Name: |
The Spellsmith |
Alternate IDs: |
Reynard Borelan |
Player: |
jbf |
Val |
Char |
Roll |
Notes |
10/20 |
STR |
11- / 13- |
HTH Damage 2d6/4d6 END [1/2] |
11/24 |
DEX |
11- / 14- |
OCV 4/8 DCV 4/8 |
10/20 |
CON |
11- / 13- |
|
10 |
BODY |
11- |
|
28 |
INT |
15- |
PER Roll 15- |
18 |
EGO |
13- |
ECV: 6 |
10 |
PRE |
11- |
PRE Attack: 2d6 |
10 |
COM |
11- |
|
3/27 |
PD |
|
|
3/27 |
ED |
|
|
4/5 |
SPD |
|
|
4/8 |
REC |
|
Run: 7" |
20/40 |
END |
|
Swim: 2" |
32/42 |
STUN |
|
Leap: 2"/4" |
Disadvantages |
Pts |
Hunted: The Magus 8- (Occasionally), More Powerful, Harshly Punish |
15 |
Hunted: Orichalcum 8- (Occasionally), As Powerful, Harshly Punish, Extensive Non-Combat Influence |
15 |
Hunted: The Dark Cabal 8- (Occasionally), More Powerful, Harshly Punish, Extensive Non-Combat Influence |
20 |
Social Limitation: Research Time Occasionally (8-), Minor |
5 |
Social Limitation: Mild Celebrity Occasionally (8-), Major |
10 |
Reputation: Magic/Gadget Hero Frequently (11-) |
10 |
Psych Lim: Code vs. Killing Common, Strong |
15 |
Psych. Lim: Protective of innocents: Common, Moderate |
10 |
Psych Lim: Believes nothing is impossible Uncommon, Moderate |
5 |
Psych Lim: Curious Common, Moderate |
10 |
Psych Lim: Likes to help people learn Uncommon, Moderate |
5 |
Physical Limitation: Cannot benefit from traditional Magic Frequently, Slightly Impairing |
10 |
Distinctive Features: Middle-aged man with an unusual scar Concealable, Noticed and Recognizable, Detectable By Commonly-Used Senses |
10 |
Distinctive Features: No Magical Aura. Not Concealable, Noticed and Recognizable, Detectable By Uncommonly-Used Senses |
10 |
|
|
|
Base : |
200 |
|
Disads : |
+150 |
|
XP Spent : |
+21 |
|
Total = |
371 |
|
|
72 |
: Characteristics Cost |
228 |
+ Powers Cost |
71 |
+ Martial Arts/Skills/Perks/Talents Cost |
371 |
= Total Cost |
|
Pts. |
Power/Skill/Perk/Talent |
END |
|
Powers |
1 |
Stubborn: +1 Mental Defense (119 points total) [Notes: Only provides 5 points of Mental Defense.] |
|
1 |
Sealed Lifeforce: Life Support , Longevity: 200 Years |
|
121 |
Technocery Powers: VPP (Technological Magic), 91 base + 30 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (159 Active Points); OIF: Circuit Components (-1/2), Only to create Techno-Magic Slightly Limited (-1/4), Incantations (-1/4), Gestures necessary to change powers (-1/4) |
|
0 |
1) Energy Manipulation: Energy Blast 11d6 (vs. ED), Variable Special Effects: TechnoMagic Limited Group of SFX (+1/4), Personal Immunity (+1/4) (82 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 36 |
8 |
0 |
2) Energy Domination: Energy Blast 13d6 (vs. ED), Personal Immunity (+1/4) (81 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 36 [Notes: This is a fairly generic spell that summons some form of energy. Reynard has currently researched versions with Fire, Ice, Lightning, Acid, Darkness, Laser, Gamma Radiation, and raw Magical power.] |
8 |
0 |
3) Kinetic Projection: Energy Blast 11d6 (vs. PD), Variable Special Effects: TechnoMagic Limited Group of SFX (+1/4), Personal Immunity (+1/4) (82 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 36 |
8 |
0 |
4) Kinetic Compulsion: Energy Blast 13d6 (vs. PD), Personal Immunity (+1/4) (81 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 36 [Notes: This is a fairly generic spell that summons forth a cloud of matter. So far, Reynard has researched a version for Bludgeoning Pellets, Piercing Needles, Cutting Blades, Wind, Water and Sand. He has also learned to project shards of the following material: Silver, Gold, Oak and Cold Iron.] |
8 |
0 |
5) Quantum Lance Incantation: Energy Blast 11d6 (vs. ED), Affects Desolidified Any form of Desolidification (+1/2) (82 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 36 |
8 |
0 |
6) Laser Evocation: Energy Blast 11d6 (vs. ED), Penetrating (+1/2) (82 Active Points); OAF: BeamWand (-1), Incantations (-1/4), No Knockback (-1/4) (uses END Reserve) Real Cost: 33 |
8 |
0 |
7) Graser Evocation: Energy Blast 8d6 (vs. ED), Penetrating (x2; +1) (80 Active Points); OAF: BeamWand (-1), Incantations (-1/4), No Knockback (-1/4) (uses END Reserve) Real Cost: 32 |
8 |
0 |
8) Xaser Evocation: Energy Blast 11d6 (vs. ED), Invisible Power Effects, Source Only (Sight Group, Hearing Group; +1/2) (82 Active Points); OAF: BeamWand (-1), Incantations (-1/4), No Knockback (-1/4) (uses END Reserve) Real Cost: 33 [Notes: Visible to Radio senses.] |
8 |
0 |
9) Trans-Dimensional Flare: Energy Blast 11d6 (vs. ED), No Range Modifier (+1/2) (82 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 36 |
8 |
0 |
10) Neutron Bolt: Energy Blast 11d6 (vs. PD), Armor Piercing (+1/2) (82 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 36 |
8 |
0 |
11) Momentum Funnel: Energy Blast 10d6 (vs. PD), Double Knockback 2x KB (+3/4) (87 Active Points); OAF: BeamWand (-1), Incantations (-1/4), Gestures (-1/4) (uses END Reserve) Real Cost: 35 [Notes: Standard Effect.] |
9 |
0 |
12) Bullet Conjuration: Energy Blast 13d6 (vs. PD), Autofire (3 shots; +1/4) (81 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 36 [Notes: The bullets are unusual in that a) they collapse on impact, greatly limiting damage b) they are silver, and c) the rhythm of the bullets striking a surface sounds very slightly like the William Tell Overture.] |
8 |
0 |
13) Tachyon Swarm: Energy Blast 2 1/2d6 (vs. PD), Area Of Effect (One Hex; +1/2), Accurate (+0), Reduced Endurance 0 END (+1), Autofire (5 shots; +1/2), Non-Standard Attack Power (+1), Penetrating (x6; +3) (91 Active Points); OAF: BeamWand (-1), Incantations (-1/4), No Knockback (-1/4) Real Cost: 36 |
|
0 |
14) Matter Disintegration: Killing Attack - Ranged 4d6 (vs. PD), Armor Piercing (+1/2) (90 Active Points); OAF: BeamWand (-1), Incantations (-1/4), No Knockback (-1/4) (uses END Reserve) Real Cost: 36 |
9 |
0 |
15) Plasma Flare: Killing Attack - Ranged 6d6 (vs. ED) (90 Active Points); OAF: BeamWand (-1), Incantations (-1/4), No Knockback (-1/4) (uses END Reserve) Real Cost: 36 |
9 |
0 |
16) Holy Impulse: Killing Attack - Ranged 2d6 (vs. PD), NND: Not Demonic, Extraordinarily Common Defense (+1/2), +2 STUN Multiplier (+1/2), Does BODY (+1) (90 Active Points); OIF: Circuit Components (-1/2), Activation Roll 14- (-1/2), Incantations (-1/4), No Knockback (-1/4) (uses Personal END) Real Cost: 36 [Notes: Unlike most of Reynard's spells, this one cannot choose to draw power from the Mana Capacitor. It must run on his own END.] |
9 |
0 |
17) Elemental Fury: Energy Blast 18d6 (vs. ED) (90 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 40 |
9 |
0 |
