Background (post background as a reply to character sheet)
Japan:
The flat plains of Kyoto are filled with rice patties long ago dried up and desolate piles of bones jutting out of rotting carcasses. The killing feilds of Kyoto were well known to be raiding feilds for a small group of Splugorth and their slavers operating out in the pacific. During one such raid, an Altara female was left for dead after the raiders were stopped by a group of mystic warriors.
Years later the Altara woman left or died but either way she left behind a baby girl... She was raised by a demon queller called Kittito. They pursued an Oni called Blight through a rift and became separated.
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Soon seperated from her master in the unfamiliar lands of North America she found her self being plagued by the federation of magic. She only found refuge by blending in with a group of refugee’s heading for a place of safety... Those refuge’s never made it as the federation of magic came calling well before they were even insight of the Castle. The battle was bloody and feirce, but Nazo with her Celestial Blade and martial prowess was able to overcome her would be captors. However, all the refuge’s she travelled with were murdered.
Unable to make it to Castle Refuge she seeks some other kind of refuge and redemption.
The refrain of Nazo:
So many gone their fields covered red wrong song.
Will I remember you when you are gone?
Gok the strong, Mezmer the meek, three ladies and their cart,
Red wrong song how far did you go when you did me wrong?
Keepers in the forest lurkers in the abandoned mini mart.
Where did it all go wrong when we encountered the forces of Dunscon.
Powers:
Mysticism (25 PPE)
- Armor ( Stone Ox)
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trappings: The skin becomes tougher and through rigorous training the body more easily resists fatiguing effects. On a success +1 vs fatigue.
Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor. Whether the armor is visible or not depends largely on the trapping.
- Greater Armor ( Chi-Gung)
Power Points: 5
Range: Touch
Duration: 3 (1/round)
Trappings: Part inner spirit, part strengthening the body, part mystisism the characters body can easily turn blades and arrows. He can even ignore walking on sharp burning glass. On a success ingnore difficult terrain caused by sharp objects.
Success grants +5 M.D.C. Armor, a raise grants +10.
- Banish (Exorcism)
Rank: Veteran
Power Points: 3
Range: Smarts
Duration: Instant
Trappings: Excorsism (This power acts as dispel against puppet and mind control).
Whether ghosts, elementals, or demons, banish removes them all. This power can affect any creature that is not native to the current plane of existence (GM's determination). This spell is an opposed roll of the caster's arcane skill versus the target's Spirit. On a success, the target is Shaken. On a raise, it is sent to its proper plane of existence. If the target is a Wild Card, each casting of banish causes a wound instead. If the target already has three wounds, it is then banished to its native plane—but it is not slain.
- Banish the Horde
Power Points: 6
Range: Smarts × 2
Duration: Instant
The caster targets all summoned entities within a Large Burst Template. For example, a mob of demons could be sent back to their hellish realm, or a group of elementals brought from another plane could be dismissed. Each target rolls its own opposed Spirit check to resist.
- Bolt (Fire ball and Call Lightning)
Rank: Novice
Power Points: 1 per missile
Range: 12/24/48
Duration: Instant
Trappings: Fire Ball(1-3 2d6 bolts with a vigor roll vs fatigue), Call Lightning (1 3d6 Bolt ignores 1 pt of cover and on a raise 2pts of cover).
Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6. ► Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the full-auto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice. ► Additional Damage: The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.
- Onslaught, Celestial Blast (1-4 Bolts), Chi-Death Blow(1, 6d6 Soul Blast)
Power Points: 2– 8 or 4
Range: 18/36/72
Duration: Instant
Trappings: Celestial Silver Blast(1-4 Bolts with Holy and Silver trappings), Chi-Death Blow(Soul Blast: For direct damage powers, increase the base cost by 2 PPE to ignore all physical armor (including power and robot armor), but targets add half their Spirit to Toughness when determining the damage effect).
The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage.
- Entangle: Carpet of adhesion
Rank: Novice
Power Points: 2 – 4
Range: Smarts
Duration: Special
Trappings: fly paper sticky like carpet
This power allows the character to restrain a target with snaking vines, lengths of hair, spider webs, or some other vine-like trapping. The arcane skill roll is opposed by the target's Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength. Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2. For 2 Power Points entangle targets a single opponent. For 4 points it affects everyone in a Medium Burst Template.
- Greater Entangle, magic net
Power Points: +2
Range: Smarts × 2
Duration: Special
Trapping: net of magical fibers
Using this Mega Power version means targets are fully entangled on a success. A raise means attempts to escape are made at −4.
- Flight: Roof hopping
Rank: Veteran
Power Points: 3/6
Range: Touch
Duration: 3 (1/round)
Trappings: incredible jumps. She can add to her flight movement by making a jump check at the beginning of her flight.
Fly allows a character to fly at his basic Pace with a Climb of 0. He may double his Pace by spending twice the number of Power Points. ► Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
- FLY–SWIFT FLIGHT, Wire-Fu or the lightness Technique
Power Points: 8 or 10
Range: Touch
Duration: 3 (1/round)
Trappings: Wire-fu, with this power active her melee attacks have a bit more force. On a sucess +1 damage to melee attacks, on a raise +2.
Swift Flight increases the target's flying speed. For 8 Power Points, the recipient flies at 4 ×Pace and is −1 to be hit by ranged attacks. For 10 PPs, the recipient flies at 8 ×Pace and is −2 to be hit by ranged attacks. These penalties do not stack with similar effects, like deflection; use the higher benefit.
ISP: 30pts 10 pts from her patron item.
- Speak Language, Tongues
Rank: Novice
Power Points: 1
Range: Touch
Duration: 10 minutes (1/10 minutes)
Trappings: Tongues.
This power allows a character to speak, read, and write a language other than his own. The language must be of an advanced form — not animalistic. A raise on the arcane skill roll allows the user to project a particular dialect as well.
- puppet, words of truth
Rank: Veteran
Power Points: 3
Range: Smarts
Duration: 3 (1/round)
Trappings: Compel the victim to answer truthfully
Sometimes it pays to persuade others to do your fighting for you. Some do this by blatant mind control, others do it by manufacturing visual and auditory illusions. Puppet is an opposed roll of the character's arcane skill versus the target's Spirit. The user must score a success and beat the target's roll to gain complete control. The victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell.
- Heal, meditation
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
Trappings: This involves engaging the mind and body, so that the body remains motionless but free of pain and the mind stays in a clear rested state. The raise effect is replaced with the next step of the recharge edges. For as long as the character stays in this meditiative state all arcane sources recharge at this improved rate. It is a free action to end the meditiation and it is no substitute for sleep.
Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old. For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim's wounds (in addition to any the caster might be suffering himself). For Extras, the GM must first determine if the ally is dead (see Aftermath on page 88). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken. Healing can also cure poison and disease if used within 10 minutes of the event.