Golden Bennies: 0/1
+1 Lose of Loved one, November 23, 2017
+1 Christmas 2017
+1 Birthday, Feb 3, 2018
-2 Q1 end
-1 used on 6/19/18 for persuasion roll at Macs.
notes from Rob: For the golden Benny I would reimburse the bennies used and give not only the maximum value for whichever vehicle sold. But I would add a +2 Charisma for all future 99 deals with Mac.
+1 for Q2 2018 post counts
-1 to rerolled improved frenzy attack with +2 bonus.
+1 for something (need to look this up)
-1 for something (need to look this up)
+1 for something (need to look this up)
+1 Christmas 2018, allowed to have 2 until the end of January
Bennies: 1/3
OLD
Q1 2019
- Smarts Benny for Extra Effort
- Notice Quzzrt Benny for Extra Effort
ISP: 40 cap, see status tracker for current.
Recover: 1 ISP per hour
Adventure Card:
Trappings:
Her psionics appear as a Lime Green Energy. As if they are inverted to the purple color that psionics normally appear as.
Magical Girl Form: physical objects, such as armor worn are temporary transformed to be fantasy armor. The form is based on the ideals the character views themselves as a hero. It is gender appropriate in form.
Brainburn[Power Drawback]
Effect: When a psionic character rolls a 1 on his psionics die (regardless of his Wild Die). he is automatically Shaken. On a critical failure, the psi lets out a psychic scream that cause him to be shaken along with all allies in a Large Burst Template who fail a spirit roll. This can cause a wound.
Mr. Fix it(Mr. Fix It; 0 I.S.P.)[Novice]
Range: Touch
Duration: Special
Effect: The psionic adds +2 to repair rolls, with a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repairs it in half the time, a Mr. Fix It could finish the job in one-quarter the time with a raise.
Gadgeteer(Gadgeteer; 20 I.S.P.)[Novice]
Range: Touch
Duration: Until Device ISP is used up.
Trappings:
Effect: Once per session, she is able to create a jury-rigged device that has one of her powers. It uses half of her ISP which becomes invested into the device for it's use. The device burns out when it's pool of ISP is gone or the session ends. The Psi Operator most have access to parts and a reasonable amount of time (GM's call, but at least 1d20 minutes) to create the device. These devices use the Psionics skill to active unless there is a specific skill associated with the device, such as Driving, Fighting, or Shooting. She can share the device but if a skill test is required, they must have the skill required by the device or make a Spirit Roll with a -2 modifier.
Enhance Psionic Skill(Enhance Psionic Skill; 2 or 4 I.S.P.)[Seasoned]
Range: Self
Duration: Instant
Trappings:
Effect: Spend 2 ISP when rolling her Psionics Skill to gain +1 to the roll, or 4 ISP for +2.
While on a ley line, all these bonus are doubled in effect.
This ability does not require a Trait test to use.
Enhance Psionic Range(Enhance Psionic Range; 1 or 2 I.S.P.)[Seasoned]
Range: Self
Duration: Instant
Trappings:
Effect: Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range x10. This ability does not affect powers that have Range of Self or Touch.
While on a ley line, all these bonus are doubled in effect.
This ability does not require a Trait test to use.
Armor(Armor; 2 I.S.P.)[Novice]
Range: Touch
Duration: 3 (1/round)
Trappings:
Effect: Armor creates a field of psionic protection around a character effectively giving the target Armor. Success grants 4 points of Armor.
Magical Girl Armor(Greater Armor; 5 I.S.P.)[Mega]
Range: Touch
Duration: 3 (1/round)
Trappings: Magical Girl Form
Description: When the power is used, the character goes through a transformation. During which their armor worn is transformed into a highly stylized form determined by the wearer ideals. The armor power provide additional armor protection above the worn armor.
Effect: Success grants +5 M.D.C. Armor, a raise grants +10 M.D.C. Armor.
Blast(Blast; 2 - 6 I.S.P.)[Seasoned]
Range: 24/48/96
Duration: Instant
Trappings:
Effect: Blast is an area effect power tat can put down many opponents at once. The caster first picks where she wants to center the blast, then makes the appropriate skill roll. Normal ranged attack modifiers apply.
The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched projectile.
