhuman Physical Characteristics, Supernatural Spiritual Characteristics, The


Gift, Natural Power, Gestureless Casting, Unspoken Casting, Zen, Physical Exemption, Ars Magnus
Infinium
Monster Powers: Demonic Appendages (Natural Weapons: -3 AT, +15 Breakage, 3 foot Area),
Increased Initiative +30, Damage Energy, Magic Resistance +20, Metamorphosis (Complete,
Conditional), Control of Space (Aura 15 feet, 100 MR or Partial Paralyzation), See the Supernatural,
Compact Existence, Existential Barrier (3,000 LP)

MA: 120
Zeon: 1,170
Magic Projection: 210 Offensive
Magic Levels: 90 Dark (Time)
Zeon Regeneration: 120
Metamagics: Force Speed (x2), Endure Supernatural Damage, Life Magic, Spiritual Loop (x2), Double
Innate Spells, Control Space, Transfer magic, Hide Magic
Magic Theorem: Common

MK: 240
Ki Abilities: Use of Ki, Ki Control
Ki Accumulations: Str 3 Dex 2 Agi 3 Con 3 Pow 4 Wp 3
Ki Points: 106
Techniques: Thanatos, Hypnos, Hades

Size: 27 Regeneration: 7
Movement: 15 Fatigue: Tireless

Secondary Abilities: Notice 130, Search 105, Style 130, Intimidate 105, Persuasion 120, History 150,
Occult 180, Magical Appraisal 240, Composure 140, Withstand Pain 130
Lady of Space and Time

Real Name: Morriganliethnastivega


Rank: Supervisor of Samael
Birthplace: Unknown
Age: Unknown (Presumably more than 5,000 years)
Combat Style: Pure power and control of spacetime
Ethnicity: Demon (Presumably)
Height: 4.42m (In real form)
Weight: 3.2 tons (in real form)
Measurements: 110-60-90
Hobbies: Collecting beautiful things
What she most appreciates: Having an interesting discussion.
What she most detests: To be bored

Throughout its seven centuries of history, Samael has counted among its ranks the strangest entities.
However, with the sole exception of the Fallen Angels themselves, not a single one of such beings can be
compared to the inexplicable creature that is Morrigan, Lady of Space and Time.

Her origins are a mystery. She is a legend among legends, a being born of dark fairy tales who walk the
world with their own feet. The most widespread myth is that she is one of the nine great demon queens,
born in antiquity from an existential distortion that gave her consciousness. However, that may just be
another of many stories inspired by her thousands of years of existence.

he exact reasons why such an entity ended up joining Samael are the subject of numerous theories. A
being like her, able to travel between the real world and the Wake at will, has little need of an earthly
organization to survive. Some people say that, due to her capricious behavior, she became romantically
interested in some of the Fallen Angels, while others suggest that she simply did it to kill boredom for a
few centuries. For whatever reason, Morrigan holds the title of Supervisor of Samael, a position in which
she only responds to the Council of the Fallen Angels. She acts as a single agent that observes the most
relevant missions of the other members of the organization and, in occasions, even those of the Angels
themselves. Her extraordinary power is an unparalleled asset for Samael, so her intervention is limited
only to events of monumental importance.

Despite her terrifying demonic nature, Morrigan is not a particularly evil entity, although she is terribly
malicious. Due to her thousands of years of life she behaves in a capricious and fickle way; She is good
to those she loves and a unimaginable nightmare to anyone who angers her. When she pretends to be
cruel, her sadism and perversity know no limit.

Her usual appearance is that of a voluptuous woman with blue hair, but when she needs to she acquires
her real form; the lower part of her body becomes a terrifying demonic beast several meters tall. Even
amongst the most ancestral entities, her power is difficult to catalog; in fact, she possesses abilities that
rival or surpass those of certain Fallen Angels. Her nature makes her an impossible force, capable of
devouring dragons or destroying kilometers extensions of land in less than a minute. Despite this, her
destructive power is only the least of her capabilities. Her true power is the domain of space and time,
which allows her to alter her environment at will. She plays with the currents of time as if they were
strands of a thread and her mere presence influences everything that comes close.
In recent decades, Morrigan has established a friendship with Fallen Angel Dinah, who she considers to
be like a naive little sister who she likes to teach. She especially enjoys exasperating Dinah and Ophiel,
since both, from her point of view, are interesting youngsters with a lot of power.

Demonic Appendages: Morrigan's physical attacks affect all who are in contact with her. These attacks
ignore the three points of the enemy AT, and have a total Breakage of 27 points. Those objects destroyed
by Morrigan have the appearance of being rusted and destroyed by the ravages of time, and those who
die from her attacks stop the corpses attributed and aged.

Metamorphosis: Morrigan can change her appearance and size as she wishes, with the exception that
when she takes a form different from its original, she must always have the appearance of a lively
(beautiful) woman.

Space Control: All those within a 15-foot radius of Morrigan must make an MR check against 100 or be
subject to Partial Paralysis. Those who overcome the Resistance do not need to repeat it until they leave
the area and re-enter. Morrigan can choose to eliminate her aura or to not affect specific targets.

Nyx
Thanatos: Level 1
Description: Morrigan acquires the aspect of death without its unstoppable and inevitable violence,
which allows her to become intangible and ignore all those who are between her and her objective.
Effects: Intangibility, Maintained
Cost: POW 3 (1), WP 3 (1)
MK: 20

Hypnos: Level 1
Description: Morrigan acquires the aspect of the final dream, attracting the unwary to herself before
ending them.
Effects: Supernatural Effects: 120 MR or Fascination (Mutual Visual Contact)
Cost: CON 8, POW 11, WP 8
MK: 45

Hades: Level 1
Description: Morrigan acquires the aspect of oblivion and destruction, unleashing a rain of blows on her
target, to which he is unable to respond. By the time she's finished with her goals, these is nothing but
dusty corpses left.
Effects: +2 Additional Attacks (w/ Continuous Attacks), Damage Augmentation +40
Disadvantages: Complex
Cost: 65
MK: 65
Reinhold

Level: 7
Life Points: 155
Class: Warrior Mentalist/Acrobatic Warrior
Race: Human
STR: 5 DEX: 8 AGI: 8 CON: 6 POW: 7 INT: 8 WP: 13 PER: 7
PhR: 65 MR: 65 PsR: 85 VR: 65 DR: 65 Presence: 60

Initiative: 110 Natural/ 110 Nihilim (Rapier +10)


Attack Ability: 200 Nihilim (Rapier +10)
Dodge Ability: 190
Damage: 60 Nihilim
Wear Armour: 0
Armour: Armoured Longcoat +10
AT: CUT 3 IMP 2 THR 4 HEAT 3 ELEC 4 COLD 4 ENE 2

Advantages and Disadvantages: Access to a Single Psychic Discipline (Psychokinesis), Natural


Learner in a Field (Social)
Natural Abilities: Rapier Module, Psychic Projection Module

Psychic Projection: 155


Psychic Potential: 120
Innates: 2
Psychic Patterns: None
Free PP: 2
Psychic Disciplines: Psychokinesis
Psychic Powers: Minor Psychokinesis, Psychokinetic Impact, Psychokinesis Trap, Shatter, Organic
Psychokinesis, Ground Control

MK: 155
Ki Abilities: None.
Ki Accumulations: Str 1 Dex 1 Agi 1 Con 1 Pow 1 Wp 1
Ki Points: 50
Techniques: None.

