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The_Patriot

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  1. Re: Inceptum Terminus Magick System Further thoughts concerning the actual mechanics. Each sphere will have a specific talent associated with it and will cost 5 points per talent. The talents will allow the caster to enter the plane in astral form and to use the special effects of the plane in spell casting. Magick is done via a VPP with the maximum allowed active points in the pool being the total of INT+EGO. The limitations on the control cost will be by magickal type. For example, here is Kabbalism and Hermetic Theurgy. 11 Kabbalism: Variable Power Pool (Magic Pool), 10 base + 1 control cost, (15 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), OAF Fragile (Talmud, Torah, and an object to hold the spell for later casting; -1 ¼), Arrangement (-¼), Requires Multiple Foci or functions at reduced effectiveness (+¼), Side Effects (Failure Results in Spirit being uncontrolled and attacks the caster or damage from the spell is equal to the amount of dice in the spell; -1), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 10 Active Points; KS: Kabbalism; -1), Concentration (0 DCV; -½) 11 Hermetic Theurgy: Variable Power Pool (Magic Pool), 10 base + 1 control cost, (15 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 ¼), Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 ½), OAF Fragile (Herbs, Ceremonial Dagger, Small Wooden Stave, Censer, Chalice, Crown, Magic Circle: Pentacle [Good aligned spells] or Pentagram [Evil aligned spells], Talismans, Sword, Tarot Cards, and an object to hold the spell; -1 ¼), Arrangement (-¼), Requires Multiple Foci or functions at reduced effectiveness (+¼), Side Effects ((Failure Results in Spirit being uncontrolled and attacks the caster or damage from the spell is equal to the amount of dice in the spell; -1), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 10 Active Points; KS: Hermetic Theurgy; -1), Increased Endurance Cost (x3 END; -1), Incantations (Requires Incantations throughout; Complex; -1), Ritual ([5-8] casters; -¾), Concentration (0 DCV; -½)
  2. Re: Inceptum Terminus Magick System Updated the Sephirots to include the rulers and make it easier to read.
  3. Re: Inceptum Terminus Magick System Sephirot: Lake of Fire Ruler: Lucifer (Serpent) Magickal Sphere(s): Infernal Summoning With the rebellion of Lucifer and his followers God created the nine layers of hell. These layers are a mirror to the layers of heaven, but designed specifically for infernal purposes. The Lake of Fire serves as the throne for Lucifer and is the mirror of Araboth. By understanding the Lake of Fire a magick user can summon infernal beings to do his bidding. Sephirot: Malebolge Ruler: Azazel (Crow) Magickal Sphere(s): Infernal Consecration, Divine Banishment Malebolge is the eighth layer of hell and is surrounded by a massive cliff. Within the enclosure of the cliffs are stone ditches shaped in a circle that is filled with those that have committed the sins of fraud and treachery. There are a total of ten circles within Malebolge. A magick user can consecrate infernal places and banish divine beings. Sephirot: River Phlegethon Ruler: Beelzebub (Fox) Magickal Sphere(s): Necromancy The seventh layer of hell is the River Phlegethon. The river is filled with boiling blood with razor sharp reeds on the riverbank. This is home to the sinners that committed murder or suicide. By comprehending the river a magick user can animate the dead to serve their purposes. Sephirot: Hereticus Ruler: Asmodeus (Coyote) Magickal Sphere(s): Nightmares Hereticus is the sixth layer of hell which is a vast plane of burning tombs and desecrated graves. People that denied God are buried within the tombs and scream their situation to those that bother to listen. A magick user through comprehending this layer is able to control a person’s dreams to make them have nightmares that may kill the dreamer. Sephirot: Dis Ruler: Samael (Crow) Magickal Sphere(s): Drain, Suppress The ruined city of Dis and the River Styx form the fifth layer of hell. The ruined city lies at the heart with the river forming a moat around it. People that were wrathful and full of hatred inhabit this layer. They throw themselves constantly into the river in hope they can cross to Hereticus. Spells that drain and suppress a person can be learned by a magick user. Sephirot: Avari Ruler: Abbadon (Spider) Magickal Sphere(s): Domination The fourth layer of hell is Avari which is a large smooth mountain that has a ditch at the bottom of it containing large boulders. Within this hell the miserly and the wasters reside. The miserly are forced to push the boulders up the mountain while the wasters try to prevent it. By understanding this layer a magick user is able to dominate those around him to do his bidding. Sephirot: Popinonis Ruler: Marou (Jackal) Magickal Sphere(s): Telepathy, Movement, Clairsentience Popinonis is the third layer of hell that is a vast plane of putrid frozen slush pounded by blood red freezing rain, black snow, and putrid green hail. The gluttonous inhabit this realm and are forced to lie in the slush. A magick user will be able to cast spells based on telepathy, movement, and seeing far off places. Sephirot: Avidus Ruler: Rosier (Vulture) Magickal Sphere(s): Divination, Seduction The second layer of hell is Avidus. A vast circular upright shaft fills the plane that holds those that were overcome by lust. Along the walls inside the shaft are razor sharp blades that pierce the sides of the windblown inhabitants as they slam into the side. With comprehension of this layer a magick user can cast spells of infernal divination and seduction. Sephirot: Limbo Ruler: Luvart (Hyena) Magickal Sphere(s): Harm, Illusions Limbo is the first layer of hell and is a vast void that has neither a sky nor ground. This is a way station for souls to be assigned to one of the other layers of hell based upon their sins. With understanding a magick user is able to cast spells that harm people and illusions. Sephirot: Kingdom Ruler: None Magickal Sphere(s): Alchemy The sephirot of Kingdom is the portal to the spiritual layers of heaven or hell. It is the second and final part of the physical plane that allows entry into the higher sephirots. With understanding of this layer allows the magick user to make items that can help or harm others. Sephirot: Earth Ruler: None Magickal Sphere(s): Elemental Magick (Earth, Wind, Fire, and Water) The final sephirot created was the physical realm that contains the physical universe. Here humanity lives and strives to find their place in the spiritual universe. A magick user that understands the physical realm can harness the powers of elemental magick which all life is based off of.
  4. Re: Inceptum Terminus Magick System The sephirot are the manifestations of God and Lucifer that magick users tap into in order to use spells. The sephirots were created as God’s power flowed from the spiritual to the physical realm when he created the physical realm. Each sephirot holds unique powers that a magick user seeks to understand and utilize for the betterment or detriment of mankind. Each sephirot is a separate plane of existence that corresponds to a layer of heaven or hell. Before magick users can gain entrance into the higher planes they must fully gain understanding of the current plane they’re using for magick. A magick user decides if they wish to follow good or evil which determines which set of sephirots to use as a basis of their magick. Good aligned magick users have their spells based off of the nine heavens and the divine. Evil aligned magick users spells are based off of the nine hells and the infernal. Sephirot: Araboth Ruler: God/Great Spirit Magickal Sphere(s): Divine Summoning At the time of creation there was only one plane of existence and it was the one that God inhabits. Araboth is the dwelling place of God and the highest orders of angels. The plane is seen as a massive throne room wrought in the purest metals and gemstones. An impure person cannot gain entrance to this realm or they will suffer eternal death. With perfect understanding of God a magick user can summon divine beings for aid. Shamans visually see God as the Great Spirit. Sephirot: Zebul Ruler: Zachiel (Jaguar) Magickal Sphere(s): Sacred Consecration, Infernal Banishment Zebul, the eighth layer of heaven, was the first to be created during the outpouring of power in creation. It is a place of harmony where mankind and the natural world co-exist peacefully side by side. The weather is perfect for each season allowing for perfect balance in the ecology. Through understanding of the harmony of all life a magick user may consecrate holy places and banish infernal beings. Sephirot: River Jordan Ruler: Sandalphon (Black Jaguar) Magickal Sphere(s): Resurrection The seventh layer of heaven created is the River Jordan and is a massive winding river where an individual can purify their soul to gain entrance to Zebul. The purification is symbolic of the power over death and with understanding a magick user can resurrect the dead. Sephirot: New Jerusalem Ruler: Michael (Cougar) Magickal Sphere(s): Dreams New Jerusalem forms the sixth heaven that is a massive city constructed of the purest metals and gems. It represents the hopes and dreams that mankind can achieve in the pursuit of God’s perfection. By understanding hopes and dreams the magick user can interpret dreams as well as provide a way for a person plagued by nightmares to have pleasant dreams. Sephirot: Mathey Ruler: Gabriel (Owl) Magickal Sphere(s): Aid The fifth layer of heaven is Mathey which is a place of smoke and fire. It doesn’t have earth or sky. By going through the smoke and fires that are symbolic of man needing help from God in overcoming their sinful nature. By gaining forgiveness of their sins a magick user is able to bring help that need it and cast spells that aid people in their lives. Sephirot: Machen Ruler: Uriel (Lion) Magickal Sphere(s): Weather Manipulation Machen is the fourth layer of heaven and the Garden of Eden resides. The garden is home to the tree of life and knowledge. By viewing the trees a magick user gains the knowledge of how to control the natural world and learn how to use weather manipulation to better humanity. Sephirot: Shehaquim Ruler: Anahel (Otter) Magickal Sphere(s): Telepathy, Movement, Clairsentience The third layer of heaven is Shehaquim that is a beautiful paradise in the north that is thought to be the Garden of Eden. The river of milk and honey flows through the eastern side and the river of wine and oil winds its way through the western side. Between the two rivers is an island that is filled with lush jungles. A magick user that understands this layer of heaven will be able to use spells of telepathy, movement, and the ability to see far off places. Sephirot: Raquia Ruler: Raphael (Eagle) Magickal Sphere(s): Divination, Persuasion Raquia is the second layer of heaven which is a vast desert that is bombarded by the heat from twin suns that illuminate the desert twenty-four hours a day. By gaining understanding of this heaven and the symbolism of sacrifice a magick user is able to glimpse the future and persuade people to do greater acts of goodness. Sephirot: Shamayim Ruler: Zachariel (Buffalo) Magickal Sphere(s): Healing, Illusions The first layer of heaven is Shamayim that is filled with water, clouds, and winds. Small islands dot the plane and provide shelter from the winds and water. Shamayim is symbolic of healing and illusions. By gaining understanding the magick user is able to heal the sick and to create illusions.
  5. Re: Inceptum Terminus Magick System I haven't gotten that far with character design, but when I do I'll be more than happy to post up a character. I uploaded the overview of the Sephirots and the information that was in the first post as a .doc file. The first post was just basically an overview of what I intend to do for Inceptum Terminus: Chronicles of the New Confederation, since I have a few characters that are magick users. White Wolfe is a shaman and Slipstream is a voodoo priest.
