Difference between revisions of "Ninjas Mages And Lost Cities/Alex"

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(Skills [47])
(Advantages [462])
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*Languages: English (Native) [0]. French (Native) [4], German (Native) [4], Latin (Native) [4]
 
*Languages: English (Native) [0]. French (Native) [4], German (Native) [4], Latin (Native) [4]
  
==Advantages [462]==
+
==Advantages [468]==
 
*Ally: One of Alex's counterparts he's quantum entangled with when their current activities, plans, projects, agenda, scheme, etc are compatible with his current mission goals or at least not opposed to them. Approximately 150% of his power. Frequency: Quite Rarely 6- [5]
 
*Ally: One of Alex's counterparts he's quantum entangled with when their current activities, plans, projects, agenda, scheme, etc are compatible with his current mission goals or at least not opposed to them. Approximately 150% of his power. Frequency: Quite Rarely 6- [5]
 
*Ambidexterity [5]
 
*Ambidexterity [5]
Line 58: Line 58:
 
*Fit [5]
 
*Fit [5]
 
*Language Talent [10]
 
*Language Talent [10]
*Modular Abilities (200 points of Cosmic Power; Accessibility Limitation: Only The Abilities of The Counterparts He Was Quantum Entangled With -80% ) [-400]
+
*Modular Abilities (203 points of Cosmic Power; Accessibility Limitation: Only The Abilities of The Counterparts He Was Quantum Entangled With -80% ) [-406]
  
 
==Disadvantages [-53]==
 
==Disadvantages [-53]==

Revision as of 07:46, 10 March 2021

A character in Ninjas_Mages_And_Lost_Cities.

Name: Alex Roland
Height: 6'2"
Weight: 210
Age: 32

Attributes [149]

Basic Attributes

  • ST 11 [10]
  • DX 13 [60]
  • IQ 13 [60]
  • HT 11 [10]

Secondary Characteristics

  • HP 11 [0]
  • Will 13 [0]
  • Per 15 [10]
  • FP 14 [9]


  • Damage: 1d-1/1d+1
  • Basic Lift: 24 lbs


  • Basic Speed 6 [5]
  • Basic Move 6 [0]


  • Ground Move 6
  • Water Move 1


Encumbrance

  • None: 24
  • Light: 48
  • Medium: 72
  • Heavy: 144
  • Extra Heavy: 240

Defenses

  • Dodge: 10 (11 with armor in Low Mana or higher)
  • Parry (Knife): 10 (11 with armor in Low Mana or higher)
  • Parry (Karate): 10 (11 with armor in Low Mana or higher)

Reaction Modifiers

  • Charisma +2
  • Weirdness Magnet: -2 from all who are aware of what a Weirdness Magnet is and know character is one except for parapsychologists, fringe cultists, unhinged conspiracy theorists and thrill-seekers.

Social Background

  • TL: 8 [0]
  • Cultural Familiarities: Western Homeline (Native) [0].
  • Languages: English (Native) [0]. French (Native) [4], German (Native) [4], Latin (Native) [4]

Advantages [468]

  • Ally: One of Alex's counterparts he's quantum entangled with when their current activities, plans, projects, agenda, scheme, etc are compatible with his current mission goals or at least not opposed to them. Approximately 150% of his power. Frequency: Quite Rarely 6- [5]
  • Ambidexterity [5]
  • Charisma 2 [10]
  • Combat Reflexes [15]
  • Fit [5]
  • Language Talent [10]
  • Modular Abilities (203 points of Cosmic Power; Accessibility Limitation: Only The Abilities of The Counterparts He Was Quantum Entangled With -80% ) [-406]

Disadvantages [-53]

  • Enemy: One of Alex's counterparts he's quantum entangled with when their current activities, plans, projects, agenda, scheme, etc are opposed to his mission goals or would require them to make him accomplishing them more difficult. Evil Twin that possesses abilities he doesn't have (such as allies, contacts, magic item collection, storeroom full of gadgets, power armor, etc). Rival: Wishes to upstage or inconvenience but will stop short of doing any lasting harm. Frequency: Quite Rarely 6- [8]
  • Flashbacks (Mild): Actually Flash-Sideways. Sensory bleed over from a random counterpart's current situation [-5]
  • Mistaken Identity [-5]
  • Pacifism (Cannot Harm Innocents) [-10]
  • Sense of Duty (Non-Villainous Alternate Selves) [-5]
  • Sense of Duty (Team) (Small Group) [-5]
  • Weirdness Magnet [-15]

Quirks [-5]

  • Broad-Minded -1
  • Imaginative -1
  • Likes Playing Tourist -1
  • Foodie -1
  • Geek Pop Culture Fan -1

Skills [57]

