Outback

Val Char Cost
15 STR 5
18 DEX 16
23 CON 13
12 BODY 2
20 INT 10
23 EGO 13
20 PRE 10
     
5/20 PD 3
5/20 ED 3
5 SPD 30
10 REC 6
46 END 6
30 STUN 5
     
12m RUN 0
4m SWIM 0
6m LEAP 1

Characteristics Cost: 183

Cost Power END
80 Mystic Powers: Multipower, 80-point reserve  
8v 1) Soul Burn: Mental Blast 6d6 (60 Active Points); Perceivable (-1/2) 6
12v 2) Mystic Force Blast: Blast 12d6 (60 Active Points) 6
12v 3) Mystic Trap: Entangle 5d6, 5 PD/5 ED (Stops A Given Sense Normal Hearing, Stops A Given Sense Normal Sight) (60 Active Points) 6
6f 4) Hex of Exhaustion: Drain END 6d6 (60 Active Points) 6
2f 5) Enchanted Crowbar: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/4) 3
10v 6) Drawing the Veil: Invisibility to Sight, Hearing, Smell/Taste and Mental Groups and Radar , No Fringe (50 Active Points) 5
11v 7) 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
9v 8) Illusion Casting: Sight, Hearing, Mental and Smell/Taste Groups, Danger Sense and Radar Images, +/-4 to PER Rolls (45 Active Points) 4
12v 9) Mystic Manipulation: Telekinesis (33 STR), Fine Manipulation (61 Active Points) 6
12v 10) Flight Spell: Flight 50m, x8 Noncombat (60 Active Points) 6
6f 11) Around The Edge Of The World: Teleportation 40m, x16 Noncombat, x4 Increased Mass (65 Active Points) 6
1f 12) 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
45 Variable 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)  
30 Enchanted Coat: Resistant Protection (15 PD/15 ED) (45 Active Points); OIF (-1/2) 0
15 Sense Magic:  13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Sense 0
5 Protection from Mystical Searches: Mental Defense (17 points total) (10 Active Points); Only vs. Mind Scan  (-1) 0
7 Trained Will: +7 Mental Defense (17 points total) 0
2 Mystic Links: Life Support (Longevity: 400 Years) 0

Powers Cost: 285

Cost Skill
3 Scholar
2 1) KS: Creatures of Magic (3 Active Points) 13-
2 2) KS: Cult of the Ebon Flame (3 Active Points) 13-
2 3) KS: Dimensional Magics (3 Active Points) 13-
2 4) KS: Elemental Magic (3 Active Points) 13-
2 5) KS: Fey Magic (3 Active Points) 13-
2 6) KS: Forensic Sorcery (3 Active Points) 13-
2 7) KS: Gods and other Ridiculously Powerful Magical Beings (3 Active Points) 13-
2 8) KS: Mystical Constructs (3 Active Points) 13-
2 9) KS: Ritual Magic (3 Active Points) 13-
3 PS: Magical Circle Construction 13-
3 Paramedics 13-
3 Riding 13-
7 Magic 15-
3 Teamwork 13-
2 Survival (Temperate/Subtropical Plains) 13-
2 Language: Enochian (basic conversation, literate)
2 Language: Latin (basic conversation, literate)
20 +2 with All Attacks

Skills Cost: 64

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

Perks Cost: 15

Total Character Cost: 547

Val Disadvantages
10 Psychological Complication: Bound to help people when asked for help (Uncommon; Strong)
10 Psychological Complication: Code vs, Killing (Common; Moderate)
5 Enraged: Facing magical predators on humanity (demons, undead, etc) (Uncommon), go 8-, recover 14-
20 Hunted: Glendower Clan, Infrequently (As Pow; NCI; PC has a Public ID or is otherwise very easy to find; Harshly Punish)
10 Physical Complication: Weirdness magnet (Frequently; Barely Impairing)
10 Vulnerability: 2 x STUN Holy Magic (Uncommon)
10 Vulnerability: 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 appalling, and I didn’t want that much or that kind of 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 sacrifice 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.

Couldn’t use my name or my Name (especially after how much I worked to change my Name, to keep myself safe from the family sending curses), so just to be cheeky, I chose my use-name as the place that kept me safe and happy: Outback. May need to change it, though.

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 cemetery 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.

Stories

Management Negotiations

Questing

© 2024