Player Name: Justin
Google Handle:jwlyon1
Cory Tetrascroll, Mystic Adventurer
Rank: Veteran Experience: 52 (HJ 10/2/2018) Advances Left: 0
Race: Human
Description: Cory is short and skinny. Her face is round and full looking, she's not emaciated. She has pale skin, dark brown eyes, very short dark brown hair. She wears dark makeup stuff (like charcoal or something) around her eyes. She dresses in lots of layers of robes and scarves. She often has her head wrapped. She has several earrings and small other jewelry (sun and moon icons mostly).
Attributes: Agility d6 | Smarts d8 | Spirit d8 | Strength d4 | Vigor d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 4+; Strain: 6
PPE: 25 | ISP: 25
Adventure Card (in play):
Skills:
- Computers d8
- Fighting d6
- Investigation d6
- Knowledge [Dragonese] d6*
- Knowledge [Spanish] d6*
- Knowledge [Euro] d6*
- Knowledge [Chinese] d6*
- Knowledge [Gobbley] d6*
- Knowledge [Demongogian] d6*
- Knowledge (Mystic Arcana) d6
- Mysticism d10
- Notice d8
- Piloting d6
- Psionics d8
- Survival d6
- Arcane Duality
[list][*]Trappings: Divine light shown down on the starving mystic, infusing her with the power magic and awakening her inner mind to the limitless possibilities of the human soul. She is forever torn between the two energies.
[*]Description: Mystics get the Arcane Background Edge twice for two different types of powers, but whenever they take a Power Edge, they must choose whether it applies to magic or psionics. Mystics can take the Power Points Edge twice per Rank but only to gain PPE with one use and ISP with the other.
[list][*]Trappings: Things of metal and plastic do not belong in the body beyond simple ornaments of devotion.
[*]Description: Mystics don’t normally allow cybernetic technology to mar their connection to the spirit realms. The rare, medically mandated necessity cause great disruption to the use of their gifts (−1 Mysticism skill per Strain).[/list]
[*]Curious (minor)
[list][*]Trappings: Gets asked often "Why do you always have to look!" (like Pippin)
[*]Description: It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.[/list]
[*]Enemies: Coalition, True Federation of Magic
[list][*]Trappings: After Tolkeen, everyone hated everyone. Mystics and the unaligned magic users faced death squads from both sides.
[*]Description: Mystics are equally illegal and reviled in the Coalition and the True Federation of Magic.[/list]
[*]Heroic (minor)
[list][*]Trappings: Has trouble walking away from a just cause or hard case. Is foolishly brave.
[*]Description: This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the rst one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.[/list][*]Major Vow: No ranged weapons
[list]Description: he character has a vow of some sort. Whether it’s Major or Minor depends on the Vow itself. Some may have Vows to particular orders or causes, to the Hippocratic Oath, to rid the world of evil, and so on. The danger in ful lling the Vow and how often it might occur determines the level of the Hindrance. Whatever the Vow, it’s only a Hindrance if it actually comes into play from time to time and causes the character some discomfort.
[/list][*]Small (major)
[list][*]Trappings: 4'9" and 101lbs of righteous fury!
[*]Description: Your character is either very skinny, very short, or both relative to his particular race. Subtract 1 from his Toughness for his reduced stature.[/list][/list]
Edges:
- +2 vs electronic security
[list][*]Trappings: Screen name: Sekhmet
[*]Description: Your character’s innate understanding of computers makes her one of the most valuable people in the world, whether most folks understand that or not. She gains Knowledge (Computers) at d8, as well as +2 when dealing with electronic security.
[*]Alertness
[list][*]Trappings: Between the mystic awakening and running for her life, alertness has been a key survival factor.
[*]Description: Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.[/list]
[*]Arcane Background (Miracles)
[list][*]Trappings: It was a miracle that awakened her rudimentary magical abilities. She associates the sun with her magic. All her spells involve some flash or bright light.
[*]Description: Mystics begin with four starting powers (from the list above) and 15 PPE. They also have the Mysticism skill at d8 (which counts as Faith for all other Edge requirements).[/list]
[*]Arcane Background (Psionics)
[list][*]Trappings: It was the night when her psionic powers awoke. She associates the moon and night with those powers. She has to briefly close her eyes to activate her psi powers.