  • Acting 12 (IQ-1) [1]
  • Anthropology 12 (IQ-1) [2]
  • Body Sense 11 (DX-2) [1]
  • Broadsword 12 (DX-1) [1]
  • Climbing 12 (DX-1) [1]
  • Computer Operation/TL9 13 (IQ) [1]
  • Connoisseur (Food) 12 (IQ-1) [1]
  • Current Events (Pop Culture) 13 (IQ) [1]
  • Detect Lies 13 (PER-2) [1]
  • Diplomacy 12 (IQ-1) [2]
  • Driving (Automobile) 12 (DX-1) [1]
  • Electronics Operation/TL8 (Parachronic) 13 (IQ) [2]
  • Electronics Operation/TL8 (Surveillance) 13 (IQ) [2]
  • Escape 11 (DX-2) [1]
  • Fast Draw 13 (DX) [1]
  • Fast Talk 12 (IQ-1) [1]
  • First Aid/TL9 13 (IQ) [1]
  • Guns/TL9 (Pistol) 15 (DX+2) [4]
  • Guns/TL9 (Rifle) 13 (DX) [1]
  • History 12 (Renaissance Europe) (IQ-1) [2]
  • Hobby Skill (Science Fiction and Fantasy) 13 (IQ) [1]
  • Hobby Skill (Comic Books) 13 (IQ) [1]
  • Intelligence Analysis/TL8 12 (IQ-1) [2]
  • Interrogation 12 (IQ-1) [1]
  • Intimidation (WILL) 13 [2]
  • Karate 13 (DX) [4]
  • Knife (DX) 13 [1]
  • Law 11 (IQ-2) [1]
  • Navigation/TL8 12 (IQ-1) [1]
  • Observation 14 (PER-1) [1]
  • Psychology 11 (IQ-2) [1]
  • Savoir-Faire (Fandom) 13 (IQ) [1]
  • Savoir-Faire (Police) 13 (IQ) [1]
  • Shadowing 13 (IQ) [2]
  • Soldier 12 (IQ-1) [1]
  • Shortsword 12 (DX-1) [1]
  • Staff 12 (DX-1) [1]
  • Stealth 13 (DX] [2]
  • Streetwise 12 (IQ-1) [1]
  • Survival (Plains) 14 (PER-1) [1]
  • Tracking 14 (PER-1) [1]
  • Vac Suit/TL8 12 (DX-1) [1]

Personal Gear

From Homeline

  • Reflex Body Suit (Location: All; DR 16/6*; Cost: $1,200; Weight: 8lbs; LC:3)
  • Small Trauma Plates (Location: Vitals; DR: +34; Weight 6lbs)
  • Holdout Pistol, 7.5mmCLP (Damage: 2d+1 Pi-; Acc: 2; Range: 140/1400; Weight: .9/0.3; RoF: 3; Shots: 12+1 (3); ST: 7; Bulk -1; RcL 2; Cost: $240)
  • 2 spare clips
  • FSW Personal Defense (Damage: 5d+1 Pi; Acc: 3; Range: 675/2835; Weight: 5/0.7; RoF: 20+1 (3); ST: 7; Bulk -2; RcL 2)
  • 2 spare clips
  • Varicloth with computer (Weight: .5)
  • Belt concealing push knife and basic Survival kit (HT pp. 31, 58, 197; Weight: .5)
  • Tiny Radio (TL8; to communicate with Kawasaki; Weight: .25) (HT p.38)
  • Military-Grade Binoculars (TL8; HT. p. 47; Weight: 3.5)
  • Night Vision goggles (HT p.48; Weight 1.5)
  • Pocket Pack (UT p38; Weight: .75)
  • Lockpicks (HT p213)


From Merlin

  • Small Depleted Necronium Knife (Damage sw-2 cut/thr-1 imp; Reach C, 1/C; Parry -1; Cost: $3,000; Weight: 1; ST 10; Thrown Damage thr imp; Acc 0; Range x0.5/x1; RoF 1; Shots T(1); Bulk -1)
  • Fortify +1 DR Enchantment On Reflex Body Suit ($750) (Making it DR 17/7)
  • Deflect +1 Defense Bonus Enchantment On Reflex Body Suit (Cost: $1,500)
  • Fortify +1 DR Enchantment On Jacket ($750) (Making it DR: 5/3)
  • Deflect +1 Defense Bonus Enchantment On Jacket (Cost: $1,500)
  • Spirit-Proof Body Armor Jacket (Provides DR 1 vs necrolasers, skull-spirit, attacks and other ghostly, life-draining touches that ignore normal DR; Cost: $1,200)
  • Hideaway 3lbs capacity (6 cubic feet) Enchantment on jacket pocket (Cost: $2,828)


From Burton

  • 15pt Powerstone (Cost: $4,050)

Background

Alex Roland was just your typical Infinity Patrol agent. Well, a little above average but not too extraordinary. Started as an I-Cop in the Security Division. After several years of protecting Homeline from being infiltrated and preventing The Secret from being discovered by outtimers he decided he wanted to broaden his horizons and transferred over to the I-Scouts to serve in Contact. He had a few years of interesting but not too extraordinary work.. Then came the incident which changed his entire life. It was supposed to be a routine trip back to Homeline after a successful mission. But something went wrong during transit, something unprecedented.