  6. Re: Inceptum Terminus Magick System Basically, the system of magick is based off of the sephirots found in Kabbalism, but broken down to be shared by Voodoo, Kabbalism, Shamanism, and Hermetic Theurgy. Each sephirot is a magickal plane of existence and grants the user certain spell abilities that fall within the spehirot's sphere of influence. The sephirot is the expression of how God created the world for good magicks and how Lucifer is trying to usurp God for evil magicks. For example, the sephirot of earth grants spells based off of the four elements and requires the user to have a base knowledge skill roll in order to learn that is based upon their specific style of magick like KS: Voodoo or KS: Shamanism. Each sephirot is a separate plane that corrosponds with a layer of heaven or hell depending upon if the style of magick is good or evil. Good magicks use the layers of heaven and evil magicks use layers of hell. The skill roll is used to limit access to the sephirots since the beings living on that plane will be more then willing to kill the individual for trespassing. Once a character acheives the necessary skill roll they can access those spells without fear of reprisal from the spirits inhabiting that plane. However, the downside is that spells incur a -1 for every 10 AP in a spell to the caster's magick roll and failure in the roll results in the magick's used backfiring on the caster and in the case of summoning creatures results in the creature attacking the caster. Each style of magick will have separate limitations put on the spells. Hermetic Magick will require multiple casters, incantations, foci, gestures, concentration, extra time, side effects, and requires a skill roll. Voodoo, Shamanism, and Kabbalism will require incantations, gestures, foci, concentation, extra time, side effects, and requires a skill roll. Voodoo and Shamanism will require a blood sacrifice. Each type of magick can be preloaded into items for quick casting ie talismans and fetishes. That's the long and short of it.
  7. Re: Inceptum Terminus Magick System So much for getting feedback.
  8. Re: Inceptum Terminus Magick System Fixed the first post because it was royally messed up.
  9. Here is the first draft of the final version of the spell system as it will appear in the upcoming book Inceptum Terminus: Chronicles of the New Confederation for the HERO System. I hope you enjoy it with comments and questions appreciated. Chapter Three Inceptum Terminus Magick Overview There are four magick styles available in the United States in 2250 which is based upon their understanding of the spirit realms that comprise the sephirots or planes of power, but each version is based upon their understanding of God and Lucifer and their roles within the universe. The first sephirot existed as the abode for God and is named Araboth. The other nine sephirots were created when he created the universe with his power flowing through the planes to reach the physical realm. This power created the sephirots in reverse order with the highest levels were concentrated which resulted in the creation of the planes Zebul, River Jordan, Jerusalem, Mathey, Machen, Shehaquim, Raquia, and Shamayim. With each creation of a plane a layer was added to heaven. All was well with all the beings inhabiting the heavens rejoiced in the creation that God had wrought. Upon the completion of the earth and the rest of the physical universe the archangel Lucifer desired to be the greatest of all things and plotted to depose God as the greatest. God had seen this move coming and war broke out between the fallen and loyal angels that resulted in the banishment of Lucifer and the fallen angels from Araboth and the other eight heavens. When the last rebelling angel was thrown out of the heavens God created the nine hells as the residence for those that sought to usurp his power. To replace the fallen angels God created man in His image and had them reside in the physical universe. The gift God gave to mankind was free will and they could choose who they wanted to serve freely. Since before recorded history man has sought to understand God and his will which resulted in the creation of various magickal cults that spread across the world. Most of these ancient cults have died out over the course of history, but only four remain in Inceptum Terminus. They continue to seek understanding of God or Lucifer and the universe depending upon which power they serve. In the Middle East there arose Kabbalism based upon the Hebrew teachings of God. These practitioners meditated upon the Torah and Talmud to find the hidden meanings of God and to seek oneness with him. As the ages rolled by they learned how to harness the power of God to work miracles in his name. In Africa at roughly the same time, there arose the Voodoo cults. Lucifer had deceived these early practitioners into worshipping him instead of God and granted them the vast powers of the nine hells to use on earth. Voodoo relies upon the power of blood to work its miracles. Hermetic Theurgy was practiced in Europe and is the merging of pagan beliefs with the beliefs of Kabbalism. By merging the two a practitioner could be either good or evil and use magick that furthered the goals of God or Lucifer on the physical plane. However, by this merging of pagan beliefs and Kabbalism resulted in the practitioner seeking power for themselves and furthering their own goals on earth. In the rest of the world, there arose Shamanism which based their understanding of the spiritual world on the natural world. Angels and demons are spirit animals that serve a specific totem. Unlike Hermetic Theurgy, the majority of Shamanism used their understanding of the spiritual world to protect their people from the machinations of the spirits. There were certain groups that used this knowledge to further their own goals while on earth. Sephirot The sephirot are the manifestations of God and Lucifer that magick users tap into in order to use spells. The sephirots were created as God’s power flowed from the spiritual to the physical realm when he created the physical realm. Each sephirot holds unique powers that a magick user seeks to understand and utilize for the betterment or detriment of mankind. Each sephirot is a separate plane of existence that corresponds to a layer of heaven or hell. Before magick users can gain entrance into the higher planes they must fully gain understanding of the current plane they’re using for magick. A magick user decides if they wish to follow good or evil which determines which set of sephirots to use as a basis of their magick. Good aligned magick users have their spells based off of the nine heavens and the divine. Evil aligned magick users spells are based off of the nine hells and the infernal. Each section on the individual sephirot’s will have the name of the plane, the ruler of that sephirot, and the types of spells and/or special effects that are associated with it. All of the magickal styles share a common name. Under the Ruler section there will be three names listed for the Divine and two names listed for the Infernal with the first name that Kabbalism and Hermetic Theurgy uses, the second name is what Shamanism uses, and the final name is the name used by Voodoo. This is also the form the Ruler uses when dealing with magick users from the magickal styles. Sephirot: Araboth Ruler: God, Great Spirit Magickal Sphere(s): Divine Summoning At the time of creation there was only one plane of existence and it was the one that God inhabits. Araboth is the dwelling place of God and the highest orders of angels. The plane is seen as a massive throne room wrought in the purest metals and gemstones. An impure person cannot gain entrance to this realm or they will suffer eternal death. With perfect understanding of God a magick user can summon divine beings for aid. Shamans visually see God as the Great Spirit. Sephirot: Zebul Ruler: Zachiel, Jaguar Magickal Sphere(s): Sacred Consecration, Infernal Banishment Zebul, the eighth layer of heaven, was the first to be created during the outpouring of power in creation. It is a place of harmony where mankind and the natural world co-exist peacefully side by side. The weather is perfect for each season allowing for perfect balance in the ecology. Through understanding of the harmony of all life a magick user may consecrate holy places and banish infernal beings. Sephirot: River Jordan Ruler: Sandalphon, Black Jaguar Magickal Sphere(s): Resurrection The seventh layer of heaven created is the River Jordan and is a massive winding river where an individual can purify their soul to gain entrance to Zebul. The purification is symbolic of the power over death and with understanding a magick user can resurrect the dead. Sephirot: New Jerusalem Ruler: Michael, Cougar Magickal Sphere(s): Dreams New Jerusalem forms the sixth heaven that is a massive city constructed of the purest metals and gems. It represents the hopes and dreams that mankind can achieve in the pursuit of God’s perfection. By understanding hopes and dreams the magick user can interpret dreams as well as provide a way for a person plagued by nightmares to have pleasant dreams. Sephirot: Mathey Ruler: Gabriel, Owl Magickal Sphere(s): Aid The fifth layer of heaven is Mathey which is a place of smoke and fire. It doesn’t have earth or sky. By going through the smoke and fires that are symbolic of man needing help from God in overcoming their sinful nature. By gaining forgiveness of their sins a magick user is able to bring help that need it and cast spells that aid people in their lives. Sephirot: Machen Ruler: Uriel, Lion Magickal Sphere(s): Weather Manipulation Machen is the fourth layer of heaven and the Garden of Eden resides. The garden is home to the tree of life and knowledge. By viewing the trees a magick user gains the knowledge of how to control the natural world and learn how to use weather manipulation to better humanity. Sephirot: Shehaquim Ruler: Anahel, Otter, Magickal Sphere(s): Telepathy, Movement, Clairsentience The third layer of heaven is Shehaquim that is a beautiful paradise in the north that is thought to be the Garden of Eden. The river of milk and honey flows through the eastern side and the river of wine and oil winds its way through the western side. Between the two rivers is an island that is filled with lush jungles. A magick user that understands this layer of heaven will be able to use spells of telepathy, movement, and the ability to see far off places. Sephirot: Raquia Ruler: Raphael, Eagle Magickal Sphere(s): Divination, Persuasion Raquia is the second layer of heaven which is a vast desert that is bombarded by the heat from twin suns that illuminate the desert twenty-four hours a day. By gaining understanding of this heaven and the symbolism of sacrifice a magick user is able to glimpse the future and persuade people to do greater acts of goodness. Sephirot: Shamayim Ruler: Zachariel, Buffalo Magickal Sphere(s): Healing, Illusions The first layer of heaven is Shamayim that is filled with water, clouds, and winds. Small islands dot the plane and provide shelter from the winds and water. Shamayim is symbolic of healing and illusions. By gaining understanding the magick user is able to heal the sick and to create illusions. Sephirot: Lake of Fire Ruler: Lucifer, Serpent, Gran Maître Magickal Sphere(s): Infernal Summoning With the rebellion of Lucifer and his followers God created the nine layers of hell. These layers are a mirror to the layers of heaven, but designed specifically for infernal purposes. The Lake of Fire serves as the throne for Lucifer and is the mirror of Araboth. By understanding the Lake of Fire a magick user can summon infernal beings to do his bidding. Sephirot: Malebolge Ruler: Azazel, Crow, Marinette Magickal Sphere(s): Infernal Consecration, Divine Banishment Malebolge is the eighth layer of hell and is surrounded by a massive cliff. Within the enclosure of the cliffs are stone ditches shaped in a circle that is filled with those that have committed the sins of fraud and treachery. There are a total of ten circles within Malebolge. A magick user can consecrate infernal places and banish divine beings. Sephirot: River Phlegethon Ruler: Beelzebub, Fox, Sousson-Pannan Magickal Sphere(s): Necromancy The seventh layer of hell is the River Phlegethon. The river is filled with boiling blood with razor sharp reeds on the riverbank. This is home to the sinners that committed murder or suicide. By comprehending the river a magick user can animate the dead to serve their purposes. Sephirot: Hereticus Ruler: Asmodeus, Coyote, Baron Samedi Magickal Sphere(s): Nightmares Hereticus is the sixth layer of hell which is a vast plane of burning tombs and desecrated graves. People that denied God are buried within the tombs and scream their situation to those that bother to listen. A magick user through comprehending this layer is able to control a person’s dreams to make them have nightmares that may kill the dreamer. Sephirot: Dis Ruler: Samael, Lizard, Maman Brigitte Magickal Sphere(s): Drain, Suppress The ruined city of Dis and the River Styx form the fifth layer of hell. The ruined city lies at the heart with the river forming a moat around it. People that were wrathful and full of hatred inhabit this layer. They throw themselves constantly into the river in hope they can cross to Hereticus. Spells that drain and suppress a person can be learned by a magick user. Sephirot: Avari Ruler: Abbadon, Spider, Bacalou Magickal Sphere(s): Domination The fourth layer of hell is Avari which is a large smooth mountain that has a ditch at the bottom of it containing large boulders. Within this hell the miserly and the wasters reside. The miserly are forced to push the boulders up the mountain while the wasters try to prevent it. By understanding this layer a magick user is able to dominate those around him to do his bidding. Sephirot: Popinonis Ruler: Baal-Berith, Jackal, Kalfu Magickal