Size: 15 Regeneration: 1
Movement: 8 Fatigue: 6

Secondary Abilities: Acrobatics 80, Athleticism 30, Ride 30, Swim 25, Jump 40, Style 80, Etiquette 60,
Leadership 100, Intimidate 115, Persuasion 85, Notice 80, Search 40, History 45, Tactics 85, Composure
110, Withstand Pain 85, Dance 60, Music 60, Sleight of Hand 45

Advanced Age: Reinhold’s sheet has the effects of old age applied.
The First Captain of Les Jaeger

Real Name: Alfred Reinhold Webber


Rank: First Captain of Les Jaeger
Birthplace: Ascani
Age: 56
Combat Style: Psychic Capabilities and fencing
Ethnicity: Daevar
Height: 1.82m
Weight: 62kg
Hobbies: Listening to music
What he most appreciates: Good manners
What he most detests: Impurity

Alfred Reinhold Webber, the right hand of The Colonel, has not always been a member of Les Jaeger.
Years ago, long before any of his companions were born, Reinhold was already a famous person on the
public stage.

The Webber family, one of the ancient noble houses of Togarini, was always known for having among its
members the best swords of the principality. In the past, they were honored to act as protectors of the
Imperial family and were considered the elite within the country's elite. However, Reinhold's father spoiled
both the fortune and the honor of his family when he was young, making the Webbers a sad shadow of
what they were.

Raised to be the perfect gentleman, Reinhold swore that one day he would return to his house the
position that corresponded to them by right; and nothing in the world could prevent it. Realizing that his
best chance of achieving this was in the army, he became part of the forces of the principality, where he
was quick to stand out thanks to his talent with weapons, his military instinct, and his noble demeanor. In
but a short time he became the most decorated Captain of Togarini.

However, his greatest gift was still unknown to him.

During an attack on the Thule family, the old governors of the principality, Reinhold discovered that he
had the ability to control gravity with the strength of his will (in fact, he discovered it by crushing one of the
assailants with a thought).

Understanding that well used, that power could help him achieve his dream, he retired from public life for
a while. He was aware that if he took the wrong step, everything he had been working for would go down
forever. Unfortunately, the Thule immediately cut off their relationship with him to avoid problems with the
Church, thus ending any possibility of Reinhold restoring the Webber's honor.

After the ascension to the power of the Archon Matthew Gaul and the creation of the Azur Alliance, the
same Colonel went to Reinhold with a proposal that he could not reject. Knowing his talent, the man
offered him the rank of Captain of Les Jaeger, a position in which he would only respond to him and,
while he was in his service, the honor and glory of the Webber would be restored. Reinhold accepted
without hesitation; It was the opportunity he had been waiting for all his life.

Reinhold Webber is a special man. Educated in the most cultured and refined manners, he always
behaves in a knightly and gentle manner. He treats all who maintain proper protocol with exquisite
manners and acts honorably in combat. It is common for him to wait until his enemies are ready (as he
detests seizing undue advantages) and his behavior towards women is irreproachable. Whatever
happens, he never loses his composure. In his eyes, there is a certain honor in combat that tends to be
lost in great battles. Even if a confrontation supposes that only one should prevail, it does not mean that
one has to lose civility and not treat the enemy in a courteous manner before, sportingly, ending his life.
In contrast to what this way of being suggests, his hand does not tremble when executing the most cruel
orders, nor does he have the same compunction to become a demon if that allows him to achieve what
he wants.

Even though he is almost sixty years old, Reinhold is still a true hero in battle. Not only is he a master
with the sword (which he carries camouflaged in his cane), but his ability to control gravity makes him one
of Azur's most powerful agents.

For him, it is as easy to crush a person with a thought as to displace a whole house at will.
Mijhail

Level: 10
Life Points: 330
Class: Paladin/Weaponsmaster
Race: Human
STR: 10 DEX: 13 AGI: 7 CON: 11 POW: 11 INT: 10 WP: 9 PER: 8
PhR: 95 MR: 95 PsR: 85 VR: 95 DR: 95 Presence: 75

Initiative: 120 Natural/ Rómulo and Remo


Attack Ability: 265 Rómulo (Lance +15)
Block Ability: 300 Remo (Tower Shield +15)
Damage: 95 Rómulo
Wear Armour: 190
Armour: Armor of the Scales (Full Field Plate +15)
AT: CUT 10 IMP 10 THR 10 HEAT 7 ELEC 3 COLD 7 ENE 5

Advantages and Disadvantages: Natural Learner in a Field (Intelectual), Use of Armor


Natural Abilities: Lance Module, Tower Shield Module, Area Attack Module, Chained Attack Module, Ars
Magnus Guardian, Firm Grip Module

MK: 190
Ki Abilities: Use of Ki, Ki Control, Presence Extrusion, Aura Extension, Ki Transmission, Ki Healing,
Inhumanity
Ki Accumulations: Str 2 Dex 3 Agi 1 Con 2 Pow 2 Wp 1
Ki Points: 66
Techniques: Balance of the World, Equilibrium

Size: 20 Regeneration: 4
Movement: 7 (4) Fatigue: 11

Secondary Abilities: Athleticism 30, Ride 35, Swim 30, Notice 80, Search 45, Trading 40, Style 100,
Etiquette 40, Intimidate 60, Leadership 200, Persuasion 90, Science 130, History 120, Law 110, Medicine
70, Occult 145, Tactics 200, Composure 140, Feats of Strength 120, Withstand Pain 120, Art 85
The Knight of the Scales

Real Name: Mijhail Mashen’ka


Rank: Lord of War
Birthplace: Magda
Age: 42
Combat Style: Style of the Balance
Ethnicity: Eruk
Height: 1.90m
Weight: 110kg
Hobbies: Reading books
What he most appreciates: Justice.
What he most detests: Unnecessary conflict.

In more ways than one, Lord of War Mijhail Mashen'ka is a unique man. Not only is he one of the best
warriors, philosophers and strategists in the world, embodying many of the principles of perfection in his
being, but he will be remembered as the one who could have sat on the Sacred Holy Throne of Abel.

The story of Mijhail is complex because as soon as the emperor Lascar Giovanni was born he was taken
to his court by Archangel; a method to make sure that his father, the rebellious Ibor Mashen'ka, did not
dare to go against his will. In his apparent dementia, Lascar decided to take care of the boy and started
raising him instead of his legitimate son by the mere coincidence that both children were born the same
day. Funnily, he announced that he would prepare the child to be his personal executor and someday,
grant him the throne of the Empire.

Ignoring his true past and Lascar's plans, the lonely Mijhail found refuge in the hard training he received
from the emperor himself. At just five years old, he was already showing signs of possessing the talent
that had seduced Lascar, who was pleased to observe his progress as a proud father.

As expected of him, Mijhail's skills were increasing at an absurd speed; before turning seven he spoke
several languages and could defeat a soldier in combat. Inexplicably, the emperor instilled in the boy a
rigid code of conduct very different from his own; It was as if he was really preparing him to be a perfect
emperor, very different from everything that Lascar himself represented and did.

Some time later, when Lucanor escaped from prison and began to live in court, Mijhail became friends
with him because he was the only person of his age who knew him. The truth is that, despite the
eccentricities of young Giovanni, he came to appreciate him, becoming the closest to a brother he had
ever had. When Lascar died at the hands of Lucanor, Elias came to consider the possibility of maintaining
the desire of the late leader and put the small Mijhail on the Sacred Holy throne, but he feared the kind of
seed that the mad emperor had been able to plant secretly in the boy. For that reason he sent the youth
back to Manterra, where he met for the first time with his father and his brother Misha. However Mijhail
did not hesitate to express his desire to travel and see the world he had read in the books. He began
visiting Illmora, where he completed his studies with Lucanor, leaving before turning fifteen.

In secret, he offered his services to Elias and mastered his talent as a conflict mediator. He had an
incredible ability to calibrate the strength necessary to solve problems and apply them in proper measure
when necessary.

Such were his actions that the emperor did not hesitate to grant him the title of Arbiter of the Scales, a
position he exercised with a talent and ability rivaled only by that of Matthew Gaul.

