Player Name: Robert
Google Handle: Conan Cimmerian
LEGEND: Schelle's Blade
Character Name: Firehawk
Rank: Novice Experience: 18 Advances Left: 1
Race: Lyn-Srial
Iconic Framework: Burster
Attributes: Agility d6, Smarts d10, Spirit d4, Strength d6, Vigor d8
Charisma: 0 (-4 w/ CS); Pace: 4(d4 running), Flying: 6(12); Parry: 5 ; Toughness: 6
Skills:
- Psionics (Smarts) d12
- Notice (Smarts) d8
- Tracking (Smarts) d6
- Fighting (Agility) d6 (+1)
- Healing (Smarts) d4
- Taunt (Smarts) d4
- Survival (Smarts) d6
- Stealth (Agility) d4
- Shooting (Agility) d4
- Overconfident (Major): believes he can do anything
- Poverty (Minor): starting funds halved, bad with money
- All Thumbs (Minor): -2 Repair; Roll of 1 on a mechanical or electronic device causes malfunction
- Quirk (IF): Pyromaniac
- Cyber Resistant
- Distinctive D-Bee: Lyn-Srial suffer −4 Charisma with CS citizens.
- Wanted (Major) by the Coalition
- Heroic (Major) and count as Supernaturally Good
- Poor Ground Speed - Lyn-Srial have −2" Pace (ground only) and a d4 running die.
- Non-Standard Physiology
- Master Psionic (Hindrances): MEGA powers
- Improved Flame Bolt (Hindrances): 6d6 damage
- Arcane Background: Psionics (IF)
- Major Psionics (IF): When they take the Power Points Edge, they gain 10 ISP (instead of 5). They are able to spend 2 ISP for a +1 to Psionics rolls, and 4 ISP for a +2 added before the roll. They 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.
- New Power (HJ): Stun
- Mentalist (HJ): +2 on any opposed Psionics roll, attacking or defending
- (HJ): As an action, your character can give an ally an immediate attempt to break out of illusion (and deadly illusion) or puppet (and mind control) at +2, and he can do this once per round until they break free. This benefit also aids anyone under the mind walk Mega Power.
- Flight: Lyn-Srial fly at Pace +6 (12)
- Four arms: one additional non-movement action with no MAP
- Low Light Vision: Lyn-Srial ignore penalties for Dim and Dark lighting
- Regeneration: Lyn-Srial make natural healing rolls 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
- Strong: starts with d6 Strength
- Firesight - Farsight (Greater Farsight)
- Power Points: 3 (6)
- Range: Touch
- Duration: 3 (1/round)
- Effect: Range penalties halved/range increments doubled (removes all penalties for Range/range increments doubled)
- Trappings: As the eyes begin to glow like they have an inner fire within them, the character can reduce darkness penalties by 1 pt for objects or creatures that radiate heat.
- Fire in the Blood - Boost/Lower Trait (Greater Boost/Lower Trait)
- Power Points: 2 (4)
- Range: Smarts (Smarts x 2)
- Duration: 3 (1/round)
- Effect: Boost or Lower dye type of one trait (can exceed d12, oppose with Spirit) : 1/2 (2/4)
- Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.
- Trappings: Boost Trait: As the fire burns though the subject’s blood, they gain a resistance to fire based fatigue of +1, +2 with a raise. Lower Trait: suffer a reduction of their ability to resist -1/-2 vs fire based fatigue; Blood feels hotter as it courses through recipients veins - comfortably for trait boosts ("I'm just getting warmed up!"), uncomfortably for decreases ("Ahhhh it hurts!")
- Smokescreen - Deflection (Greater Deflection)
- Power Points: 2 (4)
- Range: Touch
- Duration: 3 (1/round)
- Effect: Attackers are -2/-4 (-4/-6) to hit; acts as armor against area attacks
- Trappings: Billowing smoke conceals his true location. Use +1 ISP upon activation to lay down a dense smokescreen in his wake as he moves across the battlefield that stays as long as he maintains the power; This increases his Stealth by one die type, or two on a raise.
- Expanding Heat Shockwave - Stun (Greater Stun - see below)
- Power Points: 2
- Range: 12/24/48
- Duration: Special
- Effect: Targets within MBT must make Vigor roll or be Shaken, at -2 if a raise
- Trappings: By flash-frying the very air rapidly the hero can make the very air crack in a manner similar to thunder. Any target with unprotected 'ears' that fails their Vigor roll is also deafened by the rupture of their eardrums from the loud, fiery shockwave delivered via modified Flame Bolt.
- Flaming Heat Shockwave - Greater Stun
- Power Points: 4
- Range:18/36/72
- Duration: Special
- Effect: Targets within LBT must make Vigor rolls at -2, -4 if a raise; roll of 1 or less Incapacitates target.
- Trappings: Similar to the Expanding Heat Shockwave, the very air is flash-fried to produce an explosion. But this one is accompanied by fearsome fiery bursts of flame and smoke which has a demoralizing factor on the target(s). Any creature immune to fire is considered Fearless for the purposes of this power. Any character with any resistance to fire is considered to have a level of Arcane Resistance versus the power. But the average combatant must make Fear checks when hit with it. Creatures vulnerable to fire suffer their penalty to this roll.
- Table - Psionics
- Roll result: [dice]0[/dice]
- Description - Edge: Mentalist
- Table - Psionics
- Roll result: [dice]1[/dice]
- Description - As an action, your character can give an ally an immediate attempt to break out of illusion (and deadly illusion) or puppet (and mind control) at +2, and he can do this once per round until they break free. This benefit also aids anyone under the mind walk Mega Power.
- Table - Psionics
- Roll result: [dice]2[/dice]
- Description - Choose 1 free Power
- Table - Psionics
- Roll result: [dice]3[/dice]
- Description - +10 base ISP