Sphere(s): Telepathy, Movement, Clairsentience Popinonis is the third layer of hell that is a vast plane of putrid frozen slush pounded by blood red freezing rain, black snow, and putrid green hail. The gluttonous inhabit this realm and are forced to lie in the slush. A magick user will be able to cast spells based on telepathy, movement, and seeing far off places. Sephirot: Avidus Ruler: Rosier, Vulture, Erzulie Freda Dahomey Magickal Sphere(s): Divination, Seduction The second layer of hell is Avidus. A vast circular upright shaft fills the plane that holds those that were overcome by lust. Along the walls inside the shaft are razor sharp blades that pierce the sides of the windblown inhabitants as they slam into the side. With comprehension of this layer a magick user can cast spells of infernal divination and seduction. Sephirot: Limbo Ruler: Forneas, Hyena, Ogoun Magickal Sphere(s): Harm, Illusions Limbo is the first layer of hell and is a vast void that has neither a sky nor ground. This is a way station for souls to be assigned to one of the other layers of hell based upon their sins. With understanding a magick user is able to cast spells that harm people and illusions. Sephirot: Kingdom Ruler: None Magickal Sphere(s): Alchemy The sephirot of Kingdom is the portal to the spiritual layers of heaven or hell. It is the second and final part of the physical plane that allows entry into the higher sephirots. With understanding of this layer allows the magick user to make items that can help or harm others. Sephirot: Earth Ruler: None Magickal Sphere(s): Elemental Magick (Earth, Wind, Fire, and Water) The final sephirot created was the physical realm that contains the physical universe. Here humanity lives and strives to find their place in the spiritual universe. A magick user that understands the physical realm can harness the powers of elemental magick which all life is based off of. Character Creation: Magickal Styles Within the United States there are four unique magickal styles of man’s understanding of the spiritual realms. These styles are similar, but distinct in their views of the spiritual universe. The styles are Kabbalism, Hermetic Theurgy, Shamanism, and Voodoo. Kabbalism The oldest of these styles are the Kabbalists. Kabbalism used the Torah and the Talmud as a starting point in their question to understand God. Each of the sephirots represents an aspect of God and his power over the universe. By their deep understanding of God they gain closeness to him. Rarely do they use the power of God for magickal purposes. Kabbalists often work alone, but do gather together to discuss their latest findings. Currently, there is only one society dedicated to Kabbalism. The Essenes have survived by cloaking themselves in Jewish society and remaining hidden out of fear of Christianity and Islam. The members will have secret meetings at prearranged times known only to members. Joining the Essenes requires several members to vouch for the initiate after going through an extensive background check. Once admitted to the group the initiate begins to explore the mysteries of God and the goodness in his works. In each cell of the society there exists only one master with many students learning from him. Kabbalist Package Deal Skill Cost 20 point Variable Power Pool 21 Talent: Sephirot (Earth) 5 Faith (EGO+1) 5 KS: Judaism 3 KS: Arcane and Occult Lore 3 KS: Kabbalism 3 KS: Sephirot 3 KS: Spirit World 3 Oratory 3 Persuasion 3 Total Cost of Abilities 52 Disadvantages Cost Psychological Limitation: Devoted to God 25 and His Purposes (Very Common, Total) Total Cost of Package Disadvantages: 25 Hermetic Theurgy Hermetic Theurgy was founded informally by European pagans roughly 3,000 years ago. They studied this arcane art in the hopes of using the powers of the gods for the benefit of themselves and mankind. As the centuries passed the art became more and more ritualized with each spell requiring longer times to cast and more casters needed to cast the spell. Over the centuries this arcane art has cloaked itself in the guise of popular religions and survived to the 23rd century. Two societies are said to have belonged to the Hermetic Theurgists. One was the Illuminati and the other the Freemasons. The Illuminati sought to gain control over the infernal powers in order to influence society around them. Within the Illuminati there are eleven levels of mastery representing a specific order and led by a grandmaster. The other society was the Freemasons and they dealt with the God to better society around them. They allowed people of many different faiths to join them in their quest, so long as the members dealt with the divine powers. The Freemasons had eleven levels of mastery within their order and each level was overseen by a grandmaster. The Freemasons were originally founded under the auspices of the Catholic Church in Scotland. Both the Freemasons and Illuminati are thought to be extinct, but there have been rumors of their activities. Hermetic Theurgist Package Deal Skill Cost 20 point Variable Power Pool 21 Faith (Ego +1) 5 Talent: Sephirot (Earth) 5 KS: Arcane and Occult Lore 3 KS: Astrology 3 KS: Flora and Fauna 3 KS: Herbalism and Healing-Lore 3 KS: Hermetic Theurgy 3 KS: Religious Doctrine (Players Choice) 3 KS: Spirit World 3 Total Cost of Abilities 52 Disadvantages Cost Psychological Limitation: Devoted to the 25 Gods and Their Purposes (Very Common, Total) Total Cost of Package Disadvantages: 25 Shamanism Early man found solace in the world by creating a religious worldview by giving each natural occurring phenomenon an animal spirit. In doing so certain members of the tribe would seek knowledge on how to control these animal spirits for the betterment of the tribe or for themselves. Out of this research shamanism was born and the particular style presented here is from the American Indians. The core beliefs that form the basis of this magickal style have publicly persisted until the American Indian genocide of the early 1970’s. Unknown to the world at large there is one organization that continues to practice shamanism. Out in the vast countryside members of the Dancers of the Spirits gather at sacred sites to enact their rituals and to enjoy fellowshipping with each other. Individual members can choose freely whether to follow the path of light or the path of darkness with no repercussions from other members. Shamanism Package Deal Skill Cost 20 point Variable Power Pool 21 Talent: Sephirot (Earth) 5 Follower: Totem Animal Spirit* 10 Faith (EGO+1) 5 KS: Flora and Fauna 3 KS: Herbalism and Healing-Lore 3 KS: Shamanism 3 KS: Spirit Lore 3 KS: Spirit World 3 Total Cost of Abilities 52 Disadvantages Cost Psychological Limitation: Devoted to Gods 25 and Their Purposes (Very Common, Total) Total Cost of Package Disadvantages: 25 *The follower a shaman gets is a spirit animal that is one of the player’s choosing. It can be built with more points and to have disadvantages. Voodoo Voodoo was originally founded in Africa and slowly spread across the globe via the slave trade in the early 1500’s. Over time the slave owners grew to distrust the native religion of the slaves and banned its worship. In response the slaves cloaked their religion behind the façade of Christianity to avoid persecution. From then to today Voodoo remains a powerful religion in the United States with the majority of its practitioners hiding in the swamps and bayous of the former state of Louisiana. The only sect still known to exist by the Corporate States is the Cult of Nagash. The cult focuses its religious attention to the evil loas because they believe the primarily good loas turned their back on humanity during Armageddon. The members use ritual human sacrifice in their worship services to further strengthen the bond between the loas and themselves. Voodoo Package Deal Skill Cost 20 point Variable Power Pool 21 Faith (Ego +1) 5 Talent: Sephirot (Earth) 5 Multiform: Possessing Loa* 10 KS: Astrology 3 KS: Flora and Fauna 3 KS: Herbalism and Healing-Lore 3 KS: Loas 3 KS: Religious Doctrine (Christianity) 3 KS: Spirit World 3 KS: Voodoo 3 Total Cost of Abilities 62 Disadvantages Cost Psychological Limitation: Devoted to the 25 Gods and Their Purposes (Very Common, Total) Total Cost of Package Disadvantages: 25 *The multiform is a possessed version of the character and can have different characteristics, skills, perks, powers, talents, and disadvantages than what the base character has. Spells and the Sephirots Casters of magickal spells will purchase a Variable Power Pool to represent their ability to cast spells. The pool uses INT+EGO in order to determine the maximum allowed points the character may have to cast spells. Each of the sephirots serves to limit the character to specific special effects and/or spheres of learning when casting spells. To gain access to the sephirots the character must purchase the appropriate Knowledge Skill of their magickal style to a certain level and the Talent associated with a specific sephirot. The table shows the Talents and the Knowledge Skill roll necessary to cast the spells derived from a sephirot. Table IV: Sephirot Talents Sephirot Talent Required Knowledge Skill Roll Earth Earth KS Kingdom Kingdom KS+2 Shamayim Shamayim KS+4 Limbo Limbo KS+4 Raquia Raquia KS+6 Avidus Avidus KS+6 Shehaquim Shehaquim KS+8 Popinonis Popinonis KS+8 Machen Machen KS+10 Avari Avari KS+10 Mathey Mathey KS+12 Dis Dis KS+12 New Jerusalem New Jerusalem KS+14 Hereticus Hereticus KS+14 River Jordan River Jordan KS+16 River Phlegethon River Phlegethon KS+16 Zebul Zebul KS+18 Malebolge Malebolge KS+18 Araboth Araboth KS+20 Lake of Fire Lake of Fire KS+20 The sephirots limit the arcane ability to cast spells as well as they govern the type of spells and special effects known by the caster. A magick user’s Knowledge Skill represents their raw ability to wield the power of the sephirots to use in casting spells. The magick user’s alignment with the divine or infernal will also further limit the spells available. The following describes in detail the sephirots and the spell types and/or the special effects used. The sephirot of Earth governs elemental magick and the ability to cast spells based off of the four elements. All spells used by the caster must have a special effect of Earth, Wind, Fire, or Water. Divine orientated magick users may use the sephirot’s power for weak defense and minor summoning spells while infernal orientated spells are used for weak offense and minor summoning that are no more than 20 Active Points. Kingdom governs alchemy and the making of minor potions and all spells cast will result in a Focus built as OAF (Fragile) -3/4. Divine based magicks are limited to healing, defense, and aid based potions. Poisons and other types of harmful potions can only be created by infernal magick users. The sephirot of Shamayim governs healing and illusion magicks. The caster is able to cast spells that will heal a person back to full health and to cast illusions usually for protection. The limitation of the healing spells is that it cannot resurrect a dead person. Limbo enables a magick user to cast spells that directly harm a character and illusions for protection. The limitation for harm spells is that they are unable to kill a person. Raquia allows a magick user to have the ability of prophecy that is bought as Clairsentience limited to a specific person. The caster is unable to scan the future in specific areas. The other ability governed by this sephirot is one of persuasion and friendship. It does not give the ability of the caster to mind control someone, but to persuade the target that what magick user wants is the best course of action. Avidus governs the ability to see the future of certain areas, but not of individual people. The caster cannot divine possible outcomes and actions of a person directly. Seduction and charming are the other types of spell that can be cast from this sephirot. By using seduction and charming a target a magick user offers great power and wealth in exchange for the soul of the target usually. The sephirots of Shehaquim and Popinonis governs a magick user’s ability to read minds, improved movement, and to see far off places. Reading of minds allows the caster to delve into the mind of the target and to understand the motivations behind them. Magick users also gain the ability to cast spells to improve their movement through running, flying, and the like with the special effect of divine or infernal limbs sprouting from the character’s body. Hermetic Theurgy and Voodoo requires the use of a focus in order to perform scrying while Shamanism and Kabbalism the caster travels to the place in astral form. Machen grants a magick user the ability to control the weather and to cast spells based off of the weather special effect. Casters are able to use the weather special effect for spells ranging from offensive to defensive spells. Other uses of the spells cast are to alter the environment to help mankind with crops or other beneficial things. The sephirot of Avari governs the ability of a magick user to dominate others around them. Domination can be used against humans and animals to have them perform the bidding of the magick user. However, domination cannot make a target permanent and requires the caster to use the Perk: Follower for a permanent willing subject. The special effect for domination is a cloud of insects swarming over the target. Mathey controls a magick user’s ability to use spells that are based on the Power: Aid. The spells are limited to enhancing characteristics only and cannot be used for Skills, Perks, Talents, and Powers. The special effect of a spell is divine light. Dis governs the use of spells that are based on Drain and Suppress. Like Mathey limits Aid to enhancing characteristics, Drains and Suppress spells can only drain or suppress a characteristic of the target. The special effect for drains and suppresses is fire and brimstone smelling fog. New Jerusalem grants the magick