Minerva K'Shy'K:


Name: Minerva K'Shy'K
True Name: Minerva Menora K'Shy'K
Alignment: Scrupulous (Good)
Hit Points: 35 S.D.C. (Physical): 134
Attributes: I.Q.: 24 ( +10%), M.E.: 15, M.A.: 15, P.S.: 14, P.P.: 22 (+4), P.E.: 19 (+8%/+2), P.B.: 20 (50%), SPD: 15
Weight: 172 lbs (78.1 kg) Height: 6 ft 2 in (1.88 m)
Age: 34 years Race: True Atlantean Sex: Female
Disposition:
Like many a true Atlantian, she does a belief in her own superiority over non Atlantians. She is not really rude or annoying about it but at times it does show. As well, she can be overconfident about her abilities from time to time. No matter, she is extremely loyal to one she considers to be a friend. Minerva expects to settle down with a member of her race but does not see any problem with dallying with both humans and elves. Most of her relationships have been with men although she is not adverse about spending time with women as well. There is a bit of sadness from her father dying but in general she is outgoing.
Minerva loves to explore, having a strong wander-lust, and does not stay in one place generally for long periods of time normally although some events such as dealing with a dangerous enemy will cause her to stay while she is needed. Her favorite world is Rifts Earth with its incredible variety although she has visited other worlds. There seems to be an almost unlimited amount of variety on the world of Rifts Earth and absolutely incredible magic.
She is extremely protective of her clan and True Atlantians in general and has a hatred of the Sunaj. She does not know much about them and has trouble believing the rumors she has heard about them. If she was told the truth she would be extremely skeptical and would need absolute proof. Even the tattoos she would consider most likely a trick. She does not actually hate the Coalition although has had some dealings and knows she has to be extremely cautious when dealing with them.
O.C.C.: Ley Line Walker Experience Level: Fourth (4) Experience Points: 9,250
Combat Skill: Hand to Hand; Basic and Boxing
Attacks per Melee: Six (6)
Bonuses, Combat: +4 to Strike, +9 to Parry, +9 to Dodge, +0 Damage, +6 to Roll with punch, fall, or impact, +2 to Pull Punch, +0 to Initiative, Knockout on Natural 20, Critical Strike on Natural 20.
Bonus; Save: Lethal Poison [14] +2, Non-Lethal Poison [16] +2, Harmful Drugs [15] +2, Insanity [12] +3, Psionics [15] +4, Magic [12/16] +6, Horror Factor [Varies] +13
Special Abilities:
O.C.C. Special Abilities: Sense Ley Lines and Magical Energy, Ley Line Phasing and Transmission, Read Ley Lines and Line Drifting, Ley Line Rejuvenation, Ley Line Observation Ball, +4 (+13) to save vs Horror Factor, +1 (+6) To Save vs Magic, +1 to Spell Strength, 26% of Converting Scrolls
Racial Special Abilities: Increased P.P.E. Recovery - 10 P.P.E. Rest/ 15 P.P.E. Meditation, Cannot be physically transformed, Sense vampires at 1000 ft, Operate dimensional pyramids 55%, +2 (+6) to Save vs Magic, +4 (+13) to Save vs Horror Factor
P.P.E.: 180 (Gains 10 per level) Spell Knowledge:First Level Spells: Blinding Flash (1), Globe of Daylight (2), See Aura (6), Sense Evil (2), Sense Magic (4), Second Level Spells: Befuddle (3), Chameleon (6), Levitation (5), Mystic Alarm (5), Third Level Spells: Armor of Ithan (10), Energy Bolt (5), Fuel Flame (5), Ignite Fire (6), Invisibility; Simple (6), Negate Poisons & Toxins (5), Telekinesis (6), Fourth Level Spells: Carpet of Adhesion (10), Charismatic Aura (10), Cure Minor Disorders (10), Fire Bolt (7), [3] Makeover (15), Magic Net (7), Multiple Image (7), Shadow Meld (10), Fifth Level Spells: Heal Wounds (10), [3] Moon Phases (18), Sixth Level Spells: Call Lightning (15), Impervious to Energy (20), Seventh Level Spells: Dispel Magic Barrier (20), Invisibility; Superior (20), Eight Level Spells: Stone to Flesh (30), Ninth Level Spells: [2] Ley Line Phantoms (40/20), Tenth Level Spells: Mystic Portal (60), Summon Shadow Beasts (140), Eleventh Level: [2] Rifts Teleportation (200), Thirteenth Level Spells: Summon Lesser Being (425)
