Jenifer Gryphon
Character Name: Jenifer Gryphon
Alternate Identities: Warden Gryphon
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
6 STR 10 -4 6 10- HTH Damage 1d6 END [1]
12 DEX 10 6 12 11- OCV 4 DCV 4
10 CON 10 0 10 11-
9 BODY 10 -2 9 11-
12 INT 10 2 12 11- PER Roll 11-
16 EGO 10 12 16 12- ECV: 5
8 PRE 10 -2 8 11- PRE Attack: 1 1/2d6
20 COM 10 5 20 13-
1 PD 1 0 1 1 PD (0 rPD)
2 ED 2 0 2 2 ED (0 rED)
3 SPD 2.2 8 3 Phases: 4, 8, 12
3 REC 3 0 3
20 END 20 0 20
19 STUN 17 2 19
6" Running 6 0 6"
2" Swimming 2 0 2"
1" Leaping 1 0 1" 27 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 20
Spent: 20
Unspent: 0
Base Points: 100
Disad Points: 150
Total Points: 270
MOVEMENT
Type Total
Run (6) 6"
Swim (2) 2"
H. Leap (1") 1"
V. Leap (1") 0 1/2"
DEFENSES
Type Amount
Physical Defense 1
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: +1 with Wind 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
20 Dependent NPC: Cerise, 4 year old daughter 11- (Incompetent)
10 Physical Limitation: Magic power reduced by 75% when crossing a threshold uninvited (Infrequently, Greatly Impairing)
15 Psychological Limitation: Afraid She Will Balk In a Fight (Common, Strong)
15 Psychological Limitation: Must obey anyone who invokes true name (Uncommon, Total)
15 Psychological Limitation: Unsure of Her Powers (Common, Strong)
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: Jenifer Gryphon
Alternate Identities: Warden Gryphon
Player Name: NPC
SKILLS
Cost  Name
0 AK: Paris, France 8-
3 Acrobatics 11-
3 Acting 11-
3 Breakfall 11-
3 Bureaucratics 11-
0 Climbing 8-
3 Concealment 11-
3 Contortionist 11-
3 Conversation 11-
0 Deduction 8-
3 Disguise 11-
3 Eavesdropping 11-
15 Force of Will 18-
1 Language: English (fluent conversation)
0 Language: French (Idiomatic)
3 Lipreading 11-
7 Magic Research 13-
15 Magic Skill 18-
4 PS: Model 14-
0 Paramedics 8-
3 Persuasion 11-
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: Potions 11-
0
9) KS: Ritual Magic 11-
0
10) KS: Thaumaturgy 11-
3 Seduction 11-
0 Shadowing 8-
0 Stealth 8-
0 TF: Small Motorized Ground Vehicles
1 Teamwork 8-
1 WF: Blades
95 Total Skills Cost
PERKS
Cost  Name
1 Fringe Benefit: Warden
1 Total Perks 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 slots Requires A Force Of Will To Activate The Spell (-3/4), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4)
0
1) Gate to the NeverNever: Extra-Dimensional Movement (Single Dimension, Any Location), Safe Blind Travel (+1/4) (31 Active Points); Requires A Force Of Will To Activate The Spell (-3/4), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), Gestures (-1/4), All Powers Must Cost END (-1/4) Real Cost: 9
3
0
2) Blowing with the Wind (Soufflement avec le vent): Telekinesis (30 STR); Requires A Force Of Will To Activate The Spell (-3/4), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), Affects Whole Object (-1/4), All Powers Must Cost END (-1/4) Real Cost: 14
4
0
3) Leaping with the Wind (Saut avec le vent): Leaping 10"; Requires A Force Of Will To Activate The Spell (-3/4), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 3
1
0
4) Landing with the Wind (Débarquement avec le vent): Gliding 10", Ranged (+1/2), Usable Simultaneously (up to 16 people at once; +1 1/4); Requires A Force Of Will To Activate The Spell (-3/4), Costs Endurance (-1/2), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 8
3
0
5) Wind Blast (Souffle de vent): Energy Blast 5 1/2d6, Area Of Effect Nonselective (12" Line; +3/4); Requires A Force Of Will To Activate The Spell (-3/4), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 16
5
0
6) Dust in the Wind (La poussière dans le vent): Sight Group Flash 6 1/2d6, Area Of Effect (One Hex; +1/2); Requires A Force Of Will To Activate The Spell (-3/4), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 16
5
0
7) Blow Out the Candle (Coup de la bougie): Dispel 13d6, any Fire-based power one at a time (+1/4); Requires A Force Of Will To Activate The Spell (-3/4), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 16
5
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
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 Wind Blast Spell Only; OAF (-1), Gestures (-1/4), Incantations (-1/4)0
