Brew:Cast/James Vincent
From Drinking and Dragons
Attributes
Strength: 2
Dexterity: 2
Constitution: 2
Intelligence: 3
Perception: 2
Willpower: 4
Skills
Acrobatics: 0
Art: 0
Computers: 2
Crime: 1
Doctor: 1
Driving: 1
Getting Medieval: 0
Gun Fu: 1
Influence: 4
Knowledge: 1
Kung Fu: 2
Languages: 0
Mr. Fix-it: 0
Notice: 3
Occultism: 4
Science: 2
Sports: 0
|
Stats
Life Points: 26
Endurance: 27
Essence: 19
Maneuvers
Dodge: +4
Other
Fear Test: +8
Consciousness Test: +6 (-1 for every Life Point below zero)
Survival Test: +6 (-1 for every ten Life Points below zero)
Qualities
- Charisma
- jovial and endearing, life of the party
- Magic - 4
- after finding the alchemical formulae notes, started digging into it big time
- Magic Philosophy - Alchemy
- the source of all his spells
- Supernatural Quality - Reduced Damage
- the lasting effects of an experimental protection potion reduces the damage of incoming kinetic attacks (bullets, fists, etc) by 1/2
- Paranet (Obligation [Minor])
- Essence Channelling 5
- Pull down 5 essence per turn. Regain 5 essence per minute.
- Increased Essence Pool (3)
- +6 essence to pool
Drawbacks
- Addiction - Alcoholism
- Southern Comfort especially
- Bad Luck
- often the first to be targetted by foes
- Unrequited Love
- has it BAD for that one hot barista chick in Brewed Awakening shop
- Emotional Problem - Fear of Rejection
- is afraid to make a move on the above target of obsession
- Talentless
- horrible guitarist
|
Spells (Will + Occultism + Magic)
- Lesser Sensing (Not technically a spell)
- Per + Notice + Magic to pick up on magic in the air.
- Energy Dart (1action, PL1)
- A small bolt of static energy strikes one target within 50 feet doing Willpower + Success Levels damage.
- Morpheus's Repose (1action, PL1)
- Target w/i 50' resists with Willx2 or fall into a deep, natural sleep for 1min per Success. Does not effect faeries, ghosts, vampires, or other undead.
- Spasms (1action, PL3)
- Two targets within 50 feet are afflicted with spasms in a limb of the caster’s choosing, unless they resist the spellcasting roll with Constitution (doubled) rolls. If an arm is affected, it cannot be used to attack or defend in any way, spellcasting rolls suffer a –2 modifier, and if holding an item, the bearer must make a Dexterity (not doubled) roll to maintain his grip. If a leg is affected, the target moves at half speed and his Dexterity is reduced by half (maximum reduction four). The spasms last one Turn per Success Level and the targets may make Constitution rolls each Turn to overcome the effects.
- Yellow Disk (1action, PL3) [evil]
- A two-foot diameter yellow disk appears underneath the feet of a target within 100 feet. Unless he resists the spellcasting roll with a Willpower (doubled) roll, he is unable to lift his feet from the ground, and cannot move for Success Level Turns.
- Rectangle of Force (1action, PL4) [evil]
- The caster conjures a cone-like shining, silvery-black rectangle six feet high and 12 feet across, which flies forward up to 50 feet. Anyone struck takes (Willpower x 2) + (Success Levels x 5) damage and is knocked back five feet per Success Level. Defensive magics used to resist this spell suffer a –1 modifier per cane-bearing caster.
|
Invocations
Farsight 1
Farsight is the power to see into other places and to search areas by projecting a fraction of one’s Essence beyond one’s body. Failure to Dismiss the Invocation after a Focus Task failure often causes inconvenient visions and flashbacks that bother the Magician for D4(2) hours.
- Farsee
- 5e, 100 meters per Per (+5e to change range to 1.5km/1mi per Per, +1e per additional 1.5km/1mi)
- This ability allows the Magician to look into any area within range, but she must be aware of the general location of the area. The Magician decides the viewpoint of the vision, limited by the range (for example, the magician can select a bird’s eye view, to look in a specific direction, and so on), but the viewpoint cannot be changed unless the Invocation is re-cast. The base range is 100 yards (meters) for each point of the character’s Perception Attribute. This can be raised to one mile (1.5 kilometers) times Perception for another five Essence, and an additional one mile per Essence Point spent thereafter. The vision lasts up to one minute.
- Find Person
- Variable cost
- Using Perception instead of Willpower, this effect searches for a person in the area covered by the Invocation. The Magician must know the target, either personally or by contact with her Essence signature. The more powerful the person being searched for is, the easier it is, as her Essence acts like a beacon for those with the right senses. This effect costs 10 points to search for a Mundane, five points for a Gifted person with less than 30 Essence, and two points for a Gifted person with more than 30 Essence Points. If the person being sought has used Magic or other supernatural abilities in the past few hours, all Focus Tasks gain a +1 bonus for every five Essence Points used by the target. If the Gifted character is Shielded (see p. 220), her Essence is hidden and she must be sought out like a Mundane. The base area has a radius of one mile (1.5 kilometers) per level of Perception. Each additional one mile (1.5 kilometers) costs one extra Essence Point.
Lesser Illusion 1
Hideaway 1
Spirit Mastery 1
|