Character Creation
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80 points to spend:
Choose Race: Ork 5pts.
Choose Awakened?: Adept 25pts.
(30 build points used)
Attributes: 1 point per 2 build points.
Strength: +2 race, +3 (6pts) = 5
Intelligence: -1 race, +3 (6pts) = 2
Willpower: +3 (6pts) = 3
Quickness: +4 (8pts) = 4
Body: +3 race, +3 (6pts) = 6
Charisma: -1 race, +3 (6pts) 2
(38 build points used)
Flaws & Edges: described separately.
-3pts in flaws & +5pts in edges.
(2 build points used)
Skills: (cost at 1 build points per level)
Athletics: 3
Bike: 2
Demolitions: 2
Negotiations: 1
Stealth: 2
(10 build points).
Final tally = 80 build points used:
Knowledge Skills: (Intelligence x 5 = 10pts of unallocated KS)
Language Skills: ?
Hobby Skills: ( free 6pts to equip to non-combat skill).
Dance: 2 (break-dance).
Campanology: 2 (bell ringing)
Fire-walking: 2 (barefoot upon hot coals).
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Character Flaws:
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Tears in the Rain has the following flaws:
Day Job: (-1 build points).
She works at least 10 hours per week in a back alley Launderette. She receives a monthly 1,000ny in credits.
Astral Impressions: (-2 build points).
as an Adept she has taken the ability to perceive into the Astral realm but in doing so, she is more vulnerable to being perceived herself. |
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Character Edges:
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Tears in the Rain has the following character boons.
Water Sprite: (costs +1 build points per level). She benefits from minor level one increases in her swimming proficiency, holding breath underwater, etc.
Quick Healer: provides a -2 modifier to Healing tests. (+2 build points)
Lay on of Hands: (?) this is to be confirmed by the GM but essentially is Quick Healer but administered to a comrade via character roleplay as trait or Edge gained from her upbringing in the religious confines and mentoring by the priests. (+2 build points).
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Adept Class skills and abilities:
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Tears in the Rain is an Adept, though only a junior acolyte in this Awakened discipline.
She gains 6 points of 'spell power', one point for each point of Magic (6) which corresponds directly to her current Essence vitality and health (6).
She can spend these points on a number of Adept disciplines, with each skill costing a variable amount of points value per skill level. As follows:
Astral Perception: (+2 spell points). Gains ability to see and perceive into the Astral Plane. Cannot use Astral Projection but otherwise follows rules as outlined.
Body Control : (0.25 pts per level). Gains ability to resist the effects of toxins, poisons and disease. Gains +1d6 dice per level. Current level 1 (0.25pts)
Enhanced Perception: (0.5 pts per level). This power sharpens your senses. Each level provides an additional die for all Perception Tests (p. 231), including astral perception, if you also have that power. You cannot have more Enhanced Perception dice than your Intelligence or Magic Attribute, whichever is less. Current level 1 (0.5pts)
Killing Hands: (variable, 0.5 points spent). This power uses magic to turn unarmed attacks into lethal, physical damage. When using Unarmed Combat and Killing hands, you may do normal stun damage, or physical damage as purchased. The use of Killing Hands must be declared with the Unarmed Combat attack. The cost for each level of damageis given on the Killing Hands Cost Table. A Killing Hands attack is effective against creatures With immunity to Normal Weapons (see Powers, p. 260.) Their defensive bonuses do not count against Killing Hands. Killing hands can also be used in astral combat if you have the Astral perception power and are using it to see into the astral plane (see Astral Combat, p. 174).
Mystic Armour: (0.5 pts per level). This power magically toughens your skin to resist the effects of damage. Each level provides you with 1 point of Impact Armor, cumulative with any worn Impact Armor. Mystic Armor does not provide Ballistic Armor. Mystic Armor also protects against damage done in astral combat. Current level 1 (0.5pts)
Improved Ability: (0.25 pts per skill dice). Gains an addition 1d6 dice for skill checks with one specific active skill, in this case it is allocated to Bike (riding & tricks).
Missile Parry: (1 point for skill). You can catch slow-moving missile weapons such asarrows, thrown knives, or shuriken out of the air. Make a Reaction Test (plus any Combat Pool dice you choose to allocate tothe test) against a Target Number of 10, minus the base targetnumber for the range of incoming attack. For example, againstan arrow coming from long range, the target number is 2 (10– 8, the base Target Number for long range). If the attack were from short range, the Target Number would be 6 (10 – 4, the base Target Number for short range). To successfully grab the missile weapon out of the air, you must generate more successes with your Reaction Test than the attacker achieved on the Attack Test. Ties go to the attacker. Using Missile Parry is a Free Action.
Suspended State: (1 point for the skill). This ability allows you to enter into a meditative state, reducing your metabolism and therefore your requirements for food, water, air or your rate of bleeding. To use Suspended State, roll your willpower against a target number of 4, applying any injury modifiers. Consult the description of the Hibernate spell (p.194) and use the successes as indicated. If an adept with this power takes a Deadly physical wound and falls unconscious, the power automatically activates.
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