user the ability to interpret and control dreams. In controlling dreams, the caster is limited to allowing pleasant types of dreams for the benefit of the target. The special effect is soft music, the scent of roses, and an overall feeling of warmth. The sephirot of Hereticus governs the ability for a magick user to interpret and control nightmares. The magick user is limited to creating nightmares in the target that will disrupt mental health. The nightmares have the possibility of killing the target if they do not wake up in time. The special effect for these types of spells is the buzzing of flies, the scent of rotting flesh, and an overall feeling of coldness. The River Jordan allows a magick user to cast spells to resurrect the dead. The caster is able to bring the dead back to life and reverse the effects of decomposition. The special effect for resurrection is a flock of doves descending from the sky, the scent of sweet perfume, and the sounds of a slow moving river. The sephirot of the River Phlegethon offers a magick user the ability to reanimate corpses. The soul of the dead oftentimes does not come back to reside within the body. By bring back the dead the corpse enters into a state of fast decomposition which results in the disintegration of the body into a fine dust. Magick users can also summon spirits of the dead for communication and to serve the caster. The special effect for necromantic spells is a flock of ravens descending onto the body, the smell of death, and the sounds of snake’s hissing. Zebul and Malebolge grant the magick user the power of consecration and the banishment of infernal and divine creatures. Consecration transforms an area into holy/unholy ground in order to allow the casting of spells and worship. Through the act of consecration divine/infernal creatures are prohibited from entering the area. The special effect for the divine version is a blinding light, the sounds of a harmonic singing, and the smell of incense. The infernal version’s special effect is hellfire, sounds of souls agonizing screams, and the scent of brimstone. Araboth and the Lake of Fire govern a magick user’s ability to summon divine/infernal beings into existence and to have the creatures do the caster’s bidding. Success is not guaranteed since the creature can rebel to attack the caster. For divine spells the special effect is a brightly lit portal, the sounds of humming, and the smell of frankincense. The infernal version’s special effect is a flame engulfed portal, the sounds of inhuman screeching, and the smell of burnt flesh. Talents and Astral Travel Characters may travel to the sephirots by using an astral form while leaving behind their physical body. Traveling to the planes/sephirots is a risky business that can result in the death of the magick user. For protection a magick user employs two things to ensure that they aren’t attacked. The first is the use of their respective Knowledge Skill in their mystical art. Their knowledge grants them insight into how the inhabitants of a specific sephirot will react to a mortal and how to interact with the inhabitants. If the magick user lacks the sufficient knowledge for safe passage and leaves them vulnerable to attack. The other ability is the use of a specific Talent for the sephirot. The Talent functions as an access pass to enter the sephirot freely and not be bothered by the inhabitants. The magick user is allowed to explore the sephirot as they see fit with impunity. The other use of the Talent is that it allows the magick user to tap into the power present in the sephirot in order to cast their spells. Each individual Talent will cost 5 Character Points to acquire and can be purchased at any time. For travel to the planes a character may use their Variable Power Pool to cast an Astral Travel spell that is based off of the Power Extra-Dimensional Movement to a single plane. The Power Limitations on the spell will be determined by the magickal style of the caster that will be explained later in this chapter. Travel to the sephirots is limited by whether the magick user is aligned with the divine or the infernal. If they are aligned with the divine they are limited to only traveling to the divine sephirots. Infernal casters are limited to traveling only to the infernal sephirots. How the character views and experience the sephirots is determined by their magickal style as well. Hermetic Theurgists may see the inhabitants as Greek, Roman, Norse, or other western religions based upon the character’s chosen religion. Kabbalists will see it according to Judaism and the inhabitants as being angels. The Voodoo magickal style sees the inhabitants as a mockery of the Catholic saints. Shamanists will see them as man/animal hybrids. The passage of time while traveling in the sephirots is the same as it would be in the physical realm. It may seem shorter or longer depending upon the sephirots overall setting and how the character views it. A paradise like Zebul can seem like an eternity due to its beauty while Limbo would be the same due to its darkness. In any case, the passage of time doesn’t change. Magickal Style Variable Power Pools and Spell Casting Each of the magickal styles are built with a Variable Power Pool for spell casting. This allows the character to cast any spell he would like within a specific sephirot’s spell type. It frees up the character from having to spend points on every spell and allows for great flexibility when casting spells. Every magickal style has their own specific limitations required in order to cast a spell. The Kabbalist Variable Power Pool has the following limitations placed on the control cost of the pool: Concentration (0 DCV; -1/2): When spell casting the kabbalist may take no other actions during their meditations. They are aware of events around them. Extra Time (1 Hour, Caster May Take No Other Actions, -3 ¼): When casting a spell the Kabbalist must meditate and spend time casting the spell. During this time they cannot do anything else or the spell will fail to work. Focus: Obvious, Accessible Fragile (Talmud, Torah, Zohar, and an object to hold the spell for later casting; -1 ¼), Arrangement (-1/4), Requires Multiple Foci or functions at reduced effectiveness (+1/4): The Judaism holy books consisting of the Talmud, Torah, and the Zohar must be present for the kabbalist to refer to in their meditations and they must be arranged in the ordered listed around the caster. Failure to have the books will result in the spell not being able to be cast. A kabbalist may cast the spell at the end of the time they have meditated or they can store it in an object for later use. Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 10 Active Points; KS: Kabbalism; -1): The kabbalist must make a skill roll using their Knowledge Skill: Kabbalism to cast any spell that suffers a -1 for every 10 Active Points the spell costs. Side Effects (Failure Results in Spirit Being Uncontrolled and Attacks the Caster or Damage from the Spell is Equal to the Amount of Dice in the Spell; -1): Failure of the Knowledge Skill roll will result in the kabbalist being attacked by the spirit they were attempting to summon or taking the amount of damage equal to the dice in the spell. Hermetic Theurgy Variable Power Pool has these limitations on the control cost of the pool: Concentration (0 DCV; -1/2): When spell casting the theurgist may take no other actions during their meditations. They are aware of events around them. Extra Time (1 Hour, Caster May Take No Other Actions, -3 ¼): When casting a spell the theurgist must use gestures and incantations when casting the spell. During this time they cannot do anything else or the spell will fail to work. Focus: Obvious, Accessible Fragile (Herbs, Ceremonial Dagger, Small Wooden Stave, Censer, Chalice, Crown, Magic Circle: Pentacle [Good Aligned Spells] or Pentagram [Evil Aligned Spells], Talismans, Sword, Tarot Cards, and an object to hold the spell; -1 ¼) Arrangement -1/4, Requires Multiple Foci or functions at reduced effectiveness +1/4: Not all of the items listed are required during the casting of a spell, but not having one of the items needed results in spell failure. Theurgists require the items to be on hand just to ensure they have the necessary components. Gestures, Requires Gestures Throughout, (Requires both hands; Complex; -1 ½): All of the spells that a theurgist casts uses gestures of the hands to make the complex signing necessary for a successful casting of a spell. Interruption of the gestures results in spell failure. Incantations (Requires Incantations throughout; Complex; -1): The spells cast by a theurgist have a vocal component which can be spoken or sung to complete the spell. Missing a word while reciting the incantation correctly will is a spell failure. Increased Endurance Cost (x3 END; -1): The casting of a theurgist spell is very draining on the caster. The spells are long and involved which takes its toll on them. Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 10 Active Points; KS: Hermetic Theurgy; -1): A theurgist must make a skill roll using their Knowledge Skill: Hermetic Theurgy to cast any spell that suffers a -1 for every 10 Active Points the spell costs. Ritual ([5-8] casters; -3/4: Theurgist spells are rituals that require multiple casters due to their innate complexity. If the theurgist lacks the necessary minimum number of casters all spells cast will incur an additional -1 penalty for each caster under the minimum. If the theurgist has more casters then that the maximum spells gain a +1 bonus for each caster above the maximum. Since the spells cast are a joint effort, the Active Points in the spell are split equally between the participating casters. Side Effects (Failure Results in Spirit Being Uncontrolled and Attacks the Caster or Damage from the Spell is Equal to the Amount of Dice in the Spell; -1): Failure of the Knowledge Skill roll will result in the theurgists being attacked by the spirit they were attempting to summon or taking the amount of damage equal to the dice in the spell. Since the spells require multiple casters the spirit will randomly attack one of the casters until they are dead then return to their home sephirot. However, in the case of spells that use dice to determine the effect the damage is split equally between the casters involved. The Shaman Variable Power Pool has the following limitations placed on the control cost of the pool: Concentration (0 DCV; -1/2): When spell casting the shaman may take no other actions, outside of dancing or meditating. They are aware of events around them. Extra Time (1 Hour, Caster May Take No Other Actions, -3 ¼): When casting a spell the shaman will dance or meditate and spend time casting the spell. During this time they cannot do anything else or the spell will fail to work. Focus: Obvious, Accessible Fragile (Drums, mind altering natural herbs, totem fetish, and an object to hold the spell for later casting; -1 ¼), Arrangement (-1/4), Requires Multiple Foci or functions at reduced effectiveness (+1/4): Drums, mind altering natural herbs, and a fetish dedicated to their totem spirit are used to help the shaman enter into a trance to enable them to cast spells. Failure to have these items will result in the spell not being able to be cast. A shaman may cast the spell at the end of the time they have meditated or they can store it in an object for later use. Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 10 Active Points; KS: Shamanism; -1): The shaman must make a skill roll using their Knowledge Skill: Shamanism to cast any spell that suffers a -1 for every 10 Active Points the spell costs. Side Effects (Failure Results in Spirit Being Uncontrolled and Attacks the Caster or Damage from the Spell is Equal to the Amount of Dice in the Spell; -1): Failure of the Knowledge Skill roll will result in the shaman being attacked by the spirit they were attempting to summon or taking the amount of damage equal to the dice in the spell. The Voodoo Variable Power Pool has the following limitations placed on the control cost of the pool: Concentration (0 DCV; -1/2): When spell casting the Voodooist may take no other actions during their rituals. They are aware of events around them. Extra Time (1 Hour, Caster May Take No Other Actions, -3 ¼): When casting a spell the Voodooist must dance and sing to appease the loas to cast the spell which requires a minimum of an hour’s time. During this time they cannot do anything else or the spell will fail to work. Focus: Obvious, Accessible Fragile (Alter, Ceremonial Dagger, Censer, Blood Sacrifice, Talismans and an object to hold the spell for later casting; -1 ¼), Arrangement (-1/4), Requires Multiple Foci or functions at reduced effectiveness (+1/4): To cast a spell the components needed are an alter dedicated to the loas, a dagger to perform the blood sacrifice, a censer that contains burning herbs, talismans of the loas, and either a human being or an animal for the blood sacrifice. Failure to have any of these items will result in the spell not being able to be cast. A voodooist may cast the spell at the end of the time they have meditated or they can store it in an object for later use. Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 10 Active Points; KS: Voodoo; -1): The voodooist must make a skill roll using their Knowledge Skill: Voodoo to cast any spell that suffers a -1 for every 10 Active Points the spell costs. Side Effects (Failure Results in Spirit Being Uncontrolled and Attacks the Caster or Damage from the Spell is Equal to the Amount of Dice in the Spell; -1): Failure of the Knowledge Skill roll will result in the voodooist being attacked by the spirit they were attempting to summon or taking the amount of damage equal to the dice in the spell. Attached is the Map of the Planes for Hermetic Theurgy, Shamanism, and Voodoo and the Map of the Sephirots for Kabbalism which is how the magickal styles view the sephirots and/or spiritual realms.
