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Found 2 results

  1. If a mage wanted to create false visions for a precog (or retrocog), I'm assuming they would involve Images vs. Clairsentience (with that as a Targeting sense). However, if said visions have both visual as well as auditory elements, would he need to buy both Images vs. Clairsentience (Sight) and Images vs. Clairsentience (Hearing) with both as Targeting senses? Or just Images vs. Clairsentience as a whole?
  2. As in the title, I am attempting to write up the Cimmerian Sibyl for a game I am running for some friends. She will become something of a permanent fixture in the party and is a major object in the overarching plot of the story. In this build, I am attempting to build a younger girl who just had the mantle of Sibyl passed on to her before she was snatched away from her home by the BBG. One thing that has been stumping me is simply coming up with powers to give her, so any suggestions that anyone wants to toss my way would be appreciated. Also, I'm looking for advice on building a specific power for her. What it would essentially be is a pronouncement of defeat against a single enemy target. I'm thinking something along the lines of Self-Fulfilling Prophecy in which she basically flings the skein of Fate at an enemy and makes him substantially easier to beat because his defeat has been foretold. The power should be limited to perhaps a single use per day, so either charges or a side effect that's too harsh to make her suffer repeatedly. I am also thinking of something along the lines of Ill Fated Curse, where she makes a small, innocuous statement, but it has real game effects. For those who've seen the cult classic Surf Ninjas, think Iggy. For everyone else, she says "Wow, this bridge sure looks rickety. I hope no one falls!" *someone falls.* I figured this could be bought as Unluck, but I just don't want to go crazy with it. The basic theme I'm going for is that, as a Sibyl, her prophecies, even the unintentional ones, have power. Things to bear in mind with suggestions: This is an NPC. She should have little to no offensive powers except a debuff or two. She is meant to be protected by the party. The great majority of what she foresees needs to be left to my GM discretion. I want her to be helpful, but not hand-holdingly so. I don't want the party to turn to her and be asking things like "Where do we go now?" She is a plot device and an object of interest to the story. This is my write-up so far. Thoughts and opinions welcome and appreciated! It's a 275 CP build with 50 points in Complications. Also, since I haven't built with Clairsentience much, feel free to double check any of those builds. Thank you in advance! Player: Val Char Cost10 STR 010 DEX 010 CON 012 BODY 218 INT 823 EGO 1313 PRE 32 PD 02 ED 03 SPD 106 REC 240 END 425 STUN 312m RUN 04m SWIM 04m LEAP 0Characteristics Cost: 53Cost Power17 Defensive Foresight: +6 DCV (30 Active Points); Instant (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) [Notes: Carmen expends some of her energy and gains a burst of insight of the very near future and can take steps to avoid attacks that occur within that time frame.]11 I Know You...: Retrocognitive Clairsentience (Sight Group) (40 Active Points); No Conscious Control (Only Effects cannot be controlled; -1), Only Through The Senses Of Others (Sees through the eyes of others to exeprience their past; -1/2), Blackout (-1/2), Instant (-1/2) [Notes: Carmen looks at an individual and is given a flash of insight into their past from their own eyes, seeing significant events that have taken place that greatly affected the person, but cannot seek out specific events.]38 Oracle: Precognitive, Retrocognitive Clairsentience (Sight And Hearing Groups), MegaScale (1m = 10,000 km; +2), Cannot alter scale (-1/4) (192 Active Points); No Conscious Control (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Carmen falls unconscious for a time, then awakens in a fugue state for several minutes.; -1), Blackout (-1/2), Vague and Unclear (-1/2)16 Sibyl's Understanding: Universal Translator 13- (20 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) [Notes: Channeling her power gives Carmen insight into the words, writings and gestures of those around her.]Powers Cost: 82Cost Skill0 Acting 8-0 Climbing 8-0 Concealment 8-0 Conversation 8-3 Deduction 13-0 Language: Latin (idiomatic) (4 Active Points)3 Language: Greek (Modern) (completely fluent)3 Language: French (completely fluent)3 Language: English (completely fluent)0 Paramedics 8-0 Persuasion 8-5 PS: Dance 14-0 Riding 8-0 Shadowing 8-0 Stealth 8-Skills Cost: 17Total Character Cost: 152Base Points: 275Experience Required: 0Total Experience Available: 0Experience Unspent: 0
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