[*]Description: As a minor psionic, a Mystic begins with three powers (from the above list) and 10 ISP. He also has a beginning Psionics skill of d6.[/list][*]Auto-Mega Damage
[list][*]Trappings: Her holy vision showed her that she could fight the monsters, and it gave her the power to be a mighty agent of hope.
[*]Description: Born to fight the biggest and toughest threats, your hero’s combat spells are inherently potent. All of her damage-dealing spells and magical effects are automatically Mega Damage, even the non-Mega Power versions. All of her damage-dealing spells do Mega Damage, and ones with normally do Mega Damage gain +5AP[/list]
[*]Cosmic Confluence
[list][*]Trappings: As much a blessing as a curse, the dual abilities are linked within her soul and she can draw on the twilight in the day to succor the sun, or use her solar faith to shine through the night.
[*]Description: Not only do Mystics enjoy the unique capacity to possess two Arcane Backgrounds, they are able to interchange their ISP and PPE as needed. A Mystic can sacrifice two ISP to use as one PPE, and vice versa. Power Points shifted like this must be used at the moment they are exchanged, they cannot be shifted and then simply stored. For example, if a Mystic shifts 4 PPE in order to gain 2 ISP, he must immediately use those points of ISP to enact a psionic power.[/list]
[*]Danger Sense
[list][*]Trappings: Running from two awful oppressive powers fine tunes one's mundane senses, but for those blessed with holy gifts, it can take it to a higher level of conciousness.
[*]Description: Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 65).[/list]
[*]Holy Warrior
[list][*]Trappings: This is her calling, laid down in her vision as she lay dying. It filled her with light and hope. She is charged with smiting evil throughout the land.
[*]Description: Acolytes, clerics, paladins, holy slayers, and other avatars of the gods are frequently tasked with battling the forces of evil in the mortal world. This Edge gives them a slight advantage against such foes. As an action, a priest or other holy person may call upon his chosen deity to repulse supernaturally evil creatures, such as the undead, demons, and the like. It also works on evil characters with the Arcane Background (Miracles) Edge. Repulsing evil costs 1 Power Point and has a range of the character’s Spirit. Targeted creatures within that range must make a Spirit roll. Failure means the creature is Shaken; a 1 means it is destroyed. Wild Cards suffer an automatic Wound instead. A character may also be an Unholy Warrior working for the forces of evil. In this case, he repulses good creatures, such as angels, paladins, or good characters with Arcane Background (Miracles).[/list][*]Linguist
[list][*]Trappings: She found the ability to communicate with her fellow sapients fundemental, and lo! she was bestowed with the gift of tongues.
[*]Description: The character has an ear for languages and a rare talent for recognizing similarities between them. A character with this Edge starts with a number of languages equal to his Smarts die, and can make a Smarts roll at –2 to make herself understood in any language or dialect she has heard spoken for at least a week.[/list]
[*]Master of Magic
[list][*]Trappings: She had little faith, but her vision inspired something deep insider her, unlocking potential never dreamed. She had the "gift" of magic before, but the soul of the light made her the master of magic.
[*]Description: Mystics have the Master of Magic Edge, gaining Mega Powers for all their known powers. They also have the Rapid Recharge Edge, though it only applies to their PPE recovery (not ISP).[/list]
[*]Mystic Awareness
[list] [*]Trappings: There is energy everywhere, of life, of hope, of love, of evil, of hate. The ether is infused with it, and ready to be felt by those willing to try.
[*]Description: Mystics have powerful extrasensory perception and attunement, granting them the
Alertness and Danger Sense Edges, as well as the use of detect/conceal arcana at will, costing no PPE or ISP, as a free action. They can also sense powerful supernatural beings with a Notice check, anywhere within line of sight.[/list]
[*]Power Points (PPE)
[list] [*]Trappings: Hard work, training and faith have built up her magic reserves.
[*]Description: Wizards, weird scientists, and other arcane types always want more power. This Edge grants them an additional 5 Power Points. Power Points may be selected more than once, but only once per Rank.[/list]
[*]Power Surge
[list][*]Trappings: The mystic powers are all around, and when an eddy or a wave crashes on you, you must be open to it's gift.
