C

C
Code Name: C

Player: Cryptos

 

 

 

 

 

 

 

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

 Cost    Powers            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)

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) 5
                        Notes:  Drains 1d6 every minute, reaching maximum effect after 4 minutes.

19        Fairy’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)      [1 cc]
                        Notes:  This happens once per year on the Vernal Equinox, the first day of spring

15        Fairy Powers:  Elemental Control, 30-point powers

24        1)  Fairy Vanishing:  Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2); Does Not Work Against Magical Beings (-1/4)

10        2)  Fairy 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)

25        Fairy Life:  Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal)

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)  Fairy’s Trouble:  Drain SPD 2d6, Ranged (+1/2); Spell (-1/2), Incantations (-1/4)         1

2u        2)  Fairy 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          Fairy Needle:  Elemental Control, 14-point powers, all slots OAF (-1)

4          1)  Fairy’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)   [1 cc]
                        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 Fairy 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 fairy 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 reaches 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.

            Skills
8          Animal Handler (House Pets) 10-
3          Concealment 12-
11        Easily Hidden:  +8 to Concealment ; Self Only (-1/2)
0          Language:  English (idiomatic)
5          Mimicry 13-
3          Stealth 13-
11        Hard To Perceive:  +8 to Stealth ; Self Only (-1/2)
3          Ventriloquism 12-

Total Powers & Skill Cost:  328
Total Cost:  366
 
200+    Disadvantages
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

16        Experience Points

Total Disadvantage Points:  366

EXPERIENCE POINTS
Total earned: 0
Spent: 17
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 367

Background/History:

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