Lady Storm / Salana Liiana:


Name: Lady Storm / Salana Liiana

True Name: Unknown (Even to her)

Alignment: Unprincipled (Good / Selfish)

Hit Points: 29 S.D.C. (Physical): 17

Attributes: I.Q.: 20 (+6%), M.E.: 14, M.A.: 14, P.S.: 15, P.P.: 22 (+4), P.E.: 19 (+2/+8%), P.B.: 24 (70%),

Spd.: 27

Weight: 112 lbs (50.5 kg) Height: 5 foot 5 inches (1.63 meters)

Age: 24 Race: Human Sex: Female

Disposition:

Like most females from her homeland, she is biased against males and does consider them inferior to females. She is smart enough to realize that her opinion is not shared by most and does not make problems because of it. In most cases, it raises its head when she is concerned about a male being unable to do his assigned task and will watch him carefully as a result. She also tends to distrust men in general and prefers to company of woman, especially educated women over men. This also finds its way into her sexual preferences. She has had relationships with males in the past but they just do not interest her.

Surprisingly, She has no particular interest in returning to Lemaria. To her, the island seems limited and she loves exploring both on land and at sea. She enjoys always discovering something new. Even though she is biased against males, she is loyal to companions and will fight by their side, male or female. She also does not really like the way the leaders in Lemaria trap ships and take advantage of them. She considers it to be piracy. Still her loyalty to her home prevents her from warning others about it. Still, it a true friend was going in that direction, she would most likely warn them.

O.C.C.: Warlock / Elementalist (Air) Experience Level: Four (4) Experience Points: 9,100

Combat Skill: Hand to Hand; Basic

Attacks per Melee: Five (5)

Bonuses, Combat: Critical Strike: Natural 20, Bonuses: Strike: +4, Parry: +7, Dodge: +7, Roll (with Punch, Fall, or Impact): +3, and Pull Punch: +2. Kick Attacks: Karate Kick: 2D4

Bonus; Save: Lethal Poison [14] +2, Non-Lethal Poison [16] +2, Harmful Drugs [15] +2, Insanity [12], Psionics [12], Magic [12] +3, Horror Factor +2 (+6 vs Elementals)

Psionics: Major I.S.P.: 53 +1D6+1 per level of experience. Psionic Abilities Known: Healing: Bio-Regeneration (6), Physical: Mind Block (4), Telekinesis (Varies), Sensitive: See Aura (6), Sixth Sense (2), Telepathy (4)

Special Abilities:

Bonuses: +2 vs horror factor (+6 vs elemental beings), +1 vs magic, +1 vs possession, and +1 spell strength.

Other Abilities: Speak Elemental 98%, Sense Elemental 45% at 120 feet /36.6 meter [+20% if concentrating - 240 feet / 73.2 meter.) 75% of seeing invisible elemental beings as well. Intuitively recognize a fellow warlock. Summon Elemental 20% (+10% at Ley Line and +20% at a Nexus Point.) Tell direction of the wind and accurately tell/sense time by observing heavens 74%, Sense the coming of rain, snow, hail, lightning & wind storms, ley line storms & other atmospheric disturbances 45%. Sense impurities in air (soot, ash, pollution, gas, etc.) and know if the contaminants are hazardous 45%. Astronomy 65% or +20% if taken as a skill. Can hold breath for 10 minutes.

Spells: P.P.E.: 136 + 2D6 per level of experience.

First Level Spells: Breath without Air (3), Cloud of Slumber (4), Stop Wind (5),

Second Level Spells: Change Wind Direction (6), Howling Wind (7), Mesmerism (7),

Third Level Spells: Call Lightning (10), Walk the Wind (10), Wind Rush (10),

Fourth Level Spells: Ball Lightning (15), Calm Storms (20), Phantom Footman (20).