[*]Description: This Edge is for those characters with Arcane Backgrounds. When dealt a Joker, the character recovers 2d6 Power Points. He may not exceed his usual limit.[/list]
[*]Rapid Recharge
[list][*]Trappings: Constant focus and faith do heal the soul and rejuvinate the spirit. Praying a rosary or singing a hymn help speed the process.
[*]Description: This Edge allows an arcane character to regain 1 Power Point every 30 minutes. PPE only.
[list][*]IMPROVED RAPID RECHARGE
Description: Regain 1 Power Point every 15 minutes[/list][/list]
[*]Spiritual Channel
[list][*]Trappings: Asking the spirits directly for advice is one of the greatest gifts.
[*]Description: Constantly in contact with spirits, and quite possibly with divine messengers of whatever faith the Mystic follows, he can use the divination power at will, costing no ISP or PPE. Each time he uses it, however, he must make a Vigor roll to resist becoming Fatigued. Each subsequent use of the power over the course of a day imposes a cumulative −1 penalty on the Vigor check, these penalties continue to stack until he gets a full night’s rest (eight hours). It is possible for a Mystic to Incapacitate himself with this ability. Fatigue levels gained from Spiritual Channel can only be recovered after eight hours of rest (succor cannot restore).[/list][/list]
Powers & Cybernetics
Magic
- Sun's Will Manifest (banish)
[list][*] Rank: Veteran | PPE 3 | Range: Smarts | Duration: Instant
[*]Trappings: (Celestial Silver) Counts as both holy and silver for purposes of Weaknesses.
[*]Description: This spell is an opposed roll of the caster’s arcane skill versus the target’s Spirit. On a success, the target is Shaken. On a raise, it is sent to its proper plane of existence. If the target is a Wild Card, each casting of banish causes a wound instead. If the target already has three wounds, it is then banished to its native plane — but it is not slain.
[list][*] Sunlight and Moonlight Repel Darkness (BANISH THE HORDE)
[list][*]Power Points: 6 | Range: Smarts x 2| Duration: Instant
[*]Description: The caster targets all summoned entities within a Large Burst Template. For example, a mob of demons could be sent back to their hellish realm, or a group of elementals brought from another plane could be dismissed. Each target rolls its own opposed Spirit check to resist.
- Sun's Fiery Wall (barrier)
[list][*] Rank: Seasoned | PPE 1/section | Range: Smarts | Duration: 3 (1/section /round)
[*]Trappings: (Fire-Flammable) With a hit by a fire power, roll for any potentially flammable objects to catch re (see page 83). For a heat trapping, liquids on the target (water, potions, etc.) evaporate on a 6 on a d6 with a success or a 4–6 on a raise.
[*]Description: Barrier creates a solid, immobile wall to protect the user against attack or to entrap an opponent.
Regardless of what the barrier is made of (ice, thorns, stone, energy, etc.), it has a Toughness of 10. Every Power Point spent creates a 1” wide section of wall. The barrier ranges in thickness from a few “real world” inches for stone or other hard materials up to a foot for things like bones or ice. (If you’re using a gridded mat to play, draw the barrier between the squares directly along the grid-lines.) The exact placement of each section is de ned by the caster, but each section must be connected to at least one other section after the rst.
When the spell expires or a section is broken, it crumbles to dust or dissipates. Trappings are never left behind.
Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. Physical walls are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace. Opponents may climb the barrier at –2 to their Climbing roll if it is made of something solid. Fiery versions of the barrier cause 2d4 damage to anyone who wishes to leap through instead.
[list][*] Sun's Wall of Righteousness Fury (STALWART WALLS)
[list][*]Power Points: 2/section | Range: Smarts x 2| Duration: 3 (1/section /round)
[*]In addition to the base 10 Toughness of barrier, this Mega Power adds 12 M.D.C. Armor to each summoned section.
[*] Sun's Hand (bolt)
[list][*] Rank: Novice | PPE 1/missile | Range: 12/24/48 | Duration: Instant
[*]Trappings: (Mystic Special: Soul Blast) By focusing on the omnipresent divine will, this holy light bypasses the inanimate shields and only hits the corrupt souls seeking refuge behind. Like god-rays piercing the clouds.
