Post by TheUdjat on Jun 16, 2008 12:04:15 GMT -5
Background
Ten years ago, the world changed. Creatures from myth and legend returned quietly to the world—or perhaps they were always there, waiting to rise up again. Strange powers surfaced in select individuals. Villainous masterminds and noble heroes arose out of the chaos to do battle.
It was a very scary, very uncertain time.
In that cacophony of events, magic came back to the world. It rushed in like a tidal wave, bowling over the unfortunate people predisposed to it, changing the landscape of the world irrevocably. There weren’t many endowed with the knack for magic, but there were enough to cause waves. Some went mad with power, hungrily grabbing everything they could. Others tried to get their power under control enough to ignore it. Then there were those that took responsibility for what was given to them, and united to understand it, and to coexist with the modern world.
That handful of people called themselves the Shadow Circle. They pooled their efforts to understand magic, how to use it, what it did, and they sought out others with the Gift to teach them. Adelle was among these. The Circle took her into the fold, like so many others lost and alone, and she was given guidance; purpose.
It took years to understand and control the power, but she managed it. And like the others, she swore to use her magic towards positive ends, to protect life—and to keep to the shadows, where the modern world would be more able to deal with them. Because the Circle all understood the danger that could be posed by widespread knowledge of wizards and magic. The witch hunts were bad enough before there were actual, honest-to-god witches.
So Adelle spends her time trying to blend in, while continuing her pursuit of magic. She keeps her private affairs very private, while trying to unsure that the monsters lurking in the dark don’t get out of control. A lot of other things awoke ten years ago, after all, and a lot of power came surging out of nowhere. Someone’s got to keep the balance.
In the meantime, she’s just trying to keep paying off her mortgage. A girl’s got to earn a living.
Appearance
Adelle keeps her curly hair short, where it's marginally easier to maintain. The locks are thick and wild, curling everywhere, but not quite reaching her shoulders. She's of average height with a slim build, attractive, with skin only a touch on the pale side—from being indoors too much, probably. She wears comfortable clothes like jeans and solid-colored t-shirts, but has been known to throw on a skirt on occasion. She's almost never seen without her brown, leathery bomber jacket, and tends towards boots or sturdy shoes for footwear. She wears the occasional simple piece of jewelry, mostly stuff she's made herself, but her two constant accessories are her Eye of Thoth pendant and her pocketwatch. Only the former is magical. She also tends to carry her staff with her more often than not these days, to be ready for an attack at any moment. The staff is sanded smooth, except where it's etched with golden hieroglyphics, and is topped with a golden ankh.
Personality
Adelle is smart—perhaps a little too smart, given her tendency to mouth off. She has a strong sense of justice and what is right, though she doesn’t always go around enacting it in precisely the way on would expect. She doesn’t always know her limitations, either, which has gotten her in trouble more than a time or two.
Adelle spends most of her time either cooped up in her lab, or at work, running ‘Buried Sands – Rare/Old Book Emporium’, her store. It isn’t an especially profitable store, but it keeps her tangentially involved in her field, and earns steady money to keep things going. The occasional alchemy takes care of the rest.
She could never get the lead-to-gold recipe down, but nowadays everything’s in paper money.
Complications
Enemies: Though hidden from the mundane world, the supernatural world knows plenty about the Shadow Circle, and many do not agree with it or its agents. Simply by being a member of the circle, there are some beings--and nefarious warlocks--who would rather have Adelle dead. Or worse.
Responsibility: The Shadow Circle occasionally requires deeds done of its members, in return for the support and knowledge they supply. Adelle is also subject to their rules about how to properly use magic. Her relationship with the Circle is by no means obligation-freee.
