Fire Witch
Character Name: Fire Witch
Alternate Identities: Laura Wayne
Player Name: DNPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
20 STR 10 10 20 13- HTH Damage 4d6 END [2]
28 DEX 10 54 28 15- OCV 9 DCV 9
20 CON 10 20 20 13-
10 BODY 10 0 10 11-
35 INT 10 25 35 16- PER Roll 16-
13 EGO 10 6 13 12- ECV: 4
23 PRE 10 13 23 14- PRE Attack: 4 1/2d6
20 COM 10 5 20 13-
4 PD 4 0 4/20 4/20 PD (0/16 rPD)
10 ED 4 6 10/32 10/32 ED (0/22 rED)
6 SPD 3.8 22 6 Phases: 2, 4, 6, 8, 10, 12
8 REC 8 0 8
50 END 40 5 50
40 STUN 30 10 40
6" Running 6 0 6"
2" Swimming 2 0 2"
4" Leaping 4 0 4"/30" 176 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Come on, Aaron, let me practice in the house, it's raining outside!"
EXPERIENCE POINTS
Total earned: 222
Spent: 222
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 572
MOVEMENT
Type Total
Run 6"
Swim 2"
H. Leap 4"/30"
V. Leap 2"/15"
Flight 23"
Gliding 10"
DEFENSES
Type Amount
Physical Defense 4/20
Res. Phys. Defense 0/16
Energy Defense 10/32
Res. Energy Defense 0/22
Mental Defense 15
Res. Mental Defense 0
Power Defense 5
 
COMBAT INFORMATION
OCV: 9 DCV: 9
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +2 +2 Block, Abort
Defensive Block 1/2 +1 +3 Block, Abort
Disarm 1/2 -1 +1 Disarm; 30 STR to Disarm roll
Evade 1/2 -- +5 Dodge, Affects All Attacks, Abort
Lightning Stroke 1/2 +2 +0 Weapon +2 DC Strike
Running Stroke 1/2 +1 +0 Weapon +v/5; FMove
Slashing Stroke 1/2 -2 +1 Weapon +4 DC Strike
Takeaway 1/2 +0 +0 Grab Weapon, 30 STR to take weapon away
Weapon Bind 1/2 +1 +0 Bind, 30 STR
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 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)
10 Distinctive Features: Very Good Looking (Concealable; Noticed/approached/hit on; Detectable By Commonly-Used Senses)
10 Hunted: Genocide 8- (Mo Pow, Limited Geographical Area, Harshly Punish)
Notes: Following the events of 2 Jan. 2003 in Death Valley California, Genocide has been down-graded to a lesser threat and their area of operation is considerably reduced though there is no reason to expect that they have given up their campaign against mutants.
10 Psychological Limitation: Finds It Hard To Resist A Challenge (Common, Moderate)
15 Psychological Limitation: Hot-tempered (Very Common, Moderate)
15 Psychological Limitation: Overconfident (Common, Strong)
20 Psychological Limitation: Protector of Innocents (Common, Total)
10 Reputation: Powerful Mage, 14- (Known Only To The Magic World)
15 Social Limitation: Secret ID: Laura Wayne (Frequently, Major)
10 Social Limitation: Seen Hot-Tempered (Frequently, Minor)
10 Vulnerability: 1 1/2 x BODY Sonic-based Attacks (Common)
10 Vulnerability: 1 1/2 x STUN Sonic-based Attacks (Common)
5 Watched: Anyone attracted to females 11- (As Pow, Watching)
150 Total Disadvantages Cost