18) Molecular Assault: Energy Blast 18d6 (vs. ED) (90 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 40 |
9 |
0 |
19) Combustion Conjuration: Energy Blast 8d6 (vs. ED), Area Of Effect (4" Radius; +1) (80 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 35 |
8 |
0 |
20) Laser Ball: Energy Blast 8d6 (vs. ED), Area Of Effect (4" Radius; +1), Selective Target (+1/4) (90 Active Points); OAF: BeamWand (-1), Incantations (-1/4), No Knockback (-1/4) (uses END Reserve) Real Cost: 36 |
9 |
0 |
21) Molecular Cryo-Stasis: Energy Blast 8d6 (vs. ED), Area Of Effect (4" Any Area; +1) (80 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 35 |
8 |
0 |
22) Galvanism Projection: Energy Blast 8d6 (vs. ED), Area Of Effect (16" Line; +1) (80 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 35 |
8 |
0 |
23) Neuron Enchantment: Energy Blast 8d6 (vs. ED), STUN Only (+0), Area Of Effect (4" Radius; +1) (80 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 35 |
8 |
0 |
24) Blade Animation: Energy Blast 8d6 (vs. PD), Area Of Effect (9" Cone; +1) (80 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 35 |
8 |
0 |
25) Concussive Burst: Energy Blast 11d6 (vs. PD), Area Of Effect (One Hex; +1/2) (82 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 36 |
8 |
0 |
26) Hibernation Charm: Energy Blast 8d6 (vs. PD), NND: Doesn't need to sleep Standard (+1) (80 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 35 |
8 |
0 |
27) Cellular Paralysis: Entangle 3d6, 4 DEF (+1 Additional BODY), Cannot Be Escaped With Teleportation (+1/4), Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks All Attacks (+1/2) (80 Active Points); OAF: BeamWand (-1), Cannot Form Barriers (-1/4), Incantations (-1/4) (uses END Reserve) Real Cost: 32 |
8 |
0 |
28) Cryo-Binding: Entangle 7d6, 9 DEF (+2 Additional BODY) (90 Active Points); Vulnerable: Heat Very Common (-1), OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 28 [Notes: Condenses particulate moisture in the air around the target.] |
9 |
0 |
29) Muscle Abjuration: Drain STR 3d6, Ranged (+1/2), Armor Piercing x1 (+1/2), Continuous (+1) (90 Active Points); OAF: Glyph (-1), Incantations (-1/4), 3 Continuing Charges lasting 5 Minutes each (-1/4) Real Cost: 36 [Notes: The Glyph must be affixed to the target; if it is removed, the Drain stops.] |
|
0 |
30) Vigor Abjuration: Drain STUN 3d6, Ranged (+1/2), Armor Piercing x1 (+1/2), Continuous (+1) (90 Active Points); OAF: Glyph (-1), Incantations (-1/4), 3 Continuing Charges lasting 5 Minutes each (-1/4) Real Cost: 36 [Notes: The Glyph must be affixed to the target; if it is removed, the Drain stops.] |
|
0 |
31) Resolve Abjuration: Drain END 3d6, Ranged (+1/2), Armor Piercing x1 (+1/2), Continuous (+1) (90 Active Points); OAF: Glyph (-1), Incantations (-1/4), 3 Continuing Charges lasting 5 Minutes each (-1/4) Real Cost: 36 [Notes: The Glyph must be affixed to the target; if it is removed, the Drain stops.] |
|
0 |
32) Enthalpy Evocation: Energy Blast 11d6 (vs. ED), Reduced Endurance 0 END (+1/2) (82 Active Points); OAF: BeamWand (-1), Incantations (-1/4) Real Cost: 36 |
|
0 |
33) Entropy Evocation: Energy Blast 11d6 (vs. PD), Reduced Endurance 0 END (+1/2) (82 Active Points); OAF: BeamWand (-1), Incantations (-1/4) Real Cost: 36 |
|
0 |
34) Quenching Shower: Energy Blast 8d6 (vs. PD), NND: Not having a fire-based physiology Standard (+1) (80 Active Points); OIF: ArcanoFrame (-1/2), Activation Roll 14- (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 35 [Notes: Although not perfectly tuned, Reynard has developed this power in case FireWing comes looking for a rematch.] |
8 |
0 |
35) Primal Energy: Energy Blast 9d6 (vs. ED), Variable Advantage (+1/2 Advantages +1) (90 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 40 |
9 |
0 |
36) Primal Matter: Energy Blast 9d6 (vs. PD), Variable Advantage (+1/2 Advantages +1) (90 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 40 |
9 |
0 |
37) Exorcise Potential: Dispel Magical or Gadget effects 18d6, Expanded Effect Two At A Time (+1/2) (81 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 36 [Notes: Dispels one Magical effect and one Technological effect.] |
8 |
0 |
38) Gremlin Summoning: Dispel Technological Effects 24d6, Expanded Effect One At A Time (+1/4) (90 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 40 |
9 |
0 |
39) Imp Precipitation: Dispel Magical Effects 24d6, Expanded Effect One At A Time (+1/4) (90 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 40 |
9 |
0 |
40) Mystical Dampening: Suppress 11d6, Variable Effect Two Powers Simultaneously (+1/2) (82 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 36 [Notes: Suppresses one Magical effect and one Technological effect.] |
8 |
0 |
41) Technological Hex: Suppress 5d6, Reduced Endurance 1/2 END (+1/4), Personal Immunity (+1/4), Variable Effect: Technology All Powers Simultaneously (+2) (87 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses Personal END) Real Cost: 39 [Notes: Suppresses all Technological effects.] |
4 |
0 |
42) Magical Attenuation: Suppress 5d6, Reduced Endurance 1/2 END (+1/4), Personal Immunity (+1/4), Variable Effect: Magic All Powers Simultaneously (+2) (87 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses Personal END) Real Cost: 39 [Notes: Suppresses all Magical effects.] |
4 |
0 |
43) Enthalpic Ensorcelment: Energy Blast 11d6 (vs. ED), Indirect Same origin, always fired away from attacker (+1/4), Variable Special Effects Limited Group of SFX (+1/4) (82 Active Points); OAF: Circuit Components and Glyph (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 36 [Notes: The attack originates at the Glyph.] |
8 |
0 |
44) Entropic Ensorcelment: Energy Blast 11d6 (vs. PD), Indirect Same origin, always fired away from attacker (+1/4), Variable Special Effects Limited Group of SFX (+1/4) (82 Active Points); OAF: Circuit Components and Glyph (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 36 [Notes: The attack originates at the Glyph.] |
8 |
0 |
45) Inherent Energy Invocation: Energy Blast 10d6 (vs. ED), Personal Immunity (+1/4) (62 Active Points); OIF: Circuit Components (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 35 |
6 |
0 |
46) Sword Simulation: Hand-To-Hand Attack +11d6, Armor Piercing (+1/2) (82 Active Points); Hand-To-Hand Attack (-1/2), OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 36 |
8 |
0 |
47) Flail Simulation: Hand-To-Hand Attack +11d6, Area Of Effect (One Hex; +1/2), Accurate (+0) (82 Active Points); OIF: ArcanoFrame (-1/2), Hand-To-Hand Attack (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 36 |
8 |
0 |
