Pisces

Character Name: Pisces
Alternate Identities: Heather McKenna
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
8 STR 10 -2 8 11- HTH Damage 1 1/2d6 END [1]
29 DEX 10 57 29 15- OCV 10 DCV 10
40 CON 10 60 40 17-
10 BODY 10 0 10 11-
35 INT 10 25 35 16- PER Roll 16-
20 EGO 10 20 20 13- ECV: 7
20 PRE 10 10 20 13- PRE Attack: 4d6
28 COM 10 9 28 15-
2 PD 2 0 2 2 PD (0 rPD)
8 ED 8 0 8 8 ED (0 rED)
6 SPD 3.9 21 6 Phases: 2, 4, 6, 8, 10, 12
20 REC 10 20 20
80 END 80 0 80
34 STUN 34 0 34
6" Running 6 0 6"
20" Swimming 2 18 20"
1" Leaping 2 0 1 1/2"/6 1/2" 238 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 210
Spent: 220
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 570
MOVEMENT
Type Total
Run (6) 6"
Swim (2) 20"
H. Leap (2") 1 1/2"/6 1/2"
V. Leap (1") 0 1/2"/3"
DEFENSES
Type Amount
Physical Defense 2
Res. Phys. Defense 0
Energy Defense 8
Res. Energy Defense 0
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 10 DCV: 10
 
Combat Skill Levels: +3 with Magic Combat , +6 with DCV Real Cost: 20 , +3 with All Combat; Only With Spells (-1/2), Only For OCV (-1/2)
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
15 Hunted: The Circle 8- (Mo Pow, Capture)
15 Hunted: Manta: 11- (Frequently), As Powerful, Harshly Punish
20 Hunted: Primus: 8- (Occasionally), More Powerful, NCI, Harshly Punish
25 Psych. Lim.: Code vs. Killing: Very Common, Total
20 Psych. Lim.: Enjoys using Magic: Very Common, Strong
10 Psych. Lim.: Nightingale Complex: Uncommon, Strong
15 Social Limitation: Secret ID (Frequently, Major)
15 Vulnerability vs. Fire: 1 1/2x BODY Very Common
15 Vulnerability vs. Fire: 1 1/2x STUN Very Common
150 Total Disadvantages Cost

Character Name: Pisces
Alternate Identities: Heather McKenna
Player Name: NPC
SKILLS
Cost  Name
3 AK: California Coastal Waters 16-
3 AK: San Francisco Bay Waters 16-
0 Acting 8-
2 CK: San Francisco 11-
0 Climbing 8-
0 Concealment 8-
0 Conversation 8-
0 Deduction 8-
3 Forensic Medicine 16-
0 Language: LS: English (Idiomatic, native accent; Native Language)
5 Language: LS: Latin (Imitate dialects)
3 Magic Research 16-
3 Magic Skill 16-
3 PS: Doctor 16-
3 Paramedic 16-
0 Persuasion 8-
3 Scholar
2
1) KS: Astrology 16-
2
2) KS: Detecting Ways 16-
2
3) KS: Dispelling Ways 16-
2
4) KS: Infectious Disease Control and Prevention 16-
2
5) KS: Invisible Ways 16-
2
6) KS: Light Law 16-
2
7) KS: Lofty Bridge 16-
2
8) KS: Medical Practices 16-
2
9) KS: Occult 16-
2
10) KS: Shield Mastery 16-
2
11) KS: Water Law 16-
3 Scientist
2
1) SS: Anatomy 16-
2
2) SS: Combat Medicine 16-
2
3) SS: Emergency Medicine 16-
2
4) SS: Marine Biology 16-
2
5) SS: Surgery 16-
2
6) SS: Bacteriology 16-
2
7) SS: Biology 16-
2
8) SS: Medicine 16-
2
9) SS: Virology 16-
0 Shadowing 8-
3 Stealth 15-
8 TF: Jetskis, Small Motorized Boats, Small Motorized Ground Vehicles, Small Rowed Boats, Small Wind-Powered Boats, Submarines, Surfing, Swimming Beasts, Windsurfing
30 +10 with Magic Skill and Research
24 +3 with Magic Combat
139 Total Skills Cost
PERKS
Cost  Name
1 Fringe Benefit: Professional License: Doctor
1 Total Perks Cost
TALENTS
Cost  Name
3 Environmental Movement (no penalties on Underwater Movement)
3 Total Talents Cost
 