Finally, his successes were so numerous that he could not continue to exist in the shadows. When the
former Lord of War of Eurakia left his position, Elias was convinced that Mijhail was the perfect person to
take his place; the fact that he was originally from the continent did not even influence his decision. Since
then, in the seven years that Mijhail has spent as Lord of War he has proved to be up to what was
expected of him. Not only did he maintain peace in the most chaotic territories, but he even managed to
get closer to those principalities that were more spiritually separated from Abel.

The arrival of Eljared did not seem too surprising to the Lord of War, but he was openly against the
actions of Elias under her influence. He faced the emperor, accusing him of becoming all that he had tried
to destroy in Lascar and, upon discovering his orders to raze Remo, he took up arms against him. While
he was preparing his forces to cross the waters that separated him from the Old Continent, the Rupture of
the Heavens took place and, without a reason to go on, he waited patiently to watch the events descend
to make his next decision.

Today, at his forty-two years, Lord of War Mijhail Mashen'ka leads not only Eurakia's greatest military
force, but also one of the largest in Gaia. Both on a military and personal level, his abilities are
exceptional and he seems to have the ability to plan any action or maneuver in advance. He still wears
his Arbiter armor, for which he is known by the nickname of "The Knight of the Scale".

Mijhail is an extremely intelligent planner, but also an idealist who fights every day of his life to make the
world a better place. While many might consider that side of him simple foolishness, the Lord of War is
not at all stupid; He believes fervently that it is possible to achieve his dreams and has no problems
betting them on his life. He has a very calm personality and appears to be incapable of losing his
composure, but when his principles are put into play and innocents are in danger, he shows a truly cruel
side. Therefore, he has no friends or emotional ties, because he fears that this could cloud his vision.
There are only two exceptions to that rule; his brother Misha and Lucanor Giovanni, with whom he
maintains a strange relationship of affection and rivalry.

At the moment, he is seriously concerned about his brother's ambitions but the wars that have started in
Ygdramar and Itzi are more pressing. Concerned about the precarious political state of the world, he is
preparing his forces for possible intervention in both territories, although he has not yet done so because
he feels that an even greater conflict is about to be unleashed, which will require all the power that is at
his provision.

The Arbiter of the Scales

Thanks to his Arbiter Armor, Mijhail has the ability to give Arbiter Orders, with which he is able to change
the course of the battle by the mere use of his will. Mijhail can give a single Order per turn as a passive
action.

Limit: All Referee Orders work only with those who have voluntarily agreed to obey Mijhail and who
consider him their superior.

Motum: Mijhail can make his subordinates feel the position he wants them to go to. This ability allows him
to show up to three points at a time, and he is able to choose which of his men should go to each
position. Motum has a range of 2 kilometers and activating it automatically consumes 1 Ki point every five
rounds.
Opugnis: Mijhail can give a bonus of +30 to a single offensive action of one of his subordinates within
300 feet whom he is able to see. Activating this skill automatically consumes 5 Ki points.

Creed: As long as Mijhail remains focused and does not take any further actions, all his subordinates
within a 2 kilometer radius receive +10 to all actions related to combat.

Ensis: Mijhail gives a bonus to the defense of one of his subordinates equal to the difference in presence
between them and the attacker (provided the subordinate was of lower level, up to a maximum bonus of
+30). In case the result allows the subordinate to counterattack, he may do so even if he does not have
any attacks remaining, obtaining a bonus to his counterattack equal to the one he obtained to his
defense. Activating this skill automatically consumes 5 Ki points.

The Grand Red

The Lord of War prefers to fight on foot, with his soldiers, but when necessary he does not hesitate to ride
on the back of Boco, his great Red Ostrich. Boco and Mijhail have been together for many years, and the
proud bird does not accept any other rider. Considered a wonder superior to her sisters both physically
and intellectually, Boco accompanies her rider with bravery and loyalty.

Class: Freelancer; Nivel 4


Initiative 65; LP 880; AT 6 (Heavy Barding +5); Attack 105;
Natural Weapons; Damage 45
AGI: 11 DEX: 4 CON: 8 STR: 11 INT: 3 PER: 5 POW: 5 WP: 3
Wear Armor: 60
Abilities: Athleticism 145, Swim 65, Jump 75, Climb 65, Notice 60, Composure 50, Feats of Strength 75,
Withstand Pain 55
Special: Damage Resistance, Natural Weapons: Beak and Claws (CUT), Inhumanity
PhR: 55 VR: 55: DR: 55 MR: 45 PsR: 35

Lord of the Scales


Balance of the World: Level 1
Description: When facing enemies protected by armor, Mijhail concentrates his Ki on the tip of his
weapon, which becomes capable of crossing any armor as if it were paper. However, the attack loses
power once the armor has been transferred, so Base Damage is reduced by half.
Effects: Armour Penetration -4 AT, +40 Attack Ability, Reduction of Ki -1
Disadvantages: Reduced Damage (Half Damage)
Cost: DEX 5, STR 2, POW 3
MK: 20

Equilibrium: Level 1
Description: After being targeted by a melee attack, Mijhail returns the blow, using the force of the
original attack to launch his opponents with a Ki impact.
Effects: Strength 12 Impact, +25 Counterattack Ability
Cost: DEX 4, STR 2, POW 3, WP 2
MK: 20
Hiro

Level: 7
Life Points: 180
Class: Acrobatic Warrior
Race: Human
STR: 8 DEX: 11 AGI: 13 CON: 8 POW: 7 INT: 7 WP: 10 PER: 6
PhR: 70 MR: 65 PsR: 75 VR: 70 DR: 70 Presence: 60

Initiative: 180 Martial Arts


Attack Ability: 215 Martial Arts
Dodge Ability: 215
Damage: 60 Martial Arts
Wear Armour: 10
Armour: Ranger Avenger Combat Suit (Complete Leather +10)
AT: CUT 3 IMP 2 THR 4 HEAT 3 ELEC 4 COLD 3 ENE 2

Advantages and Disadvantages: Quick Reflexes, Martial Mastery


Natural Abilities: Unarmed Combat Module, Shotokan (Supreme), Ars Magnus Final Attack

MK: 255
Ki Abilities: Use of Ki, Ki Control, Ki Control, Weight Elimination, Presence Extrusion
Ki Accumulations: Str 2 Dex 3 Agi 3 Con 1 Pow 1 Wp 2
Ki Points: 61
Techniques: Shooting Star Flash, Garo Fang, Rider Kick

Size: 16 Regeneration: 6
Movement: 13 Fatigue: 8

Secondary Abilities: Acrobatics 200, Athleticism 180, Pilot 160, Jump 120, Notice 85, Search 60, Style
120, Science 120, History 40, Composure 65, Withstand 65, Sleight of Hand 125

Special: Due to a fatal event Hiro had to go through a complicated operation in which he was given an
advanced level of the Process. This gives him a level adjustment of +2.
The Hero of Lucrecio

Real Name: Hiro Takeshi


Rank: Red Ranger
Birthplace: The Wish of Justice
Age: 28
Combat Style: Justice!
Ethnicity: Ryuan
Height: 1.72m
Weight: 75kg
Hobbies: Reading stories of heroes and seeing plays of champions
What he most appreciates: The Rangers Avengers.
What he most detests: The Corrupt Forces of Evil!

Hiro always had a common life. Ordinary parents. A normal childhood. A monotonous job... And no
surprising talent. In more ways than one, for the point of view of many, it could be said that he had a
pointless and insubstantial existence.

Maybe that's precisely why he grew up reading stories of children's heroes and seeing theatrical
representations of groups of champions who fought evil. Disguised in picturesque colored uniforms and
secretly fighting against tenebrous forces that threatened humanity, these fictional characters became the
absolute idols of that young man who, above all, dreamed of being "special" like them.