[*]Description: Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.
[list][*] Sun's Fist (ONSLAUGHT)
[list][*]Power Points: 2–8 or 4 | Range: 18/36/72| Duration: Instant
[*]Trappings: (Celestial Silver) Counts as both holy and silver for purposes of Weaknesses.
[*]The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage.[/list][/list][/list]
[*] Sun's Fiery Will (burst)
[list][*] Rank: Novice | PPE 2 | Range: Cone Template | Duration: Instant
[*]Trappings:(Light:Sunlight) Whether the sun is a god or goddess does not matter. The sun is the source of life on earth and by channeling a violent solar flare, enemies of life on earth can be vaporized.
[*]Description: Burst produces a large fan of energy that bathes its targets in red-hot fire or other damaging energy.
When cast, place the thin end of the Cone Template at the character’s front. Targets within the template may make Agility rolls versus the caster’s arcane skill roll to avoid the blaze. Those who fail suffer 2d10 damage. This counts as a Heavy Weapon.
[list][*] Sun's Furious Will (GREATER BURST)
[list][*]Power Points: 4 | Range: Cone Template | Duration: Instant
[*]Trappings: (Celestial Silver) Counts as both holy and silver for purposes of Weaknesses.
[*]Use of this Mega Power enhances the burst power to 3d12 Mega Damage.[/list][/list][/list]
[*]Sun's Tendrils (entangle)
[list][*] Rank: Novice | PPE 2-4 | Range: Smarts | Duration: Special
[*]Trappings: (Fire/Heat: Fatigue) This spell calls on the solar energy to draw tendrils of light and fire to form a barricade or ensnare the wicked in its fiery tangles.
[*]Description: This power allows the character to restrain a target with snaking vines, lengths of hair, spider webs, or some other vine-like trapping.The arcane skill roll is opposed by the target’s Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength. Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2. For 2 Power Points entangle targets a single opponent. For 4 points it affects everyone in a Medium Burst Template.
[list][*]Sun's Coils of Flame GREATER ENTANGLE
[list][*]Power Points: +2 | Range: Smarts × 2 | Duration: Special
[*]Trappings: (Celestial Silver) Counts as both holy and silver for purposes of Weaknesses.
[*]Description: Using this Mega Power version means targets are fully entangled on a success. A raise means a empts to escape are made at −4. [/list][/list][/list]
[*]Sun Embraces Moon (Greater Healing)
[list][*] Rank: Veteran | PPE 10/20 | Range: Touch | Duration: Instant
[*]Trappings: (Gift of Life, prayer plus touch) +2 to Faith roll, gain a Fatigue level which can only be restored with an hour of rest (succor cannot restore).
[*]Description: Greater healing restores wounds more than one hour old. This use of the power requires 10 Power Points and otherwise works exactly like the healing power. It can also be used to neutralize any poison, disease, or sickness.
greater healing can also heal Permanent Crippling Injuries. This requires an arcane skill roll at −4, 1d6 hours of time, and 20 Power Points. Only one casting is permitted per injury — if it fails, the injury really is permanent.
[list][*]Sun and Moon Grant Life RESURRECTION
[list][*]Power Points: 30 | Range: Touch | Duration: Instant
[*]Trapping: Gift of Life: +2 to Faith roll for healing or greater healing but gain a Fatigue level which can only be restored with an hour of rest (succor cannot restore).
[*]Using this Possibly the most controversial — spell effect in the world, resurrection brings a spirit back to her dead body, then returns her to life. The time and energy involved is massive, the risks are literally life-threatening, and there’s only ever one chance for the spell to work for a given being.
To return the dead to life, the caster must make a skill roll with a penalty based on how long the target has been dead. Less than an hour is the easiest at −2, a day is −4, up to one month is −6, within a year is −8, and anyone dead longer than a year is at −10. It takes 2d6 hours to cast the spell (time of death is considered from when casting begins), and if the caster fails the roll, death claims him for his hubris and he dies!
Fortunately, the caster can seek aid from others who can make a cooperative roll using the same Arcane Skill as the primary character. These aides do not need to have greater healing and can only provide up to the normal +4 bonus maximum. Characters who make the cooperative roll do not die on a failure but are Incapacitated by Fatigue, and each level can only be recovered by eight hours of rest.