POWERS
Cost  Power END
120 Essence Magic: Variable Power Pool, 90 base + 30 control cost, all slots Incantations (-1/4), Gestures (-1/4)
0
1) Sudden Light Spell: Sight Group Flash 18d6 Real Cost: 60
9
0
2) Shock Bolt: Killing Attack (RKA) 4d6, +2 Increased STUN Multiplier (+1/2) Real Cost: 60
9
0
3) Light: Sight Group Images Increased Size (16" radius; +1), Mobile (+1); Only To Create Light (-1) Real Cost: 12
3
0
4) Lightning Bolt: Killing Attack (RKA) 6d6 Real Cost: 60
9
0
5) Fog: Change Environment 128" radius, -3 to Sight Group PER Rolls, -3 to Hearing Group PER Rolls, Long-Lasting 1 Hour, Multiple Combat Effects, MegaScale: 75 mile radius (1" = 1 km; +1/4) Real Cost: 58
9
0
6) Sleet: Change Environment 128" radius, -3 Temperature Level Adjustment, -3" of Running, Long-Lasting 1 Hour, Multiple Combat Effects, MegaScale: 75 mile radius (1" = 1 km; +1/4) Real Cost: 58
9
0
7) Rain: Change Environment 128" radius, Long-Lasting 1 Day, MegaScale: 75 mile radius (1" = 1 km; +1/4), Any Precipitation (+1/4) Real Cost: 60
9
0
8) Dispel Magic: Dispel 20d6, One Power At A Time (+1/4) Real Cost: 50
7
0
9) Suppress Magic I: Suppress 12d6, One Power At A Time (+1/4) Real Cost: 50
7
0
10) Suppress Magic II: Suppress 5d6, All Powers Simultaneously (+2) Real Cost: 50
7
0
11) Water Bolt: Energy Blast 10d6, Increased Knockback: x11/2 (+1/2) Real Cost: 50
7
0
12) Water Wall: Force Wall (12 PD/12 ED; 8" long and 1" tall) Real Cost: 49
7
0
13) Shared Flight: Flight 15", Usable By Other Only (+1) Real Cost: 40
6
0
14) Long Door: Teleportation 30" Real Cost: 40
6
0
15) Flight: Flight 30" Real Cost: 40
6
0
16) Great Leap: Superleap +5" (1 1/2"/6 1/2" forward, 0 1/2"/3" upward) Real Cost: 3
1
0
17) Armor Spell: Armor (20 PD/20 ED); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 34
6
0
18) Shield: Armor (10 PD/10 ED); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 17
3
0
19) Repel Attacks: Missile Deflection (Any Ranged Attack), Damage Shield (+1/2); Costs Endurance (-1/2) Real Cost: 15
3
0
20) Blur: +6 with DCV Real Cost: 20
0
21) Others Unseen: Invisibility to Sight Group , No Fringe, Usable By Others Only (+1/4) Real Cost: 25
4
0
22) Unseen: Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe Real Cost: 27
4
0
23) Long Eye Spell: Clairsentience (Sight Group) Real Cost: 13
2
0
24) Detect Traps: Detect A Class Of Things 16- (Sight Group), Discriminatory; Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 6
1
0
25) Detect Magic: Detect A Class Of Things 16- (Sight Group), Discriminatory; Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 6
1
0
26) Detect Invisible: Detect A Class Of Things 16- (Sight Group), Discriminatory; Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 6
1
0
27) Detect Evil: Detect A Class Of Things 16- (Sight Group), Discriminatory; Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 6
1
19 Beast Speech: Telepathy 5d6 (Animal class of minds), Reduced Endurance (0 END; +1/2), Continuous (+1); Marine Mammals Only (-1), No Range (-1/2), Incantations (throughout; -1/2), Communication Only (-1/4)0
12 Combat Spellcasting: +3 with All Combat; Only With Spells (-1/2), Only For OCV (-1/2)
8 Animal Friendship: Animal Handler (Aquatic Animals) 16-
7 Zodiac Comm Unit: Radio Perception/Transmission (Radio Group); IIF (-1/4), Not in water (-1/4)0
5 Aquatic Eyes: IR Perception (Sight Group)0
5 Aquatic Eyes: Nightvision0
5 Breathe in Water: Life Support (Expanded Breathing)0
5 Capricorn's Blessing: Life Support (Longevity Immortal)0
2 Temperature Adaptation: Life Support (Safe in Intense Cold)0
1 Pressure Adaptation: Life Support (Safe in High Pressure)0
189 Total Powers Cost

Character Name: Pisces
Alternate Identities: Heather McKenna
Player Name: NPC
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 5' 7"
Weight: 120 lbs
Description:
BACKGROUND
POWERS/TACTICS
It is very rare for Pisces to use her magic in anger but when she does, she scares even the demonic Gemini. She commands the weather over a wide area, be it sleet, fog, rain or drought. Normally she uses these powers to help people, especially during her visits to the Third World, but has been known to use them to further Zodiac's designs. Though she prefers to use her magic for such things as Dispelling any other mage's spells, she can call down lightning that would easily kill even many paranormals. Under normal combat situations, if she is required to attack, she will use her less lethal Shock Bolt but those on the receiving end might argue about 'less lethal'. She does prefer to be near water and can operate within the grasp of the seas far more gracefully than even the dolphins that are her constant aquatic companions. Mammalian sea creatures treat her was family and she spends hours listening to their stories. She writes down much of what they tell her and plans to publish a book of Sea Tales as soon as Capricorn has time to help her polish her writings.

While the Hero System will always be my choice in a game, I have played Rolemaster in the past. This experience is reflected in Pisces' magic.
PERSONALITY/MOTIVATION
Heather is a volunteer doctor specializing in children. She can be found in any number of clinics or hospitals all over the Bay Area. When not working as a doctor she may be found at a museum, concert, in a library or swimming nude at some secluded beach. She has a special fondness for Drake's Bay.

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