No one thought collisions while transiting were even possible, let alone how it could happen. But happen it did, not with just another parachronic traveler but with four of them! Four other versions of himself in fact. A mage using Plane Shift to go from the Material Realm to the Astral. A World Jumper departing from a successful heist. A musician who traveled the back roads of the multiverse, who had managed to hitch a ride of a shiftrealm when the crash happened. And a self proclaimed "scientific adventurer" who had somehow managed to create his own parachronic technology and was in the middle of giving it a test drive. Beyond all odds, not only did they somehow intersect each other but they emerged from the experience unharmed.

Unharmed but not unchanged. What each of them soon discovered after they dug themselves out of the debris of Alex's and his inventor counterpart's conveyors was that the incident resulted in them being "briefly mingled together metaphysically," according to the mage. "Quantum entangled" was the term the scientist used. Even now that they were separated they each "retained some of each other's essence," as the musician put it. Each found they had the ability to utilize the skills and abilities of all the others involved in the crash. Not the totality of everyone at once, but just a portion at a time. Despite that limitation, it was quite an impressive result.

Impressive enough that, after Infinity decided their scientists had learned all they could from the battery of tests they had performed on him, Alex was returned to field duty. After all, you didn't keep a player so valuable on the bench if you could help it. Rather than being assigned back to Contact though Alex found himself transferred to a division that didn't even officially exist. The one only whispered about in the ranks, the subject of myriad rumors. The legendary ISWAT.


Traits Available From Counterparts

Below are traits that each of Alex's counterpart possess that he can now gain with his Modular Abilities. They are written with his perspective in mind, so only the skills and advantages he doesn't possess or only has at a lower level are listed. A "*" indicates a skill or advantage that Alex already possesses which can be improved. When creating the actual NPC's keep in mind that they may have skills and advantages not listed in their entry due to either Alex or one of the other counterparts having them at an equal or better level. For example, the Alex has Combat Reflexes so none of the others have it listed. Another example is the fact that the Wanderer has Unfazeable as well as the Gadgeteer thanks to his laid back nature but it would be redundant to list it twice.

And remember, each has the ability to call upon the abilities of all the others now too, just like Alex.

The Mage

A member of the mysterious Cabal, this version of Alex was a protege of John Dee himself.

Advantages

  • Magery 5 - 55
  • Additional Languages: Greek (Accented) [2], Hebrew (Accented) [2]

Skills

  • Alchemy/TL8 (IQ+1) [8]
  • Archaeology (IQ-2) [1]
  • Area Knowledge (Yetzirah, aka The Astral Realm) (IQ) [1]
  • Area Knowledge (Briah, aka The Iconic Realm) (IQ) [1]
  • Artist (Illusion) (IQ-1) [2]
  • Autohypnosis (WILL-2) [1]
  • Cryptography/TL8 (IQ-2) [1]
  • Dreaming (WILL-1) [2]
  • Exorcism (WILL-2) (1)
  • Expert Skill (Egyptology) (IQ-2) [1]
  • Games: Chess (IQ) [1]
  • Hidden Lore (Demon Lore) (IQ-1) [1]
  • Hidden Lore (Faerie Lore) (IQ-1) [1]
  • Hidden Lore (Spirit Lore) (IQ-1) [1]
  • History (Renaissance Esoteric) (IQ-2) [1]
  • History (Victorian Esoteric) (IQ-2) [1]
  • History (20th Century Esoteric) (IQ-2) [1]
  • Hypnotism (IQ-2) [1]
  • Innate Attack (Beam) (DX) [1]
  • Innate Attack (Projectile) (DX) [1]
  • Leadership (IQ-1) [1]
  • Linguistics (IQ-2) [1]
  • Literature (IQ-2) [1]
  • Meditation (WILL-2) [1]
  • Mental Strength (WILL+1) [2]
  • Mind Block (WILL-1) [1]
  • Occultism (IQ) [2]
  • Research/TL8 (IQ-1) [1]
  • Research/TL4 (IQ-1) [1]
  • Ritual Magic (Hermetic) (IQ-2) [2]
  • Savoir-Faire (High Society) (IQ) [1]
  • Savoir-Faire (Occult) (IQ) [1]
  • Speed Reading (IQ-1) [1]
  • Symbol Drawing (IQ-2) [1]
  • Teaching (IQ-1) [1]
  • Thaumatology (IQ) [8]**
  • Theology (Kabbalah) (IQ-2) [1]