48) Mace Simulation: Hand-To-Hand Attack +18d6 (90 Active Points); Hand-To-Hand Attack (-1/2), OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 40 |
9 |
0 |
49) Glaive Simulation: Killing Attack - Hand-To-Hand 4d6 (plus STR) (vs. PD) (60 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 34 |
6 |
0 |
50) Daiclaive Simulation: Killing Attack - Hand-To-Hand 6d6 (plus STR) (vs. ED) (90 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 51 |
9 |
0 |
51) Conjure Automaton: Summon 228-point Techno Golem Mk2, Amicable Slavishly Devoted (+1) (91 Active Points); 1 Recoverable Charges (-1 1/4), OIF: Golem Tome (-1/2), Incantations (-1/4), Costs Endurance Only Costs END to Activate (-1/4) (uses END Reserve) Real Cost: 28 |
9 |
0 |
52) Trauma Ward: Healing 8d6 (max. Healed Points: 48) (80 Active Points); OIF: ArcanoFrame (-1/2), Gestures (-1/4), Requires both hands (-1/4), Incantations (-1/4) (uses END Reserve) Real Cost: 35 [Notes: Standard Effect Simplified Healing.] |
8 |
0 |
53) Splint Conjuration: Healing 9d6 (max. Healed Points: 54) (90 Active Points); OAF: ArcanoBandages (-1), Incantations (-1/4), Gradual Effect 1 Turn (Post-Segment 12) (-1/4) (uses END Reserve) Real Cost: 36 [Notes: Heals BODY. Standard Effect. The Bandages must be affixed to the target.] |
9 |
0 |
54) Greater Kinetic Ward: Physical Damage Reduction, Resistant, 75% (60 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 34 |
|
0 |
55) Greater Electro-Thermal Ward: Energy Damage Reduction, Resistant, 75% (60 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 34 |
|
0 |
56) Greater Peril Ward: (Total: 80 Active Cost, 36 Real Cost) Energy Damage Reduction, 75% (40 Active Points); OIF: ArcanoFrame (-1/2), Requires A Technocery Roll (-1/2), Incantations (-1/4) (Real Cost: 18) plus Physical Damage Reduction, 75% (40 Active Points); OIF: ArcanoFrame (-1/2), Requires A Technocery Roll (-1/2), Incantations (-1/4) (Real Cost: 18) Real Cost: 36 [Notes: It requires a Technocery Roll to toggle the field between Physical and Energy. It can be done instantaneously, but it still requires a skill roll every time the other type of damage is applied.] |
|
0 |
57) Greater Psi Ward: Mental Damage Reduction, Resistant, 75% (60 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 34 |
|
0 |
58) Tesseract of Protection: Power Defense (50 points), Hardened (+1/4) (62 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 35 |
|
0 |
59) Tesseract of Thought: +50 Mental Defense (119 points total) (Rounding Correction), Hardened (+1/4) (62 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 35 [Notes: Adds 50 points of Mental Defense.] |
|
0 |
60) Molecular Barrier: Force Wall (15 PD; 4" long and 2" tall), Transparent ED (+1/2) (68 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4), Gestures (-1/4) (uses END Reserve) Real Cost: 34 |
7 |
0 |
61) Molecular Globe: Force Wall (17 PD; 2" long and 1" tall), Hardened (+1/4), Transparent ED (+1/2) (78 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 35 |
8 |
0 |
62) Energetic Barrier: Force Wall (15 ED; 4" long and 2" tall), Transparent PD (+1/2) (68 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4), Gestures (-1/4) (uses END Reserve) Real Cost: 34 |
7 |
0 |
63) Energetic Globe: Force Wall (17 ED; 2" long and 1" tall), Hardened (+1/4), Transparent PD (+1/2) (78 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 35 |
8 |
0 |
64) Duality Barrier: Force Wall (12 PD/12 ED; 6" long and 2" tall) (72 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4), Gestures (-1/4) (uses END Reserve) Real Cost: 36 |
7 |
0 |
65) Duality Globe: Force Wall (14 PD/14 ED; 2" long and 1" tall) (Opaque: Normal Sight) (77 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 34 |
8 |
0 |
66) Quantum Conjuration: (Total: 81 Active Cost, 30 Real Cost) Teleportation 7", No Relative Velocity, x4 Increased Mass, Megascale (1" = 10000 km; +1 1/4) (76 Active Points); Can Only Teleport To Fixed Locations Fixed Locations (-1), OIF: Circuit Components (and Runes) (-1/2), Incantations (-1/4) (uses END Reserve) (Real Cost: 28) plus Teleportation: Fixed Location (5 Locations) (5 Active Points); OIF: Pentacle Circuit Bulky (-1) (Real Cost: 2) Real Cost: 30 [Notes: Reynard can only teleport to one of his 5 Pentacle Circuits. A Rune must be affixed to any passengers or luggage.] |
8 |
0 |
67) Greater Heisenberg Incantation: Teleportation 14", No Relative Velocity, x64 Noncombat (63 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 36 |
6 |
0 |
68) Greater Antigravity Incantation: Flight 15", Improved Noncombat Movement (x8), Reduced Endurance 0 END (+1/2) (60 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 34 |
|
0 |
69) Greater Celerity Augmentation: 16" Running, x8 Noncombat, Reduced Endurance 0 END (+1/2) (63 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 36 |
|
0 |
70) Banish Matter: Force Field (40 PD) (Protect Carried Items), Hardened (+1/4) (62 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 35 |
6 |
0 |
71) Banish Energy: Force Field (40 ED) (Protect Carried Items), Hardened (+1/4) (62 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 35 |
6 |
0 |
72) Universal Banishment: Force Field (20 PD/20 ED) (Protect Carried Items), Hardened (+1/4) (62 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 35 |
6 |
0 |
73) Mystical Amplifier: Aid: Magical Powers 6d6, Magical Special Effects One Power At A Time (+1/4) (75 Active Points); OAF: ArcanoFrame and Glyph (-1), Incantations (-1/4) Real Cost: 33 [Notes: The Glyph must be attached to the person or item being Aided.] |
|
0 |
74) Technical Ritual: Aid: Technological Powers 6d6, Technological Special Effects One Power At A Time (+1/4) (75 Active Points); OAF: ArcanoFrame and Glyph (-1), Incantations (-1/4) Real Cost: 33 [Notes: The Glyph must be attached to the person or item being Aided.] |
|
0 |
75) Perpetual Motion: Aid: Mana Capacitor 8d6 (80 Active Points); Only Restores to Starting Values (-1/2), OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 35 [Notes: Standard Effect.] |
|
0 |
76) Mystical Siphon: Absorption 11d6 (Energy) (55 Active Points); Limited Phenomena: Magical Lightning (-1), OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 20 [Notes: To Mana Capacitor.] |
|
0 |
77) Kinetic Ward: Physical Damage Reduction, Resistant, 50% (30 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 17 |
|
0 |
78) Electro-Thermal Ward: Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 17 |
|
0 |