However, Hiro's life continued to be monotonous until, at the age of twenty-eight, he "died" at the hands
of XIII, an uncontrolled processed who escaped from Wissenschaft, leaving destruction in his wake.
Completely ruined and with little more than a breath of life in him, Lucanor found his remains and became
interested in him. He decided to use him as a guinea pig for an alternative version of The Process that
would either finish killing him or would exponentially increase his physical abilities.

Surprisingly, the experiment was a complete success, and Hiro woke up endowed with incomparable
powers; his dream had come true. Believing that he was the protagonist of one of the stories he had
admired for so many years, he agreed that he was a righteous champion and that Wissenschaft was an
organization of secret heroes in the service of a brilliant professor who used his knowledge to fight evil. Of
course, he was more than happy to join them, and he even designed his own uniform.

Meeting Hiro is an unforgettable experience. He speaks in shouts while posing continuously, as if there
was a camera at all times filming him. Some people think it was the Process that ended up upsetting him,
while those who know him better think that he simply behaves as he always wanted; as a hero who
always dreamed to be.

Despite being a nice guy, most of his teammates can not stand Hiro's eccentricities, especially because
of his mania to call them all by colors instead of names (like Rayne, who can not stand being "Rose
Ranger") and his obsession with them learning to do combined attacks and poses. He has even insisted
that they provide him with his own Gear, simply because he thinks it is extremely "cool" to be able to
summon the exoarmour in combat.Of course, with such behavior and clothing anyone would take him as
a joke... until he proves his monstrous strength, absurd speed and aberrant combat capabilities right in
front of them.

And that's how Hiro, the hero, lives the life he's always dreamed of.
Processed

Hiro has been subjected to a more aggressive version of the normal method for the creation of Crows.
This has endowed him with superhuman abilities that he uses to, according to him, defend truth and
justice.

Superhuman Physique: Hiro possesses Inhuman Dexterity and Agility scores, and additionally
possesses Inhumanity.

Tissue Regeneration: Hiro's body is tremendously resistant, so he applies a +4 bonus to his


Regeneration, as well as a +30 to every PhR check o resist the effects of a critical.

Reactive Power: Hiro has some minor adaptability, which makes the flow of Ki strengthen his muscles.
Each time he uses a Ki attack technique in close combat, his attacks during that turn cause an Impact of
Strength 10.

Psychokinetic Flight: Hiro possesses a certain weaker capacity for flight, which he uses a jump with
which to obtain positional advantage in combat against his opponents. Hiro can use the power of
Psychokinetic Flight at a difficulty of Very Difficult, however every time he uses it he must wait at least 5
rounds before using it again. Hiro can not maintain this power.

Ranger Avenger
Shooting Star Flash: Level 1
Description: Performing a pose in which his raised right hand is surrounded by a luminous wake, Hiro
turns to his perfidious adversary by extending both arms, with the palms of his hands crossed one on the
back of the other, while shouting the the name of the technique and a discharge of justice springs from
his hands, so powerful that he is able to pass over other supernatural discharges that are in his way. This
attack has a Base Damage of 125 (twice the Hiro's Presence plus his Power bonus) that attacks on the
Impact AT.
Effects: 150 Foot Distance Attack, +25 Attack Ability, Physical Shock, Reduction of Ki -2
Cost: AGI 4, DEX 4, POW 2, WP 3
MK: 45

Garo Fang: Level 1


Description: Hiro concentrates his energy on his left fist, shouting the name of the technique, which he
raises above his head and remains with a bluish glow. By impacting his opponent with that fist, the
brightness dissipates and can be heard as a wolf howl in the distance, marking the end of the enemies of
truth and justice.
Effects: Damage Augmentation +40, +40 Attack Ability, Reduction of Ki -2
Cost: AGI 3, DEX 3, STR 2, WP 2
MK: 40
Rider Kick: Level 2
Description: After rising in the air to the cry of "Rider Jump!" Hiro descends from the heights with a high-
speed flying kick screaming "Rider Kick!", This kick is not only able to crush the evil ones, but it exerts
enough pressure to break armor and bypass the protections of the villains whom he faces.
Effects: +75 Attack Ability, Damage Augmentation +40, Armour Penetration -2 AT, Reduction of Ki -4
Disadvantages: Combat Circumstance (In Flight)
Cost: AGI 5, DEX 5, STR 3, WP 3, POW 2
MK: 70
Faust Orbatos

Level: 8
Life Points: 240
Class: Dark Paladin
Race: Human
STR: 8 DEX: 11 AGI: 7 CON: 9 POW: 11 INT: 9 WP: 11 PER: 7
PhR: 75 MR: 110 PsR: 85 VR: 75 (95) DR: 75 Presence: 65

Initiative: 105 Natural/65 Ashuriam (Bastard Sword +10)


Attack Ability: 230 Ashuriam (Bastard Sword +10)
Block Ability: 230 Ashuriam (Bastard Sword +10)
Damage: 120 Ashuriam, 50 Onydas
Wear Armour: 130
Armour: Onydas (Full Plate Armour +15)
AT: CUT 8 IMP 8 THR 8 HEAT 7 ELEC 3 COLD 7 ENE 5

Advantages and Disadvantages: Combat Senses (Block), Use of Armour, Exceptional Magic
Resistance, Unfortunate
Natural Abilities: Bastard Sword Module

MK: 220
Ki Abilities: Use of Ki, Ki Control, Ki Control, Weight Elimination, Presence Extrusion, Aura Extension,
Inhumanity
Ki Accumulations: Str 1 Dex 3 Agi 1 Con 1 Pow 2 (3) Wp 2
Ki Points: 69
Techniques: Dark Cross, Hakkai Zangetsu

Size: 17 Regeneration: 2
Movement: 8 (7) Fatigue: 9

Secondary Abilities: Athleticism 35, Ride 50, Notice 70, Search 50, Style 120, Intimidate 200,
Leadership 140, Persuasion 120, History 120, Occult 180, Composure 200, Withstand Pain 170
The Lord of Nothing

Real Name: Faust Orbatos


Rank: None.
Birthplace: Remo
Age: 29
Combat Style: None.
Ethnicity: Vildan
Height: 1.82m
Weight: 82kg
Hobbies: None.
What he most appreciates: There is nothing towards which he feels affection.
What he most detests: His own existence

At twenty-nine, with his long dark hair and black eyes, Faust is an impressive figure that stands out
among the masses He is the lord of the Orbatos family, or essentially the same, the Lord of Nothing.

Orbatos was a well-known noble house of Remo that was completely eradicated by the armies of Abel
during the revolt of Maximilian Hess. The name of the dynasty had been pronounced throughout history
with a mixture of fear and respect for their great lords. Not just a few people said that it was a cursed
lineage through whose veins ran impious blood of times past.

And they were right.

In the past, the lords of the house Orbatos belonged to the supreme circle of Yehudah and experimented
with their bodies to increase the gifts of their lineage. Although that was a long time ago, Faust has
inherited all that latent power... and much more. In fact, it is possible that he is one of the best fighters in
the known world, capable almost of being measured by Arbiters or Knights of Seventh Heaven.
Indoctrinated by his father, the young man also learned to use fear in his favor as an unstoppable force.
Few are those who manage to keep their eyes fixed on him without feeling a chill.

But, despite his skill and ability, Faust always felt empty and without goals. Orphaned at an early age, as
a young man he pursued personal power and familiar power, managing to create a small empire in the
shadows. He controlled part of the finances, crime, and supernatural forces of Remo, and in the process
even got to openly hobnob with organizations like Samael, Magus or Yehudah. However, he soon grew
tired of all this and left control of his society in the hands of his sister. Therefore, he was not present when
Abel's forces razed the principality, destroying everything he had created. When he returned, he found
himself only among the ashes of the place he once called home.

