Mind Melter P. 34
Lyn-Syrial P. 58
Player Name: Aaron
Google Handle: Aaron Cameron (gun.powder85@gmail.com - If you e-mail me I will not receive it as I don't check this account, facebook or google hangouts are best for contacting me)
Gale Wingstorm
Rank: Novice Experience: 6 (VV) Advances Left: 0
Race: Lyn-Syrial
Iconic Framework: Mind Melter
Attributes: Agility d8, Smarts d12, Spirit d4, Strength d6, Vigor d8
Charisma: -8 VS CS (Mind Melter + Lyn Syrial penalties) and -2 VS general populace if known to be a Mind Melter; Pace: 4/flying 12, d4 running die; Parry: 6 ; Toughness: 6 (+5 from huntsman armor, between +2 and +12 from armor power as well)
Skills:
- Psionics: d12
- Fighting: d8
- Knowledge (Arcana): d8
- Survival: d8
- Taunt: d10
- (Major): Arrogant - Not only in his personality, but when he uses first person personal pronouns there is a tangible psychic pulse, and if he uses his proper name there is a psychic rumble belaying great potential if he learns to control and tap his excess psionic power.
- (Minor): Delusional - Is prone to believe that he has done better than he really has.
- (Minor): Loyal
- (Major): Enemy - The Coalition. Will be shot on sight. -4 VS charisma.
- (Minor): Quirk - Given the slightest opportunity he will tell you all about his daring heroics. Every retelling is grander than the last.
- (Minor): Feared - If the general populace know he is a Mind Melter then - 2 VS charisma.
- (Major): Cyber Resistant - Can't take cybernetics of any kind.
- (Major): Heroic - Supernaturally good.
- (Major): Non Standard Physiology - Armor purchase and repairs cost double. -2 to operate a vehicle if it is not properly refitted.
- (Major): Poor ground speed, -2 pace and D4 running die.
- Major Psionic: Spend 2 ISP to gain +1 with any psionic skill roll, or 4 ISP for +2. Doubled when on a Ley Line. Power Points edge is worth +10 ISP instead of +5 ISP.
- Master Psionic: Gain all Meg Powers associated with selected powers.
- Mental Resistance: +4 to save VS psionic effects, +4 armor against all psionic attacks.
- Flight: Pace of 12.
- Four Arms: Additional non movement action each combat round with no multi action penalty.
- Additional points from hindrances spent on attributes (2).
- From Hero's Journey: Rapid Recharge - This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
- Psionics: d8 base (increased to 12)
- Use Detect Arcana at will as a free action.
- Low light vision.
- Regeneration - Make natural healing roles once a day and may regenerate lost limbs. If a Lyn-Srial gains a permanent injury, she makes a Vigor roll after recovering from Incapacitation. On success, the injury heals after 1d6 days.
- Flight - Pace 12.
There are many ways a wind trapping could manifest. It could disarm, knock back, knock down, deflect, or redirect an opponent's attack. While wind can be used offensively, it is by nature an element that takes people by surprise and knocks them off balance.
- Armor
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trappings: Debris - A swirling cloud of debris forms around anything providing protection or physical enhancement and gains a +1 to the defences provided this can be doubled to +2 for 1 P.P.E.
Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.
GREATER ARMOR
Power Points: 5
Range: Touch
Duration: 3 (1/round)
Success grants +5 M.D.C. Armor, a raise grants +10. - Damage Field
Rank: Seasoned
Power Points: 4
Range: Touch
Duration: 3 (2/round)
Trappings: Electrical shocks - Armor Piercing: The electricity arcs to a foe’s exposed areas, ignoring some armor (AP 2) at a cost of +1 Power Point.
Damage field creates an effect around a character that deals damage to anyone who contacts them in close combat. The damage affects any adjacent character who makes a successful attack roll against the subject. It has no effect on non-adjacent attackers (for example, Reach or ranged attacks).
If a character with a damage field strikes someone in unarmed combat, the target takes the field’s damage plus the character’s Strength die (Str+2d6). The character may also simply touch the opponent (+2 to Fighting) and do the field’s damage only. A target who is grappled suffers the field’s damage each round on the attacker’s action; if the attacker chooses on following rounds to actively damage the target, he adds his Strength die to the damage roll as above and may get a bonus die for a raise.
With a success, the power does 2d6 damage. With a raise, damage field causes 2d8 damage.
DAMAGE FIELD–EXALTED DAMAGE FIELD
Power Points: 8
Range: Touch
Duration: 3 (2/round)
This Mega Power gives the caster two options. She can choose to have a damage field of 2d8, or 2d10 with a raise. Alternately, she can extend the damage field to a Medium Burst Template, centered on herself. In the latter case, it affects anyone in that area each round. The caster is immune to her own damage. On the rounds after she casts it, the damage is rolled at the beginning of her turn. - Drain Power Points
Rank: Heroic
Power Points: 3
Range: Smarts
Duration: Instant
Trappings: A swirling vortex from the target to Gale. Gust - A gust of air acts as a headwind or tailwind for powers with this trapping. Targets of negative powers suffer a -1 movement penalty while the power is active or on their next action for Instant powers.
