Scion of Arwyne (Vortex Form)

Under Development

Description:
Characteristic Value Point Cost
STR 0 -10
DEX 10 0
CON 10 0
BODY 15 10
INT 10 0
EGO 14 8
PRE 20 0
COM 10 0
PD 0 0
ED 2 0
SPD 3 10
RECOVERY 4 0
ENDURANCE 20 0
STUN 25 0
RUN 6” 0
SWIM 2” 0
LEAP 2” 0

STR Roll: 9

DEX Roll: 11

CON Roll: 11

INT Roll: 11

EGO Roll: 12

PER Roll: 11


Disadvantages Pts

Distinctive Features: Vortex of Elemental DOOM!!! (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses, Causes Extreme Reaction: abject fear) 25

Psychological Limitation: Self Preservation (Very Common, Total) 25

Hunted: The Past 8- (Mo Pow, Capture) 15

Multiform Amnesia (Common, Strong) 15

Points

Base Points : 157

Disads Total + 80

Total Cost = 198

Unspent: 39


Pts. Skill/Perk/Talent/Power END

1 Damage Resistance (2 ED), (1 Active Points)

2 Chaos Shield: 14 MD (11 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power Power Losses About Half of Its Effectiveness (Only vs Mind Control; -1), Side Effects, Side Effect occurs automatically whenever Power is used (-1), Always On (-1/2), Limited Power (A command for the Scion to revert to one of its stable forms ignors this MD as long as the transformation results in a positive body score; -1/4)
  • Side Effect: It takes stun equal to 1/2 the amount of MD used
2 Shield of Entropy: 14 Power Defense ( 14 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power Power Losses About Half of Its Effectiveness (Only vs Transforms; -1), Side Effects, Side Effect occurs automatically whenever Power is used (-1), Always On (-1/2), Limited Power (A power used to transform the Scion back to one of its available stable forms ignores this defense as long as the transformation would result in a positive BODY score; -1/4)
  • Side Effect: It takes stun equal to 1/2 the amount of Power Defense used.

22 Vortex of Elements: Desolidification, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Inherent (+1/4) Hardened (+1/4) (100 Active Points); Always On (-1/2), No Conscious Control (-2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Cannot Pass Through Solid Objects (-1/2)

4 Vortex of Elemental DOOM!!: +10 PRE (10 Active Points); Always On (-1/2), Linked (Vortex of Elements; Lesser Power can only be used when character uses greater Power at full value; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)

22 Elemental Conveyance: Multipower, 90-point reserve, (90 Active Points); all slots Fuel Dependent (fuel is Very Common; must refuel Once per Minute; -1 3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Linked (Vortex of Elements; Lesser Power can only be used when character uses greater Power at full value; -1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)

