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Lumenor.jpg Quote: "Do not fear the darkness for I am the Light."


Tier: 1 Effort: 1 XP: 0
Armor: 1 Cyphers: 0/3


Might: 8 Speed: 12 Intellect: 16
Edge: 0 Edge: 0 Edge: 1


Smart: +2 to Lumenor's Intellect Pool.
Skill: Lumenor is trained in all actions involving identifying or understanding the supernatural.
Sense Magic: Lumenor can sense whether the supernatural is active in situations where its presence is not obvious. He must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.
Spell: Lumenor can perform the spell Hedge Magic when he has a free hand and can pay the Intellect point cost.
Inability: Lumenor has a manner or an aura that others find a bit unnerving. The difficulty of any task involving charm, persuasion, or deception is increased by one step.


Effort: Lumenor's Effort is 1.
Genius: Lumenor has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.
Expert Cypher Use: Lumenor can bear three cyphers at a time.
Magic Training: Lumenor has the Magic Training ability.
Background Connection: Lumenor is an avatar that fled the Fall and has been in hiding until recently, when he judged it safe enough to join society.


Additional Equipment: Lumenor has a crystal lens. When he shines light through it, the light extends for double the normal distance.
Radiant Abilities: If Lumenor possesses powers that would normally use force or other energy, they instead use light and heat. For example, if he uses Ward, light dapples his body and flares when he would be attacked, preventing his enemies from landing a solid blow.
Tier 1 - Enlightened: Lumenor is trained in any perception task that involves sight. Enabler.
Tier 1 - Illuminating Touch (1 Intellect Point): Lumenor touches an object, and that object sheds light to illuminate everything in short range. The light remains until he uses an action to touch the object again. Action.


Tier 1 - Manifest Nimbus: Creatures and objects touched with a divine spark (or who have divine shifts) manifest a nimbus. A nimbus is usually visible only to other creatures who also have a nimbus. Lumenor's nimbus appears as one or more points of brilliant light, possibly glowing runes, that hovers near his head. As he gains divine shifts, the number of points may grow. He can choose to make his nimbus visible to normal creatures, or extinguish that manifestation, as part of any other action. The nimbus can sometimes serve as an asset for various interaction tasks if he makes it visible to non-divine creatures, if the GM decides that is appropriate. However, non-believers may decide to string up the false god then and there. Enabler.


Hedge Magic (1 Intellect Point): Lumenor can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, spark a small flame, conjure a minor globe of light, and so on. He can't use hedge magic to harm another creature or object. Action.
Magic Training: Lumenor is trained in the basics of magic and can attempt to understand and identify its properties (including the operation of magic artifacts and cyphers). Enabler.
Onslaught (1 Intellect Point): Lumenor attacks a foe using energies that assail either its physical form or its mind. In either case, he must be able to see his target. If the attack is physical, he emits a short-range ray of force that inflicts 4 points of damage. If the attack is mental, he focuses his mental energy to blast the thought processes of another creature within short range. This mindslice inflicts 2 points of Intellect damage (and thus ignores Armor). Some creatures without minds (such as automatons) might be immune to mindslice. Action.
Scan (2 Intellect Points): Lumenor scans an area equal in size to a 10-foot (3 m) cube, including all objects or creatures within that area. The area must be within short range. Scanning a creature or object always reveals its level (a measure of how powerful, dangerous, or difficult it is). He also learns whatever facts the GM feels are pertinent about the matter and energy in that area. Many materials and energy fields prevent or resist scanning. Action.
Ward: Lumenor has a shield of energy around him at all times that helps deflect attacks. He gains +1 to Armor. Enabler.


Identify/Understand the Supernatural Trained
Perception (Sight-based) Trained
Charm/Persuade/Deceive Inability


Adventurer's Pack (50' Rope, Boots, Hammer, Rations [3 Days], Spikes [3], Torches [3], Warm Clothing [Asset to Resisting Effects of Cold]), Bedroll, Crystal Lens, Dream Dust (28 Doses), Fine Clothing (Asset to Interaction Tasks), Waterskin