79) Peril Ward: (Total: 40 Active Cost, 18 Real Cost) Energy Damage Reduction, 50% (20 Active Points); OIF: ArcanoFrame (-1/2), Requires A Technocery Roll (-1/2), Incantations (-1/4) (Real Cost: 9) plus Physical Damage Reduction, 50% (20 Active Points); OIF: ArcanoFrame (-1/2), Requires A Technocery Roll (-1/2), Incantations (-1/4) (Real Cost: 9) Real Cost: 18 [Notes: It requires a Technocery Roll to toggle the field between Physical and Energy. It can be done instantaneously, but it still requires a skill roll every time the other type of damage is applied.] |
|
0 |
80) Psi Ward: Mental Damage Reduction, Resistant, 50% (30 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 17 |
|
0 |
81) Greater Flare Ward: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only vs. Fire effects Power loses about half of its effectiveness (-1), OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 22 |
|
0 |
82) Greater Bludgeoning Ward: Energy Damage Reduction, 75% (40 Active Points); Only vs. Blunt effects Power loses about half of its effectiveness (-1), OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 14 |
|
0 |
83) Thaumaturgy Ward: (Total: 60 Active Cost, 18 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Magic Very Limited Type of Attack (-1), OIF: ArcanoFrame (-1/2), Requires A Technocery Roll (-1/2), Incantations (-1/4) (Real Cost: 9) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); Only Works Against Magic Very Limited Type of Attack (-1), OIF: ArcanoFrame (-1/2), Requires A Technocery Roll (-1/2), Incantations (-1/4) (Real Cost: 9) Real Cost: 18 [Notes: It requires a Technocery Roll to toggle the field between Physical and Energy. It can be done instantaneously, but it still requires a skill roll every time the other type of damage is applied.] |
|
0 |
84) Sphere of Protection: Power Defense (29 points), Hardened (+1/4) (36 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 20 |
|
0 |
85) Sphere of Thought: +29 Mental Defense (119 points total) (Rounding Correction), Hardened (+1/4) (36 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 20 [Notes: Adds 28 points of Mental Defense.] |
|
0 |
86) Photon Abjuration: Darkness to Sight Group 4" radius (40 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 18 |
4 |
0 |
87) Photon Enchantment: Flash 9d6 (Sight Group) (45 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 20 |
4 |
0 |
88) Censor Matter: Force Field (19 PD) (Protect Carried Items), Hardened (+1/4) (36 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 20 |
4 |
0 |
89) Censor Energy: Force Field (19 ED) (Protect Carried Items), Hardened (+1/4) (36 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 20 |
4 |
0 |
90) Zone of Censure: Force Field (9 PD/9 ED/1 Power Defense) (Protect Carried Items), Hardened (+1/4) (36 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 20 |
4 |
0 |
91) Abrasion Abjuration: Healing 3d6 (max. Healed Points: 18), Ranged (+1/2) (45 Active Points); OIF: Rune (-1/2), Extra Time Full Phase (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 20 [Notes: Standard Effect Simplified Healing. The Rune must be affixed to the target.] |
4 |
0 |
92) Cure Contagion: Healing 6d6 (max. Healed Points: 36), To cure disease damage One Power At A Time (+1/4) (75 Active Points); OAF: Sigil (-1), Arrangement: Accupressure circuitry (-1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Limited: Only to cure diseases Common SFX (-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 16 [Notes: Standard Effect.] |
7 |
0 |
93) Spiritual Rematerialization: Healing 6d6 (max. Healed Points: 36), Variable Effect: Transforms One Power At A Time (+1/4) (75 Active Points); OAF: Glyph (-1), Arrangement: Accupressure Circuitry (-1/4), Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Limited: Only to heal "Body" from Transforms Very Common SFX (-1/4), Incantations (-1/4) (uses END Reserve) Real Cost: 17 [Notes: Standard Effect.] |
7 |
0 |
94) Synapse Augmentation: Healing 3d6 (max. Healed Points: 18) (30 Active Points); OIF: Circuit Components (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 17 [Notes: Standard Effect applied against Flash Damage.] |
3 |
0 |
95) Refraction Transmutation: Invisibility to Sight Group, Hearing Group, Radio Group, No Fringe, Reduced Endurance 0 END (+1/2) (60 Active Points); Extra Time 1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power (-3/4), IAF: ArcanoFrame and Refraction Patches (-1/2), Only When Not Attacking (-1/2), Incantations (-1/4) Real Cost: 20 [Notes: The Refraction Patches represent a set of three short antennae which must be hooked up to the suit to project the field that scrambles the emissions of the wearer. While they themselves become invisible, they are still fairly fragile.] |
|
0 |
96) Refraction Alteration: Invisibility to Sight Group, Hearing Group, Radio Group, No Fringe (40 Active Points); IAF: ArcanoFrame and Refraction Patches (-1/2), Incantations (-1/4), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4) (uses END Reserve) Real Cost: 20 [Notes: The Refraction Patches represent a set of three short antennae which must be hooked up to the suit to project the field that scrambles the emissions of the wearer. While they themselves become invisible, they are still fairly fragile.] |
4 |
0 |
97) Momentum Infusion: Telekinesis (40 STR) (60 Active Points); OAF: Sigil (-1), Gestures (-1/4), Requires Gestures throughout (-1/4), Affects Whole Object (-1/4), Incantations (-1/4) (uses END Reserve) Real Cost: 20 [Notes: A Sigil must be attached to any object being moved.] |
6 |
0 |
98) Phase Manipulation: Desolidification (affected by Dimensional Effects, Lasers) (40 Active Points); OIF: ArcanoFrame (-1/2), Requires A Technocery Roll (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 18 |
4 |
0 |
99) Holistic Divination: Clairsentience (Sight And Hearing Groups), x4096 Range (90 Active Points); OAF: Circuit Components and an object (-1), Jammed Roll, difficulty based on relation of the object to the target (-1), Requires A Technocery Roll (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 24 [Notes: Active range of 1228 Km.] |
9 |
0 |
100) Circle of Parallax: Missile Deflection (Any Ranged Attack), Ranged Full Range (+1) (40 Active Points); OAF: BeamWand (-1), Incantations (-1/4) Real Cost: 18 |
|
0 |
101) Antigravity Invocation: Flight 15", Position Shift (35 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 20 |
3 |
0 |
102) Antigravity Recursion: Flight 8", Reduced Endurance 0 END (+1/2), Persistent (+1/2) (32 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 18 |
|
0 |
103) Heisenberg Incantation: Teleportation 9", No Relative Velocity, Safe Blind Teleport (+1/4) (35 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 20 |
3 |
0 |