  10. Re: LCSB Publishing LLC Presents: Inceptum Terminus Gifted Team The Marshals Updated the backgrounds and other things on the characters.
  11. Re: Cyberpunk 2020 in HERO Inceptum Terminus: Chronicles of the New Confederation will have a complete cybernetic list for use with the Hero System.
  12. Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Production All of the characters for The Production are posted. Comments and questions are welcome.
  13. Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Production 1. Glad you love Holo-Hell and that he's a swashbuckler. 2. She controls the acoustical vibrations so she's able to move in those ways. In a vacuum there is no sound, so she can't use the abilities. 3. He's vulnerable to rubber since it's a non-conducting material for pretty much everything related to electrical. Since the mind uses electricity to function it only makes sense that he would be vulnerable to rubber.
  14. Re: Inceptum Terminus: The Official Unofficial Database Big bumperoos for people.
  15. Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Production THE PRODUCER Val Char Cost Roll Notes 14 STR 4 17- Lift 6400.0kg; 8d6 [4] 14 DEX 12 13- OCV: 7/DCV: 7 13 CON 6 12- 12 BODY 4 11- 18 INT 8 13- PER Roll 13- 12 EGO 4 11- ECV: 4 12 PRE 2 14- PRE Attack: 5d6 12 COM 1 11- 8+8 PD 5 Total: 8/16 PD (0/8 rPD) 8+8 ED 5 Total: 8/16 ED (0/8 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 10 REC 8 28 END 1 30 STUN 4 Total Characteristic Cost: 84 Movement: Running: 6"/12" Flight: 12"/48" Leaping: 8"/16" Swimming: 2"/4" Cost Powers END Light Protective Power Armor 11 1) Light Protective Powered Armor: Armor (8 PD/8 ED) (24 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼) 1 2) Auditory Sensors: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF Durable (-½), Costs Endurance (-½) 1 9 3) Combat Helmet: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF Durable (-½), Costs Endurance (-½) 2 4 4) Communication System: HRRP (Radio Group) (12 Active Points); Affected as Sight and Hearing Groups as well as Radio Group (-¾), OIF Durable (-½), Costs Endurance (-½) 1 6 5) Onboard Radar: Radar (Radio Group) (15 Active Points); OIF Durable (-½), Affected as Sight Group as well as Radio Group (-½), Costs Endurance (-½) 1 2 6) Visual Sensors: IR Perception (Sight Group) (5 Active Points); OIF Durable (-½), Costs Endurance (-½) 1 13 7) Hammer, War: Killing Attack - Hand-To-Hand 2d6+1 (4d6+1 w/STR), +1 Increased STUN Multiplier (+¼) (44 Active Points); Strength Minimum 20 (-1), OIF (-½), Required Hands Two-Handed (-½), Real Weapon (-¼) 4 9 8) Power Armor Dexterity Augmentation: +6 DEX (18 Active Points); OIF Durable (-½), Costs Endurance (-½) 2 13 9) Power Armor Strength Augmentation: +26 STR (26 Active Points); OIF Durable (-½), No Figured Characteristics (-½) 3 9 10) Power Armor Presence Augmentation: +13 PRE (13 Active Points); Costs Endurance (-½) 1 32 Powered Battle Armor Fission Reactor: Endurance Reserve (100 END, 25 REC) Reserve: (35 Active Points); OIF Durable (-½) Power Armor Onboard Computer 2 1) Laser Rangefinder: Absolute Range Sense (3 Active Points); IIF Durable (-¼) 2 2) Clock: Absolute Time Sense (3 Active Points); IIF Durable (-¼) 2 3) Feedback Sensors: Bump Of Direction (3 Active Points); IIF Durable (-¼) 2 4) Math Processor: Lightning Calculator (3 Active Points); OIF Durable (-½) 19 Anti-Gravity Flight Pack: Flight 12", x4 Noncombat (29 Active Points); OIF Durable (-½) 3 Weapons Combat Maneuver OCV DCV Notes 5 All-Out +1 -2 Weapon +4 DC Strike 4 Attack +0 +2 Weapon +2 DC Strike 4 Charge +0 -2 Weapon +2 DC +v/5 Strike, FMove 4 Defend +2 +2 Block, Abort 5 Probe +1 +3 Weapon Strike 4 Resist +0 +0 55 STR to resist Shove; Block, Abort 4 Shove +0 +0 55 STR to Shove 1 Weapon Element: Axes, Maces, and Picks 1 Weapon Element: Blades Perks 15 Money: Filthy Rich 16 Fringe Benefit: Chairman of BoD of a major business, Head of State 3 Well Connected Skills Corpie 5 1) Bureaucratics 15- 3 2) Conversation 14- 3 3) High Society 14- 3 4) Oratory 14- 3 5) Persuasion 14- 3 6) PS: Corporate Executive 13- 3 7) Systems Operation 13- 3 Scholar 2 1) KS: Accounting (3 Active Points) 13- 2 2) KS: Business Management (3 Active Points) 13- 2 3) KS: Entertainment Production (3 Active Points) 13- 2 4) KS: History of Travers Entertainment Network (3 Active Points) 13- 2 5) KS: Politics (3 Active Points) 13- 2 6) KS: Talent Agent (3 Active Points) 13- 3 Tactics 13- 3 Teamwork 13- 1 WF: Axes, Maces, Hammers, and Picks 3 Traveler 2 1) AK: Atlantic Northeast States (3 Active Points) 13- 2 2) AK: High Plains Alliance (3 Active Points) 13- 2 3) AK: Pacific Northwest Shoganute (3 Active Points) 13- 2 4) AK: Republic of West Coast States (3 Active Points) 13- 2 5) AK: Rocky Mountain Confederation (3 Active Points) 13- 2 6) AK: Southern States of America (3 Active Points) 13- 2 7) AK: Southwestern Militarized Zone (3 Active Points) 13- 2 8) AK: Trans-Missouri Freehold (3 Active Points) 13- Total Powers & Skill Cost: 266 Total Cost: 350 200+ Disadvantages 10 Distinctive Features: Distinctive Power Armor (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Enraged: When money is wasted (Uncommon), go 11-, recover 11- 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Travers Entertainment Network 14- (Mo Pow; NCI; Watching) 20 Psychological Limitation: Very controlling of others (Common; Total) 20 Psychological Limitation: No nonsense attitude (Common; Total) 10 Psychological Limitation: Dislikes the New Confederation and Trans-Missouri Freehold (Common; Moderate) 15 Reputation: For being stingy with money, 14- 20 Social Limitation: Public ID: Caesar of Southern States of America (Very Frequently; Major) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Randal Travers was born in New Rome, Southern States of America on October 3, 2210. His parents were the current rulers of the Southern States and was groomed from his birth to eventually take over as caeser. He received the best education and was well prepared for his eventual succession to the throne. Randal worked in every division of the company and gained insight into managing such a large company. When he was a media star manager one of the media stars under his protection was Sound Star. Randal was there when Biogenetics launched their assault to capture Sound Star on July 17, 2230 and was helpless during the incident. Afterwards, he met with the top designers of power armor at Dai-HK and had a custom suit of armor built for him. In 2238, Randal assumed the throne and was well received as the new caesar. He governed the corporate state with a firm, but relaxed hand over the next 9 years. In 2247, Randal began to assemble Southern States of America's first gifted team and worked hard over the next three years to get them to work together. Personality/Motivation: Randal is very controlling of others and has a no-nonsense attitude. He doesn't tolerate insubordination and will have a person killed in a gladiatorial game for the slightest infraction. As Caesar, he is responsible for 25 million people and this weighs heavily on him. He wishes for the Southern States to continue to be successful and will ensure its continued survival. Quote: "Bow before me or die." Powers/Tactics: Randal's powers all stem from his custom suit of powered armor. He will try to lead from the front and help Grey Noise keep the attacks directed at them. Randal will try to get The Production to coordinate their actions against their opponents. Campaign Use: If a hero manages to even get near Randal they will be promptly executed on the next gladiatorial games that will be broadcast. Appearance: Randal stands 6' 2" tall and weighs 233 pounds. He has his brown hair cut in the latest in men's hairstyle and he has brown eyes. His custom power armor is colored royal purple with blood red trim and is based off of the Roman Centurion style of armor. For every day wear he is dressed in the finest clothing and the Caesar's crown.