Character Name: Fire Witch
Alternate Identities: Laura Wayne
Player Name: DNPC
SKILLS
Cost  Name
3 Acrobatics 15-
0 Acting 8-
3 Breakfall 15-
3 Bureaucratics 14-
0 Climbing 8-
0 Concealment 8-
3 Conversation 14-
3 Deduction 16-
3 Interrogation 14-
0 Language: English (Idiomatic)
0 Language: Quenya (idiomatic)
0 Language: Sindarin (idiomatic)
21 Magic Research 25-
21 Magic Skill 25-
3 PS: Investigative Reporter 16-
3 Paramedics 16-
3 Persuasion 14-
3 Scholar
2
1) KS: Fire Magic 16-
2
2) KS: Magic History 16-
2
3) KS: Magic Theory 16-
2
4) KS: Magical Research 16-
2
5) KS: Mastery of the Staff 16-
2
6) KS: Research 16-
2
7) KS: Tricks of the Trade 16-
3 Seduction 14-
3 Shadowing 16-
3 Stealth 15-
3 Streetwise 14-
2 Survival (Temperate/Subtropical) 16-
3 Teamwork 15-
1 TF: Bicycles, Small Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
3 Trading 14-
3 Traveler
2
1) AK: Bay Area 16-
2
2) CK: New York City 16-
2
3) CK: Oakland 16-
2
4) CK: San Francisco 16-
1
5) CuK: Bay Area Culture (2 Active Points) 11-
0
6) CK: Cinnabar 8-
1 WF: Staffs
120 Total Skills Cost
PERKS
Cost  Name
2 Fringe Benefit: Passport, Press Pass
3 Money: Well Off: $300000 per year
13 Base: Rush House
13 Base: The Wild Hunt
3 Well-Connected
5
1) Contact: 9th District Federal Court Judge (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity: Laura Wayne, Good relationship with Contact) 8-
5
2) Contact: California State Senator (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity: Laura Wayne, Good relationship with Contact) 8-
3
3) Contact: Oakland Mayor (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity: Laura Wayne, Good relationship with Contact) 8-
4
4) Contact: San Francisco Mayor (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity: Laura Wayne, Very Good relationship with Contact) 8-
3
5) Contact: San Francisco Police Commisioner (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity: Laura Wayne, Good relationship with Contact) 8-
5
6) Contact: US Senator (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited by identity: Fire Witch, Very Good relationship with Contact) 8-
59 Total Perks Cost
 
POWERS
Cost  Power END
89 Fire Magic : Magic Power Pool, 76 base + 13 control cost, Only for spells she has studied or created (-1/4); all slots Cannot wear armor or carry heavy burdens (-3/4), Spell (-1/2), Gestures (-1/4), Incantations (-1/4)
0
1) Cancel Cold: Dispel Cold/Water Powers 20d6, any [special effect] power one at a time (+1/4) (75 Active Points) Real Cost: 27
7
0
2) Dispel Magic: Dispel 20d6, One Power At A Time (+1/4) (75 Active Points) Real Cost: 27
7
0
3) Falling Ember: Gliding 10" (10 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 3
1
0
4) Fire Ball: Energy Blast 7 1/2d6, Area Effect: Radius (+1) (76 Active Points) Real Cost: 28
8
0
5) Fire Bolt: Energy Blast 15d6 (75 Active Points) Real Cost: 27
7
0
6) Fire Bolt: RKA 5d6 (75 Active Points); Gestures: Instant Power (-1/4) Real Cost: 25
7
0
7) Fire Flight: Flight 23", x16 Noncombat, Reduced Endurance (1/2 END; +1/4) (76 Active Points) Real Cost: 28
3
0
8) Fire Sight: Clairsentience (Sight Group), Increased Arc Of Perception (360 Degrees) (25 Active Points); Limited Power: Fire to fire only (-1) Real Cost: 7
2
0
9) Heat Shield: Force Field (16 PD/22 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (76 Active Points) Real Cost: 28
0
0
10) Hynotic Flames: Mind Control 12d6, Telepathic (+1/4) (75 Active Points); Target Must See The Flame (-1) Real Cost: 20
7
0
11) Long Step: Superleap +26" (4"/30" forward, 2"/15" upward) (Accurate), No Gravity Penalty (+1/2) (46 Active Points); No Noncombat movement (-1/4) Real Cost: 15
5
0
12) Sense Magic: Detect A Class Of Things 16- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range (25 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 8
2
0
13) Skin of Flame: RKA 2d6, Damage Shield (+1/2), Continuous (+1) (75 Active Points) Real Cost: 27
7
0
14) Suppress Cold: Suppress 6 1/2d6, Effects Cold-based Powers (Limited Group of SFX; +1/4), Area Of Effect (4" Radius; +1) (74 Active Points) Real Cost: 27
7
0
15) Wall of Flame: Force Wall (10 PD/10 ED; 6" long and 1" tall) (Alterable Size, Varying Dimensions) (75 Active Points) Real Cost: 27
7
30 Heat Resistance: Energy Damage Reduction, Resistant, 75%; Only Against Fire/Heat (-1)0
12 Strength Of Will: Mental Defense (15 points total)0
10 Elvish Eyes: Hearing Group Flash Defense (10 points)0
10 Elvish Eyes: Ultraviolet Perception (Sight Group), Discriminatory0
10 Elvish Immunity: Life Support (Immunity All terrestrial diseases and biowarfare agents)0
5 Elvish Immortality: Life Support (Longevity Immortal)0
5 Elvish Physiology: Power Defense (5 points)0
5 Lungs Of The Sea Elves: Life Support (Breathe Underwater)0
176 Total Powers Cost
EQUIPMENT
Equipment END
The Wild Hunt Comm Unit: SpockNET: Encrypted: Mind Link , Anyone With A Comm Unit, Any distance, No LOS Needed, Number of Minds (x32); Only With Others Who Have Mind Link (-1), Affected As Radio And Hearing Group, Not Mental Group (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4) plus SpockINFONET: Contact: Spock (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 18-  plus Teleporter Locator: Teleportation: Floating Fixed Location (1 Locations); IIF (-1/4)
Notes: This All-in-One unit provides communications between team mambers, provides access to Spock, and provides Location beacon for Teleporter use. It has been 'paid' for by the Wild Hunt Base.
0
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Mastery of The Staff
4
1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5
2) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4
3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm roll
4
4) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4
5) Lightning Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike
5
6) Running Stroke: 1/2 Phase, +1 OCV, +0 DCV, Weapon +v/5; FMove
5
7) Slashing Stroke: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
5
8) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 30 STR to take weapon away
4
9) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 30 STR
1
10) Weapon Element: Bind, Block, Disarm, Evade, Takeaway Only: Empty Hand
0
11) Weapon Element: Staff
41 Total Martial Arts Cost

