Google Handle: samminmax@gmail.com
Character Name: Whisper
Rank: Seasoned Experience: 34 Advances Left: 0 (1/1/2019)
Race: Silhouette
Iconic Framework: ARES Experimental Mage
Attributes: Agility d6, Smarts d12, Spirit d8, Strength d4, Vigor d6
Charisma: +2; Pace: 6; Parry: 4; Toughness: 14 (8)
PPE: 30
Racial Abilities and Complications:
Skills: 23Spellcasting d12 (2)
Fighting d4
Shooting d4
Notice d8 (3)
Persuasion 1d8 (3)
Intimidation 1d6+2 (2)
Streetwise 1d10 (4)
Knowledge: Arcane d10 (4)
Investigation d8 (2)
Lockpicking 1d4 (1)
Stealth 1d6 (2)
Hindrances
Curious
Greedy (minor)
Vengeful (minor)
Paranoid (minor)
Hunted (Minor - Federation of Magic)
Dependency (Sunlight)
Edges
Race: Arcane Background: Magic
IF: Master of Magic
IF: Improved Rapid Recharge
IF: Extra Power
IF: Strong Willed
Hind: +1d Smarts
Hind: Attractive
HJ: Thief
MARS: Extraordinary Rapid Recharge
MARS: Improved Shadow Meld
MARS: Perfected Shadow Meld
Novice 5xp: Extra Power (Illusion)
Novice 10xp: Power Points
Novice 15xp: Elan
Seasoned 20xp: Power Points
Seasoned 25xp: +1d Smarts
Seasoned 30xp: +1d Spellcasting, +1d Investigation
Powers:
- Shapechange (3 tiny 4 small 5 medium 6 large 7 huge 10 gigantic PPE, 1 min dur
- Greater Shapechange (can become humanoids, magic beasts, gain abilities, use own powers; 6 small 7 medium 8 large 9 huge PPE)
- Slumber (2 PPE, smarts x2", 1 min dur, MBA, spirit check to resist, -2 on raise)
- Greater Slumber (4 PPE, smarts x3", 1min dur, MBA, -2/-4 to resist, full round action to awaken)
- Bolt
* - 2d6 MD; 1PPE (Necromancy/Fear)
* - 2x 2d6 MD; 2PPE (Necromancy/Fear)
* - 3x 2d6 MD; 3PPE (Necromancy/Fear)
- Onslaught
* - 3d6 MD, AP 5; 2PPE (Cold/Slow; on raise target treats all moves as Difficult Terrain)
* - 2x 3d6 MD, AP 5; 4PPE (Fire/Fatigue; vigor check on hit or suffer fatigue level)
* - 3x 3d6 MD, AP 5; 6PPE (Darkness/Shroud; targets suffer -1 to vision Trait rolls on hit)
* - 4x 3d6 MD, AP 7; 9PPE (Electrical/Armor Piercing; +2 AP, +1 PPE to use)
* - 6d6 MD, AP 5; 4 PPE (Acid/Corrosion; on Shaken or Wound roll 1d6 - on 6 armor is reduced 1 or object is ruined)
- Illusion (3PPE, smarts", 3rnd dur, vs Spirit, can Shake but not Wound, action to maintain active illusions; raises on any success)
- Deadly Illusion (6PPE, smarts x2", 3rnd dur, causes Wounds on raise; raises on any success)
- Obscure (Absorb Light; 2PPE 3rnd dur, LBT, -6 obscurement penalty) - Trapping: Darkness/Stealth (+1d Stealth, +2d on raise)
- Greater Obscure (Absorb Light; 4PPE 3rnd dur, radius = smarts, smarts x2") - Trapping: Darkness/Stealth (+1d Stealth, +2d on raise)
- Invisibility (Shadow Meld; special: 0 PPE; free action) - Trapping: Darkness/Stealth (+1d Stealth, +2d on raise)
- Greater Invisibility (Shadow Meld; special 6 PPE 0 maint; free action) - Trapping: Darkness/Stealth (+1d Stealth, +2d on raise)
- Detect/Conceal Arcana (special: 0 PPE; free action) - Trapping: Necromantic/Feign Undead (Undead at -1 to hit)
- Exalted Detect/Conceal Arcana (2PPE 3rnd dur, free action, gives more info) - Trapping: Necromantic/Feign Undead (Undead at -1 to hit)
From Equipment
Communications Band
- Speak Language (1PPE, 10min dur, speak/read/understand any one language)
- Mass Understanding (2PPE, 10min dur, everyone, selectively, within Spiritx2 can understand one another)
Blackmail
- Disguise (4 PPE, dur 10min) - Trapping: Jazz (+2 Pace, +1d Agility on raise)
- Darksight (exalted 2 PPE, dur 1 hour) - Trapping: Sound/Absorbtion (+1d stealth; difficulty making self heard)
- Teleport (10" per 3PPE (15" on raise) or 20/30 per 5 for Greater Teleport) - Trapping: Darkness/Darkening (apply darkness penalty as bonus, light causes -2 penalty)
Special
- Illusion/Deadly Illusion counts as a raise on a normal success
- All damaging magic is mega-damage; spells that normally do mega-damage have AP 5
- Can use Detect Arcana as a free action for no cost at will. Exalted Detect Arcana costs 2 PPE.
- Shadow Meld spell can be cast as a free action for no cost at will. Greater Invisibility is 1/2 cost to cast and 0 to maintain.
Iconic Framework: ARES
Origin: Laboratory Manipulation
- +1d Spirit, and Strong Willed
- Instinctive Fighter: 1d4 Fighting and Shooting
- Dependency: Sunlight (Whisper must voluntarily weaken her own powers by exposing herself to sunlight, or risk being drawn into Shadow permanently)
- Lab Rat (-2 Charisma)
- Paranoid (quirk)
- Hunted (minor)
P&G 1: Superior Arcane Power - True Prodigy
- Master of Magic, Extra Power, Improved Rapid Recharge
- Expanded Awareness Ley Line Walker ability
P&G 2: Vagabond Extraordinaire - Personal MARS Concept
- +5 skill points to be spent on Streetwise, Investigation or Persuasion
- 2 edges of choice, ignoring rank (Extraordinary Rapid Recharge, Improved Shadow Meld)
- 1 Edge of choice, ignoring rank (Perfect Shadow Meld)
- Starting Gear: Ley Line Walker Medium Armor or Cyber-Knight Light Armor, TK Sub-machine Gun, L-20 Pulse Rifle, NG-S2 Survival Pack, 3d6x100 credits.
Hero’s Journey
Narrative Hook
Roll result 4
Description: Hidden Away
HJ: 1D20 = [19] = 19
1D20 = [7] = 7
1D20 = [13] = 13
Hj: 1D20 = [17] = 17
- Enchanted Items (7): Communications Band (Speak Language, +1 Persuasion/Streetwise, also gives +2 Charisma when using voice)
- Magic (19): Pick any result - Choose one power that is considered a Raise even on a normal successful roll (Illusion/Deadly Illusion)
- Magic (17): Any damaging spell does Mega-damage, spells that normally do Mega-damage gain 5 AP
- Black Ops (13): Gain Thief edge, and 3 skill points for Climbing, Stealth, and Lockpicking
Advances
Initial Advances: (From Hindrances): +1d Smarts, Attractive
Novice 5xp Advance: Extra Power (Illusion)
Novice 10xp Advance: Power Points
Novice 15xp Advance: Power Points