A resurrected character returns to life Incapacitated with three wounds and a permanent injury from her cause of death. The damage and injury could be healed with use of the greater healing power as normal.[/list][/list][/list]
[*]Sun's Thoughts Of Moon's Shape (shape change)
[list][*] Rank: Novice | PPE 3 | Range: Self | Duration: 1 minute (1/minute)
[*]Trappings: (Mystic Special: Courage) Grants the recipient +2 on Spirit checks against Fear and Intimidation for an increase of +1 PPE, lasting the duration of the power. The Sun is the source of all life, and when combined with the mental focus of the Moon it creates a powerful spell where the mystic can transform in to any life form (almost) they can visualize.
[*]Description: Many cultures have legends of shamans or wizards who take on the shape of animals. This power does just that. This version of the power only allows a user to transform into mundane animals, but more bizarre transmutations may be found. A character may learn this spell while of Novice Rank but cannot transform into the more powerful creatures until he attains the appropriate Rank. The cost in Power Points depends on the type of creature the character wishes to change into. Use the Shape Change table as a guideline for unlisted creatures.
Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped.
While transformed, the character retains his own Smarts, Spirit, and linked skills (though he may not be able to use them since he cannot speak). He gains the animal’s Agility, Strength, and linked skills and cannot use most devices. He has no capacity for speech and cannot use powers, though he may continue to maintain powers previously activated. Vigor is the higher of the caster’s or the creature’s.
The GM has nal say on what an animal can and cannot do. A shaman in dog-form might be able to pull the trigger on a shotgun, for instance, but would use a default skill roll of d4–2 as the animal has no Shooting score of its own. The shaman’s Persuasion functions normally, but might suffer a –4 or worse penalty without speech, depending on what he tries to accomplish.
[*]Novice Rank | PPE Cost 3 | Hawk, rabbit, cat
[*]Seasoned Rank | PPE Cost 4 | dog, wolf, deer
[*]Veteran Rank | PPE Cost 5 | Lion, tiger
[list][*]Sun's Dreams Of Moon's Form(GREATER SHAPE CHANGE)
[list][*]Power Points: 5 | Range: Self | Duration: 1 minute (1/minute)
[list] [*]Trappings: (Mystic Special: Courage) Grants the recipient +2 on Spirit checks against Fear and Intimidation for an increase of +1 PPE, lasting the duration of the power. The Sun is the source of all life, and when combined with the mental focus of the Moon it creates a powerful spell where the mystic can transform in to any life form (almost) they can visualize.
[*]With this Mega Power version of the shape change power, the caster is able to take on the form of any character or creature: humans, humanoids, and even magical monsters and beings. In addition, the caster is able to cast other powers while in any animal form, and she can speak clearly for others to hear without any issues, unless the form has no mouth.
Note that only natural, inherent abilities to the form are gained, not anything derived from technology or training. Greater shape change cannot confer a Juicer’s chemical and nanotech enhancements, nor does it give the caster a Ley Line Walker’s spellcasting or ley line abilities.
[*]Novice Rank | PPE Cost 5 | dire wolf, giant spider
[*]Seasoned Rank | PPE Cost 5 | small humanoid (goblin)
[*]Veteran Rank | PPE Cost 7 | Medium Humanoid (Brodkil)[/list][/list][/list][/list]
[*]Sun and Moon In Accord Bestowed(smite)
[list][*] Rank: Novice | PPE 2 | Range: Touch | Duration: 3 (1/round)
[*]Trappings: (Mystic Special: Celestial Silver) This spell draws on the divine light from a billion stars to infuse their holy light into a mighty weapon to ward the night from evil.
[*]Description:This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
[list][*]Sun and Moon's Twined Righteousness Bestowed(GREATER SMITE)
[list][*]Power Points: 4 | Range: Touch | Duration: 3 (1/round)
[list][*]This Mega Power version of smite confers two effects:
[*]The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
[*]The caster may choose any Trapping to confer at the time of casting. This might be silver, re, holy light, etc.[/list][/list][/list][/list][/list]
- Sun's Ally(summon ally)
[list][*] Rank: Novice | PPE 3+ | Range: Smarts | Duration: 3 (1/round)
[*]Trappings: (Mystic Special: Celestial Silver) The Sun gives the fire of life, but it is the Moon that shapes these beings. They appear to be translucent, silvery beings lit from within by a fiery glow.
