Heather McLea
Character Name: Heather McLea
Alternate Identities:
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
8 STR 10 -2 8 11- HTH Damage 1 1/2d6 END [1]
13 DEX 10 9 13 12- OCV 4 DCV 4
12 CON 10 4 12 11-
9 BODY 10 -2 9 11-
10 INT 10 0 10 11- PER Roll 11-
15 EGO 10 10 15 12- ECV: 5
10 PRE 10 0 10 11- PRE Attack: 2d6
16 COM 10 3 16 12-
2 PD 2 0 2 2 PD (0 rPD)
2 ED 2 0 2 2 ED (0 rED)
3 SPD 2.3 7 3 Phases: 4, 8, 12
4 REC 4 0 4
24 END 24 0 24
20 STUN 19 1 20
6" Running 6 0 6"
2" Swimming 2 0 2"
1" Leaping 2 0 1 1/2" 30 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 19
Spent: 19
Unspent: 0
Base Points: 100
Disad Points: 150
Total Points: 269
MOVEMENT
Type Total
Run (6) 6"
Swim (2) 2"
H. Leap (2") 1 1/2"
V. Leap (1") 0 1/2"
DEFENSES
Type Amount
Physical Defense 2
Res. Phys. Defense 0
Energy Defense 2
Res. Energy Defense 0
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 4 DCV: 4
 
Combat Skill Levels: +5 with Missile Reflection , +1 with Kinetic Blast Spell Only; OAF (-1), Gestures (-1/4), Incantations (-1/4)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
10 Physical Limitation: Magic power reduced by 75% when crossing a threshold uninvited (Infrequently, Greatly Impairing)
15 Psychological Limitation: Very Naive (Common, Strong)
15 Physical Limitation: Must obey anyone that invokes her true name (Infrequently, Fully Impairing)
15 Psychological Limitation: In Love with Kevin (Common, Strong)
10 Psychological Limitation: Afraid of ghosts (Uncommon, Strong)
10 Psychological Limitation: Gullible (Common, Moderate)
15 Social Limitation: Bound by the Laws of Hospitality (Occasionally, Severe)
15 Social Limitation: Bound by the Unseelie Accords (Occasionally, Severe)
25 Social Limitation: Subject to the Seven Laws of Magic (Very Frequently, Severe)
20 Watched: White Counsel 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find)
150 Total Disadvantages Cost

Character Name: Heather McLea
Alternate Identities:
Player Name: NPC
SKILLS
Cost  Name
0 AK: Inverness, Scotland 8-
0 Acting 8-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
15 Force of Will 18-
0 Language: English (Idiomatic)
3 Language: Scottish Gaelic (completely fluent)
3 Magic Research 11-
15 Magic Skill 18-
15 Scholar
0
1) KS: Alchemy 11-
0
2) KS: Arcane and Occult Lore 11-
0
3) KS: Conjuration Magic 11-
0
4) KS: Demon Lore 11-
0
5) KS: Divination 11-
0
6) KS: Evocation Magic 11-
0
7) KS: Magic Theory 11-
0
8) KS: Ritual Magic 11-
0
9) KS: Thaumaturgy 11-
0 PS: Sales 11-
3 PS: Wood Carving 12-
0 Paramedics 8-
0 Persuasion 8-
0 Shadowing 8-
0 Stealth 8-
0 TF: Small Motorized Ground Vehicles
10 +5 with Missile Deflection
15 +5 with Missile Reflection
79 Total Skills Cost
TALENTS
Cost  Name
25 Magical Practitioner (50> AP)
25 Total Talents Cost
 
