Jessica Winston
Character Name: Jessica Winston
Alternate Identities: Warden Winston
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
8 STR 10 -2 8 11- HTH Damage 1 1/2d6 END [1]
15 DEX 10 15 15 12- OCV 5 DCV 5
12 CON 10 4 12 11-
10 BODY 10 0 10 11-
23 INT 10 13 23 14- PER Roll 14-
15 EGO 10 10 15 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
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 2.5 5 3 Phases: 4, 8, 12
5 REC 4 2 5
40 END 24 8 40
20 STUN 20 0 20
6" Running 6 0 6"
2" Swimming 2 0 2"
1" Leaping 2 0 1 1/2" 63 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 59
Spent: 59
Unspent: 0
Base Points: 100
Disad Points: 150
Total Points: 309
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: 5 DCV: 5
 
Combat Skill Levels: +1 with Feugo 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: Loves to Party (Common, Strong)
20 Psychological Limitation: Thinks She Always Has a Better Way (Very Common, Strong)
15 Psychological Limitation: Exhibitionist (Common, Strong)
15 Psychological Limitation: Must obey anyone who invokes true name (Uncommon, Total)
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: Jessica Winston
Alternate Identities: Warden Winston
Player Name: NPC
SKILLS
Cost  Name
0 AK: North Carolina 8-
3 Acting 12-
0 Climbing 8-
3 Concealment 14-
3 Conversation 12-
0 Deduction 8-
17 Force of Will 19-
0 Language: English (Idiomatic)
19 Magic Research 22-
19 Magic Skill 22-
3 PS: Photographer 14-
3 Paramedics 14-
3 Persuasion 12-
15 Scholar
0
1) KS: Alchemy 14-
0
2) KS: Arcane and Occult Lore 14-
0
3) KS: Conjuration Magic 14-
0
4) KS: Demon Lore 14-
0
5) KS: Divination 14-
0
6) KS: Evocation Magic 14-
0
7) KS: Magic Theory 14-
0
8) KS: Magic Theory 14-
0
9) KS: Potions 14-
0
10) KS: Ritual Magic 14-
0
11) KS: Thaumaturgy 14-
3 Seduction 12-
0 Shadowing 8-
0 Stealth 8-
0 TF: Small Motorized Ground Vehicles
91 Total Skills Cost
PERKS
Cost  Name
1 Fringe Benefit: Warden
1 Total Perks Cost
TALENTS
Cost  Name
30 Magical Adept (60> AP)
30 Total Talents Cost
 
POWERS
Cost  Power END
68 Magic Spells: Variable Power Pool (Magic Pool), 60 base + 8 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
Notes: The gate to the NeverNever can only be opened by a wizard with at least a Class 7 power level.
3
0
2) Accerso Lamna (call metal): Telekinesis (40 STR); Requires A Force Of Will To Activate The Spell (-3/4), Only Works On Ferrous Metals (-1/2), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 17
6
0
3) Perturbo Lamna I: Dispel Ferrous Metal Powers 16d6, 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: 20
6
0
4) Annullo Lamna: Killing Attack - Ranged 2 1/2d6, Penetrating (+1/2); Only Versus Ferrous Metals (-1), 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: 15
6
0
5) Teres Impugno: Energy Blast 12d6; Requires A Force Of Will To Activate The Spell (-3/4), OIF (Focus: Various Metal Objects; -1/2), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 17
6
0
6) Mucro Impugno: Killing Attack - Ranged 4d6; Requires A Force Of Will To Activate The Spell (-3/4), OIF (Focus: Various Metal Objects; -1/2), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 17
6
0
7) Velox Teres: Energy Blast 8d6, Autofire (5 shots; +1/2); Requires A Force Of Will To Activate The Spell (-3/4), OIF (Focus: Various Metal Objects; -1/2), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 17
6
0
8)    Velox Mucro: Killing Attack - Ranged 2 1/2d6, Autofire (5 shots; +1/2); Requires A Force Of Will To Activate The Spell (-3/4), OIF (Focus: Various Metal Objects; -1/2), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 17
6
0
9) Adverto Eruptum: Energy Blast 12d6; 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: 20
6
0
10) Obvolvo: Entangle 6d6, 6 DEF; Requires Sufficient Supply Of Ferrous Metals Within 10" Of Target (-1), 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: 15
6
19 Wizard's Staff: Aid 1d6, 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 +1 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
9 Wizard's Sight: Detect The True Nature Of Things 14- (Sight Group), Discriminatory, Analyze, Inherent (+1/4); Extra Time (Full Phase, -1/2), Leaves Permanent Memory Of What Is Seen (-1/2)0
6 Blasting Rod: Reduced Endurance (1/2 END; +1/4) for up to 45 Active Points of single spell; OAF (-1), Gestures (-1/4), Incantations (-1/4) plus +1 with Teres Impugno 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
124 Total Powers Cost

Character Name: Jessica Winston
Alternate Identities: Warden Winston
Player Name: NPC
APPEARANCE
Hair Color: Blonde
Eye Color: Blue
Height: 5' 8"
Weight: 150 lbs
Description:
      Yup, blonde, beautiful, abundant breasts, crystal blue eyes, Jessica is a walking centerfold without the navel staples. The fact she has considered posing in Playboy isn't all that surprising since she has the body for it but they have yet to do a spread on The Girls of Magic. She dresses in tight tops with low cut necklines and hip hugging jeans, accenting her obvious charms. Plainly not shy about her body, Jessica tends to put off other women by making them feel a touch inferior in comparison.
BACKGROUND
     Blonde, very attractive, bubbly personality and a lush body pretty much pigeon-holes you into the airhead slot in the world. That was what everyone thought just looking at Jessica Winston. Then when they started to talk to her, many fell back to regroup. Jessica was anything but an airhead. She was a driven, intelligent girl that wasn't above using her abundant physical attributes to get what she wanted but never went so far as to sell herself short.
     When her magic came she wasn't ready for it, but who was? In typical Jessica fashion she searched for others with this power and found a great many without difficulty. Next she sought a mentor and found herself apprenticed into the Wardens and thrown into a group under a man she could barely stand. For nearly a year she tried to work with him but always he seemed more intent on holding her back rather than helping her expand her powers.
     Now he was gone, replaced by a man that seemed to be fair and interested in equal training for her team. The only real trouble seemed to be that he WAS fair, and treated her with the same respect as he did the others. He was also newly married. A pity. He was very attractive but she decided to use her new opportunity to gain control of her magic. Besides, Ivy wasn't bad, other than being blindingly jealous. They could be friends and Jessica was cool with that and decided she'd respect the situation. Of course, if they ever broke up . . .
     Recently, Jessica landed her first modeling job as a calendar girl for a tool manufacturer. She is cozying up to Jenifer in an effort to make further contacts and open up other possible jobs
POWERS/TACTICS
      In magic, Jessica prefers magic that involves manipulation of magnetism. Though she doesn't really understand now she does it, it is what she pictures in her mind when she casts a spell. Whether it is actually magnetism doesn't really matter if the result is what she is looking for.
PERSONALITY/MOTIVATION
      To look at her one would never expect a sharp and scheming mind behind those guileless blue eyes but Jessica is a planner and makes the best of her situation. Even under Warden Leon, she'd worked hard to perfect her craft but he had been so limiting she didn't feel as if she'd reached her potential. Working with Ash Darke she was sure she would.
Jessica is always the first to point out a break in the rules, though usually only if the one breaking the rule is in authority. She is as happy and carefree as one would expect from a stereo-typical blonde. She parties all week-end and while she has been known to pick up with a guy for a short term relationship, she has yet to fall in love.

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