  16. Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Production The Grip Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 23 DEX 39 14- OCV: 8/DCV: 8 18 CON 16 13- 15 BODY 10 12- 15 INT 5 12- PER Roll 12- 14 EGO 8 12- ECV: 5 18 PRE 8 13- PRE Attack: 3 ½d6 14 COM 2 12- 10+8 PD 6 Total: 10/18 PD (0/8 rPD) 10+8 ED 6 Total: 10/18 ED (0/8 rED) 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 12 REC 8 40 END 2 34 STUN 1 Total Characteristic Cost: 146 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Swinging: 25"/100" Cost Powers END 30 Grip Attacks: Multipower, 61-point reserve, (61 Active Points); all slots Special Effect: Physical (-1) 3u 1) Rigging Control: Entangle 6d6, 6 DEF (60 Active Points); Special Effect: Physical (-1) 6 3u 2) Grip Object Drops: Energy Blast 9d6, Indirect (always from above; +¼) (56 Active Points); Special Effect: Physical (-1) 6 3u 3) Grip Setups: Telekinesis (30 STR), Fine Manipulation (55 Active Points); Special Effect: Physical (-1) 5 3u 4) Grip Heavy Objects Attacks: Killing Attack - Ranged 2d6+1, +1 Increased STUN Multiplier (+¼), Armor Piercing (+½) (61 Active Points); Special Effect: Physical (-1) 6 3u 5) Light Control: Darkness to Sight Group 5" radius, Alterable Size (55 Active Points); Special Effect: Physical (-1) 5 19 Heavy Protective Full Body Armor: (Total: 34 Active Cost, 19 Real Cost) Armor (8 PD/8 ED) (24 Active Points); OIF Durable (-½), Half Mass (-½), Real Armor (-¼) (Real Cost: 11) plus Life Support (Self-Contained Breathing) (10 Active Points); IIF Durable (-¼) (Real Cost: 8) 18 Advanced Camouflage Holographic Field: Sight Group Images 1" radius, +/-2 to PER Rolls, Variable SFX (Limited Group of SFX; Any terrain type features; +¼), 8 Continuing Charges lasting 20 Minutes each (+¾) (32 Active Points); No Range (-½), IIF (-¼) [8 cc] 20 Rigging Lines: Swinging 25", x4 Noncombat (30 Active Points); OIF Durable (Rigging Lines; -½) 3 5 6 Arms: Extra Limbs (6) 40 Extra Limb Arm Extensions: Stretching 10" (50 Active Points); Limited Body Parts (Extra Arms Only; -¼) 5 Talents 9 Ambidexterity (no Off Hand penalty) Skills 3 Analyze: Lighting and Rigging 12- 3 Climbing 14- 3 Concealment 12- 3 Deduction 12- 3 Electronics 12- 3 Hoist 12- 0 Language: English (completely fluent; literate) (4 Active Points) 3 Mechanics 12- 3 PS: Grip 12- 5 Rapid Attack (Ranged) 3 Scholar 2 1) KS: Film Production (3 Active Points) 12- 2 2) KS: Lighting Equipment (3 Active Points) 12- 2 3) KS: Media Equipment (3 Active Points) 12- 2 4) KS: Rigging (3 Active Points) 12- 3 Stealth 14- 2 Systems Operation (Broadcast Communications, Cellular and Digital, Communications Jamming Equipment, Radio, Telephone Communications) 12- 3 TF: Grav Vehicles/Hovercraft, Parachuting, Advanced, Parachuting, Basic Total Powers & Skill Cost: 204 Total Cost: 350 200+ Disadvantages 20 Distinctive Features: 6 Extra Arms (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Travers Entertainment Network 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing) 20 Psychological Limitation: Dislikes Silvia Stillwell (Very Common; Strong) 10 Psychological Limitation: Hates Dai-HK (Uncommon; Strong) 20 Psychological Limitation: Honorable (Common; Total) 10 Rivalry: Professional (Silvia Stillwell; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 20 Social Limitation: Subject to Orders from Travers Entertainment Network (Very Frequently; Major) 10 Vulnerability: 2 x Effect Entangles (Uncommon) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Sam Jamison was born in Hopkinsville, Southern States of America on January 5, 2201 and grew up living on the street because his parents were homeless. He was picked up by corporate police when he was 7 for shoplifting and he was sentenced to live in an orphanage to get an education. After being placed in a local orphanage he fell in love with schooling and earned his diploma at the age of 15. Sam went on to enter college and learned how to be a grip on a film production set. After his degree he worked with some of the best directors in New Rome, Southern States of America and earned quite a few awards for his efforts. Sam voluntarily underwent genetic manipulation at the age of 30 and the end result was the growth of 6 additional arms. The arms enabled him to become more proficient at his job and production of the new films he worked on was sped up as a result. Personality/Motivation: Sam is laid back and appreciative of his education. He oftentimes seen helping children and has several children’s charities dedicated to helping homeless children. Sam gets along with everyone on his team, except for Silvia Stillwell. Her prima dona attitude drives him up the wall and they clash frequently over the smallest things. He serves his corporate state because they asked him too. Sam wants to help more homeless children and works on The Production as a result. Quote: "There, this is the perfect lighting rig!" Powers/Tactics: All of Sam's powers are a result of genetic manipulation, except for his armor. He can use objects that already exist in an area to attack with. He prefers to stand by The Producer and follows orders extremely well. Sam will use his powers to ambush targets and to create confusion. Campaign Use: Sam will help any hero if there are the lives of children at stake regardless of the consequences. Appearance: Sam stands 6' 4" tall and weighs 220 pounds. He has styled black hair and blue eyes. He wears a custom designed suit of protective armor which includes a helmet. His current costume colors are green with gold trim. Sam has a muscular build with all eight of his arms and his job keeps him in shape.
  17. Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Production THE EDITOR Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 23 DEX 39 14- OCV: 8/DCV: 8 18 CON 16 13- 13 BODY 6 12- 15 INT 5 12- PER Roll 12- 13 EGO 6 12- ECV: 4 16 PRE 6 12- PRE Attack: 3d6 14 COM 2 12- 10+8 PD 6 Total: 10/18 PD (0/8 rPD) 10+8 ED 6 Total: 10/18 ED (0/8 rED) 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 12 REC 8 40 END 2 31 STUN 0 Total Characteristic Cost: 137 Movement: Running: 6"/12" Leaping: 3"/6" Swimming: 2"/4" Teleportation: 30"/120" Cost Powers END 42 Time Manipulation Offensive Powers: Multipower, 63-point reserve, (63 Active Points); all slots Restrainable (-½) 3u 1) Age Manipulation: Major Transform 3d6+1 (anything in older/younger/newer version of itself, via the application of any chronal manipulation power), Improved Results Group (+¼) (62 Active Points); Restrainable (-½), Visible (-¼) 6 2u 2) Fast Time Bubble: Aid 2d6+1, Ranged (+½), Area Of Effect (3" Radius; +1), Selective (+¼) (63 Active Points); Recipient Must Spend 2 END per Point of Extra SPD Gained Per Phase While Aid Remains in Effect (-½), Costs Endurance (-½), Restrainable (-½), Visible (-¼) 6 3u 3) Roundhouse Out of Time: Hand-To-Hand Attack +9 ½d6, Time Delay (+¼) (60 Active Points); Hand-To-Hand Attack (-½), Restrainable (-½) 6 3u 4) Slow Time Bubble: Drain SPD 4d6, Ranged (+½) (60 Active Points); Restrainable (-½), Visible (-¼) 6 2u 5) Stop Time: Extra-Dimensional Movement ("travel" to the "dimension" where time is stopped for everyone but the character, to any point in that "dimension" corresponding to her current location in normal space-time) (40 Active Points); Restrainable (-½), Visible (-¼) 4 4u 6) Temporal Acceleration: Killing Attack - Ranged 1d6, No Normal Defense (is temporal/dimensional manipulation powers or Life Support [Longevity]; +1), Does BODY (+1), Continuous (+1) (60 Active Points); Restrainable (-½) 6 10 Time Manipulation Defense Powers: Elemental Control, 20-point powers 15 1) Forewarned is Foredefended: +5 with DCV (25 Active Points) 10 2) Time Shift Field: Force Field (8 PD/8 ED), Hardened (+¼) (20 Active Points) 2 75 3) Rapid Transit: Teleportation 30", x16 Increased Mass, x4 Noncombat (85 Active Points) 8 Skills 3 Analyze: Combat 12- 3 Bugging 12- 3 Combat Driving 14- 3 Combat Piloting 14- 3 Cryptography 12- 3 Deduction 12- 3 Instructor 12- 0 Language: English (completely fluent; literate) (4 Active Points) 3 PS: Movie/Holovid Editor 12- 3 Research 12- 3 Scholar 2 1) KS: History of Performance Mediums (3 Active Points) 12- 2 2) KS: Media Equipment (3 Active Points) 12- 2 3) KS: Movie/Holovid Show Editing (3 Active Points) 12- 3 Security Systems 12- 2 Systems Operation (Broadcast Communications, Satellite Communications, Telephone Communications) 12- 3 TF: Combat Aircraft, Grav Vehicles/Hovercraft, Helicopters, Small Planes Total Powers & Skill Cost: 213 Total Cost: 350 200+ Disadvantages 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Travers Entertainment Network 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing) 10 Psychological Limitation: Dislikes media stars (Common; Moderate) 20 Psychological Limitation: Enjoys being a movie editor (Common; Total) 20 Psychological Limitation: Paranoid of losing his powers (Common; Total) 20 Reputation: Overbearing movie editor, 14- (Extreme) 20 Social Limitation: Subject to Orders from Travers Entertainment Network (Very Frequently; Major) 20 Vulnerability: 2 x STUN Physical Attacks (Common) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Silvia Stillwell was born in Mobile, Southern States of America on February 9, 2225 and grew up in one of the many orphanages in the city. During her schooling she showed a natural aptitude for editing films, so Silvia pursued a technical degree in that medium. Upon graduation, she began to work in the features division of Travers Entertainment Network as an editor. During that time she discovered that she could manipulate time and was able to complete more work than any other editor in the business. Over the span of five short years she had edited 45 full length feature films, but gained a reputation as being overbearing as an editor. Mr. Travers took notice of her and had her abilities tested. Upon seeing the final report, he transferred her to The Production in 2248. For the next two years she trained with her fellow team mates and ran operations that are classified to this day. Personality/Motivation: Silvia is a perfectionist and a drive to succeed in films is what makes her overbearing. She views others that disagree with her with contempt and this had lead to a split within the team. Most of the members tolerate her, but Sam Jamison despises her prima dona attitude. Silvia only goal is to be the best at what she can do. She follows orders from others when she doesn't have a better plan. Quote: "Time Stop! Hammah Time!" Powers/Tactics: Silvia can manipulate time on herself and others. She will use these powers to great effect in combat by slowing her enemies down to gain the upperhand. She prefers to stay out of physical combat since she suffers a greater amount of damage. When pressed she will attack physically, but prefers to be in a support role allowing the heavy hitters to control the flow of combat. Campaign Use: Silvia will ignore any hero regardless of who they are and will not assist them. To do so would lower herself, in her eyes, to that of a commoner. Appearance: Silvia stands 5' 9" tall and weighs 176 pounds. She has shoulder length blonde hair and has brown eyes. She currently wears a black full body costume with green trim. When not on missions she will wear suits specifically tailored to her. She has an athletic build and works out to maintain her figure.