Spells
Air Spells (7)

  • Seek Air (IQ-2) [1]**
  • Purify Air (IQ-2) [1]**
  • Create Air (IQ-2) [1]**
  • No-Smell (IQ-2) [1]**
  • Shape Air (IQ-2) [1]**
  • Air Jet (IQ-2) [1]**
  • Body of Air (IQ-2) [1]**

Body Control Spells (14)

  • Itch (IQ-2) [1]**
  • Spasm (IQ-2) [1]**
  • Stop Spasm (IQ-2) [1]**
  • Tickle (IQ-2) [1]**
  • Clumsiness (IQ-2) [1]**
  • Hinder (IQ-2) [1]**
  • Might (IQ-2) [1]**
  • Grace (IQ-2) [1]**
  • Vigor (IQ-2) [1]**
  • Boost Dexterity (IQ-2) [1]**
  • Boost Strength (IQ-2) [1]**
  • Fumble (IQ-2) [1]**
  • Hold Breath (IQ-2) [1]**
  • Balance (IQ-2) [1]**

Communication and Empathy Spells (16)

  • Sense Foes (IQ-2) [1]**
  • Sense Life (IQ-2) [1]**
  • Sense Emotion (IQ-2) [1]**
  • Truthsayer (IQ-2) [1]**
  • Hide Thoughts (IQ-2) [1]**
  • Lend Language (IQ-2) [1]**
  • Borrow Language (IQ-2) [1]**
  • Gift of Tongues (IQ-3) [1]**
  • Gift of Letters (IQ-3) [1]**
  • Mind Reading (IQ-2) [1]**
  • Mind Search (IQ-3) [1]**
  • Mind Sending (IQ-2) [1]**
  • Telepathy (IQ-3) [1]**
  • Lend Skill (IQ-2) [1]**
  • Borrow Skill (IQ-2) [1]**
  • Compel Truth (IQ-2) [1]**

Earth Spells (3)

  • Seek Earth (IQ-2) [1]**
  • Shape Earth (IQ-2) [1]**
  • Earth Vision (IQ-2) [1]**

Enchantment Spells (1)

  • Scroll (IQ-2) [1]**

Fire Spells (13)

  • Seek Fire (IQ-2) [1]**
  • Ignite Fire (IQ-2) [1]**
  • Create Fire (IQ-2) [1]**
  • Extinguish Fire (IQ-2) [1]**
  • Shape Fire (IQ-2) [1]**
  • Fireproof (IQ-2) [1]**
  • Deflect Energy (IQ-2) [1]**
  • Flame Jet (IQ-2) [1]**
  • Resist Fire (IQ-2) [1]**
  • Heat (IQ-2) [1]**
  • Resist Cold (IQ-2) [1]**
  • Warmth (IQ-2) [1]**
  • Flaming Weapon (IQ-2) [1]**

Gate Spells (8)

  • Planar Summons (Assiah, aka The Material Realm) (IQ-2) [1]**
  • Planar Summons (Yetzirah, aka The Astral Realm) (IQ-2) [1]**
  • Planar Visit (IQ-3) [1]**
  • Plane Shift (Assiah) (IQ-3) [1]**
  • Plane Shift (Yetzirah) (IQ-3) [1]**
  • Phase (IQ-2) [1]**
  • Phase Other (IQ-3) [1]**
  • Beacon (IQ-2) [1]**

Healing Spells (10)

  • Lend Energy (IQ-2) [1]**
  • Lend Vitality (IQ-2) [1]**
  • Recover Energy (IQ-2) [1]**
  • Minor Healing (IQ-2) [1]**
  • Major Healing (IQ-3) [1]**
  • Relieve Sickness (IQ-2) [1]**
  • Awaken (IQ-2) [1]**
  • Cure Disease (IQ-2) [1]**
  • Halt Aging (IQ-3) [1]**
  • Youth (IQ-3) [1]**

Illusion and Creation Spells (17)