O. C. C. Skills: Physical: Hand To Hand [Basic], Technical: Language: Elven (+10%) 71%, Language: Northern [Native] 98%, Language: Western (+10%) 71%, Literacy: Western (+10%) 61%, Lore: Demon and Monster (+10%) 56%, Lore: Faerie Folk (+5%) 51%, Weapon Proficiencies: Archery - Crossbow (+2 [+6] to strike, +1 [+8] to parry, and rate of fire of 4 per melee), Sword (+2 [+6] to strike and +2 [+9] to parry), Wilderness: Land Navigation (+10%) 58%, Wilderness Survival (+10%) 61%

O. C. C. Related Skills: Domestic: Sew (+10%) 56%, Espionage: Disguise (+5%) 51%, Medical: First Aid 51%, Rogue: Prowl [Gained at Third Level] 36%, Science: Astronomy & Navigation (+10%) 81%, Mathematics - Basic (+10%) 71%, Technical: Literacy: Elven (+10%) 61%, Sailing (+10%) 66%, Wilderness: Carpentry (+5%) 51%

Secondary Skills: Communications: Sign Language 46%, Horsemanship: Horsemanship (General) [Gained at Second Level] 51% / 36%, Physical: Athletics [General], Running [Gained at Second Level], Swimming 61%

Background (Warlock) Skills: Technical: Language: Eastern (+4%) 65%, Literacy: Eastern (+4%) 55%, Literacy: Northern [Native] (+5%) 56%, Lore: Magic (+4%) 50% / 40% / 35%

Appearance:

Lady Storm is a golden blond haired woman of around average height. In truth, very about her is average. She is incredibly attractive with soft blue eyes highlighting her blond hair. This is complimented with a slender nose and wide lips. She keeps her golden blond hair below her shoulders but it is not extremely long. Her figure is a compromise between being feminine and slender. He skin tone is slightly paler than most but she cannot be considered extremely pale and her skin glows with vitality. She highlights her cheeks with a bit of red along with her lips. As well, she darkens her eyelashes and colors her eyes in the same soft blue as her eyes.

In clothing, when not on the trail she likes to dress is fairly fantastic outfits. Her preferred colors are pastel greens and blues and her outfits are usually made from fine silks. Often they are a bit on the scandalous side on how much flesh they reveal. She also likes to mix feather style designs into her outfits. She considers it to give her almost an out worldly appearance. She can also be considered to have a weakness for jewelry and likes to wear a large amount of jewelry when she dresses in her preferred style. Of course, when she is on the trail, she usually dresses far more simpler and usually dresses more ruggedly as well.

Magical Weapons of Note:

Bracer Weapons - Sabre: Weight: 2.9 lbs (1.3 kg) Length: 2.3 feet (0.7 m)

Bracer sabre appears to be a sabre decorations on a bracer until activated and the weapon is summoned from the bracer. Captured from a pirate. Highly decorated of gold and emeralds. Bonuses due to Quality:+3 to Damage (Included Above), +1 to Initiative, +1 (+7) to Strike, and +1 (+10) to Parry. Enchantments: Indestructible and Eternally Sharp (+3 to damage), Damage: 2D6+6

Enchanted Sabre “Little Wind”: Weight: 2.9 lbs (1.3 kg) Length: 2.3 feet (0.7 m)

The weapon is a Sabre with elemental runic symbols engraved in the blade and handle. Extremely well balanced and Dwarven crafted with +4 to Damage, +2 (+8) to strike, +2 (+11) to Parry, and +2 to initiative. Single Bladed Curved Sword. Enchantments: Indestructible, Eternally Sharp (+3), and Blinding Flash. Damage: 2D6+7 for a Strike.

Non-Magical Weapons of Note:

Medium Crossbow (Goats Foot): Weight: 8.4 lbs (4 kg)

Damage: 2D6 Maximum Possible Range: 902 feet (275 meters)

Bolts: 30 Normal, 6 Silver Tipped

Armor of Note:

None

Other Equipment:

Magical Items:

Potions:

Potion of Tongues: Same as spell / lasts ten minutes

Other Magic Items:

Bestiary Guardian (Tiger): 80 HP/S.D.C., Speed 14, AR: 14, Two attacks per melee doing 2D6 for a bite or 3D6+2 for a claw. The creature is 6 feet long, +1 to Initiative, +2 to Strike, +3 to Parry and Dodge, Prowl at 40%, Track by smell 60%, and will fight to the death.

Cloak of Guises: It is a full length cloak that will turn into any set of clothing limited only in the color. In color, it can only change through different shades within the same color. Since this one is green, it can turn anywhere from dark green to light green. The cloak can also change into the colors of white and silver.

Environmental Tent: Eight man tent. While cannot protect from truly powerful acts of nature (Earthquakes, lighting, floods, and so on) and elemental spells above forth level, the tent will keep the inside environment a constant 70 degrees f and dry.

Flying Carpet: A carpet that can fly at a speed of 30 mph (48 km). Has an A.R. 6 and 50 S.D.C. points. Gets no bonuses to dodge.

