Razorleaf (Real Name: Jonathan Leaf)

Aspects

Type Aspect
Power Aspect B-Class Flora Projector
Villain Aspect Superpowered Bully
Trouble Behavioral Issues
Background Whitlow’s Alumni
Background Intimidating Leadership

Attributes

Attribute Level
Alertness Good (+3)
Athleticism Great (+4)
Physique Great (+4)
Discernment  
Willpower Good (+3)
Presence Superb (+5)

Skills

Skill Level
Academics  
Aid Average (+1)
Deceive Fair (+2)
Drive  
Engineering Average (+1)
Fight Good (+3)
Investigate Average (+1)
Larceny Good (+3)
Provoke Fair (+2)
Rapport Fair (+2)
Shoot Fair (+2)
Stealth  
Survival  

Resources

Attribute Level
Contacts  
Reputation Average (+1)
Wealth  

Stunts [ SFP Remaining: 3 ]

  • Leaves and Vines - WR 6 (SFP 3)
  • Lethal Attack
  • Area Attack
  • Multiple Targets
  • Stun Attack
  • Great Control x2 (Willpower Superb (+5), SFP 4)
  • Shape the Field

Stress and Consequences

Stress Bar
Physical 4
Mental 3
Resources 2
Consequences Normal Extra Physical Extra Mental Extra Resource
Mild (+2) 1      
Moderate (+4) 1     1
Severe (+6) 1      

Presto (Real Name: Carlyle Galatas)

Aspects

Type Aspect
Power Aspect B-Calls Merlin (D&D-Like)
Hero Aspect A Geeky D&D real Dungeon Master
Trouble Follower, not leader
Background Dealing with Myself
Background Not afraid of fight, but not a fan also

Attributes

Attribute Level
Alertness Great (+4)
Athleticism Good (+3)
Physique  
Discernment Superb (+5)
Willpower Good (+3)
Presence  

Skills

Skill Level
Academics Great (+4)
Aid Fair (+2)
Deceive Fair (+2)
Drive  
Engineering Good (+3)
Fight Fair (+2)
Investigate Average (+1)
Larceny Fair (+2)
Provoke Average (+1)
Rapport Average (+1)
Shoot  
Stealth  
Survival  

Resources

Attribute Level
Contacts  
Reputation  
Wealth Average (+1)

Stunts [ SFP Remaining: 2 ]

  • Magical Cunning x3 (Discernment Legendary (+8), SFP 6)
  • Seventh Sense
  • Memory Palace
  • Vancian Magic x3
  • Magical Improvisation

Stress and Consequences

Stress Bar
Physical 2
Mental 4
Resources 2
Consequences Normal Extra Physical Extra Mental Extra Resource
Mild (+2) 1 ` 1  
Moderate (+4) 1   1 1
Severe (+6) 1      

Vancian Magic

The Vancian Magic came from games like D&D and others. A Vancian Merlin needs to study and prepare some magics before cast them. Normally, they can prepare a magic after a good night of sleep, or at least 8 hours of undisturbed rest.

The magical casting is done with an Discernment+Academics roll (modified by Magical Cunning) against a difficult based on the magic power (GM Discretion). Any Success roll shows the Merlin cast that magic and was successful on it. However, in case of a Tie, he can lose the ability to cast that magic again until next 8 hours rest, where he can prepare again that magic. A Failure shows that the character lost all the magics he prepared that day, being Magically Exhausted (an Aspect that blocks his access to magic).

All Vancian Merlins knows some magics, that they transcribe to any kind of storage: books are the rage, but a good file into a cloud system is good enough. Every time they prepare a magic, he read it and do a simple Discernment+Academics roll (modified by Magical Cunning), _Fair (+2) difficult. The Aspect is placed as an Aspect, but without any Free Invokes. The Vancian Merlins can have at most a number of prepared magics equals the number of Vancian Magic Stunts plus Magical Cunning Levels. Once prepared, this magic can be discharged at any time, but only can be exchanged after the 8 hours rest.

You can prepare a magic that you don’t know, if you had seen it. However, this is very dangerous: on a Failure, consider that the Merlin suffered a mental attack with the stress being the level of Failure. He can resist it via Willpower normally. If your character do it, the magic is considered learned and can be prepared normally.

To Learn a new Magic, the Vancian Merlin do a check like he was preparing a magic: he need access to other Vancian Merlin’s storage and need to take a time, uninterrupted, equal the Difficult of the magic (in hours) to read and transcribe the magic to his own storage. After, he rolls Discernment+Academics against the magic Difficult. A Success or Tie means he had correctly transcribed the magic to his storage and learned it. A Failure indicates he wasn’t able to transcribe the magic and so he hadn’t learned it. He can try again after a 8 hours rest period without difficult changes, or he can retry before, with a cummulative +1 on difficult for each time.

  • O - A Vancian Magic uses his Overcome for, beside other actions, does counterspell (nullifying magical powers) without need to prepare magics. Also, he can use Overcome to Read/Identifty Magic;
  • C - Create Advantages is the main stape on Vancian Magic: Illusions, Arcane Pockets and all kind of magical tricks are put under this action. Also, this action can be used to Learn a new Magic;
  • A - Vancian Magic can be used to Attack: things like Fireball, Magic Missiles or Lighting Bolt are staple on this.
  • D - Vancian Magic can be used on Defense, either as a Block or as a Defense

  • Improvisation Magic: this Vancian Merlin can prepare magics on-the-fly, without waiting the 8 hours rest. As long he has any free slot (he hasn’t gone into the Vancian Magic + Magical Cunning limit of prepared magic), he can do a preparation check like normal, but with a +1 difficult by the doing this on stress. The magic is considered prepared for all rules. This can be done to exchange magics prepared previously, but the Merlin needs to do this on two separated actions (so in two rounds): one by discharging a magic and then preparing the new one;

Ballistic (Real Name: Sturm Williams)

Aspects

Type Aspect
Power Aspect C-Class Ajas/Jumper
Villain Aspect Rain of punches turned human
Trouble Too Much Arrogant
Background Whitlow’s Alumni
Background Might is Right

Attributes

Attribute Level
Alertness Great (+4)
Athleticism Great (+4)
Physique Superb (+5)
Discernment Average (+1)
Willpower Fair (+2)
Presence  

Skills

Skill Level
Academics  
Aid Average (+1)
Deceive Fair (+2)
Drive  
Engineering Average (+1)
Fight Good (+3)
Investigate Average (+1)
Larceny Average (+1)
Provoke Fair (+2)
Rapport Fair (+2)
Shoot Good (+3)
Stealth Good (+3)
Survival  

Resources

Attribute Level
Contacts  
Reputation  
Wealth  

Stunts [ SFP Remaining: 3 ]

  • Superhuman Physique x2 (Physique Epic (+7), SFP 4)
  • Mighty
  • Charge
  • Top of the Class
  • Hard as Nails
  • Close Quarter Combat - Roll Athleticism (Fair Difficult) to ‘Jump’ (Teleport) nearby a target. Must be on a number of zones away the target no bigger than Alertness Attribut Bonus (actually 1)
  • Instant CQC - Can, paying 1 FP, use Close Quarter Combat without rolling. He can do this as a reaction also.

Stress and Consequences

Stress Bar
Physical 4
Mental 3
Resources 2
Consequences Normal Extra Physical Extra Mental Extra Resource
Mild (+2) 1 1    
Moderate (+4) 1 1   1
Severe (+6) 1      
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