  • Simple Illusion (IQ-2) [1]**
  • Phantom Flame (IQ-2) [1]**
  • Complex Illusion (IQ-2) [1]**
  • Perfect Illusion (IQ-2) [1]**
  • Illusion Shell (IQ-2) [1]**
  • Illusion Disguise (IQ-2) [1]**
  • Independence (IQ-2) [1]**
  • Know Illusion (IQ-2) [1]**
  • Control Illusion (IQ-2) [1]**
  • Dispel Illusion (IQ-2) [1]**
  • Initiative (IQ-2) [1]**
  • Phantom (IQ-3) [1]**
  • Create Object (IQ-3) [1]**
  • Duplicate (IQ-3) [1]**
  • Create Servant (IQ-2) [1]**
  • Control Creation (IQ-2) [1]**
  • Dispel Creation (IQ-2) [1]**

Knowledge Spells (31)

  • Measurement (IQ-2) [1]**
  • Tell Position (IQ-2) [1]**
  • Detect Magic (IQ-2) [1]**
  • Sense Mana (IQ-2) [1]**
  • Aura (IQ-2) [1]**
  • Identify Spell (IQ-2) [1]**
  • Mage Sight (IQ-2) [1]**
  • Mage Sense (IQ-2) [1]**
  • Seek Magic (IQ-2) [1]**
  • Analyze Magic (IQ-2) [1]**
  • Glass Wall (IQ-2) [1]**
  • Know Location (IQ-2) [1]**
  • Wizard Eye (IQ-2) [1]**
  • Invisible Wizard Eye (IQ-2) [1]**
  • Astral Vision (IQ-2) [1]**
  • Memorize (IQ-2) [1]**
  • Pathfinder (IQ-2) [1]**
  • Projection (IQ-2) [1]**
  • Seeker (IQ-2) [1]**
  • Trace (IQ-2) [1]**
  • History (IQ-2) [1]**
  • Ancient History (IQ-2) [1]**
  • Prehistory (IQ-2) [1]**
  • Reconstruct Spell (IQ-2) [1]**
  • Recall (IQ-2) [1]**
  • Know True Shape (IQ-2) [1]**
  • See Secrets (IQ-2) [1]**
  • Images of the Past (IQ-2) [1]**
  • Echoes of the Past (IQ-2) [1]**
  • Divination (Crystal-Gazing) (IQ-2) [1]**
  • Divination (Cartomancy) (IQ-2) [1]**

Light and Darkness Spells (21)

  • Light (IQ-2) [1]**
  • Continual Light (IQ-2) [1]**
  • Colors (IQ-2) [1]**
  • Shape Light (IQ-2) [1]**
  • Bright Vision (IQ-2) [1]**
  • Infravision (IQ-2) [1]**
  • Dark Vision (IQ-2) [1]**
  • Darkness (IQ-2) [1]**
  • Blackout (IQ-2) [1]**
  • Flash (IQ-2) [1]**
  • Blur (IQ-2) [1]**
  • Hide (IQ-2) [1]**
  • See Invisible (IQ-2) [1]**
  • Mage Light (IQ-2) [1]**
  • Continual Mage Light (IQ-2) [1]**
  • Glow (IQ-2) [1]**
  • Sunlight (IQ-2) [1]**
  • Continual Sunlight (IQ-2) [1]**
  • Invisibility (IQ-2) [1]**
  • Shape Darkness (IQ-2) [1]**
  • Sunbolt (IQ-2) [1]**

Making and Breaking Spells (5)

  • Restore (IQ-2) [1]**
  • Clean (IQ-2) [1]**
  • Soilproof (IQ-2) [1]**
  • Dye (IQ-2) [1]**
  • Copy (IQ-2) [1]**

Meta-Spells (30)

  • Counterspell (IQ-2) [1]**
  • Scryguard (IQ-2) [1]**
  • Suspend Spell (IQ-2) [1]**
  • Ward (IQ-2) [1]**
  • Conceal Magic(IQ-2) [1]**
  • Reflect (IQ-2) [1]**
  • Scrywall (IQ-2) [1]**
  • Great Ward (IQ-2) [1]**
  • False Aura (IQ-2) [1]**
  • Magic Resistance (IQ-2) [1]**
  • Scryfool (IQ-2) [1]**
  • Catch Spell (IQ-3) [1]**
  • Suspend Magic (IQ-2) [1]**
  • Displace Spell (IQ-2) [1]**
  • Spell Shield (IQ-2) [1]**
  • Spell Wall (IQ-2) [1]**
  • Pentagram (IQ-2) [1]**
  • Suspend Curse (IQ-2) [1]**
  • Dispel Magic (IQ-2) [1]**
  • Lend Spell (IQ-2) [1]**
  • Remove Curse (IQ-2) [1]**
  • Spellguard (IQ-3) [1]**
  • Remove Aura (IQ-2) [1]**
  • Hang Spell (IQ-3) [1]**
  • Maintain Spell (IQ-3) [1]**
  • Throw Spell (IQ-2) [1]**
  • Delay (IQ-2) [1]**
  • Link (IQ-2) [1]**
  • Maintain Spell (IQ-2) [1]**
  • Reflex (IQ-2) [1]**

