Andrew Maver
Code Name: Radiance

| CHARACTERISTICS | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| 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.
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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.
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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.
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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)
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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)
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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)
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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)
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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)
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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)
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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)
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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)
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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.
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| 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)
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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)
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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)
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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)
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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)
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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)
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0 |
| Other Powers | ||
| 6 |
1) Strong Willed: Mental Defense (8 points total)
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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 | ||||||||||||||||||||||||||||||
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| EXPERIENCE POINTS | ||||||||||||
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