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
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
122 Total Powers Cost

Character Name: Jenifer Gryphon
Alternate Identities: Warden Gryphon
Player Name: NPC
APPEARANCE
Hair Color: Varies
Eye Color: Green
Height: 1.68 m
Weight: 55.00 kg
Description:
Through her mother's contacts in the modeling world, Jenifer has become a moderately successful print model in Europe. Jenifer definitely has the looks for it. A beautiful face, full lips, a straight nose and haunting dark eyes along with a tight athletic body make her a popular commodity. Of late, with the influence of the magic she has seen and learned, Jenifer has taken to body art of an impermanent kind, not having the nerve to have it done on a forever basis. She also changes the color of her hair from time to time and seems to prefer unnatural colors. Her current favorite is lavender.
BACKGROUND
Jenifer Gryphon was born twenty-four years ago in Paris. The daughter of a French model and a U.S. Army colonel, she inherited far more from her mother than her devastating looks. She also inherited magic.
Jenifer’s mother never realized her own magical potential, never having discovered what she was capable of or having the good fortune to meet up with a wizard that recognized her talents. Her father, serving his country while his wife and daughter lived in France, was posted to the Gulf in 1991 and killed by one of Sadam’s SCUD missiles. Jenifer never had the opportunity to know her father and it colored her life as she grew up.
Magic leaped into her life when she was twenty-two and had already begun to fade away with none use. Cerise, her two year old daughter, had fallen into the Seine and was being carried away before her eyes. The love of a mother battered down years of neglect and magic reached out to pluck the child from the water. Jenifer did not realize what had happened until she was once again home, with her daughter safe. For hours she fought to rationalize what had happened but at last she was forced to admit, if only to herself, that there had been a power sleeping within her. She began to search through occult book stores for some explanation.
Audric Reinard watched the girl inspect book after book, noting the titles and subject. After she left with three in her string bag, he called his apprentice. With quick words, the Warden of the White council gave orders to the younger man and set him to watching Jenifer. Three days later, while trying to cast a spell of protection over her daughter, Jenifer’s magic was detected by the watcher and reported within the hour.
Warden Reinard arrived just before dusk and banged on Jenifer’s door. The abrupt assault on the portal scared the girl and though she peered out the side window, she would not open the door or speak to the scary looking man on the front step.
The apprentice, Case Richmond, however, was a different story. He ran into her outside a café and nearly knocked Cerise into the gutter. Red-faced and apologetic, Case offered to buy the pair ice cream to ease Cerise’s tears and give himself an opportunity to speak with Jenifer for some time. Prepared, Case set a large book on magic on the small table the three shared and it was easy from there.
Jenifer and Cerise were in South America a few days later.
POWERS/TACTICS
Jenifer does study hard to develop her magic and tends to use magic based on wind. Though not the most powerful member of the team, her magic has been stunted fro most of her life and it is possible it may grow stronger. She has yet to have an opportunity to use it in combat. From the brief glimpse of her reactions during a crisis, Ash Darke has some concerns about her ever developing into a true Warden but he also is ready to give her the benefit of the doubt given her mediocre combat training to this point. Along with the rest of the team, Jenifer has begun not only magical combat training but physical as well. Darke has yet to see a repeat of the hesitancy he noted in the past.
PERSONALITY/MOTIVATION

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