104) Celerity Augmentation: 17" Running (34 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 19 |
3 |
0 |
105) Firmament Domination: Tunneling 7" through 7 DEF material (35 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 20 |
3 |
0 |
106) Momentum Transmutation: Flight 11", Position Shift, Usable Underwater (+1/4) (34 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 19 |
3 |
0 |
107) Paradigm Synchronization: Extra-Dimensional Movement (Single Location: Laboratory), x8 Increased Weight (35 Active Points); OIF: Circuit Components (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 20 |
3 |
0 |
108) Hydrodynamic Enchantment: Swimming 13" (Position Shift) (18 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 10 |
2 |
0 |
109) Density Abjuration: Gliding 13", Position Shift (18 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 10 |
|
0 |
110) Antigravity Cantrip: Flight 9" (18 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 10 |
2 |
0 |
111) Gyroscopic Levitation: Flight 6", Position Shift (17 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 10 |
2 |
0 |
112) Weight Manipulation: (Total: 21 Active Cost, 10 Real Cost) Gliding 10", Position Shift (15 Active Points); OIF: ArcanoFrame (-1/2), Ground Gliding (-1/4), Incantations (-1/4) (Real Cost: 7) plus 3" Running (6 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) (Real Cost: 3) Real Cost: 10 |
1 |
0 |
113) Celerity Cantrip: 9" Running (18 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 10 |
2 |
0 |
114) Divination Refraction: Invisibility to Mental Group, Clairsentience, Detect, No Fringe, Reduced Endurance 0 END (+1/2) (39 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Only vs. Magical divinations Power loses about half of its effectiveness (-1), Only When Not Attacking (-1/2), IAF: Refraction Patch (-1/2), Incantations (-1/4) Real Cost: 9 [Notes: The Refraction Patches represent a set of three short antennae which must be hooked up to the suit to project the field that scrambles the emissions of the wearer. While they themselves become invisible to magic, they are still fairly fragile.] |
|
0 |
115) Dimensional Occlusion: Life Support , Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (19 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4), Extra Time Delayed Phase (-1/4) Real Cost: 9 |
|
0 |
116) Sanguinary Catharsis: Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents (20 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4), Concentration 1/2 DCV (-1/4) Real Cost: 10 |
|
0 |
117) Lesser Kinetic Ward: Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF: Circuit Components (-1/2), Incantations (-1/4) Real Cost: 8 |
|
0 |
118) Lesser Electro-Thermal Ward: Energy Damage Reduction, Resistant, 25% (15 Active Points); OIF: Circuit Components (-1/2), Incantations (-1/4) Real Cost: 8 |
|
0 |
119) Lesser Peril Ward: (Total: 20 Active Cost, 8 Real Cost) Energy Damage Reduction, 25% (10 Active Points); OIF: ArcanoFrame (-1/2), Requires A Technocery Roll (-1/2), Incantations (-1/4) (Real Cost: 4) plus Physical Damage Reduction, 25% (10 Active Points); OIF: ArcanoFrame (-1/2), Requires A Technocery Roll (-1/2), Incantations (-1/4) (Real Cost: 4) Real Cost: 8 [Notes: It requires a Technocery to toggle the field between Physical and Energy. It can be done instantaneously, but it still requires a skill roll every time the other type of damage is applied.] |
|
0 |
120) Lesser Psi Ward: Mental Damage Reduction, Resistant, 25% (15 Active Points); OIF: Circuit Components (-1/2), Incantations (-1/4) Real Cost: 8 |
|
0 |
121) Enthalpy Distillation: Absorption 4d6 (Energy), Can Absorb Maximum of 30 Points (23 Active Points); Only Restores To Starting Values (-1/2), OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 10 [Notes: To STUN.] |
|
0 |
122) Entropy Distillation: Absorption 4d6 (Energy), Can Absorb Maximum of 30 Points (23 Active Points); Only Restores To Starting Values (-1/2), OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 10 [Notes: To STUN.] |
|
0 |
123) Circle of Protection: Power Defense (14 points), Hardened (+1/4) (17 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 10 |
|
0 |
124) Circle of Thought: +14 Mental Defense (119 points total) (Rounding Correction), Hardened (+1/4) (17 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 10 [Notes: Adds 14 points of Mental Defense.] |
|
0 |
125) Spiritual Equilibrium: (Total: 22 Active Cost, 10 Real Cost) Power Defense (9 points), Hardened (+1/4) (11 Active Points); OIF: Circuit Components (-1/2), Costs Endurance Only Costs END to Activate (-1/4), Incantations (-1/4) (uses Personal END) (Real Cost: 5) plus +9 Mental Defense (119 points total) (Rounding Correction), Hardened (+1/4) (11 Active Points); OIF: Circuit Components (-1/2), Costs Endurance Only Costs END to Activate (-1/4), Incantations (-1/4) (uses Personal END) (Real Cost: 5) Real Cost: 10 |
2 |
0 |
126) Aura Firewall: (Total: 31 Active Cost, 11 Real Cost) +12 Mental Defense (119 points total), Hardened (+1/4) (16 Active Points); Only Works Against Magic Very Limited Type of Attack (-1), OIF: ArcanoFrame (-1/2), Incantations (-1/4) (Real Cost: 6) plus Power Defense (12 points), Hardened (+1/4) (15 Active Points); Only Works Against Magic Very Limited Type of Attack (-1), OIF: ArcanoFrame (-1/2), Incantations (-1/4) (Real Cost: 5) Real Cost: 11 |
|
0 |
127) Retinal Ward: Flash Defense (14 points) (Sight Group), Hardened (+1/4) (17 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 10 [Notes: Similarly, Cochlear, Tactile and Olfactory Wards exist.] |
|
0 |
128) Photon Conjuration: Sight Group Images, Reduced Endurance 0 END (+1/2), x16 Radius (+1) (25 Active Points); Only To Create Light (-1), OIF: Circuit Components (-1/2), Incantations (-1/4) Real Cost: 9 |
|
0 |
129) Waveform Abjuration: Darkness to Hearing Group 4" radius (20 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 9 |
2 |
0 |
130) Waveform Enchantment: Flash 7d6 (Hearing Group) (21 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 9 |
2 |
0 |
131) Frequency Manipulation: Darkness to Radio Group 4" radius (20 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 9 |
2 |
0 |
132) Amplitude Manipulation: Flash 7d6 (Radio Group) (21 Active Points); OAF: BeamWand (-1), Incantations (-1/4) (uses END Reserve) Real Cost: 9 |
2 |
0 |
133) Coagulation Incantation: Healing 2 BODY, Reduced Endurance 0 END (+1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), OAF: ArcanoBandages (-1), Self Only (-1/2), Incantations (-1/4) Real Cost: 10 |
|
0 |