Of his family he only managed to keep his father's sword, Ashuriam, and one of the most dangerous
supernatural artifacts in man's possession; Onydas. That object, forged a thousand years ago by
Yehudah imitating the process used by the Messiah to create the original Legislators, is a shell of living
metal that adapts to the body of its user and responds to each of his thoughts. Onydas is both a
protection and an unstoppable means of attack, since from its helmet is attached an immense tail formed
by blades that destroys or traps its enemies.

Now, stripped of everything but his pride, Faust roams Gaia without a specific reason; his only interest is
to see what fate has in store for him. He has already witnessed so many things that, in reality, he does
not care much about the world. He will continue walking from one place to another until he finds the place
to which he belongs, either to death or the very depths of hell.

Legacy of the Bereft


Dark Cross: Level 1
Description: Faust charges his energy in his left hand, forming an orb. After brandishing his weapon
again, the orb merges with it, surrounding it with an aura of golden energy. When hit, the aura explodes
causing damage to the target, leaving behind the silhouette of an inverted cross.
Effects: +75 Attack Ability, Reduction of Ki -3
Cost: DEX 4, POW 4, WP 3
MK: 50

Hakkai Zangetsu: Level 1


Description: Faust executes eight attacks on his rival, weakening his defenses. In the end, the trajectory
of the attacks forms an arcane rune, through which Faust hits his opponent with a crescent cut charged
with energy.
Effects: +50 Attack Ability, Damage Augmentation +25, Armour Penetration -3 AT, Reduction of Ki -2
Cost: DEX 4, STR 2, POW 4, WP 3
MK: 50
Vayl

Level: 6
Life Points: 125
Class: Shadow
Race: Human
STR: 7 DEX: 13 AGI: 10 CON: 7 POW: 8 INT: 8 WP: 9 PER: 10
PhR: 70 MR: 65 PsR: 65 VR: 60 DR: 60 Presence: 55

Initiative: 165 Natural/155 Chronos Blades


Attack Ability: 195 and 185 Chronos Blades
Dodge Ability: 190
Damage: 75 Chronos Blades
Wear Armour: 5
Armour: Armoured Longcoat +10
AT: CUT 3 IMP 2 THR 4 HEAT 3 ELEC 4 COLD 4 ENE 2

Advantages and Disadvantages: Quick Reflexes, Ambidextrous, Martial Mastery


Natural Abilities: Shortsword Module, Increased Critical Module

MK: 200
Ki Abilities: Use of Ki, Ki Control, Ki Control, Ki Detection, Ki Erudition, Weight Elimination, Presence
Extrusion, Aura Extension, Use of Necessary Energy, Ki Concealment, Physical Dominion, Inhumanity
Ki Accumulations: Str 1 Dex 3 Agi 2 Con 1 Pow 3 Wp 3
Ki Points: 57
Techniques: Destroyer of Time

Size: 14 Regeneration: 1
Movement: 10 Fatigue: 7

Secondary Abilities: Acrobatics 80, Athleticism 55, Ride 20, Swim 40, Jump 20, Notice 200, Search 155,
Style 20, Composure 45, Withstand Pain 45, Hide 200, Stealth 200, Art 0 (80 Literature), Ki Detection
200, Ki Concealment 260
The Young Veteran of the Empire

Real Name: Vayl Apolion


Rank: Ex-Knight of the Fifth Heaven. Member of the Cerberus Division
Birthplace: Unknown
Age: 24 (58 Physically)
Combat Style: Imperial assassin commando style and the Blades of Chronos
Ethnicity: Tahayar
Height: 1.81m
Weight: 72kg
Hobbies: Composing poetry.
What he most appreciates: The ideals of the Empire.
What he most detests: The Blades of Chronos.

Vayl, a man who has given everything for the Empire.

His soul. His youth. His love. His life.

As a young man he wanted to join the Order of Heaven and become a noble knight, but his idealism died
when his natural aptitude for killing got him transferred to the imperial intelligence service as a murderer.
For more than two years he was taught all the existenting ways to take a life, becoming one of the best
killers of his time. Finally, he ended up being chosen to be part of a highly secret project because of his
affinity for the Lost Logias, since he was a descendant of the praetorian guard of Emperor Andromalius.
This connection made him the ideal bearer of one of the most powerful artifacts of all the devices the
Empire has preserved since the War of God; the Blades of Chronos, a pair of shortswords with the ability
to control the speed with which time flows.

When Vayl uses these terrible weapons the world seems to stop for him. People, wind, the stars of the
sky ... even his own body moves in slow motion. Only his mind keeps 'moving forward' at its normal
speed; however for the rest of the world it is Vayl who accelerates his reflexes to impossible extremes.
But, as far as he is concerned, every second fraction of the "external world" is an hour in his mind.

This fabulous power allows him to react in battles before anyone, having literally hours to interpret the
movements of his rival. However, despite the advantage they represent, Vayl hates Chronos, because
they are the worst of tortures. Every time he activates them he is locked up for hours (sometimes, days or
weeks), in his own body. The attention he has to devote to the fighting is minimal; just a few seconds for
every hour "imprisoned" to adjust his movements and direct his blades towards the opening that he sees
clearly in the defense of the enemy. Therefore, when he has put his body into action, he has huge gaps of
downtime. Maddening downtime.

During those long periods, his mind wanders continuously, so he needs something to devote himself to
during the fighting so as not to lose his sanity. For this reason he composes poems, inspired by a book
that his companion, Daniella Meris, gave him. Only that hobby, and the secret love she feels for his
friend, make his existence have value.

Although he has just turned twenty-four years old, Vayl's body is that of a man of almost sixty. Not badly
preserved, but obviously old. That is the side effect and curse of Chronos leaves; All the time he has
spent using them has repercussions. Ironically, as a joke of bad taste, only when he activates his powers
and the world stops, does his body recover the vigor of a young man of twenty; his hair is copper again
instead of gray, and his skin smooth instead of cracked.

Vayl sincerely believes that his task as a murderer is vital. He needs to believe it, because he has given
everything for it. When his companions of the Cerberus Division left the Empire claiming that what they
were doing was meaningless, his spirit almost broke, because it meant that his sacrifices had been in
vain. Therefore, when Janus Faith reappeared in his life inviting him to return to do something valuable
with his life, Vayl accepted without hesitating for a moment. He needs to believe that the Child Empress
will be the beacon of hope that will bring salvation to the world and that helping her keep the Lost Logias
out of dangerous hands will open the way to a better future for Gaia.

He knows that the danger of the continued use of the Blades of Chronos is killing him.

So he has to hurry. He has to prove to himself that everything has been worth it.

The Blades of Chronos

Vayl's weapons are the Blades of Chronos, powerful Lost Logias devices with the ability to minorly
manipulate the flow of time. Thanks to his nature as a descendant of the Praetorian Guard, Vayl is able to
use these weapons, although his Ancient Blood only allows him to activate and use Logias designed as
weapons.

Quality: The Blades of Chronos are a pair of Shortswords of Quality +10 with the capacity to damage
energy.

Paired Weapons: In order for the powers of the Blades of Chronos to be used, they must be wielded
together.

Stolen Time: Anyone who suffers damage from the Blades of Chronos must make an MR against 140 or
suffer a penalty to Initiative equal to the Failure Level.

Activation (Notion of Use II): The power of the Blades of Chronos can be activated to obtain a +150
bonus to their user’s Initiative. This costs 5 Ki points, and after using this skill it takes 5 turns before it can
be used again. Each time this ability is activated, the user loses a day of life, which passes in frozen time.

