Player Name: John K.
Google Handle: sinder
Rank: Seasoned Experience: 47 (Jan 1) Advances Left: 0
Iconic Framework: Burster
Attributes: Agility d6, Smarts d8, Spirit d12, Strength d6, Vigor d4 (+2)
Charisma: +1(card # 46 Renown) Pace: 6; Parry: 5; Toughness: 4; Strain: 0
- Psionics d10 (free d8)
- Fighting d6
- Shooting d6
- Investigation d6
- Knowledge Arcana d4
- Survival d4
- Piloting d4
- Driving d4
- Throwing d4
- Curious (Major): Sinder wants to know about everything
- Loyal (Minor): Sinder tries to never betray or disappoint his friends
- Vow (Minor): Help those in need.
- Quirk (IF): Pyromaniac (IF)
- Enemy (IF): Considered dangerous by Coalition States
- No Cybernetics (IF): Each point of Strain imposes -1 penalty on Psionics skill
- Arcane Background (Psionics): Three powers, 20 ISP, and d8 in Psionics (IF)
- Major Psionics: Sinder can add +10 ISP when taking the Power Points Edge (instead of 5) and can spend 2 ISP to add +1 to Psionics rolls, and 4 ISP to add +2 (added before the roll). He can spend +1 ISP for Range × 2 for any ranged (not Self or Touch) powers, or +2 ISP for Range × 10. These last two effects are doubled when on a ley line.
- Master Psionic: Sinder has the Mega power versions of all his powers.
- Flame Blast: For 1 ISP Sinder’s Flame Bolt can affect a Medium Burst Template. For 2 ISP, he can expand the radius to a Large Burst Template. Or, he can spend one ISP to use the Cone Template at no range (targets make an opposed Agility roll against Psionics to avoid the effect)
- Improved Flame Bolt: Sinder’s Flame Bolt damage does 6d6.
- Mentalist: Sinder adds +2 to any opposed Psionics roll
- I Know a Guy: Sinder can use his connections once per session to find supplies
- Power Points: Adds +10 Power Points
- Beast Master Edge
- Power Points: Adds +10 Power Points
- Improve Fiery Aura
- Everything Burns: Sinder can set most things on fire. See Burster in the see The Tomorrow Legion Player’s Guide.
- Fiery Aura: Sinder can surround himself with a fiery aura at will, no roll required. The aura grants him +6 Armor (which stacks with the armor power, but not worn armor) and a damage field of 3d8. Both remain active for as long as the he wishes, or until he is Incapacitated or otherwise unconscious. If he spends 3 ISP when activating the field, the armor is M.D.C. capacity. He can extend this aura to a Medium Burst Template.
- Fire Mastery: Sinder can pick a spot within 12" and place a Large Burst Template, where he can create, control, or extinguish flames as a free action, no roll required. As an action, he can roll his Psionics skill to impose −2 to Trait rolls over the area (−4 with a raise) due to heat, smoke, and other conditions.
- Firewalker: Completely immune to all fire, plasma, and heat effects. They suffer only half damage from lightning, electricity, and lasers.
- Flame Bolt: Sinder can use his Psionics skill to hurl a bolt of fire—Range 12/24/48 Damage 6d6, Mega Damage. He can add +2 AP by spending 1 ISP per Flame Bolt, or +4 AP for 2 ISP.
Powers: 50 ISP
- Armor (Greater Armor): Provides an invisible telekinetic force field that adds +2 to armor against physical attacks but is dispelled by ion weapons.
- Boost/Lower Trait (Greater Boost / Lower): Subjects feel an invigorating warmth or a sapping heat when their trait is boosted or lowered. Warmth allows a free roll to recover from shaken while heat forces the victim to make a Vigor roll or suffer Fatigue
- Fly (Swift Flight): A pair of flaming angelic wings forms on Sinders back. Costs +1 ISP to use but adds +2 pace. On a raise increases Agility die by one type.
- Summon Ally (Force Multiplier): On a raise Sinder glows with fire light for the duration, creating light in a Small Burst Template centered on them.
- Smite (Greater Smite): Enchanted weapons burn white hot. For an extra +1 ISP he can add AP 2
- (Detect /Conceal Arcana– Exalted Detect /Conceal Arcana):