Dreamy
Midori Yume
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Played by:
Birthday: Oct 01, 2130
Apparent Age: 16
Tribe: Star Children
Occuption: Urchin
Faction: ???

I am a Clever who Commands Mental Powers

Might Speed Intellect
Max Pool 7 12 17
Edge 0 0 1

Effort: 1

Abilities:

First Tier

  • Genius: You have an Intellect Edge of 1.
  • Esoteries: You can interact with the magic of the spirits to reshape the world around you. Similar in appearance to the way a fabled wizard might seem to cast spells, these expressions of your knowledge are called esoteries. People who are not Kinfolk sometimes call them spells or charms.

Most esoteries must be activated, which requires that you have a free hand and spend 1 or more Intellect points. If no Intellect point cost is given for an esotery, it functions continuously without needing to be activated. Some esoteries specify a duration, but you can always end one of your own esoteries anytime you wish.

Choose two of the esoteries described below. You can't choose the same esotery more than once unless its description says otherwise.

  • Hedge Magic (1 Intellect point): You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can't use hedge magic to harm another creature or object. Action.
  • Scan (2 Intellect points): You scan an area equal in size to a 10-foot (1-meter) cube, including all objects or creatures within that area. The area must be within short range. Scanning a creature or object always reveals its level (a measure of how powerful, dangerous, or difficult it is). You also learn whatever facts the GM feels are pertinent about the matter and energy in that area. For example, you might learn that the wooden box contains a device of metal and synth. You might learn that the glass cylinder is full of poisonous gas, and that its metal stand has an electrical field running through it that connects to a metal mesh in the floor. You might learn that the creature standing before you is a mammal with a small brain. However, this esotery doesn't tell you what the information means. Thus, in the first example, you don't know what the metal and synth device does. In the second, you don't know if stepping on the floor causes the cylinder to release the gas. In the third, you might suspect that the creature is not very intelligent, but scans, like looks, can be deceiving. Many materials and energy fields prevent or resist scanning. Action.

Skills/Inabilities:

Clever Skills

  • Smart: +2 to your Intellect Pool.
  • Skill: You're trained in all interactions involving lies or trickery.
  • Skill: You're trained in defense rolls to resist mental effects.
  • Skill: You're trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.
  • Inability: You were never good at studying or retaining trivial knowledge. The difficulty of any task involving lore, knowledge, or understanding is increased by one step.
  • Additional Equipment: You see through the schemes of others and occasionally convince them to believe you — even when, perhaps, they should not. Thanks to your clever behavior, you have an extra piece of expensive equipment

Tier 1 Mental Powers

  • Connection: Pick one other PC. You have found that this character is particularly tuned into your mental powers. While you're within short range of him, the two of you are always in telepathic contact, and he is never harmed by your Psychic Bursts.
  • Additional Equipment: You have a crystal or jewel fetish that, when worn against your forehead or temple, adds 1 point to your Intellect Pool. If you're ever without the fetish, subtract 5 points from your Intellect Pool; the points are restored if you regain the item.
  • Mental Esoteries: If you have the Mind Control esotery or the Mind Reading esotery, you're automatically trained in it. If you have both esoteries, you're trained in both. Enabler.
  • Minor Effect Suggestions: The range or duration of the mental power is doubled.
  • Major Effect Suggestions: You can take another action on that same turn.
  • Tier 1: Telepathic (1+ Intellect point). You can speak telepathically with others who are within short range. Communication is two-way, but the other party must be willing and able to communicate. You don't have to see the target, but you must know that it's within range. You can have more than one active contact at once, but you must establish contact with each target individually. Each contact lasts up to ten minutes. If you apply a level of Effort to increase the duration rather than affect the difficulty, the contact lasts for 24 hours. Action to establish contact.

Equipment:

  • Hoodie
  • Circlet w/ Gem
  • Electronic Notebook

*No Armor


XP

Total XP: 0

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