134) Lifeforce Re-engineering: Healing 3 BODY (Can Heal Limbs) (35 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), OIF: ArcanoFrame (-1/2), Concentration 1/2 DCV, Must Concentrate throughout use of Constant Power (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 9 |
3 |
0 |
135) Clot Augmentation: Healing 2d6 (max. Healed Points: 12) (20 Active Points); OIF: Rune (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 11 [Notes: Standard Effect Simplified Healing.] |
2 |
0 |
136) Adhesion Augmentation: Clinging (25/35 STR) (15 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 8 |
|
0 |
137) Muscular Enchantment: +20 STR (20 Active Points); No Figured Characteristics (-1/2), OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 9 |
2 |
0 |
138) Vigor Enchantment: +10 CON (20 Active Points); No Figured Characteristics (-1/2), OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 9 |
|
0 |
139) Dismiss Matter: Force Field (14 PD), Hardened (+1/4) (17 Active Points); OIF: Circuit Components (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 10 |
2 |
0 |
140) Dismiss Energy: Force Field (14 ED), Hardened (+1/4) (17 Active Points); OIF: Circuit Components (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 10 |
2 |
0 |
141) Zone of Dismissal: Force Field (7 PD/7 ED), Hardened (+1/4) (17 Active Points); OIF: Circuit Components (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 10 |
2 |
0 |
142) Pillar of Combustion: Killing Attack - Hand-To-Hand 3d6 (vs. ED) (45 Active Points); Only vs. Entangles and Grabs Power loses about half of its effectiveness (-1), OIF: ArcanoFrame (-1/2), Increased Endurance Cost 2x END (-1/2), No STR Bonus (-1/2), Self Only Power loses about a third of its effectiveness (-1/2), Incantations (-1/4), No Knockback (-1/4) (uses END Reserve) Real Cost: 10 |
8 |
0 |
143) Blade Amalgamation: Killing Attack - Hand-To-Hand 3d6 (vs. PD) (45 Active Points); Only vs. Entangles and Grabs Power loses about half of its effectiveness (-1), OIF: ArcanoFrame (-1/2), No STR Bonus (-1/2), Increased Endurance Cost 2x END (-1/2), Self Only Power loses about a third of its effectiveness (-1/2), No Knockback (-1/4), Incantations (-1/4) (uses END Reserve) Real Cost: 10 |
8 |
0 |
144) Iterative Divination: Energy Blast 1d6 (vs. ED), Area Of Effect (One Hex; +1/2), Accurate (+0), VSE: Technocery only Any SFX (+1/2), No Range Modifier (+1/2), SFX can be changed during Autofire (+1/2), Autofire (5 shots; +1/2), Non-Standard Attack Power (+1) (22 Active Points); OIF: ArcanoFrame (-1/2), Extra Time Full Phase (-1/2), No Knockback (-1/4), Incantations (-1/4) (uses Personal END) Real Cost: 9 [Notes: An identical spell exists which affects Physical Defense.] |
2 |
0 |
145) Dagger Simulation: Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-1/2), OIF: Circuit Components (-1/2), Incantations (-1/4), No Knockback (-1/4) (uses Personal END) Real Cost: 10 |
2 |
0 |
146) Inertia Abjuration: Knockback Resistance -9" (18 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) Real Cost: 10 |
|
0 |
147) Neutron Conjuration: Density Increase (700 kg mass, +15 STR, +3 PD/ED, -3" KB) (15 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 8 |
1 |
0 |
148) Volume Augmentation: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide, 708 kg mass) (15 Active Points); OIF: ArcanoFrame (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 8 |
1 |
0 |
149) Hologram Cantrip: Sight Group and Normal Hearing Images, x8 Radius (+3/4) (23 Active Points); OIF: Circuit Components (-1/2), Cannot be used to deceive Power loses about a third of its effectiveness (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 10 |
2 |
0 |
150) Modem Charm: Mind Link (Specific Group of Minds: Computers to which Reynard has access), No LOS Needed (if the computer has a wireless port, internet access, etc) (20 Active Points); OIF: Circuit Components (-1/2), Incantations (-1/4), Only if the computer has some form of direct access available Power loses about a fourth of its effectiveness (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4) Real Cost: 9 |
|
0 |
151) Crystal Transceiver: Mind Link (Specific Group: (Video) Phones or Crystal Balls), Any dimension, No LOS Needed, Number of Minds (x2) (35 Active Points); OAF Bulky Fragile (-1 3/4), Arrangement: Power socket needed (-1/4), Does Not Provide Mental Awareness (-1/4), Incantations (-1/4) Real Cost: 10 [Notes: This Electric Crystal Ball can provide a limited form of Mind Link with people using either a (Video) Phone or a more traditional Crystal Ball.] |
|
0 |
152) Stabilization Cantrip: Gliding 7", Position Shift (12 Active Points); OIF: ArcanoFrame (-1/2), Ground Gliding (-1/4), Incantations (-1/4), No Noncombat Movement (-1/4) Real Cost: 5 |
|
0 |
153) Auspicious Resolve: Force Field (3 PD/3 ED/1 Power Defense), Hardened (+1/4) (9 Active Points); OIF: Circuit Components (-1/2), Incantations (-1/4) (uses END Reserve) Real Cost: 5 |
1 |
0 |
154) Talisman of Mobile Telecommunication: Radio Perception/Transmission, 2 Recoverable Continuing Charges lasting 1 Hour each (+0), Usable By Other (x2 Number of Targets +1/2), Ranged (+1/2), No LOS needed (+1/2) (25 Active Points); OAF: ArcanoPhone (-1), Incantations (-1/4), Sense Affected As Radio and Sound (-1/4) Real Cost: 10 |
|
0 |
155) Radio Wave Conjuration: Radio Perception/Transmission (10 Active Points); OIF: Circuit Components (-1/2), Incantations (-1/4), Extra Time Extra Segment, Only to Activate Constant or Persistent Power (-1/4) Real Cost: 5 |
|
|
|
|
|
ArcanoFrame, all slots: OIF (-1/2) |
|
20 |
1) Kevlar Transmutation: Armor (10 PD/10 ED) (30 Active Points) |
|
7 |
2) Might Subroutine: +10 STR (10 Active Points) (uses END Reserve) |
1 |
19 |
3) Agility Subroutine: +13 DEX (39 Active Points); No Figured Characteristics (-1/2) |
|
7 |
4) Alacrity Subroutine: +1 SPD (10 Active Points) |
|
13 |
5) Vigor Subroutine: +10 CON (20 Active Points) |
|
8 |
6) Fortification Algorithm: +12 PD (12 Active Points) |
|
8 |
7) Resistance Algorithm: +12 ED (12 Active Points) |
|
14 |
8) Mana Capacitor: Endurance Reserve (115 END, 10 REC) (22 Active Points) |
|
|
|
|
|
Optical Mask, all slots: OIF (-1/2) |
|
5 |
1) Polarization Charm: Flash Defense (8 points) (Sight Group) (8 Active Points) |
|
|
|
|
2 |
Gauge Potential: Multipower, 5-point reserve, all slots: (5 Active Points); OIF: Optical Mask (-1/2), Gestures (-1/4), Concentration 1/2 DCV (-1/4) [Notes: Gestures and Concentration are needed only to switch between slots.] |
|
1u |
1) Mystical Evaluation: Detect A Class Of Things 15- (5 Active Points) [Notes: Based on Sight Group. Gains Sense, Ranged, Targeting and Discriminatory.] |
|
1u |
