Andrew Maver

Andrew Maver
Code Name: Radiance

Player: Drev

 

 

 

 

 

 

CHARACTERISTICS
Val Char Base Points Total Roll Notes
16 STR 10 6 16 12- HTH Damage 3d6 END [2]
28 DEX 10 54 28 15- OCV 9 DCV 9
25 CON 10 30 25 14-
20 BODY 10 20 20 13-
21 INT 10 11 21 13- PER Roll 13-
10 EGO 10 0 10 11- ECV: 3
12 PRE 10 2 12 11- PRE Attack: 2d6
14 COM 10 2 14 12-
8 PD 3 5 8/18 8/18 PD (0/10 rPD)
7 ED 5 2 7/27 7/27 ED (0/20 rED)
6 SPD 3.8 22 6 Phases: 2, 4, 6, 8, 10, 12
11 REC 8 6 11
39 END 50 -5 39 Mental Defense: 8
41 STUN 41 0 41
6″ Running 6 0 6″
2″ Swimming 2 0 2″
3″ Leaping 3 0 3″ 155 Total Characteristics Points
POWERS
Cost  Power END
Moon Magic Powers
17 Moon Magic: Multipower, 50-point reserve, Lockout (Cannot be use with any Sun Magic active; -1/2); all slots Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (-1/4), Incantations (-1/4)
2u

1) Awaken: Healing STUN 5d6; Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (-1/4), Incantations (-1/4)

Notes: Restores lost STUN, i.e. helps the target to regain consciousness.
5
2u

2) Knit: Healing BODY 4 1/2d6, Can Heal Limbs; Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (-1/4), Incantations (-1/4)

Notes: Heals physical injuries such as cuts, bruises, broken bones. It can even regenerates severed limbs and lost eyeballs, etc.
5
2u

3) Refresh: Healing END 5d6; Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (-1/4), Incantations (-1/4)

Notes: Restores END, i.e. helps the target recover from exhaustion.
5
8 Moon Magic: Elemental Control, 50-point powers, all slots Lockout (Cannot be use with any Sun Magic active; -1/2), Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (-1/4), Incantations (-1/4)
10

1) Moon Dome: Force Wall (10 PD/10 ED; 3″ long and 1″ tall); Lockout (Cannot be use with any Sun Magic active; -1/2), Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (-1/4), Incantations (-1/4)

Notes: Creates a protective dome over the user and any within 1″ (2 meters)
5
8
2) Invisibility to Sight Group (20 Active Points); Lockout (Cannot be use with any Sun Magic active; -1/2), Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Visible (direct Light causes Shimmer affect in air; -1/4), Gestures (-1/4), Incantations (-1/4)
2
Sun Magic Powers
17 Sun Magic: Multipower, 50-point reserve, Lockout (Cannot be use with any Moon Magic active; -1/2); all slots Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (-1/4), Incantations (-1/4)
2u
1) Sun Beam: Energy Blast 10d6; Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (-1/4), Incantations (-1/4)
5
2u
2) Sun Bolt: Killing Attack – Ranged 3d6+1; Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (-1/4), Incantations (-1/4)
5
2u
3) Sun Flare: Sight Group Flash 10d6; Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (-1/4), Incantations (-1/4)
5
2u
4) Sun Glow: Killing Attack – Ranged 1d6, Damage Shield (Offensive; +3/4), Continuous (+1); Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (-1/4), Incantations (-1/4)
4
8 Sun Magic: Elemental Control, 50-point powers, all slots Lockout (Cannot be use with any Moon Magic active; -1/2), Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (-1/4), Incantations (-1/4)
9
1) Sun Field: Force Field (10 PD/20 ED/5 Flash Defense: Sight Group), Reduced Endurance (0 END; +1/2); Lockout (Cannot be use with any Moon Magic active; -1/2), Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (-1/4), Incantations (-1/4)
0
12
2) Sun Flight: Flight 20″, Reduced Endurance (0 END; +1/2); Lockout (Cannot be use with any Moon Magic active; -1/2), Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (-1/4), Incantations (-1/4)
0
Eclipse Powers