  18. Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Production REMOTE CONTROL Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 15 DEX 15 12- OCV: 5/DCV: 5 18 CON 16 13- 15 BODY 10 12- 23 INT 13 14- PER Roll 14- 23 EGO 26 14- ECV: 8 23 PRE 13 14- PRE Attack: 4 ½d6 16 COM 3 12- 10 PD 7 Total: 10 PD (0 rPD) 10 ED 6 Total: 10 ED (0 rED) 5 SPD 25 Phases: 3, 5, 8, 10, 12 12 REC 10 40 END 2 32 STUN 0 Total Characteristic Cost: 161 Movement: Running: 8"/16" Flight: 20"/40" Leaping: 6"/12" Swimming: 5"/10" Cost Powers END 3 Psychic Defense: Mental Defense (8 points total) 20 Psychic Communication: Mind Link , Machine and Human classes of minds, Specific Group of Minds, Number of Minds (x4) (30 Active Points); Half Effectiveness Against Human Minds (-½) 40 Telepathic Powers: Multipower, 60-point reserve, (60 Active Points); all slots Half Effectiveness Against Human Minds (-½) 4u 1) Telepathy 10d6 (Machine and Human classes of minds) (60 Active Points); Half Effectiveness Against Human Minds (-½) 6 4u 2) Mental Assault: Ego Attack 5d6 (Machine and Human classes of minds) (60 Active Points); Half Effectiveness Against Human Minds (-½) 6 4u 3) Psychic Domination: Mind Control 10d6 (Machine and Human classes of minds) (60 Active Points); Half Effectiveness Against Human Minds (-½) 6 4u 4) Induced Hallucinations: Mental Illusions 10d6 (Machine and Human classes of minds) (60 Active Points); Half Effectiveness Against Human Minds (-½) 6 3u 5) Psychic Search: Mind Scan 10d6 (Machine and Human classes of minds) (60 Active Points); Concentration (0 DCV; -½), Half Effectiveness Against Human Minds (-½) 6 3u 6) Premonitions: Danger Sense (any area, any danger, Function as a Sense) (42 Active Points); Half Effectiveness Against Human Minds (-½) 14- 2u 7) Mindsense: Detect A Large Class Of Things 14- (Mental Group), Discriminatory, Analyze, Sense, Targeting (32 Active Points); Half Effectiveness Against Human Minds (-½) 40 Telekinetic Flight: Flight 20" 4 Perks 15 Fringe Benefit: Federal/National Police Powers, Private Investigator License, Security Clearance Talents 5 Eidetic Memory 3 Lightning Calculator 3 Lightsleep Skills 3 Bribery 14- 3 Bugging 14- 3 Bureaucratics 14- 3 Conversation 14- 3 Criminology 14- 3 Deduction 14- 3 Interrogation 14- 3 AK: Southern States of America 14- 3 CK: Atlanta 14- 0 Language: English (completely fluent; literate) (4 Active Points) 3 Persuasion 14- 3 Shadowing 14- 3 Streetwise 14- Total Powers & Skill Cost: 189 Total Cost: 350 200+ Disadvantages 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Travers Entertainment Network 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing) 20 Psychological Limitation: Enjoys controlling machines and humans (Common; Total) 20 Psychological Limitation: Relates more to machines than humans (Very Common; Strong) 10 Psychological Limitation: Will not tell a lie (Uncommon; Strong) 20 Social Limitation: Subject to Orders from Travers Entertainment Network (Very Frequently; Major) 10 Unluck: 2d6 30 Vulnerability: 2 x Effect Rubber (Very Common) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Jim Bowen was born on August 7, 2222 in Knoxville, Southern States of America and grew up in a middle executive's family. His parents worked on the sets of popular holovid shows as directors and cinematographers. In school he was always working on computers and other electrical devices because he was extremely shy around his fellow students. When he turned 15, his latent abilities activated and he found that he could control both humans and machines with his mind. Using these abilities he protected himself from the jocks at his school who found themselves unable to do anything to Jim. After graduating from school, Jim went to work as a private investigator and used his abilities to complete his cases. Mr. Travers took an interest in the young man's work and was impressed with Jim's ability to control both machines and humans, so he was transferred to The Production. The past year, Jim has spent his time training with the team and to gain further control over his powers. Personality/Motivation: Jim prefers to the company of machines over people and when he is around people he becomes really shy and withdrawn. He enjoys working for Mr. Travers directly and talks quite frequently with him. With his other team mates, Jim is withdrawn and quiet preferring Sebastian to have all the spotlight. He wishes to gain more control over his abilities, so he can manipulate machines for his work on holovid shows. Quote: "You may feel a loss of control over your body, but it is only temporary." Powers/Tactics: Jim's powers allow him to control any type of machine and human, but he lacks the strength to control humans effectively. He prefers to hang in the background while the rest of the team fights. He lacks the necessary offensive powers to physically damage a target, so instead he uses machines or people has his offensive striking capability. Campaign Use: Jim is withdrawn and will not be forthcoming to any hero regardless of affiliation. If the heroes try to force information out of him JIm will attack them out of self defense then escape. Appearance: Jim stands 5' 11" tall and weighs 214 pounds. He has red hair that is in a crewcut and hazel eyes. His current costume is a full body suit that is colored orange with silver trim. He doesn't wear a mask, but he does have a cape. Jim has an athletic body that is moderately muscular and works out occassionally to keep in shape.
  19. Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team The Production Grey Noise Val Char Cost Roll Notes 40 STR 30 17- Lift 6400.0kg; 8d6 [4] 23 DEX 39 14- OCV: 8/DCV: 8 20 CON 20 13- 15 BODY 10 12- 18 INT 8 13- PER Roll 13- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 12 COM 1 11- 10+8 PD 2 Total: 10/18 PD (0/8 rPD) 10+8 ED 6 Total: 10/18 ED (0/8 rED) 5 SPD 17 Phases: 3, 5, 8, 10, 12 14 REC 4 50 END 5 45 STUN 0 Total Characteristic Cost: 157 Movement: Running: 16"/32" Leaping: 58"/232" Swimming: 20"/40" Tunneling: 2"/4" Cost Powers END 30 Armored Skin: Armor (8 PD/8 ED), Inherent (+¼) (30 Active Points) 50 Grey Noise Offensive Powers: Multipower, 62-point reserve, (62 Active Points); all slots Does not work in a vacuum (-¼) 3u 1) Sonic Hand Clap: Energy Blast 6d6, Area Of Effect (7" Cone; +1) (60 Active Points); No Range (-½), Does not work in a vacuum (-¼) 6 5u 2) Sonic Rending and Tearing: Killing Attack - Hand-To-Hand 4d6 (6 ½d6 w/STR) (60 Active Points); Does not work in a vacuum (-¼) 6 3u 3) Sonic Smackdown: Hand-To-Hand Attack +8d6, Autofire (5 shots; +½) (60 Active Points); Hand-To-Hand Attack (-½), Does not work in a vacuum (-¼) 6 5u 4) Super-Strong Legs: Leaping +50" (58" forward, 29" upward) (Accurate, x4 Noncombat) (60 Active Points); Does not work in a vacuum (-¼) 6 4u 5) Blast of Sound: Darkness to Hearing and Radio Groups, Danger Sense and Combat Sense 6" radius, Personal Immunity (+¼) (56 Active Points); Does not work in a vacuum (-¼) 6 5u 6) Grey Noise Disruption: Hearing Group, Radar, Radio Perception/Transmission and Radio Perception Flash 4d6, Personal Immunity (+¼), Area Of Effect (6" Radius; +1 ¼) (57 Active Points); Does not work in a vacuum (-¼) 6 5u 7) Grey Noise Sonics: Hearing and Radio Groups, Danger Sense and Combat Sense Images Increased Size (8" radius; +¾), +/-2 to PER Rolls, Alterable Size, Personal Immunity (+¼) (62 Active Points); Does not work in a vacuum (-¼) 6 19 Environmental Immunities: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 24 All-Terrain Travel: Multipower, 30-point reserve, (30 Active Points); all slots Does not work in a vacuum (-¼) 1u 1) Wall Walking: Clinging (normal STR) (10 Active Points); Does not work in a vacuum (-¼) 2u 2) Running +10" (16" total) (20 Active Points); Does not work in a vacuum (-¼) 2 1u 3) Swimming +18" (20" total) (18 Active Points); Does not work in a vacuum (-¼) 2 1u 4) Tunneling 2" through 2 DEF material (10 Active Points); Does not work in a vacuum (-¼) 1 Skills Media Star Package Deal 3 1) Mimicry 13- 2 2) Systems Operation (Broadcast Communications, Satellite Communications, Telephone Communications) 13- 3 Scientist 2 1) Science Skill: Acoustical Engineering 13- (3 Active Points) 2 2) Science Skill: Acoustics 13- (3 Active Points) 2 3) Science Skill: Analysis 13- (3 Active Points) 2 4) Science Skill: Electronic/Electrical Engineering 13- (3 Active Points) 2 5) Science Skill: Particle Physics 13- (3 Active Points) 3 Scholar 2 1) KS: Acoustics (3 Active Points) 13- 2 2) KS: Noise Control (3 Active Points) 13- 2 3) KS: Sound Editing (3 Active Points) 13- 2 4) KS: Sound Equipment (3 Active Points) 13- 3 Electronics 13- 0 Language: English (completely fluent; literate) (4 Active Points) 3 PS: Acoustical Engineer 13- Total Powers & Skill Cost: 193 Total Cost: 350 200+ Disadvantages 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Travers Entertainment Network 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing) 5 Dependent NPC: Howard Kent (husband) 8- (Normal; Useful Noncombat Position or Skills) 15 Dependent NPC: Samantha (daughter) 8- (Incompetent) 20 Psychological Limitation: Honorable (Common; Total) 10 Psychological Limitation: Loves music (Uncommon; Strong) 20 Psychological Limitation: Prankster (Common; Total) 20 Social Limitation: Subject to Orders from Travers Entertainment Network (Very Frequently; Major) 20 Susceptibility: Soundless Environments 3d6 damage per Turn (Uncommon) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Janice Kent was born in Chattanooga, Southern States of America on July 4, 2228 and was orphaned shortly after her birth. She was raised in a local orphanage and used music to escape from her situation. She did well in school and studied acoustical engineering hoping to break into the media business. She graduated near the middle of her class and was hired to work on the acoustics of upcoming singer Keri Heart. One day in the recording studio a severe lightning storm was going on while Janice was working at the sound board. Lightning struck the building and the electrical surge hit the sound board that shocked Janice. The raw power of the lightning activated her latent genetic potential and she gained the ability to control sound. After the album was finished Janice was transferred to The Production and met Howard Kent, a scientist working on the project. The two fell in love and married shortly after. Her daughter Samantha was born recently on April 30, 2250. Personality/Motivation: Janice enjoys music and tries to stay on top of the latest breakthroughs in acoustical engineering. She is polite to everyone until they try her patience and she becomes rude to people. She works for The Production to earn her freedom since she is a gifted she had lost all of her rights. Once free she intends to get back to work as an acoustical engineer. Quote: "How does it feel to have your acoustical world turned upside down?" Powers/Tactics: Janice's powers are natural and give her the ability to control the way sound is perceived. She will usually begin a fight by using her darkness or flash abilities to disorient her opponents then move in close to fight hand to hand. Campaign Use: If the heroes are from the Southern States of America, Janice will help them out as much as possible. If they are from another corporate state she will try to apprehend them since letting them go free would jeopardize her chances of winning freedom. Appearance: Janice stands 6' tall and weighs 185 pounds. She has emerald green eyes and shoulder length curly brown hair. She has a muscular build due to her high strength. Her current costume is styled after ancient Greek armor comprised of leather and gold studs with the chest piece fitted for her figure and is low cut. She wears studded leather thigh high sandals. For every day wear she likes to wear skirts and blouses that is form fitting.