Character Name: Fire Witch
Alternate Identities: Laura Wayne
Player Name: DNPC
APPEARANCE
Hair Color: Deep Red
Eye Color: Blue Green
Height: 5' 6"
Weight: 120 lbs
Description:
Laura is a stunningly beautiful redhead with elfin features.
BACKGROUND
Fire Witch was born in the inter-dimensional city of Cinnabar and, like her brother Ghost Archer, is the half elven, daughter of Rilia, an Elven sorceress and Joram, a human Horse Lord warrior. She came to the current world when she was but four years old to escape the murderous intent of her oldest brother. Taken into the home of William and Harriet Wayne, she and her brother found a loving home and the two were assimilated into a society far different from the one into which they were born. Already with some magical training under her belt, she was encouraged to continue practicing by Archer but after two attempts to burn down the house, her new parents put a stop to it. It was about this time that Archer began his camping trips into the mountains of Northern California. At first he had trouble convincing the Waynes to allow him to take Laura along to allow her to practice her magic but the second fire in two weeks changed their minds. Several years of peaceful, uneventful training followed but at last Fire Witch reached her untutored potential.
The murder of her parents and her own serious injuries ended her childhood at only fourteen. With her brother appointed her legal guardian the two moved to Los Angeles in search of a teacher of Laura and college for Archer. After high school, Laura entered UCLA and majored in Journalism, graduating at the top of her class. Her training and inquisitive mind has made her the premier investigative reporter for the Bay Area's largest newspaper. She is highly respected by her peers and has even turned down several high profile jobs on the East Coast to remain in the City and with her brother. Ghost Archer has never kept secrets from his sister and though she is a member of the Wild Hunt, she spends most of her time practicing her magic and doing the job she loves, reporting. Much of her work has led to arrests or Wild hunt involvement. She and Archer have been searching diligently for a magician of high enough caliber to train Fire Witch's fledgling powers, but so far they have been unsuccessful.
POWERS/TACTICS
Fire Witch has been under the tutalage of Narel for some years and has progressed remarkably, giving her a far wider variety of spells. Physically she has been blessed with her mother's Noldor heritage and is considerable stronger and faster than a normal, even superbly trained, human. She has been practicing a modified version of her brother's Mastery of the Blade for many years utilizing a staff.
PERSONALITY/MOTIVATION
Laura has a fiery personality, much as one would expect from a Fire Witch. She has a sharp, concise mind and a nose for trouble. Her curiosity seems to be matched only by her complete confidence in her own powers. Always she will take up the cause of the poor and down-trodden.
CAMPAIGN USE
DESIGN NOTES
Created: Wed, 25 Sep 2019 11:12:07

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