1u Negative Planar (Space) Travel: FTL Travel, 1 Light Year per Hour (36 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per Minute; Solar Wind; -1 3/4), Linked (Vortex of Elements; Lesser Power can only be used when character uses greater Power at full value; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4), Limited Power (Power does not work outside the Helioplaus of a star system; Uncommon; -1/4)
1u Wind Rider: Flight 10”, Position Shift, Variable Advantage (No Turn Mode/Megascale 1”=1 km Approximately Mach 7.3; +1/2), combat acceleration/deceleration (+1/4), Reduced Endurance (0 END; +1/2) (56 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per Minute; Air; -1 3/4), Linked (Vortex of Elements; Lesser Power can only be used when character uses greater Power at full value; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)
1u Space Fold: Teleport 3”, No Relative Velocity (+10 points), Megascale (1”=10 quadrillion km/1,000 light-years; can scale down to 1”=1 km; +4 ½), Reduced Endurance (0 END; +1/2), Safe Blind Teleport (+1/4) (88 Active Points); Limited Power (Power does not work inside the Helioplaus of a star system; Ubiquitous; -2), Extra Segment (-1/2), Fuel Dependent (fuel is Very Common; must refuel Once per Minute; Air; -1 3/4), Linked (Vortex of Elements; Lesser Power can only be used when character uses greater Power at full value; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4)
47 Elemental Substance: Killing Attack – Ranged 2d6, Affects Physical World (+2), Reduced Endurance (0 END; +1/2), Variable Special Effect (+1/4), Variable Advantage (Armor Piercing, Penetrating, or Affects Desol; +3/4) , Variable Advantage (Armor Piercing, Penetrating, or Affects Desol; +3/4), Variable Advantage (Damage Shield: Damage added to physical Attacks, Area of Effect 2” Radius; +1 1/4), Continuous (+1), Persistent (+1/2), Inherent (+1/4) (247 Active points); No Conscious Control (Only Effects cannot be controlled; -1), Always On (-1/2), Cannot Use Targeting (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Linked (Vortex of Elements; Lesser Power can only be used when character uses greater Power at full value; -1/2), Limited Power (Specific Special Effects linked to Specific Variable Advantages; -1), Limited Power(CON Stun, & Unconsciousness automatically revert power to Damage Shield; -1/4)
  • Special Effect & Variable Advantages Combinations (GM, roll a d8 every time damage is rolled to determine which is unleashed):
    1. Ice Shards: PD, Armor Piercing & Penetrating
    2. Flame Blast: ED, Armor Piercing & Penetrating
    3. Lightning Bolts: ED, Penetrating & Affects Desol
    4. Cold Beam: ED, L2 Penetrating
    5. Stone Shrapnel: PD, L2 Armor Piercing
    6. Positive Energy Beam: ED, L2 Armor Piercing
    7. Negative Energy Beam: ED, Armor Piercing & Affects Desol
    8. Wind Blast: PD, L2 Penetrating

39 Wind Rush: Telekinesis – 20 STR, Reduced END (0 END; +1/2), Affects Physical World (+2), Indirect (Attack Can Come from Any Location & Be Fired from Any Direction; +3/4), Area of Effect (13” Radius; +1) (157 Active Points); Cannot Use Targeting (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Linked (Elemental Substance; Lesser Power can only be used when character uses greater Power at full value; -3/4.) , Gestures (Requires both hands; -1/2), Incantations (Complex; -1/2), Reduced Range (No x5 multiplier; -1/4)

21 Elemental Fey Creature: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in Intense Cold; Safe in Intense Heat; Safe in High Pressure; Safe in Low Pressure/Vacuum; Safe in High Radiation; Self-Contained Breathing), Inherent (+1/4) (59 Active Points); Always On (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Linked (Vortex of Elements; Lesser Power can only be used when character uses greater Power at full value; -3/4.)

17 Healing – Regeneration 3, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Inherent (+1/4) (67 Active Points); Extra Time (1 Turn; -1 ¼), Self Only (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Linked (Vortex of Elements; Lesser Power can only be used when character uses greater Power at full value; -3/4.)

38 Change Environment 4” Radius -5 Sight Based Perception Roles, -5 Sent Based Perception Rolls, – 4 Hearing Based Perception Roles, -8 Flight, -2 Run, -1 Temperature Level, Multiple Combat Effects, Personal Immunity (+1/4), Megascale (1” equals 1 km; +1/4), Continuous (+1), Persistent (+1/2), Inherent (+1/4) (299 Active Points); Gradual Effect (15 minuets; -3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Gestures (Requires both hands; Complex; -3/4), Required Hands Two-Handed (-1/2), Incantations (Complex; -1/2), No Range (-1/2), No Conscious Control (-2), Always On (-1/2), Linked (Elemental Substance; Lesser Power can only be used when character uses greater Power at full value; -3/4)

Combat Summary

Base OCV: 3 Base DCV:3 (2) ECV: 4
Levels:
DEX: 10 SPD: 3 Phases: 4, 8, 12
0 PD (0 rPD) 2 ED (2 rED) MD: 0/14
END: 20 STUN: 25 BODY: 15

Scion of Arwyne (Vortex Form)

The 12 Spheres Genesplicer