  20. Here is the gifted team The Production that works for Southern States of America. Comments and questions are welcome. Holo Hell Val Char Cost Roll Notes 18 STR 8 13- Lift 303.1kg; 3 ½d6 [2] 27 DEX 51 14- OCV: 9/DCV: 9 14 CON 8 12- 14 BODY 8 12- 18 INT 8 13- PER Roll 13- 14 EGO 8 12- ECV: 5 14 PRE 4 12- PRE Attack: 2 ½d6 14 COM 2 12- 10+12 PD 6 Total: 10/22 PD (8/20 rPD) 10+12 ED 7 Total: 10/22 ED (8/20 rED) 5 SPD 13 Phases: 3, 5, 8, 10, 12 10 REC 6 28 END 0 30 STUN 0 Total Characteristic Cost: 131 Movement: Running: 7"/14" Leaping: 13"/26" Swimming: 2"/4" Cost Powers END 4 Cutlass Protective Hilt: Armor (6 PD/6 ED) (18 Active Points); Only Protects Hand Used To Hold It (-2), OAF Durable (-1) 8 Cutlass: Multipower, 22-point reserve, all slots Required Hands One-Handed (+0) (22 Active Points); all slots OAF Durable (-1), Strength Minimum 10 (-½), Real Weapon (-¼) 1u 1) Blade: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OAF Durable (-1), Strength Minimum 10 (-½), Real Weapon (-¼) 1 1u 2) Hilt: Hand-To-Hand Attack +3d6 (15 Active Points); OAF Durable (-1), Hand-To-Hand Attack (-½), Strength Minimum 10 (-½), Real Weapon (-¼) 1 31 Holo Hell: Sight, Hearing, Smell/Taste and Touch Groups Images Increased Size (4" radius; +½), +/-4 to PER Rolls (55 Active Points); Restrainable (-½), Limited Range 12" (-¼) 5 4 Main-Gauche Protective Hilt: Armor (6 PD/6 ED) (18 Active Points); Only Protects Hand Used To Hold It (-2), OAF Durable (-1) 4 Main-Gauche Skillful Weapon: +2 with Block, Bind, Disarm, and Takeaway (10 Active Points); OAF Durable (-1), Only Applies To The Four Listed Maneuvers (-½) 6 Main-Gauche: Multipower, 18-point reserve, (18 Active Points); all slots OAF Durable (-1), Strength Minimum 7 (-½), Real Weapon (-¼) 1u 1) Blade: Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR) (10 Active Points); OAF Durable (-1), Strength Minimum 7 (-½), Real Weapon (-¼) 1 1u 2) Hilt: Hand-To-Hand Attack +2d6 (10 Active Points); OAF Durable (-1), Hand-To-Hand Attack (-½), Strength Minimum 7 (-½), Real Weapon (-¼) 1 4 Rooted: Knockback Resistance -4" (8 Active Points); Restrainable (-½), Only When In Contact With The Ground (-¼) 7 Swashbuckler Leaping: Leaping +10" (13 ½" forward, 6 ½" upward) (10 Active Points); Increased Endurance Cost (x2 END; -½) 2 8 Toughness: Damage Resistance (8 PD/8 ED) Fencing Maneuver OCV DCV Notes 5 Ballestra +2 -2 Weapon +4 DC, Weapon +4 DC Strike; Half Move Required 3 Cut +2 +1 Weapon, Weapon Strike 4 Ceduto +0 +0 Weapon +3 DC, 15 STR to escape Bind 4 Double a Double +2 +2 Weapon +2 DC, Weapon +2 DC Strike, Must Follow Predefined Maneuver 5 Fleche +1 +0 Weapon +v/5; FMove 4 Froissement +2 -2 Disarm, 28 STR to Disarm roll 3 Grypes -1 -2 Grab One Limb; 10 STR disarm 5 Lunge +1 -2 Weapon +4 DC Strike 4 Parry +2 +2 Block, Abort 3 Pasata Soto +2 +2 Weapon, Weapon +foe's v/5 Strike, You Fall, Response to Ballestra, Fleche, Lunge 4 Prise de Fer +1 +0 Bind, 28 STR 4 Riposte +2 +2 Weapon +2 DC Strike, Must Follow Block 5 Slash -2 +1 Weapon +4 DC Strike 5 Takeaway +0 +0 Grab Weapon, 28 STR to take weapon away 5 Thrust +1 +3 Weapon Strike 3 Trip +2 -1 4 ½d6 Strike, Target Falls 4 Void -- +5 Dodge, Affects All Attacks, Abort 0 Weapon Element: Blades Perks 6 Reputation: Media Star (A large group) 14-, +2/+2d6 Skills 3 Acrobatics 14- 3 Acting 12- 3 Breakfall 14- 3 Bribery 12- 3 Bugging 13- 3 Combat Driving 14- 3 Concealment 13- 3 Conversation 12- 3 Cryptography 13- 3 Disguise 13- 3 KS: Fencing 13- 0 Language: English (completely fluent; literate) (4 Active Points) 3 Lockpicking 14- 3 Security Systems 13- 3 Seduction 12- 3 Sleight Of Hand 14- 3 Stealth 14- 3 Systems Operation 13- 10 Two-Weapon Fighting (HTH) 2 WF: Blades, Off Hand Total Powers & Skill Cost: 219 Total Cost: 350 200+ Disadvantages 10 Distinctive Features: Texas T beard with braids and long blonde hair (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Biogenetics 8- (Mo Pow; NCI; Capture) 20 Hunted: Travers Entertainment Network 14- (Mo Pow; NCI; Watching) 0 Physical Limitation: Power Nullifier (Frequently; Fully Impairing) 20 Psychological Limitation: Enjoys the spotlight (Common; Total) 10 Psychological Limitation: Loves being a media star (Common; Moderate) 20 Psychological Limitation: Privateers Code of Honor (Common; Total) 10 Rivalry: Professional (Jonathon Lyons, lead actor on The Shadow Pirates; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 20 Social Limitation: Public ID (Very Frequently; Major) 20 Social Limitation: Subject to Orders from Travers Entertainment Network (Very Frequently; Major) Total Disadvantage Points: 350 Earned Experience: 0 Spent Experience: 0 Unspent Experience: 0 Background/History: Sebastian Flynn was born on October 2, 2230 in Miami Groves, Southern States of America. Growing up he was always fascinated with pirates and swashbucklers, so he learned how to fight with the cutlass and maine-gauche. He excelled in school and eventually landed a role in the hit series The Shadow Pirates after graduating from college. He became an overnight sensation and starred in his own hit show The Privateers of Pensacola. He played the starring character Captain "Black Tom" Thomas Tipperting and showcased his excellent fencing skills. Mr. Travers took an interest in Sebastian and hired him for The Production. Personality/Motivation: Sebastian is laid back and easy going, but when he is on a mission he assumes the personality of Black Tom. Black Tom is a cut throat privateer, but commands with a firm touch who doesn't take any crap from anyone. Sebastian enjoys being a media star and the benefits of it. He, also, gets along with the rest of his team relatively well. He wants to enjoy the spotlight and to serve as a role model as the perfect citizen for children. Quote: "If you thought I looked good in last week's episode wait till you see this!" Powers/Tactics: Sebastian's powers are natural and his skills in sword play are Olympic class. He uses his holographic capabilities to distract his opponents, so he can get in close to use his weapons. Campaign Use: Sebastian will treat the heroes like they were fans and center the attention upon him. He will try to help them out by giving them subtle clues and leave the heroes to figure it out. Appearance: Sebastian stands 6' 6" tall and weighs 250 pounds. He has blue eyes with over the shoulder length blonde hair and sports a Texas T beard. Sebastian also has two braids of hair that frames his face and braids his beard. His costume is a classic 17th century bucaneer's outfit that is colored dark blue with gold and silver trim. For every day wear his clothing is blue jeans and dress shirts.
  21. Re: Inceptum Terminus: Presenting Inceptum Terminus the Gifted Team Updated the character backgrounds and the powersets on the bulk of the team.
  22. Re: LCSB Publishing Presents: Inceptum Terminus Gifted Team Digital Age Just a small bump since the team now has backgrounds and are finalized.
  23. Re: Captain Nebula I recommend Tums or another antacid. BTW Lucius, great stuff and makes for a good cosmic character.
  24. Re: You Decide The Disadvantages for Dark Justice! A small bump since all of the backgrounds have been finished for Dark Justice.
  25. Re: The World of Odraude (Because I can't think of a better title) Nice selection of races and their backgrounds are really interesting. Keep up the good work bud.
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