C

Character Name: C
Alternate Identities: C
Player Name: Daniel
CHARACTERISTICS
Val Char Base Points Total Roll Notes
-30 STR 10 -40 -30/10 3- / 11- HTH Damage 0d6/2d6 END [0/4]
18 DEX 10 24 18 13- OCV 6 DCV 6
10 CON 10 0 10 11-
2 BODY 10 -16 2/10 9- / 11-
13 INT 10 3 13 12- PER Roll 12-
20 EGO 10 20 20 13- ECV: 7
-10 PRE 10 -20 -10 7- PRE Attack: -2d6
20 COM 10 5 20 13-
8 PD 0 8 8 8 PD (0 rPD)
2 ED 2 0 2 2 ED (0 rED)
6 SPD 2.8 32 6 Phases: 2, 4, 6, 8, 10, 12
8 REC 2 12 8
30 END 20 5 30
24 STUN 7 17 24/32
1" Running 6 -10 1"
0" Swimming 2 -2 0"
0" Leaping 0 0 0"/8" 38 Total Characteristics Points
CHARACTER IMAGE
QUOTE
EXPERIENCE POINTS
Total earned: 0
Spent: 17
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 367
MOVEMENT
Type Total
Run (6) 1"
Swim (2) 0"
H. Leap (0") 0"/8"
V. Leap (0") 0"/4"
DEFENSES
Type Amount
Physical Defense 8
Res. Phys. Defense 0
Energy Defense 2
Res. Energy Defense 0
Mental Defense 31
Power Defense 0
 
COMBAT INFORMATION
OCV: 6 DCV: 6
 
Combat Skill Levels: +8 with DCV
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 Distinctive Features: Faery Not Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses
15 Enraged: Friends' life are threatened (Uncommon), go 11-, recover 11-
10 Fear of Iron: Uncommon, Strong
20 Physical Limitation: Minuscule (Frequently, Fully Impairing)
20 Psychological Limitation: Childish Demeanor (Very Common, Strong)
20 Psychological Limitation: Fear of Cats (Common, Total)
10 Reputation: Known Minor Prankster, 11-
20 Social Limitation: Not used to human society (Very Frequently, Major)
10 Vulnerability: 2x BODY Cold Iron Uncommon
10 Vulnerability: 2x STUN Cold Iron Uncommon
150 Total Disadvantages Cost

Character Name: C
Alternate Identities: C
Player Name: Daniel
SKILLS
Cost  Name
3 Concealment 12-
3 Stealth 13-
11 +8 to Stealth ; Self Only (-1/2)
11 +8 to Concealment ; Self Only (-1/2)
0 Language (idiomatic; literate)
9 Animal Handler 10-
3 Ventriloquism 12-
5 Mimicry 13-
45 Total Skills Cost
 
POWERS
Cost  Power END
37 Will-o-the-Wisp Powers: Elemental Control, 110-point powers, all slots Only While Flying (-1/2)
22
1) Will-o-the-Wisp: Mind Control 14d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2); Only to Encourage People to Follow (-1 1/2), Only While Flying (-1/2)
0
27
2) Will-o-the-Wisp: Drain EGO 4d6, Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2); Gradual Effect (1 Minute; -1/2), Only While Flying (-1/2)
Notes: Drains 1d6 every minute, reaching maximum effect after 4 minutes.
5
19 Faery's Curse: Growth (+40 STR, +8 BODY, +8 STUN, -8" KB, 0 kg, -4 DCV, +4 PER Rolls to perceive character, 1 m tall, 0 m wide), Persistent (+1/2), Reduced Endurance (0 END; +1/2); No Conscious Control (Only For Three Days During A New Moon; -2), 1 Continuing Charge lasting 2 weeks which Recovers every 1 Year (-1 1/4)
Notes: This happens once per year on the Vernal Equinox, the first day of spring
[1 cc]
15 Faery Powers: Elemental Control, 30-point powers
24
1) Faery Vanishing: Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2); Does Not Work Against Magical Beings (-1/4)
0
10
2) Faery Wings: Flight 12", Reduced Endurance (1/2 END; +1/4); Restrainable (-1/2)
1
40 Hard To Hit: +8 with DCV
27 Fae Mind: Mental Defense (31 points total) 0
25 Faery Life: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal) 0
21 Fairies Magic: Multipower, 30-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (37 Active Points); all slots Spell (-1/2), Incantations (-1/4)
2u
1) Faery's Trouble: Drain SPD 2d6, Ranged (+1/2); Spell (-1/2), Incantations (-1/4)
1
2u
2) Faery Flash: Sight Group Flash 6d6; Spell (-1/2), Incantations (-1/4)
1
2u
3) Summon Faeries Vines: Entangle 3d6, 3 DEF; Spell (-1/2), Incantations (-1/4)
1
3 Faery Needle: Elemental Control, 14-point powers, all slots OAF (-1)
4
1) Faery's Needle: Killing Attack - Ranged 1 point, No Normal Defense ([Standard]; +1), Does BODY (+1) (15 Active Points); OAF (-1)
1
4
2) You Itch Baby Better Scratch It!: Mind Control 1d6 (Human class of minds), No Normal Defense (PD Force Field; +1), Continuous (+1), Cumulative (96 points; +1 1/2); 1 Continuing Charge lasting 1 Minute (-1), OAF (-1), No Range (-1/2), Does Not Provide Mental Awareness (-1/4)
Notes: This power begins with a prick of the needle. Once the needle attack is successful, the user makes a normal ECV vs. ECV attack on the target, if successful, 1d6 is rolled, note this amount on the dice roll. The target is then allowed to make a 'breakout roll' but as the attack is only 1d6, no real 'command' has happened so there is nothing to break out of. Now comes the build up. The next Faery phase, roll 1d6, add the result to the amount rolled on the first dice. As with the first, a 'breakout' is rolled. This continues, 1d6 EVERY one of the faery's phase, with each successive die roll added to ALL the previous rolls. This continues for one full minute, or 36 times (the number of phases the faery moves in one minute. The dice rolls continue to add each phase and that TOTAL Number is what is used to effect a 'breakout' roll. Once the Total reachs the target's EGO +10, they will begin to scratch, and do nothing but scratch until they 'breakout'. Problem is with each added 1d6, the 'breakout' roll is reset and the effect can start all over if they successfully 'broke out' in the last gets harder until at last they have no control. This state of itching will continue until the minute is up AND the target makes a successful 'breakout'. Mental Defense does NOT affect this power in any way, only a PD Force Field, which cancels it.
[1 cc]
284 Total Powers Cost

Character Name: C
Alternate Identities: C
Player Name: Daniel
APPEARANCE
Hair Color: Blonde
Eye Color: Blue
Height: 0.13 m
Weight: 0.00 kg
Description:
BACKGROUND
POWERS/TACTICS
PERSONALITY/MOTIVATION