Mind Control Spells (38)

  • Keen Vision (IQ-2) [1]**
  • Keen Hearing (IQ-2) [1]**
  • Dull Sight (IQ-2) [1]**
  • Dull Hearing (IQ-2) [1]**
  • Alertness (IQ-3) [1]**
  • Dullness (IQ-3) [1]**
  • Fear (IQ-2) [1]**
  • Panic (IQ-2) [1]**
  • Bravery (IQ-2) [1]**
  • Foolishness (IQ-2) [1]**
  • Daze (IQ-2) [1]**
  • Mental Stun (IQ-2) [1]**
  • Encrypt (IQ-2) [1]**
  • Fascinate (IQ-2) [1]**
  • Forgetfulness (IQ-2) [1]**
  • Sleep (IQ-2) [1]**
  • Wisdom (IQ-2) [1]**
  • Boost Intelligence (IQ-2) [1]**
  • Weaken Will (IQ-2) [1]**
  • Strengthen Will (IQ-2) [1]**
  • Loyalty (IQ-2) [1]**
  • Command (IQ-2) [1]**
  • Madness (IQ-2) [1]**
  • Emotion Control (IQ-2) [1]**
  • Mass Daze (IQ-2) [1]**
  • Lure (IQ-2) [1]**
  • Mass Sleep (IQ-2) [1]**
  • Oath (IQ-2) [1]**
  • Permanent Forgetfulness (IQ-3) [1]**
  • Vigil (IQ-3) [1]**
  • Relieve Madness (IQ-2) [1]**
  • Charm (IQ-2) [1]**
  • False Memory (IQ-2) [1]**
  • Avoid (IQ-2) [1]**
  • Hallucination (IQ-2) [1]**
  • Suggestion (IQ-2) [1]**
  • Mass Suggestion (IQ-2) [1]**
  • Great Hallucination (IQ-3) [1]**

Movement Spells (16)

  • Haste (IQ-2) [1]**
  • Apportation (IQ-2) [1]**
  • Deflect Missile (IQ-2) [1]**
  • Hold Fast (IQ-2) [1]**
  • Levitation (IQ-2) [1]**
  • Lighten Burden (IQ-2) [1]**
  • Locksmith (IQ-2) [1]**
  • Slow Fall (IQ-2) [1]**
  • Wallwalker (IQ-2) [1]**
  • Distant Blow (IQ-2) [1]**
  • Lockmaster (IQ-2) [1]**
  • Manipulate (IQ-2) [1]**
  • Flight (IQ-3) [1]**
  • Hawk Flight (IQ-3) [1]**
  • Ethereal Body (IQ-3) [1]**
  • Freedom (IQ-2) [1]**

Necromantic Spells (15)

  • Death Vision (IQ-2) [1]**
  • Sense Spirit (IQ-2) [1]**
  • Summon Spirit (IQ-2) [1]**
  • Animation (IQ-3) [1]**
  • Steal Energy (IQ-2) [1]**
  • Steal Vitality (IQ-2) [1]**
  • Materialize (IQ-2) [1]**
  • Solidify (IQ-2) [1]**
  • Affect Spirits (IQ-2) [1]**
  • Turn Spirit (IQ-2) [1]**
  • Command Spirit (IQ-2) [1]**
  • Banish (IQ-2) [1]**
  • Repel Spirit (IQ-2) [1]**
  • Steal Skill (IQ-3) [1]**
  • Astral Block (IQ-2) [1]**

Protection and Warning Spells (14)

  • Sense Danger (IQ-2) [1]**
  • Detect Poison (IQ-2) [1]**
  • Magelock (IQ-2) [1]**
  • Block (IQ-2) [1]**
  • Watchdog (IQ-2) [1]**
  • Nightingale (IQ-2) [1]**
  • Sense Observation (IQ-2) [1]**
  • Shield (IQ-2) [1]**
  • Armor (IQ-2) [1]**
  • Missile Shield (IQ-2) [1]**
  • Reverse Missiles (IQ-2) [1]**
  • Catch Missile (IQ-2) [1]**
  • Return Missile (IQ-2) [1]**
  • Mystic Mist (IQ-2) [1]**

Sound Spells (10)

  • Sound (IQ-2) [1]**
  • Voices (IQ-2) [1]**
  • Silence (IQ-2) [1]**
  • Sound Vision (IQ-2) [1]**
  • Imitate Voice (IQ-2) [1]**
  • Wall of Silence (IQ-2) [1]**
  • Delayed Message (IQ-2) [1]**
  • Resist Sound (IQ-2) [1]**
  • Far-Hearing (IQ-2) [1]**
  • Wizard Ear (IQ-2) [1]**