[1] Spells from Federation of Magic Sourcebook, [2] Spells from Siege on Tolkeen, [3] Spells created by her / Web Spells
Magical Tatoos: Each Tatoo gives 6 P.P.E. and 10 S.D.C.
Magic Weapon: Long Sword covered in Flames - Requires 10 P.P.E. to activate and has a duration of 15 minutes per level of experience. The weapon does its normal S.D.C. damage in M.D.C. The handle of the sword has the clan symbol on it. It is on her left wrist. Damage: 2D6 M.D.C.
Magic Weapon: Flaming Shield - Requires 15 P.P.E. to activate and has a duration of 15 minutes per level of experience. The Shield is Indestructible and gives a bonus of +2 to Parry. It is on the inside of her right wrist.
Power: Eye of Knowledge (Language) - Requires 15 PPE to activate and has a duration of 15 minutes per level of experience. Give the character the ability to speak all languages at 96% and literate in all languages at 82%. It is on her left lower arm
Power: Eye of Mystic Knowledge (Magic) - Requires 20 PPE to activate and has a duration of 10 minutes per level of experience. Can recognize magic circles, symbols, wards, and runes as being the genuine articles involved in magic, 74% skill in recognizing enchantments and possessions. It is on her left lower arm
Power: Heart pierced by wooden stake (Protection vs Vampires) - Requires 15 P.P.E. to activate and has a duration of 1 hour per level of experience. Cannot be turned into a vampire or be enslaved by one. Character is also immune to a Vampires mind control. It is on her right wrist.
O.C.C. Skills: Physical: Climbing (+5%) 85%, Espionage: Wilderness Survival (+5%) 60%, Pilot: Pilot Hover Craft (+5%) 80%, Science: Mathematics: Basic (+10%) 80%, Technical: Languages: Euro (+15%) 90%, Languages: Faerie (+15%) 90%, Lore: Demon and Monster (+10%) 60%, Lore: Magic (+10%) 60%, Wilderness: Land Navigation (+4%) 62%
O. C. C. Related Skills: Domestic: Cook [Received at Third Level] (+10%) 60%, Sing [Professional] (+10%) 80%, Espionage: Intelligence (+5%) 59%, Medical: First Aid (+5%) 75%, Rogue: Streetwise [Received at Third Level] 38%, Science: Archaeology (+10%) 55%, Astronomy (+10%) 60%, Technical: Lore: Faerie (+5%) 55%
Secondary Skills: Physical: Hand to Hand Basic, Athletics [General], Acrobatics, Boxing, W.P.; Ancient: Sword (+2 [+6] Strike / +2 [+11] Parry), W.P.; Modern: Energy Rifles (+4 Aimed /+2 Bursts)
Racial Skills: Technical: Languages: Dragonese 98%, Languages: English 98%, Languages: Greek [Native] 98%, Literacy: Dragonese 98%, Literacy: English 98%, Literacy: Greek [Native] 98%
Skills From Acrobatics: Sense of Balance 85%, Walk Tight Rope & High Wire 79%, Climb Rope 96%, Back Flip 85%, Prowl 55%
Appearance:
Minerva is quite tall for a woman, being over six feet in height and she has a quite athletic build. She has an extremely nice figure with nice breast although not huge and muscular buttock and legs. Her skin is just a bit lighter than many other True Atlantians but is not truly pale. She is quite good looking. Under slender but quite dark eyebrows, her eyes are a grey although in certain light can look either blue or grey. Her natural hair color is a dark brown but she likes to dye her hair a golden blond. She keeps her hair short although still in a feminine style. She usually paints her lips a bright red and darkens around her eyes. Otherwise, she stays pretty natural as far as cosmetics although she also keeps her nails painted red and fairly long.
She has a set of mystic power armor which she wears in both times of combat and for traveling. It is made from smoky quartz crystals which is almost black. When not in that armor, she prefers to wear a black jumpsuit where the front narrows towards the neck and leaves her back open down to basically her waist. Around her wait, she wears a belt with emeralds. On each arm, she wears black gloves which reach up to her shoulders and join with her jumpsuit at the neck. The sides of the gloves are open from the wrist to the shoulder with crisscrossing. The gloves leave the fingers and thumbs open. Over this, she wears a long black cloak. Finally, she wears slender boots on her feet which often have slender heels to them.
Weapons, Normal:
Coalition C-12 Laser Rifle: Weight: 7 lbs (3 kg)
Mega Damage: 2D6 or 4D6 S.D.C. Setting: 6D6 S.D.C. Rate of Fire: Aimed, Burst or Wild Range: 2,000 ft (610 m) Payload: 20 shots short E-Clip, 30 shots long E-Clip, 30 more shots in E-Clip Canister (6 S.D.C. Shots equals 1 M.D.C. shot) Bonus: +1 on Aimed Shots, It has a laser targeting system (Gives +3 to Strike).
Wilk's 457 Laser Pulse Rifle: Weight: 6 lbs (2.7 kg)
Mega-Damage: 3D6+2 for Single Shot and 1D6x10 for 3 simultaneous blasts Rate of Fire: Standard Effective Range: 2000 ft (610 m) Payload: 30 Shots each short E-Clip, 40 Shots each long E-Clip Bonus: +1 on Aimed Shots, It has a laser targeting system (Gives +3 to Strike).
TX-5 Pump Pistol: Weight: 5 lbs (2.25 kg)
Mega-Damage: 4D6 Rate of Fire: Standard Effective Range: 500 ft (224 m) Payload: 5 shots, normally uses explosive shells. Does not use energy. Can be loaded individually or with speed loaders of 5. She carries a total of 10 speed loaders for weapon - 8 are standard explosive type with 2 loaded with silver shotgun type rounds.
4 Neural Disruption Light Throwing Javelins: Weight: 2 lbs (.9 Kg) each
Damage; Physical: 1D6 S.D.C. + Strength Special: Unconsciousness, -8 to Strike, Parry and Dodge for 2D4 Melees if save is made (Save 16 or Higher), must save each time hit, ineffective against full environmental body armor but effective against non fully environmental Armors. Range: Thrown (200 ft [61 m]). Has 1D4 charges
Survival Knife: Damage: 1D6 + Strength Bonus Weight: 1 lbs (.45 Kg) Kept in Boot
Ammunition (Used by Multiple weapons): 0 Short E-Clips 8 Long E-Clips 4 Canister E-Clips
Magical Weapons:
Battle Fury Blade: Weight: 7 lbs (3.2 kg)
Weapon is a heavy bastard sword. Mega-Damage: 6D6 (1D6x10 when fury activated) physical, M.D.C. of Weapon: 200 (regenerates 20 M.D.C. per day and only effective if opponent is trying to destroy weapon), Powers: Battle Fury (40 P.P.E. - 12 melees, Doubles attacks and attacks are at -5 to parry, 100 M.D.C. Force Field)
Armor and Shields, Non-Magical:
Light M.D.C. Body Suit: M.D.C.: 30 Weight: 4 lbs (2 kg) No Prowl Penalty
Looks like body suit in picture. Used in conjunction with enchanted bracer.
Armor, Magical:
Mystic Power Armor:
Not constructed from clear quartz but instead from extremely dark smoky quartz (almost black) although center piece of the armor is a large white diamond. Main Body: 150 (Restored with "Armor of Ithan Spell" and 100 P.P.E.) and impervious to fire, Environmental through "Breath without Air." Has "Eyes of the Wolf" and “See the Invisible”for optics and "Chameleon" in constant effect. Also has the "Globe of Daylight" enchantment. Has "Super Human Strength" (PS 30), "Super Human Speed" (Speed 44 / 30 mph), and Fly as the Eagle (50 mph, +1 to parry and +2 to dodge). Weapons are “Call Lightning” [6D6 M.D., 1200 feet, two bolts per melee], "Fire bolt" [4D6 M.D., 1200 feet, payload: two bolts per melee], "Magic Net' [Ensnares victim, range: 200 feet, see spell for full description.] See Rifts Main Book page 96 for a more complete description
Magic Items (Non Weapons):
Magical Amulet: High quality broach worth 5,000 Credits. Enchanted by her father.
Amulet of protection against the Supernatural: Adds a bonus of +2 to save vs horror factor
Amulet of Charm: Adds a bonus of +1 to save vs magic and psychic attacks.
Amulet of See the Invisible: Enables only the wearer of the medallion to see the invisible.
Amulet of Warning: Makes a low hum when there is danger, gives +1 to initiative when this occurs (generally defensive only.)
T.W. Techno-Wizard Enchanted Belt: Greater techno-wizard jewelry which contains 30 emeralds. Gives a total of 300 P.P.E. and recharges at the rate of 2 P.P.E. per hour normally and 10 P.P.E. per hour on ley lines and nexus points.
T.W. "Invincible Armor" Bracer: Similar to the "Armor of Ithan" bracer but uses the spell of "Invincible Armor"instead. Simple bronze bracer which she wears on her left arm. Uses 6 emeralds which stores a total of 120 P.P.E. which regenerates at the rate of 2 P.P.E. per hour normally, 10 P.P.E. per hour at a ley line. Costs 30 P.P.E. when activated and creates a 150 M.D.C. "Invincible Armor" force field with a duration of 18 minutes. Completely environmental and takes half damage from energy weapons. When destroyed, the armor absorbs all remaining damage. Can be activated by individuals who are not talented in magic.
1 Belt Pouch, 1 purse, and backpack with Dimensional Pocket Cast on them: Will hold up to 30 lbs worth of items each (Backpack has 6 pockets), It has a duration of 20 years (Cast by high level Dragon)
Pyramid Navigation Device:
Magical device that uses the positions of pyramids (magical) to pinpoint where you are.
Fumes/Smoke Bombs/Scrolls: Fumes of Divination, Fumes of Raise Strange Shapes, Fumes of Vapor of Weakness, 18 Smoke Bombs (12 Red/6 Yellow), Scroll of Carpet of Adhesion, Scroll of Multiple Image, Scroll of Stone to Flesh,
Other Equipment:
Vehicles: None (uses Mystic Power Armor)
Clothing: Black Cloak and Jumpsuit (As picture), Black Dress, 4 sets of Traveling Cloths.
Other Items: Knapsack, small sack, large sack, 6 wooden stakes and mallet, binoculars, Air filter and gas mask, tinted goggles, 100 ft of light rope with grappling hook, PPD/Pocket Digital Disc player and recorder, 100 Instrumental Discs, Pens and Pencils, Notepad, Lighter, Makeup and Feminine Items, Comb and Brush, 2 bottles of Organic cleanser acid, NG-S2 Basic Survival Pack (Two Person Tent, Sleeping Bag, Flashlight with pocket knife, Compass, Short range radio, Mini First Aid Kit, Hunting & Fishing Kit, Saw-Wires (3), Fire Starter, Survival Knife, 4 signal flares, 30 ft climbing cord, soap, canteen, 2 weeks food rations)
Valuables: 810,770 Credits, 5,400 Credit of black market items, Diamond Earrings worth 6,000 gold for the pair, 2 Dragon Coins without Gems, Pearl Box (Worth 200 Credits), Black Leather with Gold Greek symbols covered vellum book worth 7,575 Credits (Spellbook).