Basic Traits
Name: Adelle Kincaid
Concept: Streetwise Wizardess
Origin: Magic (Training)
Allegiances: Good, Shadow Circle, Freedom League
Age: 24
Height: 5’6”
Weight: 120
Hair: Curly, Brown, Short
Skin: Caucasian, slightly pale
Ability Scores [10 points]
Str 10
Dex 10
Con 10
Int 14 (+2)
Wis 14 (+2)
Cha 12 (+1)
Combat [10 points]
Attack Bonus: +3
Defense: 12 / 17 (11 / 13 Flatfooted) (2 Base + 5 Eye of Thoth)
Initiative: +4
Base Saves [20 points + 3 XP]
Fortitude: +5 (5 Base + 0 Con)
Reflex: +9 (9 Base + 0 Dex)
Will: +11 (9 Base + 2 Wis)
Toughness: +0 / +2 (w/ Equipment) / +5 (w/ Eye of Thoth) / +7 (w/ both)
Feats [16 points]
Equipment x7 (35 points)
Minions x3 (Familiar; 45 points)
Luck x3 (+3 Hero Points)
Improved Initiative
Ritualist
Artificer
Skill Ranks [18 points]
Magic
Wizard’s Eye[/color] [Magic] With focus and concentration, Adelle can open her Wizard’s Eye to look at the world around her, seeing the true nature of things. This allows her to see through illusions, invisibility, smoke, darkness, and other methods of masking or hiding things. More importantly, it lets her take a closer look at magical effects, sensing their origins and making her able to decipher the exact make-up of spells and other magical effects. Unfortunately, these sights can often be terrifyingly beautiful or horrific, shaking her to her core and disorienting her.
Mechanics: Super-senses, 12 ranks (True Sight: Vision Counter Illusion, Concealment, Obscure [all], and Ranged Detect Magic [acute, analytical]). Flaws: Duration (Concentration, -1/rank), Side-Effect (Will Save vs. DC 20 or suffer Emotion Control, Confuse, or Stun, as the powers—GM’s choice, -2/rank). Drawbacks: Action (Standard action to invoke Wizard’s Sight, -2). [1 point]
Arcane Awareness [Magic] Like any wizard, Adelle can naturally feel the ebb and flow of magical energy in an area, and can thus pick up on the use of spells or arcane power in her immediate vicinity. Usually this manifests as goosebumps on the skin, a shiver down her spine, or a cool patch of air.
Mechanics: Super-Senses, 1 rank (Magical Awareness). [1 point]
The Watchful Eye of Horus [Magic, Light] Adelle can use her magic to summon a tiny globe of sunlight to hover near her, providing illumination. It is a simple, if time-consuming rote.
Mechanics: Environmental Control (Light). Bright light (2/rank) to 5’, Dim light (1/rank) to 25’; 3 ranks total. Flaws: Action (-1, Full-Round). Feats: Tether. [2 points + 1 XP]
Evocation Magic [Magic] Adelle’s primary means of spell-casting, termed Evocation, centers largely around the manipulation and creation of fire, air, and sand to create various effects. However, like any self-respecting wizard, she has learned some of the basics—creating a veil, hexing technology, and countering other magic. But like most magic, properly bending the laws of reality requires incredible focus.
Mechanics: Array (Magic), 7 ranks (Provides 14 points). Flaws: Check Required (-1, Concentration DC 10+Rank). Feats: Alternate Power x7, Dynamic x3. Drawbacks: Power Loss (-3, when unable to gesture and speak). [9 points + 5 XP]
Foci
Staff [Magic] Adelle uses a reddish staff carved with Coptic markings as her focus for Evocation magic. It substantially increases her concentration, allowing her to do more powerful and complicated spells. The staff is topped with a golden ankh, crafted by her own hand, which always seems to be unusually warm.
Mechanics: Device (Easy to Lose), 3 ranks (Grants 15 points). [9 points]
The Udjat [Magic, Abjuration] Adelle is almost never found without her amulet around her neck—a golden, circular pendant with the Eye of Thoth emblazoned on it. It is her protective ward, having saved her life numerous times.
Mechanics: Device (Hard to lose), 3 ranks (Grants 15 points). [12 points]
Equipment
Adelle has 35 points worth of equipment, used for the following:
357 Flood St. Chez Kincaid lies on the bend of Flood Street, a little stretch of suburbia on the outskirts of Freedom City. It’s one of the older neighborhoods, sort of neo-victorian, made a little bit before everything began to get built in the cookie cutter style. It has a nice wide porch, several floors, and a big, damp basement—plenty of space for her wizarding needs. Given its age, it wasn’t difficult to eliminate the need for modern conveniences like electricity, gas heaters, and so forth, either. All the better, really.