Technological Spells (6)

  • Seek Power/TL7 (IQ-2) [1]**
  • Stop Power/TL7 (IQ-2) [1]**
  • Lend Power/TL7 (IQ-2) [1]**
  • Conduct Power/TL7 (IQ-3) [1]**
  • Steal Power/TL7 (IQ-3) [1]**
  • Draw Power/TL7 (IQ-3) [1]**

Water Spells (8)

  • Seek Water (IQ-2) [1]**
  • Purify Water (IQ-2) [1]**
  • Create Water (IQ-2) [1]**
  • Destroy Water (IQ-2) [1]**
  • Shape Water (IQ-2) [1]**
  • Freeze (IQ-2) [1]**
  • Create Ice (IQ-2) [1]**
  • Icy Touch (IQ-2) [1]**

Weather Spells (2) Lightning (IQ-2) [1]** Resist Lightning (IQ-2) [1]**

The Jumper

A retired super villain. Well, retired on his Earth at least. A thief with a heart of gold and a love of adventure, once he discovered his ability to teleport could take him to other worlds as well he decided to commit all his crimes elsewhere where he didn't have to worry about his world's heroes (and villains of course) coming after him afterwards. Now he pulls jobs on alternate timelines for fun, profit and occasionally a good cause, then comes back home to a comfortable life of luxury.

Dimensional Transit Power [196]

  • Warp (Reliable 10 +50%) [150]
  • (Alternative Ability: Jumper, New Worlds +50%,) [30]
  • (Alternative Ability: Snatcher) [16]

Advantages

  • Absolute Direction (3D Spatial Sense) [10]
  • Talent (Master Thief) 4 (Climbing, Escape, Filch, Forced Entry, Holdout, Lockpicking, Observation, Pickpocket, Search, Shadowing, Stealth, Traps) [40]
  • Talent (Smooth Operator) 4 [60]
  • Additional Languages: Spanish (Native) [4], Cantonese (Accented) [2]

Skills

  • Acrobatics (DX) [4]
  • Acting (IQ+1) [3]*
  • Architecture/TL8 (IQ) [2]
  • Body Language (PER-1) [1]
  • Body Sense (DX+1) [7]*
  • Camouflage (IQ) [1]
  • Climbing (DX+1)[3]*
  • Connoisseur (Art) (IQ) [2]
  • Disguise/TL8 ) (IQ) [4]
  • Driving/TL8 (Motorcycle) (DX) [2]
  • Electronics Operation/TL8 (Security)(IQ)[2]
  • Electronics Operation/TL8 (Surveillance) (IQ)[2]*
  • Escape (DX)[3]*
  • Fast Talk (IQ+1)[3]*
  • Filch (DX) [2]
  • Forced Entry (DX) [1]
  • Forgery/TL8 (IQ) [4]
  • Gesture (IQ) [1]
  • Holdout (IQ) [2]
  • Judo (DX) [4]
  • Knot-Tying (DX) [1]
  • Law (Criminal) (IQ-2) [1]
  • Lip Reading (PER-1) [1]
  • Lockpicking/TL8 (IQ) [2]
  • Mimicry (Speech) (IQ-1)[2]
  • Observation (PER)[1]*
  • Pickpocket (DX)[4]
  • Savoir-Faire (Criminal) (IQ) [1]
  • Savoir-Faire (Superhero) (IQ) [1]
  • Savoir-Faire (Supervillain) (IQ) [1]
  • Search (PER) [2]
  • Sex Appeal (HT-1) [1]
  • Sleight of Hand (DX)[4]
  • Smuggling (IQ-1) [1]
  • Stage Combat (DX-1) [1]
  • Stealth (DX+1)[2]*
  • Streetwise (IQ+1)[3]*
  • Throwing (DX) [2]
  • Traps/TL8 (IQ) [2]
  • Urban Survival (PER)[2]

The Inventor

Billionaire visionary genius adventurer, the only thing which exceeds this Alex's skill in business is his mastery of all things scientific and technological. CEO of Apex Technologies, he now spends his spare time exploring other worlds when he isn't improving his own.