Notes: Eclipse Powers effectively can only be used once per week and only for one minute. During that time all powers do not cost any END.
18 Eclipse Powers: Multipower, 80-point reserve, all slots 1 Recoverable Continuing Charge lasting 1 Minute which Recovers every 1 Week (-1), Lockout (Cannont use if any Sun or Moon powers are active; -1/2), Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (Requires both hands; -1/2), Incantations (Complex; -1/2)
2u
1) Energy Blast 8d6, Area Of Effect (4″ Radius; +1); Lockout (Cannont use if any Sun or Moon powers are active; -1/2), Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (Requires both hands; -1/2), Incantations (Complex; -1/2)
0
2u
2) Healing BODY 4d6, Area Of Effect (4″ Radius; +1); Lockout (Cannont use if any Sun or Moon powers are active; -1/2), Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (Requires both hands; -1/2), Incantations (Complex; -1/2)
0
2u
3) Killing Attack – Ranged 2 1/2d6, Area Of Effect (4″ Radius; +1); Lockout (Cannont use if any Sun or Moon powers are active; -1/2), Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (Requires both hands; -1/2), Incantations (Complex; -1/2)
0
2u
4) Healing STUN 3 1/2d6, Area Of Effect (4″ Radius; +1), Selective (+1/4); Lockout (Cannont use if any Sun or Moon powers are active; -1/2), Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (Requires both hands; -1/2), Incantations (Complex; -1/2)
0
6 Eclipse Magic: Elemental Control, 50-point powers, all slots 1 Recoverable Continuing Charge lasting 1 Minute which Recovers every 1 Week (-1), Lockout (Cannot be use with any Sun or Moon Magic active; -1/2), Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (-1/4), Incantations (-1/4)
6
1) Force Field (10 PD/15 ED), Usable Simultaneously (up to 8 people at once; +1); 1 Recoverable Continuing Charge lasting 1 Minute which Recovers every 1 Week (-1), Lockout (Cannot be use with any Sun or Moon Magic active; -1/2), Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (-1/4), Incantations (-1/4)
0
6
2) Flight 12″, Usable Simultaneously (up to 8 people at once; +1); 1 Recoverable Continuing Charge lasting 1 Minute which Recovers every 1 Week (-1), Lockout (Cannot be use with any Sun or Moon Magic active; -1/2), Requires A Magic Skill Roll (-1/2), Only When Serving The Celestial Being’s Purposes (-1/2), Gestures (-1/4), Incantations (-1/4)
0
Other Powers
6
1) Strong Willed: Mental Defense (8 points total)
0
153 Total Powers Cost
SKILLS
Cost  Name
0 AK: Home Town Area 8-
0 Acting 8-
3 Breakfall 15-
0 Climbing 8-
3 Concealment 13-
3 Conversation 11-
0 CuK: Home Culture 8-
0 Deduction 8-
0 Language: English (Idiomatic)
21 Magic Skill 22-
12 PS: Astromancer 22-
3 Paramedics 13-
3 Persuasion 11-
3 SS: Astronomy 13-
0 Shadowing 8-
0 Stealth 8-
0 TF: Bicycles, Small Motorized Ground Vehicles
51 Total Skills Cost
DISADVANTAGES
Cost  Disadvantage
25 Hunted: The Corp 14- (Mo Pow, Harshly Punish)
25 Dependent NPC: Parents: 14- (Normal; Group DNPC: x2 DNPCs)
10 Psychological Limitation: Code Against Killing (Common, Moderate)
20 Psychological Limitation: Disgust for The Corp (Common, Total)
15 Social Limitation: held Captive for extended period (Frequently, Major)
15 Reputation: Martial Pacist , 14-
20 Dependence: Dream Suspressant -20 Active Points from Affected Power (Easy To Obtain, Addiction)
20 Dependent NPC: Sibling 14- (Normal)
150 Total Disadvantages Cost
EXPERIENCE POINTS
Total earned: 9
Spent: 9
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 359

APPEARANCE
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