Mechanics: Headquarters, size small (house). Toughness +10. 10 Features. [11 points]
Important Belongings While the house is easily her most prized possession, Adelle owns a number of other important things—an old-fashioned, WWII-era motorcycle (complete with a sidecar); an undercover shirt for a little extra protection; and a reliable, double-barrel shotgun.
Mechanics: Motorcycle (+5 Str), Undercover Shirt (+2 Toughness), Shotgun (Attack +5, Blast 5 (buckshot) or Attack +3, Blast 6 (slugs)). [24 points]
Seshat; Familiar
Adelle’s best friend and closest confidant, perhaps unavoidable, is her cat. Seshat is a bronze-colored Egyptian Mau, spotted and sassy, and far too smart for the average animal. No surprise that such a proximity with Adelle’s magic has started to rub off on the cat, granting her abilities suitable do a wizard’s familiar.
Mechanics: Minion, 3 ranks (45 points).
Abilities [3 points]
Str: 3 (-4)
Dex: 16 (+3)
Con: 10 (+0)
Int: 12 (+2)
Wis: 12 (+1)
Cha: 10 (+0)
Combat [8 points]
Attack: +4 (2 Base + 2 Size)
Defense: +8 (2 Base + 2 Size + 4 Feats)
Initiative: +11 (3 Dex + 8 Feats)
Saves [9 points]
Fortitude: +2 (2 Base + 0 Con)
Reflex: +8 (5 Base + 3 Dex)
Will: +3 (2 Base + 1 Will)
Toughness: +0 (0 Con – 2 Size + 2 Feats)
Feats [11 points]
Dodge x4
Defensive Roll x2
Evasion x2
Improved Initiative x2
Uncanny Dodge
Skills [7 points]
Acrobatics: 8 (+11)
Climb: 9 (+5)
Notice: 3 (+4)
Stealth: 8 (+11)
Knowledge (Current Events): 2 (+3)
Additional Languages: English, Egyptian (Coptic)
Powers [15 points total]
- Shrinking 8 (Tiny; Feats: Innate. Flaws: Permanent.) [5 points]
- Super-senses 3 (Low-light Vision, Scent, Tracking) [3 points]
- Super-movement 1 (Slow Fall) [1 point]
- Communication 6 (Mental; Feats: Subtle x2. Flaws: Limited: Adelle.) [4 points]
- Comprehend 2 (Animals. Flaws: Limited: Felines.) [2 points]
Drawbacks [-8 points]
Mute (Very common, moderate; 4 points)
No hands (Very common, moderate; 4 points)
Summary of Points Spent
(Obsolete)
Experience Points: 0-14/15, +1 Reserve
Hero Points: 4
Ten years ago, the world changed. Creatures from myth and legend returned quietly to the world—or perhaps they were always there, waiting to rise up again. Strange powers surfaced in select individuals. Villainous masterminds and noble heroes arose out of the chaos to do battle.
It was a very scary, very uncertain time.
In that cacophony of events, magic came back to the world. It rushed in like a tidal wave, bowling over the unfortunate people predisposed to it, changing the landscape of the world irrevocably. There weren’t many endowed with the knack for magic, but there were enough to cause waves. Some went mad with power, hungrily grabbing everything they could. Others tried to get their power under control enough to ignore it. Then there were those that took responsibility for what was given to them, and united to understand it, and to coexist with the modern world.
That handful of people called themselves the Shadow Circle. They pooled their efforts to understand magic, how to use it, what it did, and they sought out others with the Gift to teach them. Adelle was among these. The Circle took her into the fold, like so many others lost and alone, and she was given guidance; purpose.