Destroyer of Time: Level 1


Description: Vayl hits his opponent with his weapons, provoking with his Ki a focused effect of
deceleration. During the duration of the effect, his target moves almost in slow motion, which makes them
much more susceptible to future attacks by the killer.
Effects: Supernatural Effects: MR 120 or Partial Paralyzation (Attack), Reduction of Ki -2
Cost: DEX 5, POW 5, WP 5
MK: 40
Dereck

Level: 12
Life Points: 225
Class: Warrior/Technician/Tao
Race: Human
STR: 11 DEX: 13 AGI: 8 CON: 8 POW: 11 INT: 7 WP: 9 PER: 6
PhR: 120 MR: 105 PsR: 95 VR: 120 DR: 120 Presence: 85

Initiative: 155 Martial Arts


Attack Ability: 270 Martial Arts
Dodge Ability: 270 Martial Arts
Damage: 130 Martial Arts
Wear Armour: 40
Armour: None.

Advantages and Disadvantages: Blood of the Dragon, To the Limit, Exceptional Physical Resistances
Natural Abilities: Longsword Module, Muay Thai (Supreme), Lama (Base), Kardad (Advanced),
Hakyoukuken (Base), Ars Magnus Seals of the Dragon (10 Seals)

MK: 505
Ki Abilities: Use of Ki, Ki Control, Ki Control, Ki Detection, Ki Erudition, Presence Extrusion, Aura
Extension, Use of Necessary Energy, Ki Concealment, Inhumanity
Ki Accumulations: Str 3 Dex 3 Agi 1 Con 1 Pow 2 Wp 1
Ki Points: 110
Techniques: Neokinesis, Neo Bullet, Neo Genesis

Size: 17 Regeneration: 2
Movement: 8 Fatigue: 8

Secondary Abilities: Acrobatics 140, Athleticism 100, Ride 50, Swim 40, Jump 45, Climb 35, Style 125,
Intimidate 60, Notice 105, Search 70, Memorize 40, Occult 30, Tactics 65, Composure 120, Feats of
Strength 160, Withstand Pain 120, Hide 105, Ki Detection 305, Ki Concealment 305
The Godkiller of the Dragon

Real Name: Dereck Shezzard


Rank: Godkiller
Birthplace: Tol Rauko
Age: 23
Combat Style: The Power of the Dragon
Ethnicity: Daevar
Height: 1.80m
Weight: 84kg
Hobbies: None.
What he most appreciates: His memories.
What he most detests: His power.

Dereck Shezzard is the most recent of the Godkillers of Imperium, the power in the shadow that secretly
governs the stability of the world. Having turned twenty-one not long ago, the mere fact that he has
obtained such a rank is unusual in the millennia of the organization's history.

His father, like him now, was a Godkiller of Imperium who for years assumed the identity of a Templar
from Tol Rauko called Orion. In the time under that name he happened to establish a sentimental relation
with Tereshia Shezzard, one of his templar companions, the fruit of which Dereck. Pleased to have a
family for the first time in his many centuries of life, Aphos devoted himself completely to his son, who he
trained behind his mother's back. Dereck, bold and stubborn, followed his father's teachings as if they
were a private game between them.

During the coming years the boy showed exceptional qualities. At ten he could face Templars or
Inquisitors on an equal footing and, at thirteen, he was a rival for a small battalion of soldiers. However,
Orion's real surprise was discovering that Dereck had inherited his powers as a Legacy of the Dragon,
albeit one empowered by Imperium to reach quasi-divine magnitudes. Concerned, he realized that such a
skill could become a problem for his son, so he decided to secretly seal his power and stop his training.

When, years later, Orion received the order to abandon his identity as a Templar, he thought that his
sudden disappearance would cause unnecessary pain to his family. For this reason, he preferred to erase
all traces of his existence from the lives of those who had known him and he falsified the memories of his
wife and son. Since then Dereck believed that he had been adopted by Tereshia, although something
instinctual told him that he was living a lie. At first he did not pay much attention to those sensations, but
his restlessness increased until it began to worry him. Unsure, he took advantage of one of his mother's
absences to leave home in search of an answer to his dreams.

Thus he spent several years collaborating with the most diverse personalities of Gaia, oblivious to the
events that were to happen in the world and the importance he would have in them. His journey ended up
taking him to the distant island of Bekent, where he unknowingly interfered in the affairs of Nerelas Ul Del
Sylvanus and Kagami, the legendary renegade agent of Imperium.

The latter discovered Dereck's true identity and planned to use him as a bait along with Tereshia to lure
Orion into a trap. Knowing the powers of the agent, Kagami intended to steal his blood to have temporary
access to more of the Imperium resources and imitate the Legacy of the Dragon. As a rule, such a ruse
would not have worked with Orion, but the Godkiller really loved his family and was too careless.
With both as hostages he could not face the renegade, who began to destroy him in front of his wife and
son. Dereck, completely impotent inside of a containment screen, did not know who the stranger who
fought for them was, but he noticed that he was someone important to him.

But not everything went as Kagami planned.

At the moment when Orion's life was completely consumed, he managed to transmit his powers to his
son who, free of the seals that contained him, recovered his memories and caught a glimpse of those of
his father. Flushed with rage, Dereck disintegrated the containment screen and launched himself at
Kagami. Although the powers of the renegade were still far superior to his at that time, he was not
prepared for the confrontation (especially after having fought against Orion), so he temporarily withdrew
for a more appropriate time in the future.

While everything was destroyed, Dereck looked sadly at the lifeless body of his father then took Tereshia
to safety.

He did not wait for her to wake up. Somehow, he knew that being with him would be too dangerous for
her afterwards

Confused by all those events and not knowing what to do or how to control his powers, the Imperium
would contact him shortly after, proposing that he take the position of his father. In return, they would
teach him how to use his Legacy and give him the opportunity to hunt down Kagami. Reticent, but with no
other way out, he became part of Imperium when he had just turned twenty-two.

Dereck has spent more than a year learning how to use his Legacy and developing his own combat
techniques. Even being the weakest of all the Godkillers, his powers are so vast that most of them are
sealed by Imperium to prevent him from unleashing them fully on the surface of Gaia. Making use of all
his will he can force them open for a few minutes, although he must keep his concentration fixed on them
at all times to keep them open.

After his preparations, he was finally sent to his first mission, which is to intervene as a free agent in
several of the conflicts that are about to explode in the shadows. His objective is to temporarily support
these organizations, trying to maintain the precarious balance of power between them so that none of
them achieve all of their objectives.
Neo Draco
Neokinesis: Level 1
Description: Dereck's reflexes accelerate to superhuman speeds, allowing him to visualize the world in
slow motion.
Effects: +50 Initiative, Maintained
Cost: AGI 1, DEX 3 (1)
MK: 20

Neo Bullet: Level 1


Description: Dereck channels his energy into his fist, after which he hits the air, unloading it forward in a
projectile of kinetic energy. This attack has a Base Damage equal to twice the Presence of Dereck plus
his Power bonus.
Effects: 150 Foot Distance Attack, Physical Shock, Reduction of Ki -1
Cost: DEX 3, STR 3, POW 2
MK: 30

Neo Genesis: Level 2


Description: Dereck concentrates all his energies again on his fist, but this time he unloads them in a
direct hit, with speed and power blow far superior to any of his normal blows.
Effects: Damage Multiplier x2, +50 Attack Ability, Reduction of Ki -3
Cost: DEX 6, STR 6, P
MK: 70
Kagami

Level: 14
Life Points: 250
Class: Warlock
Race: Human
STR: 7 DEX: 11 AGI: 8 CON: 8 POW: 15 INT: 14 WP: 9 PER: 7
PhR: 145 MR: 175 PsR: 145 VR: 145 DR: 145 Presence: 95

Initiative: 140 Natural/ 175 Weapon of the Soul (Leo +25)


Attack Ability: 275 Weapon of the Soul
Block Ability: 275 Weapon of the Soul
Damage: 155 Longsword/150 Bullet
Wear Armour: 5
Armour: Near-Patriarch Grade Jürganeth
AT: CUT 10 IMP 10 THR 10 HEAT 10 ELEC 10 COLD 10 ENE 10

