Kala Sharma Mauta
Apsara (Yakshini) Order of the Lotus / Monsapple Trading Company

Prowess 20
Athleticism 23 Flight 25
Strength 19
Awareness 22
WIll power 22
Rogue 24

Apsara Powers:
Divine Light: Divine Light is electrical energy gotten from lightning or the electrical charge in a living thing. Apsaras (or any yaksha) can store lightning, which they refer to as Divine Light, up to a score of 35. The more they have, the more they can do. If they ever reach 0 Divine Light, they die within a day without being recharged. A full bolt of lightning will add 9 to her Divine Light score.

Beauty Edge: this gives Kala Sharma an edge in negotiations with people who would normally be attracted to her. If there's a tie on a fast talk roll, she automatically wins.

Cloud/Water Control: with a gesture, she can cause clouds or water to move or react to her. When rolling this, the player says what they want to do and how much Divine Light they wish to use. The GM determines difficulty. The amount of Divine Light needed to roll at base will is half the difficulty. If more Divine Light is used, there is a WIL bonus of +1 per 3 points of Divine Light.

Shapechanging: the more a shape differs from her natural form, the more Divine Light it costs to shift to.

Fortune-Flow: she can, with a dance, make the flow of fortune in an area shift from one direction to another (i.e., from her opponents, toward herself or her allies, or the other way around). Player will roll Dancing ability for this. Difficulty is determined by GM, based on random rolls (because this is, after all, interacting with luck). Any Divine Light used for this brings a +1 Dance bonus per 3 points used.

Flight: she can fly at will. This costs 1 point of Divine Light per hour of continuous flight. Shorter flights do not seem to affect her. She can move at a speed of 50 miles per hour, but burning Divine Light can make her faster. If she ups her burn to 2 points per hour, her max speed increases to 100 MPH, and so on, 50 MPH per point spent.

Immunity to Possession: no being can metaphysically, mentally, or emotionally possess her. Those who try simply fail.

Imbue Fertility: once/year, with a touch, to any barren woman, at a cost of 10 Divine Light. Adding more DIvine Light to this will have no effect.

Turn Demons: force demons to flee with a word (Paramesvara) at a power of 22 once per month, at a cost of 10 Divine Light. Every 3 Divine Light more adds another point to the power of the roll.

Phantom Hands: as an apsara serving the Gatekeeper, she can extend her hands from her body at the cost of 7 DL for 6 inches (+3 DL per 6 inches after that). This works in combination with her Lotus Gloves.

Apsara Power Scores:
Divine Light 22/35
Beauty Edge
Cloud/Water Control (WIL)
Shapechanging (DL)
Fortune-Flow (Dance)
Immunity to Possession Edge
Imbue Fertility 1/year, 10 DL
Turn Demons 1/month, 10 DL

Faith Info:
Faith: You can consult Sphere Charts under "Valkyr" for things you can pray for and at what difficulties.

Lotus Gloves: The black, blessed gloves of the Order of the Lotus (The Touchers) cause death in those they touch while worn by a member of the Order. They are made of fine black silk.

Target Sense: On a successful faith roll vs. diffficulty determined by the GM, Kala Sharma can sense those assigned to die.