It took years to understand and control the power, but she managed it. And like the others, she swore to use her magic towards positive ends, to protect life—and to keep to the shadows, where the modern world would be more able to deal with them. Because the Circle all understood the danger that could be posed by widespread knowledge of wizards and magic. The witch hunts were bad enough before there were actual, honest-to-god witches.
So Adelle spends her time trying to blend in, while continuing her pursuit of magic. She keeps her private affairs very private, while trying to unsure that the monsters lurking in the dark don’t get out of control. A lot of other things awoke ten years ago, after all, and a lot of power came surging out of nowhere. Someone’s got to keep the balance.
In the meantime, she’s just trying to keep paying off her mortgage. A girl’s got to earn a living.
Appearance
Adelle keeps her curly hair short, where it's marginally easier to maintain. The locks are thick and wild, curling everywhere, but not quite reaching her shoulders. She's of average height with a slim build, attractive, with skin only a touch on the pale side—from being indoors too much, probably. She wears comfortable clothes like jeans and solid-colored t-shirts, but has been known to throw on a skirt on occasion. She's almost never seen without her brown, leathery bomber jacket, and tends towards boots or sturdy shoes for footwear. She wears the occasional simple piece of jewelry, mostly stuff she's made herself, but her two constant accessories are her Eye of Thoth pendant and her pocketwatch. Only the former is magical. She also tends to carry her staff with her more often than not these days, to be ready for an attack at any moment. The staff is sanded smooth, except where it's etched with golden hieroglyphics, and is topped with a golden ankh.
Personality
Adelle is smart—perhaps a little too smart, given her tendency to mouth off. She has a strong sense of justice and what is right, though she doesn’t always go around enacting it in precisely the way on would expect. She doesn’t always know her limitations, either, which has gotten her in trouble more than a time or two.
Adelle spends most of her time either cooped up in her lab, or at work, running ‘Buried Sands – Rare/Old Book Emporium’, her store. It isn’t an especially profitable store, but it keeps her tangentially involved in her field, and earns steady money to keep things going. The occasional alchemy takes care of the rest.
She could never get the lead-to-gold recipe down, but nowadays everything’s in paper money.
Complications
Enemies: Though hidden from the mundane world, the supernatural world knows plenty about the Shadow Circle, and many do not agree with it or its agents. Simply by being a member of the circle, there are some beings--and nefarious warlocks--who would rather have Adelle dead. Or worse.
Responsibility: The Shadow Circle occasionally requires deeds done of its members, in return for the support and knowledge they supply. Adelle is also subject to their rules about how to properly use magic. Her relationship with the Circle is by no means obligation-freee.
Basic Traits
Name: Adelle Kincaid
Concept: Streetwise Wizardess
Origin: Magic (Training)
Allegiances: Good, Shadow Circle, Freedom League
Age: 24
Height: 5’6”
Weight: 120
Hair: Curly, Brown, Short
Skin: Caucasian, slightly pale
Ability Scores [10 points]
Str 10
Dex 10
Con 10
Int 14 (+2)
Wis 14 (+2)
Cha 12 (+1)
Combat [10 points]
Attack Bonus: +3
Defense: 12 / 17 (11 / 13 Flatfooted) (2 Base + 5 Eye of Thoth)
Initiative: +4
Base Saves [20 points + 3 XP]
Fortitude: +5 (5 Base + 0 Con)
Reflex: +9 (9 Base + 0 Dex)
Will: +11 (9 Base + 2 Wis)
Toughness: +0 / +2 (w/ Equipment) / +5 (w/ Eye of Thoth) / +7 (w/ both)
Feats [16 points]
Equipment x7 (35 points)
Minions x3 (Familiar; 45 points)
Luck x3 (+3 Hero Points)
Improved Initiative
Ritualist
Artificer
Skill Ranks [18 points]
- Bluff: +5 (4 Ranks + 1 Cha)
