Outback

Val Char Cost
15STR5
18DEX16
23CON13
12BODY2
20INT10
23EGO13
20PRE10
5/20PD3
5/20ED3
5SPD30
10REC6
46END6
30STUN5
12mRUN0
4mSWIM0
6mLEAP1

Characteristics Cost: 183

Cost PowerEND
80Mystic Powers: Multipower, 80-point reserve
8v1) Soul Burn: Mental Blast 6d6 (60 Active Points); Perceivable (-1/2)6
12v2) Mystic Force Blast: Blast 12d6 (60 Active Points)6
12v3) Mystic Trap: Entangle 5d6, 5 PD/5 ED (Stops A Given Sense Normal Hearing, Stops A Given Sense Normal Sight) (60 Active Points)6
6f4) Hex of Exhaustion: Drain END 6d6 (60 Active Points)6
2f5) Enchanted Crowbar: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/4)3
10v6) Drawing the Veil: Invisibility to Sight, Hearing, Smell/Taste and Mental Groups and Radar , No Fringe (50 Active Points)5
11v7) Veil of Night: Sight and Hearing Groups and Mental Awareness Flash 6d6, Personal Immunity (+1/4), Area Of Effect (1m Radius; +1/4) (57 Active Points)6
9v8) Illusion Casting: Sight, Hearing, Mental and Smell/Taste Groups, Danger Sense and Radar Images, +/-4 to PER Rolls (45 Active Points)4
12v9) Mystic Manipulation: Telekinesis (33 STR), Fine Manipulation (61 Active Points)6
12v10) Flight Spell: Flight 50m, x8 Noncombat (60 Active Points)6
6f11) Around The Edge Of The World: Teleportation 40m, x16 Noncombat, x4 Increased Mass (65 Active Points)6
1f12) Spell of Restoration: Healing BODY 5d6 (50 Active Points); Increased Endurance Cost (x5 END; -2), Side Effects, Side Effect occurs automatically whenever Power is used (6D6 STUN; -1), Only brings someone up to 1 BODY Power loses about half of its effectiveness (-1), Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Others Only Power loses about a third of its effectiveness (-1/2), Extra Time (Full Phase, -1/2)25
45Variable Power Pool, 40 base + 40 control cost, (60 Active Points); OAF Bulky Fragile (-1 3/4), Gestures, Requires Gestures throughout (Requires both hands; -1), Incantations (Requires Incantations throughout; -1/2)
30Enchanted Coat: Resistant Protection (15 PD/15 ED) (45 Active Points); OIF (-1/2)0
15Sense Magic: Detect A Single Thing 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense0
5Protection from Mystical Searches: Mental Defense (17 points total) (10 Active Points); Only vs. Mind Scan Power loses about half of its effectiveness (-1)0
7Trained Will: +7 Mental Defense (17 points total)0
2Mystic Links: Life Support (Longevity: 400 Years)0

Powers Cost: 285

Cost Skill
3Scholar
21) KS: Creatures of Magic (3 Active Points) 13-
22) KS: Cult of the Ebon Flame (3 Active Points) 13-
23) KS: Dimensional Magics (3 Active Points) 13-
24) KS: Elemental Magic (3 Active Points) 13-
25) KS: Fey Magic (3 Active Points) 13-
26) KS: Forensic Sorcery (3 Active Points) 13-
27) KS: Gods and other Ridiculously Powerful Magical Beings (3 Active Points) 13-
28) KS: Mystical Constructs (3 Active Points) 13-
29) KS: Ritual Magic (3 Active Points) 13-
3PS: Magical Circle Construction 13-
3Paramedics 13-
3Riding 13-
7Magic 15-
3Teamwork 13-
2Survival (Temperate/Subtropical Plains) 13-
1Language: Enochian (basic conversation)
1Language: Latin (basic conversation)
20+2 with All Attacks

Skills Cost: 64

Cost Perk
2Contact: Owen McAllister, Vampiric Sherrif’s Deputy in Natchawictaw, IA (Good relationship with Contact) 8-
2Contact: Desdemona Althea, retired/reformed succubus in San Francisco, CA (Good relationship with Contact) 8-
2Contact: Fred, 4 mindlinked homunculi who take care of a cemetary outside of Oklahoma City (Good relationship with Contact) 8-
5Money: Well Off
3Positive Reputation (A small to medium sized group) 14-, +3/+3d6
1Positive Reputation: Powerful Sorcerer (A small to medium sized group) 8-, +1/+1d6

Perks Cost: 15

Total Character Cost: 547

Val Disadvantages
10Psychological Complication: Bound to help people when asked for help (Uncommon; Strong)
10Psychological Complication: Code vs, Killing (Common; Moderate)
5Enraged: Facing magical predators on humanity (demons, undead, etc) (Uncommon), go 8-, recover 14-
20Hunted: Glendower Clan Infrequently (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
10Physical Complication: Weirdness magnet (Frequently; Barely Impairing)
10Vulnerability: 2 x STUN Holy Magic (Uncommon)
10Vulnerability: 2 x BODY Holy Magic (Uncommon)

Disadvantage Points: 75
Base Points: 400
Experience Required: 147
Total Experience Available: 151
Experience Unspent: 4

For those that know me, hullo.

For those that don’t, let me introduce myself: I am James Michael Donobran, born Sean Conner Glendower.

Yes, THAT Glendower family. The most inbred clan of evil magicians that you find on the planet. See why I left? I didn’t want to go into the family business; demons are unpleasant, human sacrifice is appaling, and I didn’t want that much power. So one night I cast a spell that rendered me invisible to my family and hoofed it from the Highlands, to London, and thence to Australia. Took up life as a ranch hand. Totally different kind of life. And it let me keep my magical shield up – had to renew it with blood sacrified once a year after the first. My employers were pleased I’d step up to help with the cattle slaughter when it came time; we both got what we needed.

STill, I had power… and power calls to power. One night, watching the cattle, there was a falling star. And then it hit me. Turned out it was a spirit, come to teach me magic, get me ready to stop my entire family. Too much evil in the world, they said. Too much nastiness. Need a champion.You’re it.

Bugger.

So, after some foolishness in New York City, I ended up wandering the United States, taking care of things. Remind me to tell you sometime about Owen MacAllister, the vampire I saved from a vampire hunter in Iowa. Or Desdemona, the succubus I helped retire from Hell over in San Francisco, or the Franks, four poor homunculi some idiot tried to drown in a river. (They work as a cemetary caretaker.) Or a few others I’ve encountered.

Seems that no matter where I go, I run into the weird, the strange… and they need my help. Some are looking to change sides in the big War, some just want to live their lives.

And when I run into something that preys on others? That’s when I roll up the sleeves of my coat and start slinging the spells around.

Because someone’s got to, and I’m too kind-hearted to let them down.