POWERS
Cost  Power END
57 Magic Spells: Variable Power Pool (Magic Pool), 50 base + 7 control cost, Requires A Magic Skill Roll To Change The Spell (+0); Magic Aura: 3d6 damage (only affects the environment near the character, randomly occurs unless the character becomes emotional then it always occurs; -1/2), All Powers Must Cost END (-1/4); all slots Requires A Force Of Will To Activate The Spell (-3/4), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2)
0
1) Gate to the NeverNever: Extra-Dimensional Movement (Single Dimension, Any Location), Safe Blind Travel (+1/4) (31 Active Points); Gestures (-1/4) Real Cost: 10
3
0
2) Kinetic Blast: Energy Blast 5 1/2d6, Indirect (Any origin, any direction; +3/4) (49 Active Points); Must come from the direction of a solid object (-1/4) Real Cost: 16
5
0
3) Kinetic Shove: Telekinesis (19 STR), Indirect (Any origin, any direction; +3/4) (50 Active Points); Can only push (-1/2), Must come from the direction of a solid object (-1/4), Affects Whole Object (-1/4) Real Cost: 13
5
0
4) Kinetic Theft: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Costs Endurance (-1/2) Real Cost: 5
1
0
5) Reversal Kinetic: Missile Deflection (Bullets & Shrapnel), Missile Reflection (35 Active Points); Costs Endurance (-1/2) Real Cost: 11
3
0
6) Far Reversal Kinetic: Missile Deflection (Bullets & Shrapnel), Missile Reflection, Adjacent Hex (+1/2) (42 Active Points); Costs Endurance (-1/2) Real Cost: 13
4
0
7) Far Theft: Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); Costs Endurance (-1/2) Real Cost: 9
3
27 Wizard's Staff: Aid 2d6, any one Magic Spell power one at a time (+1/4); OAF (-1), Self Only (-1/2) plus Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/2) plus +2 with Force of Will; OAF (-1)0
15 Soul Gaze: Telepathy 4d6, Reduced Endurance (0 END; +1/2), Continuous (+1), Cumulative (96 points; +1); Eye Contact Required (-1), Only To Read The 'Soul' (-1), Humans Only (-1/2), Either Party May Break Contact (-1/2), No Range (-1/2), Does Not Provide Mental Awareness (-1/4)0
13 Detect Lines of Kinetic Force: Detect 11- (Sight Group), Discriminatory, Analyze0
9 Wizard's Sight: Detect The True Nature Of Things 11- (Sight Group), Discriminatory, Analyze, Inherent (+1/4); Extra Time (Full Phase, -1/2), Leaves Permanent Memory Of What Is Seen (-1/2)0
7 Blasting Rod: Reduced Endurance (1/2 END; +1/4) for up to 50 Active Points of single spell; OAF (-1), Gestures (-1/4), Incantations (-1/4) plus +1 with Kinetic Blast Spell Only; OAF (-1), Gestures (-1/4), Incantations (-1/4)0
5 Wizard's Regeneration: Healing 1d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Month, -5), Self Only (-1/2)
Notes: This power only heals lost body parts and scars and takes a very long time.
0
2 Wizard's Longevity: Life Support (Longevity: 400 Years)0
135 Total Powers Cost

Character Name: Heather McLea
Alternate Identities:
Player Name: NPC
APPEARANCE
Hair Color: Dark Red
Eye Color: Grey
Height: 5' 7"
Weight: 150 lbs
Description:
Heather has an easy, sweet smile that definitely reaches her gray eyes and at first sight one expects because of her dark red hair that she might have a temper but it is just not so. Her face is an oval with a turned up nose that gives her a ‘cute’ quality. Now tanned from her new found sport of surfing she is all the more attractive. She is 5’ 7” tall and a sturdy 150 pound though one would be hard pressed to call her anything but trim. Her posture is a bit languid and her gait relaxed but she can come to attention quickly when needed.
BACKGROUND
Scotland has a fair amount of magic, and Heather McLea wound up with her one little share. Her father died in the service of the White Council only a few months ago, during the early part of the war with the Red Court and until then Heather had been content to practice her skills in under the tutelage of a local woman skilled in the magic of kinetic energy. The death of her father did not inspire her to join the Wardens, but the young man, Kevin Dillon, that brought the news did. Three days later she was in South American at the Warden Training Center and for most of the next year she worked with Kevin and a team of twelve assembled from around the world.
When the Red Court struck, she, along with her team, had been in the NeverNever and when they returned to the training center, the place was in chaos. Her commander, Warden Leon Benjamin was ordered to take the team to San Francisco and place it under the command of a Warden named Darke.
POWERS/TACTICS
Heather’s first tutor in magic guided her into a style of magic that manipulates kinetic energies. She uses her magic to redirect moving objects allowing her to return physical object to their point of origin or stop them completely. Using this skill she has become the team’s Citadel, standing in the middle of the group and reflecting all physical attacks. Consequently she is very popular with the group and all tend to be protective of her, especially Kevin Dillon. Though she does have spells to attack a foe, she rarely uses them, preferring to remain on guard for her friends.
PERSONALITY/MOTIVATION
Heather is a naïve young woman that has led a quiet life in Inverness Scotland. She was not a scholar in school and had no prospects for a higher education so she had taken a job in a Retro Clothing shop. Her friends could be wild but try as she might she never really seemed to enjoy their parties and pub antics. With her father away most of her life she was brought up by her mother, a bitter woman that felt abandon by her husband. Only when she was practicing her magic did Heather truly come alive and now with her relationship growing with the devil may care Irishman Kevin Dillon, Heather is beginning to see the world in a new way.

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