[*]Description: This power allows the character to summon a loyal and obedient servant. On a success, the ally is placed at any point within the range of the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned.
All Allies are Extras, even Mirror Selves (see below).
A character may learn this spell while of Novice Rank, but he cannot summon more powerful allies until he attains the appropriate Rank. The cost in Power Points depends on the type of ally the character wishes to summon. Use the Summon Ally table as a guideline for unlisted creatures.
A caster of sufcient Rank to summon more powerful allies may instead choose to summon additional lower Rank allies instead at the same cost. For each decrease in Rank, he gains one additional ally. For example, a Veteran caster could spend 5 Power Points to summon one Veteran-Rank-allowed ally, two Seasoned-Rank-allowed allies, or three Novice-Rank- allowed allies. Allies summoned by a single casting must all be of the same type.
[*]Novice Rank | PPE Cost 3 | Bodyguard, experienced soldier
Soldier: Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Notice d6, Shooting d8, Stealth d6, Survival d4, Throwing d6
Pace: 6; Parry: 6; Toughness: 11 (5)
Gear: Huntsman Armor (+5), advanced
melee weapon (Str+d6, AP 2, Mega Damage), advanced ranged weapon (Range 15/30/60, Damage 3d6, RoF 1, AP 2), 2× grenades (Range 5/10/20, Damage 3d6, Mega Damage, LBT).
[*]Seasoned Rank | PPE Cost 4 | dire wolf, ogre
[list][*]Sun's Allies MultipliedFORCE MULTIPLICATION
[list][*]Power Points: +2 | Range: Smarts | Duration: 3 (1/round)
[list][*]With force multiplication, each +2 Power Points summons an additional ally of the same type or category, brought in at the same time.
Psionics
- Moon's Grace(healing)
[list][*] Rank: Novice | ISP 3 | Range: Touch | Duration: Instant
[*]Trappings: (Mystic Special: Gift of Life) This power transfers life into the recipient as the caster transfers their own. It is a peaceful and serene process. The caster appears to age ever so slight during this power.
[*]Description:Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old. Healing can also cure poison and disease if used within 10 minutes of the event.
[*]Moon's Visions (illusion)
[list][*] Rank: Novice | ISP 3 | Range: Smarts | Duration: 3 (1/round)
[*]Trappings: The caster must generate the initial illusion with their eyes closed, one hand touching their head, once the power is in effect, they can open their eyes again and drop their hand.
[*]Description: Illusion makes a single target see something that isn’t there, or else see things differently than they actually are. The caster’s arcane skill roll is opposed by the target’s Spirit; a success means the target perceives the illusion as real with all of her senses, but each direct interaction with the illusion (an attack, directly touching it, or being impeded by the image in some way) grants the target an additional opposed roll to realize it’s not real. With a raise by the caster, the target is convinced the illusion is real for as long as it’s maintained.
Illusory attacks can never actually wound a target, though they can cause her to become Shaken. Such attacks are made with the caster’s arcane skill but resolved like any Fighting, Shooting, Throwing, or similar roll.
Passive illusions, like a wall, take little effort to maintain. The Power Point cost must be met, but only normal maintenance penalties apply. Active illusions, such as a black cat or phantom enemies, require constant concentration. The caster must expend an action each round spent maintaining such active illusions. This power only works on sapient beings. It is useless against animals, robots, or mindless creatures.[/list]
[*]Moon Touches the Soul (telepathy)
[list][*] Rank: Novice | ISP 2 | Range: Sight | Duration: 3 (1/round)
[*]Trappings: The caster must touch the side of their head activate telepathy. Touching a helmet is fine.
[*]Description:Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise,the roll is opposed by the target’s Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.
If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away. Each conversation established via telepathy counts as a separate power for purposes of maintenance penalties. Telepathy can be used to speak with entities with whom you do not share a language; communication is based on thoughts and images. However, this form of communication can be difficult and basic in nature. The stranger the being (spirits, monsters, or beings from entirely different realms), the more complicated even the most basic communication can be.[/list][/list]