2) Gadgetry Divination: Detect A Class Of Things 15- (5 Active Points) [Notes: Based on Sight Group. Gains Sense, Ranged, Targeting and Discriminatory.] |
|
|
|
Skills |
3 |
Breakfall 11- (14-) |
|
2 |
AK: Star City 11- |
|
1 |
PS: Superhero 8- |
|
1 |
PS: Research Scientist (INT-based) 8- |
|
17 |
Power: Technocery (INT-based) 22- |
|
10 |
+1 Overall |
|
7 |
+2 with Technocery (10 Active Points); OIF: ArcanoFrame (-1/2) |
|
7 |
+2 with DCV (10 Active Points); OIF: ArcanoFrame (-1/2) |
|
8 |
+4 vs. Range attacks using Technocery |
|
3 |
Scholar |
|
2 |
1) KS: Gadgetry (INT-based) (3 Active Points) 15- |
|
2 |
2) KS: Magic (INT-based) (3 Active Points) 15- |
|
2 |
3) KS: Supervillains (INT-based) (3 Active Points) 15- |
|
1 |
4) KS: Superheroes (2 Active Points) 11- |
|
2 |
5) KS: Magical Seals and Wards (INT-based) (3 Active Points) 15- |
|
|
|
Perks |
1 |
Contact: Arcanum Guild Representative (Contact considers the Spellsmith an extreme maverick, Contact has: very useful Skills or resources) 8- |
|
2 |
Contact: Steven Long, Contract Lawyer ((part of a Group contact), Contact has: useful Skills or resources, Good relationship with Contact) 13- |
|
|
|
Base OCV: |
4/8 |
|
Base DCV: |
4/8 |
|
Base ECV: |
6 |
Adjustment + |
|
|
Adjustment + |
|
|
Adjustment + |
|
Final OCV: |
|
|
Final DCV: |
|
|
Final ECV: |
|
|
Levels: +1 Overall,+2 with Technocery (10 Active Points); OIF: ArcanoFrame (-1/2),+2 with DCV (10 Active Points); OIF: ArcanoFrame (-1/2) |
Combat Maneuvers |
Name |
Phase |
OCV |
DCV |
Effect |
Block |
1/2 |
+0 |
+0 |
Block, Abort |
Brace |
0 |
+2 |
1/2 |
+2 vs. Range Mod. |
Disarm |
1/2 |
-2 |
+0 |
Can disarm |
Dodge |
1/2 |
--- |
+3 |
Abort, vs. all attacks |
Grab |
1/2 |
-1 |
-2 |
Grab two limbs |
Grab By |
1/2 |
-3 |
-4 |
Move and Grab |
Haymaker |
1/2* |
+0 |
-5 |
+4DC to attack |
Move By |
1/2 |
-2 |
-2 |
STR/2 + v/5 |
Move Through |
1/2 |
-v/5 |
-3 |
STR + v/3 |
Set |
1 |
+1 |
+0 |
Ranged attacks only |
Strike |
1/2 |
+0 |
+0 |
STR or weapon |
Range |
0-4 |
5-8 |
9-16 |
17-32 |
33-64 |
65-128 |
RMod |
0 |
-2 |
-4 |
-6 |
-8 |
-10 |
DEX: 11/24 |
SPD: 4/5 |
ECV: 6 |
Phases: 3, 6, 9, 12/3, 5, 8, 10, 12 |
3/27 PD (0/10 rPD) |
3/27 ED (0/10 rED) |
MD: 694 |
END: 20/40 |
STUN: 32/42 |
BODY: 10 |
Roll |
Location |
STUNx |
NSTUN |
BODYx |
To Hit |
3-5 |
Head |
x5 |
x2 |
x2 |
-8 |
6 |
Hands |
x1 |
x1/2 |
x1/2 |
-6 |
7-8 |
Arms |
x2 |
x1/2 |
x1/2 |
-5 |
9 |
Shoulders |
x3 |
x1 |
x1 |
-5 |
10-11 |
Chest |
x3 |
x1 |
x1 |
-3 |
12 |
Stomach |
x4 |
x1.5 |
x1 |
-7 |
13 |
Vitals |
x4 |
x1.5 |
x2 |
-8 |
14 |
Thighs |
x2 |
x1 |
x1 |
-4 |
15-16 |
Legs |
x2 |
x1/2 |
x1/2 |
-6 |
17-18 |
Feet |
x1 |
x1/2 |
x1/2 |
-8 |
Height: 6' 2" |
Hair: Grey-Brown |
Weight: 195 lbs |
Eyes: Green |
Appearance: A middle-aged man with an anachronistic coat and hat covering a suit of tight fitting body armor. The armor is festooned with circuitry, and covers his hands and feet. A pair of high-tech goggles covers his eyes. His left hand bears an unusual scar, vaguely shaped like a magical rune; this scar is the physical manifestation of the spell that permanently sealed his magical potential. Anyone who can sense magical powers will notice that the Spellsmith has no magical potential. |
Background: Born in 1927, Reynard Borelan was an intelligent, though otherwise fairly typical, British child growing up during the Depression. Though he was too young to serve in the Second World War, he managed to work his way through college taking odd jobs as a mechanic. But, in 1949 his life changed when he discovered a long forgotten tomb in the English countryside. Inside, he found only an old robe -- mysteriously well preserved. As soon as he touched the robe, Reynard suddenly became aware of the immense magical power with it; but to his even greater surprise, he soon realized he could sense the robe's power due to his own magical potential. Determined to use the robe to make the world a better place, Reynard became the Scarlet Sorcerer, a costumed superhero. He grew in power and stature until his climactic battle with his archenemy, the Magus, in 1960. The Magus, bent on ruling the world, was attempting to break the five veils which trapped one of his ancient allies. To this end, the Magus had recovered an ancient artifact of incredible power, the Jade Scepter. Although he had failed to thwart the Magus' attempts to discover the Scepter, Reynard correctly guessed what the Magus intended, and tracked the wizard down as he was preparing his ritual. The Magus, enhanced with the power of the Scepter, proved too powerful for the Scarlet Sorcerer, but Reynard had one trick left: the Jade Scepter had a weakness. It was designed to pierce magical wards by collapsing them back in on themselves. But, it was also possible to turn the power of the Scepter on itself, folding its own power away forever. Reynard, his robe destroyed, strove to control the Scepter, and for a brief moment he prevailed. He reduced the Scepter to an inert lump of carved jade, but the cost was high; since his own magical potential was the catalyst, it too was sealed away forever. Fortunately for Reynard, the Magus had been forced to invest a great deal of his own power into the Scepter as well. In time, his powers would return, but for now the Magus was extremely vulnerable. Fearing (correctly) that other mages would arrive shortly, the Magus fled, leaving Reynard alive. Since his identity had been revealed during the fight, it took a while for the public's attention to fade. Eventually, however, Reynard emigrated to the United States and returned to his work as a mechanic. Though this paid the bills for more than 20 years, Reynard began to notice how little he was aging. Finally, by 1983 he began to actively research just what had happened to him. Reynard knew that the Jade Scepter had sealed a portion of his life-force (his magical "aura") away when he sealed its magical powers. This, in a sense reduced the "strain" on his life-force (thereby reducing the rate at which he aged), but it also meant he would never be strong enough to control magic again -- unless he could find some way to amplify his potential. Over the next 15 years, Reynard worked to do just that. At first, he looked for a magical means, but that proved impossible; any method powerful enough to generate magical effects proved too sophisticated for him to control. Disappointed, Reynard began to speculate on the nature of magic itself. His theories led to a conclusion radically different from traditional magical theory: energy is energy, no matter its origin. If that were true, a TECHNOLOGICAL device could, in theory, amplify his MAGICAL