|
|
Line 30: |
Line 30: |
| Strength 2 — Dexterity 4 — Constitution 2 — Intelligence 5 — Perception 3 — Willpower 4 | | Strength 2 — Dexterity 4 — Constitution 2 — Intelligence 5 — Perception 3 — Willpower 4 |
| === Secondary === | | === Secondary === |
| Life Points 29 {{-}} Endurance 34 {{-}} Speed 12 {{-}} Essence 20 | | Life Points 29 {{-}} Endurance 34 {{-}} Speed 12 {{-}} Essence 27 |
| <br/>Consciousness/Survival 6/7 {{-}} Initiative 4 | | <br/>Consciousness/Survival 6/7 {{-}} Initiative 4 |
| |- style="vertical-align: top;" | | |- style="vertical-align: top;" |
Line 73: |
Line 73: |
| | | | | |
| == Powers == | | == Powers == |
| ;Mindfire - Strength 3, Art 2 | | * Strength determines how powerful an effect can be created; Art the grace with which it is done. |
| : | | * Gain 1 essence per strength and art (7). |
| ;Mindhands - Strength 1, Art 1 | | * Every power can also be used defensively. |
| : . | | ;Mindfire (Pyrokinesis) - Strength 3, Art 2 |
| | : Usually uses willpower + art to activate. Requires willpower checks to control over a duration. |
| | : Flames created on an individual are not dodgeable but can be resisted with willpower tests (difficult). Jets/balls/area bursts are able to be dodged. |
| | : Strength: up to a large torch (d4xMF-Strength damage) that readily ignites usual combustibles. |
| | : Defensively: reduces multiplier of fire or energy attacks by MF-Strength. Has an AV of MF-Str*2against smaller projectiles. Those within a few feet of you take d6*MF-Str in damage. |
| | ;Mindhands (Tele-/Psycho-kinesis) - Strength 1, Art 1 |
| | : Intelligence + art to move linearly. Dexterity + art to toss/throw/aim (which can be dodged). |
| | : See chart (Arma 228) for mass. At MH-Str 1, max mass is 50 pounds. An object of 10 pounds or less can be flung to deal d4 damage. Dropping a 50 pound object on something deals (d4+1)*1+heightInYards) damage but is very easy to dodge. |
| | : Gifted can resist MH with willpower (plus any released essence). Shielding (both) blocks. |
| | : Brawling + art for psychic punches (mundanes: difficult dexterity). Influct MF-Str damage. |
| | : Can use dexterity skills at a distance, using art + skill, with a penalty |
| | : Can add MF-Str to physical Str for lifting or combat purposes. |
| | : Strength: See chart. |
| | : Defensively: Dexterity + art parrying. Intelligence + art inertial armor for success levels minutes, AV D4*(MF-Str/2). -1 to other tasks wile shield is up. |
| | |
| | | | | |
| == Qualities == | | == Qualities == |
Steve
Aspects
High Concept: Slacker Expert
Trouble: I'm an Anarchist
Childhood Genius ...
Found Secret Knowledge ...
"Burn it all!" ...
I Do What It Takes OR Never Good Timing ...
Notes
- needs a casting image
- Only one of two Guest Star stories gets kept/aspect selected.
- High Concept needs a bit of an intensification.
- Childhood Genius could take a little bit of a tweak.
- important possessions
Attributes
Primary
Strength 2 — Dexterity 4 — Constitution 2 — Intelligence 5 — Perception 3 — Willpower 4
Secondary
Life Points 29 — Endurance 34 — Speed 12 — Essence 27
Consciousness/Survival 6/7 — Initiative 4
|
Skills
- Computer Hacking 3
- Computer Programming 3
- Demolitions 1
- Dodge 2
- Electronic Surveillance 1
- Electronics 2
- Lock Picking (Electronic) 1
- Magic Theory 1
- Mechanic 1
- Notice 1
- Occult Knowledge* 1
- Research 1
- Running 1
- Science (Chemistry) 1
- Streetwise 2
- Throwing (Sphere) 3
|
Drawbacks
- Attractiveness - 2 levels down
- Subtracted from any test or task involving making an impression. Bonus to intimidation.
- Emotional Problems (Depression) - Treated
- Treated by medication.
- If unmedicated, -1 to most tasks
- Showoff
- You desire the spotlight and playing up your accomplishments, covering up your mistakes. (You will not compromise your principles to hog the spotlight.)
- Psychological Problems (Lazy) - Mild
- This problem is mostly under control except under stress. May require a willpower check at -1 to resist.
- Improving skills can cost more.
- Psychological Problems (Pyromania) - Serious
- This problem affects your daily life and anyone who knows you at least suspects it. A willpower check at -2 might be attempted to resist it.
- See "Reckless".
- Secret (Stolen Resources) - 2 points
- If it becomes publicly known that your resources are the result of theft, it will significantly impact your life.
|
Powers
- Strength determines how powerful an effect can be created; Art the grace with which it is done.
- Gain 1 essence per strength and art (7).
- Every power can also be used defensively.
- Mindfire (Pyrokinesis) - Strength 3, Art 2
- Usually uses willpower + art to activate. Requires willpower checks to control over a duration.
- Flames created on an individual are not dodgeable but can be resisted with willpower tests (difficult). Jets/balls/area bursts are able to be dodged.
- Strength: up to a large torch (d4xMF-Strength damage) that readily ignites usual combustibles.
- Defensively: reduces multiplier of fire or energy attacks by MF-Strength. Has an AV of MF-Str*2against smaller projectiles. Those within a few feet of you take d6*MF-Str in damage.
- Mindhands (Tele-/Psycho-kinesis) - Strength 1, Art 1
- Intelligence + art to move linearly. Dexterity + art to toss/throw/aim (which can be dodged).
- See chart (Arma 228) for mass. At MH-Str 1, max mass is 50 pounds. An object of 10 pounds or less can be flung to deal d4 damage. Dropping a 50 pound object on something deals (d4+1)*1+heightInYards) damage but is very easy to dodge.
- Gifted can resist MH with willpower (plus any released essence). Shielding (both) blocks.
- Brawling + art for psychic punches (mundanes: difficult dexterity). Influct MF-Str damage.
- Can use dexterity skills at a distance, using art + skill, with a penalty
- Can add MF-Str to physical Str for lifting or combat purposes.
- Strength: See chart.
- Defensively: Dexterity + art parrying. Intelligence + art inertial armor for success levels minutes, AV D4*(MF-Str/2). -1 to other tasks wile shield is up.
|
Qualities
- Gifted
- Allows the of supernatural powers. Greatly increases the ability to perceive the supernatural.
- Good Luck -- 1 per session
- Once per session, +1 to any roll.
- Hard to Kill -- 1 level
- +3 life points, +1 to survival tests
- Influence (Counter-Culture) -- 1 level
- Influence (Nerds) -- 1 level
- Bonus to social skills with this group, including Pulling Strings.
- Pulling strings (Funding [Nerds]) -- 1 level
- ConXp88 - willpower + bureaucracy (+ influence) to attempt to have your contacts direct money your direction in some way. Currently $600/month without a roll extra. A successful roll can bring in $6000. Higher results brings more money, and you can lower your target for an easier roll. Misuse of funds (and catastrophic failures on rolls) can result in an investigation.
- Resistance (Fire) -- 2 levels
- Take one less point of damage from fire.
- Resources -- 1 level up
- Middle class. $30k in property. $3k/month pre-tax.
|
Special Possessions
Background