- Concentration: +8 / +14 (6 Ranks + 2 Wis / + 6 Ranks w/ Focus)
- Craft (Alchemy): +10 (8 Ranks + 2 Int)
- Craft (Artistic): +8 (6 Ranks + 2 Int)
- Drive: +5 (5 Ranks + 0 Dex)
- Knowledge (Arcane Lore): +12 (10 Ranks + 2 Int)
- Knowledge (Art): +6 (4 Ranks + 2 Int)
- Knowledge (History): +6 (4 Ranks + 2 Int)
- Knowledge (Theology/Philosophy): +6 (4 Ranks + 2 Int)
- Knowledge (Streetwise): +6 (4 Ranks + 2 Int)
- Notice: +8 / +10 (6 Ranks + 2 Wis / + 2 Ranks w/ Focus)
- Search: +8 (6 Ranks + 2 Int)
- Sense Motive: +8 (6 Ranks + 2 Wis)
- Languages: English, Egyptian (Coptic), Egyptian (Hieroglyphics), Arabic
Magic
Wizard’s Eye[/color] [Magic] With focus and concentration, Adelle can open her Wizard’s Eye to look at the world around her, seeing the true nature of things. This allows her to see through illusions, invisibility, smoke, darkness, and other methods of masking or hiding things. More importantly, it lets her take a closer look at magical effects, sensing their origins and making her able to decipher the exact make-up of spells and other magical effects. Unfortunately, these sights can often be terrifyingly beautiful or horrific, shaking her to her core and disorienting her.
Mechanics: Super-senses, 12 ranks (True Sight: Vision Counter Illusion, Concealment, Obscure [all], and Ranged Detect Magic [acute, analytical]). Flaws: Duration (Concentration, -1/rank), Side-Effect (Will Save vs. DC 20 or suffer Emotion Control, Confuse, or Stun, as the powers—GM’s choice, -2/rank). Drawbacks: Action (Standard action to invoke Wizard’s Sight, -2). [1 point]
Arcane Awareness [Magic] Like any wizard, Adelle can naturally feel the ebb and flow of magical energy in an area, and can thus pick up on the use of spells or arcane power in her immediate vicinity. Usually this manifests as goosebumps on the skin, a shiver down her spine, or a cool patch of air.
Mechanics: Super-Senses, 1 rank (Magical Awareness). [1 point]
The Watchful Eye of Horus [Magic, Light] Adelle can use her magic to summon a tiny globe of sunlight to hover near her, providing illumination. It is a simple, if time-consuming rote.
Mechanics: Environmental Control (Light). Bright light (2/rank) to 5’, Dim light (1/rank) to 25’; 3 ranks total. Flaws: Action (-1, Full-Round). Feats: Tether. [2 points + 1 XP]
Evocation Magic [Magic] Adelle’s primary means of spell-casting, termed Evocation, centers largely around the manipulation and creation of fire, air, and sand to create various effects. However, like any self-respecting wizard, she has learned some of the basics—creating a veil, hexing technology, and countering other magic. But like most magic, properly bending the laws of reality requires incredible focus.
Mechanics: Array (Magic), 7 ranks (Provides 14 points). Flaws: Check Required (-1, Concentration DC 10+Rank). Feats: Alternate Power x7, Dynamic x3. Drawbacks: Power Loss (-3, when unable to gesture and speak). [9 points + 5 XP]
- The Vengeful Gaze of Ra [Magic, Fire] No self-respecting wizard would be caught without a means of defense. Adelle can send a blast of fiery energy at her opponents, like a blazing ray of the desert sun.
Mechanics; [Default Power] Damage, 7 ranks. Extras: Ranged (+1). Dynamic [14 points] - Rage of the Desert Winds [Magic, Air] Adelle can manipulate the very air itself, using it to bowl over opponents, move distant objects, or whatever else her mind can conjure up. The winds always seem to tend towards the hot and dry side, sometimes with a bit of sand.
Mechanics: [Alternate Power 1] Move Object, 7 ranks (Str 35, or +7 Str Bonus). Extras: Range (+1, Perception). Flaws: Duration (-1, Concentration). [14 points] - The Sands of Ptah [Magic, Earth] Earth can be a powerful force. Adelle exerts her will on the element by throwing out a handful of sand, using it to spontaneously create more as necessary, bending and shaping the fluid earth to suit her needs and then rigidly locking it in place. It’s handy for creating the occasional wall, club, ladder, bridge, or whatever else comes to mind.