Advantages and Disadvantages: The Gift, Magic Nature, Natural Learner (Science), Nearsighted
Natural Abilities: Longsword Module, Pistol Module, Ars Magnus Leo, Firm Grip Module, Magic
Projection as an Attack Module, Magic Projection as a Defense Module

MA: 210
Zeon: 2,480
Magic Projection: 225
Magic Levels: 65 Creation, 50 Dark, 40 Illusion
Zeon Regeneration: 210
Metamagics: Offensive Erudition, Eliminate Protection, Mystic Accuracy, Defensive Erudition, Expanded
Area
Free Access: Create Fire, Static Message, Move Objects, Infinite Bag, Enchant, Pass without Leaving
Trace, Close with Magic, Understand Languages, Send Message, Eliminate Spells, Resistance to Pain,
Read Minds, Slow, Eliminate Fatigue, Increase Psychic Characteristics
Magic Theorem: Common

MK: 280
Ki Abilities: Use of Ki, Ki Control, Ki Detection, Ki Erudition, Presence Extrusion, Aura Extension,
Transmission of Ki, Use of Necessary Energy, Ki Concealment, Inhumanity
Ki Accumulations: Str 1 Dex 2 Agi 1 Con 1 Pow 3 Wp 1
Ki Points: 104 (64 + 40 Jürganeth)
Techniques: Prometeo, Heyoka, Veles

Size: 15 Regeneration: 2
Movement: 12 Fatigue: 8

Secondary Abilities: Athleticism 65, Swim 45, Pilot 180, Notice 105, Search 70, Style 110, Persuasion
80, Science 300, History 110, Memorize 105, Occult 200, Magical Appraisal 240, Disguise 105, Hide 120,
Stealth 100, Composure 80, Withstand Pain 105, Ki Detection 190, Ki Concealment 200
The Renegade

Real Name: Kagami


Rank: Ex-Developer of Jürgand Security Systems.
Birthplace: Unknown (Presumably Jormungandr)
Age: 250 (Approximately)
Combat Style: Magic and the use of Technomagic Weapons
Ethnicity: Unknown (Presumably “Imperial”)
Height: 1.83m
Weight: 72kg
Hobbies: Preparing speeches in front of a mirror
What he most appreciates: Himself.
What he most detests: The Imperium.

Kagami, known in certain circles as The Renegade, is a legendary Imperium agent who left the
organization about fifteen years ago. The reasons that led him to do so have never been clear, but what
can be vaguely deduced is that he tried to falsify information in the Jürgand database to access restricted
technology and in the process discovered Imperium secrets that should not have been seen and that
made him fear for his safety.

Convinced that if he remained in the organization he would be eliminated by the Inner Circle, he used all
his knowledge to go down into the world and completely erase his footprints.

As a former agent in charge of designing Jürgand's security, he knows perfectly the protocols of action of
the organization and has become a true expert in evading them. That added to his incredible instinct of
survival and his considerable personal power, allows him to survive in a situation that is supposed
impossible for others; being persecuted by Imperium. Naturally the renegade does not speak to anyone
about his old organization if he does not need to expressly, since he knows that his presence is a
nuisance, but not problematic enough to be considered a first-rank threat. If he directly attacked their
interests or actively used his knowledge against the Imperium, he knows that his options for survival will
be drastically reduced.

As long as he does not run the slightest risk of being detected by his old organization, Kagami usually
tries to obtain all technology that is possible. For him, above all, he desires equipment from Imperium but
he does not have any problems with Solomon's Logias or even the sciences of Wissenschaft. To do this
he has no problem stealing or offering his services as a mercenary in the highest circles of power.

Kagami's actions are always torn between his egocentrism and his incredible intelligence. Therefore,
although he keeps to the shadows for long periods of inactivity, when he finally acts he has no problems
in leaving his signature on what he does. To ensure that he is not in danger, he uses magic and implants
to transmigrate his consciousness to other bodies, which he manages as temporary avatars to act within
a certain distance. This usually allows him to move undetected and make anyone, from a simple guard to
a peasant, a "mysterious messenger" with incomparable powers and abilities.

However, when he realizes that he has crossed paths with someone linked to the Imperium (something
for which he has a great instinct) he likes to use a certain air of mystery, clearly showing that he knows
them and for whom they work. If they ask about him, something that he usually waits for with the same
craving as an artist for applause, he always responds with the same rehearsed phrase:
-I'm the one they do not talk to you about. The one whose name is only whispered. I am the legend.

Kagami is now around two hundred and fifty years old but thanks to the Imperium’s methods, which have
considerably delayed his aging, he has the body of a man of just over thirty. He has a serious vision
problem, which is why he must use special lenses so that his eyes do not degrade any more.

As is to be expected of a former elite agent of Jürgand, Kagami is an individual with formidable


capabilities. Although he is not among the most powerful members of that organization, he is far superior
to a conventional agent, which makes him equivalent to a Godkiller and one of the most dangerous
people to walk the world. As if that were not enough, he reinforces these capabilities with his high
intelligence and all the technological equipment he has access to. Years ago, he was a genius in the
development and research of Jürgand's systems, so now he has no problem remodeling all the
technology he manages to adapt to his own needs. He possesses a combat armour (Jürganeth) from
Jürgand comparable to that of a patriarch and a Weapon of the Soul among his most valuable
possessions, although above all he wants to get a Deus Ex Machina.

At the moment he is working as a "partner" of Nerelas, the Fallen Prince, using his vast technological
knowledge to prepare the activation of the Eye of God, which he considers one of the most powerful
technomagic artifacts in history. Naturally he plans to seize it once he is ready and is perfectly aware that
Nerelas knows what he plans. However, since they need each other mutually, both can afford to play
games of appearances, something that greatly entertains the renegade.

Weapon of the Soul

As with the rest of the members of Jürgand, Kagami possesses a Weapon of the Soul, which is tied to his
being and increases his powers with it. The Weapon of the Soul of the Renegade possesses the following
powers.

Master Weapon: The Weapon of the Soul is a Longsword of Quality +25 with the capacity to damage
energy. Contrary to the general rules, this bonus does apply to the Magic Projection of Kagami.

Technomagic: The Weapon of the Soul of Kagami counts as a Leo Sword-Pistol. Both its quality as a
projectile weapon and its projectiles it fires are +25. The Weapon of the Soul does not need ammunition.

Magic Enhancer: The Weapon of the Soul increases by 30 points the MA of Kagami, and augments by
1,200 his Zeon reserve. Contrary to the general rules, he has direct access to these points and has no
need to extract them from the weapon, since they are part of his being.

Superior Power: The Weapon of the Soul increases Kagami’s base damage by 40 points, and his
initiative by 30 points.

Soul Bond: The Weapon of the Soul is tied to its wielder, so he can call it to his side when he needs it
with an active action, even if he has been disarmed. In the hands of any other, the weapon is a weapon of
+0 Quality.
Jürganeth of the Renegade

This model of Jürganeth, is close in capabilities to a patriarch’s armour, and it has been designed and
modified by Kagami. Its combat and analysis abilities constitute one of the greatest strengths in favor of
the former Jurgand agent.

Armored Model: The Jürganeth of Kagami provides 10 points to all ATs that can never be reduced below
5.

Supernatural Protection Module: The Jürganeth of the Renegade provides a bonus of +40 to all
resistances.

Acceleration Module: The Jürganeth of Kagami increases by 2 his movement type, or by half if it were to
increase it over 10.

Energy Module: The Jürganeth of Kagami contains a reserve of 40 points of Ki, that he can extract in the
normal way.

Data Bank Module: The Jürganeth of Kagami possesses a data bank and an AI that gives him a base of
180 in all Intellectual Abilities, or a bonus of +40 if his ability is already superior. These bonuses are not
reflected in the above sheet.