Advantages

  • Absolute Timing [5]
  • Eidetic Memory (Photographic Memory) [10]
  • Gadgeteer (Quick Gadgeteer) [50]
  • G-Experience (All) [10]
  • Gizmo (3 times) [15]
  • Indomitable [15]
  • Lightning Calculator (Intuitive Mathematician) [5]
  • Talent (Artificer) 4 [40]
  • Talent (Business Acumen) 4 [40]
  • Talent (Mathematical Ability) [40]
  • Unfazeable [15]
  • Versatile [5]

Wildcard Skill
Science! (IQ+3) [60]

Skills

  • Accounting (IQ-2) [1]
  • Administration (IQ-1) [1]
  • Artillery/TL9 (Guided Missile) (IQ) [2]
  • Beam Weapons/TL9 (Pistol) (DX+2) [4]
  • Beam Weapons/TL9 (Projector) (DX)[1]
  • Beam Weapons/TL9 (Rifle) (DX) [1]
  • Computer Hacking/TL9 (IQ) [8]
  • Computer Operation/TL9 (IQ+1) [1]*
  • Computer Programing/TL9 (IQ) [4]
  • Computer Programing/TL9 (AI) (IQ) [4]
  • Economics (IQ-2) [1]
  • Environmental Suit/TL9 (Battlesuit) (DX+2) [4]
  • Explosives/TL9 (IQ) [2]
  • Finance (IQ-2) [1]
  • Force Sword (DX) [2]
  • Forward Observer/TL9 (IQ-1) [1]
  • Free Fall (DX-1) [1]
  • Gunner/TL9 (Beams) (DX) [1]
  • Law (U.S. Contract) (IQ-2) [1]
  • Law (Corporate) (IQ-2) [1]
  • Leadership (IQ-1) [1]
  • Liquid Projector/TL9 (Sprayer) (DX) [1]
  • Liquid Projector/TL9 (Squirt Gun) (DX) [1]
  • Machinist/TL9 (IQ-1) [1]
  • Market Analysis (IQ-2) [1]
  • Merchant (IQ-1) [1]
  • Parachuting/TL9 (DX) [1]
  • Piloting/TL9 (Aerospace) (DX-1) [1]
  • Piloting/TL9 (Contragravity) (DX-1) [1]
  • Piloting/TL9 (Flight Pack) (DX) [2]
  • Piloting/TL9 (High-Performance Airplane) (DX-1) [1]
  • Piloting/TL9 (High-Performance Spacecraft) (DX-1) [1]
  • Politics (IQ-1) [1]
  • Propoganda/TL9 (IQ-1) [1]
  • Public Speaking (IQ-1) [1]
  • Savoir-Faire (Corporate) (IQ) [1]
  • Scuba/TL9 (IQ-1) [1]
  • Strategy (IQ-2) [1]
  • Tactics (IQ-2) [1]
  • Weird Science (IQ+5)[28]

The Wanderer

This version of Alex was just a gifted musician till a profound mystical experience "put him in tune with the music of the multiverse." Now he possesses extraordinary senses, including the ability to find natural ways to travel from world to world like nexus portals and shiftrealms, no matter where they happen to be on a planet. Not only that but things just seem to go his way, as if Reality itself was looking out for him.

Advantages

  • Acute Detect Natural Parachronic Phenomena 44 (Accessibility - Only to Compensate for Range Penalties -50%) [44]
  • Charisma 5 [15]*
  • Cultural Adaptability (Xeno-Adaptability) [20]
  • Daredevil [15]
  • Detect Natural Parachronic Phenomena (Rare; Precise +100%) [10]
  • Empathy [15]
  • Enhanced Dodge 3 [45]
  • Intuition [15]
  • Extraordinary Luck [30]
  • Medium [10]
  • Precognition [25]
  • Serendipity 2 [30]
  • Social Chameleon [5]
  • Spirit Empathy [10]
  • Talent (Musical Ability) 4 [20]
  • True Faith [15]
  • Visualization [10]
  • Wild Talent 1 (Retention +25%) [25]

Skills

  • Area Knowledge (Dimensional Highways) (IQ) [1]
  • Carousing (HT) [1]
  • Cartography/TL8 (IQ-1) [1]
  • Connoisseur (Music) (IQ-1) [1]
  • Cooking (IQ-1) [1]
  • Dancing (DX-1) [1]
  • Enthrallment (Captivate)(Will) [4]
  • Enthrallment (Persuade)(Will) [4]
  • Enthrallment (Suggest)(Will) [4]
  • Enthrallment (Sway Emotions)(Will) [4]
  • Erotic Art (DX-1) [1]
  • Fortune Telling (IQ-1) [1]
  • Gambling (IQ) [2]
  • Hidden Lore (Natural Parachronic Phenomena) (IQ) [2]
  • Musical Composition (IQ-2) [1]
  • Musical Influence (IQ-2) [2]
  • Musical Instrument (Guitar) (IQ) [4]
  • Musical Instrument (Piano) (IQ-2) [1]
  • Panhandling (IQ) [1]
  • Poetry (IQ-1) [1]
  • Savoir-Faire (Show Business) (IQ) [1]
  • Scrounging (PER) [1]
  • Singing (HT) [1]