Mechanics: [Alternate Power 2] Create Object, 7 ranks (Seven 5’ cubes of material, Toughness 7, 35 Str or +7 Str Bonus). Dynamic [14 points] - Death of the New Miracle [Magic, Chaos] Technology always seems to have trouble functioning around Adelle. Usually this is to her own detriment, but she has taken the time to learn to summon up those random magical energies in force in an effort to snuff out electronics and machinery around her.
Mechanics: [Alternate Power 3] Nullify (Technology), 4 ranks. Extras: Area (+1, Burst 40’), Duration (+1, Concentration). Flaws: Range (-1, Touch). Feats: Progression (10’ Area/rank). [13 points] - The Word of Shattering [Magic] Adelle wouldn’t be much of a wizard if she couldn’t deal with someone else’s wizarding. Faced with rival magic, Adelle can sometimes break the tenuous order and manifestation of will to make a spell fizzle into nothingness.
Mechanics: [Alternate Power 4] Nullify (Magic), 4 ranks. Extras: Area (+1, Burst 15’). Feats: Selective. [13 Points] - Shroud of the Mirage [Magic, Illusion] Considered an essential skill for any wizard, Adelle has been sure to learn a reliable veil for regular use. She delicately removes any awareness of her appearance, the air where she might have been appearing empty, hazy, like a desert hallucination. Mechanics: [Alternate Power 5] Concealment, 6 ranks (Visual, Audio). Flaws: Phantasm (-1). Feats: Close Range, Selective. Dynamic [8 Points]
- Storm of Blinding Sands [Magic, Air, Earth] Tossing a handful of sand to the air, Adelle combines her talent for moving the winds with her creation of hot sands, conjuring up a blinding, disorienting sandstorm.
Mechanics: [Alternate Power 6] Obscure (Vision, Total), 3 ranks. Extras: Independent (+0). Feats: Progression (10’/rank) [7 points]
Linked with: Environmental Control (Hamper Movement; Quarter Speed), 3 ranks. Extras: Independent (+0). Feats: Progression (10’/rank) [7 points]
Rounds 1 and 2: 30’ Radius Area: Quarter Movement, Total Concealment.
Rounds 3 and 4: 20’ Radius Area: Quarter Movement, Total Concealment.
Rounds 5 and 6: 10' Radius Area: Quarter Movement, Total Concealment.
Round 7: Sandstorm dissipates. - The Searing Claws of Ra-Horakty [Magic, Air, Fire] Adelle unleashes another fistful of sand, super-heating them to glass and launching them at her enemies in a cutting spray of heated shards, blinding and damaging her foes.
Mechanics:[Alternate Power 7] Damage, 3 ranks. Extras: Area (+1, Cone). [6 points]
Linked with: Dazzle (Visual), 3 ranks. Extras: Area (+1, Cone). Flaws: Range (-1, Touch). [6 points]
Creates a 30’ Cone. Reflex DC 13 to avoid. If hit, Toughness Save DC 18 and blinded. May make a DC 13 Fortitude save each round to recover vision.
Foci
Staff [Magic] Adelle uses a reddish staff carved with Coptic markings as her focus for Evocation magic. It substantially increases her concentration, allowing her to do more powerful and complicated spells. The staff is topped with a golden ankh, crafted by her own hand, which always seems to be unusually warm.
Mechanics: Device (Easy to Lose), 3 ranks (Grants 15 points). [9 points]
- Improved Concentration [Magic, Order] The staff literally makes it easier for Adelle to concentrate—it even helps her notice things better.
Mechanics: Enhanced Skills, 2 ranks (+6 ranks Concentration, +2 ranks Notice). [2 points] - Improved Evocation [Magic] The staff easily and willingly channels Adelle’s power, much of it erupting from the golden tip of the focus—when she creates fire, moves the winds, or manipulates sands.