Visor Module: The Jürganeth of Kagami possesses a supernatural visor that in addition to bestowing
Gnosis Vision and the capacity to See the Supernatural upon him, permits him to correct his visual
defects.

Trickster’s Refuge
Prometeo: Level 1
Description: Kagami multiplies before attacking, creating false copies of the Renegade that obfuscate
their rival's senses, preventing them from detecting which one is the real one until it is already too late.
Effects: Camouflaged Attack (Almost Impossible 240), Damage Augmentation +40, Reduction of Ki -2
Cost: DEX 3, STR 2, POW 4, WP 2
MK: 40

Heyoka: Level 1
Description: Kagami's reaction speed multiplies, allowing him to act before the attacks of his enemies
and take them by surprise.
Effects: +50 Initiative, Maintained
Cost: AGI 1, DEX 3 (1)
MK: 20

Veles: Level 2
Description: After stopping an attack, Kagami disappears in a mirage, hitting his enemy from a favorable
position.
Effects: +25 Block Ability, +25 Counterattack Ability, Reduction of Ki -3
Cost: DEX 3, STR 2, POW 4
MK: 40
Rah

Level: 16
Life Points: 295
Class: Dark Paladin/Technician
Race: Human
STR: 9 DEX: 13 AGI: 8 CON: 9 POW: 13 INT: 11 WP: 11 PER: 9
PhR: 115 MR: 130 PsR: 125 VR: 115 DR: 115 Presence: 100

Initiative: 165 Natural, 135 Cocytus (Bastard Sword +20)


Attack Ability: 320 Cocytus (Bastard Sword +20)
Block Ability: 320 Cocytus (Bastard Sword +20)
Damage: 140 Cocytus
Wear Armour: 60
Armour: Partial Plate +15
AT: CUT 7 IMP 6 THR 5 HEAT 6 ELEC 5 COLD 5 ENE 3

Advantages and Disadvantages: Natural Learner in a Field (Intellectuals), See the Supernatural
Natural Abilities: Bastard Sword Module, Defense Against Projectiles Module
Limit: Caelum: Limit of Danger

MK: 610
Ki Abilities: Use of Ki, Ki Control, Ki Detection, Ki Erudition, Presence Extrusion, Aura Extension,
Increased Speed, Ki Transmission, Life Sacrifice, Use of Necessary Energy, Penalty Reduction,
Recovery, Inhumanity, Zen
Ki Accumulations: Str 1 Dex 4 Agi 1 Con 2 Pow 4 Wp 1
Ki Points: 130
Techniques: The Killer of Christ, The First Apostate, The Kiss of the Traitor, The Price of a God, The
First into Hell

Size: 18 Regeneration: 2
Movement: 8 Fatigue: 9

Secondary Abilities: Athleticism 85, Ride 65, Swim 35, Notice 180, Search 140, Style 230, Intimidate
240, Persuasion 200, Leadership 240, Science 200, History 200, Medicine 125, Memorize 145, Ocult
200, Magical Appraisal 190, Tactics 230, Composure 220, Feats of Strength 95, Withstand Pain, Ki
Detection 395
The Lord of Judas

Real Name: Rah Sith


Rank: Lord of the Kingdom of Judas
Birthplace: The Isle of Judas
Age: 39
Combat Style: Sith Family Style
Ethnicity: Unknown
Height: 2.13m
Weight: 104kg
Hobbies: Learning
What he most appreciates: Humanity.
What he most detests: Those who try to put themselves above humanity.

Cocytus

The Sharp Serpent, the Sword of the Betrayer, the Church denies the existence of Cocytus, while folklore
considers that its name corresponds to the circle of hell where the worst traitors go. Cocytus is,
nevertheless, a reality, and it is one of the best creations of Abel. This bastard sword is the weapon of the
Iscariot family, and as it is wielded by the Sons of the Betrayer, its power can not be underestimated.

Quality: The Sword of the Betrayer is a Bastard Sword of Quality +20 with the capacity to damage
energy. Contrary to the general rules, this bonus applies to the Magic Projection of the user.

Human Nature: Cocytus can be considered sacred or profane at the will of its bearer.

Dowry of Blood: Cocytus possesses the powers of Calibrated and Channeling (Constitution)

Master of the Hidden (Notion of Use IV): If the carrier of Cocytus obtains a counterattack result against
a spell, invocation, psychic power or Ki technique, he may decide to return it against the attacker with the
same final attack ability plus the bonus obtained by the counterattack. In the event that the power had an
area of effect, it loses it.

Truth Seeker (Notion of Use III): After wounding a target using Cocytus, its wielder becomes aware of
all their weak points. Not only does he know the location of these, if they exist, but every attack aimed
against the target creature reduces its penalty by half and the level of all criticals made against the
creature increase by 20 points during the next 5 turns. Re-injuring a creature starts the turn count over
again until the bonus is lost, but these bonuses can only be kept against one creature at a time.
The Fallen Apostle
The Killer of Christ: Level 1
Description: Rah makes a targeted attack of great power, with the intention of disabling in a single blow
his adversary. After hitting, a few seconds pass until the wound becomes evident, after which it opens,
causing the unfortunate to bleed profusely who has become the target of the Lord of Judas.
Effects: Combat Maneuvers and Aiming -50, +40 Attack Ability, Reduction of Ki -1
Cost: DEX 4, POW 4, WP 4
MK: 30

The First Apostate: Level 1


Description: The analytical mind of Ra begins to wander through the ocean of unlimited possibilities,
anticipating the movements of his rivals before they even think of them. This allows him to get ahead and
interrupt them effortlessly.
Effects: +25 Block Ability (Multiple), +2 Additional Defenses, Reduction of Ki -1
Cost: DEX 5, POW 5, WP 5
MK: 30

The Kiss of the Traitor: Level 2


Description: Where Rah's mind previously limited itself to predicting its rivals, now it explores all possible
possibilities of attack while going on the offensive. One after another, in a flurry of attacks that by their
impossible fluency seem more like a dance than a fight, Rah finds the blind spots of the opponent,
preventing them from acting until the moment of a final blow arrives that ends the farce which some call
combat: In a combat, both could have won.
Effects: +3 Limited Additional Attacks (w/ Continuous Attacks), +50 Attack Ability (in the last blow)
Cost: CON 4, DEX 8, POD 8,WP 8
MK: 100

The Price of a God: Level 2


Description: Rah materializes around him copies of the 30 pieces of black metal by which his ancestor
betrayed the Son of God. These shimmering fragments, small reflections of the infinite possibilities of the
universe, deliver unto the foes of Iscariot’s heir the only logical conclusion of facing him in battle.
Together, the pieces create discharges of energy, torrents of weapons, deadly gases and other
thousands of dangers the fruit of human ingenuity can make all in order to bring perdition to his foes. This
attack has a base damage of 275 points: double the presence of Rah, plus his Power bonus plus forty.
Effects: 150 Foot Area Attack, +40 Attack Ability, Damage Augmentation +40
Cost: DEX 6, POW 6, WP 6
MK: 45

The First into Hell: Level 3


Description: When he seems to have been defeated and the lord of Judas is in the last, he draws
strength from weakness, carrying his weapon with all his love, fury and sadness for humanity. In a single
blow overflowing with pride, passion and hope, the man most hated by mortals unleashes his final attack.
The path of the legitimate heir of Iscariot is not an easy one, but it is one that Rah is willing to take.
Effects: Damage Multiplier x2, +75 Attack Ability, Initiative +100, Critical Enhancement +75, Reduccion of
Ki -5
Disadvantages: Must be at a quarter of Life Points
Cost: AGI 4, CON 6, DEX 10, POW 10, WP 10
MK: 120
Final Note:
Thanks to Ronar and Dolas for discovering eight references to popular culture.

Therefore we have added this last sheet. For the enjoyment of the entire community.

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