Rituals: There are certain rituals that can tap into either faith or the neutral energy ShebvHeyaMain that can allow Kala Sharma to do certain things.
  • The simplest ritual is the Making of Lotus Tea (a short tea ceremony involving special silverware and china and specific but simple movements in the serving of the tea). If she performs this ceremony alone and drinks the tea, she will have a 25 poison resistance for 24 hours. If she performs it with one or more others, she will grant them 19 poison resistance for 24 hours. The more people involved, the harder the ceremony, max of 5 people (22 diff), counting herself. Done alone, the diff is 10. If she fails the ceremony exceptionally (and only on an exceptional failure), the lotus tea is poisonous at a power of 19 to all who drink it. On normal or special failure, she notices the failure and can stop anyone from drinking it. Only on exceptional is she oblivious to the failure and thus at risk of poisoning people.
  • The Blessing of the Gloves is a ceremony used after every mission to restore power to the gloves. This requires washing them in pure water, whispering three prayers over them, and letting them be sealed away for at least an hour in a special case, a version of which is kept at every temple, church, or other holy place of the Gatekeeper. If this ceremony is not performed after every mission, the gloves will lose power at -1 per day. If they ever reach 0, the gloves must be destroyed or the owner will die in a fortnight.
  • The Dance of the Gates is a ceremony that combines faith and the shebvic art of Gatekeeping. This dance opens or closes the Moartea Poarta, the Gate of Life and Death. Opening the gate (diff. 16) means Kala Sharma will not take penalties to called shots for killing blows (head, heart, neck, etc.). Closing it (diff. 22) means she or anyone she kills will be trapped on the prime plane after death (becoming undead). Usually, members of the Order who knows this ceremony perform it before any mission to open their gates.
  • The Internment Ceremony is a ceremony all followers of the Gatekeeper learn. This is the basic rituals for burying someone. The purpose of this is to ensure they do not return as undead. It varies by region. The one Kala Sharma knows requires the washing of the body (by herself or by the family of the deceased) first in a mixture of milk and honey or in purified water. An oil lamp with an image of the deceased's favored Divine (so long as it is not the Bone-Mother, Mother of Undeath) must be lit, and the face must point southward. Once cleaned, the big toes are bound, the hands placed in a position of prayer, and the body wrapped in a plain white or red sheet. Then it must be cremated after a brief viewing period. Kala Sharma only does this ceremony rarely, and only at special requests, as her purpose within the Faith is not as a normal cleric.
Faith Scores:
Faith Score 18
Lotus Gloves 16/22/28
Target Sense (Faith)
Lotus Tea Making 18
Blessing of the Gloves 18
Dance of the Gates (Dance)
Internment Ceremony 12

Skills:
Dancing 19
Acting 16
Singing 13
Driving 13
Poisons 18
Gift Lore 14
Divine Lore 15
Connections: Corporate 13
Connections: Criminal 15
Connections: Faith 17
Mortician Craft 11
Anatomy 18
Biology 14
Medicine 16
Firearms (Pistols) 15
Marksmanship (Rifles) 16
Archery 13
Sewing 18
Electrical Engineering 12
Zoology 11
Botany 11
Aetherial Lore 11
Shebvic Lore 11
Meteorology 11
Lockpicking 15
Hacking 13
Computer Savvy 14

Inventory:
Lotus Gloves 16/22/28
Lotus Key [Holy Symbol of the Gatekeeper, an onyx key on a silver chain] +1 Faith when invoked during a prayer
Stealth wear +1 Sneak/hide
Dancing dress
Poisons [see below]
Quickwolfram stiletto +4/+6
Silver dagger [ceremonial] +0/+1
Jara-brand Nightflash Pistol with Arcane Barrel (sound reduction for hearing protection, holds 30 bullets)
~30 basic bullets
Lockpicks
Nu-Ception Tablet [hypersensitive wifi receptor]

Poisons: a "dose" is enough to exact the listed power as a roll vs. a person's STR
3 doses Kalyttan poison (power 13)
7 doses Cyanide (power 14)
6 doses Oleander (power 14)
4 doses Hellebore (power 17)
4 doses Assassin Bug Venom (power 18)
2 doses Painted Dragon Venom (power 22)
1 dose Kindness (power 29)

Notes:
Apsaras: Apsaras are known for their beauty, which rivals that of nymphs. Regardless of their Divine patron, they can command both clouds and water at will. They are all excellent dancers, and they can all shapechange at will. They can influence games of luck and chance, and every apsara will have a 16 or better in at least one performing art other than dancing. They can fly at will (often using their elaborate clothing to imitate wings), are immune to possession, and have been known to cause other beings to physically alter themselves in order to remain in their favor. They can grant fertility to barren women once a year. They also have the ability to turn demons at will once per month.

Faith: All things die. This is natural. It is not an ending, but a change. Respect death, but do not embrace it. Death is to be revered. She comes when she will, not when you will. Killing, yourself or others, is not acceptable. Dying, however, is. Tend the dead well, respect their wishes, revere their names. Their souls will return or not, but their vessels are now finished. It is natural to leave your mortal shell. It is not an ending, it is a change. A passing through a gate, to an unknown future. None may know what lies beyond the gate, not truly. Revere the gate, which is death.
Topic revision: r3 - 09 Jan 2021, SallyJaneBlack
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