potential. Reynard redoubled his efforts, and slowly, he began to produce results. At first, he was only able to produce very small charms with the aid of long mathematically derived rituals. Next, he devised a manner in which he could "store" these charms within a technological circuit that ran off mana rather than electricity. Initially, Reynard was only able to trigger pre-cast spells from these circuits, but as his skills improved, he learned to cast the spells through prebuilt circuits on the fly. Though still not perfect (since the circuits had to be designed and built in advance) it proved much easier to master and control than traditional magic had been. As a final innovation, he began to design prefabricated circuit component modules, which could be built up to create a completed spell circuit. This greatly improved the number of spells Reynard could cast while in the field. To organize and power these spells in battlefield conditions, Reynard designed the ArcanoFrame, a suit of mystical circuitry. Though the suit was a miracle of design, the parts necessary to build it were difficult to obtain. Reynard had, over the years, made many friends in various fields who were now able to help him track down these parts. It was through one such contact that he learned of Orichalcum, a nefarious band of technologically inclined criminals. To help return the favor his friend had just provided, Reynard determined to test his new suit by foiling a major robbery. Though he earned the attention of Orichalcum, Reynard had finally returned to the fight against crime. At first, Reynard attempted to conceal his identity, choosing to call himself the Spellsmith, but his unique nature soon made his identity obvious to his enemies. Since then, Reynard has added the hat and coat to his costume, openly admitting his earlier career as the Scarlet Sorcerer. About a year ago Reynard was offered a position in the new Center for Thaumaturgic Studies, a quasi-think tank affiliated with Star City University. The CTS was founded to provide "thorough and scientific research into the phenomona of magic," so Reynard was pleased to accept. The position has given his theories a great deal of attention, both good and bad; even in as new and uncertain a field as Thaumaturgy, Reynard's theories have already challenged the "status quo." Although most members of the CTS also teach at SCU (usually philosophy), Reynard's position is purely for research purposes. The University felt it was unwise for a Superhero to teach a normal class, and the Spellsmith probably wouldn't have enough time for it anyway.
ON THE NATURE OF TECHNOCERY Technocery is a mixture of Magic and Technology, neither all one or the other. As such, most effects that affect Magic will have about half their usual effect on Technocery, and most effects that affect Technology will have about half their effects. Similarly, abilities designed to affect Technocery will have about half their effect on both Magic and Technology. It is possible to tailor effects that will affect one and not the other, but such effects are very unusual. Although Technocery is a very new field, Reynard has already determined a few of its limitations. First, it requires more in the way of material components than most forms of traditional magic; without its circuitry, Technocery will not function at all. Second, it does not have much affect on the mental realm. Most magic can be used to cloud a person's judgment, Technocery cannot. Defensively, Reynard has found it possible to use Technocery to at least mitigate most hostile mental abilities, but even that seems most effective only on himself. Finally, Technocery has a limited range of effect: it can project effect at a distance (like a beam or a swarm of summoned daggers), but it has difficulty truly affecting distant targets directly. It cannot move distant objects or target opponents through walls. Reynard has developed a series of Runes and Glyphs to try to offset these drawbacks, but they are much less flexible than traditional forms of magic. To date, Reynard seems to be the only person to achieve any success in his attempts at fusing Magic and Technology. It's unclear why this is, given the remarkable results Reynard has achieved so swiftly. Reynard himself is quite certain the field will prove even more effective as his research continues. Eventually, he believes it will overcome its current limitations and prove its superiority over the more familiar forms of magic.
PENTACLE CIRCUITS, RUNES, SIGILS AND GLYPHS To help expand the usefulness of his technocery, Reynard has created a series of arcane devices based on the symbols often used to augment traditional magic. Glyphs, the first to be developed, are largish (about the size of a PalmPilot) electronic devices in the shape of an arcane symbol. They are large enough that they can be targeted individually, and cannot be carried in great numbers (usually Reynard only has one of a given Glyph on hand at a time). Their size and complexity, however, allows them to channel considerable power, and permits the most complex and potent spells. Sigils are similar to Glyphs, in that they are large enough to be targeted, but are designed to perform simpler tasks. This means they can be built far more easily, and Reynard has managed to fabricate them in a slightly thinner form. This means they can be carried in more or less arbitrary numbers, but it also limits them to fairly straightforward effects. Runes, Reynard's latest development, are essentially an improvement on Sigils. They are still limited to fairly simple effects, but can be fit into very small forms (roughly the size of a quarter). While they have been very useful, their miniaturization means a Rune cannot generally channel as much power as a Sigil. Pentacles Circuits are an ongoing project. Reynard has long attempted to simulate some of the effects of more powerful Ritual Magic, and has been growing more successful over the years. Currently, Pentacle Circuits are built on large electronic breadboards which Reynard has affixed to the floor in his workshop. Although they appear to be a jumble of wires and electronic components, a careful examination will reveal that many of the parts are assembled in shapes similar to arcane symbols. Pentacle Circuits are very time consuming to construct (and must be modified slightly, depending on the ritual being used), and require a wall socket to power them. Reynard has had little use for them so far, but continues to tinker with the technique. |
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