Mechanics: Enhanced Array, 7 ranks. [7 points] - Sekhmet’s Burning Vendetta [Magic, Fire] Not much point having a staff if you can’t hit someone with it. Adelle was careful to give her focus a little special enchantment, for hitting someone too close—the end of the weapon erupts in flames, bludgeoning foes with unusual force.
Mechanics: Damage, 5 ranks. Feats: Accurate. (+5 to hit, DC 20 Toughness) [6 points]
The Udjat [Magic, Abjuration] Adelle is almost never found without her amulet around her neck—a golden, circular pendant with the Eye of Thoth emblazoned on it. It is her protective ward, having saved her life numerous times.
Mechanics: Device (Hard to lose), 3 ranks (Grants 15 points). [12 points]
- Swirling Winds [Magic, Air] Adelle’s amulet keeps a subtle air whirling and drifting around her, diverting close strikes and lessening the damage of more powerful hits.
Mechanics: Protection, 5 ranks. Enhanced Defense, 5 ranks. [15 points]
Equipment
Adelle has 35 points worth of equipment, used for the following:
357 Flood St. Chez Kincaid lies on the bend of Flood Street, a little stretch of suburbia on the outskirts of Freedom City. It’s one of the older neighborhoods, sort of neo-victorian, made a little bit before everything began to get built in the cookie cutter style. It has a nice wide porch, several floors, and a big, damp basement—plenty of space for her wizarding needs. Given its age, it wasn’t difficult to eliminate the need for modern conveniences like electricity, gas heaters, and so forth, either. All the better, really.
Mechanics: Headquarters, size small (house). Toughness +10. 10 Features. [11 points]
- Guest Rooms Adelle’s house has lots of unused rooms, especially in the upper levels—convenient in case she has guests. Which is never. But it does mean she gets the master bedroom all to herself, which is cool. When not in use, she keeps them locked up, without furnace heat, to save on her precious resources.
Mechanics: Living Space (Can house about 7 comfortably). - Study Like any good wizard, Adelle has her share of eldritch tomes and brittle scrolls. She also has an up-to-date Encyclopedia Brittanica, dozens of other reference books, Atlases, and so on. Everything one might need to do research and acquire information—except a computer, of course. Her study is organized by card catalog.
Mechanics: Library (May take 20 on certain knowledge checks: Arcane Lore, History, Art, all the Sciences, Theology/Philosophy, and Tactics. Does not cover Pop Culture, Streetwise, Current Events, or Technology). - Basement Lab The dank basement is a great place to do magical research, brew potions, carve fetishes, and engage in all other sorts of arcane esoterica. Here Adelle keeps containers of various arcane reagents and so forth, and some of her personal notes on magical theory.
Mechanics: Workshop. Specifically for Alchemy and Artistic, in the execution of the Artificer feat. Also where she tends to go for researching for the Ritual feat. - Wood Furnace Adelle lives the old-fashioned life—she pretty much has to. A big furnace rests in one part of the basement (well away from her notes), where she can shovel in wood to get heat in the winter. The old house has several fireplaces as well for the same purpose, and she keeps a handful of kerosene heaters, oil lamps, candles, and other old-fashioned means of light and heat. She even cooks on a wood-burning stove and oven, and uses an ice box (with actual ice) for her chilling needs. It’s pain, but it works.
Mechanics: Power System. Since Adelle doesn’t rely on outside electricity, power outages are less of an ordeal, and she keeps a big stash of chopped wood for emergencies. - Wards So she can’t have a security system—so what? Adelle makes up for it with the liberal use of magic wards and arcane defense systems. After all, she has to worry about intruders worse than the average burglar. Not surprisingly, being magic, her defenses are somewhat difficult to bypass.
Mechanics: Security System x3 (DC 30 Disable Device to bypass). Adelle’s alarms mentally alert her (and any residents she designates) about an intrusion, and lock the house up tight against intrusion—but they don’t create any noise. Adelle has other ways of dealing with intruders... - Arcane Defenses Triggering the alarm system (typically by trying to break in or enter without permission) also triggers a specific set of enchantments Adelle has laid over her home. With a rush of wind, unwelcome visitors suddenly have their recent memories altered—their reasons for coming to the house, anything that happened there, all switching it to something innocuous and, ultimately, forgettable. But the most important aspect of the spell tells intruders that they were just leaving...