Quill of Endless Ink: Ordinary looking pen but never runs out of ink.

Ring of Ironhide: Confers a natural A.R. Rating of 16 on the wearer. Any strikes below the magical A.R. bounce off harmlessly.

Ring of Protection from Undead: Holds them at bay.

Normal:

Clothing: Highly decorative robes, pastel green robes (hooded), white robes, many dresses (most silk and highly decorated), soft leather boots, sandals

Containers: Leather sabre scabbard, leather crossbow case, quiver (36 bolt capacity), backpack, belt pouch, four (4) large sacks, two (2) waterskins (half gallon capacity), kettle, pot, frying pan, bowl, cup.

Field Equipment: 120 feet of silk rope, sleeping bag, sharpening stone.

Lighting: Flint and tinder box, twenty (20) candles, five (5) treated torches.

Writing Equipment: Forty (40) sheets parchment, parchment book (100 pages), black ink, eight (8) sticks of charcoal, ten (10) quill pens.

Miscellaneous: Makeup and feminine items, birth herbs, soap, perfume, first aid supplies, elemental symbol of air.

Jewelry, Gems, and Valuables: Estate in Eastern Territory, 500,000 gold worth in various coins, 3,500,00 gold worth in various gems, 250,000 gold worth in various jewelry, gold bracer worth 8,000 gold, two gold armlets worth 2,000 gold each, gold necklace with ruby centerpiece worth 12,000 gold, and silver mirror worth 1,000 gold.


Lady Storm’s History:


Salana Liiana was born the daughter of a Bizantium Noble and skilled mariner. With his wife and infant daughter onboard, he commanded a ship of exploration. He was locking to find a new trade passage to the Western Empire. Like many ships which attempted to sail that course, his ship was lost. In this cases, they were brought onto the treacherous rocks by the light house set up to trick sailors by the leaders of Lemaria. It was not the first ship to be caught in that manner and certainly not the last. The noble and his wife were killed in the shipwreck and most of the surviving crew was enslaved.


One of the more powerful air elemental masters on the island, a woman named Conemus, decided to adopt the infant girl. The girl’s name is actually unknown, she was given the name Salana Liina by the elemental master when she was adopted. Conemus had never had any children and was by this time getting too old to have children. The elder lady elemental master had wanted a child of her own for years and so it seemed to be a perfect solution.


As the girl grew up, she was taught the path of an air elemental master. The girl was always very bright and learned extremely quickly. No one could doubt her love of learning and tied in with that was a love of exploring. She loved traveling around the island and always wondered what the rest of the world was like. Soon, she came into he powers and joined the Elemental Sisterhood and many expected her to follow after her adopted mother.


Her father’s blood seems to run in her with her er sailing skills being excellent. She loved going out with the fishing boats. One day when she was with a fishing boat, a major storm blew the ship away from the course and they became hopelessly lost. Eventually, they were able to find land. It was definitely not the Island of Lemaria. The boat had no supplies onboard and had almost been sunk multiple times. For that reason, they decided to take their chances and land.


It turned out to be the western most island of the Kingdom of Bizantium. Salana had heard enough stories to known that women were treated very differently outside of the tiny island that she lived most of her life. She cautioned the others but some of them got in trouble anyway. She had no money herself so had to find quick employment. Her skills as an air warlock and shipboard skills enabled her to find a berth on a merchant ship. There she further honed her skills and visited ports all over the coast. Included in this was the Eastern Territory, the Timero Kingdom, and even the Land of the South Winds.


At first she looked for a ship going west from Bizantium in hopes of getting back home but it was always her luck that she could never catch a vessel going in that direction. Eventually she decided that she did not have any real interest in returning to the island. After seeing far away lands, it now seemed extremely small and limited to her. Her values also made her realize that she would not be comfortable there because of the acts of piracy which the island uses to support itself. She has had enough run-ins with pirates to have developed a hatred for them.


While most her adventuring has been onboard ship, she has also joined land expeditions including one which explored some ancient ruins which are just west of the Timero Kingdoms. The group was able to find an incredible cache of treasure including a huge number of perfect condition dragon coins. With this treasure, several of her companions retired and it enable her to purchase a number of new magic items. Included in this was a specially commissioned magical sword. She also purchased a small estate on the coast of the Eastern Territory although she still spends much of her time traveling and has others manage it for her.




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Image drawn and copyrighted by Lisa M. Mower.


Writeup by Kitsune (E-Mail Kitsune).


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