Targets within the blast suffer 2d6 damage. Blast inflicts Mega Damage..
Additional Effects: For douple the Power Points, the blast does 3D6 damage, or the size is increased to a Large Burst Template. For triple the points, it does both.
Omega Alpha Revelation(Greater Blast; +4 I.S.P.)[Mega]
Range: 32/72/144
Duration: Instant
Trappings: Using a staff, polearm or weapon, she calls out the attack name as a ball of lime green energy forms at the tip of the weapon. She then points the weapon at the location she wants it to go and the ball of energy shoot towards it.
Effect: By adding +4 Power Points to the casting cost of blast, the damage dice are increased from d6 to d10. Greater blast inflicts Mega Damage like the base power.
Detect/Conceal Arcana(Detect/Conceal Arcana; 2 I.S.P.)[Novice]
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trappings:
Effect: Detect/Conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer. 1 hour with a maintenance cost of 1 per hour. When used this way, those who wish to see through the ruse with detect arcana use their arcana skill roll as an opposed roll against the concealer's skill. (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.
Exalted Detect/Conceal Arcana(Exalted Detect/Conceal Arcana; 4 I.S.P.)[Mega]
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trappings:
Effect: This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcana skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
What kind of magic is at work.
Currently active powers.
General type of supernatural creature (vampire, werework, dragon, ect.)
Any enchantments present on an item.
How much PPE or ISP a target possesses.
Other information the GM thinks appropriate.
When used on a supernatural creature, a raise on the arcana skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerablity. The power might reveal a ghost must be laid to rest by find an object important to it in life but not exactly what that objest is or where it is located.
There is a drawback, however. Using exalted conceal arcana means the caster is -2(or -4 with a raise) to be seen or found with clairvoyance or divination.
Telemachanics(Telepathy for Machines; 2 I.S.P.)[Seasoned]
Range: One mile
Duration: 3 (1/round)
Trappings:
Effect: When activating Telepathy, instead of using the normal power effects, she can choose to gain +4 to all checks involving computers and electronics. including Investigation check to dig through data and files. This bonus also applies to attempts to bypass security systems and electronic locks.
The psi also has the benefit of the Ace Edge wen interfacing with a vehicle via telepathy which has an electronic control system, increasing to a +4 bonus if the character already has the Edge. This Edge works even when the character is in power armor or robot armor.
Telepathy(Telepathy; 2 I.S.P.)[Novice]
Range: One Mile
Duration: 3 (1/round)
Trappings:
Effect: Telepath 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.
Exalted Telepathy(Exalted Telepathy; 4 I.S.P.)[Mega]
Range: Special
Duration: 3 (1/round)
Trappings:
Effect: This Mega Power version of telepathy allows the user to reach any ally's mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at -2, while other rolls are at -4.
Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind with a mile radius. Alternately, she can connect up to her smarts die, currently 10, in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a -2 penalty on any other Trait rolls while she maintains it.
Smite(Smite; 2 I.S.P.)[Novice]
Range: Touch
Duration: 3 (1/round)
Trappings:
Effect: This power is cast on a weapon of some sort. If it's a ranged weapon, it affects one entire magazie, 20 bolts, shells, or arrows. Or one full “load” of aamunition. 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(Greater Smite; 4 I.S.P.)[Mega]
Range: Touch
Duration: 3 (1/round)
Trappings:
Effect: This Mega Power 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, ect.
Magical Girl's Skillz(Warrior's Gift; 4 I.S.P.)[Seasoned]
Range: Touch
Duration: 3 (1/round)
Trappings:
Effect: Ever wonder why magical girls just seem to be better at combat suddenly when normally they are a clutz. Two words, Magic Powers. This is the power that gives them the skills.
With a successful Psionics skill roll. the recipient gains the benefit of a single Combat Edge chosen by the caster. The caster (not the recipient) must be one Rank higher then the Rank requirement of the Edge but ignores other requirements, even those requiring other Edges. For the duration of the power, the recipient gains all the benefits of the Edge.
Mega Skillz(Greater Warrior's Gift; 8 I.S.P.)[Mega]
Range: Touch
Duration: 3 (1/round)
Trappings:
Effect: Mega Skillz allows the target to select two combat edges at once, and those Edges may be up to the target's current Rank.