Mechanics: Defense System. Power: Mental Transform, Will Save DC 17 or have their memories rewritten to convince them they were just leaving after a short visit with inconclusive and forgettable results. The spell also ensures that their memories tied to the house are erased or changed, ensuring her secrecy and security. - Fire Wards Sometimes the danger to her house is internal. With so much fire being used, it was only practical to install an arcane means of dealing with it. When the wards sense fire endangering the house, choking sands rush out to snuff the flames and keep the place safe. It’s a pain to clean up, though.
Mechanics: Fire Prevention System. Functions as a Nullify (Fire) effect at PL 5. - Greater Circle Most of Adelle’s ‘prisoners’ tend to be nasty things she’s summoned up to negotiate with, but occasionally she can stick more mundane folks in there. The carefully laid circle, all made of gold bands etched with Coptic symbols, expertly keeps dangerous guests within it.
Mechanics: Holding Cell. Toughness +10, Nullify PL7.
Important Belongings While the house is easily her most prized possession, Adelle owns a number of other important things—an old-fashioned, WWII-era motorcycle (complete with a sidecar); an undercover shirt for a little extra protection; and a reliable, double-barrel shotgun.
Mechanics: Motorcycle (+5 Str), Undercover Shirt (+2 Toughness), Shotgun (Attack +5, Blast 5 (buckshot) or Attack +3, Blast 6 (slugs)). [24 points]
Seshat; Familiar
Adelle’s best friend and closest confidant, perhaps unavoidable, is her cat. Seshat is a bronze-colored Egyptian Mau, spotted and sassy, and far too smart for the average animal. No surprise that such a proximity with Adelle’s magic has started to rub off on the cat, granting her abilities suitable do a wizard’s familiar.
Mechanics: Minion, 3 ranks (45 points).
Abilities [3 points]
Str: 3 (-4)
Dex: 16 (+3)
Con: 10 (+0)
Int: 12 (+2)
Wis: 12 (+1)
Cha: 10 (+0)
Combat [8 points]
Attack: +4 (2 Base + 2 Size)
Defense: +8 (2 Base + 2 Size + 4 Feats)
Initiative: +11 (3 Dex + 8 Feats)
Saves [9 points]
Fortitude: +2 (2 Base + 0 Con)
Reflex: +8 (5 Base + 3 Dex)
Will: +3 (2 Base + 1 Will)
Toughness: +0 (0 Con – 2 Size + 2 Feats)
Feats [11 points]
Dodge x4
Defensive Roll x2
Evasion x2
Improved Initiative x2
Uncanny Dodge
Skills [7 points]
Acrobatics: 8 (+11)
Climb: 9 (+5)
Notice: 3 (+4)
Stealth: 8 (+11)
Knowledge (Current Events): 2 (+3)
Additional Languages: English, Egyptian (Coptic)
Powers [15 points total]
- Shrinking 8 (Tiny; Feats: Innate. Flaws: Permanent.) [5 points]
- Super-senses 3 (Low-light Vision, Scent, Tracking) [3 points]
- Super-movement 1 (Slow Fall) [1 point]
- Communication 6 (Mental; Feats: Subtle x2. Flaws: Limited: Adelle.) [4 points]
- Comprehend 2 (Animals. Flaws: Limited: Felines.) [2 points]
Drawbacks [-8 points]
Mute (Very common, moderate; 4 points)
No hands (Very common, moderate; 4 points)
Summary of Points Spent
(Obsolete)
Abilities: 10
Combat: 10
Saves: 20
Feats: 16
Skills: 18
Powers: 34
Drawbacks: -3
Total: 105
Combat: 10
Saves: 20
Feats: 16
Skills: 18
Powers: 34
Drawbacks: -3
Total: 105
Experience Points: 0-14/15, +1 Reserve
Hero Points: 4