This spell removes a spellcaster’s source of power, limiting his ability to cast magic.
The caster picks a single target within range and makes an opposed arcane skill roll. The caster suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, for example).
With a success, he drains 1d6+1 Power Points from the victim. On a raise, the victim loses 1d8+2 Power Points. These rolls don’t Ace. Targets with Arcane Background: Weird Science lose the Power Points from all “gizmos” on their person equally.
The victim cannot be reduced below zero Power Points. Drained Power Points are not taken by the caster — they are simply lost to the victim. Drained Power Points recharge as normal. The spell works only on creatures with an Arcane Background — it has no effect on magic items except those created through Arcane Background: Weird Science as noted above.
DRAIN POWER POINTS–PPE THIEF
Power Points: 9
Range: Smarts ×2
Duration: Instant
When using this Mega Power variant of drain Power Points, the dice are doubled for the amount drained (2d6+1, or 2d8+2 with a raise). Furthermore, drained PPE or ISP is actually gained by the caster. This can replenish spent Power Points, but it cannot raise the caster’s value above her normal maximum. - Havoc
Rank: Seasoned
Power Points: 2 – 4
Range: Smarts x 2
Duration: Instant
Trappings: Whirlwind.
While unpredictable, this spell allows a wizard to change the field of battle in an instant as targets are thrown in every direction.
With a success, the caster places a Medium Burst Template anywhere within range. Any character touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked 2d6” in a random direction (roll a d12 and read the result as a clock facing) and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll. Additionally, roll a d6 to see if the flyer is moved toward the ground (1 – 2), stays level (3 – 4), or is moved away from the ground (5 – 6). ► Additional Effects: For double the Power Points, havoc affects a Large Burst Template.
HAVOC–GREATER HAVOC
Power Points: +2
Range: Smarts ×3
Duration: Instant
Greater havoc enhances the penalties to resist to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6” and automatically Shaken, regardless of hitting an object. - Intangibility
Rank: Heroic
Power Points: 5
Range: Touch
Duration: 3 (2/round)
Trappings: Become the wind - gain a +2 to Pace for +1 ISP, +1 agility die type on raise.
With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.
While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items.
The character may not become corporeal while within someone or something. If that occurs, the caster is instantly shunted to the nearest open space, and he is Shaken.
INTANGIBILITY–ASTRAL FORM
Power Points: 10
Range: Self
Duration: 1 minute (1/minute)
The caster is able to leave his body behind as his astral self—a ghostly, translucent form, easily concealable (but not invisible) and able to wander in any direction at a 4× his Pace. Some mystical barriers might block passage at the GM’s discretion, but he can otherwise go through anything in this form. - Invisibility
Rank: Seasoned
Power Points: 5
Range: Self
Duration: 3 (1/round)
Trappings: Gust - A gust of air acts as a headwind or tailwind for powers with this trapping. Any movement related powers can gain a +2 to Pace for +1 P.P.E, +1 agility die type on a raise.
Being invisible is a powerful aid in combat and useful for spying on maidens’ changing rooms as well.
With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6.
In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible.
► Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
INVISIBILITY–TRUE INVISIBILITY
Power Points: 10
Range: Self
Duration: 3 (1/round)
Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he attacks someone. In that circumstance, any attempt to detect or attack the character with true invisibility is made at −8.
True invisibility also makes it impossible for anyone using most means of scrying or other detection to find the character; this includes divination and clairvoyance. Those using detect arcana suffer a −4 penalty to see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is final arbiter of this power’s ultimate limits. - Smite (Power has Automatic Raise from Hero's Journey)
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trappings: Air swirling around the blade. (bonus to parry or strike from speed? knockback 1d4 from wind? Opponent -1 to parry from debris when roll to strike is a raise?)
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.
► Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
GREATER SMITE
Power Points: 4
Range: Touch
Duration: 3 (1/round)
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, fire, holy light, etc.
Hero's Journey - Three rolls on Enchanted Items & Mystic Gadgets, Experience & Wisdom, or Psionics. One additional roll on any table except Cybernetics or Magic and Mysticism.
[dice]1[/dice] on Psionics Table
With deep concentration, meditation, or prayer, your hero regains her ISP at a faster rate than most. She gains the Rapid Recharge Edge (or improved Rapid Recharge if she already has the former).
Variety of techniques is a power all its own; your psionic knows one additional power of a Rank he can access. (Intangibility)
Variety of techniques is a power all its own; your psionic knows one additional power of a Rank he can access. (Havoc)
You may choose any one of the previous results. (Automatic Raise when casting Smite)