Background:


Minerva was the first born child of a minor noble of the K'Shy'K clan. The clan uses terms for their nobles very much different than most would be familiar with his title being Lord Guardian of the Sacred Hourglass. The title is mostly honorary although the family still takes extreme pride from the title. The family title is held by all the eldest born, male or female, in the succession line of the title. As such, Minerva inherited the title from her father as he inherited from his father. It can be held by multiple individuals at the same time.


The home plane of the K'Shy'K clan is known as Iraklion. Not many members of the other clans visit the K'Shy'K home plane. The K'Shy'K clan is fairly large but does not get involved in politics much with the other clans. Partially due to this and a bit of luck, the clan has been able to escape the ravages which have devastated several of the other clans. Some of the clan do wander the Mega-Verse and some of them have had encounters with the Sunaj.


The clan has a larger percentage of practitioners of temporal arts than most clans and several schools in the art. Most races other than the True Atlantian learn the temporal arts from Temporal Raiders and often become corrupted in the process. There is some curiosity from the other clans with this. Minerva's father was not a true temporal wizard but a skill wizard (Ley Line Walker) who had achieved enough master of his arts to learn temporal magic as well.


Her father also was the advisor to the ruler of the city of Meredep which she was raised along with another sister and a pair of brothers. The family has a large estate in the city which has been in their hands for many generations. The family household also sheltered her grandparents, all four of them, and an aunt and uncle. They are not extremely wealthy but they are quite comfortable. Unlike many other True Atlantians, not many members of Minerva's family liked to wander through different planes although Minerva has heard from others about her father being a bit of a wander when he was young. He denies them, of course.


Minerva's mother is a psychic healer who is much younger than her father. There is rumor that she met him when he was badly injured and had to go to the healer's house after one of the adventurers he claims to have never went on. She comes from a long line of psychic healers and psychic abilities run in her family line. As such, it is quite unusual that Minerva herself does not have any psychic gifts. Two of her brothers and sisters also have the psychic gift and both are major psychics.


Even though not gifted with psychic talents, Minerva was extremely intelligent from an early age. She also showed a keen interest in magic from soon after she learned to talk. Like all True Atlantians, she received her first set of tattoos at an extremely young age. Mage studies started soon after with her learning the ways of the Ley Line Walker. She also began an interest in singing. He parents and grand parents always had time for her. Unlike her brothers and sisters, she had a wandering foot and enjoyed exploring starting with the city itself.


Not all was as idyllic. Her uncle was not a good man and there had been suspicions about him for many years about the way he looked at small children. There seems to be a bad apple in all families. When Minerva was a young child, maybe six or seven, her uncle tried to molest her. Luckily, when she told her mother what happened, she was believed. That is one advantage of being a powerful psychic, being able to see the truth in one's mind. He was kicked from the family manor and he was later brought to justice when his other crimes came to light.


She was beginning to actually become a skilled apprentice when her father was killed. She was a young teenager at that time. It was just bad luck where he was in the wrong place at the wrong time. He got caught in a robbery which went bad. Minerva's father tried to stop the man involved and unfortunately a healer was not able to get to him in enough time. Her youngest brother was only a few years old at that time.


A sadness went with her but she went on with her life. She soon completed her training as a Line Walker and determined that she would wander for a while. Her mother as well as her other family members begged her to stay but she simply wanted to get away for a while. She chose Rifts Earth because of the incredible variety she had been told could be found there.


Since then, she has wandered the world, gaining knowledge as well as the tools she needs to fight the supernatural. She prefers a fairly hands-on approach. She has managed to gather for herself a selection of magic items, mostly techno-wizard items. Periodically, Minerva has visited her home plane as well. She has found that her singing often opens doors which her magical arts do not. Most of her travels have been on North America although she has learned to avoid the Coalition with their hatred of practitioners of the arcane arts as well as non-human races. Along with the Earth, she has visited the world of Wormwood which she considers to be an extremely unique place but no-where she would want to stay forever.



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Image drawn and copyrighted by Dorotea Gizzi.

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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2012, Kitsune. All rights reserved.



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