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
Early 90's era laptop computer with an external 2400 baud modem.